
GM Abraham |

Since there's disagreement, I'll move us forward once there's three votes for a particular approach. So far: 2 votes for kicking the door down and 1 for seeking out physical evidence.

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"I think our mate Wheeler here has the right of it. Evidence is what we need to be finding. Our words don't seem to carry much weight around here."
As the half-orc talks, his hat shifts from a deep green to a firey red, before it quickly changes back to an almost black velvet.

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"The warehouse has to be our next place, to see what evidence we can find. Simply finding the man and coercing a confession is likely not enough. I doubt that he spends all of his time in the warehouse anyways- a prominent citizen like him"

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The warehouse is the place to go, yes, but with finesse. He won't give us anything and anything he would give us would be worthless. We just have to go in with finesse.

GM Abraham |

It sounds like you have decided on a finesse approach rather than busting the door down. To move us forward I need someone to post something indicating *how* you want to do that. Is someone going to try to sneak in using Stealth? Is someone going to try to use Diplomacy with whomever might be inside? Or something else?

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Cortland will follow along. he isn't the most stealthy, but feels he can talk his way clear of any trouble, should it arise.

GM Abraham |

Just to be clear, there's currently no one for you to speak with to do Diplomacy. Also, you'll need to actually say something, y'know diplomatically, to make a Diplomacy check.

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I was making the roll in case it was needed. If we come across anyone I will RP that conversation and use the above roll (or reroll it of you prefer GM)

GM Abraham |

I was making the roll in case it was needed. If we come across anyone I will RP that conversation and use the above roll (or reroll it of you prefer GM)
Understood and fine for you to keep that roll. At this point, however, we still need someone to actually do something. If it's any help, the place looks like a place of business and it is open.

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Wheeler follows Cortland in, keeping an eye out for a chance to break away a sneak in the back.
Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Stealth: 1d20 + 4 ⇒ (13) + 4 = 17

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Seeing the others stealth in, Gorak loiters around the outside of the door- watching the road/alley and prepared to rush in if his companions need him.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8

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GM Abraham |

While Gorak keeps watch outside, Robbin easily climbs up and stealthily enters the building through a window, finding himself 10' above a catwalk that crosses the building. The others enter through the main door. While Cortland calls out a greeting, Wheeler, Raynard, and Ninnic all slip behind some crates and a wagon near the entrance.
The interior of this large building appears unfurnished, with a wooden frame that could have housed two separate floors but is instead open to the roof like a barn. Sliding bay doors stand to the south, where a serviceable wagon is parked. Across the center of the warehouse, a catwalk hangs fifteen feet off the ground. Heavy items can be pulled up to the catwalk with ropes and a block and tackle. In the northeast and southwest corners, rooms have been framed in and walls erected. Shelving lines most of the walls, and crates and boxes are stacked in many places on the main floor.
Three workers are in the process of moving some crates up on the catwalk while two other workers on the ground floor look up when you enter. One of them, wearing an orange bandana, grunts at you with minimal interest. "Whatcha doin' here? This here's a private business. We ain't solicitatin', so scram!"
Map updated. Note that the catwalk is shown on the main map with white dotted lines and then the actual catwalk squares are depicted just "south" of the main map on the slide.

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Hearing the voices inside, Gorak closes his eyes momentarily- reaching out with his emotions and centering himself. The connection he feels with each of the artifacts on his belt lingers and he searches for the right one.
Where is it, where is it...
It's the sharp blade of his sword that draws him- and he feels the emotion stored in it spread across his core and into his sinew.
Swift Action: Spend 1 Transmutation: Sudden Speed +30 foot movement x1 minute
He quickly bursts into the room, right behind Cortland- Greatsword in hand, when it suddenly errupts in a pale blue light that quickly fades. Move action: 50 foot move. Standard: Spend 1 Transmutation: Legacy weapon. +1 Sword x 2 minutes

GM Abraham |

Round 1
Conditions: Catwalk is 15' above the ground; Robbin is currently 10' above the catwalk. The catwalk is reached via a ladder at the right edge of the map.
Wheeler - dmg;
Red - dmg;
Raynard - dmg;
Green - dmg;
Yellow - dmg;
Ninnic - dmg;
Orange - dmg;
Purple - dmg;
Gorak - dmg; +30' speed (r10); Legacy Weapon +1 sword (r20);
Robbin - dmg;
Cortland - dmg;
Cortland: 1d20 + 2 ⇒ (1) + 2 = 3
Gorak: 1d20 + 1 ⇒ (8) + 1 = 9
Raynard: 1d20 + 4 ⇒ (16) + 4 = 20
Ninnic: 1d20 + 6 ⇒ (9) + 6 = 15
Wheeler: 1d20 + 10 ⇒ (15) + 10 = 25
Green: 1d20 + 2 ⇒ (17) + 2 = 19
Red: 1d20 + 2 ⇒ (20) + 2 = 22
Yellow: 1d20 + 2 ⇒ (16) + 2 = 18
Orange: 1d20 + 6 ⇒ (6) + 6 = 12
Purple: 1d20 + 6 ⇒ (4) + 6 = 10
? (Oo): 1d20 - 5 ⇒ (1) - 5 = -4
? (Sk): 1d20 + 6 ⇒ (9) + 6 = 15
Gorak bursts into the warehouse, with seemingly superhuman speed and his sword ablaze and, just like that, it's on! Wheeler is the first to react to this turn of events...
As far as you can tell, the only pathfinders they are aware of at present are Cortland and Gorak.
Wheeler is up!

GM Abraham |

Is this the same day as our last fight or a different day, GM?
The same day.

GM Abraham |

Round 1
Conditions: Catwalk is 15' above the ground; Robbin is currently 10' above the catwalk. The catwalk is reached via a ladder at the right edge of the map.
Wheeler - dmg;
Red - dmg;
Raynard - dmg;
Green - dmg;
Yellow - dmg;
Ninnic - dmg;
Orange - dmg;
Purple - dmg;
Gorak - dmg; +30' speed (r10); Legacy Weapon +1 sword (r20);
Robbin - dmg;
Cortland - dmg;
Light Blue ? - dmg;
Green Perception vs Wheeler stealth: 1d20 + 3 ⇒ (16) + 3 = 19
Yellow Perception vs Wheeler stealth: 1d20 + 3 ⇒ (17) + 3 = 20
Orange Perception vs Wheeler stealth: 1d20 + 4 ⇒ (20) + 4 = 24
Purple Perception vs Wheeler stealth: 1d20 + 4 ⇒ (7) + 4 = 11
Including distance penalties, none of them perceive Wheeler.
Wheeler sneaks forward - if any of them see him, they show no sign of it.
Red kicks over a large ceramic pickling jar. When it shatters on the warehouse floor, it releases a... well, it's hard to know exactly what it is. But it looks like a swarm of many tiny slimy somethings, almost like little moving blobs of a viscous, transparent fluid. Map is updated - the four light blue tokens represent this new creature.
Then Red reaches down and picks up a shortbow.
Raynard is up!

GM Abraham |

Round 1
Conditions: Catwalk is 15' above the ground; Robbin is currently 10' above the catwalk. The catwalk is reached via a ladder at the right edge of the map.
Wheeler - dmg;
Red - dmg;
Raynard - dmg;
Green - dmg;
Yellow - dmg;
Ninnic - dmg;
Orange - dmg;
Purple - dmg;
Gorak - 6 dmg; +30' speed (r10); Legacy Weapon +1 sword (r20);
Robbin - dmg;
Cortland - dmg;
Light Blue ? - dmg;
Seeing Raynard advancing, Green picks up a shortbow and shoots an arrow at him...
shortbow: 1d20 + 2 ⇒ (7) + 2 = 9arrow dmg: 1d6 ⇒ 6
... but he's obviously no marksman as the arrow flies wildly off-target.
His Yellow companion on the balcony does the same but he aims at the half-orc wielding the menacing greatsword...
shortbow: 1d20 + 2 ⇒ (15) + 2 = 17
arrow dmg: 1d6 ⇒ 6
... his arrow strikes Gorak solidly. He gives a triumphant look at his Green companion, almost as if he expects to win a wager.
Ninnic is up!

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Ninnic moves up to just behind Raynard, ready to help next round.
Could someone move me on the map, please?
done

GM Abraham |

Round 1
Conditions: Catwalk is 15' above the ground; Robbin is currently 10' above the catwalk. The catwalk is reached via a ladder at the right edge of the map.
Wheeler - dmg;
Red - dmg;
Raynard - dmg;
Green - dmg;
Yellow - dmg;
Ninnic - dmg;
Orange - dmg; readied action;
Purple - dmg;
Gorak - 6 dmg; +30' speed (r10); Legacy Weapon +1 sword (r20);
Robbin - dmg;
Cortland - dmg;
Light Blue ? - dmg;
Orange draws his short sword, steps forward 5', and looks ready to fight.
Purple also draws his sword and, seemingly not seeing the sneakily advancing Wheeler, moves forward to confront the foes he does see.
Gorak, Robbin, and Cortland are up!

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Robbin glides 25 ft 1d20 + 8 ⇒ (9) + 8 = 17 landing on a crate pulling out his rope dart as he lands. He then swings the rope dart and lets it fly attack: 1d20 + 4 ⇒ (19) + 4 = 23 at Greeny hitting him in his arm P dmg: 1d4 ⇒ 2 and quickly pulls the dart back to him.
Sources:
Ranged Tactics Toolbox pg. 33
Ultimate Combat pg. 133
Ultimate Equipment pg. 21
Statistics:
Cost 1 gp Weight —
Damage 1d3 (small), 1d4 (medium); Critical x2;
Range 20 ft.; Type P;
Special blocking, distracting, monk
Category Ranged; Proficiency Exotic
Weapon Groups Monk; Thrown
Description
This deceptively complex weapon appears to be nothing more than a 12-foot rope attached to a 6-inchlong, conical metal spike. Similar to a meteor hammer, it can be whirled at great speeds, then aimed to strike and pierce opponents with great reach. Once it strikes, the wielder can quickly retrieve the weapon with a tug of the rope as a free action.

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Gorak steps around Cortland and approaches purple with his sword drawn. 30ft move As he moves, he brings his greatsword to bear against the thug.
+1 Greatsword: 1d20 + 6 ⇒ (7) + 6 = 13 Damage: 1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10

GM Abraham |

Round 1
Conditions: Catwalk is 15' above the ground; Robbin is currently 10' above the catwalk. The catwalk is reached via a ladder at the right edge of the map.
Wheeler - dmg;
Red - dmg;
Raynard - dmg;
Green - 2 dmg;
Yellow - dmg;
Ninnic - dmg;
Orange - dmg; readied action;
Purple - dmg;
Gorak] - 6 dmg; +30' speed (r10); Legacy Weapon +1 sword (r20);
Robbin - dmg;
Cortland - dmg;
Light Blue ? - dmg;
Green looks up in surprise as Robbin appears on the catwalk, seemingly out of nowhere, and plunks a dart into his arm.
Meanwhile, down below, Gorak swings his massive greatsword at the Purple brigand, but narrowly misses removing his head.
Cortland is up!

GM Abraham |

Round 2
Conditions: Catwalk is 15' above the ground; The catwalk is reached via a ladder at the right edge of the map (or by climbing - DC 15 - various ropes hanging down all over the place).
Wheeler - 1 dmg;
Red - dmg;
Raynard - dmg;
Green - 2 dmg;
Yellow - dmg;
Ninnic - dmg;
Orange - dmg; readied action;
Purple - dmg;
Gorak - 6 dmg; +30' speed (r10); Legacy Weapon +1 sword (r20);
Robbin - dmg;
Cortland - 1 dmg;
Light Blue ? - dmg;
The swarm of tiny oozes has no difficulty detecting the stealthy Wheeler and Cortland and suddenly both heroes find themselves covered in countless little slimy and sticky globules!
Cortland and Wheeler each take 1 dmg from the swarm...
Reflex Saves vs Viscous
Cortland: 1d20 + 5 ⇒ (11) + 5 = 16
Wheeler: 1d20 + 6 ⇒ (19) + 6 = 25
... neither pathfinder is entangled by the sticky globules. Yet.
Fort Saves vs Distraction
Cortland: 1d20 + 2 ⇒ (13) + 2 = 15
1d20 + 1 ⇒ (20) + 1 = 21
... nor is either hero distracted by the tiny creatures swarming all over them.
Start of Round 2
Wheeler is up!

GM Abraham |

Round 2
Conditions: Catwalk is 15' above the ground; The catwalk is reached via a ladder at the right edge of the map (or by climbing - DC 15 - various ropes hanging down all over the place).
Wheeler - 1 dmg;
Red - dmg;
Raynard - dmg;
Green - 2 dmg;
Yellow - dmg;
Ninnic - dmg;
Orange - dmg; readied action;
Purple - dmg;
Gorak - 6 dmg; +30' speed (r10); Legacy Weapon +1 sword (r20);
Robbin - dmg;
Cortland - 1 dmg;
Light Blue ? - dmg;
Light Blue Reflex: 1d20 ⇒ 17
Although the swarm does not appear to be particularly quick, Wheeler is surprised to see that his fiery blast does not appear to bother it at all.Red shoots an arrow at Raynard...
shortbow: 1d20 + 2 ⇒ (10) + 2 = 12
... but the arrow thuds harmlessly in the warehouse wall beyond the pathfinder.
Raynard is up!

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Raynard moves closer to the Orange and attacks.
mwk scimitar: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d6 + 4 ⇒ (6) + 4 = 10

GM Abraham |

Round 2
Conditions: Catwalk is 15' above the ground; The catwalk is reached via a ladder at the right edge of the map (or by climbing - DC 15 - various ropes hanging down all over the place).
Wheeler - 1 dmg;
Red - dmg;
Orange - 10 dmg;
Raynard - dmg;
Green - 2 dmg;
Yellow - dmg;
Ninnic - dmg;
Purple - dmg;
Gorak - 6 dmg; +30' speed (r10); Legacy Weapon +1 sword (r20);
Robbin - 1 dmg;
Cortland - 7 dmg;
Light Blue ? - dmg;
Raynard advances, triggering Orange's readied attack, and then deals Orange a grievous blow.
Orange readied attack, short sword: 1d20 + 3 ⇒ (13) + 3 = 16
However, he misses Raynard.
Orange initiative position moved to before Raynard.
Seeking to retaliate, Green fires his shortbow at Robbin...
shortbow: 1d20 + 2 ⇒ (17) + 2 = 19
dmg: 1d6 ⇒ 1
... lightly wounding him.
Then Green drops his shortbow, draws his shortsword, and advances.
Yellow shoots down the ladder hole at Cortland...
shortbow: 1d20 + 2 ⇒ (16) + 2 = 18
dmg: 1d6 ⇒ 6
... hitting him solidly with an arrow.
Then he too drops his shortbow and draws his shortsword.
Ninnic is up!

GM Abraham |

Round 2
Conditions: Catwalk is 15' above the ground; The catwalk is reached via a ladder at the right edge of the map (or by climbing - DC 15 - various ropes hanging down all over the place).
Wheeler - 1 dmg;
Red - dmg;
Orange - 10 dmg; dazed (r3);
Raynard - dmg;
Green - 2 dmg;
Yellow - dmg;
Ninnic - dmg;
Purple - dmg;
Gorak - 14 dmg; +30' speed (r10); Legacy Weapon +1 sword (r20);
Robbin - 1 dmg;
Cortland - 7 dmg;
Light Blue ? - dmg;
Orange Will: 1d20 ⇒ 1
It's difficult to discern what the psychic has done to the Orange-clad foe, but he momentarily stands still, as if struck dumb.
Purple short sword vs Gorak: 1d20 + 3 ⇒ (18) + 3 = 21
dmg: 1d6 + 2 ⇒ (6) + 2 = 8
In retaliation, his Purple comrade deals Gorak a fearsome wound!
Gorak, Robbin, and Cortland are up!

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The half-orc stumbles backwards at the blow, blood pouring out of the wound opened across his chest. The crimson red coat slowly turns deep maroon, and his top hat flashes to a brilliant yellow. Unconsciously, his hand touches the gash and as it pulls away, he glances at the sticky blood on his fingers as though sensing its vitality.
The hand returns to the blade, and he glances up at the man in the purple shirt. An anger overtakes him and he swings the hefty blade overhead and towards his form.
+1 Greatsword: 1d20 + 6 ⇒ (9) + 6 = 15 Damage: 2d6 + 7 ⇒ (5, 5) + 7 = 17

GM Abraham |

Round 2
Conditions: Catwalk is 15' above the ground; The catwalk is reached via a ladder at the right edge of the map (or by climbing - DC 15 - various ropes hanging down all over the place).
Wheeler - 1 dmg;
Red - dmg;
Orange - 10 dmg; dazed (r3);
Raynard - dmg;
Green - 2 dmg;
Yellow - dmg;
Ninnic - dmg;
Purple - 17 dmg;
Gorak - 14 dmg; +30' speed (r10); Legacy Weapon +1 sword (r20);
Robbin - 1 dmg;
Cortland - 7 dmg;
Light Blue ? - dmg;
Gorak repays Purple's kindness with interest, laying the fellow flat on the floor, blood pouring from a savage wound!
Robbin and Cortland are up!

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Cortland throws a flask of alchemist's fire at teh swarm, esuring he leaves himself out of teh splash range.
alchemist's fire: 1d20 + 3 ⇒ (3) + 3 = 6 Damage: 1d6 ⇒ 1

GM Abraham |

Round 2
Conditions: Catwalk is 15' above the ground; The catwalk is reached via a ladder at the right edge of the map (or by climbing - DC 15 - various ropes hanging down all over the place).
Wheeler - 1 dmg;
Red - dmg;
Orange - 10 dmg; dazed (r3);
Raynard - dmg;
Green - 2 dmg;
Yellow - dmg;
Ninnic - dmg;
Purple - 17 dmg;
Gorak - 14 dmg; +30' speed (r10); Legacy Weapon +1 sword (r20);
Robbin - 1 dmg;
Cortland - 7 dmg;
Light Blue ? - dmg;
Cortland retrieves and throws a flask at the lumbering swarm but somehow manages to miss it, overthrowing the tiny creatures. It splashes harmlessly in the middle of the floor.
Assuming you threw at the furthest square, since that's the only one where a hit would not have caused splash damage to either you or Wheeler, which puts it at the 2nd range increment.Miss direction: 1d8 ⇒ 5
Location of misfired flask shown on the map but it landed in a spot where it has no effect.
Robbin is up!

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GM, Where is Green on the catwalk? Above you noted
Then Green drops his shortbow, draws his shortsword, and advances.
I have put in two attack options depending upon Greeny's location using same attack rolls from above just different dmg dice. Attack rolls are in the frost box.
Attack 1: 1d20 + 4 ⇒ (11) + 4 = 15Attack 2: 1d20 + 4 ⇒ (20) + 4 = 24CRIT!
Damage 1: 1d4 ⇒ 4Damage 2: 1d4 ⇒ 2 CRIT!: 1d4 ⇒ 1
Dmg dice for kicks instead of darts: 1d6 ⇒ 31d6 ⇒ 2 CRIT!: 1d6 ⇒ 2
Guess it didn't really matter. If both hits successful damage is the same.

GM Abraham |

Round 3
Conditions: Catwalk is 15' above the ground; The catwalk is reached via a ladder at the right edge of the map (or by climbing - DC 15 - various ropes hanging down all over the place).
Wheeler - 2 dmg; entangled; staggered;
Red - dmg;
Orange - 10 dmg; dazed (r3);
Raynard - dmg;
Green - 8 dmg;
Yellow - dmg;
Ninnic - dmg;
Purple - 17 dmg;
Gorak - 14 dmg; +30' speed (r10); Legacy Weapon +1 sword (r20);
Robbin - 1 dmg;
Cortland - 8 dmg; nauseated (r3);
Light Blue ? - dmg;
Robbin, Green is 3 squares away from you (you can see your positions on the map on the catwalk section, which is just slightly below the section for the main room, on the same slide). So, resolving your attacks as two ranged attacks with the rope dart.
Robbin Crit Confirmation?: 1d20 + 4 ⇒ (2) + 4 = 6 does not confirm
Although Robbin's two darts don't quite take out Green's eye, they both stab him viciously and he looks positively unwell.
The swarm now moves forward to fully slime Wheeler and Cortland, each of whom takes a single point of damage.
Cortland Fort vs distraction: 1d20 + 2 ⇒ (2) + 2 = 4
Wheeler Fort vs distraction: 1d20 + 1 ⇒ (14) + 1 = 15
Wheeler manages to fight off the heebie-jeebies that accompany the tiny creatures' bites, but Cortland finds himself momentarily overcome with nausea.
Cortland Reflex vs viscous: 1d20 + 5 ⇒ (11) + 5 = 16
Wheeler Reflex vs viscous: 1d20 + 6 ⇒ (2) + 6 = 8
Although nauseated, Cortland is still quick enough to avoid getting covered in patches of sticky ooze globules, but unfortunately Wheeler is not equally lucky. Wheeler, you are entangled; you can get unentangled by spending a full-round action to fling all the globules off.
Start of Round 3
Wheeler Fort vs euphoric slime: 1d20 + 1 ⇒ (4) + 1 = 5 This is a poison & mind-affecting effect.
Wheeler feels the congealed euphoric toxins of the innumerable slimy oozes covering him begin to seep through his pores and he suddenly finds the entire situation hilarious, as he begins to laugh uncontrollably. Wheeler, you are staggered.
Wheeler is up (but entangled and staggered)!