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It is frustrating when you know who the Black Goat of the Woods is but your character doesn't
Julian. You were up. You posted, but you character did not act?

GM BPChocobo TK2 |

@Elindriel: Your blade wounds the man severely, but he's still standing, ready to strike!
@Jostrum: All (T1-T4) are tieflings, so no favored enemy damage.
Your first arrow lands into the tiefling Elindriel wounded, and it goes down. Seeing another target straight ahead of Julian, you angle yourself and fire a shot at him... and also succeed at that foe! Even with the full cover bonus to AC, your roll still hit! The other rogue slumps down unconscious.
Making T4's action, assuming Julian doesn't 1 shot him :P
Seeing the frail woman on the other side, the rogue in the back loads a crossbow and fires!
T4 crossbow @ Miss Dominique: 1d20 + 3 ⇒ (1) + 3 = 4
Damage on hit: 1d8 + 1d6 ⇒ (4) + (1) = 5
And shoots the nearby pillar instead.
Everyone else... do your thing!

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Ki will charge Tiefling 2.
Spirited Charge: 1d20 + 10 + 4 + 1 ⇒ (6) + 10 + 4 + 1 = 213d6 + 21 + 1 ⇒ (2, 3, 4) + 21 + 1 = 31 Not sure if you should multiply the bard song damage bonus by 3 on a charge or not. If so, add 2 more.

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Assuming Julian moves.
Jostrum grabs two more arrows and fires them at the woman.
Rapid, PBS, Inspire, FE? Cover?: 1d20 + 9 - 2 + 1 + 1 + 2 - 2 ⇒ (12) + 9 - 2 + 1 + 1 + 2 - 2 = 21
Damage: 1d8 + 2 + 1 + 1 + 2 ⇒ (6) + 2 + 1 + 1 + 2 = 12
Rapid, PBS, Inspire, FE? Cover?: 1d20 + 9 - 2 + 1 + 1 + 2 - 2 ⇒ (4) + 9 - 2 + 1 + 1 + 2 - 2 = 13
Damage: 1d8 + 2 + 1 + 1 + 2 ⇒ (4) + 2 + 1 + 1 + 2 = 10

GM BPChocobo TK2 |

@Ki: The inspire courage triples as well! The tiefling's chest cavity is replaced by cold iron as Ki immediately rears Ears, then dashes forward, spearing the rogue through. The cavalier then has to shake the newly slain body off of his lance.

GM BPChocobo TK2 |

@Jostrum: We haven't gotten to round 2 yet; awaiting Julian and/or Miss Dominique. Waiting another hour and a half before botting and continuing. Assuming you want to keep the same action, I'll keep those rolls.

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@Jostrum: We haven't gotten to round 2 yet; awaiting Julian and/or Miss Dominique. Waiting another hour and a half before botting and continuing. Assuming you want to keep the same action, I'll keep those rolls.
My bad. I misunderstood the "everyone else". I'd say keep the action unless something drastic changes.

GM BPChocobo TK2 |

@Julian: Heading towards the woman, your fist slams into her shoulder. "Ow", she exclaims.
Miss Dominique, once again seeing combat being taken care of elegantly, compliments you all on your efficient bloodshedding.
Recap: Three tieflings down (1 for good). Woman is injured. Jostrum took a crossbow.
Next round, a go!
Inits:
Elindriel
Woman
Julian
Jostrum
T4
Ki
Miss Dominique

GM BPChocobo TK2 |

Marking the woman's action barring Elindriel doesn't finish her off. Elindriel, she is adjacent to you at the beginning of your action.
The woman tries to deftly back up, avoiding repercussions from Julian and Elindriel.
Woman Acrobatics: 1d20 + 10 ⇒ (11) + 10 = 21
With elegant moves, she steps back, pulling out a loaded hand crossbow and firing it at the man who just punched her.
Woman hand crossbow @ Julian: 1d20 + 8 ⇒ (14) + 8 = 22
Damage on hit: 1d4 ⇒ 3
Julian fort save vs DC 14: 1d20 + 8 ⇒ (13) + 8 = 21
The bolt lands in the alchemist's chest, but his natural fortitude prevents an itchy sensation from being more than that.

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Elindriel stops singing, but her voice lingers in the air as she swings her katana at the nearby woman.
Free action: Stop singing - 2 rounds of Lingering performance remaining
Swift action: Imbue katana
Standard action: Attack woman
Attack (Katana, Inspire Courage): 1d20 + 7 ⇒ (19) + 7 = 26
Damage (Katana, Inspire Courage, Arcane Strike): 1d8 + 3 + 1 + 1 ⇒ (7) + 3 + 1 + 1 = 12
Critical Confirm (Katana, Inspire Courage): 1d20 + 7 ⇒ (8) + 7 = 15
Critical Damage (Katana, Inspire Courage, Arcane Strike): 1d8 + 3 + 1 + 1 ⇒ (1) + 3 + 1 + 1 = 6

GM BPChocobo TK2 |

@Elindriel: Solid hit, but doesn't crit!
Jostrum already has his action for this round, so Julian, the last tiefling, then everyone else!

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Julian visibly angery slams the woman again. This time with more force.
1d20 + 6 + 2 + 1 ⇒ (4) + 6 + 2 + 1 = 131d4 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8
GM star reroll
1d20 + 6 + 2 + 1 + 1 ⇒ (8) + 6 + 2 + 1 + 1 = 181d4 + 3 + 2 + 1 ⇒ (4) + 3 + 2 + 1 = 10

GM BPChocobo TK2 |

@Julian: The woman is displaying much more agility now, and although you closed in on her, she narrowly evades your attack.
@Jostrum: The first arrow lands soundly. However, Julian's presence prevents your second arrow from hitting and it goes wide. The woman is looking severely wounded, but still active.
The last tiefling tries to slip behind Julian to stab him in the back!
T4 Acro vs Julian CMD: 1d20 + 6 ⇒ (3) + 6 = 9
@Julian: You get an AoO at T4 as he failed to get past you sneakily enough. The action below only occurs if T4 remains after the AoO
With opportunity now at hand, the rogue tries to slip his short sword into Julian's kidney!
T4 short sword @ flanked Julian: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Damage on hit: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (5) = 7
But the large alchemist's menacing presence causes the blade to slide into nothing but air.
Everyone else, finish them!

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Ki lowers his lance a second time and charges at the woman with poor haircut.
Spirited Charge: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 223d6 + 21 + 3 + 3 ⇒ (4, 3, 3) + 21 + 3 + 3 = 37

GM BPChocobo TK2 |

@Ki: Narrowly avoiding the pillar [ooc]Technically provided a +2 partial cover bonus to AC), you lunge your lance through the woman's neck. She now lies dead on the floor, motionless.
[ooc]Elindriel, Jostrum and Julian, please feel free to post your next round actions since, well, it's one tielfling versus a lot of heavy hitters!

GM BPChocobo TK2 |

@Julian: That's a miss!
Round 2 recap:
Woman is slain outright by the combined attacks of most of the party.
Only 1 tiefling remains.
Finish him!
Round 3 go!
Elindriel
Julian
Jostrum
T4
Ki
Miss Dominique

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Elindriel steps forward, imbuing her blade and slashing at the sole remaining opponent.
1 round of Lingering performance remaining
Free action: 5' step to engage tiefling
Swift action: Imbue katana
Standard action: Attack tiefling
Attack (Katana, Inspire Courage): 1d20 + 7 ⇒ (16) + 7 = 23
Damage (Katana, Inspire Courage, Arcane Strike): 1d8 + 3 + 1 + 1 ⇒ (5) + 3 + 1 + 1 = 10

GM BPChocobo TK2 |

@Elindriel: The last tiefling is severely wounded by your deep cut. clutching his bleeding wound, he speaks. "Must inform Visitant of intruders."

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Rapid, PBS, Inspire: 1d20 + 9 - 2 + 1 + 1 ⇒ (9) + 9 - 2 + 1 + 1 = 18
Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Rapid, PBS, Inspire: 1d20 + 9 - 2 + 1 + 1 ⇒ (3) + 9 - 2 + 1 + 1 = 12
Damage: 1d8 + 2 + 1 + 1 ⇒ (7) + 2 + 1 + 1 = 11
Jostrum's eyes go wide as he sees the tiefling still standing. He fires two quick shots at him.
Can't see map atm.

GM BPChocobo TK2 |

@Jostrum: The first arrow is all that's needed to bring the man down.
Combat over
Besides the 5 bodies (two outright dead, 2, bleeding out severely, and one which is 50/50 in making it), the exhibit hall still bears a number of strange artifacts and collections. Name plates, all in Azlanti, sit right below the pedestal or stone tables that rest each item.
I've added a description and location of each "exhibit" on the map. I'm also marking the various items here in quick general information. Greater detail will require additional skill checks (Perception, Linguistics, and perhaps other related skills such as Kn: Nature or Spellcraft).
A strange spiked gauntlet made of red wood and glass shark teeth.
A strange looking contraption of a firearm stock, a long silvery barrel, and a large 6 cylinder chamber.
A collection of various crystallized blood droplets on a wooden rack.
This empty display has racks for various instruments of slender shape and design.
An oddly shaped saddle made out of red scales.
A bizarre skeleton of a 12 foot long feline with 8 legs and a long snout. You can partially see through the skeleton.
A large mechanical object is blasted and destroyed, resting on a stone dais.
A 12 foot tall pod of a strange, black leathery material.
An 8 foot tall frosty glass jar filled with a murky, yellow fluid.
Three items are in this L-shaped glass case; a large insect leg sharpened to a spear, a strange looking bag, and a large tan pouch.

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Ki spends some time making sure the cultist are looted. []bNo good them coming to with weapons on them. Some of these freaks are still alive. Put them down? [/b[ he asks.
Later as he is looking at the strange collection of stuff in the room the oddly shaped saddle made out of red scales catches his eye. He examines it further. Would it fit Ears now? Could it be modified to fit? he lets Ears sniff it. Any reaction?

GM BPChocobo TK2 |

@Ki: All of the tieflings bear studded leather armor, short swords, and light crossbows. The woman, however, has a number of interesting things. First she has a pair of masterwork punching daggers, a masterwork hand crossbow with 19 bolts; both the daggers and two of the bolts have a strange sticky green substance on them. She also has a bottle of green substance, an everburning torch, masterwork chain shirt, masterwork thieves tools, and a scroll tube with something inside.
As for the saddle, give me a Perception check and an Intelligence check. Ears may also make a Perception check as he sniffs.
@Julian: Looking over the gauntlet, it has one other oddly defining creature; it's made for a being with only a thumb and two fingers. The wood itself is amazingly pliable and if you were to touch it, it bends like leather despite its wooden appearance.

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Not sure what checks the items need, so I just roll some out in a spoiler.
KN: nature: 1d20 + 5 ⇒ (8) + 5 = 13
KN: nature: 1d20 + 5 ⇒ (12) + 5 = 17
KN: nature: 1d20 + 5 ⇒ (7) + 5 = 12
KN: nature: 1d20 + 5 ⇒ (9) + 5 = 14
KN: nature: 1d20 + 5 ⇒ (4) + 5 = 9
KN: nature: 1d20 + 5 ⇒ (11) + 5 = 16
KN: nature: 1d20 + 5 ⇒ (8) + 5 = 13
KN: nature: 1d20 + 5 ⇒ (2) + 5 = 7
KN: nature: 1d20 + 5 ⇒ (5) + 5 = 10
Spellcraft: 1d20 + 4 ⇒ (7) + 4 = 11
Spellcraft: 1d20 + 4 ⇒ (12) + 4 = 16
Spellcraft: 1d20 + 4 ⇒ (2) + 4 = 6
Spellcraft: 1d20 + 4 ⇒ (18) + 4 = 22
Spellcraft: 1d20 + 4 ⇒ (14) + 4 = 18
Spellcraft: 1d20 + 4 ⇒ (3) + 4 = 7
Spellcraft: 1d20 + 4 ⇒ (6) + 4 = 10
Spellcraft: 1d20 + 4 ⇒ (13) + 4 = 17
Spellcraft: 1d20 + 4 ⇒ (19) + 4 = 23
Spellcraft: 1d20 + 4 ⇒ (10) + 4 = 14

GM BPChocobo TK2 |

@Ki: The saddle is a bit large for Ears; it is easily of masterwork quality and the scales are incredibly similar to dragon scale in sheen and size. However, it will take some ample resizing to get it to fit easily on him. You can put it on Ears, but the masterwork quality would be negated by the size penalty.
Ears doesn't detect anything unusual from it.
@Jostrum: Spoilered for space!
You aren't sure if the glass was made to look like shark teeth or if those are the actual teeth of some strange creature.
Sadly, this item is far more damage than it appears; it looks like the right part of the chambers exploded, leaving only 4 viable.
The stock of the rifle bears images of antlike humanoids carrying other firearms into battle.
Looking at the crystals, if you had to guess, they look like blood splatters that were frozen into their shape.
You have no ideas what properties, if any, they may bear.
Nothing catches your eye on the empty display.
As Ki looks over the saddle, the scales are definitely reptilian, and dragonscale is a solid possibility. You can assess that it will take a master leatherworker (and perhaps a growth spurt from Ears) to make the saddle fit appropriately.
Whatever creature this is boggles your mind as you have never seen anything like it. The bones are somewhat translucent, making you think they may be more hollow than one would think. However, the bones show no flexibility.
You have no idea about anything of the deactivated construct; perhaps some relief that its current state means at least it won't attack you.
This creepy, unusual pod bears no similarity to any creature you can think of; it could be an egg, but what creature could lay an egg that still hasn't hatched over several millennia?
As you approach the large class jar, the murky cloud moves towards you; it's actually hundreds of strangely colored eyeballs. When you're only inches away from the glass, the eyes open up, revealing tiny fanged maws and make a gentle scratching noise as if they wish to devour you, bit by bit.
Again, no idea on what the blazes are those things.
The spear-leg and the bag actually seem to be from organic elements; an insect like from perhaps a large grasshopper. The center crimson bag looks to be a sheep's stomach designed for carrying, while the tan leather bag sits next to it.

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Elindriel takes a look at all of the items as well, after casting detect magic.
Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Spellcraft: 1d20 + 9 ⇒ (19) + 9 = 28
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Spellcraft: 1d20 + 9 ⇒ (9) + 9 = 18
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Spellcraft: 1d20 + 9 ⇒ (5) + 9 = 14
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Spellcraft: 1d20 + 9 ⇒ (19) + 9 = 28
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Spellcraft: 1d20 + 9 ⇒ (16) + 9 = 25
Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Spellcraft: 1d20 + 9 ⇒ (12) + 9 = 21
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17
Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Spellcraft: 1d20 + 9 ⇒ (20) + 9 = 29
Perception: 1d20 + 8 ⇒ (15) + 8 = 23
Spellcraft: 1d20 + 9 ⇒ (19) + 9 = 28

GM BPChocobo TK2 |

@Elindriel: With your Linguistics and Detect Magic, you're getting a lot more out of this!
"Mithral .... Rifle" are identifiable on the card. The weapon itself still bears a very faint magical aura, one that would probably strengthen if the rifle could be repaired somehow.
After the first few namecards, this one comes by much easier. "Bloodstones of Gultariix" is written. Each of the crystals bears a magical aura and it appears in the description of the item that it enhances magical elixirs.
The card reads "Alien Fungoid Equipment", but that is all that is listed. No magical aura is found.
"Dragonkin" is the only word you can make out. The saddle's quality is easily masterwork. A magical aura exists, but it's actually within the saddle itself. With your detect magic up, you can see that there's a hidden pocket within the saddle and inside is a black stone amulet of natural armor +1; it feels like it pulses within your hand as you hold it.
.... "Cat" is what you can decipher from this exhibit. The skeleton itself is not magical, and you haven't the foggiest idea what on Golarion this is.
... Alien ... is all you get from this placard. It reminds you of some of the tales you've heard about metallic monstrosities roaming Numeria, but even this looks too bizarre to match those descriptions.
... of the ... Pod is the title you can understand. It occasionally shimmers a faint light as you look at it, but you have no idea it is. It is warm to the touch, and the scales that cover this thing are incredibly leathery, flexible, and appear amazingly durable.
"The ... Eyes of ..." are the words that you know for this exhibit. While its non-magical, your knowledge is beyond what the blazes these bizarre creatures are. Just like Jostrum, your inspection causes the cloud of eyeballs to move towards you in their glass chamber and try to gnaw their way through.
"The Banes of Barad-Shull" is the title of the exhibit case for these three items. All bear a magical aura; the spear leg is a +2 shortspear, the second item appears to a magic bag of some sort, and the last item is a tan bag of tricks.

GM BPChocobo TK2 |

@Ki: Exhibits 1, 2, 3, 5, and 10 are easy enough to remove and/or use. Exhibit 6 weighs at least a quarter ton, although individual parts may be taken. Exhibits 7, 8, and 9... how do you haul those out indeed?

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Julian will take the guantlet and cram two fingers into each of the finger holes.
Maul likes! Julian the visibly shakes his head as if trying to force the primitive personality into the back of his head. Yes, um, shall we continue?
How much could a drag with a strength of 20, I could get it up to 28 for a little bit.

GM BPChocobo TK2 |

Let me know who's grabbing what!
@Julian: The glove feels a bit tight on your large fingers, but you're able to bear the glove.

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"Well, as there's not really a proper ticket office and no security, I think it would be best if we take the exibits with us. That way they can't be stolen!"
Miss Donimique walks to Exibit 3.
"This will make a great impression on the kids during next weeks show and tell!"
Miss Dominique tries to lift the metal pipe object.

GM BPChocobo TK2 |

Alright, to get things moving assuming the following. Julian takes the 3-digit gauntlet. Ki takes the saddle. Miss Dominique takes the rifle and "bloodstones". Elindriel grabs the three magical items under exhibit 10. The pod, broken construct, and eyes are too large to travel currently; the skeleton as a whole is, but some bones can be taken if someone wants to do that.
At this point, there are three notable exits; a pair of doors opposite of each other heading north and south from the main hall. Also, to the northeast, there is another wooden door.

GM BPChocobo TK2 |

@Jostrum: You take the skull and a couple of leg bones, feeling this is sufficient to make claims for the unusual creature.
??? P: 1d20 + 17 ⇒ (15) + 17 = 32
??? S: 1d20 + 7 ⇒ (15) + 7 = 22
??? F: 1d20 + 24 ⇒ (13) + 24 = 37
@Jostrum & Miss Dominique:
You go to the eastern and western doors firstI misspoke earlier; forgot map orientation!. In both cases, you determine that there are no traps and do not detect any noise beyond.
When you get to the northwestern door, both of you can detect a slight buzzing sound on the other side.

GM BPChocobo TK2 |

Waiting about 3 hours to see what other prep stuff people are doing, then continuing!
??? U: 1d20 + 18 ⇒ (13) + 18 = 31

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Elindriel sings a few bars of a rousing tune to bolster her companions as Julian opens the door.
Inspire Courage (+1 to hit/damage, +2 save vs. fear), 10/12 rounds remaining, timed to have lingering performance cover rounds 1 and 2 of combat.