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Hearing the goblin's laughter, Rourke charges the tengu, drawing his weapon, dropping the sneezing powder.
Rapier (charge): 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Confirming: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12 Standard hit.
Dmg.: 1d6 + 1 ⇒ (5) + 1 = 6
Rourke readies a panache point for Opportune Parry and Riposte (Ex).

GM Fuskee |

The goblin is distracted with a little flame that formed at the edge of his clothes as Rourke charges in and stabs him through the chest with his rapier.
Goblin 1 is down!

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"Bah, shiny Rourke in Joof's charging way! Joof go kill something else."
Jerd makes his way around a pillar and surprises the goblin from behind as the duo storm him in a flurry of steel, teeth and screams.
Dogslicer: 1d20 + 7 ⇒ (13) + 7 = 20, Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Jerd Bite: 1d20 + 2 ⇒ (2) + 2 = 4, Damage: 1d6 + 1 ⇒ (2) + 1 = 3, Trip: 1d20 + 2 ⇒ (6) + 2 = 8

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Davorin moves into the room and attempts to cloud the surviving goblin's mind.
Casting Daze on goblin 2. Will DC 14.
Controlled inspire rage for +2 Dex is still in effect.

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Raijan squawks in alarm and flits across the room behind a different pillar, vaguely aiming a quick thrust at the goblin there.
Wakizashi: 1d20 + 7 + 1 - 2 ⇒ (4) + 7 + 1 - 2 = 10
Piercing: 1d6 + 3 ⇒ (6) + 3 = 9

GM Fuskee |

Mycroft and Cork, you're up
Round 2:
Goblin 2
Mycroft/Kaminari
Rourke/Cork
Davorin
Joof
Inoklar
Will Save: 1d20 - 1 ⇒ (8) - 1 = 7
Joof barely slices the goblin's arm as Kaminari misses with his wakizashi. Davorin's spell easily overpowers the mind of the goblin as it stands there completely unaware of what's going on.

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Mycroft manages to deduce some of the bugbear's special abilities which he shares with the group, while he's at it he begins another a discourse on the strengths and weaknesses of bugbears in combat.
Move 20' Standard action: begin bardic performance 'naturalist' +1 attacks, +1 ac. vs bugbear. round 4/7

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A blast of heat and a few tongues of flame lick Cork's skin causing slight burns but he shakes off the damage with a grunt. He steps around Kaminari and Joof to a position where he can strike at the goblin who attacked him. He swings a strong and steady stroke at the goblin menace.
cutlass,arcane pool enhanced, shaken: 1d20 + 2 + 1 - 2 ⇒ (20) + 2 + 1 - 2 = 21
confirm: 1d20 + 2 + 1 - 2 ⇒ (11) + 2 + 1 - 2 = 12
damage,arcane pool enhanced: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

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The aasimar having felled his goblin opponent, Rourke see the female bugbear beckoning him.
Remembering the words of caution from his fellow pathfinders, Rourke dashes toward the self-styled Guildmaster of The Nightsoil Marauders, leaping over rumored trap area and the female bugbear to land behind her.
Acrobatics (with Derring-Do (Ex): 1d20 + 6 + 1d6 ⇒ (16) + 6 + (5) = 27
Rapier (with Naturalist): 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Rourke will have a panache point in waiting for Opportune Parry and Riposte (Ex).

GM Fuskee |

I think you're a turn too early, Rourke? Correct me if I'm wrong though.
Cork strikes down the goblin that threw the alchemist fire in his face, getting revenge as Inoklar moves up behind him and attacks with her masterwork horsechopper!
Inoklar + Shaken Target: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Damage: 1d10 + 6 ⇒ (5) + 6 = 11
I think she barely misses? +1 AC from Mycroft and the +Dex from Davorin puts you at 21 AC, right?
As Inoklar is barely unable to make it through Cork's armor with her weapon, Mycroft informs everyone that she has a special ability called Scent of Fear which allows her to get a +2 on attacks vs shaken targets and has +2 on Will saves as long as a shaken target is around. It also lets her detect them by smell in dark areas but that doesn't quite matter in this situation.
The team is up!
Round 3:
Mycroft/Kaminari
Rourke/Cork
Davorin
Joof
Inoklar

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I think you are right. I seen that Mycroft and Cork just went and thought I'd just go because I was next. My apologies.

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Sadly no. I forgot to update my status when my shield spell expired. So I take damage.
Cork cries out as the bugbear chops down on his shoulder cutting a deep gash. Wincing in pain he takes a five foot step away from Inoklar hoping to stay out of her reach.

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Raijan moves up to strike at the bugbear around the pillar, hoping to drag her into the open if she wants to get at him more cleanly.
Wakizashi: 1d20 + 7 - 2 + 1 + 1 ⇒ (2) + 7 - 2 + 1 + 1 = 9
Slashing: 1d6 + 3 ⇒ (5) + 3 = 8

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Following the Tengu's failed slash, Joof and Jerd continue their reckless onslaught, targeting the bulky goblinoid with a terrifying combination of attacks.
Dogslicer + Naturalist + Rage: 1d20 + 8 ⇒ (20) + 8 = 28, Confirmation: 1d20 + 8 ⇒ (19) + 8 = 27 Damage: 2d4 + 2 ⇒ (3, 1) + 2 = 6
Jerd Bite + Naturalist: 1d20 + 3 ⇒ (14) + 3 = 17, Damage: 1d6 + 1 ⇒ (6) + 1 = 7, Trip: 1d20 + 3 ⇒ (19) + 3 = 22

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Myroft continues to analyze the bugbear's combat tactics. I think that's round 5/7 for bardic performance.
In between his comments he can be heard to mutter something else. He fishes a small pat of butter out of a pouch on his belt and tosses it toward the bugbear. Grease DC 14 on the bugbear's weapon.

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Davorin advances on the bugbear while keeping up his song. Once in place, he gives her a forceful command.
"Fall!"
Will DC 15
Controlled inspire rage for +2 Dex is still up.

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Assuming 17 hits the bugbear's AC and 22 hits her CMD, Jerd's bite is already going to make her fall prone, so you might want to find an alternative action should my attack succeed.

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Oh, right. I was focused on Mycroft's grease spell. I'll cast Hideaus Laughter instead, same DC.

GM Fuskee |

Reflex vs Grease: 1d20 + 4 ⇒ (9) + 4 = 13
Will vs Laughter: 1d20 + 2 ⇒ (17) + 2 = 19
Jerd and Joof team up on the bugbear and take a big chunk of her life out as they take her to the ground. As she's falling her weapon slips out of her hands and falls on the floor next to her. Kaminari barely misses as Davorin's spell fails to penetrate the bugbear's mind.
Inoklar goes to stand up, giving the heroes around her an opportunity to attack. She pulls out her morningstar and gets ready to swing with it next turn.
Everyone is up again!

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Joof AoO: 1d20 + 8 ⇒ (7) + 8 = 15, Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Jerd AoO: 1d20 + 3 ⇒ (15) + 3 = 18, Damage: 1d6 + 1 ⇒ (6) + 1 = 7, Trip: 1d20 + 3 ⇒ (1) + 3 = 4
The wolf howls in joy as he keeps tearing at Inoklar's flesh, her blood littering the ground at his feet and painting his teeth red. As the bugbear stands, Jerd grabs her leg and knocks her back down to the floor, not before letting his master take a swipe at her.
Dogslicer: 1d20 + 8 ⇒ (16) + 8 = 24, Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Jerd Bite: 1d20 + 3 ⇒ (14) + 3 = 17, Damage: 1d6 + 1 ⇒ (1) + 1 = 2, Trip: 1d20 + 3 ⇒ (18) + 3 = 21

GM Fuskee |

Inoklar is back on her back with scratches and bite marks and cuts all over her from the savage halfling and his mount.
She's prone and almost dead! Someone finish her off!

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Cork stands a few feet away, swaying slightly due to his severe wounds. But he has enough stamina to raise his finger and point towards Inoklar. He mutters a few arcane words and a ray of frost shoots from his finger. Unfortunately, he is unable to keep his aim steady and the freezing ray shoots past her harmlessly.
acid splash: 1d20 + 1 ⇒ (3) + 1 = 4 touch attack

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Davorin moves around the pillar and strikes the struggling bugbear.
Attack, prone, naturalist: 1d20 + 6 + 4 + 1 ⇒ (12) + 6 + 4 + 1 = 23
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

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Slashing: 1d6 + 3 ⇒ (3) + 3 = 6
Wakizashi: 1d20 + 5 + 1 + 1 - 2 + 4 ⇒ (6) + 5 + 1 + 1 - 2 + 4 = 15
Slashing: 1d6 + 3 ⇒ (6) + 3 = 9
Wakizashi: 1d20 + 5 + 1 + 1 - 2 + 4 ⇒ (9) + 5 + 1 + 1 - 2 + 4 = 18
Slashing: 1d6 + 2 ⇒ (4) + 2 = 6
Bite: 1d20 + 1 + 1 + 1 - 2 + 4 ⇒ (15) + 1 + 1 + 1 - 2 + 4 = 20
Piercing: 1d3 + 2 ⇒ (1) + 2 = 3
Even with Inoklar at a profound disadvantage, Raijan is wary, perhaps too wary as he harries his fallen foe.

GM Fuskee |

The bugbear is overwhelmed by the pathfinders as they surround her and proceed to cut her down, ending the rise of the Nightsoil Marauders. Ekkie cheers from the back of the room, holding up her cage brother's skull and dancing around. The only room left in the hideout is Inoklar's personal bedchamber.

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Rourke shrugs, "Well, might as well check it out."
The aasimar, lighting the way, walks to the bedchamber and looks inside.
Perception: 1d20 + 5 ⇒ (13) + 5 = 18

GM Fuskee |

This chamber contains Inoklar’s bed and other furnishings. The heroes search the room and find a large chest containing Inoklar’s takings from the Nightsoil Marauders’ operations, including emblems and tokens of rival crime organizations in Magnimar: a set of miniature scales carved from black onyx stolen from an inattentive Night Scale thief, several Varisian scarves and knives taken from Sczarni thugs, an ornamental star of Desna filched from one of the Gallowed, a broken klar that belonged to a Shoanti gang leader, and most importantly, a golden Aspis Consortium badge. At the bottom of the chest, well hidden from her superstitious goblin minions, are Inoklar’s scrawled notes detailing her plans to take over Magnimar:
In the past, Inoklar served as a lieutenant and enforcer for one of Riddleport’s crime lords, and she observed and learned much of how an organized crime syndicate operates. After committing numerous random murders purely for her own feral pleasure, Inoklar was forced to leave Riddleport when one of her victims turned out be extremely well connected to the city’s overlord. Upon her return to her birthplace in the Magnimar hinterlands, Inoklar realized that she could take Magnimarian sewer goblins, with their tenacious gift of getting into places one might otherwise consider inaccessible, and form them into an effective guild of thieves, similar to those she had served in Riddleport.
Normally, the sewer-dwelling goblins of Magnimar subsist merely as scavengers in small family groups, but due in large part to the bugbear’s domineering personality, Inoklar was able to enlist a sizable number of goblins into a burgeoning thieves’ guild which she calls the Nightsoil Marauders. Her initial efforts have been surprisingly successful, and word of the Nightsoil Marauders has spread from goblin to goblin through the sewer tunnels of Magnimar and even beyond, to the goblin tribes of the Mushfens.
Inoklar’s foremost plan is to expand her guild’s influence by starting an all-out war between Magnimar’s criminal elements. She intends to commit a series of grisly murders of underworld figures and their families, and subtly leave clues at these crime scenes implicating rival factions. She expects to have groups like the hotheaded Sczarni, the Shoanti gangs, and the Night Scales at each other’s throats before long. Inoklar’s other schemes include using the pyromaniacal nature of her goblin minions to demand “fire insurance” protection money from businesses and to stockpile enough incendiaries to start a widespread fire in the city above, with the aim of weakening or wiping out any organization opposing hers. When the smoke clears, the Nightsoil Marauders can move in to seize power.
With Inoklar’s defeat, the leadership of the Nightsoil Marauders is disrupted, and any remaining goblins quickly disband into small, disorganized groups posing little threat. The trinkets retrieved by the PCs from the guild’s headquarters are put to good use by the Society, as returning some of these help improve relations with
factions of Magnimar’s underworld. The Society has plans to use the gold Aspis badge as vital part of an important covert operation against the Consortium.
The last task at hand is what to do with your captive, Ekkie. She has helped you out and you've managed to keep her very happy, so her fate is ultimately up to the heroes.
That's pretty much the end of everything! If you have day job rolls or any questions, just let me know in the discussion thread. You all got 2 prestige points, one for beating Inoklar and one for retrieving the golden aspis badge for the Society. I hope you had fun and I'm going to try and buy another adventure in the next few days and post another thread up in the recruiting area so keep your eyes open if you're interested! Thanks again for playing.