
GM BPChocobo TK2 |

The guard tosses his short sword, then takes the vial from the other guard and starts removing the stopper.
"No time! That overgrown lizard did a number to Malik!"
At the other hallway, the wounded bandit yellow withdraws back. Out of sight, he starts yelling, "Intruders! Get yer asses out here!"
Meanwhile, surprised to see a megasaur walking the halls, the other bandit fires a crossbow bolt at Belcher before backing up!
Crossbow @ Belcher: 1d20 + 5 ⇒ (15) + 5 = 20
Damage on hit: 1d8 ⇒ 8
The bolt solidly wounds the dinosaur, but fails to stop it.
Init Order: Round 4-5 (bold = up!)
Nilfyr
Faeros
Artemus
Splinter Red (10 damage, prone, surrendering)
Splinter Green
Splinter Yellow (9 damage)
Splinter Purple (12 damage, unconscious, bleeding)
Thunderstealer (2 damage)
Belcher (8 damage)

GM BPChocobo TK2 |

Bah, forgot about those buffs! That will negate the hit and make him very, very scared!

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Faeros will steps back up, shoots a single arrow at purple, and then studies green. Cover and coordinated are accounted for
arrow: 1d20 + 5 ⇒ (14) + 5 = 191d8 + 3 ⇒ (8) + 3 = 11

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Nilfyr steps forward, takes a wand from a sheath at his wrist, then waves it in the air. Almost immediately, a soft light suffuses the air around him; Desna must be pleased.
Move action: As indicated on map
Swift action: Eject wand of bless from spring-loaded wrist sheath
Standard action: Activate wand

GM BPChocobo TK2 |

@Faeros: Purple is already down; since Thunderstealer and Belcher finished off Green, redirecting you to move and pick off Yellow.
Nilfyr buffs the party which came in handy for Thunderstealer! while Belcher and Thunder pick off the crossbow-firing bandit, screaming as tooth and blade fell him. Meanwhile, Faeros moves up and finishes his quarry.
The conscious bandit near Artemus shudders. "Who... what are you guys!"
A door in the hallway in front of Yellow opens, but is them immediately closed.
Besides the three doors, one of which just opened, there is a door near Nilfyr, two passages to the south, and another statue of a woman holding an urn at the end of which the hallway continues.
Keeping Init order for now
Init Order: Round 5-6 (bold = up!)
Group Buffs: Bless (2.9 Minutes remaining)
Nilfyr
Faeros
Artemus
Splinter Red (10 damage, prone, surrendering)
Thunderstealer (2 damage)
Belcher
Leaving the icons for yellow as a marker and Red since he's currently talking

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Nilfyr moves to the door that was, until recently, still, listens at it, then opens it.
Move action: As indicated on map (atop yellow)
Perception: 1d20 + 12 ⇒ (15) + 12 = 27
Move action: Open door (assuming he hears retreating footsteps and/or people quivering in fear...if he hears a lot of weapons being drawn, he'll pause)

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Faeros will act according to the results of Nilfyr opening the door. Most likely action is to move up behind the warpriest and ready again, though I do not see Nilfyr's token on the map now.

GM BPChocobo TK2 |

Nilfyr he's the breathing of several men nearby the door. Standing still.
Nilfyr SM: 1d20 + 6 ⇒ (2) + 6 = 8
Guard Pink bolt: 1d20 + 3 ⇒ (15) + 3 = 18
Damage on hit: 1d8 ⇒ 2
Guard Gray bolt: 1d20 + 3 ⇒ (6) + 3 = 9
Damage on hit: 1d8 ⇒ 5
Guard Brown bolt: 1d20 + 3 ⇒ (3) + 3 = 6
Damage on hit: 1d8 ⇒ 7
Nilfyr opens the door, and a pair of crossbow bolts whiz past his head although one grazes his arm.
Faeros then returns fire!
Faeros ready arrow @ Gray: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Damage on hit: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
However, Faeros' arrow hits the armor but doesn't penetrate it.
Init Order: Round 5-6 (bold = up!)
Group Buffs: Bless (2.9 Minutes remaining)
Guard Pink
Guard Black
Guard Brown
Guard Gray
Nilfyr
Faeros
Artemus
Splinter Red (10 damage, prone, surrendering)
Thunderstealer (2 damage)
Belcher

GM BPChocobo TK2 |

Belcher pushes his way through, the crossbow armed bandits in shock of seeing the dinosaur. However, Belcher's bark is worse than his bite for now as he snaps air with his large jaws.
Giving Artemus til tonight, will bot him tomorrow morning!

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Sorry all for my absence. It was caused by the combination of traveling with a busy agenda, poor internet on the road, and a cold. But I am now back and am jumping it - hopefully at the point where red retrieves the healing potion instead of doing as instructed. Since we are currently in combat Art does not want another bandit up and threatening. So he tisks and his readied action goes off(or he simply takes his turn if you like).
As the bandit moves and grabs the potion Artemus tisks at the man as he summons an eagle. After the casting he says I would have saved the man had you followed my instructions. You do not get to surrender and also act as you wish. I believe feeding the potion to the unconscious man is a full round action that should provoke.
An enhanced and angry eagle appears behind the bandit and attacks. Artimus steps up to threaten and grant a flank if possible.
Talon: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 231d4 + 2 ⇒ (2) + 2 = 4
Talon: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 141d4 + 2 ⇒ (2) + 2 = 4
Bite: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 101d4 + 2 ⇒ (2) + 2 = 4
Eagle CR 1/2
N Small animal
Init +2; Senses low-light vision; Perception +10
Defense
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 7 (1d8+3)
Fort +5, Ref +4, Will +2
Offense
Speed 10 ft., fly 80 ft. (average)
Melee 2 talons +3 (1d4+2), bite +5 (1d4+2)
Statistics
Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7
Base Atk +0; CMB –1; CMD 11
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
If I am still behind in turns and you want me to act again let me know.

GM BPChocobo TK2 |

@Artemus: That is correct
That is fine for now :)
The wounded man is gouged by the eagle and also succumbs to his wounds!
The bandits in the dining hall drop their crossbows save for the one on the table. Three attack Belcher with steel and projectiles while another tries to hold off Nilfyr with his short sword!
Pink short sword @ Nilfyr: 1d20 + 3 ⇒ (17) + 3 = 20
Damage on hit: 1d6 + 1 ⇒ (5) + 1 = 6
Black crossbrow @ Belcher: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1
Damage on hit: 1d8 ⇒ 3
Brown shortsowrd @ Belcher: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Damage on hit: 1d6 + 1 + 1d6 ⇒ (6) + 1 + (2) = 9
Gray shortsowrd @ Belcher: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Damage on hit: 1d6 + 1 + 1d6 ⇒ (5) + 1 + (3) = 9
Nilfyr takes a stab in the chest while is almost run through his femoral artery, but a flash of divine protection prevents the savage injury.
These bandits are hoooooooosed.
Init Order: Round 7 (bold = up!)
Group Buffs: Bless (2.8 Minutes remaining)
Guard Pink
Guard Black
Guard Brown
Guard Gray
Nilfyr (8 damage)
Faeros
Artemus
Thunderstealer (2 damage)
Belcher

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Sad that he had to take down the man Artemus hopes he will not bleed out but has not further time to devote to those that are down. His friends are fighting still and might yet be in trouble. He double moves around the corner. His eagle moves with him, and flies ahead in search of more enemies. the eagle makes it to the fight in a single move and attacks pink but cannot connect.
Talon: 1d20 + 3 ⇒ (3) + 3 = 61d4 + 2 ⇒ (2) + 2 = 4

GM BPChocobo TK2 |

"Birds now? What is with these people?!", the bandit shouts after avoiding a falcon to the head.
-Posted with Wayfinder

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Nilfyr steps back and uses his fauchard to trip the bandit in the doorway.
Not an action: 5' step, as indicated on map
Standard action: Trip pink bandit
Trip (Masterwork Fauchard, Bless): 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17

GM BPChocobo TK2 |

And he goes down like a bag of bricks!
Init Order: Round 7 (bold = up!)
Group Buffs: Bless (2.8 Minutes remaining)
Guard Pink (prone)
Guard Black
Guard Brown
Guard Gray
Nilfyr (8 damage)
Faeros
Artemus
Thunderstealer (2 damage)
Belcher

GM BPChocobo TK2 |

I'll allow Artemus :)
While Thunderstealer hits the ceiling with his large polearm, Belcher nearly rips the head off of one bandit before swings wildly with his claws, flaying his chest open before falling limp.
Init Order: Round 7 (bold = up!)
Group Buffs: Bless (2.8 Minutes remaining)
Guard Pink (prone)
Guard Black
Guard Brown (19 damage, unconscious, bleeding)
Guard Gray
Nilfyr (8 damage)
Faeros
Artemus
Thunderstealer (2 damage)
Belcher
The remaining bandits are panicked, a good Intimidate or Diplomacy will convince them to stand down.

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Faeros will study purple and ready to shoot if they do not surrender.
Put your face on the ground, or I will, bandit scum! He calls out. Faeros clearly has some issues with the bandit profession.
arrow: 1d20 + 9 ⇒ (13) + 9 = 221d8 + 4 ⇒ (6) + 4 = 10

GM BPChocobo TK2 |

Bandit morale: 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2
Red Stabilization: 1d20 + 1 - 1 ⇒ (18) + 1 - 1 = 18
Realizing they're trapped and severely outnumbered, the bandits drop their weapons up in the air. "Alright! Just don't let that thing eat us!", one shouts, the other nodding in agreement!
Combat over!
The bandits secured and confiscating their goods, the party finds a number of things.
- 9 potions of cure light wounds
- 6 light crossbows, 3 masterwork light crossbows, and over 7 dozen bolts
- 6 vials of small centipede venom
- 12 vials of greeblood oil
- 9 short swords
Reviewing the guard stations and the dining room, the party also finds a set of wooden noisemakers. Also, armory the party passed through to reach the guard station contains
- 10 short swords
- 12 daggers
- four light crossbows
- 3 composite (+2 Str) shortbows
- 2 suits of leather armor
- 3 suits of padded armor
- 15 red ceremonial robes
- 12 bronze masks. Inside each mask is a reservoir that holds a vial filled with liquid
The vial is an antidote for synethesia, a hallucinogenic. Twisting the vial causes it to drip the antidote into the cloth of the mask

GM BPChocobo TK2 |

Thunderstealer Reflex vs mild flamability: 1d20 + 1 ⇒ (4) + 1 = 5
Fire damage on failure: 1d2 ⇒ 1
Thunderstealer's skin singes slightly as he uses his massive frame to enjoy the warmth of the cinders, taking 'Stop, Drop, and Roll', to a new meaning as he responsibly puts out the rest of the ashes.
The party then is then left with a remaining six bandits, the other three truly slain from the bevy of arrows and horrendous bites inflicted.
Any interrogation of the prisoners? Leave them and explore? Push random levels and buttons in the guard post?

GM BPChocobo TK2 |

Unfortunately, despite Thunderstealer's booming voice, his lack of proper grammar or specification in desired answers leave little for the two conscious bandits to answer to. "It all started when I was a little boy, who liked playing in the woods..."

GM BPChocobo TK2 |

The nervous bandit continues. "...so that apple pie was the best apple pie I ever had, because I earned it! And that's how I began stealing."

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Sorry for being silent so long...
Heal: 1d20 + 2 ⇒ (18) + 2 = 20
Nilfyr gathers up the useful gear - the potions, primarily - then points to the bronze masks. "We should all take one - or more, perhaps - of these masks. The vial therein contains an antidote to a hallucinogenic compound called synethesia."
He looks to the prisoners. "Under what circumstances were you told to don these masks? What other standing orders or warnings have you been given?"

GM BPChocobo TK2 |

Nilfyr Diplo: 1d20 - 2 ⇒ (15) - 2 = 13
"We wear 'em on missions, when we know enemies are attacking, and on guard duty...".
Another prisoner pipes up. "We're just restin' for now. Klarkosh is supposed ta do something big and we were told to stay out of his way. Tarrin said so."
Bad GM note: I forgot to mention that all of the bandits were wearing the masks, too... so many masks!

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Craft Alchemy: 1d20 + 8 ⇒ (10) + 8 = 18
The liquid in the mask is an antidote for synethesia, a hallucinogenic. Twisting the vial causes it to drip the antidote into the cloth of the mask We all need to wear one going forward as I expect teh bandits use the drug as part of their defenses.
Turning to the prisoners Art asks Who are Klarkosh and Tarrin again?

GM BPChocobo TK2 |

"Tarrin's the boss. But Klarkosh... that creepy man owns this place. We're here outta his blessings."

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Well, I suggest we escort these fine lads up and out of here. Perhaps we call sell some of this random assortment of equipment while we are gone. You don't suppose they would miss these 6 before we got back do you?

GM BPChocobo TK2 |

Any objections to Artemus' plans to get the bandits out before continuing?
"Where you takin' us?", the bandit asks, his worried expression telling you he already has an idea what the answer is.
You would know that these bandits will likely see execution as punishment, so turning them in would be a death sentence, albeit a legal one. Your choice on the matter :)

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I agree with Thunderstealer. We would be giving up our momentum if we left now.
Also Faeros hates bandits and thinks if we leave with 6 it might give the others an advantage or spook them into leaving before we get back.

GM BPChocobo TK2 |

"Look, just let us go! We can show you the back door exit we use to get through this area and get outta here. You're gonna get us killed if you drop us off with them Hellknights!"

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"Fireshaker say burn away the old and embrace the new!"
Thunderstealer thinks, then speaks slowly.
"You throw your clothes on big fire and rise like a firebird. Let go of evil ways and we let go of you."
Thunderstealer lets his piercing gaze pass over all the ex-Splinters
"Beware! If you try trick Valani, you wish Hellknight would kill you."
Sense Motive: 1d20 + 3 ⇒ (18) + 3 = 21