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Sense Motive: 1d20 + 9 ⇒ (2) + 9 = 11
Seren tilts her head slightly, doing her best to not look like she’s listening to something that isn’t there, then gives Dymal a big grin. ”The food, mostly. I like comin’ to these things for all the snacks. But I’m also an important member of the Society. Real important. You’re good at figurin’ out how much things cost? Maybe we can steal ya away from ya boss? We got good perks.”. At this point she becomes moderately distracted waving something away from her face with a soft growl of frustration.

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Rogar keeps searching for the Aspis agent, apparently in vain, though...

GM Cwethan |

Perhaps after this contract is completed we can discuss some sort of arrangement. I'm staying at the Old Fang Inn, horrid place. After replying to her job offer, Dymal politely extracts himself from his conversation with Seren, but gives her a suspicious look as he departs.
Sloan laughs at Idina's question, almost kindly. I'm just here for the party, the best entertainment is seeing how many different kinds of fools there are who will bid on a key to a lock long lost to time.

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Anyone on the list that we haven’t been able to identify so far? Tess is up to trying again...

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When Seren tried to find Kresch Vaor she failed to find them. I think we tracked down the rest.

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Tess will look for Kresch as well, once she hears that seven didn’t have any luck on her search.
Know. Local 1d20 + 14 ⇒ (1) + 14 = 15

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Ansha makes a point not to be seen acting like she knows any of the other Pathfinders very well, but once she is aware that no one has found Kresch she starts working the crowds to find him as well.
"That cape really suits you, milord. The gold thread really stands out, yes."
"Mmm, these hors d'oeuvre are so succulent. Have you tried them yet?"
"Are they real? Of course they are, silly. No wig would do my hair justice."
"My room? Hmm. Meet me after the party and...let's talk."
Diplomacy: 1d20 + 21 ⇒ (11) + 21 = 32

GM Cwethan |

Sloan is clearly identifiable as a member of the Consortium, yes, in fact, Ursahla would be aware that he's the head of the Magnimar chapter, something akin to a Venture-Captain.
Kresch Vaor is quite difficult to track down, but Ansha does manage to find her. She's not particularly well known, doesn't really mix with this set, but apparently she's in charge of a small clan of wererats from the Underbridge district.
You find her moving slowly through the crowd. She is an uncomely woman with large teeth and a shrewlike nose, dressed unbecomingly in the drab clothing of a stevedore. Slight in stature with a slightly stooped posture, she behaves in a mostly standoffish manner.
Slipping to the edge of the crowd, she nervously waits for the crowd to thin out a bit near the key. Spotting the artifact, she make a few quick notes then begins to slip off.

Shifty |

***OVERSEER POST***
The cathedral’s sexton calls everyone’s attention “The pre-auction gala has ended; all must leave the cathedral immediately. Thank you for attending and we’ll see many of you back here for the auction.”
You return to the Heidmarch Mansion. The theater is filled with your fellow Pathfinders, all buzzing with excitement. Sheila Heidmarch, raises her hands and quiets the room before speaking. “Well my colleagues, I trust you were successful this evening? Anyone have information to share? Let’s see some hands.”
A dwarf clad in full plate with a great hammer on his back calls out ”Aye, we met Rinks, a halfling who said he was acting on behalf of one of his clients. We found out that he has spent the last few months here in Magnimar betting on the bullfights at the Matador’s Lodge. He was not as lucky as most of his kind and has run up a sizable debt with the lodge’s owner, Master Basaale Minvandu. The halfling is staying in the Old Fang Inn”
A couple of humans push a grippli forward ”Quon here also has to report something” they say. The grippli turns a brighter shade of green and then softly starts speaking ”I am afraid we made a bit of a mess at the gala. That Chelaxian woman, Zimandi Kaddren, found out that we are with the Pathfinder Society and she immediately stormed off in anger, saying that she would take every effort to outbid the Society at the auction.” The grippli seems to have found his voice as he continues ”We asked around and we discovered that her parents vanished during an expedition to a mysterious fortress known as Viperwall in central Varisia. I think that she blames the disappearance of her parents upon the Pathfinder Society.”
A famous halfling jumps on a table ”I am Lem and I can report that the curator of the Museum of Ages is also interested in the artifact! Doctor Landis has secured a donation for the key. He thinks it is an item of great historical significance, and that it was created by Emperor Xin to unlock a temple of seven paradises. I would have expected that Nigel Aldain of the Blakros museum would also be present, but I did not see him. That is all for me!”
A human woman calls out, the symbol of Iomedae obvious on the buckler that she has strapped to her left arm. On the same hip she has an Aldori duelling sword. ”I talked to two women dressed in travellers’ outfits. Both had with thick Varisian accents. They introduced themselves as ‘the Duchesses’ and said they live in Ordellia where they work as caravan guards. Beyond that, they had little to say.”
A servant rushes in and hands Sheila Heidmarch a note ”Give me a moment, this is probably important, otherwise Jacob here would not have disturbed us”. She reads the note and briefly ponders it for a moment.
“Well, my friends, it seems Desna smiles upon us. My sources have just informed me that the Aspis Consortium has fewer funds than we first imagined. Thus, they have sent word to an ally in Korvosa to ship them more gold. Fortunately, I still have a few spies in Korvosa. A few days ago, the Consortium hired a Varisian caravan to carry a sizable shipment of gold to Magnimar, presumably to help them secure the Runecarved Key’s purchase.”
“The caravan was traveling along the Yondabakari River and should be nearing the outskirts of the city in a few hours. I need you to ride out to the caravan before it gets within sight of the city walls and ensure that gold never reaches the Aspis Consortium at Bronze House. Take whatever gold you can, but try not to draw attention to yourselves as Pathfinders. It’s bandit territory out there anyway, so caravan raids aren’t uncommon. That said, rest assured the caravan will be armed. As soon as you’re finished, hurry back here. We don’t want Maiveer Sloan to catch on to our plot. I’ll send a white raven to signal you to return before the situation becomes too risky.”
Table GMs, you should start encounter 2.

GM Cwethan |

Following Heidmarch’s marching orders, you immediately head out into the darkness of the night by foot to intercept the caravan. You follow the Yondabakari route, which eventually leads into the Varisian Forest. A place filled with lush greenery, especially pine and redwood trees, for miles to come. Several miles into your hike outside of the city walls, a side trail branches off and away from the Yondabakari and winds south into a forest of ancient evergreens. A faint glowing light in the distance attracts your attention. Off to the side of the path, nestled into a deep pocket of spruces, sleeps a small Varisian caravan, only two wagons strong.
A small campfire has been lit to keep the travellers warm in the cold of the night. A few men, presumably those that travel with the wagon, sleep around the fire.
An open wagon with a sleeping person rests closer to the road, inside it are small cartons of goods, likely rations and supplies, and one cage which holds a small creature with golden fur and an atypical number of legs. Another covered wagon rests further out from the road.
How do you approach?

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Tess casts Mage Armor and False Life while the others discuss their approach.
False Life 1d10 + 8 ⇒ (2) + 8 = 10 temporary hit points

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Using a charge from my wand of Heightened Awareness (will expend the spell to add +4 to initiative when the time comes.
Perception: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Let us sneak up as close as we can. Anyone have any tricks to conceal yourselves, now is the time.
Assuming we try to sneak closer...
Stealth: 1d20 + 11 ⇒ (6) + 11 = 17

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Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Seren squeezes one eye unnecessarily tight and gives the caravan a long, hard look. Then she nods knowingly. "I see him, too.." Her tone is hushed and she creeps up over towards Ursahla, trying to steer the swashbuckler's head towards a guard on watch moving randomly about the camp. "Take a look at that guy, he might see us."
While she's touching Ursahla the woman will get a hard stare into her eyes and feel a rush of magic through her. Then Seren practically skips over Rogar and pats the big guy on the back. "You're awful at sneakin', but keep me safe, yeah?" He'll feel the same rush of magic through him. "I don't think we'll manage the quiet thing, but we can try!" Her voice starts to get louder, then cuts off suddenly as something muffles her.
Casting heroism on Rogar and Ursahla. Will use a wand of Longstrider on myself.
Stealth: 1d20 + 4 ⇒ (17) + 4 = 21

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Tess lets the more stealthier members close on the camp. She will cast Dimension Door to close ranks when the others make their move. She offers to teleport any other less stealthy members with her.

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Ansha makes a note of the wererat Kresch's presence, but doesn't engage the unsightly woman in conversation. After the party ends, she slips away and rejoins the others back at Heidmarch Mansion. She retrieves her sword and staff as the group leaves. She is more withdrawn away from the city as the party journeys out, though she seems to become a bit more comfortable once in the confines of the Varisian Forest's pines and evergreens--she is an elf, after all.
She idly finger-combs her hair as the group nears their target caravan, oblivious as the others scout the wagons out. Finally, when the group prepares to engage, she takes Tessara's offer of teleportation up and begins to quietly chant the words to several spells and incantations.
Perception: 1d20 + 1 ⇒ (5) + 1 = 6
Casting Mage Armor, Protection from Evil, Mirror Image, and See Invisibility on herself.
Mirror Images: 1d4 + 2 ⇒ (1) + 2 = 3
Also, if possible, she will ready an action to cast Fireball into the middle of the camp as soon as she has D-doored near enough (I'm assuming the text "you can't take any other actions until your next turn" only applies to the caster of the Dimension Door here). If there looks to be a spell-caster among them, she will follow up the Fireball with an immediate action to cast Deflect Blame (DC 17) on a surviving guard to pin the blame for the fireball's casting onto that Aspis caster in that guard's mind.

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"Let's add banditry to the list of things Mrs Heidmarch had me do against my better judgment..."
Perception check: 1d20 + 2 ⇒ (1) + 2 = 3
"Can't see anything. I guess I'll trust you and wait here. As a rule I'm not stealthy and heavy plate armor doesn't help anyway so..."

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Tess moves close enough so that she can easily touch both Roger and Ansha when the time for her spell casting begins.

GM Cwethan |

I don't allow readying actions outside of combat, but this is something very likely to get you a surprise round, so it should still work out well for you.
Seren and Ursahla creep closer as Tessara prepares to 'port in her compatriots.
The caravan guard who is awake doesn't seem to have noticed anything yet when the Pathfinders strike!
Rogar: 1d20 + 6 ⇒ (4) + 6 = 10
Seren: 1d20 + 6 ⇒ (18) + 6 = 24
Tessara: 1d20 + 3 ⇒ (9) + 3 = 12
Ursahla: 1d20 + 5 + 4 ⇒ (11) + 5 + 4 = 20
Guards: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Drivers: 1d20 + 1 ⇒ (17) + 1 = 18
Guy in the Robes: 1d20 + 1 ⇒ (16) + 1 = 17
Beasty in the Wagon: 1d20 + 8 ⇒ (16) + 8 = 24
Active Effects: Surprise Round - You are limited to only one Standard or Move action
Bold may go!
Beasty in the Wagon
Seren - Longstrider
Ursahla - Heroism
Guards
Drivers
Guy in the Robes
Tessara +10 Hp, Mage Armor I'd recommend using this action to Dimension Door :)
Ansha - Mage Armor, See Invis, Protection from Evil, Mirror Images (3)
Rogar - Heroism

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Ursahla moves in, using the trees for cover.
Riposte: 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 22
Damage: 1d6 + 6 ⇒ (1) + 6 = 7

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Tess will Dimension Door the others 10’ south of Seven. The stress of teleporting them make it so she can’t do anything else this round, but her teammates should be able to wreak some havoc.

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Seren does her best imitation of a sneak thief despite the fact the party has been made, and skulks up by the trunk of a fallen tree, ready to catch the man on duty off guard.
Just a move action!

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Rogar follows suit.... he advances while unsheating his sword:"Avast, me hearties! Let's gety ourselves a few pairs of serpent-skin boots!"
Move and draw weapon

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Taking a second to orient herself, Ansha begins a low chant in an archaic dialect of Elven, her hands weaving a web of magic. A moment later, a small bead of fire streaks from her outstretched finger to settle just to the west of the caravan's campfire. It explodes into a roaring ball of fire, enveloping all of the guards and both wagons in its flames.
Casting Fireball, centered 5' to the west of the campfire, which should get everyone except the guy way to the north in its radius.
Fireball (CL6, DC 19): 6d6 ⇒ (1, 5, 6, 2, 5, 1) = 20
Immediate action: As soon as she is aware of the man in the robes, she utters a short arcane phrase. She looks at one of the surviving guards and points at the robed man, saying quietly, "He did it."
As soon as she is aware of the man in the robes, she uses an immediate action to cast Deflect Blame (it's actually DC 20, I forgot to add the spell level in the last post) on one of the surviving guards, making it seem to that guard that the guy in the robes is the one who cast a fireball into the middle of the caravan.
Also, Ansha has the Subtle Enchantments feat, which gives a 50% chance that an opponent who saves against her enchantment spells successfully will not realize that they just succeeded on a saving throw versus a spell. It also adds +5 to the DC of Sense Motive checks to notice someone is under the effects of her enchantment spells.
HP 36/36, AC 14; mage armor 6 hours, protection from evil 6 minutes, mirror images (3 + Ansha) 6 minutes, see invisibility 60 minutes

GM Cwethan |

By my count either the Beast or White are out of the blast. Since you were trying to envelop the wagons, I'll lean towards the beast. Also, though the guard failed the will save anyways, can you explain the DC 20? I see 12 for spell level, +6 for Int, and +1 for Spell Focus, but since it's not language dependent, I don't see the extra +1
The small bead of fire explodes with a ferocious roar, badly scorching the guards, and entirely incinerating one of the unarmored drivers, but despite the blast, the robed traveler and his beast appear unharmed.
The guards confusedly begin looking around and come to the conclusion they're under attack, though one of them has a slightly different idea of where it originated from...
The small beast hurls itself against its cage, but is unable to break free, for now.
Guard Reflexes: 5d20 ⇒ (4, 17, 19, 20, 18) = 78
Driver Reflex: 1d20 - 5 ⇒ (19) - 5 = 14
Roby Fella: 1d20 - 1 ⇒ (20) - 1 = 19
Beast: 1d20 + 12 ⇒ (10) + 12 = 22
Will: 1d20 + 2 ⇒ (16) + 2 = 18
Strength Check: 1d20 + 5 ⇒ (1) + 5 = 6
Active Effects:
Bold may go!
Beasty in the Wagon
Seren - Longstrider
Ursahla - Heroism
Guards (Blue -10, Orange, Yellow, Green, Purple -20)
Driver
Guy in the Robes
Tessara +10 Hp, Mage Armor
Ansha - Mage Armor, See Invis, Protection from Evil, Mirror Images (3)
Rogar - Heroism

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Deflect Blame is sorc/wiz 3, so 10 base + 3 spell level + 6 INT + 1 spell focus (enchantment), which totals 20.
Knowledge (arcana): 1d20 + 16 ⇒ (13) + 16 = 29
As for the aurumvorax, not sure what additional information is available to be asked for. Special qualities, I guess?
Also, Rogar, you took a move action in the surprise round, but on the map, you're still next to Tessara. Where did you move?

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Surrender your gold and your beast unless you want to taste our steel. And don't even think about twiddlin' yer fingers!
Freebooters Bane: Ursahala and all allies gain +2 to weapon attack and damage rolls vs the robed person until he dies or I use this ability on another target.
The pirate bandit moves closer to the wagon.
Riposte: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21
Damage: 1d6 + 6 ⇒ (6) + 6 = 12

GM Cwethan |

Ha! Fair point. Clearly I'm too used to deflect blame coming from psychics and bards!
Ansha ably identifies the Aurumvorax, additionally noting that these things are simply too mean tempered to lie down and die just 'cause you do something like impale them. As long as they can move, they'll try to kill you. Ferocity

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Seren lets out a low whistle as the explosion rocks the little caravan, giving the scene and Ansha appreciative looks. She wisely decides the best place to be is not near where lots of fire is happening and heads towards the lonesome guard that missed the show.
As she moves she becomes less of a gangly waif, starting to twist after the first few steps until she's gliding over the grass in a whirling, maddening dance. Her face pales and her eyes roll back in her head while her grip on her two blades suddenly becomes a certain thing. As she closes on the guard one of her blades flickers out in a sharp strike for the man's throat. "Let us dance." The voice she speaks in is definitely far too deep and masculine to be her own.
Free action to spirit dance, move to approach red, standard to attack him. I don't think anyone else is close enough to Seren to benefit from her dance yet.
+1 Wakizashi (Spirit Bonuses): 1d20 + 13 ⇒ (5) + 13 = 18
Damage(Spirit Bonus, Spirit Aura): 1d6 + 15 ⇒ (3) + 15 = 18
Spirit Aura: All allies within 30ft gain a +2 bonus on all non-spell damage rolls.

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Know. Arcana 1d20 + 17 ⇒ (3) + 17 = 20

GM Cwethan |

Agh! Just noticed my post was goblined! Sorry guys... Umm Reconstructing... apologies for heavily ooc/choppy post.
Seren's foe is chased out of the bushes, which granted concealment, but weren't enough to save him, and fired two arrows at her, missing wildly.
The rest of the guards got up and grabbed their weapons, but didn't have time to do anything more than glare at their attackers ;) for Ansha's betrayal-spell
The remaining driver got to his feet and hustled away from the fight!
The wizard disappeared, probably teleporting away - except that Ansha has see invisibility up, and sees that he's still right there.
Active Effects:
Bold may go!
Beasty in the Wagon
Seren - Longstrider
Ursahla - Heroism
Guards (Red-18; Blue -10; Orange, Yellow, Green, Purple -20)
Driver
Guy in the Robes - Gone!
Tessara +10 Hp, Mage Armor
Ansha - Mage Armor, See Invis, Protection from Evil, Mirror Images (3)
Rogar - Heroism

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"The robed man hasn't moved!" Ansha calls, her hands already working on the gestures of another incantation. Her melodic voice rings out in the words to the spell, and a trio of jade darts of magical force knife through the air to slam into the empty air where the wizard had been standing (as far as everyone except the elf with see invisibility was concerned, anyway).
Magic Missile: 3d4 + 3 ⇒ (3, 2, 3) + 3 = 11
I'm disappointed the wizard went invisible. I was about to suggest to a guard to 'kill the one in the dress,' but that World of Warcraft reference won't work any more. :(

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Rogar sighs:"Weeel... let's get this started then... the things I do for a beautiful woman..."
So saying the fighter moves into the fray intercepting the aspis agent in yellow:
Power attack roll: 1d20 + 20 + 2 ⇒ (18) + 20 + 2 = 40 -> Damage roll: 2d6 + 16 + 9 + 2 + 1 ⇒ (3, 6) + 16 + 9 + 2 + 1 = 37
"Surrender, you fools!" he shouts as his blade falls on the hapless opponent...

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Tessara casts Haste, affecting all allies within range.
Remember Your Haste bonuses please!

GM Cwethan |

Tess, that looks like either you and Ursahla, you and Ansha, or Rogar and Ursahla. Who were you going for?
Rogar smashes the caravan guard to the ground, but Ansha's missiles are less effective against the mage, seeming to simply be absorbed into him with no effect!
The Aurumvorax surges forward out of its cage, but its mighty, though miniature, jaws find no purchase on Rogar's armor.
Bite: 1d20 + 18 ⇒ (5) + 18 = 23
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Active Effects: Haste on someone
Bold may go!
Aurumvorax
Seren - Longstrider
Ursahla - Heroism
Guards (Red-18; Blue -10; Orange, Green, Purple -20)
Driver
Guy in the Robes - Gone!
Tessara +10 Hp, Mage Armor
Ansha - Mage Armor, See Invis, Protection from Evil, Mirror Images (3)
Rogar - Heroism

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Rogar and Ushala for the Haste effects, please!

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With an invisible caster in the area, Ursahla decides to circle around and attack from the other side.
Attack: 1d20 + 15 + 2 + 1 ⇒ (19) + 15 + 2 + 1 = 37
Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Confirm: 1d20 + 15 + 2 + 1 ⇒ (4) + 15 + 2 + 1 = 22
Extra Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Riposte: 1d20 + 15 + 2 + 1 ⇒ (15) + 15 + 2 + 1 = 33
Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Confirm: 1d20 + 15 + 2 + 1 ⇒ (10) + 15 + 2 + 1 = 28
Extra Damage: 1d6 + 6 ⇒ (1) + 6 = 7

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Seren's mad spinning causes the pair of arrows slip right through spots she's no longer in, and then she follows through on the movement to glide under the red bandit's guard. She's suddenly uncomfortably close and striking like a dervish with her twin blades to drop her opponent quickly, blank eyes never meeting her opponent's, though the Tien accented male voice speaks to him. "I applaud your bravery, but you are outmatched."
A 5 foot adjust, free action to keep dancing, and full attacking him.
MH +1 Wakizashi (Spirit Bonuses, TWF): 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27
Damage(Spirit Bonus, Spirit Aura): 1d6 + 15 ⇒ (3) + 15 = 18
OH +1 Wakizashi (Spirit Bonuses, TWF): 1d20 + 13 - 2 ⇒ (4) + 13 - 2 = 15
Damage(Spirit Bonus, Spirit Aura): 1d6 + 15 ⇒ (5) + 15 = 20
Sudden Strike +1 Wakizashi (Spirit Bonuses, TWF): 1d20 + 13 - 2 ⇒ (18) + 13 - 2 = 29
Damage(Spirit Bonus, Spirit Aura): 1d6 + 15 ⇒ (6) + 15 = 21
MH Crit Confirm +1 Wakizashi (Spirit Bonuses, TWF): 1d20 + 13 - 2 ⇒ (1) + 13 - 2 = 12
Damage(Spirit Bonus, Spirit Aura): 1d6 + 15 ⇒ (5) + 15 = 20
Sudden Strike Crit Confirm +1 Wakizashi (Spirit Bonuses, TWF): 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22
Damage(Spirit Bonus, Spirit Aura): 1d6 + 15 ⇒ (4) + 15 = 19

GM Cwethan |

Katsumoto/Seren and Ursahla ably dispatch their opponents before any of the guards can land a blow!
The guard who was betrayed by his wizardly companion considers firing wildly into nothingness, but decides that as concerning as that fireball was, the bandits stabbing his friends to death are also a reasonable priority.
The archers try to snatch the clearest shots they can manage, one of them firing for Ursahla, the other two taking aim at Tess!
Piercing: 1d8 + 3 + 2 + 1 + 4 ⇒ (7) + 3 + 2 + 1 + 4 = 17
Longbow at Ursahla: 1d20 + 9 + 2 + 1 - 2 - 2 ⇒ (4) + 9 + 2 + 1 - 2 - 2 = 12
Piercing: 1d8 + 3 + 2 + 1 + 4 ⇒ (6) + 3 + 2 + 1 + 4 = 16
Longbow at Tess: 1d20 + 9 + 2 - 2 - 2 ⇒ (16) + 9 + 2 - 2 - 2 = 23
Piercing: 1d8 + 3 + 2 + 4 ⇒ (6) + 3 + 2 + 4 = 15
Longbow at Tess: 1d20 + 9 + 2 - 2 - 2 ⇒ (2) + 9 + 2 - 2 - 2 = 9
Piercing: 1d8 + 3 + 2 + 4 ⇒ (8) + 3 + 2 + 4 = 17
Longbow at Tess: 1d20 + 9 + 2 - 2 - 2 ⇒ (18) + 9 + 2 - 2 - 2 = 25 with cover
Piercing: 1d8 + 3 + 2 + 4 ⇒ (3) + 3 + 2 + 4 = 12
Longbow at Tess: 1d20 + 9 + 2 - 2 - 2 ⇒ (16) + 9 + 2 - 2 - 2 = 23 with cover
Piercing: 1d8 + 3 + 2 + 4 ⇒ (5) + 3 + 2 + 4 = 14
Ursahla manages to avoid the arrows that come at her, but Tess is struck quite a few times.
Ansha alone can see the wizard's eyes narrow as she calls out his location, so he seeks to prevent her further interference in his plans!
Active Effects:
Bold may go!
Aurumvorax
Seren - Longstrider
Ursahla - Heroism, Haste
Guards (Blue -10; Orange, Purple -20)
Driver
Guy in the Robes - Gone!
Tessara -31 Hp, Mage Armor
Ansha - Will Save at DC20 at a -2. On fail, see the Spellcraft spoiler for effects even if you didn't identify it, Mage Armor, See Invis, Protection from Evil, Mirror Images (3)
Rogar - Heroism, Haste

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"Sorry kitty..." Rogar murmurs raising his blade high in the air before bringing it down on the Aurumvorax with thundering might...
Power Attack Roll 01: 1d20 + 20 + 2 + 1 ⇒ (16) + 20 + 2 + 1 = 39 -> Damage roll: 2d6 + 16 + 9 + 2 + 1 ⇒ (4, 3) + 16 + 9 + 2 + 1 = 35
Power Attack Roll 02: 1d20 + 12 + 2 + 1 ⇒ (17) + 12 + 2 + 1 = 32 -> Damage roll: 2d6 + 16 + 9 + 2 + 1 ⇒ (3, 5) + 16 + 9 + 2 + 1 = 36
Power Attack Roll (haste): 1d20 + 20 + 2 + 1 ⇒ (18) + 20 + 2 + 1 = 41 -> Damage roll: 2d6 + 16 + 9 + 2 + 1 ⇒ (4, 2) + 16 + 9 + 2 + 1 = 34
0__0 I didn't mean to kill it, I swear!

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Tess casts Glitterdust on the pesky longbowmen.
I think I can get all three of them, DM.
DC 18 Will to resist.

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Free action as the mage moves: "He's moving to the west, toward that log!"
Will, protection from evil, elven resistances, +2 Enduring Scholar faction boon: 1d20 + 6 - 2 + 2 + 2 ⇒ (17) + 6 - 2 + 2 + 2 = 25
Spellcraft: 1d20 + 16 ⇒ (13) + 16 = 29
Ansha's eyes widen in panic as she recognizes the rival mage's incantation, and struggles with all of her might to resist its influence. The elf shakes her head to clear it, and begins another incantation. Stretching out her hand, she lets fly a large arrow-shaped acid stream that flies out to strike the robed man. With that, she ducks around the side of the tree to keep the enemy mage out of her line of sight--just in case he has any more tricks up his sleeve.
Acid Arrow: 1d20 + 3 ⇒ (9) + 3 = 12
2d4 ⇒ (1, 3) = 4

GM Cwethan |

Don't worry Rogar, it's not dead!
Will Saves: 3d20 ⇒ (6, 14, 8) = 28
Despite the grievous wounds Rogar's greatsword opens up on the Aurumvorax the beast keeps moving, not staggered for an instant by his mighty blows!
The archers prove less resilient, and all of them flail around, clutching at their eyes
Ansha overcomes the wizard's enchantments, but her own retaliation ends up just eating a hole in the log he shelters behind.
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Grab?: 1d20 + 24 ⇒ (3) + 24 = 27
Claw: 1d20 + 18 ⇒ (2) + 18 = 20
Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Grab?: 1d20 + 24 ⇒ (5) + 24 = 29
Claw: 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Grab?: 1d20 + 24 ⇒ (17) + 24 = 41
Claw: 1d20 + 18 ⇒ (9) + 18 = 27
Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Grab?: 1d20 + 24 ⇒ (19) + 24 = 43
Claw: 1d20 + 18 ⇒ (2) + 18 = 20
Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Grab?: 1d20 + 24 ⇒ (15) + 24 = 39
The Aurumvorax is clearly more affected by its wounds than it realized, as it fails to land a single blow in its retaliation against Rogar.
Active Effects:
Bold may go!
Aurumvorax
Seren - Longstrider
Ursahla - Heroism, Haste
Guards - Blind (Blue -10; Orange, Purple -20)
Driver
Guy in the Robes - Gone!
Tessara -31 Hp, Mage Armor
Ansha - Will Save at DC20 at a -2. On fail, see the Spellcraft spoiler for effects even if you didn't identify it, Mage Armor, See Invis, Protection from Evil, Mirror Images (3)
Rogar - Heroism, Haste

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Ursahla moves up to skewer the nearest blind archer.
Attack: 1d20 + 15 + 2 + 1 ⇒ (9) + 15 + 2 + 1 = 27
Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Riposte: 1d20 + 15 + 2 + 1 ⇒ (3) + 15 + 2 + 1 = 21
Damage: 1d6 + 6 ⇒ (4) + 6 = 10

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Seren's opponent drops and as she comes about she sees the battle largely controlled. Every enemy still present is either clutching at their eyes or horribly bloodied on Rogar's blade. With the momentum of her last strike behind her movement, she flings herself into a mad sprint to the south mixed occasional jumps and twirls to maintain her dance.
"We're gonna grab that runner so he can't tattle to them Aspis!" "Agreed." Seren speaks to herself in two voices as she goes, declaring her intentions to the rest of the party as she passes.
Free action to dance, full round action to run 160 feet south after the fleeing guy.

GM Cwethan |

Seren, I'm afraid you can't run except in a straight line and without passing through difficult terrain, two things I'm pretty sure there's not a path for.

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I added a yellow line for my intended path, I can't tell what's difficult, if the grass is difficult then I will just move at best possible speed.

GM Cwethan |

Yeah the dark green bushy looking squares are undergrowth and thus are difficult and provide concealment.
The archers fire wildly into what they hope are the enemies, retaining their focus on their earlier targets. One of the arrows finds its mark, further wounding Tessara.
Piercing: 1d8 + 3 + 2 + 1 + 4 ⇒ (5) + 3 + 2 + 1 + 4 = 15
Concealment: 1d100 ⇒ 19
Blue at Ursahla: 1d20 + 9 + 2 + 1 - 2 - 2 ⇒ (16) + 9 + 2 + 1 - 2 - 2 = 24
Piercing: 1d8 + 3 + 2 + 1 + 4 ⇒ (1) + 3 + 2 + 1 + 4 = 11
Concealment: 1d100 ⇒ 15
Orange at Tess: 1d20 + 9 + 2 - 2 - 2 ⇒ (8) + 9 + 2 - 2 - 2 = 15
Piercing: 1d8 + 3 + 2 + 4 ⇒ (6) + 3 + 2 + 4 = 15
Concealment: 1d100 ⇒ 17
Orange at Tess: 1d20 + 9 + 2 - 2 - 2 ⇒ (2) + 9 + 2 - 2 - 2 = 9
Piercing: 1d8 + 3 + 2 + 4 ⇒ (1) + 3 + 2 + 4 = 10
Concealment: 1d100 ⇒ 81
Purple at Tess: 1d20 + 9 + 2 - 2 - 2 ⇒ (6) + 9 + 2 - 2 - 2 = 13
Piercing: 1d8 + 3 + 2 + 4 ⇒ (7) + 3 + 2 + 4 = 16
Concealment: 1d100 ⇒ 24
Purple at Tess: 1d20 + 9 + 2 - 2 - 2 ⇒ (15) + 9 + 2 - 2 - 2 = 22
Piercing: 1d8 + 3 + 2 + 4 ⇒ (4) + 3 + 2 + 4 = 13
Concealment: 1d100 ⇒ 76
Hoping to regain magical superiority, the unseen wizard once more interferes with the elven(ish) mages.
Black tentacles erupt from the ground around Tessara and Ansha, Tessara is quickly engulfed in swaying tendrils, and Ansha is torn to shreds! Or one of her is anyways...
Tentacles at Tessara: 1d20 + 18 ⇒ (3) + 18 = 21
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Tentacles at Ansha: 1d20 + 18 ⇒ (17) + 18 = 35
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Mirror Images (Low is hit): 1d4 ⇒ 3
Active Effects:
Bold may go!
Aurumvorax -105
Seren - Longstrider
Ursahla - Heroism, Haste
Guards - Blind (Blue, Orange, Purple -20)
Driver - Still runnin'!
Guy in the Robes - Gone!
Tessara -51 Hp, Mage Armor, Grappled
Ansha - Mage Armor, See Invis, Protection from Evil, Mirror Images (2)
Rogar - Heroism, Haste

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Hey, I gotcha monkey lady! You can do it!" Seren shouts out as she runs by, triggering a magical rush through Tessara.
Immediate Action to cast Liberating command, So Tessara can take an escape artist check at +14.
And with my current positioning because of the difficult terrain Ursahla and Rogar get...
Spirit Aura: All allies within 30ft gain a +2 bonus on all non-spell damage rolls.

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Quick rules question: since activating a Hex is a standard action that doesn’t provoke an attack of opportunity, can I use the healing Hex on myself without fear of it being disrupted while grappled? If so that’s my action. If not, let me know and I’ll try so,etching else.
CMW from healing Hex 2d8 + 8 ⇒ (3, 8) + 8 = 19