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"We prolly have a better chance gettin' in iffin we let Brax put his picks ta work. Arr, there is a certain... appeal to lettin' Newmark put that embiggening wand to use on Lumo and me to knock that door in."
Newmark nods and replies, Aye, I can do that if that's what ye wish.

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Might as well try pre-buffing. Once Brax has the door open, I'll drop SR for a round and Newmark can use the wand. You can have a blast too, if you want Lumo

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Umberto slips a potion from a belt pouch in preparation of the breach. Yes, get Lumo nice and big and we'll rush in behind him.
will drink a potion of Protection from Evil as we open the door.

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"Embiggen? Me? I think I will be alright, friend. Gorum has given me all the strength I need." He mutters a quick prayer to Gorum before the group goes in.
I think I'll be alright without the buff, I have buckets of buffs left still.
"Gorum, bless this hammer and bless these arms. Bless these warriors and bless this battle. Unleash your horned beast." He claps his hands and shakes Reidog's shoulder. "Gorum bless your extra-large form, friend." Seize the Initiative on Reidog
Divine Favor: 10 rounds remaining +(2) luck bonus on attack and weapon damage rolls
Magic Weapon: 9 rounds remaining +1 enhancement bonus on attack and damage rolls

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Reidog, I moved you close-ish. Feel free to adjust.

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I should be able to squeeze through, though. It should take 1 movement action to get through the doorway. Looks like the rest of the turn will be tough. Can I climb over the crates or will I have to squeeze through them as well?
into or through an area that isn’t as wide as the space you
take up. You can squeeze through or into a space that is at
least half as wide as your normal space. Each move into or
through a narrow space counts as if it were 2 squares, and
while squeezed in a narrow space, you take a –4 penalty on
attack rolls and a –4 penalty to AC.
By the time I get through, it will have worn off *facepalm*

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Lumo, earthbreaker in hand, runs into the warehouse. Sneaky, sneaky, sneaky. Villains' heads are leaky.
Stealth: 1d20 - 2 ⇒ (8) - 2 = 6
Divine Favor: 9 rounds remaining +(2) luck bonus on attack and weapon damage rolls
Magic Weapon: 8 rounds remaining +1 enhancement bonus on attack and damage rolls
Seize the Initiative (Umberto): Still up

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You know what, nevermind. I'll start making noise at the main door, trying to open it. That will give the others some time to sneak in the back door and a diversion
Crowbar: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Crowbar: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Crowbar: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Crowbar: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Crowbar: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17

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Lumo moved North, into the Fog of War. GM, please adjust my position in case there are issues.
Lumo continues into the warehouse, cringing every time his step makes his armor clink.
Divine Favor: 8 rounds remaining +(2) luck bonus on attack and weapon damage rolls
Magic Weapon: 7 rounds remaining +1 enhancement bonus on attack and damage rolls
Seize the Initiative (Reidog): Still up

GM Brew |

Lumo and Umberto creep through the secreted warehouse. The floorboards creak as the armored figures straining the structure. A small bird bursts into action, previously roosting in the rafters of the storage building, at the noise, the sound of its wings momentarily startling Lumo and Umberto.
Brax, Newmark and Reidog up. Brax, can you move your token now?

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Striding through the now ruined doors, giant Reidog drops the crowbar and readies his shield and axe again.

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Newmark cautiously enters the Warehouse a pace or two behind the enlarged Reidog

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After the movement action of the second round, Reidog should be able to see into the next room. Lumo, among others could probably see there after the first round

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Ya, even Lumo and his super heavy armor can make it 40 feet! I, too, stopped after one round.
I don't know what I've been told... But this warehouse is getting old... I don't know but it's been said... This dude's gonna be real dead. Lumo huffs and puffs around the corner, earthbreaker still out and ready.
Divine Favor: 8 rounds remaining +(2) luck bonus on attack and weapon damage rolls
Magic Weapon: 7 rounds remaining +1 enhancement bonus on attack and damage rolls
Seize the Initiative (Umberto): Still up

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Newmark advances behind his enlarged comrade his eyes darting everywhere. perception: 1d20 ⇒ 15

GM Brew |

As we are running a little late on time, I am going to speed this section up and resolve it.
The party methodically makes their way through the warehouse. Reidog, being able to see over some of the crates, spies a suspicious footlocker in the northwest corner of the building. Brax Reidog and Newmark are able to open the foot locker and search its contents. They find several papers and ledgers of interest. Several letters from local collectors and aristocrats offering to purchase the keg are in plain sight on top of the footlocker. A further search includes what appears to be a client list, the Scarab of the Dawn flower (which has been embedded into the footlocker), a uniform that appears to be an official Pure Legion uniform of Rahadoum, and several official papers identifying a person named Parani Akar as a former member of the Pure Legion and detailing why she left Rahadoum. Also in the footlocker are a few vials containing different color liquids that radiate magic, potion of delay poison, a suit of very well made half-plate armor that also radiates magic and a statue of Iomedae That appears to be made of solid gold.
As half the party rummages through the foot locker, one of the other members of the party trips a hidden tripwire as they search the rest of the warehouse. Two vials drop from the ceiling crashing into two piles of stacked boxes. The stacks ignite into flames! The fire quickly begins to spread, but the stalwart agents manage to get the footlocker out of the building before the whole structure catches fire and begins to burn to the ground.
The group concludes they have enough evidence to prove the identity of the relic thief. Determined to call out this villain, they return to the God's Market.
As they make their way, the agents are attacked! From out of nowhere, arrows are fired at the party. One flies past Umberto's head but the second lands center mass just below his heart. The warpreist's eyes go wide nd blood seeps out of his mouth as he tumbles over, bleeding profusely from his chest. Sorry Umberto, the first arrow, which was poisoned, missed but she critted on the second shot. You take 21 damage which I believe puts you at -6. I will need a stabilization check unless someone can stabilize you before your initiative turn.
The party looks up to see a woman perched atop a building with an angry scowl and a burning look of hatred in her eyes. Staring daggers, she nocks another arrow...
It's on. Brax and Lumo up.
***ROUND 1***
Brax
Lumo
-----
Parani
-----
Newmark
Reidog
Umberto (-6, needs stabilizing check)
??: 1d20 + 13 ⇒ (15) + 13 = 28
Brax: 1d20 + 5 ⇒ (20) + 5 = 25
Lumo: 1d20 + 4 ⇒ (11) + 4 = 15
Newmark: 1d20 ⇒ 12
Umberto: 1d20 + 2 ⇒ (13) + 2 = 15
Reidog: 1d20 + 6 ⇒ (2) + 6 = 8
Bow: 1d20 + 11 ⇒ (2) + 11 = 13
Bow: 1d20 + 11 ⇒ (20) + 11 = 31
crit confirm: 1d20 + 13 ⇒ (6) + 13 = 19
crit damage bow: 3d8 + 6 ⇒ (3, 4, 8) + 6 = 21
Init Parani: 1d20 + 6 ⇒ (11) + 6 = 17
Brax: 1d20 + 3 ⇒ (19) + 3 = 22
Lumo: 1d20 + 1 ⇒ (18) + 1 = 19
Newmark: 1d20 + 3 ⇒ (12) + 3 = 15
Umberto: 1d20 + 2 ⇒ (10) + 2 = 12
Reidog: 1d20 + 2 ⇒ (14) + 2 = 16

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Assuming Lumo's Seize the Initiative is still available: Init: 1d20 + 2 ⇒ (7) + 2 = 9.
The first roll stands :)

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With a twist of the wrist, a wand appears in Lumo's hands. He bends down to his fallen companion and taps his head with the wand. "Rejoin the fight. Gorum isn't done with you yet. "
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Seeing Umberto still unconscious, Lumo curses and walks his wand against his leg. Still haven't gotten the hang of these yet.
That should stabilize you automatically, even if it wasn't enough for a revive.

GM Brew |

Lumo quickly draws a wand and channels positive energy into the fallen warpriest. The brave Umberto does not regain consciousness, but he stops bleeding all over the ground.
Brax tries to return fire but he misses the mark.
Parani's eyes narrow as she watches Lumo work. She takes aim, loosing two arrows in quick succession at the nagaji. Both arrows thud into Lumo's chest and torso. The arrows send pain lancing through the warrior cleric but are not enough to bring him down. Lumo takes 12 damage.
***ROUND 1***
Brax
Lumo (-12 damage)
-----
Parani
-----
Newmark
Reidog
Umberto (-3, unconscious but stable))
Reidog and Newmark up, then Brax and Lumo can take their actions for the next round.
Bow Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Bow attack: 1d20 + 9 ⇒ (16) + 9 = 25
damage: 1d8 + 2 ⇒ (7) + 2 = 9
damage: 1d8 + 2 ⇒ (1) + 2 = 3

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Reidog growls in frustration at the indignity of archers on rooftops. "Blast it all! Get yerselves ta some cover and fire from there."
Reidog removed his shield and lets it fall to the ground, then runs up to the building while retrieving his rope that still has Lumo's grapple attached to it.

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Newmark cast mage armor and moves to the corner of the nearby tent.

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How high up is she? And are there stairs or some way to get up there?
Lumo looks at Reidog from Umberto's side. "Perhaps you are right. " He twists his wrist and the wand slides back up his sleeve. He moves forward a few steps * and raises his amulet of Gorum to the sky. "Gorum doesn't need to be close, anyway! "
Channel Energy: 1d6 ⇒ 6
* I want to make sure she is not in range of channel. I move as far forward as I can without her being in range. I think, with her height, that is 3 or 4 squares.

GM Brew |

Parani narrowly dodges Brax's arrow and once again takes aim at Lumo as he channels more healing energy into his fallen comrade. Unmerto gains another 6 hp, bringing him to 3 hp and consciousness.
Parani lets another two arrows fly toward Lumo. One of the missiles wings the nagaji, drawing blood but not lodging in the warrior cleric. Lumo takes 2 damage.
***ROUND 2***
Brax
Lumo (2 damage)
-----
Parani
-----
Newmark
Reidog
Umberto (at 3 hp, conscious)
Newmark, Reidog Umberto can post round 2 action, Brax and Lumo may then take their round three action.
Bow attack: 1d20 + 9 ⇒ (15) + 9 = 24
Bow attack: 1d20 + 9 ⇒ (7) + 9 = 16
damage: 1d8 + 2 ⇒ (2) + 2 = 4

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How high is the building? The actions I take in future rounds will depend on the height
Reidog completes his move toward the building and throws up the grapple.
Grapple: 1d20 + 4 ⇒ (19) + 4 = 23 -2 if 20 ft high, -4 if 30 ft, etc
With the grapple firmly attached, he starts climbing as quickly as he is able.
Accelerated Climb DC 10: 1d20 + 5 ⇒ (18) + 5 = 23 That should be good enough for 10 ft of height.

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Newmark begins chant casting a complex spell. Newmark's spell take's a full round to cast.

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Umberto shakes awake and stands up. What the hell just happened? Clutching his chest, allowing the last of the arrow to fall out and the wound to close he closes his eyes and seeks the solace of the Lucky Drunk.
Fervor: 1d6 ⇒ 4
Alright. Who wants it? Because you're going to get it.

GM Brew |

Building is roughly 20 feet tall.
Reidog throws a grappling line toward the archers position and begins to scale the structure.
Newmark begins to cast an intricate spell.
Umberto calls upon his god to heal more of his wounds.
***ROUND 3***
Brax
Lumo (2 damage)
-----
Parani
-----
Newmark
Reidog
Umberto (at 7 hp)
Brax and Lumo up.

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Sorry, couldn't get to a computer.
Lumo runs forward and tries to climb up Reidog's rope.
Climb : 1d20 + 2 ⇒ (9) + 2 = 11
Could someone move me to the rope location, please?