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"Shush now. Oi tink oi dis ocean is full av armored snails. Maybe Oi shud go furst an' push de scrap away from de dure an' you storm in an' cover me butt."
Bullwhip has improved bull rush.
"Ready?"

Dungeon Master S |

Despite Bullwhip's whisper, the pause is enough to key the others into knowing their surprise is foiled. No surprise round for the enemy.
Bullwhip's whispers are cut short by a battle cry, "Fresh for the harvest!"
A trio of cultists step out from behind the pillars beyond. One Black looks more heavily armored than the other two, and likely some sort of leader.
Baddies: 1d20 + 0 ⇒ (11) + 0 = 11
Nelphaell: 1d20 + 3 ⇒ (1) + 3 = 4
Samildanach: 1d20 + 1 ⇒ (4) + 1 = 5
Finn: 1d20 + 4 ⇒ (8) + 4 = 12
Spencer: 1d20 + 2 ⇒ (6) + 2 = 8
Lod: 1d20 + 1 ⇒ (5) + 1 = 6
Bullwhip: 1d20 + 1 ⇒ (12) + 1 = 13

Dungeon Master S |

Round 1:
Bullwhip: Go
Finn: Go
Baddies: TBD
Spencer:TBD
Lod: TBD
Samildanach: TBD
Nelphaell: TBD

Dungeon Master S |

Finn lands a telling blow! A normal man would have fallen. This, however, is no normal man. Indeed it's not a man at all. A very angry woman takes the hit and snarls back at the Pathfinder.
Round 1:
Bullwhip: Go
Finn: ATK
Baddies: TBD
Spencer:TBD
Lod: TBD
Samildanach: TBD
Nelphaell: TBD
Black: 10
Red: 0
Blue: 0

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Despite Bullwhip's whisper, the pause is enough to key the others into knowing their surprise is foiled. No surprise round for the enemy.
Bullwhip's whispers are cut short by a battle cry, "Fresh for the harvest!"
"Who? Us? Oi tink not!"
+1 waraxe v blue (power attack): 1d20 + 7 ⇒ (8) + 7 = 15 damage: 1d10 + 6 ⇒ (8) + 6 = 14

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Actually since most of us left our larger weapons back in our rooms and if I remember this scenario right, we might have trouble getting out and getting to them.
Lod shakes his head at the fallen nobles. "Alas, we weren't able to save them all it seems."

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Smuggle them in on Bullwhip's palanquin beneath the pillows. Sure he might be embarrassing but the dwarf does have his uses. Heck the liger could be Bear in a costume. Also since nobody want to use the backscratcher I'm putting the two charges back.

Dungeon Master S |

Yes, my apologies. You can take out anything you have hidden, but leaving and coming back would be ...awkward, and not a good show for the Pathfinder Society. Besides, now you have a "leader" who has decreed that you are his bodyguards. I trust you guys to be reasonable with what you brought and left behind.
Bullwhip chokes back on the axe handle, but it causes his swing to miss by a hair's breadth!
The leader tries to give right back against Finn. "THIS? This is the best you can offer? I shall make grog from your entrails!!!!" There is now a puddle by the magistrate. Heavy Pick: 1d20 + 5 ⇒ (19) + 5 = 24 for DMG: 1d6 + 2 ⇒ (1) + 2 = 3 The pick comes close to catching Finn in the temple. Nevertheless it's still a painful hit.
The other pair slowly work into position around Bullwhip:
Red Pick: 1d20 + 3 ⇒ (16) + 3 = 19
Blue Pick: 1d20 + 3 ⇒ (1) + 3 = 4
But the dwarf is too hard too hit!
Round 1:
Bullwhip: Miss
Finn: ATK
Baddies: ATK
Spencer: Go
Lod: Go
Samildanach: Go
Nelphaell: Go
Black: 10
Red: 0
Blue: 0

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Yes, my apologies. You can take out anything you have hidden, but leaving and coming back would be ...awkward, and not a good show for the Pathfinder Society. Besides, now you have a "leader" who has decreed that you are his bodyguards. I trust you guys to be reasonable with what you brought and left behind.
Bullwhip has his bearers unload the rapid-fire ballista....

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I forgot about the Palanquin, I would have hidden my main weapon in it, but not much else as we had no idea of attack.
Moving into the room, Samildanach moves behind Finn in the corner and runs his hand up one edge of the man's sword and growls at the armoured woman.
"That should let ye cut her a new one! Kill 'er!"
Cast Magic Weapon on one edge of Finn's sword - +1 to hit and damage

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After the second battle
Spencer pulls his longbow (deities favored weapon) and quiver of arrows out from underneath the dwarf's palanquin. "I was feeling naked without my bow on me. Last battle I grabbed for it but it was not there." Spender check the parts for damage and strings the bow then follows after Finn.

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Round 1
So much for counter clockwise ... and here I thought it such a good plan.
Nelphaell follows Bullwhip into the room and waves his shiny, polished sword at the blue guard to the east ...
Great Sword: 1d20 + 2 ⇒ (8) + 2 = 10 for Slashing: 2d6 ⇒ (6, 1) = 7
... but the tight quarters interferes with his swing ...

Dungeon Master S |

Nelphaell shakes his head at the chaos of this other plan, and it shows in the swing that doesn't connect.
Round 1:
Bullwhip: Miss
Finn: ATK
Baddies: ATK
Spencer: Go
Lod: Go
Samildanach: Go
Nelphaell: Miss
Black: 10
Red: 0
Blue: 0

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Spencer moves up and quickly chants a prayer to old Deadeye. "Protect my companions and I."
Cast Bless - Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Dungeon Master S |

Once again, the gods begin to show their favor in combat...
Round 1:
Bullwhip: Miss
Finn: ATK
Baddies: ATK
Spencer: Bless
Lod: Go
Samildanach: Magic Weapon
Nelphaell: Miss
Black: 10
Red: 0
Blue: 0

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Just to let you know, I went before Spencer, Magic Weapon on Finn

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Lod considers squeezing into the room to use his claws again but then thinks better of it and fires a missile into the room at the red fanatic.
magic missile: 1d4 + 1 ⇒ (3) + 1 = 4

Dungeon Master S |

you're totally right! I had completely forgotten that. Nice catch. I should be more on the ball...
Lod's missile slams into the man's chest, causes him to runt in pain, but not dropping him.
Round 2:
[b]Bullwhip: Go
Finn: Go
Baddies: TBD
Spencer: TBD
Lod: TBD
Samildanach: TBD
Nelphaell: TBD
Black: 10
Red: 4
Blue: 0

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Finn takes a pair of quick swipes at the leader in black.
Attack: 1d20 + 4 + 1 + 1 ⇒ (10) + 4 + 1 + 1 = 16
Damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Attack: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Dungeon Master S |

It takes two swings before Finn scores a hit, but when he does it's enough to make her shudder a bit. She almost goes down, but holds it together staggered
Round 2:
Bullwhip: Go
Finn: Hit
Baddies: TBD
Spencer: TBD
Lod: TBD
Samildanach: TBD
Nelphaell: TBD
Black: 16 (staggered)
Red: 4
Blue: 0

Dungeon Master S |

As Bullwhip misses, the woman gives a show of her faith, costing her dearly. With the last of her energy, she swings at Finn: Pick: 1d20 + 6 ⇒ (6) + 6 = 12, but can't connect. She collapses from her wounds after the swing. The other two flank Bullwhip and hope for an easy kill:
ATK 1: 1d20 + 5 ⇒ (9) + 5 = 14
ATK 2: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Hope is all they get though.
Round 2:
Bullwhip: Go
Finn: Hit
Baddies: ATK
Spencer: Go
Lod: Go
Samildanach: Go
Nelphaell: Go
Black: 16 (staggered)
Red: 4
Blue: 0

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Round 2
Nelphaell presses his attack against the blue goon flanking Bullwhip
Great Sword: 1d20 + 2 ⇒ (18) + 2 = 20 for Slashing: 2d6 ⇒ (6, 1) = 7

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Lod decides that these fanatic fellas really need to chill out.
ray of frost
ranged touch: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4
cold: 1d3 ⇒ 1

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Stepping inbetween Finn and Bullwhip, avoiding the latter's unraveling turban and wild swings, Samildanach stares down the Red cultist with a sneer before stabbing out with his trident.
Trident: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14 for damage: 1d8 + 3 ⇒ (6) + 3 = 9

Dungeon Master S |

hitting the road for home soon. 5 hour drive though. I'll be back to normal after.
-Posted with Wayfinder

Dungeon Master S |

Nelphaell's blade cuts deep into the man, but he doesn't go down. Lod and Samildanach can't connect though.
Round 2:
Bullwhip: Miss
Finn: Hit
Baddies: ATK
Spencer: Go
Lod: Miss
Samildanach: Miss
Nelphaell: Hit
Black: 16 (staggered)
Red: 4
Blue: 7

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Spencer notch an arrow as he steps into the room aiming it at the man in the southwest corner Black. "Surrender you are out number and trapped!!"
Intimidate: 1d20 ⇒ 6

Dungeon Master S |

"You cannot threaten us! Our god shall see us rewarded for becoming martyrs!" The show no signs of slowing, or even being a little shaken by Spencer's tactic.
Round 3:
Bullwhip: Go
Finn: Go
Baddies: TBD
Spencer: TBD
Lod: TBD
Samildanach: TBD
Nelphaell: TBD
Black: 16 (staggered)
Red: 4
Blue: 7

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I thought Black had fallen from acting while staggered?
Finn attacks the nearest cultist.
Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
-Posted with Wayfinder

Dungeon Master S |

You are correct, and the map is updated to show it as such.
Finn cuts down the second, leaving a lone cultist. One look into his eyes tells you, he won't surrender. This is a fight to the death.
Round 3:
Bullwhip: Go
Finn: Kill
Baddies: TBD
Spencer: TBD
Lod: TBD
Samildanach: TBD
Nelphaell: TBD
Blue: 7

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"You cannot threaten us! Our god shall see us rewarded for becoming martyrs!" The show no signs of slowing, or even being a little shaken by Spencer's tactic.
"Ah greet. They are dohs ambrosia-an'-virgins-in-de-afterlife sorts den? Oi don't mind de ambrosia, but a bunch av birds? What's de point? They'd jist lounge raun gossipin' an' gigglin' at yer expense."
+1 waraxe (power attack): 1d20 + 7 ⇒ (1) + 7 = 8 damage: 1d10 + 6 ⇒ (8) + 6 = 14
Bullwhips grows sloppy when discussing theology.

Dungeon Master S |

The man's eyes settle into calm. He knows he'll not survive more than a few breaths, but the mission remains the same. He tries to take you with him. He swings for Nelphaell with his pick ATK: 1d20 + 5 ⇒ (16) + 5 = 21 for DMG: 1d6 ⇒ 1
Good guys go!

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Finn moves in for a powerful overhand chop.
"Bullwhip, I thought you were the old hand at this stuff. Get your head in the fight!"
Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d8 + 7 ⇒ (2) + 7 = 9

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"At least the dwarf knows how to keep his guts in lad!"
Sanildanach says with a laugh as he stands in front of the ridiculously dressed dwarf and stabs out with their Trident at the remaining cultist.
trident: 1d20 + 1 + 3 ⇒ (7) + 1 + 3 = 11 for damage: 1d8 + 4 ⇒ (1) + 4 = 5

Dungeon Master S |

Finn's comment to Bullwhip comes RIGHT as his attack comes down on the cultist's collar bone.
Out of combat!
The cultist's don't have anything of notes beyond masterwork quality weapons. Shattered glass on the floor indicates that, likely the leader, drank a potion before the fight. Looking over her stuff you find a potion of Cure Light Wounds.
As you search the area, you see a group of nobles standing at the room's edge, "We can't get out, the doors and windows are sealed somehow... Please save us!"
Though they were plainly addressing you, Magistros Sebastus Hustavan assumes otherwise, "As cousin to the throne, *I* shall handle this by directing my deputized body guards! Fear not lower nobles!"
He then turns to you, "Go forth! Solve this!"
Map updated.

Dungeon Master S |

Indeed, Bullwhip has no problem with this door. (Indeed it's halfway open when your "leader" instructs you to open the door.)
You enter the room, which appears to be a bar area. Plenty of bottles lay smashed on the floor.
Various parts of a dozen corpses lie strewn about the floor. Blood and gore stain everything, making the floor slick and filling the room with a metallic aroma. Bodies lie askew, mouths hanging open in silent screams, faces contorted in fear.
One of those corpses is a zombie and it's about to stand up!

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Lod sighs as the cultists are put down. "At least Shelyn's fanatics mostly just sit around singing and painting, not hitting people with picks."
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
In the next room, Lod is about to lament that the party was not able to save everyone when he instead shouts out, "Watch it! One of them is undead!"

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Lod sighs as the cultists are put down. "At least Shelyn's fanatics mostly just sit around singing and painting, not hitting people with picks."
"It puts me in mind of those really tight, dark caves"
Indeed, Bullwhip has no problem with this door. (Indeed it's halfway open when your "leader" instructs you to open the door.)
You enter the room, which appears to be a bar area. Plenty of bottles lay smashed on the floor.
Various parts of a dozen corpses lie strewn about the floor. Blood and gore stain everything, making the floor slick and filling the room with a metallic aroma. Bodies lie askew, mouths hanging open in silent screams, faces contorted in fear.
perception: 1d20 + 1 ⇒ (3) + 1 = 4
"Looks loike we've already been dis way." The dwarf says quietly.
"Watch it! One of them is undead!"
"YIKES!" Bullwhip nearly jumps trough his headdress. "Do ya 'av ter shriek so? You'll wake the--."

Dungeon Master S |

Indeed, no surprise round for the zombies. There are 4 of them though!
Baddies: 1d20 + 0 ⇒ (10) + 0 = 10
Nelphaell: 1d20 + 3 ⇒ (3) + 3 = 6
Samildanach: 1d20 + 1 ⇒ (12) + 1 = 13
Finn: 1d20 + 4 ⇒ (13) + 4 = 17
Spencer: 1d20 + 2 ⇒ (14) + 2 = 16
Lod: 1d20 + 1 ⇒ (20) + 1 = 21
Bullwhip: 1d20 + 1 ⇒ (9) + 1 = 10

Dungeon Master S |

Round 1:
Lod: Go
Finn: Go
Spencer: Go
Samildanach: Go
Bullwhip: Go
Baddies: TBD
Nelphaell: TBD
Map is up to date. Enemies are all prone.

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+1 waraxe (power attack) v purple: 1d20 + 7 ⇒ (10) + 7 = 17 damage: 1d10 + 6 ⇒ (10) + 6 = 16
5-foot move into purple's space if it 'frees up'.

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"How many of these things are there?"
Attack the nearest one. If I kill it on the first shop, 5-foot to its space to attack the adjacent one.
Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Dungeon Master S |

Bullwhip makes up for the end of the last battle by promptly cutting the head off of a zombie! Finn's slash is powerful, but the dead noble continues to crawl towards a tasty calf muscle.
Round 1:
Lod: Go
Finn: Hit
Spencer: Go
Samildanach: Go
Bullwhip: Kill
Baddies: TBD
Nelphaell: TBD
Map is up to date. Enemies are all prone.
White: 8
Black: 0
Red: 0

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Spencer quickly grabs his wooden holy symbol of Erastil and raises it over his head. "Return to your death!!!"
Channel DC 10: 1d6 ⇒ 6