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Brax nimbly tries to dive through the window instead of making up another outrageous story to get by the guards.
Acrobatics: 1d20 + 8 ⇒ (18) + 8 = 26
Succeeding at that with a loud WHOOSH!, he will attempt to dodge past the half naked bathers next round, whom he doesn't want to touch. He will continue his pursuit. Double move
I can't seem to grab my token either and move it as well, maybe permissions on the map?

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bluff: 1d20 - 1 + 2 ⇒ (16) - 1 + 2 = 17 Get out of my way or I'll have your job! Newmark pushes his way through the bathhouse out on to the Mezzanine.

GM Brew |

Newmark gets past the bathhouse guards and moves closer to the mark. Bernal looks over his shoulder and his eyes go wide as he sees Umberto gaining on him! He tries a desperate move. The fence attempts to outrun the warpriest, but the close proximity spooked the rogue. He tries to full out sprint, but slips badly on the stepping stones of the pond. The fence slips, flying in the air, landing on his back in the shallow pond. He tries to scramble to regain his footing.
Bernal is now mired in his square. Party is up, Umberto can make a melee attack against Bernal if he chooses.
***CHASE ACTION ORDER***
Newmark
-----
Bernal
-----
Umberto
Reidog
Brax
Lumo
Swim check: 1d20 + 1 ⇒ (5) + 1 = 6
Acrobatics: 1d20 + 9 ⇒ (1) + 9 = 10

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Bluff: 1d20 - 1 - 2 ⇒ (5) - 1 - 2 = 2
"So, maybe I could help ya guard the door here then? I could use some extra work. Might be able to pay for a bath then, eh?"

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Disable Device: 1d20 + 11 ⇒ (10) + 11 = 21
Brax quickly jams a pick in and moves through the locked gate at the Embassy Wall, his breath now coming in quick, short bursts.
Would someone mind moving my token please? I still can't grab it for some reason.

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I moved you, Brax
Umberto thanks the gods for the rogues stumble and slaps him with his mace. With another short prayer he is emboldened by Divine Favor.
Spend Fervor for a swift cast of Divine Favor. Standard action for melee mace smash
mw mace: 1d20 + 8 ⇒ (12) + 8 = 201d6 + 5 ⇒ (2) + 5 = 7

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Despite downloading the Docs app, I still can't edit on mobile.
Lumo looks at the bathers and shakes his head. Whoa, don't want to get to close to that naked old man. Better to take an alternative route. He then sidesteps and climbs up and out of the bath house.
Climb, DC 10: 1d20 + 2 ⇒ (14) + 2 = 16
Could someone please move Lumo one step forward?

GM Brew |

Newmark will act next but I will post bernal's action now to move things along, Newmark will act first in time though.
Umberto attempts to smite the fleeing fence, but is a bit winded from the chase and his wide arc misses the mired rogue. He deftly moves out of the pond and attempts to get away. While he able to dodge Umberto's mace, he barely manages to get himself out of the pond. Bernal is no longer mired but loses his action this turn. Party is up.
***CHASE ACTION ORDER***
Newmark
-----
Bernal
-----
Umberto
Reidog
Brax
Lumo

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Bluff: 1d20 - 2 - 1 ⇒ (15) - 2 - 1 = 12
Ye usually have much trouble here? Doesn't seem like a place that really needs guarding. Who wants to break into a bath after all?

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a miss on 20! Rough.
Umberto focuses on his mace strike and tries to make contact with the elusive fence. you are caught, stand down!
mw mace: 1d20 + 8 ⇒ (6) + 8 = 141d6 + 5 ⇒ (3) + 5 = 8

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Newmark tries a shortcut trying to move 2 squares by overcoming both obstacles Reflex: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16 climb: 1d20 + 1 + 2 ⇒ (20) + 1 + 2 = 23 while on the mezzanine. He dodges the bathers deftly climbs the walls and manges to make up some ground.

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Climb: 1d20 + 2 ⇒ (17) + 2 = 19
Lumo keeps working his way up the bath house wall, hand by hand. I'm gonna get cha. I'm gonna get cha.

GM Brew |

Ugh, sorry Umberto, I keep looking at damage number and missing the to hit number, you absolutely hit him and actually threaten a crit.
Umberto clubs the fleeing fence with a force so powerful it drives the man to his knees. He rolls over, hurt significantly, but waves his hands in surrender.
End Chase. Party is not together again. Actions?

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Lumo jogs until he gets to Umberto. "Uhhh... what happened? "

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Reidog levers himself off of the wall when he sees the others emerge, and says farewell to the guard. "Well, me friends are back. Time fer me ta leave. Certainly been nice chattin, if yer see me in Erastil's later come by and I'll buy yer a pint."
Walking over to Umberto and Bernal, he laughs. "Ah, Bernal! Dontcha know when ye run ye looks guilty?
We just wanted a little chat with ye.
Ooh, that's a nasty bruise yer got there. Let me give yer a hand standing up."
Reidog put his arm under Bernal's arms and squeezes tight, so the man can't wriggle away. With his other hand, he'll grab any weapon Bernal has and casually hold it.
"There, all better, eh? Now, we got some questions about yer supplier. A woman who dresses in grey who likes ta mug couriers. Tell us what we want and yer can be back on yer way."
Intimidate: 1d20 - 1 ⇒ (8) - 1 = 7

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Newmark drops down in the midst of a Tea Party at the Chelish embassy. He spies their pray go down under a blow by Umberto just outside the gate in the beautifully groomed long pond area just in front of the embassy. An irritated hosted comes up to him and clears her throat.
ert um! Sir! this is a Private engagement! You'll have to leave immediately!
Gritting his teeth and summoning all his will power not to be rude...Newmark politely replies, I'm sorry madam, it was rude of me to drop in, un-announced. I'll be on my way forth with but, my friends are out front near the long pond. If you'll allow me? Newmark motions toward the iron gate that leads to the front. diplomacy: 1d20 - 1 + 2 ⇒ (20) - 1 + 2 = 21 Note: if Newmark's diplomacy is unsuccessful he simply walks around the long way possibly arriving on the scene a round or two later.

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Stay right there, Bernal. Don't give me a reason to finish the job. Now tell me. The Shard of Iomedae. Tell us everything you know. Umberto presses Bernal's chest with his mace and fills his tankard with a coffee stout before taking a swig.

GM Brew |

The fence, battered and out of breath does not put up any resistance now that he is apprehended. As the party questions him regarding the item he sold to Jarid, he fesses up.
"All right, all right. I'll tell you what I know, but it ain't much." Barnel take in a breath. "I never saw the bosses face, but sure as soot she's a greycloak I tell ya! You try to throw me in the clink, I won't make it the night." He looks for some assurance of his safety before continuing "She, she has this real problem with you holy types" nodding to Umberto, "think she might be from some god hating place." The rogue seems he cannot stop spilling his guts "She told me to start asking around looking for folks looking to buy something big, big and pricey." Bernal, clearly in fear for his life finishes his hasty confessional "I don't know where she is holed up, I swear! All I know she stores the goods somewhere on the north side of the Ascendant, some warehouse near the Pitview. That's all I know, now you gotta help me, she is going to kill me for sure now..."
Bernal, pathetic and caught utterly, looks for mercy.
Actions?

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I'm tempted to use you as bait to lure the Greycloaks out. That may be too risky and we should just investigate this warehouse to see what we find. Umberto contemplates the options.

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Newmark considers the information for a second.. hmm... I think no, you'd be a more valuable asset to the Pathfinder organization out of jail or the grave. Newmark turns to the others, Besides checking every warehouse out around the 'Pitview pub' we've only one 'real lead' left. That's the Greycloaks themselves. I suggest we head back to our lodge and see if we can't convince our fellow Pathfinders to look after our friend, for us. It might not be a bad idea to report what we've learned to... Newmark has to suppress a *gulp of distaste* when he says the next name, The master of scrolls. Newmark pauses to add, At least one of our superiors should be apprised of the investigation's progress; besides, it's getting late in the day. I could use a meal and some rest. I've already used a couple of my spells today. If we're to take on Graycloaks, I'll want everything available in my arsenal.

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Agreeing with Newmark, Reidog pipes in "Aye, a reconnoiter with the brass might provide some additional details.
I'm not so convinced that this woman is really with the Greycloaks, though. Friar Horace didn't believe it, and his eye fer details is a sight more reliable than a scared shopowner or this law-fearing crook.
I'm thinkin the Greycloaks might be our friends in this."
He'll start walking with Bernal back toward the Lodge, supporting Bernal as if he were drunk.
"So, a possibly Rahadoumish woman here in Absalom pretendin ta be a Greycloak and tryin ta steal holy artifacts. Odd that."
Suddenly thinking of something, Reidog retrives the arrow from the roof of the building.
"Hey there, Bernal! Ye know of anyun uses an arrow like this here. Looks like it mighter got some poison er sumthin on it."

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Brax catches up with everyone else, his padded feet coming to a soft stop. After listening to the conversations, he is in agreement to head back and grab some rest, ale and head to the warehouse the next day.

GM Brew |

Bernal shakes his when asked about the arrow, having no information. He appears grateful and agrees to accompany the group back to the lodge.
Upon arrival, the party a courier is seen leaving the lodge and, upon spying the party, make a bee line for them. He hands Brax a folded piece of parchment which holds a summons by Grandmaster Torch to meet him at the Bathhouse of Calistra to go over a scheme to catch the mystery thief. The party make haste to the bathhouse.
A burly half-orc guard stands near the entrance to the bathhouse. Grandmaster Torch reclines in one of the numerous small pools that make up the sauna, and steam fills the air. An attendant is rubbing a salve on Torch’s burn-ravaged face, but quickly gets up and leaves when Grandmaster Torch gives a silent gesture.
“I have news from the Decemvirate and perhaps some assistance for you, but first I would like to hear what your progress is.”
The party gives Torch a full report of their activities and the old pathfinder seems quite pleased with their progress. he nods and fills the party in on his next plan.
“Kreighton has discovered another relic, and he claims this could be the most important one yet. Supposedly, this keg was scavenged from the ashes of the original Cayden’s Hall and is the last keg Cayden Cailean drank from before he took the Test of the Starstone. After selling it to our relic dealer, the tavern keeper threw a huge celebration and bragged openly about how the Pathfinders were funding her retirement. By now, we can assume that we have piqued the interest of every would-be relic thief in Absalom."
“While I am loathe to put you in harm’s way, this does present a unique opportunity. Should you accept responsibility for moving the keg from the pick-up location to the Grand Lodge, you will undoubtedly be the target of the relic thief we’re looking for. If you properly prepare yourselves, you might be able to reverse the ambush and catch the bandit before he makes off with the relic, or follow the thief afterward to find out where he’s been hiding. Either way, you’ll want to make sure not to kill the suspect, since whoever is behind this won’t be much use to you dead. Tracking down the culprit’s main site of operations is the most important thing right now—after that, you should search for as much incriminating evidence as possible."
“It’s a huge gamble—which somehow seems appropriate when a relic of Cayden Cailean is on the line. This isn’t the sort of thing I would normally ask a Pathfinder to do, but we’ve already lost one courier and another was badly injured. I’d like this ordeal to finally be over with, and with your help, we can make that happen.”
"Are you game agents?"

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Reidog looks on with a twinkle in his eye as the idea is presented.
"Yer a devious one. Draw 'em out inta the open. I likes it.
I'll carry the cask and put myself in harm's way, no problem. How do we go about setting up a counter ambush?"
Reidog thinks a bit. "Would it be too obvious if we use the same path that the last theft used, encouraging them to set up an ambush from that alley again? We could set our counter ambush right before there. Maybe Brax can sneak along behind to keep an eye out fer the thief? The rest can hide around the alley, waiting for a signal."
Nodding to himself, he continues laying out a rough sketch for the others to critique. "We got ta prepare fer the thing being taken, though. We know basically where the thief will be heading, so it seems like someone should be watching those warehouses.
What about tracking the item itself? Can we use magic to locate it?"
Before we set out, Reidog will buy a dose of Antitoxin and take it.

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I'll assume the pick-up is in the morning the next day giving us time to study new spells ect.. Newmark nods to Grandmaster Torch and says, Perhaps tomorrow will be the day, We can catch our mouse.

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Lumo nods during the conversation, but you have a feeling he is barely following along. "Uh...huh. Ambush. Counter ambush. Beer keg. Got it. .. I think we can do that. " He continues to look perplexed, despite the further explanation. After a moment, his face grows cloudy. "We must keep this murderer alive? " He pulls out a sap and spits on it. " I hate the use of dishonorable weaponry. "
Finally, he raises his hand and asks, "So, do you think there is anything to gain from us speaking with the Greycloaks before the ambush? "

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Umberto raises his tankard at Torch. [b]We are humbled you would entrust this task to us. I serve Cayden Cailean and his relic is safe in our hands.
small spell adjustment for overnight.

GM Brew |

Yes, the party has time to rest before executing Torch's design.
The party formulates a plan to execute Torch's scheme. The merchant provides the party with Cayden’s Last Keg. The hefty barrel is 3 feet in diameter and 4 feet tall, and weighs 75 pounds. The keg has old char marks on it as if it had been in a fire, and it still sloshes with the remnants of hops and ale. The merchant has also provided the party with a donkey and a small wagon to aid the transport should the party so choose. The party gathers and makes final preparations before heading out to snag a thief.
You have a route, destination and means to transport the keg. The party may choose to load the keg on the wagon, or carry it manually. Either way, the party can tell transporting the keg through the Ascendant Court will be a slow process. Please post any actions or questions then I will start the transport.

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Surely the remaining ale is blessed to the highest order! Should we survive, I'd love a swig. The Lucky Drunk himself held this keg, we are in the presence of greatness. We should take it on the cart.
Umberto proudly stands by the keg and barely lets it out of his reach as we get going.
No further actions at this time. If anyone can reduce the size of this thing I'd wield it in place of my tankard in the coolest combat this character will ever have.

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"Har! Two thousand year old ale? Yer must be kidding. Aye, and as a holy relic, I think opening the thing would be some type of blasphemy."
Carrying the thing would look odd, so I guess we should accept the donkey and cart. Umberto leads the donkey, I walk with him as a guard. Where do the rest of you want to be? Is the stealth behind as well as setting up watchers a good idea?
Reidog will take his dose of Antitoxin before they set out.

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Newmark will take up a position near the back of the cart. Loaded crossbow in hand. His eyes wandering to every rooftop and alley. perception: 1d20 ⇒ 13

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Lumo spends the night in prayer, preparing for the inevitable battle in the morning. "Lord Gorum, reside in my armor. Oh, Gorum, sharpen my steel. Rust the plate of those who wish to ambush us with dishonorable tactics. Let them cut themselves on their poisoned blades, and taste their own treachery. "
In the morning, the large Nagaji arises and stands by the cart, ready for action. Before the group departs, he pats Umberto on the shoulder. "May the forces of the two greatest gods unite today. "
Giving Sieze The Initiative to Umberto. Please roll his initiative twice and take the highest.
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

GM Brew |

Upon hearing the ale spoken of so reverently, the merchant smiles and pours each of them a mug before setting out on their task. The ale is even more delicious than anticipated, giving the imbibers a warm confident feeling without driving them into drunken stupor. The merchant smiles and slaps Reidog on the back Good luck lads!
The party begins their transport of the blessed keg. As predicted, their progress is slow going. Umberto driving the wagin, fellow agents flanking the transport, they cautiously make their way to the assigned location.
As the group moves forward, a man in the crowd spies Newmark. The townsfolk's eyes go wide and he points excitedly at Brax. "Look! Look! It's him, Durge Hammerthrow! He's taking the Test! He must be on his way!" The man's comments entices the crowd and a throng of 20 townsfolk descend on the wagon and its guards, halting their progress...
What do you do?

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Reidog grumbles as he recognizes the signs of a trap.
He hurriedly clambers up onto the wagon Climb: 1d20 + 5 ⇒ (16) + 5 = 21, stands over the keg, then bellows out at the top of his lungs "Ye durn simpletons! Do he look like Durge Hammerthrow?!
Durge is seven feet tall, with spiky red hair, and he shoots fireballs out of his arse, is what I heared!
Now, get yer bums out er the way afore ye get a taste 'o me boot."
Intimidate: 1d20 - 1 ⇒ (18) - 1 = 17

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“Aye, I’m Durge Hammerthrow and you lot are due some free ale once we get ta’ where we’re going. I’ll pour you ALL some meself’ when we come back through, but for now, I need ya to move back.”
Bluff: 1d20 + 8 ⇒ (7) + 8 = 15
He checks carefully over the crowd as he expects an ambush.
Perception: 1d20 + 5 ⇒ (7) + 5 = 12

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Lumo attempts to stand up on the cart wheel and give a great oration in the name of Gorum.
Intimidate, aid: 1d20 ⇒ 4
Instead he slips on the muddy wheel, crashing to the dirt in a pile of armor and curses.

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"Ye durn simpletons! Do he look like Durge Hammerthrow?!
Durge is seven feet tall, with spiky red hair, and he shoots fireballs out of his arse, is what I heared!
Now, get yer bums out er the way afore ye get a taste 'o me boot."
Newmark quietly smirks at the gruff Dwarf's remarks to the throng. He mummers so that no of the others can hear, I couldn't have said it better myself, my brethren.. The smile is gone from Newmark's face almost as quickly as it appeared, as he scans the crowd for threats, gripping his crossbow tightly. perception: 1d20 ⇒ 3

GM Brew |

The gawkers smile and cheer at Brax's words but do not disperse even after the party tries to force them out of their path. After a few minutes, the original citizen who pointed out Brax frowns and once again points at the dwarf.
"Hey! That's not Hammerthrow! Dang it, I was hoping to tell my kid's I talked with a god today."
The crowd groans and momentarily voices their displeasure before moving on. The agents do not see anything out of the ordinary.
Clearing the crowd, the party moves on.
The makeshift wagon train turns the corner of the street and immediately sees a group of citizens staggering around the street and walkway. Clearly drunk, one of them spies the sacred keg being transported and screams to his fellow drunkards "Ale"!
The drunks' eyes light up and they swarm the party, reaching out to assumedly draw a taste of Cayden's Ale.
Actions?

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Newmark growls menacingly giving the drunks the stink eye aiding Umberto's play. aid another intimidate: 1d20 - 1 ⇒ (7) - 1 = 6