
|  Chris Marsh | 
 
	
 
                
                
              
            
            After depositing the funds you take a drink and find something to munch on. While you do, a squat man in white robes steps upon the cathedral dais to address the room. He Introducies himself as the sexton of Magnimar’s High Cathedral of Abadar, and greets his guests with a broad, welcoming smile. “Good evening, friends! I’m pleased to see so many of our distinguished and honored guests attending and able to join us on this merry occasion. For those of you not fortunate enough to have participated in our pre-auction festivities, please feel free to take part in all the luxuries and wonders within these halls. And with my welcome, I have the pleasure unveiling the auction’s feature lot. Enjoy!”
With the utterance of the final words, he pulls aside the veil, displaying a gigantic key. It stands roughly three feet tall and is made of stone etched with glowing arcane symbols. The crowd applauds and people turn back to their companions to discuss the key. The crowd is an eclectic mix of landholders, merchants, and other notable figures from all over Varisia, wide-eyed and curious to glimpse the mysterious Runecarved Key. Hired servants weave through the crowd bearing luxurious platters of fruits, sweetbreads, and oysters or trays topped with crystal goblets of heady red wine. Guests mingle slowly, socializing amicably but cautiously with longtime acquaintances, as they feel out potential competitors.
At this time, you can attempt to scope the crowd to try to deduce who are the society’s most serious competitors. You can attempt a Diplomacy or Knowledge (Local or Nobility) check to find a specific individual or attempt a Diplomacy, Knowledge (Local or Nobility), Perception or Sense Motive check to give a more generic description of the type of person you seek.

|  Caduceus Via | 
 
	
 
                
                
              
            
            Before entering the gala, Caduceus approaches each member of the team, taking a moment to for a bond. He also cast a spell as they are all gathered.
Form Life Link, unless anyone opts out. Also casting Status.
"This Dymal Rinks fellow seems unassociated with a larger organization. That is weird, right? Isn't that part of 'espionage', looking for the things out of place? I will see what I can find out."
Diplomacy: 1d20 + 18 ⇒ (18) + 18 = 36

|  Nachts Lemarchand | 
 
	
 
                
                
              
            
            [b]"I would ... ask myself who Falrig Sneve is... Not many ... organisations called ... "dash""[b] chuckles Nachts as he looks around to see if he can perhaps spot some of the names he saw on that list.
Perception: 1d20 + 17 ⇒ (11) + 17 = 28

|  Aelwynd Swiftblade | 
 
	
 
                
                
              
            
            "Have fun my friends! I think I will try and find The Duchesses. It is a gala after all!"
Grabbing a glass of wine from a passing servant, Aelwynd first heads for the highest ground possible, such as stairs or the like, and looks out over the crowd.
After getting a good look at the gathering he heads back down, gliding among the other guests, trying to overhear anything or catch sight of anyone that might lead him to The Duchesses.
perception: 1d20 + 22 ⇒ (7) + 22 = 29

|  Solomon Goodman | 
 
	
 
                
                
              
            
            Saul laughs at Nacht's joke. "Well well... seems like I'll have no trouble working with you after all!"
"So... eyes on the prize no? I'll go see if I can find who is slithering around... Maiveer you say? I was unable to catch a glimpse."
Diplomacy to find Maiveer: 1d20 + 21 ⇒ (1) + 21 = 22 Rats.

|  Sielan | 
 
	
 
                
                
              
            
            "Fun party, but don't think I know anyone here off the list, but I'll try to find Doctor Landis from the museum. Or at least someone from the musuem. They are probably a scholarly type."
Sielan will attempt to search the crowd for an someone more toward a classical erudite appearance, someone with slight build wearing glasses.
Perception: 1d20 + 10 ⇒ (10) + 10 = 20

|  Ariana-Fighter | 
 
	
 
                
                
              
            
            Ariana whispers the names she saw in the book to Solomon and Caduceus. "I'll look for the Aspis Agent Maiveer." Ariana murmurs and moves off to stand with her back to the wall, and attempting to not stand out. She tries the wine, and some of the snacks being handed out.
Perception: 1d20 + 14 ⇒ (16) + 14 = 30

|  Chris Marsh | 
 
	
 
                
                
              
            
            Caduceus smoothly asks the help, who quickly point out Dymal Rinks. A squat halfling, dressed in plain clothes skates about the edge of the crowd, his eyes flitting back and forth between the key and the exit.
Nachts succumbs to curiosity, and seeks out Falrig Sneve. Toward the back of the room stands a gray-haired man in his early fifties, dressed in fine silken robes and flanked by two muscular guards. The man nervously fingers a small silver coin, flipping it about in his fingers.
Aelwynd takes a subtler approach. Fitting considering the women he seeks. Two women stand to the side of the cathedral, conversing softly between themselves. Both are dressed in Varisian travelers’ clothes draped with thick cloaks.
Despite his fumbling about, perhaps by accident skills dont autofail on 1 Solomon stumbles across his target. A gaunt, fashionably dressed Chelaxian handshakes his way through the room, accompanied by a half-dozen followers who appear to be equal parts attendant and bodyguard. Not a second later Ariana also finds the man, and marks him as the one she was seeking.
Sielan fumbles a bit as well, but similarly lucks out, though barely as paths nearly didn't cross in time. Near the front of the gathering, vying for a look at the key, stands a balding, weathered old man wearing heavy robes stitched with runes. Despite his age, his face beams with a boyish grin as he gazes at the curious artifact.

|  Chris Marsh | 
 
	
 
                
                
              
            
            I've updated the HANDOUT to help 
you track.  You haven't interacted with them yet.  You can use 
Diplomacy check to gather information or a Knowledge (local or nobility).  I don't mind abstracting due to the time limitations and straight up adding Sense Motive.  You can either interact directly, or reconnoiter in the crowd if you don't want to talk face to face.

|  Aelwynd Swiftblade | 
 
	
 
                
                
              
            
            Aelwynd maneuvers closer to the two Varisian women.
With a small tilt of his head and a disarming smile, he laughs lightly, "I wonder how much it will go for when all is said and done. It really is something, isn't?"
Diplomacy: 1d20 + 10 ⇒ (7) + 10 = 17
Sense Motive: 1d20 + 5 ⇒ (16) + 5 = 21

|  Nachts Lemarchand | 
 
	
 
                
                
              
            
            Nachts, unfazed by the two bodyguards flanking his person of interest, shambles over towards Falrig Sneve. "Nervous? Fearful? Good. Fear is a ... blessing given to the living" he cackles, eyes slyly going from one bodyguard to the other, his sempiternal grin fixed upon his face. "I am Father Lemarchand. Formerly of Galt. I am here to bid. For others, with ... a passing interest in ... ancient horrors." he says, empathizing his holy symbol. "What about ... you?"
Nachts is keeping it low key for now, but as he doesn't really have any social skills apart from "scaring the living  s*&$ out of you", he and I will abstain until it seems that he's not willing to talk.  Also,
in case it wasn't clear, he's implying that the church in neighboring Nidal might be interested.  Not in so many words, but that's what I'm aiming for.

|  Chris Marsh | 
 
	
 
                
                
              
            
            Nevertheless, you spoke, so it's worth a try with Diplomacy...

|  Caduceus Via | 
 
	
 
                
                
              
            
            The paladin walks up to Dymal, placing a hand on his shoulder. "You look a little nervous friend. You weren't thinking of dashing off with the key, were you? Haha. Just a little humor there. Unless of course you are waiting to steal the Key. Then that would be...what is the word..oh yes... 'ironic'. But you're not, right? Iomedae's blade there are so many people here. Who are you again?"
Diplomacy: 1d20 + 18 ⇒ (18) + 18 = 36
Sense Motive: 1d20 + 5 ⇒ (11) + 5 = 16

|  Solomon Goodman | 
 
	
 
                
                
              
            
            Nachts: Keeping it low... key?  Heh... heh...
DMS: Whoa... that passed?  Whohoo!  As a note, my Bluff, Diplomacy, Intimidate and Sense Motive bonuses are all +21.  I'll specify skills I'm using, but if I say something that you think would be better suited to bluff when I roll diplomacy, feel free to treat it as such since Saul is equally good at lying.
Saul lingers for a moment, keeping an eye on Maiveer and looking for a good opportunity to butt into his conversation.
Sense Motive: 1d20 + 21 ⇒ (7) + 21 = 28
"My my, such an outrageous crowd today! Hard to make the rounds here with so many prospective bidders. Makes me wonder if it's even worth bidding. I mean it is certainly a valuable prize to be sure but with this many people it almost seems as though my time would be better spent elsewhere. But that is a decision to be made later... ah, my manners seem to have escaped me." He offers his hand out to shake.
Diplomacy or Bluff?: 1d20 + 21 ⇒ (13) + 21 = 34
"Harold Billet, pleased to meet your acquaintance."

|  Chris Marsh | 
 
	
 
                
                
              
            
            It passed....by a hair's breadth!
----
I'm going to keep these interactions mildly abstracted so that they fit in the window of time in which we're playing this scene.
Caduceus smoothly engages the halfling in conversation for a bit. It appears he's acting on behalf of a wealthy client, explaining in unreasonable detail that he's a merchant’s arbitrator. He drags on about the job, and before long it seems like there's something fishy about the story. Caduceus manages to catch enough within the conversation, as well as side conversations, that the halfling has a gambling problem. Specifically he owes a fair amount to a Master Basaale Minvandu.... Dymal, however, insists that he's here as an arbitrator...
Saul also manages to dig deep into one of the potential competitors. Maiveer is a tough nut to crack, claiming he’s only arrived for the party and to see what kind of fools are actually showing up to bid on a “stupid key to a lock long lost to time.”. The conversation boarders on a duel, and it's clear that he's trying to size up your own interests. He's also rude, like he's trying to bait you...
2d20 ⇒ (16, 20) = 36

|  Sielan | 
 
	
 
                
                
              
            
            With some wariness, Sielan moves forward to attempt taking a shot at speaking with the older individual admiring the key while trying to get a read on him.
Sense Motive: 1d20 + 6 ⇒ (10) + 6 = 16
Diplomacy: 1d20 - 1 ⇒ (14) - 1 = 13
"If you aren't careful you are going to wear yourself out ogling the key. But I like your dedication, I can try to make some room for you so that you can get a closer look?"

|  Nachts Lemarchand | 
 
	
 
                
                
              
            
            Here goes the diplomacy then...
Diplomacy: 1d20 - 2 ⇒ (19) - 2 = 17
Sense Motive: 1d20 + 4 ⇒ (11) + 4 = 15
Nachts neck creaks painfully as he shuffles closer to Falrig. "Many people here. Many people I ... hear claiming to ... only be here to ... look. Liars make me ... laugh; they prolong their ... suffering, a suffering they claim not ... to desire. Anyway. What do ... you see in this ... artifact from ... the time before darkness ... kissed the noonday ... sky?"

|  Ariana-Fighter | 
 
	
 
                
                
              
            
            Ariana moves up next to Sol. "Is he being rude? Can't have that at a party now can we. It's not like that silly key will actually open anything still around. Whatever it went to is probably destroyed." She looks very grumpy, and might want to pick a fight as well.
Diplomacy: 1d20 - 1 ⇒ (4) - 1 = 3

| Shifty | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            ***OVERSEER POST***
The cathedral’s sexton calls everyone’s attention “The pre-auction gala has ended; all must leave the cathedral immediately. Thank you for attending and we’ll see many of you back here for the auction.”
You return to the Heidmarch Mansion. The theater is filled with your fellow Pathfinders, all buzzing with excitement. Sheila Heidmarch, raises her hands and quiets the room before speaking. “Well my colleagues, I trust you were successful this evening? Anyone have information to share? Let’s see some hands.”
A dwarf clad in full plate with a great hammer on his back calls out ”Aye, we met Rinks, a halfling who said he was acting on behalf of one of his clients. We found out that he has spent the last few months here in Magnimar betting on the bullfights at the Matador’s Lodge. He was not as lucky as most of his kind and has run up a sizable debt with the lodge’s owner, Master Basaale Minvandu. The halfling is staying in the Old Fang Inn”
A couple of humans push a grippli forward ”Quon here also has to report something” they say. The grippli turns a brighter shade of green and then softly starts speaking ”I am afraid we made a bit of a mess at the gala. That Chelaxian woman, Zimandi Kaddren, found out that we are with the Pathfinder Society and she immediately stormed off in anger, saying that she would take every effort to outbid the Society at the auction.” The grippli seems to have found his voice as he continues ”We asked around and we discovered that her parents vanished during an expedition to a mysterious fortress known as Viperwall in central Varisia. I think that she blames the disappearance of her parents upon the Pathfinder Society.”
A famous halfling jumps on a table ”I am Lem and I can report that the curator of the Museum of Ages is also interested in the artifact! Doctor Landis has secured a donation for the key. He thinks it is an item of great historical significance, and that it was created by Emperor Xin to unlock a temple of seven paradises. I would have expected that Nigel Aldain of the Blakros museum would also be present, but I did not see him. That is all for me!”
A human woman calls out, the symbol of Iomedae obvious on the buckler that she has strapped to her left arm. On the same hip she has an Aldori duelling sword. ”I talked to two women dressed in travellers’ outfits. Both had with thick Varisian accents. They introduced themselves as ‘the Duchesses’ and said they live in Ordellia where they work as caravan guards. Beyond that, they had little to say.”
A servant rushes in and hands Sheila Heidmarch a note ”Give me a moment, this is probably important, otherwise Jacob here would not have disturbed us”. She reads the note and briefly ponders it for a moment.
“Well, my friends, it seems Desna smiles upon us. My sources have just informed me that the Aspis Consortium has fewer funds than we first imagined. Thus, they have sent word to an ally in Korvosa to ship them more gold. Fortunately, I still have a few spies in Korvosa. A few days ago, the Consortium hired a Varisian caravan to carry a sizable shipment of gold to Magnimar, presumably to help them secure the Runecarved Key’s purchase.”
“The caravan was traveling along the Yondabakari River and should be nearing the outskirts of the city in a few hours. I need you to ride out to the caravan before it gets within sight of the city walls and ensure that gold never reaches the Aspis Consortium at Bronze House. Take whatever gold you can, but try not to draw attention to yourselves as Pathfinders. It’s bandit territory out there anyway, so caravan raids aren’t uncommon. That said, rest assured the caravan will be armed. As soon as you’re finished, hurry back here. We don’t want Maiveer Sloan to catch on to our plot. I’ll send a white raven to signal you to return before the situation becomes too risky.”
Table GMs, you should start encounter 2.

|  Chris Marsh | 
 
	
 
                
                
              
            
            Just as the party's words began to fail them, some welcomed news.
Several miles outside of the city walls, a side trail branches off and away from the Yondabakari and winds south into a forest of ancient evergreens. Off to the side of the path, nestled into a deep pocket of spruces, sleeps a small Varisian caravan, only two wagons strong.
You spy the aspis emblem on the wagons...
A small campfire has been lit to keep the travellers warm in the cold of the night. A few men, presumably those that travel with the wagon, sleep around the fire. From afar you believe you note a single person scouting the immediate vicinity of the encampment, and he moves around in no discernable pattern.
How do you approach? Time is of the essence!

|  Nachts Lemarchand | 
 
	
 
                
                
              
            
            Perception: 1d20 + 17 ⇒ (14) + 17 = 31
"We found the snakes, hehehehehe... Look at ... that wagon, with it's ... aspis symbol whispers Nachts. "Shall we remind them that ... the night is ... dark ... and full of terrors?" he asks as he begins to get up to charge into the camp.
Seriously though; noone here looks to be that discrete kind of person. Can we buff ahead of time or do you frown on that?

| Dungeon Master S | 
 
	
 
                
                
              
            
            Pre-buffing is a case by case. At this tier I'm cool with anything min/level or longer being pre-cast as you lead up to this scene.
Also you can get as far as I've placed you on the map. Any closer is stealth checks.

|  Caduceus Via | 
 
	
 
                
                
              
            
            I will cast Bless {6 minute duration}. I will also assume Status is in effect.
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Robbery and subterfuge? These actions are questionable at best. "My friends, I am not comfortable with what is being asked of us. Going through with this reduces The Society to mere bandits. It would be different if we knew lives were in danger, but this is not the case. They want us to steal from others to satisfy the Decemverates curiosity about a piece of a very old puzzle. It is not enough to say that the Aspis deserve this for what they have done in the past, as that is no justification. That makes us seekers of revenge, not justice."
He looks at the others before continuing, "I do not support this assignment and will not initiate any action toward these agents. That does not mean I will not defend or aide you. These things I can do without sacrificing my morals. I understand you will do what you feel you must, and I will do all I can to keep you safe."
Just role playing here. I just don't see a paladin going along with this very easily.

| Dungeon Master S | 
 
	
 
                
                
              
            
            That's well played. It's paladin-like, but keeps the scenario running.

|  Solomon Goodman | 
 
	
 
                
                
              
            
            Discrete? Hah! If it were up to me, I'd just have us all leap in and yell "Give us all your money!"
He whispers to Caduceus. "Bah... I've had nothing but painful experiences dealing with the Aspis Consortium... bloody grand convocation. Revenge sounds very appealing at this moment... Nonetheless, their courier didn't start this, and while it certainly won't make you feel much better, I'll do what I can to spare their lives."
Saul stashes his hat in his pack, makes sure his wayfinder is sufficiently concealed. "Whaddya say... count of 3 and rush em? I'll at least demand their surrender first."
Given our party, I'd recommend that we rush in before their scout can react and demand surrender of their goods. If they are willing to surrender then it's nice and quick. If not then we'll make it nice and quick.

| Dungeon Master S | 
 
	
 
                
                
              
            
            So let's say this, you can rush now, and it's a straight initiative roll, or you can beat them with stealth for a surprise round.

|  Nachts Lemarchand | 
 
	
 
                
                
              
            
            You know, I just want to say as someone who has been running Shattered Star and have run other season 4 scenarios, if I hadn't read/played those things and this was my first interaction with Sheila Heidmarch I'd think poorly of her too.
"Perhaps I can ... terrify them into .. giving us the money" suggests Nachts in a tone that doesn't make you think he believes it'll work.
Charge!

| Dungeon Master S | 
 
	
 
                
                
              
            
            Looks at party composition. Hah. Charge! Half a league, half a league, Half a league onward, All in the valley of Death!
Hopefully it ends better for you than it did the Light Brigade.

|  Sielan | 
 
	
 
                
                
              
            
            Sielan takes a moment during travel to cast a few spells in preparation for a fight. The first of which grants himself the capability of flight. Following that he rips a scrap of cloth to use as a quick mask for the ambush.
"I hear what you say. I had a lot of fights with Aspis, but this feels like something we would be trying to protect against. I'll do my best to make sure people aren't dying over a few coins."
Casting overland flight on self and greater magic weapon on glaive. Charge.

|  Caduceus Via | 
 
	
 
                
                
              
            
            Yeah, I have run Goblin Guild a couple of times and found her to be smart and upbeat. A VC who understood what agents go through. She has not show that to us in this one yet.
Initiative: 1d20 ⇒ 3 As that sounds like what we are doing.
Oradin BUFFS/EFFECTS
Status
Bless
Lifelink Health
Aelwynd     73/73
Ariana     114/114
Nachts      77/77
Sielan     118/118
Solomon     91/91 (+22 raging)
Caduceus 98/98
Remaining 'On Demand' Healing
Lay on Hands {4d6+1} (DC 16):   12/12 
Paly Channel {3d6} (DC 16):     10/10
Oracle Channel {5d6} (DC 18):    7/7

|  Sielan | 
 
	
 
                
                
              
            
            Sielan does a quick count as he uses his thumb to try to gauge the size of the vehicles.
"I might be able to drag one off, but I don't have the magic be able to pull off that load into the air or teleport off with the entire package. If we can get the contents out, but if you want the entire thing, I'd have better luck smashing them into a magic bag."

|  Aelwynd Swiftblade | 
 
	
 
                
                
              
            
            "I love the plan of staying the hand of violence until necessary, and doing our level best to convince them to give over their gold. I never see the point in killing anyone if there are better options." Aelwynd nods in agreement.
Then with a more sinister look, he adds, "But taking their money Cad? No self respecting pirate would ever let snakes like the Aspis keep their gold. It's not like they earned it doing charity work for the starving and downtrodden."
Rocking back on his heels and casually resting his hand on the hilt of his rapier, a cocksure grin manifests on his face, "I say instead of charging, we stroll right into their camp, fearless, and demand they turn over their gold. Look them in they eyes, and show them we mean business. If we charge them, they might spook and attack, and by then... words will likely mean nothing and violence will be the only answer."
Since time is of the essence, Aelwynd starts his approach, ready to run should his group decide to charge. He keeps a look out for other sentries, hidden guards or traps set to alarm the encampment.
perception: 1d20 + 22 ⇒ (7) + 22 = 29 30 vs traps

|  Solomon Goodman | 
 
	
 
                
                
              
            
            Saul accompanies Aelwynd and rushes forward to the camp. He lets his normally clear Taldane accent fall to the wayside and lets his rougher orc physiology put some gravel into his voice.
"Looks these folk haven't paid their road tax 'ey mates? Whaddya say boys... let 'em off easy or make an example of dem. Show us what you got, give us half and we be on our way. An make it snappy... or my swordsman's gonna get real impatient."
Intimidate: 1d20 + 21 ⇒ (10) + 21 = 31

|  Aelwynd Swiftblade | 
 
	
 
                
                
              
            
            "He's really being kind. I'm already impatient." Aelwynd says with a deadly look and a menacing pat on his sword hilt.
"If you behave, no one gets hurt. I really suggest you behave."
intimidate/make friendly: 1d20 + 19 ⇒ (13) + 19 = 32

|  Ariana-Fighter | 
 
	
 
                
                
              
            
            The fighter shrugs and follows Aelwynd. "He hasn't gotten me killed yet." she mumbles as she pulls down the face plate on her helmet. It's a quick trot. She comes to a stop on his right and stands there with her arms crossed. "Do what he says."
Intimidate: 1d20 + 3 ⇒ (18) + 3 = 21

|  Sielan | 
 
	
 
                
                
              
            
            Sielan follows behind as he shifts uncomfortablely trying to take a proper intimidating posture.
"He is right. Do the math and see your few against our ... more ... than a few."
Intimidate to aid: 1d20 - 1 ⇒ (5) - 1 = 4

|  Chris Marsh | 
 
	
 
                
                
              
            
            Combining the rolls and plan into something that looks viable.
The party opts for the direct approach. On the way by Aelwynd catches the telltale traces of a magical trap near the covered wagon. He doesn't however, have time to deal with it, as Saul makes his presence known, bearing down on the guard. The party also begins to gang up, and the man is clearl shaken by the approach, but his answer is clear, "Pathfinder scum! To arms!"
Enemy: 1d20 + 2 ⇒ (5) + 2 = 7 
Nachts: 1d20 + 4 ⇒ (7) + 4 = 11 
Solomon: 1d20 + 1 ⇒ (20) + 1 = 21 
Sielan: 1d20 + 1 ⇒ (7) + 1 = 8 
Aelwynd: 1d20 + 12 ⇒ (3) + 12 = 15 
Caduceus: 1d20 + 0 ⇒ (3) + 0 = 3 
Ariana: 1d20 + 2 ⇒ (10) + 2 = 12

| Dungeon Master S | 
 
	
 
                
                
              
            
            The guard is shaken for 4 rounds. The others are awake, but currently prone.
Round 1:
Solomon: Go
Aelwynd: Go
Ariana: Go
Nachts: Go
Sielan: Go
Aspis: TBD
Caduceus: TBD

|  Aelwynd Swiftblade | 
 
	
 
                
                
              
            
            "Bad choice mate. Bad choice." Aelwynd says with a scowl.
Dashing past and behind the guard, Aelwynd times his attack to coincide with a flank from one of his friends. "There is a trap near that wagon!" he says with a quick gesture to the trap he noticed.
Move past the flatfooted guard, ready attack for when I have a flank buddy. Free action to do blunt damage(weapon versatility). All damage is Non-lethal until one of our side takes lethal damage.
Readied attack/non-lethal+flank+bless: 1d20 + 18 - 4 + 2 + 1 ⇒ (11) + 18 - 4 + 2 + 1 = 28
Non-Lethal magic blunt+precision damage: 1d6 + 11 + 9 ⇒ (2) + 11 + 9 = 22
Answering Riposte+bless+non-lethal: 1d20 + 22 + 1 - 4 ⇒ (6) + 22 + 1 - 4 = 25 Immediate action,
(IF STILL FLANKING ADD +2)
Non-Lethal Magic Adamantine Blunt Damage+precision: 1d6 + 15 + 9 ⇒ (2) + 15 + 9 = 26

|  Solomon Goodman | 
 
	
 
                
                
              
            
            "Well... tried anyways."
Saul lets out a call to arms, takes a step forward, and clocks the guard on the side of the head with the flat of his polearm.
Starting Raging Song! +4 Str, +4 Con, +3 Will, -1 AC, Fast Healing 4, 1/Rage Flight, +11 Acrobatics to Jump, Equivalent of flyby attack, DR1/-, +1d6 sonic damage on all weapon damage rolls... and probably more that I'm forgetting.
Attack, Nonlethal (Faction Card), Flank: 1d20 + 18 + 2 - 2 ⇒ (8) + 18 + 2 - 2 = 26
Nonlethal Damage + Trait: 1d8 + 13 + 1 ⇒ (2) + 13 + 1 = 16
Sonic Damage: 1d6 ⇒ 3
Additional Sonic Damage for Aelwynd's Readied Attack: 1d6 ⇒ 1

|  Chris Marsh | 
 
	
 
                
                
              
            
            Saul and Aelwynd combine to devastating effect! The man doesn't drop, but he's clearly had his bell rung, and is now looking for a real fight.
Round 1: 
Solomon: ATK 
Aelwynd: ATK
Ariana: Go 
Nachts: Go 
Sielan: Go 
Aspis: TBD 
Caduceus: TBD
Black: 4 (38 nonlethal)

|  Solomon Goodman | 
 
	
 
                
                
              
            
            For what it's worth, I believe the extra sonic damage is also nonlethal since it's being added to an attack that deals nonlethal. I just separated them out due to the damage types if they have anything fancy going for them as far as DR is concerned.

|  Nachts Lemarchand | 
 
	
 
                
                
              
            
            Nachts calls upon Zon-Kuthon's blessings to turn the effort of carrying armor into an effortless endeavor.
Spending a point of fervor to swift cast effortless armor.
"You should stay down, little ones. If you get up, you will taste blessed starmetal" he cackles as he moves into place, the glaive spinning slowly, like a cobra waiting to strike.
Moving on up and Nachts establishes a combat patrol, giving him 10 foot reach until the beginning of his next turn.

|  Sielan | 
 
	
 
                
                
              
            
            Sielan pushes forward and rushes the man. "He told you to go down! You are going to get real hurt if you don't listen to what he says!"
Drawing on the rage he attempts to ram his shoulder into the Aspis defender attempting to push him backward past Aelwynd waiting blade.
CMB Bull Rush on Black: 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26
Bullrushing black Aspis. If CMB beats CMD, will not follow and, because of greater bull rush, the black Aspis movement will provoke from Solomon and Aelwynd.

|  Aelwynd Swiftblade | 
 
	
 
                
                
              
            
            NL Blunt+ precision+sonic: 1d6 + 11 + 9 + 1d6 ⇒ (1) + 11 + 9 + (3) = 24

|  Ariana-Fighter | 
 
	
 
                
                
              
            
            Seeing that Aelwynd, Solomon, and Sielan have the first guard well in hand, Ariana moves toward the prone enemy in green. "Stay down! This won't go well for you if you don't." Her sword is out, but she can't quite make it to him.
Double Move

| Dungeon Master S | 
 
	
 
                
                
              
            
            After some research and other VO discussion, I'm going with elemental damage is still lethal, but weapon damage is not.
Nachts sets up a line of defense as the others seize the advantage. Sielan shoves the man backwards. Saul and Aelwynd combine to knock the tough man out!
The remaining aspis agents decide to up the ante. The man in green grabs his bow and takes a single shot at Sielan: ATK: 1d20 + 14 ⇒ (5) + 14 = 19 for DMG: 1d8 + 4 ⇒ (1) + 4 = 5
The startled wizard immediately opens with a spall and promptly vanishes from sight.
The noncombatants begin to flee, but one opens the cage before he does! The beast in the opened cage immediately lumbers towards the action.
Round 1: 
Solomon: ATK 
Aelwynd: ATK 
Ariana: Double move
Nachts: Patrol 
Sielan: Bull Rush!
Aspis: ATK
Caduceus: Go
Black: KOed (removed from map)
White: (Gtr Invis 11 rounds remaining)
Green:
Catoblepas:
 
	
 
     
    