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Before acting, Helm tries to determine if these are Aspis agents. He moves out into the room to confront them.
"Who are you?!" he demands.
perception: 1d20 + 5 ⇒ (1) + 5 = 6
sense motive: 1d20 ⇒ 19
diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25

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Sharium is not sure who they are, but they don't have weapons out.
THACO just tries to deck the man, but his blow is poorly timed and he ends up with a sore hand from the mans armor.
Helm tries to talk with the figures coming through the secret door, but the screaming mushroom renders his words inaudiable. Meanwhile Rah'im shifts
"We're the ones responsible for this place that you shouldn't be in." says the lead man, striking at Thaco.
attack: 1d20 + 4 ⇒ (8) + 4 = 12
"Keep your fists to yourself." he snarls as another figure moves into the room.
Within the warehouse, two other people enter, looking about at the loud mushroom with caution.
random: 1d3 ⇒ 1
It goes silent, perhaps impressed with the mens glare, or maybe that is just what it does.
Status, bold may post:
Sharium
Helm
Thaco
Rah'im
Maude
Paco
'guards'

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Do we get attacks of opportunity on red as it moves past us? If so:
Unarmed attack on red: 1d20 + 5 ⇒ (5) + 5 = 10
Unarmed damage, nonlethal: 1d6 + 4 ⇒ (1) + 4 = 5
Thaco scoffs at the armored man. "Fine, have it your way."
Move action to use martial flexibility to get Improved Grapple.
Grapple on black: 1d20 + 8 ⇒ (1) + 8 = 9

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Who do you work for? Speak quickly.... Sharimus asks, as he stands ready.
ready an action to parry if there is an attack, using a panache point, no riposte
parry: 1d20 + 6 ⇒ (7) + 6 = 13

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Nodding in response as if Prufrock has given some sort of guidance, Paco prepares a waterblast in response if the newcomers happen to attack.
Damage: 1d6 + 7 ⇒ (1) + 7 = 8

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Helm, unsure whether these are the Aspis or the Kortos, decides these must be the Aspis, since they were the more likely to attack without hesitation.
"Looks like Aspis scum!" he yells. "You want a fight? Fight me!"
He draws a unique longbow of eastern design and looses an arrow at one of the agents. Blue
MW longbow (+3 str) attack: 1d20 + 4 - 8 ⇒ (19) + 4 - 8 = 151d8 + 3 ⇒ (6) + 3 = 9

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It may be worth pointing out that the pathfinders, well, at least THACO, were the first to attack here, and the ones at the top have not attacked at all, yet.

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Hmmm...now I'm very concerned we are attacking the wrong guys. We may need to try to subdue them in a non-lethal manner, or de-escalate to talking again...Though I did just make comment about them being Aspis. That was intended to go fishing and verify they were. If they are not, I'm hoping they will let us know!

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As noted above, the ones to the north would be unable to hear due to the shrieker. Helm can retcon if he wants to, or he can keep the roll.

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Thaco tries to grapple with the first man, but he skillfully avoids the tackle, stepping aside at the last moment. "Try that again, thug, and you'll have my sword in your gut." he snarls.
"We" says the figure in red in reply to Sharimus. "Are the people who are supposed to be here. Which leads to the question of who are you, and what are you doing in our warehouse?"
To Maude he replies "We will be if you don't don't haul ass out of here, pretty darn quickly. This is Kortos Consortium property, and not a doss house for vagrants."
--
Further northwards, Rah'im tries to look scary, but end up looking more like a drunk. Maybe it was the sound of the shrieker that put him off his game.
Helm holds out his hands as the noise subsides. The two figures keep their weapons out, but don't strike with them.
"I suggest you head down to the guard room and we have a little chat about what you are doing here." says the man in green.
"And take your pet ape with you or I'll be handing him his ears."
Status, bold may post:
Sharium
Helm
Thaco
Rah'im
Maude
Paco
'guards'

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"We wanted to make a deal with the Kortos, but thought you were Aspis!" Helm yells.
"End the conflict, and let us negotiate! We can do better than the Aspis have offered!"
diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22

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"Then put up your weapons and sit down." snarls the man who Thaco was trying to grab.
"I think the point is more - do you have any papers? This is not your warehouse." he continues, not liking what he sees in Thaco at all.
They most definitely do not put away their own weapons.
"And strangers who appear in my warehouse, most certainly are Vagrants, unless they are thieves. You're not thieves are you?" he asks pointedly at Maude.
The group from the north join you in the guard room. The 'lead' guard there talks with Helm
"I'm not in a position to negotiate on behalf of the Kortos, and not sure why I'd want to if I was. What are you doing here, and what deal were you trying to make."

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"Vagrants? Thieves? Listen, pal, I've been called much worse by smaller men than you, all of whom regretted it, so either prove who you are or at least shut up until we can figure it out for ourselves. As for our intentions, well, we've been here for hours and haven't stolen anything, so it's obvious we're not thieves."
Intimidate: 1d20 + 7 ⇒ (15) + 7 = 22

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The first of the men shuts up for a bit. The next chimes up.
"How about we go get the town guard then eh? Is that what you want. Let's see how that turns out for you. Now I suggest you cut the crap and tell us why you have been sitting here for hours. As for you not stealing stuff..."
He points at the empty table, where once there stood several healing potions.
A calmish man from the back puts a restraining hand on the swordsman shoulder. "Let's not be too hasty." he turns to Helm. "What are you doing here, and why shouldn't we just get the guards to remove you? Stealing stuff from the Kortos consortium isn't smart, and ..." he pauses for a moment trying to be polite.. "lets assume you are smart people."

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Helm places his hand up as Thaco continues the aggressive overtures.
"Hold, friend. We do not need to engage in bloodshed today."
Turning to the Kortos men, he says "You are doing your jobs...that is good. You are wise to suggest intruders should not be in this warehouse that the Aspis are renting from you. But you should also know, I suspect, what they are using this warehouse for."
The samurai looks carefully at each of the enemy, and says "These Apsis agents dishonor you by using this place for illegal purposes. This warehouse is being used to transport illegal drugs. We caught their alchemist making this drug today...a drug called 'Whip.' We intend to confront them about this...it is not good for your city, it is not good for the Kortos, and Scion Lord Avid will hear what they are doing with your warehouse if you turn us away. If you decide to leave, we will handle it without mentioning your organization."
The samurai bows slightly to the men and awaits their responds.
diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26

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Rah'im continues to ineffectually growl, although he will raise his hands in peace and if not stopped will go squish the shrieker to make it less unpleasant in here.

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"well...." says the man "We wouldn't want to upset Lord Avid.."
They gather together for a quick conference.
"We've heard of Whip. Nasty stuff. Do you have any proof of what they are doing... the Aspis is a respected organisation here..."

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Sharimus holds out one of the vials from the vagrant's stash.
Here is some of the stuff here. Anyone associated in the manufacturing or selling of this....scourge is a contemptible person indeed.

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There has been lots of talking and no blasting people with water, so Pac has lost all real interest and begin feeding some more rations to Prufrock the "cat" and begins discussing how no one else really follows directions because their coats are still rightside out.

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"So you have a vial, but how does that back up that the Aspis have anything to do with it?"

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"We also have notes from the alchemist responsible for this dishonorable drug," Helm says. "It ties all of this directly to the Aspis. As of now, the Kortos are not at fault. But if you now act to protect the Aspis, you become part of this scheme."
I think we still have all the alchemist's notes, right? Or did we turn them over to the authorities with the Leper?

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Thaco burps and admits, "Uhh, yeah. I guess I owe you a healing potion. Sorry, but we were expecting a fight against some Aspis goons and I was a bit roughed up from an earlier brawl."

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You do have the notes
"Hey... I recognise some of these names..." says the guard with a degree of indignation.
"Okay.. maybe your story checks out. Still, that doesn't give you free rein on Kortos consortium warehouses. But if you can stop the drug dealing... We'll be back at dawn, and I suggest you make sure you are not here then."
The team of guards turns to leave.
Any other preparation you want to do after they leave? Or stop them leaving? I'll fast forward probably tomorrow.

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"We will be gone...you have my word," Helm responds to the guards.
Once they are gone, he turns to his companions.
"That was close. We almost attacked the wrong group. Does anyone else have other preparations to make before the Aspis arrive?"

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I'll try to update tonight, feel free to move yourself on the map up until I put in a post. Taking the kids swimming while the sun shines

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random: 2d6 ⇒ (2, 5) = 7
helm perc: 1d20 + 5 ⇒ (3) + 5 = 8
thaco perc: 1d20 + 4 ⇒ (1) + 4 = 5
Rahim perc: 1d20 + 8 - 6 ⇒ (13) + 8 - 6 = 15
Silent as the night, two figures open the skylight on the roof of the warehouse. Below, two pathfinders stand, oblivious to the danger above. Ropes uncoil silently as the two figures slip downwards, and attack by surprise from above.
attack on Helm vs FF: 1d20 + 3 ⇒ (4) + 3 = 7
attack on THACO vs FF: 1d20 + 3 ⇒ (13) + 3 = 16
The sound of a fist smashing into Helm's armor passes through the warehouse. Along with that is the sound of Thaco crying out in pain as a sword enters his back.
damage: 2d6 + 2 ⇒ (3, 6) + 2 = 11
Thaco's cry of pain is joined by Helm's one of surprise pain.
Thaco: 1d20 + 2 ⇒ (4) + 2 = 6
Helm: 1d20 + 2 ⇒ (3) + 2 = 5
Sharimus: 1d20 + 6 ⇒ (12) + 6 = 18
Rah'im: 1d20 - 2 ⇒ (2) - 2 = 0
Maud: 1d20 + 2 ⇒ (7) + 2 = 9
Paco: 1d20 + 3 ⇒ (12) + 3 = 15
baddy-black+3: 1d20 + 3 ⇒ (16) + 3 = 19
baddy-red+7: 1d20 + 7 ⇒ (12) + 7 = 19
Not quite satisfied yet with the result of his strike, the man with the bloody red sword tries sticking it into Helm this time
attack vs FF: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 2d6 + 2 ⇒ (4, 4) + 2 = 10
The second man also tries again to lessen the odds, delivering a pain of punches even as he moves to provide further flanking for the swordsman.
attacks: 1d20 + 4 ⇒ (9) + 4 = 13
attacks: 1d20 + 4 ⇒ (6) + 4 = 10
His fists continue to be no match for the Samurai's armor.
Rahim, Thaco and Helm may act this round, the others must make a DC 9 perception check to act.
Status, bold may post:
Sharimus
Paco
Maud
Thaco -11 damage
Helm -10 damage
Rah'im
---new round--
Baddy-Black
Baddy-Red

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Rah'im snarls and rages, moving up to behind the intruder in black leans forward and slams into him with a vicious gore
Raging Gore: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Crit Confirm: 1d20 + 8 ⇒ (13) + 8 = 21
Crit Damage: 1d6 + 6 ⇒ (6) + 6 = 12
19 damage if AC 21 or less, otherwise 7 damage

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Helm reels back into the crates as the enemy's blade finds his ribs.
"Craven scum!" he responds. He moves to draw his katana, but his elbow strikes one of the crates as he draws the blade, and his blow is errant.
MW katana (cold iron)(two-handed)(power attack): 1d20 + 5 ⇒ (2) + 5 = 71d8 + 6 ⇒ (1) + 6 = 7

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"Glaring angrily!" Paco yells with a smile as he comes walking towards the conflict with Prufrock mounted on his shoulder as all good kittens should be.
He then is actually helpful for a change as he unleashes a blast of water at the red foe.
Water Blast: 1d1 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 7 ⇒ (6) + 7 = 13

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Sharimus, Maud and Paco close on the combat. A jet of water appears, soaking a nearby crate, but doing no real damage to anyone in the combat.
Thaco, almost dead on his feet tries to get into a close position where the swordsman can't use his weapon so easily.
Helm takes a swipe at the unarmed man thumping on him, but the man dodges... right into the horn that seems to have sprouted from Rah'im. Oh my goodness. Blood Everywhere. IT's going to take weeks to get his boots clean... though now you think about it, Rah'im never seems to have had clean boots, maybe now you know why.
Two figures burst through the door to the south. One aims a bow at Sharimus and misses widely.
attack: 1d20 + 4 ⇒ (2) + 4 = 6
The other advances with a crossbow in hand. A sudden wave of pain shoots through the whole pathfinder team (apart from Rah'im)..
Will DC 13 for half damage
damage: 1d6 ⇒ 2
Sorry, Thaco, I'm going to roll your save, as the rest of the bad guys actions kind of depend on whether you make it or not.
Thaco-Will: 1d20 + 2 ⇒ (9) + 2 = 11
The man in red takes a degree of satisfaction in Thaco going limp on him and rather than turning his sword on the half orc to finish him off, directs it at the rather more ominous figure of Helm.
attack: 1d20 + 3 ⇒ (2) + 3 = 5
But obviously distracted by a grope from Thaco misses badly.
Status, bold may post:
Sharimus 2 damage (Will DC13 to reduce damage by 1)
Paco 2 damage (Will DC13 to reduce damage by 1)
Maud 2 damage (Will DC13 to reduce damage by 1)
Thaco -13 damage, disabled-
Helm -12 damage Will DC13 to reduce damage by 1)
Rah'im
---new round--
Baddy-Black - dead
Baddy-Red, disabled[/b]
Baddy-Green
Baddy-Blue

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Sharimus darts towards one of the intruders and stabs at the man with his rapier.
attack: 1d20 + 6 ⇒ (20) + 6 = 261d6 + 4 ⇒ (3) + 4 = 7
crit: 1d20 + 6 ⇒ (13) + 6 = 191d6 + 4 ⇒ (4) + 4 = 8
He yells to the others
Go help Thaco..he is hurt bad....I'll do my best to fend them off.

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@Thaco If you have any reroll type stuff, you are welcome to use them on the save. Note that Thaco is only disabled, not unconscious, and with orc ferocity (if he has it) he could possibly still take an action anyway.
Sharimus steps up and elegantly drops the man with the crossbow.
Status, bold may post:
Paco 2 damage (Will DC13 to reduce damage by 1)
Maud 2 damage (Will DC13 to reduce damage by 1)
Thaco -13 damage, staggered
Helm -12 damage Will DC13 to reduce damage by 1)
Rah'im
---new round--
Baddy-Black - dead
Baddy-Green- 15 damage, dying.
Baddy-Red,
Baddy-Blue
Sharimus 2 damage (Will DC13 to reduce damage by 1)