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Places her hands on the ladder.
Mending cast until fixed
"Zulencia, can Ruby make it back alone?, the rest of you get down there now."
She takes out and Ioun Torch and drops it down to the bottom of the ladder. Taking put her cross bow she points it down the whole checking whats there then goes down the ladder, checking the mouldering, empty wine racks, she picks up the Ioun Torch and flips it up to spin around her head. She then goes and looks at the flight of crude, wooden stairs.
Checking and meaning where needed.

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Valon follows Becher through the passage, relieved to be somewhere relatively dry for at least a short while. "So Grald will have to leave once he sees the deed, huh? You really think it'll be that easy?"

GM 8574 |

Zylencia's bond with Ruby is strong enough, and the horse is well trained enough, that Ruby blinks twice before wandering towards the town.
The rest of you find yourselves down in a low tunnel, running towards the town. Becher looks at Valon, shaking his head. "If he doesn't take it, and tries anything else, then he's a just a criminal. No way he can take us all down - someone from town will get the story to someone in power, and maybe we'll get justice. Maybe."
- - - - -
After a short time of walking, there is a ladder going upwards, ending in a small landing and a pair of double doors. "Inside," Becher says, opening the doors and walking into the distillery. You're in a taproom, with tall 20-foot ceilings and 8-foot high climbable scaffolding surrounds the walls laden with massive barrels filled with liquor. The barrels on the ground floor level are tapped and can be opened and closed. To the north is a stillroom. A massive exhaust chimney occupies the center of this brick room, while complex coils of glass piles and alembic tubes, vats and beakers chug and burble, powered by a smoldering hot iron stove.
However, you can take in little more than a basic view of this space before you hear a commotion, obviously ongoing, outside the doors of the distillery. Noises, shouting, and arguments come from outside, and you hear a loud voice call, "Becher! Time's come, and you're out of luck. Railford is now mine, by decree of Prince Stavian III, and I'm taking this town. Get out of there, if you haven't run off like a coward already, and get out of my town!"
Becher growls, "Grald," and he walks up to one of the windows of the distillery and looks outside. A fury lights in his eyes, and he cracks the window before yelling back, "Not a chance, you greedy bastard! I've got the deed right here - get on your way. Railford is my name, AND my town!" Becher looks down to you all from his perch by the window. "Looks like he's holding the town hostage, and now his men are approaching the building. Get ready!"
Within moments, there is a pounding on the front doors and you hear the shouts of Phalanx soldiers approaching all around - the distillery is under siege!
Gwenid: 1d20 + 5 ⇒ (11) + 5 = 16
Lady Alya De Qill : 1d20 + 7 ⇒ (18) + 7 = 25
Sun Zhanglao : 1d20 + 4 ⇒ (7) + 4 = 11
Therin Baldaros: 1d20 + 4 ⇒ (2) + 4 = 6
Valon Soranus : 1d20 + 7 ⇒ (5) + 7 = 12
Zylencia Night Fire : 1d20 + 3 ⇒ (12) + 3 = 15
Enemies: 1d20 + 3 ⇒ (3) + 3 = 6
Round One!
Per the rolls above, we'll act in blocks - PCs first, then enemies. What do you do to prepare for an attack on the distillery? Tabletop updated above!

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Lady Alya De Qill looked on at the attack, crossbow ready. Then as it looked like a fight was coming she looked for a way up to the higher floor and a high from which she can shoot. Shouting down to them below.
"NOW THIS RUFFIANS! I AM THE LADY ALYA DE QILL SENT HERE TO OBSERVE, IF ANY HARM COMES TO ME AND MY TROOPS YOU WILL PAY FOR IT YOU WILL BE BRAKING EMPIRE LAWS FOR I HAVE A LETTER OF OFFICE."
Profession Law Enforcement 1d20 + 8 ⇒ (6) + 8 = 14

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In the brief moments following Grald's declaration of war, Valon takes in as much of the distillery's interior as he can. His eyes dart from place to place. "How many entrances are there to this building?" he asks, moving toward the front door and the center of the room, looking for anything that can be used to slow the entry of the Phalanx soldiers. "Is there anything we can use to barricade the doors and limit how they get in? We don't want to get surrounded if we can avoid it."
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
That's a door to the south, yeah? Any other windows or easily noticeable entry points?

GM 8574 |

Lady Alya looks outside through a sliding and sees two men making for the front doors, two for the side doors to the north, and one to the side doors to the south. Of the two approaching the front door, one is a large man in an officer's uniform and ready to hack at the door with a longsword. He turns to you and guffaws heartily. "Why are you siding with this old, useless, reliable drunk, anyway? Help me take this place over, and we'll lawfully execute the Emperor's will!"
Diplomacy vs. Lady Alya: 1d20 + 4 ⇒ (3) + 4 = 7
Valon looks around, and sees all manner of boxes, barrels, buckets, and benches that could be used to reinforce the doors.
Side doors are now marked. There are windows high up on the walls - without something like a ladder or grappling hook, they are unlikely to come in that way, though you can act like Lady Alya and use one of the upper level windows as a sniping position if you wish. Any object you add to the door will increase that entry point's AC.

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Perception 1d20 + 7 ⇒ (4) + 7 = 11
She looked to see if they could get the drop on them by means of a window.
"They are coming two to a door"
She says in a low voice so the others know
Profession(Law Enforcement) 1d20 + 8 ⇒ (6) + 8 = 14
Then to those outside she says
"The law is clear, the holder of a deed ownership, owns that thing, be it slave, goods or land. The deed of ownership is here, and presented to and officer of the law. Your claim has no validity now. Emperor's Pax-Legalarus, ALL UNDER THE LAW you must renounce your claim or be branded and OUTLAW before all. The Hells look on and ask who of you mean wishes to be branded an outlaw and dammed for renouncing the rule of law"
Lady Alya Vs Valon men - Diplomacy 1d20 + 5 ⇒ (9) + 5 = 14
She was seeking if nothing more to slow the attack and place douts in the minds of Valon men

GM 8574 |

The man standing next to Grald holds his swing for a moment before looking at his commander, who shoves the soldier on the shoulder and yells, "Get that door open! Even if they have the deed - which they don't - we'll bury 'em in the swamps and no one'll know the wiser. This town is ours!" Both prepare to resume hacking at the door.
Any prep from Gwenid? I'll move Sun for now, since his player is still out camping.

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"Then Criminals you shall be and the hounds of hell shall see your dammed souls, come at us then and meet Judgement, Valon I name thee OUTLAW!"
She takes aim at Valon head and fires
Round 1 Init 25
Light Cross bow 1d20 + 4 ⇒ (18) + 4 = 22 1d8 ⇒ 1
The bolt fly's Grazing his cheek.

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It sounds as if Sun has already had a move action at least. If not and he can still take a move action, let me know.
Sun leaves his shield over his back where it has been while they traverse the tunnels. He advances and grips his quarter staff, using a technique he saw demonstrated by a traveling priest and monk who used a quarterstaff to fend off attacks suffered during his many pilgrimages.
"Let's bust some heads!" he yells. Kong screeches as he senses Sun readying for battle, the primal sound echoing in the large space.
Sun's standard action is to activate Power Attack feat using his Martial Flexibility Brawler Class feature.
Current AC: 16 Touch 12, Flat-footed 14
Quarterstaff attacks: +4, damage: 1d6 + 9

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Before the doors burst open, Gwenid climbs up the stairs above the vats, figuring she can safely rain down acid blasts from up here.
readied acid splash, ranged touch + bless: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
acid damage+seance: 1d3 + 2 ⇒ (2) + 2 = 4

GM 8574 |

Grald: 16/17 HP
Soldier: 12/12 HP
Grald ATK: 1d20 + 5 ⇒ (12) + 5 = 17
Grald DAM: 1d8 + 3 ⇒ (6) + 3 = 9
Soldier ATK: 1d20 + 5 ⇒ (11) + 5 = 16
Soldier DAM: 1d8 + 3 ⇒ (3) + 3 = 6
Front Door: -5 HP
Soldier: 12/12 HP
Soldier: 12/12 HP
Soldier ATK: 1d20 + 5 ⇒ (17) + 5 = 22
Soldier DAM: 1d8 + 3 ⇒ (1) + 3 = 4
Soldier ATK: 1d20 + 5 ⇒ (12) + 5 = 17
Soldier DAM: 1d8 + 3 ⇒ (1) + 3 = 4
North Door: -0 HP
Soldier: 12/12 HP
Soldier: 12/12 HP
Soldier ATK: 1d20 + 5 ⇒ (12) + 5 = 17
Soldier DAM: 1d8 + 3 ⇒ (7) + 3 = 10
South Door: -5 HP
You hear the sound of longswords hacking at the doors of the distillery, but so far the perpetually marsh-damp wood appears to hold against the onslaught of the soldiers!
You hear Becher fiddling with the latch of his coffer, and when it pops open he ruffles through a sheaf of papers there, then curses. "Asmodeus' codpiece! I need to sign the damn thing for it to be legal! Tell me one of you Pathfinders has ink and quill that I can use?!"

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"I have come here"
She says

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With the extra time, Sun indicates that Kong should stand beside the door and let the enemy past and then flank any he can. He does this by a combination of pantomime and single word commands.
DC 10
Handle Animal: 1d20 + 6 ⇒ (4) + 6 = 10
The animal huffs once and settles to a powerful crouch to the north side of the door, listening intently to the sounds of the weapons hitting the wood. Sun begins to sing a kind of chanty to the rhythm of the blows on the door.
"Crack their heads and break their bones
Bash them back and smash them down
Cut and punch and throw big stones
Then get a beer and drink it down!"

GM 8574 |

Becher runs up the stairs to Alya, and with a frustrated grunt, starts rummaging around in your pack to grab the supplies he needs. "Damn this beaurocratic rediculousness... Why can't a man just own the place he owns?!?!"
As Valon and Therin prepare their defenses, the soldiers continue their assault on the doors...
Grald ATK: 1d20 + 5 ⇒ (6) + 5 = 11
Grald DAM: 1d8 + 3 ⇒ (6) + 3 = 9
Soldier ATK: 1d20 + 5 ⇒ (17) + 5 = 22
Soldier DAM: 1d8 + 3 ⇒ (1) + 3 = 4
Front Door: 11/20 HP
Soldier ATK: 1d20 + 5 ⇒ (12) + 5 = 17
Soldier DAM: 1d8 + 3 ⇒ (6) + 3 = 9
Soldier ATK: 1d20 + 5 ⇒ (13) + 5 = 18
Soldier DAM: 1d8 + 3 ⇒ (1) + 3 = 4
North Door: 16/20 HP
Soldier ATK: 1d20 + 5 ⇒ (2) + 5 = 7
Soldier DAM: 1d8 + 3 ⇒ (5) + 3 = 8
South Door: 12/20 HP
...and it seems like they're making good headway on the main door and the south door!

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Valon moves north toward the door leading to the distillery, looking to barricade it with anything nearby to keep the soldiers out a little longer.
Not sure how you want to rule it with movement, strength checks, etc. If need by I can use my next turn actually barricading the door as well.

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"It might be better tactics to open this door and deal with the enemy beyond and control the entrance point, rather than wait for them to attack from two different directions," Sun says before Valon moves too far away.

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"They are making great time through this one here, we could get them in and funnel them really"
she keeps a steady hand, as they beat on the front door, though not wavering from her stance she is ready to strike when she sees them through the front door

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Casts shield

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Becher, go seek cover. I'll take the south door. Go! Therin says as he moves to the soithern door, ready to face whoever comes through the door. on phone...moving one square away from door, weapon drawn.

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Sorry I did not get to post yesterday. I was waiting for someone to agree or disagree before opening the door.
Sun gets no opposition to the idea of letting the fighters in through one door to take advantage of the bottleneck, so he orders Kong to open the door and step back.
handle animal: 1d20 + 4 ⇒ (13) + 4 = 17
The ape understands, opens the door and steps back to create a cul-de-sac into which the enemy must move if they want to attack us. Sun and Kong ready attacks on the first enemy in reach.

GM 8574 |

Soldier ATK: 1d20 + 5 ⇒ (5) + 5 = 10
Soldier DAM: 1d8 + 3 ⇒ (1) + 3 = 4
Soldier ATK: 1d20 + 5 ⇒ (2) + 5 = 7
Soldier DAM: 1d8 + 3 ⇒ (4) + 3 = 7
North Door: -2 HP
Soldier ATK: 1d20 + 5 ⇒ (1) + 5 = 6
Soldier DAM: 1d8 + 3 ⇒ (1) + 3 = 4
South Door: -5 HP
Grald and the man at his right hand are stunned when the doors fly open before them, but step immmediately into the fray to launch their attack! The soldier is struck quickly by Zylencia for devastating damage, but he still stands and replies with his own strike.
Grald ATK vs. Valon: 1d20 + 5 ⇒ (1) + 5 = 6
Soldier ATK vs. Zylencia: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Argh, but the two men appear to be thrown off by the easy entrance. Grald yells, "Around here, men - TO ME!"
The other soldiers continue hammering at their respective doors once more before they hear his cry, and then they begin their approach to the front door.
It will take the other men a round to get to you. What do you do?

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Cold Iron Rapier ready she jumps down out the window
Acrobatics1d20 + 8 ⇒ (12) + 8 = 20
And then runs at Grald and the grunt who went for the door, giving flanking.
Attack 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 DMG 1d6 ⇒ 2
Her blade shoots out and hits Grald in the back.
Perception on other cumming 1d20 + 7 ⇒ (6) + 7 = 13
She looked over to see if the other where coming.
--> edit Possible crit 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18 DMG 1d6 ⇒ 2

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Valon squares himself, ready to fight. "All right, looks like we're doing this the hard way."
He jabs twice at Grald.
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Attack (flurry of blows): 1d20 + 5 ⇒ (2) + 5 = 7
Damage (flurry of blows): 1d6 + 2 ⇒ (5) + 2 = 7

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Gwenid lobs an acid blob at Grald.
ranged touch-into melee: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6 Does cover apply from my elevated position?
acid damage+seance: 1d3 + 2 ⇒ (3) + 2 = 5

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Sun's knuckles make popping sounds as he grips his quarterstaff in preparation for a powerful attack on Grald.
"So the big shot Grald has the stones to fight for himself. I was hoping I'd get this chance."
Quarterstaff, power attack: 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24
Quarterstaff, power attack, confirm threat: 1d20 + 5 - 1 ⇒ (3) + 5 - 1 = 7
Damage, power attack: 1d6 + 9 ⇒ (3) + 9 = 12
Damage, power attack, critical bonus: 1d6 + 9 ⇒ (6) + 9 = 15
Sun makes solid contact with Grald's head, the cracking sound resounding in the empty distillery.
Kong roars and sets into Grald from the side.
Kong
Bite: 1d20 + 2 ⇒ (13) + 2 = 15
damage: 1d4 + 1 ⇒ (4) + 1 = 5
Claws 1: 1d20 + 2 ⇒ (5) + 2 = 7
damage: 1d4 + 1 ⇒ (4) + 1 = 5
Claws 2: 1d20 + 2 ⇒ (4) + 2 = 6
damage: 1d4 + 1 ⇒ (1) + 1 = 2

GM 8574 |

Hi, all - sorry for my delay while I was on the road.
Zylencia cuts down the soldier with ease, as her katana cuts his arm clean off at the shoulder.
Lady Alya pulls off an amazing maneuver, leaping out the window and landing on her feet in a crouch. She dashes over and provides flanking for Valon. (That's two move actions, so your attack isn't eligible this turn. Good roll, though!) She hears soldiers moving towards her from the north and south.
Valon aims a pair of strikes at Grald, but even with the aid of Alya's flanking, he isn't able to connect.
Gwenid tries to arc a blob of acid at Grald, but concerns for her teammates keeps it from hitting the captain and it simply sizzles on the ground outside. I'd say from that angle that no cover would be applied.
Botted: Therin moves closer with his allies, and readies for the assault of Grald's other soldiers!
Sun lines up and delivers a massive blow to Grald's skull, and the captain has a hard time shaking it off. He's still standing, however, and looks furious, right until Kong's roar and might bite bring the Taldane soldier to his knees, staggering him. "Yield!" he cries, "I yield! Call off your beast!"
Grald's approaching men, however, grow grim in light of this, and you can see that many are still seeking to claim what their captain promised! Two of them raise swords, yell, and chaaaarge at Lady Alya, while a third comes around the corner from the side, ready to do the same.
Soldier 2 ATK vs. Alya: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Soldier 3 ATK vs. Alya: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Soldier 3 DAM vs. Alya: 1d8 + 3 ⇒ (2) + 3 = 5
One of the two lands a good hit on Alya's side, slashing away. He cries, "If Grald can't finish the job, we will, and take the distillery for ourselves!"

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Sun calls out to Kong, "Down!"
DC 10
Handle Animal: 1d20 + 6 ⇒ (4) + 6 = 10
The animal ceases his attack on Grald and watches the action around him intently.
Kong does not know the menace trick but he probably looks pretty menacing even if he's not going to attack if Grald tries anything.
Sun advances, trying to get to where he can help the Lady Qill and Zylencia fend off Grald's greedy goons.
I'm not sure if Sun can move to a position where he can attack S2 without risking an AOO, so I'll do an acrobatics check in case.
Acrobatics (tumbling): 1d20 + 6 ⇒ (10) + 6 = 16
Quarterstaff, Power Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 9 ⇒ (6) + 9 = 15

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She it cut deep and grits her teeth in pain placing her left hand on the gash to stem the flow of blood.
Did not see DMG so will say she takes 6 points of DMG, seems about right, also will use pre-rolled the attack here
No flanking so it was Attack 1d20 + 4 ⇒ (19) = 25 DMG 1d6 ⇒ 2
With flick of her wrist her fine elf lade shoots out. Jabbing a man close to her. The blow has precision stab into his upper sword arm. It is not a killing blow but a warning one.
I will for go the Crit confirm for a targeted strike to aid her words
Then her blade points at his face.
"You dogs DEAR!! strike a Lady of the house De Qill!!, Do you really want a noble house as your enemy law barkers? Think carefully now!! keep going and a hunted life will be yours."

GM 8574 |

Zylencia and Sun drop their opponents with no difficulty, and when the remaining man is stabbed by Alya, he drops his weapon to the ground. However, before he can reply...
Gwenid: 1d20 + 5 ⇒ (13) + 5 = 18
Lady Alya De Qill : 1d20 + 7 ⇒ (7) + 7 = 14
Sun Zhanglao : 1d20 + 4 ⇒ (2) + 4 = 6
Therin Baldaros : 1d20 + 4 ⇒ (3) + 4 = 7
Valon Soranus : 1d20 + 7 ⇒ (19) + 7 = 26
Zylencia Night Fire : 1d20 + 3 ⇒ (18) + 3 = 21
...Alya, Valon, and Zylencia hear someone screaming in the distance somewhere in the town. After a moment, a running figure comes into view - it's Dalard Fritch, moving as fast as he can for the distillery. "Undead! The undead are attacking the town!" And before he can make it all the way to the entrance, you see a slavering, hollow looking Jessup Bose - the sick man in the healer's hut earlier - make a running leap to tackle Jessup and latch on to Dalard with razor sharp teeth! Dalard screams and goes down into the mud. You hear more screams throughout the town, and they seem to be making their way to the distillery!
This is a bit more theater of the mind, now that you're back outside again - what do you do?

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Undead? We must hurry...I can blast those fiends to the abyss and back. Therin says, hus grip on his weapon tightening.
Will run as fast as possible to get to the undead...and try to get as many in channel range as possible then nuke them with positive energy

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Zylencia will call for Ruby, and mount to move faster and swing hard at the beast, trying to get its attention away from Dalard
"Hurry indeed, time is of the essence."
Mount for increased movement, and attack when can obviously to draw him off his current meal

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Leans on the wall still bleeding her sword ready.
"I will guard this one, go deal with the undead"

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"No rest yet. Let's move, before the undead can do too much damage." With that, Valon runs forward with the others to save Dalard and anyone else possible.