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Ander hangs his bow on his shoulder and draws his kukri. Looking over his shoulder he says You guys cover me while I inspect this shrine? He then walks slowly over to the shrine, muttering arcane words.
Cast Detect Magic
Spellcraft: 1d20 + 7 ⇒ (5) + 7 = 12 Add plus two if determining properties of magic item
Kn: ?: 1d20 ⇒ 20

GM Burglar |

Chelsea: 1d20 + 0 ⇒ (10) + 0 = 10
Harboth: 1d20 + 10 + 2 - 3 ⇒ (11) + 10 + 2 - 3 = 20
Hiram: 1d20 + 4 - 3 ⇒ (11) + 4 - 3 = 12
Kyoshiro: 1d20 + 5 ⇒ (6) + 5 = 11
Zhao: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13
Marix: 1d20 + 7 ⇒ (2) + 7 = 9
Pel: 1d20 + 7 ⇒ (15) + 7 = 22
stI: 1d20 + 16 - 20 ⇒ (19) + 16 - 20 = 15
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1d20 + 6 ⇒ (15) + 6 = 211d4 + 1d6 ⇒ (3) + (4) = 7
Pellius shouts "THE LITTLE MEN HAVE CHOSEN! YOUR BLOOD IS THE BLOOD IT WANTS!" As he moves forward and tries to stab Harboth, Marxite shakily speaks up "Sorry, man, but I'm not letting my friend die down here!" Marx 5' forward and chucks his dagger at Harboth. He then draws his makeshift quarterstaff.
Thrown dagger, -4 20' away, +2 FE, shaken: 1d20 + 2 - 4 + 2 - 2 ⇒ (12) + 2 - 4 + 2 - 2 = 101d4 + 3 + 2 - 2 ⇒ (4) + 3 + 2 - 2 = 7
The insane one moves up to Harboth, slogging through muck and drawing his big stick on the way. He barely makes it to the half-orc, whom he attempts to crack upside the head!
Quarterstaff, +2 FE: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 131d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9
PCs are up! MAAAAP

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I noticed before, but I swear I've seen these two before.
Ander yells out. There is a little creature behind the statue, he must be the cause. Harboth, try to push the crazy one back ten feet.
Ander will delay to see if Harboth succeeds, if so he will drop down into the muck and cast Color Spray on the two, if not he will cast it to catch the one in the hat.
Edit: While delaying, Ander will try to identity the creature.
KN: planes?: 1d20 + 7 ⇒ (6) + 7 = 13

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Hiram sighs and uncoils his whip. "Sewer monsters, crazy men and now little men hiding in sewers? Join the Pathfinders, see the sewers and shady back alleys of the world!" He whips his whip at the man to the south, in front of Harboth, attempting to trip him!
Trip!: 1d20 + 5 ⇒ (19) + 5 = 24

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Well I was hoping to knock them both out with Color Spray, because I assume they don't really need to be killed, but based in Hiram's trip and to keep things moving, Ander will cast Daze at the guy in front of him. That way he doesn't have to drop in the muck and make some kind of save.
Ander casts a spell at the man in front of him.
Daze DC13. Question, if he is dazed can Ander move past him?

GM Burglar |

@Ander: Dazed creatures can still defend themselves, so he'd get his CMD but would not be able to take any action (such as AoOs.) I'll hold off on rolling the save until the mass-post, in case that changed your action.
@Chelsea: You would get a +2 Circumstance on an active perception, should you choose to attempt.

GM Burglar |

Grasping is good; it reminds me of the little things (like the guy closer to you was shaken; not the other one. He failed his save.)
Pellius' face turns a ghostly white, seeing his friend go down. His attention seems to have turned away from the party and towards the statue though any actions already taken may be amended or kept, but we're still in init. Ander was top of init, so this all happened first.
In case it becomes relevant...: 2d4 ⇒ (1, 1) = 21d4 ⇒ 41 = 1

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Harboth eyes the crossbow bolt. Sonofa...
So to recap, there's a tiny little man-thing behind the statue that shot me with his tiny crossbow, Pellius the crazy guy in front of me was tripped, and Marx the guy on the north side just got color sprayed into dreamland...right? On that basis...
knowledge(nature) on the wee one: 1d20 + 5 ⇒ (11) + 5 = 16
Harboth attempts to switch places with Grits as he yells, Git 'im, boy! handle animal (attack, known trick): 1d20 + 5 ⇒ (4) + 5 = 9
He looses his arrow at the tiny thing:
attack (looks farther than 30' so no PBS): 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d8 + 4 ⇒ (6) + 4 = 10

GM Burglar |

Your assessment of the situation is correct except for the "him being tripped" part; Hiram goes after you. The man does NOT take his AoO on you when you shoot, though he's still existent enough to be cover. You hit regardless, though.

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Gang looks about for this small man everyone is talking about. Little men behind statues! Making sewer hermits crazy...
Perception: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Even if he doesn't see it he hops down into the filth and wades closer, a look of disgust on his face.
I think I can get next to Harboth with 30ft?

GM Burglar |

Tinker (Sp) A group of six jinkins working together over the course of an hour can create an effect identical to bestow curse on any living creature. This effect functions at CL 6th and has a range of 60 feet, and the target creature must be either willing or helpless (but still gets a saving throw to resist). The save is DC 14 + the Charisma modifier of the jinkin with the highest Charisma score (DC 16 for most groups of jinkins). Alternatively, the group of jinkins can attempt to infuse a magic item with a curse. The nature of this curse is determined randomly; half of these curses make the magic item unreliable (each time the item is used, there is a 20% chance it does not function), while the other half give the item a random requirement. A jinkin can take part in a tinkering only once per day, and may only tinker with a creature or object that isn't already cursed. Once a tinkering curse is in place, it is permanent until removed via an effect like remove curse. All jinkin tinkerings function as a curse created by a 6th-level caster.
Usually, resistances/weaknesses are two different parts (I think); but here's both anyways, in case I'm wrong; They're not particularly resistant or weak to any specific elements.
I think I can get next to Harboth with 30ft?
Yup, first square you leave isn't difficult, then each of the two you move up count as 10' each. So, 25 feet in one move. And you'll be in gross water, which has diseases and stuff in it.

GM Burglar |

@Zhao: Only a Swim DC 10, weirdly enough. There's nothing in the Scenario that bestows diseases from swimming.
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"No... You said you'd... you'd free us! Get us out of here! But now he's dead! DEAD! YOU KILLED HIM YOU BASTARD!" Pellius cries out towards the empty space by the statue as he wobbles on the ground, mourning the loss of his friend.
Combat Comprete!

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"This mission keeps getting odder and odder, doesn't it? Come on, crazy guys. Let's get you out of the sewers before you hurt yourselves." Hiram will haul the insane guy and his mad friend to the nearest manhole and out of the sewers after the party is done interrogating them.

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Harboth can't take the AoO melee attack with his ranged weapon, and it doesn't look like kicking is allowed either, so he will let it go.
Grits barks at the spot where the jinkin used to be.
Was that a SQUIRREL? It kinda looked like a squirrel. Was it a squirrel? Come back! Little f$&%er must have been a squirrel.

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That was... very strange, Kyoshiro says slowly. I have seen many strange things but this mission is near top of list and we have just begun.

GM Burglar |

The men are led out of the sewers; ecstatic to be done with Togg. Following the directions leads the party through the pipe, with a left at each next terminus (first a wall, then a corner.)
Fallen rubble from an earlier excavation clogs the channel, slowing the water flow and accumulating a mass of sewage on one side. A thick carpet of moss and fungus—clearly representing a wide variety of green, blue, and ochre-colored specimens—sprawls across the top of the debris and hangs from the ceiling, with several larger mounds of fungus clinging to the walls or stemming from the hole to the east. Wispy blue tendrils descend from the ceiling and almost touch the water, creating a thin, eerie curtain of plant matter.
As the first person turns the corner, a voice chitters noises that are both different from the gremlin before and incomprehensible.
Lemme know if we're making any kn's, amendments to the marching order, how close folks are getting etc. The closest person right now is the person directly in the inside corner. Map?

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Kyoshiro is second rank with Naginata (reach).
Knowledge Dungeoneering 1d20 + 6 ⇒ (13) + 6 = 19

GM Burglar |

Kyo wishes to move up in the ordering to a second-place spot (to use naginata reach powers.) Any 2nd-place takers on moving back a spot?

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Kn: Local: 1d20 + 4 ⇒ (2) + 4 = 6 to identify Guild symbol
Ander picks up the potion and flasks
Edit:Ander examines the items and the area around them before picking them up.
Perception: 1d20 + 9 ⇒ (9) + 9 = 18

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Harboth announces to the group in as quiet a voice that he can muster and still be heard, That patch of mold and fungus is too neat to be anything but a garden. The blue mold is usually a shock hazard but it's too cold out for it to be any trouble at the moment.

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Gang pulls himself out of the water and scraps the filth from his cloths. " Maybe I go first, yes? That way I don't have to swim through filth to put fist in enemy face. "
He looks about for the owner of the 'garden'
Perception: 1d20 + 7 ⇒ (10) + 7 = 17

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Kyoshiro is similarly on the alert.
Perception 1d20 + 6 ⇒ (19) + 6 = 25