
GM Bold Strider |

Everyone was grouping to the south during most of the fight. He didn't see where you were, he just knew that going south in the cloud meant fighting a ton of people. Going north meant there was a solo archer firing arrows who would be easy pickings. As he came out of the cloud, said archer was conveniently within his range, which is weird for an archer with 110' range. Additionally, you are Inspiring Courage, likely through song or loud words, making it easy to find you. Finally, this is his tavern. He knows the layout of the bar pretty well. He very easily knows where tables and such are, coupled with the fact that you can still see shapes 5' in front of you, so navigating tables is easy, even in a cloud. The only space he could hit you from also negated the sight line of Insidion and the readied actions of the rest of the party. Also, I have only been counting the squares with tables as needing Acrobatics (as evidenced by the guy who kicked Varian into the drink).
Conveniently for the injured woman, Varian is quick to conk the man over the head with his lucerne hammer, rendering him unconscious.
Status:
Tristan @ 20/51 HP; Hagrym @ 31/51 HP; Insidion @ 9/42 HP; Quarr @ 23/39 HP; Pandora @ 4/42 HP; Varian @ 26/44 HP

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I was more concerned about you not acceping my comrades line of sight than about his movement. Fog cloud does not normally have that effect.
Thanks for the second thought anyway

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Insidion sneers at the situation and the battered Pathfinders.
"Toughest barkeep I've ever seen," the wounded tiefling says. Drawing a wand, he taps himself with it four times. He seems to enjoy the infernal healing effects a little too much.
Insidion helps himself to a bottle from behind the bar and begins to look around for any clues.
perception: 1d20 + 7 ⇒ (15) + 7 = 22

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Varian considers a coup de grace on the fellow, but then thinks better of it... some of his companions might want to question him. He lets him lie and stabilizes him with an orison, before turning to pandora and tapping her with his cure wand a few times...
clw pandora: 1d8 + 1 ⇒ (6) + 1 = 7
clw pandora: 1d8 + 1 ⇒ (1) + 1 = 2
clw pandora: 1d8 + 1 ⇒ (5) + 1 = 6
15 points to pandora
"I left him alive if anyone wants to ask him anything... "

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"Well, that was certainly exciting. I had no idea that the barkeeps in this part of town were so murderous in both temperment and skill."
Tristan pulls out a wand of cure light wounds from his spring-loaded wrist sheath and taps himself numerous times.
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Sir Tristan looks at his bloodied outfit and shakes his head.
"I really must learn Prestidigitation one of these days."

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Hagrym also uses a wand to heal some of his more severe wounds. "Maybe that bastard will talk now!"
Clw 1d8 + 1 ⇒ (8) + 1 = 9
Clw 1d8 + 1 ⇒ (4) + 1 = 5
Clw 1d8 + 1 ⇒ (8) + 1 = 9

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Tie him up first. Use two ropes! Quarr hollers as he heals his wounds.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3 26/39
CLW: 1d8 + 1 ⇒ (7) + 1 = 8 34/39
CLW: 1d8 + 1 ⇒ (3) + 1 = 4 38/39

GM Bold Strider |

@Pandora: Oh, in theory, Insidion's readied action would go off after the cloud wears off on Quarr's turn, but that places him before Quarr in the Initiative, thus causing him to lose a turn. Figured it would be better for him to get a full turn if he wanted it. Also, why wouldn't Fog Cloud prevent LoS if it is between you and the target?
As you disarm the fallen bartender, you find a bevvy of magical gear.
giant strength +2, +1 chainmail, +1 greatsword
In a room to the east, you find notes titled "Sniper Clues" and a lockbox. Each page seems to be initialed with a "DM".
Status:
Tristan @ 51/51 HP; Hagrym @ 51/51 HP; Insidion @ 9/42 HP; Quarr @ 38/39 HP; Pandora @ 19/42 HP; Varian @ 26/44 HP

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Varian uses his wand to increase his own hp a bit...
clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (4) + 1 = 5
now at 41/44

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I should be at max hp now after using 4 charges of my wand of infernal healing
Insidion reviews the notes they had found to see if there are any clues he can decipher.
"Anyone want to try to open this lockbox? I can smash it, but don't want to break anything inside," the tiefling says.

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Pandora recoils on place as she receives the terrible blow on her shoulder. Half readied for a spell her blood abundantly fills the tavern ground.
The woman thanks Varian as he helps her to Varian as he helps her to heal, the wounds magically disappearing "Thanks a lot Varian. It was very aggressive this bartender. I fear he might be involved in Arick and Dargo's disappearance "
Pandora draws her own wand and finishes the healing by herself.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Then pushing Larro with his foot to check if he is able to answer questions she adds "We have no time to wait for him to awake. And I do not have any desire to heal this one. Perhaps we should start by searching the tavern for clues before this place gets full of guards and Larro lovers"

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Hagrym will use a charge from his wand to heal the bartender once everyone is ready.
Clw 1d8 + 1 ⇒ (5) + 1 = 6
"Alright, Larro. Open those baby blues. Now you are going to tell us everything you know, or I'm going to let you bleed out here in your own bar. Where are the fellas?"
Intimidate 1d20 + 10 ⇒ (19) + 10 = 29

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Facing the rest of the party, Sir Tristan lowers his head, bowing slightly with his hand on his heart.
"My apologies. Usually, my sword is much better at holding off rapscallions such as this man."
Sir Tristan's posture returns to the poised elegance of an trained actor.
"The lady has wisdom in her words. I would suggest we fly from the premises of this most 'illustrious' establishment to more private accomodations."

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We should be quick about this before the guards come.
Hearing about a lockbox Quarr goes over to inspect it while the rest interrogate the large bartender.
Disable Device: 1d20 + 8 ⇒ (11) + 8 = 19

GM Bold Strider |

Quarr tries to open the box on the fly, but finds the lock to be a bit tougher than he anticipated.
Hagrym decides to try scaring Larro into giving up the location of Dargo and the bartender spits in his face. "That punk left for the Flotsam Graveyard earlier this morning. Took some of my men with him, otherwise you'd be floating face-down in the cave with your brother-in-arms before the sun set."
A quick examination of the notes finds that the Sniper is 1,500 yards offshore in the Flotsam Graveyard, beneath a one-mast ship known as the Iron Tide. The Iron Tide is recognizable by its mast, which still protrudes above the green waves of the harbor, and is carved into the likeness of a woman clutching dangling, iron chains. It is apparently hidden in a sunked ship named Vaydren's Might.
One young noble, Vaydren of House Lasar, dismissed his parents’ forbiddance and stole the family’s ship, renaming it Vaydren’s Might, and joined the invasion fleet. Worse, he also stole the family’s idol from the house shrine—a one-foot-tall, golden statue of the god Erastil known in House Lasar lore as The Sniper. Though he believed it would bring him luck, Vaydren, his crew, and his ship joined the rest of the fleet as permanent residents of the Flotsam Graveyard when the Absalom navy greeted the ill-equipped and vastly outmanned invaders with neither mercy nor quarter.

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Insidion sneers at the still-defiant barkeep.
"I vote we send him floating face-down in the cave..." he tells his companions. "And torch his bar, too. But I know some of that doesn't go over very well around here, so I'll leave all that up to you. But give me the word, and I'm in. If we're going to skip that fun, we better be off to this Flotsam Graveyard."

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Pandora comes back with some of the found clues "Look, according to this the Sniper is hidden in a ship called the Iron Tide. It happens that one is in the Floatsam Graveyard, exactly where Dargo left according to Larro"
The woman waves his hand "As long as we don't know what happened with Arick, our best call is to go and find Dargo. He might know what has been of our colleague, and it happens it seems Dargo is already on the look for the Sniper so that means our two goals are in the same place, the Iron Tide"
Turning to Quarr she adds "Can you give it a last try to that lockbox before we leave?"
Can we assume Quarr takes 20 in that lockbox unlocking for a total 28?

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Sir Tristan scans the bottles with a cantrip.
"What mysteries, what wondrous miracles of weal or woe might be held within these tiny vials?
Spellcraft: 1d20 + 5 ⇒ (7) + 5 = 12
He shrugs as he closes his eyes and smiles to himself.
"The answers lie not within the vessel of this humble knight, but in another that shall query these swirls of blue and white anon."

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Quarr takes a few of the vials. He looks them over and shakes a couple.
Craft Alchemy: 1d20 + 14 ⇒ (16) + 14 = 30
It seems these will allow us to breath underwater for a short duration.

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"That is a big relief! Because it is probable that ship is sunk" Pandora takes one of the potions and then readies her bow and approaches the door "Ok, let's go then to the Iron Tide ship!"

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Hagrym also takes a potion. "Any ideas on how long these babies will last? Hate to get down there and then find out, if you know what I mean."

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Sir Tristan politely waves away the potions.
"The needs of our company of heroes would be better served by holding my potion in reserve for someone else."

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They will quite a few hours. Long enough for us to be in and out.
Quarr says stowing one of the potions for himself hopping back up to his feet.

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Varian takes a potion and readies to leave... "Let's get this done."

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Can I take ten on the Survival check for a 20? If so, I will do that.
Hagrym starts looking out at the water, looking for any individual landmarks he might recognize. "You find the ship to take us, and I'll see if I can figure out where the Graveyard is hiding ."

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Varian looks about for any boat that might be available to be rented, along with it's skipper... or the harbormaster, as he might know of such.

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K. local: 1d20 + 7 ⇒ (17) + 7 = 24
Before Sir Tristan starts asking questions around Pandora says "Wait, asking will take us hours. I know where to rent the cheapest boats around, probably with a good pilot"
The girl will barter if necessary to get the boat as cheap as possible.
Diplomacy: 1d20 + 12 ⇒ (13) + 12 = 25

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Insidion seems surprisingly charismatic when he tries to help.
diplomacy aid: 1d20 + 3 ⇒ (13) + 3 = 16

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"That's a bit over the weekly average salary, don't you find?" Pandora thinks for a while "We will leave 5 golds for you, but once we come back with it in proper conditions, you will return us the money and we will merely pay 6 silver pieces, 1 for each of us. That seems much fair to me"
Diplomacy: 1d20 + 12 ⇒ (14) + 12 = 26
Any other thoughts?

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Varian sighs and starts to hand over the 5 gold to the grumpy dwarf boatowner...
then pauses to reconsider... what if this guy doesn't actually own the boat...
sense motive: 1d20 + 2 ⇒ (8) + 2 = 10
but a moment's consideration brings him no enlightenment so he hands over the gold after all, turning to Pandora:
"It's worth it, hon... let's just get the boat and get out there."

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Having taken some lickings in the bar, Insidion prepares himself for whatever they might encounter.
The tiefling taps his leg with a wand. mage armor
Also, I'd like to use a charge of mage armor any time this wears off...I'll try to use one when it appears we have been an hour.

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Quarr digs out the gold. Don't worry. I will pay for the voyage. Thanks you Master Dwarf. Quarr says with a low bow as he hands the dwarf the gold.

GM Bold Strider |

Sorry. I thought I posted.
Out of the fog rises the prow of a ship, jutting from the waves at an incline. Seaweed and gull droppings decorates across the vessel, and the verdigris-encrusted brass nameplate reads Iron Tide. The mast of the Iron Tide protrudes from the water at a steep angle, and behind it rises the mast of a second ship, straight as an arrow, piercing the fog and beginning somewhere below the first ship.
All that is visible above the water are the forecastle of the Iron Tide, its mast, and the forward mast of Vaydren’s Might. The mast of the Iron Tide is carved into the likeness of a strong, proud human woman, her hands curled around a rusty, iron chain that dangles motionlessly from her fists. The Iron Tide was a captured Qadiran pirate ship the Absalom navy scuttled several years ago.
Unless you embark directly onto the partially submerged upper deck, you must succeed at a DC 20 Climb check to reach the forecastle. Because of its angle, the surface of the Iron Tide is considered difficult terrain.

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"I guess now would be the time for us to drink those Water Breathing potions,eh?". Assuming the group assented, he chugs his, and moves onto the partially submerged deck, silver shortspear in hand.

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Pandora follows suit drinking her potion and casting heroism on herself as the party approaches the place.
She nods in acceptance towards Hagrym movement and follows him to the submerged area, while covering the others with her bow in case any danger appears.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24

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Insidion also drinks the same potion as the others, then taps himself with his wand of shield.
"Let's get this over with," he says.