
Drogan Anvilsong |

Drogan adjusts his hat. "I'll accomp'ny Velryssa to the temple. If there IS any information te be found - I'll be wantin' te look into it."

Linkah Merrywater |

Linkah tosses a dagger from one hand to the next and glances at the pack on the deck with what could be boredom. The little Halfling rogue shrugs and slips the dagger back into its holster. "Thinks I'll be sittin' this one out, mates. Gonna see to the boffers on deck ta set 'em rights on their rope skills. These halfers needs some lessons."
He giggles when Onura gives him a look, eyebrows arched imperiously. "Don't get your lollies in a twist, Cap'n. I only wants ta show 'em a spot o' knowledge is all. No mukin' about, I swears on me honor as a shipwright." Linkah makes an official sign across his chest, but the grin at his lips is across anything but official.
Onura smiles after making a show of a threatening gaze and nods acceptance. "Very well, so long as your eyes are on the crew and not my aft compartment."
"Wouldn't dreams of it, Cap'n." He knuckles a salute and smirks.

Agidor Lim'ehl |

"For my part," Agidor puts in, hooking a thumb through the shoulder strap of the guitar case across his back. "Think I'll pay a visit to the local dens of inequity, see what might be stirring up in the shallows, as it were."
At a warning glance from Drogan, the minstrel smiles rakishly and responds, "No need to fret, my stalwart companion, I'll spend my time with an ear to the wind. Ne'ery a trouble shall I become acquainted with if it can be helped."

Professor Lennox, DM |

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Chapter One: In my Time of Waking
Ridonport
Morning
12 Lamashan, 4714
Partly Cloudy
♆☦♜♬♞
All
Their paths chosen, the party watches acquainted the city of Ridonport comes into view. For a population of only 6,000, it boasts a proper harbor thanks to the natural rock formations. Imperial Navy vessels abound, a secondary shipyard supporting Cassomir to the north. But other ships are evident as the smaller brigantines and schooners ply the settling currents of the harbor.
From the center of town everyone can see the majestic visage of a towering statue. Delving into his lore, Drogan explains that it is a likeness General Arnisant, hero of the Shining Crusade in the town's main square. Two hundred feet tall and built of solid marble, it is a true testament to the pride the town feels for its most famous son. For Nosatrub, it harkens to the tales of the War among the Knights of Ozem back in Lastwall. A tale the paladin knows well.
The ship's crew, displaying their efficiency, has the Landless in port within the hour. The party finds themselves on solid ground once more and facing facing a bustling port area. Soon after, a bald man of middle years, garbed in the white vestments of the Abadaran church steps forward to greet Velryssa.
"Mistress Fu Shan," the priest seals up first, hands within the sleeves of his robes and bowing a head.
"Father Argus," Velryssa responds with a thin smile. She unshoulders the pack and presents it to the priest. "As promised."
He holds up his hands and shakes his head. "No, no, my dear, I've not been given the sanctification worthy to handle the items for the church. Arch-Banker Benedictus will welcome us at the sanctuary." He smiles nervously to the rest of the party gathered around Velryssa then leans in to say. "You mentioned official military support...I only ask because..."
"Tut tut, good father, these men are given to the task by Olfrey," she waves waves a graceful hand towards the party, making introductions. "Armsman Beckett Foxglove, Archivist Drogan Anvilsong, Arbiter Karl Marsh and lastly, Squire Nosatrub Shieldarm of Iomedae."
At the last, Argus' eyes grow wide as his voice grows confident. "Excellent, I am pleased to make your acquaintances."
(if Lavios and Phedron also wish to go, let let me know or write yourself into the mix | I'm including Nosa die to the nature of the task)
-------------
Introductions done, the group bids farewell to Onura and Opillien as they head off to the Imperial Offices and to Agidor who disappears into the throng as easily as a leaf on the stream.
Ahead of those accompanying the priest and the procurement officer (Velryssa), the congested streets of the city await, General Arnisant looking down from his 200 foot pedestal.
Let's get the following from those going along:
》Marching orders
》Perception checks
》Any other checks you think relevant

Karl Marsh |

"Pleased to meet you father, your church is well known to me."
"If Val is going to take point I will watch rear guard. If Beckett and Nosa are okay with it, I would have to them flank you father. Nosa can pick out likely targets in the crowd and see their intents towards us. If Drogan and Phedron are to join us, I'd have them be behind me them. I can trail back a little ways and see what interests are piqued by your passing. If you fail to spot me for an extended time, well then, I got bagged."
"What do you think Val? We play it nice smooth and steady until jump off. It it goes sideways we fight a withdrawal to the temple, but the goal will be to keep up with the father as he moves that way. Engaging should be a secondary concern. First priority will be getting the victim to the safe point."
1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 perception

Drogan Anvilsong |

"Well," Drogan interjects, "I'm not sure what the Lady would have - but yer half mad you think I'll be playin' rear guard te the great and powerful Marsh. A'll walk with ya, sure as rain in Spring - but I'll not lag behind. Beside, Told ya I mean to continue the interupted conversation I was 'avin' with Lady Velryssa on board."
His attention turns to her, "That is, a' course, if the Lady would wish to keep talkin' to me. I would not mean te intrude upon her good graces."

Velryssa |

Velryssa grins at the dwarf and chuckles, a musical thing. "I find the arrangement satisfactory, Master Drogan. Please walk along side and we shall converse. But dispense with the 'Lady', I don't pretend that which I'm not." She lift the pack and slings it deftly over her shoulder, the move pulling back the long, roughspun coat of reds and blacks and grays. At her hip are paired short swords and a brace of throwing knives at her thigh. She winks at the dwarf. "Though I've trained on the courtesan arts of my homeland, I've never been a Lady."
If you're keeping an eye out, don't forget a roll or two for Perception or even Sense Motive if available.

Drogan Anvilsong |

"Likewise. I've no craft or title to earn that Master either."
Drogan takes a quick look about. The port's unfamiliar territory. No way to know for sure what's what - but it's better to play it safe none the less.
perception: 1d20 - 1 ⇒ (9) - 1 = 8
He shifts his pack on his shoulder. "Well then, shall we?" he says, keeping his waraxe loosely tethered.

Karl Marsh |

Velryssa grins at the dwarf and chuckles, a musical thing. "I find the arrangement satisfactory, Master Drogan. Please walk along side." She winks at the dwarf. "Though I've trained on the courtesan arts of my homeland, I've never been a Lady."
"Remind me not to leave my stacks of coppers laying around then."

Professor Lennox, DM |

ES1: 1d20 + 1d10 ⇒ (2) + (2) = 4
ES2: 1d20 + 1d10 ⇒ (10) + (3) = 13
ES3: 1d20 + 1d10 ⇒ (2) + (3) = 5
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Chapter One: In my Time of Waking
Ridonport
Morning
12 Lamashan, 4714
Partly Cloudy
♆☦♜♬♞
(As mentioned before, if anyone else wishes to go with Karl, Beckett and Drogan, let me know or write yourself into the mix | I'm including Nosa due to the nature of the task)
-------------
As they work through the crowds, Drogan and Velryssa lead the way with Father Argus behind. Nosatrub and Beckett flank the group eyeing threads along the side as the party passes through the shops and stalls lining the road. Karl rings up the rear, ever conscious of threats following their progress.
For the dwarf, sharing steps with the fair Velryssa is as pleasant a thing considering the dire mission. But Drogan, chuckling at Karl's quip, still manages to spot an oddity.
Thirty feet ahead if the group, pressed between a fishmonger's stall and an apothecary's shop, a human struggles with a particularly stubborn mule. Yet while he toils against the beast of burden, this human's eyes are on the group, lingering on the face of Father Argus, then darting to a point distant and behind the party.
Drogan sees the man scratch furiously at his cheek, then shout at the mule, "Right then, you wretched beast, that's it for you if ya don't move your arse!"
Taking the rear guard some 20 feet back, Karl has time to take in the larger picture of the group as it passes through Street. On the left in the rain people going about their business take note of the passers-by and generally seek to ascertain if there in the market to buy something or not. It seems these merchants, so close to the docks, recognize that there won't be many sales here. Especially from the looks given by Beckett and Nosatrub.
Above the din, Karl hears a man shouting, "Right then, you wretched beast, that's it for you if ya don't move your arse!" The shout is followed by the sharp braying of a mule. The warrior let's the others get a look at the commotion while he scans the avenues crossing their path. It's then, he sees a human male, standing at a corner, nod to someone across the street and then move into the flow of people. He's a dozen feet or so behind the others - 10 feet or so ahead of Karl.

Drogan Anvilsong |

Drogan tips his hat, letting his waraxe fall a bit looser without actually grabbing for it. No use kicking a door that's still shut after all, as long as your set for what waits on the other side of it.

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In the hours before disembarking, Beckett pens two letters. Each are sealed.
The first he gives to Kraken.
ઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋ
To My Brother or Sister in the Faith
May the blessings of Sarenrae ever be upon you. My name is Beckett Foxglove, Second Order Inquisitor of the Dawn. I discipled under Lord Valdur Bromathan IV, Lord of the blessed House Bromathan of Korvosa. My identity and standing will be confirmed by his hand.
The bearer of this letter is Kraken The Dim, a Half-Orc in service to our Lady. I have examined his heart and testify that he may have been set apart for Orders. I know that his base nature makes this unusual, but it is not without precedent. I ask that he be examined and considered.
By The Dawn's Light,
Beckett Foxglove
ઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋ
The second letter, Beckett will have delivered at the earliest opportunity.
ઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋ
My Lord Bromathan
We have arrived in Ridonport. There were two incidents while in transit. We picked up a survivor from a doomed ship, and we discovered that Captain Onura Limnestti was transporting a tainted artifact. The attached notes contain the details of both of these incidents. The steps I had to take with Onura were dangerous, however it seems to be the Everlight's will for these events to unfold.
I pray that this is not due to my weakness. I confess that I was ill prepared for the confrontation. Sarenrae's will is sovereign. However she should not have to suffer stupid and weak disciples such as myself. I will double my fast and flagellation for the next week.
I have taken some steps to prevent a reoccurrence of my blunders, should a final confrontation with Onura be unavoidable. Her most dangerous servant is follower of Sarenrae. I have no doubt that this is a gift of the Dawn. His faith is a useful tool for separating him from his Captain. I suspect that when I next meet Onura, she will be without his services.
I Remain Ever My Lord's Servant,
Beckett Foxglove
ઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋઋ

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As Beckett follow along through the crowds, he examines Father Argus for any taint or anything else unusual.
Detect Alignment - evil (at will)

Professor Lennox, DM |

EP1: 1d20 + 1d10 ⇒ (15) + (1) = 16
EP2: 1d20 + 1d10 ⇒ (6) + (4) = 10
EP3: 1d20 + 1d10 ⇒ (5) + (6) = 11
EP3: 1d20 + 1d10 ⇒ (5) + (2) = 7
EP3: 1d20 + 1d10 ⇒ (19) + (5) = 24
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Chapter One: In my Time of Waking
Ridonport
Morning
12 Lamashan, 4714
Partly Cloudy
♆☦♜♬♞
Beckett, Karl & Drogan
Ever vigilant against threats in and out of the party, Beckett casts a baleful glance towards Father Argus. But his Inquisitor's sight finds no fault in the clergyman. The aura of the balding fellow is one of precise and unwavering loyalty to the precepts of Abadar and the law of the land.
No, no threat from the man. But Beckett's eyes continue their search of the crowd. It isn't long before he spots an oddity ahead. Thirty feet ahead if the group, pressed between a fishmonger's stall and an apothecary's shop, a human struggles with a particularly stubborn mule. Yet while he wars with the beast of burden, this human's eyes are on the group, lingering on the face of Father Argus, then darting to a point distant and behind the party.
Beckett sees the man scratch furiously at his cheek and tap his shoulder three times, then shout at the mule, "Right then, you wretched beast, that's it for you if ya don't move your arse!"
The Inquisitor whips his head and spots Karl trailing the group by some 30 or more feet. In front of the venerable warrior, a second man responds to the one with the mule. He leaves behind an alleyway and angles for the party, deftly weaving his way through the crowd like the sharks off the coast.
Beckett meets Drogan's glance, then Karl's, the three feeling as though they've stepped onto a pressure plate.
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Actions? You are in a street thoroughfare, roughly 20 or so citizens between merchants and customers and sailors. Drogan and Velryssa are in front, Nosa and Beckett are next and flanking Father Argus, and Karl is 30 feet behind the group.

Karl Marsh |

a slieght of hand vs human, light weapon, under his cloak: 1d20 + 7 + 2 + 2 + 2 ⇒ (10) + 7 + 2 + 2 + 2 = 23
Karl slips his main gauche from its sheath with his left hand while he performs a intricately subtitle motion with his right to free a dagger from its wrist sheath.
"They certainly didn't waste any time."
Karl takes a quick look around.
Perception: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Is there any doubt . . .
Sense motive: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
None---I can't let the boys down. . . F!*& it I'm going loud.
Karl takes one more step forward to close the gap before slinging his dagger like an adder strike into the man's back.
1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
1d4 + 1 + 1d6 + 2 ⇒ (4) + 1 + (6) + 2 = 13
He then fluidly moves to refil his hand with his sword all the while cursing his rusty reflexes.
"It's a trap!"

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"It's a trap!"
Beckett's blood begins to boil as he retrieves his hammer from his back harness.
Must keep control this time... Father Argus... Wouldn't understand...
The Inquisitor's eyes are momentarily drawn to the sky, as a ray of sunlight pierces the clouds and falls on a vendor's stall.
"Nosa! Guard the priest!"
With that Beckett runs towards Marsh.
"Karl! There are two more to your left! Behind the stall!"
If Beckett can get to the foes at Karl's left, he will attack them. Otherwise he will attack as soon as possible next round.
Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d12 + 3 ⇒ (2) + 3 = 5

Drogan Anvilsong |

Drogan's waraxe falls into hand, "By the Drunk's frothing flagon, Karl - serves me right fer tryin' te be subtle, eh!?"
Drogan sees where Beckett is pointing. The one Marsh went after is dead - or close enough to it. Drogan eyes up one of the other men and jumps into the fray.
waraxe: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 1d10 + 2 ⇒ (7) + 2 = 9

Professor Lennox, DM |

Initiative
Karl: 1d20 + 3 ⇒ (2) + 3 = 5
Drogan: 1d20 ⇒ 16
Beckett: 1d20 + 4 ⇒ (16) + 4 = 20
Nosa: 1d20 + 1 ⇒ (4) + 1 = 5
Baddies: 1d20 + 3 ⇒ (12) + 3 = 15
Round 1
B1: 1d20 + 4 ⇒ (8) + 4 = 12 Val
BD1: 1d8 ⇒ 3
B2: 1d20 + 4 ⇒ (6) + 4 = 10 Beckett
BD2: 1d8 ⇒ 5
B3: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9 Argus
BD3: 1d8 + 1d6 ⇒ (1) + (1) = 2
B4: 1d20 + 4 ⇒ (17) + 4 = 21 Karl
BD4: 1d8 ⇒ 4
B5S: 1d20 + 1d10 ⇒ (3) + (7) = 10
B6S: 1d20 + 1d10 ⇒ (19) + (5) = 24
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Surprise Round - Results
The trap is spring but the party is made aware before the net closes. Karl draws a dagger and throws it at the man emerging from the alley. The blade sings thru the air and sinks into the neck of the would be assailant. Blood gushes from the wound and he collapses to the pavement dead.
Beckett bellows his warning as two more enemies emerge from behind an eel-skin merchant's stall, crossbows at the ready. The Inquisitor charges into the fray, bringing his hammer down. His target is elusive but Beckett still manages to connect with him, some of the blow deflected by studded leather armor.
Drogan sounds his own charge and brings his ax to bear, heading southward and passing by Nosatrub as the paladin brings up his shield to cover the priest. (Drogan gets into combat next round - 20 ft movement)
Beckett clears the corner, a pig pen on his right from where the two men he'd spotted emerged. But he also sees two more further down the wall thanks to his new position. These both unleash shots from readied crossbows but miss horribly.
The one in front of Beckett, a crushed hip from the hammer blow, drops his crossbow and draws a short sword, still missing the Inquisitor.
But one of the bandits manages to connect a shot into Karl's side (Karl takes 4 pts)
Ahead of Karl, emerging from the same alley as the one he felled, another crosswbowman pops out from hiding and shoots at Father Argus. But Nosa's shield deflects the bolt.
Velryssa, seeing Drogan peel away southward, turns northward to attack the man there. He's since dropped his act with the mule and drawn a long sword.
♗ ♗ ♗ ♗ ♗ ♗
Round One - Party Up!! | Map Updated
Current Status
➢ Karl (HP 16/20)
➢ Beckett (HP 17/17)
➢ Drogan (HP 14/14)
➢ Argus (HP 27/27)
➢ Velryssa (HP 41/41)
♗ ♗ ♗ ♗ ♗ ♗
Battle Map (link)
》Page One (encounter)
》Page Two (city map)

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Beckett roars in rage! He points to his wounded foe.
"Your trap has failed! This one dies!"
Beckett swings his hammer.
Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d12 + 3 ⇒ (12) + 3 = 15
The Inquisitor glares at the other three enemies near him.
"Your one chance! Surrender now, and you will live!"
Intimate: 1d20 + 10 ⇒ (7) + 10 = 17
If the enemy Beckett is engaged with goes down, Beckett kicks him to add emphasis.

Professor Lennox, DM |

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Round One - Continues
You can use this skill to frighten an opponent or to get them to act in a way that benefits you. This skill includes verbal threats and displays of prowess.
Check: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Action: Using Intimidate to change an opponent's attitude requires 1 minute of conversation. Demoralizing an opponent is a standard action.
The Lucerne Hammer whomps down upon the bandit, caving in his shoulder and shattering ribs into his organs. He falls dead to the ground.
Beckett's shout washes over the attackers, the sight of their fallen friend (shaking) their resolve.
"Keep going you folks!" the man who's been wrestling the donkey roars as he faces off with Velryssa.
The assailants nod to one another asks still look like they're going to continue. (Those on the map with the purple aura are Shaken for 1 round)
Shaken:
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
Going forward, remember that to Intimidate in combat is a Standard Action.
♗ ♗ ♗ ♗ ♗ ♗
Round One Continues- Drogan and Karl Up!! | Map Updated
Current Status
➢ Karl (HP 16/20)
➢ Beckett (HP 17/17)
➢ Drogan (HP 14/14)
➢ Argus (HP 27/27)
➢ Velryssa (HP 41/41)
♗ ♗ ♗ ♗ ♗ ♗
Battle Map (link)
》Page One (encounter)
》Page Two (city map)

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Going forward, remember that to Intimidate in combat is a Standard Action.
Got it. Thanks!

Nosatrub |

Nosa looks all about, trying to find a place with which to best protect the priest, making sure that his shield is between the assailants and the priest. He also draws his sword and keeps it at the ready, should any of the villains get within striking distance.
He wants nothing more than to jump into the battle with his friends, but he will do all he can to protect Argus.

Professor Lennox, DM |

Round 1 Baddies
BLA: 1d20 + 4 ⇒ (5) + 4 = 9 Val
BD1: 1d10 + 3 ⇒ (10) + 3 = 13
B2: 1d20 + 2 - 2 ⇒ (6) + 2 - 2 = 6 Beckett
BD2: 1d6 + 2 ⇒ (6) + 2 = 8
Beckett AOO: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d12 + 3 ⇒ (8) + 3 = 11
B3: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4 Argus (tfb)
B4: 1d20 + 4 - 2 + 2 ⇒ (18) + 4 - 2 + 2 = 22 Beckett
BD4: 1d6 + 2 ⇒ (4) + 2 = 6
B5: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 Val
BD5: 1d6 + 2 ⇒ (1) + 2 = 3
B6: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 Val
BD6: 1d6 + 2 ⇒ (4) + 2 = 6
VA1: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4
D1: 1d6 + 4 ⇒ (6) + 4 = 10
VA2: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18
D2: 1d6 + 4 ⇒ (6) + 4 = 10
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Round One - Finishes
Karl's sword fonds blood, opening furrow in the enemy's side that gushes life into the stone walkway.
Seeing the enemy clearly, Drogan angles his charge at the same target, dwarven waraxe burying itself in the man's shoulder and nearly taking off his arm. He falls dead to the ground, Drogan freeing his weapon with with a sickening slurp.
Shaken but not stirred to cessation, the attackers make their moves. Two alongside the wall near Beckett lunge forward with short swords drawn. One, clearly disturbed by the Inquisitor's intimidating presence misses. But the second connects along the young dedicated's chest (6 pts of damage!)
A third from the same area slips passed the melee, Beckett lashing out at him (AoO) but misses the mark, his Lucerne Hammer taking a huge chunk out of the low, stone fence hemming in the pigs. The third man hurls a satchel in the direction of Father Argus, but like his compatriot, Beckett's presence throws off his aim. The satchel flies wide and connects with a fleeing merchant, exploding into a blob of gray and green goo that brings the merchant to the ground, tangled and helpless.
With the addition of a citizen as a target, the crows that had been content to watch in fear now seeks exodus.
The clang of steel and the grunts of battle cone from the north end of the street as Velryssa engages with the leader-apparent of these attackers. Her paired short swords sing. A glance in that direction finds Velryssa surrounded by three enemies, the leader included.
♗ ♗ ♗ ♗ ♗ ♗
Round Two- Heroes are Up!! | Map Updated
Current Status
➢ Karl (HP 16/20)
➢ Beckett (HP 11/17)
➢ Drogan (HP 14/14)
➢ Argus (HP 27/27)
➢ Velryssa (HP 38/41)
♗ ♗ ♗ ♗ ♗ ♗
Battle Map (link)
》Page One (encounter)
》Page Two (city map)

Karl Marsh |

"Drogan! Let's clean these boys up and get to Val. Nosa keep that head on a swivel we need to keep movin before they swamp us. They might have more teams."
Karl charges the one north of Beckett to break the flank.
1d20 + 4 + 2 + 2 ⇒ (3) + 4 + 2 + 2 = 11 +2 to hit if I can work a flank with Beckett.
1d8 + 3 ⇒ (5) + 3 = 8
1d6 ⇒ 2 If I can work my own flank

Drogan Anvilsong |

Drogan hears Karl's call - seeing the Inquisitor. "Four on one?" His nostrils flair. "Four on one! You poncy gutter trash hide in the shadows an' then take the inquisitor four on one! Be quick, Marsh - lest they take Beckett's leash off his sanity an' he burns us all te cinders!"
"No time for performance now. They'll have him before long. Best to clear the rabble and be in arms reach if needed. Best to split their focus. Karl's got one, Beckett another. Time to take the third one to task"
Drogan bellows with a gutteral shout, "AarrrooOOOOOOOOOOO!" Raising his waraxe again - he brings it crashing down on the brigand that has not quite gotten to the Inquisitor yet.
Waraxe+charge: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
damage: 1d10 + 2 ⇒ (3) + 2 = 5

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"arrgghh"
Beckett grunts in pain. Then he smiles wide, showing teeth.
"I was hoping that would be your answer, Demonspawn!
The Inquisitor take a five foot step backwards, and swings at the head of his enemy to his left!
Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d12 + 3 ⇒ (12) + 3 = 15

Professor Lennox, DM |

Round 2 Baddies
BLA: 1d20 + 4 ⇒ (13) + 4 = 17 Vel
BD1: 1d10 + 3 ⇒ (10) + 3 = 13
B1: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14 Vel
BD1: 1d6 + 2 ⇒ (6) + 2 = 8
B2: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 Vel
BD2: 1d6 + 2 ⇒ (6) + 2 = 8
B3: 1d20 + 4 ⇒ (8) + 4 = 12 Drogan (tfb)
B4: 1d20 + 4 ⇒ (11) + 4 = 15 Karl
BD4: 1d6 + 2 ⇒ (3) + 2 = 5
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VA1: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12
D1: 1d6 + 4 ⇒ (6) + 4 = 10
VA2: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18
D2: 1d6 + 4 ⇒ (2) + 4 = 6
Argus - Shield of Faith on Velryssa
Nosa - Moves vendor cart to defensible position
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Round Two - Finishes
Karl's sword slashes into the air as he maneuvers into position opposite Beckett. While the attack misses, the venerable fighter can see the look of worry flash in the eyes of his opposite.
Drogan summons a blood-curdling yalp and swings his axe, but the fellow is too swift and pivots away from the blow, pulling another pouch from his belt that looks similar to the first he'd thrown.
Beckett, blood set afire by the enemy's strike, whirls his deadly hammer and, with a maniacal grin on his bloody lips, brings it down with devastating effect. The bandit's head caves in, spattering gore in all directions.
The two enemies remaining near the south side of the street remain engaged but their faith in victory is diminishing. The first steps back and lobs his satchel at Drogan's feet. "Meddling dwarf!" (Master Drogan: Give me Reflex Save, DC 15. Failure means you're glued to the floor. Read the below for the gooey details -"Tanglefoot Bag". In either case, proceed with your action accordingly.)
The second enemy darts out at Karl with his sword, but the effect of his comrades blood and brains on his person throws off his aim.
The clang of steel to the north is joined by a sharp curse as the enemy leader scores another hit on Velryssa. Blood pooling at her dancing feet, she lashes out with her twin short swords and returns the favor. The other two opponents likewise strike out, but only one is able to connect with Velryssa's lithe form.
Nosatrub, yearning for the fight, gives into his oathsworn duty to protect the priest. His armored form moves with swiftness and purpose as he grabs Argus and moves him to the east side of the street. The paladin shoves a vendor's kiosk to puts it between them and the northern enemies. Argus, although jostled, manages to call forth Abadar's blessing for Velryssa's sake. A golden nimbus surrounds the woman, affording her the protection of Argus' faith.
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
Tanglefoot Bag
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
♗ ♗ ♗ ♗ ♗ ♗
Round Three - Heroes are Up!! | Map Updated
Current Status
➢ Karl (HP 16/20)
➢ Beckett (HP 11/17)
➢ Drogan (HP 14/14)
➢ Argus (HP 27/27)
➢ Velryssa (HP 19/41)
♗ ♗ ♗ ♗ ♗ ♗
Battle Map (link)
》Page One (encounter)
》Page Two (city map)

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Beckett cleans the splattered gore from his eyes, then grasps his side in pain.
"Meddling dwarf!"
The Inquisitor looks up sharply.
"Drogan..." he gasps, then lets loose a howl!
With renewed energy he side steps the nearby enemy, raises his hammer, and swings wildly the foe at the dwarf's flank, attacking with reach.
Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Confirm: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d12 + 3 ⇒ (12) + 3 = 15
Damage: 1d12 + 3 ⇒ (6) + 3 = 9

Professor Lennox, DM |

Don't forget - although you don't confirm - there are special properties in your hammer that take effect when the following occur:
- Active Judgement
- Confirmed Critical
Be sure to keep that in mind as we go.
Beckett's hammer implodes the enemy's chest, sending his body careening against the wall behind him.
♗ ♗ ♗ ♗ ♗ ♗
Round Three Continues - Heroes are Up!! | Map Updated
Current Status
➢ Karl (HP 16/20)
➢ Beckett (HP 11/17)
➢ Drogan (HP 14/14)
➢ Argus (HP 27/27)
➢ Velryssa (HP 25/41)
♗ ♗ ♗ ♗ ♗ ♗
Battle Map (link)
》Page One (encounter)
》Page Two (city map)

Drogan Anvilsong |

Sorry if you saw this before I tweaked it. Didn't see Beckett aced the dude that got me glued.
Reflex: 1d20 + 3 ⇒ (3) + 3 = 6
Drogan seethes with unresolved anger. The Inquisitor brought down the bastard that did this to him, but he wanted the kill. No matter. There are others.
"Fine then," He says to the other between him and Karl, "Guess you'll have te do then, eh?"
Waraxe: 1d20 + 3 ⇒ (16) + 3 = 19 Flanking negates the glue penalty, so I just skipped it all together
damage: 1d10 + 2 ⇒ (8) + 2 = 10

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Something about traveling to turn in dangerous items makes Phedron feel uncomfortable considering the secret he harbors now.
"I'll accompany the Captain for security."
He says, as an easy excuse.
"If you don't mind Captain."
"Also keeping an eye on Opillien doesn't hurt. No one seems to have contact with these vermin without the chance of some ill effect."

Karl Marsh |

"See you on the otherside."
Karl brings his blade down on the flanked man.
1d20 + 6 + 2 + 2 ⇒ (8) + 6 + 2 + 2 = 18
1d8 + 1 + 1d6 ⇒ (6) + 1 + (1) = 8
"Beckett, if you slide up to Father Argus we can get Nosa to Val's aid! We can start leap frogging!"

Professor Lennox, DM |

Round 3 Baddies
BLA: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22 Vel
BLD: 1d10 + 3 ⇒ (8) + 3 = 11
B1: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 Vel
BD1: 1d6 + 2 ⇒ (5) + 2 = 7
B2: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21 Vel
BD2: 1d6 + 2 ⇒ (2) + 2 = 4
----------------
Nosa: 1d20 + 2 ⇒ (15) + 2 = 17
LBD: 1d8 + 2 ⇒ (3) + 2 = 5
VAA: 1d20 + 8 ⇒ (20) + 8 = 28
B1: 1d20 + 4 ⇒ (3) + 4 = 7 Vel
BD1: 1d6 + 2 ⇒ (2) + 2 = 4
B2: 1d20 + 4 ⇒ (5) + 4 = 9 Vel
BD2: 1d6 + 2 ⇒ (1) + 2 = 3
ACE: 2d6 ⇒ (6, 4) = 10
.
.
Round Three - Finishes
Drogan strains against the grayish-goo fixing him to the ground and tears into the bandit south of him. The waraxe rips apart the man's thigh straight through the bone and severing it completely.
Karl follows up with a deft slice of his blade across the dying man's throat. But he keeps moving, heading northward along the cobblestone street. He summons the priest and paladin's attention as he approaches, Father Argus' fear leaving his eyes as he calls upon his faith again.
The priest moves south, meeting Karl in the street and calling back to the embattled fixer. "Velryssa, retreat now!"
And she looks ready to do so, several gashes bleeding freely, but her assailants have other ideas. They strike out again, short swords flashing death and cutting into her under the arm and across her stomach.
Nosatrub pulls his composite longbow and knocks a shaft as he maneuvers to cover Argus' retreat south. His shot buries itself into the back of the closest bandit, blood spurting.
Velryssa shouts in pain as she pushes her body to the limit, executing a perfect spun and tumble to avoid her attackers and dash south.
Argus unleashes his divine magics, sending a burst of his god's healing energies. "Great Abadar, let your justice ring!" - (10 pts of Healing to Karl, Beckett and Velryssa)
To the north, as the remaining ambush party looks on, their leader looks ready to run.
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
♗ ♗ ♗ ♗ ♗ ♗
Round For - Heroes are Up!! | Map Updated
Current Status
➢ Karl (HP 20/20)
➢ Beckett (HP 17/17)
➢ Drogan (HP 14/14)
➢ Argus (HP 27/27)
➢ Velryssa (HP 14/41)
♗ ♗ ♗ ♗ ♗ ♗
Battle Map (link)
》Page One (encounter)
》Page Two (city map)

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"Beckett, if you slide up to Father Argus we can get Nosa to Val's aid! We can start leap frogging!"
Beckett grunts a consent, and nods briefly to the priest of Abadar.
With renewed vigor, he sprints to stand beside Velryssa and howls a challenge!

Drogan Anvilsong |

"Bugger all this nonsense," the dwarf grunts, his rage seething through clenched teeth, "I's a low an' worthless fellow that resorts to this sort a' business!"
Drogan tries with all his might to wrestle his legs free from the gloppy mess.
Strength check: 1d20 + 2 ⇒ (9) + 2 = 11
Drogan curses in a thick dwarvish brogue heavy with bile and frustrated ego.

Professor Lennox, DM |

.
.
.
.
.
Chapter One: In my Time of Waking
♆☦♜♬♞
Phedron
Lavios
Onura bows gratefully to both Phedron and Lavios. "You're accompaniment is appreciated." She signals to Onyx-eye that she is departing. "Mr. Indrik, you have the ship. We won't be long so have her refitted and ready to put to sea by midday."
"Understood, Cap'n."
The group of four - five when counting Caster as he wheels overhead - leave the slip and push into the crowds going west along the docks. The various races and passers-by congestion the thoroughfares to the point Onura promises loudly to slice the Jacobs off the next neerdowell thinks they can avail themselves a squeeze.
The crowd parts before the group.
"Tell me, Phedron is it?" Opillien asks of the Andoran. "What prompts your attendance in Taldan affairs? By the cut off your cloth and surname, I'd mark you Andoran."
Lavios and Phedron: Please roll perception checks and reference the appropriate success below.
...
You note a figure flitting between the crowds. It's slim in shape, possibly a woman and roughly human in height. The figure is dressed in rough clothing and a hooded tunic. The figure is doing their best to not be noticed, but they're following your group.
Actions?
...
Along with the above, you're sure it's a woman, dark hair and fine features spilling from the shadows of her hooded jerkin. Her attention is split between the two captains.
Actions?
...
In addition to the two above items, you see that the woman is not alone. There are two more skirting along the rooftops on the north side of the street (the docks are on your south). At times when the woman loses sight of your group, she makes eye contact with them to reacquire you.
Actions?

Karl Marsh |

Karl charges for the leader hoping to use his tumbling skills to weave his way past the guard threatening his passage.
Acrobatics: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 Ew, I think that is going to be AoO on me by the minion baddie as I pass by.
He guides his sword in a savage upswing arc seeking to disembowl the squads leader.
1d20 + 6 + 2 + 2 - 1 ⇒ (18) + 6 + 2 + 2 - 1 = 27
1d8 + 2 + 2 + 1 ⇒ (6) + 2 + 2 + 1 = 11
"Great change demands great deeds by great men, or the incredible stupidity of those who are seduced by chaos?"
"To me Nosa! Let us smite these men like the wanton sheep they are!"

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1d20 + 3 ⇒ (18) + 3 = 21
Lavios leans over to Onura
We're being followed He whispers One stalker behind us, two on the roofs. The one behind us is a woman, human. I suggest we take cover in a building, then leave a backway where they wouldn't suspect, and if they keep following, we'll persuade them not too.

Professor Lennox, DM |

Round 4 Baddies Withdrawal
BLA: 1d20 + 9 ⇒ (1) + 9 = 10
B1A: 1d20 + 9 ⇒ (16) + 9 = 25
B2A: 1d20 + 9 ⇒ (12) + 9 = 21
----------------
Nosa AoO: 1d20 + 6 ⇒ (6) + 6 = 12 B2
LBD: 1d8 + 5 ⇒ (4) + 5 = 9
Karl 1d20 + 9 ⇒ (18) + 9 = 27 (leader)
1d8 + 2 + 2 + 1 ⇒ (6) + 2 + 2 + 1 = 11
ACE: 2d6 ⇒ (3, 1) = 4
.
.
.
Karl: If you apply your double move action, that'll get you face to face with the leader. Despite the Acrobatics roll, the baddies used their AoO on Velryssa when she darted away. I'm applying your excellent attack roll to an AoO on the leader...
Round Four - Finishes
Drogan strains against the grayish-goo fixing him to the ground but finds no relief from his alchemical bonds.
Karl leaps into the fray and rumbles through the grouping to face off with the leader.
Nosatrub draws his sword and charges up to the enemies to assist Karl's play on the leader. But his swing is just short of his target.
Velryssa drops to one knee, exhaustion from her wounds overwhelming her. But Argus channels his god's healing energies to ease the pain.
For the enemies, their ambush am utter failure, the leader signals his two remaining men. "Flee you fools. The mission is lost!" With that, they turn and withdraw, rounding the corner to the right (west) to escape.
As they make their move to disengage, Karl's blade lashes out to slash the leader. Nosa also, but his target again proves elusive.
In the distance the shrill peels of the Watch's whistles can be heard on the approach.
They can be pursued at your prerogative. The crowds are parting for the baddies and the pursuit.
If you do pursue, give me a Perception Check a log with your post.
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
.A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
♗ ♗ ♗ ♗ ♗ ♗
Round Five - Heroes are Up!! | Map Updated
Current Status
➢ Karl (HP 20/20)
➢ Beckett (HP 17/17)
➢ Drogan (HP 14/14)
➢ Argus (HP 27/27)
➢ Velryssa (HP 18/41)
♗ ♗ ♗ ♗ ♗ ♗
Battle Map (link)
》Page One (encounter)
》Page Two (city map)

Professor Lennox, DM |

Rolls
BWP: 1d20 + 6 ⇒ (17) + 6 = 23
B1P: 1d20 + 4 ⇒ (3) + 4 = 7
B2P: 1d20 + 4 ⇒ (10) + 4 = 14
.
.
.
♞ Phedron
♆ Lavios
Onura purses her lips but gives no indication of reaction to Lavios' warning. Instead, she gestures to a tavern at the bend of the road ahead. "I know not if you gentlemen are of an appetite, but I find Imperial bureaucracy is best faced on a full stomach." She glances back to Phedron and Opillien. "Let us retire for some food."
Once inside, she points the group to a free table in the back. "We seem to be more popular than I thought." She looks to Phedron and Lavios. "Well, plan of action? Do we try and fight them or see if they want to chat?"
Actions?
Map (link)
》Page One (location)
》Page Two (tavern)
》Page Two (city map)

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"If we don't want blood on our hands, I could invoke Gozreh and scare them off, after we see what they want. But I think things will get rough, might as well start the fight, get the drop on them."
Lavios looks around the tavern for more suspicious figures
Perception: 1d20 + 3 ⇒ (13) + 3 = 16

Drogan Anvilsong |

Amidst a sea of curses - the dwarf's axe come crashing down on the gooey mess eating his legs.
ATTACK THE GOO!: 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20
damag: 1d20 + 2 ⇒ (7) + 2 = 9

Professor Lennox, DM |

The dwarf's frustration pays off with a mighty blow to sunder the calcified goo.