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I think everyone is in that boat (every game I am in is at a dead standstill this weekend). I think breaking down the lock/door might be too loud. I would rather take the element of surprise and come back to the door before we head out. There isn't going to be anything in that armory Arisira needs anyways.

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"Are like... these things... related to your pet...?" Xanko asks after seeing one of the little critters running around with a human finger in its mouth.
"Ahhh... bupkis!..." Xanko says and moves Antal over so he can try his hand at the lock at the armory.
DD: 1d20 + 9 ⇒ (14) + 9 = 23

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"I thought we might be able to find a key someplace. I didn't want to destroy things in a place we might be asked to work at sooner or later." Vera waits behind Xanko to see if he is able to open the lock.

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”Locks are just things. People matter. Could be that there are more here to save.”
And artifacts, assuming we can find them, and protect them from exploiters and treasure hunters. Why couldn’t my mission have been simple?
Antal continues to wait, mid-day sun beating down upon him. He loosens a button on his shirt and drinks some more water. He looks for a trough for his horse to drink from.
”That came out sounding more self-righteous than I meant it. I guess I really just don’t mind if he breaks the lock...”

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Xanko tries to disarm the door and once more finds that he is unable to open it, but luckily for him managed to not destroy the lock.
There is a large table defining this room that looks to have at one point been the mess hall of this fort. Said table seems to have been shattered and broken in half in some sort of heated and pitched battle.
There are a half dozen 4 foot long spears plunged into a table at various points and a large map of the mire surrounding the fort posted on the wall, covered in blood spatter and opposite side a portrait of a chelish noble of some kind sitting in regal posture with blood spatter almost forming perfect teardrops going down his face.

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Arisira slowly pokes her head into the destroyed mess hall, before slipping into it in its entirety. She slowly takes note of the spears and blood, the grim look continuing across her face.
"So far we have much more blood than we have bodies- and we are running out of places to find the rest of them."
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
"Looks like a door to the upper wall", she points out- gesturing to the corner. "Do we go out? Or up?"

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Antal enters the room with the broken table and surveys the mess. He looks at the scene through the eyes of a tracker, attempting to piece together what happened here by footprint and blood splatter.
Survival: 1d20 + 5 ⇒ (16) + 5 = 21
He ignores the picture of the Chelish noble, but looks with interest at the map to see what landmarks are laid out. ”Now this is interesting” he says.
Guessing that the map was here already. Would make sense as a tactical room. Whoever attacked didn’t care about it.
”More blood than bodies. I didn’t see any bloody tracks on the way into the fort. Another good reason for caution.” He lowers his voice a little. ”Hard to believe that halflings would have done this. Could it be a setup?” He watches Arisira and the grim look on her face. ”Lead the way and I will follow with as much stealth as I can.”

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Vera studies the room with the others. Something doesn't feel right here. Too many left behind weapons. "Be careful as you check Arisira. I suggest we check up before we head back outside."

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"I do not know much about battle tactics. Let us search this place thoroughly. But this looks like there was a lot of passion in the fight ..." Shen says with stern look on her face.
Perception to search the room: 1d20 + 9 ⇒ (16) + 9 = 25

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The halfling holds off of following Arisira as the others arrive, as it seems there is more to consider in here. He will resume following her once the party is ready to move on.
Antal moves back to study the map while the others pile into the room. He has Harmony heel nearby. The mule snorts gratefully at being out of the glaring sun.
No sense leaving her in the courtyard, exposed to who knows what!
”I can bring this map with us, if I can get some help taking it off the wall. Does it look like it will roll up?” he asks. ”Also, we can bring these spears with us in case we need them. Why leave perfectly good weapons behind?”
He puts his shield away behind his back and lights a flask of oil in his small hooded lantern. He holds it up, letting the light wash over the map of the mire.
Assuming there is time, Antal will attempt to study any new landmarks that are currently unknown, and if possible bring the map with them as a kind of Area Map. He will grab the 6 shortspears, assuming they are in good shape, and transfer them to the horse.

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"Good thinking Antal! I'll give you a hand with that.". Climbing up on some of the broken tables to enable her to reach the map. She commits herself to the task at hand, a welcome relief from the blood and gore of the Fortress. After a few moments, she returns back to the reality of the room about her.
"There might still be survivors, right?" The words stick in her throat, and even Arisira's optimism fails to hide the truth behind those words. After the map, she continues to look around the hall and at the discarded spears. Did the Song'o leaves these? Or did someone else plant them here to deflect attention?
GM: Can I make a knowledge local to see if I know anything else about the song'o haflings and their customs? I am most interested in whether they would leave weapons behind after a battle or not.
Know Local: 1d20 + 5 ⇒ (7) + 5 = 12

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The spears do indeed resemble the ones found on the outside to the point where you conclude they are all Song'o make.
Arisira knows the Song'o can be quite aggressive - in fact one recent Pathfinder Chronicle noted a group who were aggressive Demoniacs living elsewhere in the Kaava lands.
The group is able to retrieve the spears and the map. The map has several landmarks on it - mostly indicating the path you took and the town itself.
The next room is squarish and civered with shelves that one held spices and dried foods such as beans and seeds and from the looks of things far too little coffee.
Scattered about the floor are cuts of now rancid meat mingled with the contents of the bag.

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"What a waste of perfectly good food. While would someone leave this behind?" Vera looks at the mess with confusion.
Why would you leave good food? There are very few actual dead creatures that aren't animals. Why would they leave perfectly good spears. It's almost as if someone wanted to blame the halflings.
Perception: 1d20 + 3 ⇒ (9) + 3 = 12

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Mak'da slips into the room with T'Krit close on her heels. She looks around the room, trying to make sense of any tracks in the signs of struggle.
Survival: 1d20 + 12 ⇒ (3) + 12 = 15
We must be careful, whatever caused this may still be lurking somewhere nearby.
Perception: 1d20 + 12 ⇒ (15) + 12 = 27

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It’s inhumane, but you cannot buy coffee until UE! No wonder the storeroom has none.
”I do not understand why the builders put a storeroom behind the map room. Do they interrupt planning sessions to get beans?” Antal shakes his head.
Definitely no ancient treasures here. My report will be a failure unless we can discover something else of interest.
He takes Harmony’s reins and leads her back toward the door to the courtyard. ”If there is some threat nearby, we best continue. I will watch from just inside the door until we are ready to advance.” He takes up a station and looks back out upon the courtyard that they left only minutes ago. He carefully douses his lantern, wipes it clean, and hangs it from his pack again.
It sounds like the noises from the jungle are muted. Am I just expecting trouble because of the worries of others, or is something really about to happen? Irori still my thoughts!
He waits for the others at the open door, uneasy.

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Arisira: 1d20 + 5 ⇒ (3) + 5 = 8
Antal: 1d20 + 9 ⇒ (14) + 9 = 23
Shen: 1d20 + 8 ⇒ (5) + 8 = 13
Xanko: 1d20 + 2 ⇒ (5) + 2 = 7
stealth green: 1d20 + 14 ⇒ (17) + 14 = 31
stealth red: 1d20 + 14 ⇒ (13) + 14 = 27
stealth blue: 1d20 + 14 ⇒ (2) + 14 = 16
As the group begins to sift through the charnel to try and find clues as to what is happening, Makda and Antal spot a centipede laying in ambush for them.
Arisira: 1d20 + 5 ⇒ (16) + 5 = 21
Antal: 1d20 + 2 ⇒ (12) + 2 = 14
Vera: 1d20 + 2 ⇒ (20) + 2 = 22
Shen: 1d20 + 5 ⇒ (9) + 5 = 14
Mak’da: 1d20 + 5 ⇒ (13) + 5 = 18
Xanko: 1d20 + 3 ⇒ (4) + 3 = 7
Centipede Green: 1d20 + 3 ⇒ (2) + 3 = 5
Centipede Red: 1d20 + 3 ⇒ (4) + 3 = 7
Centipede Blue: 1d20 + 3 ⇒ (9) + 3 = 12
(SURPRISE ROUND - MOVE OR STANDARD ONLY)
Vera
Arisira
Makda
Antal
Shen
---
Centipede Green
Centipede Red
Centipede Blue
---
Xanko

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Antal acts quickly, moving toward the centipede while bringing out his shield. He quick draws a longsword using his free action. "On me!" he yells so that the others hear.

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I know it's not my turn yet, but I'm heading out tomorrow so here's my first round action.

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apologies- got called in over the holiday weekend to do 4 days of double shifts
at the lock Realing the lock is past his skill Xanko mutters some obscenities looks for a large friggan rock to use on the lock, grabs one and raises it above his head then stops before he does something truly foolish. "I guess it dont want to be open right now." he tells the others.
He then looks around some more not realizing his companions have moved to a different location. He finally hears the sounds of combat coming from one of the towers and is slow to react.

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Round 1 - Initiative 14
Queuing up a 1st round action - I will be out IRL until later tonight or tomorrow morning
With Vera's bless now active and his weapons in hand, Antal 5' steps next to the centipede and attempts to slash it - confident that this is sure to kill it! To be safe, he allows some space for an arrow or two to fly past him. Things do not always go as planned.
Longsword, bless: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10 Damage: 1d6 + 2 ⇒ (5) + 2 = 7
"I have not seen a bug this big" he says. He prepares to block its attack with his wooden shield, point of his sword braced and ready if the insect slides by him. "I hope it is not poisonous." Or that there are more of them. I need to study these things if we are to go deeper into the jungle.

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I am away at the moment. Makes will get away from it and send T'Krit at it.

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Mak'da pulls back and send in T'krit towards the creature as Antal bravely moves towards the centipede!
The centipede that Antal could previously see lunges at him.
BITE: 1d20 + 3 ⇒ (1) + 3 = 41d3 - 3 ⇒ (2) - 3 = -1
The two he could not previously see, one was on top of the cabinets in this destroyed kitchen and lunges hungrily at the delicious dino-flesh in its field of vision.
BITE vs flatfooted: 1d20 + 3 ⇒ (2) + 3 = 51d3 - 3 ⇒ (2) - 3 = -1
Another blindsides Antal as he had not previously seen it hiding there
BITE vs flatfooted: 1d20 + 3 ⇒ (12) + 3 = 151d3 - 3 ⇒ (1) - 3 = -2
Finally a 4th centipede BURSTS through the rotten wall at the baseboard at Arisiras fight and tries to bite her.
BITE vs Flatfooted: 1d20 + 3 ⇒ (12) + 3 = 151d3 - 3 ⇒ (1) - 3 = -2
Vera
Arisira (1 non lethal , Fortitude save and potential dex damage: 1d20 + 1 ⇒ (8) + 1 = 91d2 ⇒ 1 )
Makda
Antal (1 non-lethal, Fortitude save and potential dex damage: 1d20 + 5 ⇒ (17) + 5 = 221d2 ⇒ 1)
Shen
---
Centipede Green
Centipede Red
Centipede Blue
Centipede Yellow
---
Xanko
Vera calls down the blessings of Cayden, giving you all the practically intoxicated courage needed to take on an infestation of cat sized centipedes!
Shen moves into postition, as Antal takes a mighty swing at the centipede and WHISHES it over the creatures form.
Given that she is away I am going to use a little leeway here and bot Mak'da
T'krit gets quite angry at almost being bit and tries to slash at the centipede up on the kitchen counter!
Bite: 1d20 + 6 ⇒ (10) + 6 = 161d4 ⇒ 1
Claw: 1d20 + 6 ⇒ (18) + 6 = 241d6 ⇒ 1
Claw: 1d20 + 6 ⇒ (5) + 6 = 111d6 ⇒ 6
Perhaps due to have to nip at it from above its head but the tiny feathered dino only manages to scratch the centipede a bit, that ever elusive CRUNCH of death eluding him.
Mak'da, despite lacking a clear shot, draws her sling and tries to wing a rock at the green centipede
Sling, in combat penalties, cover penalties: 1d20 + 2 - 4 - 4 ⇒ (10) + 2 - 4 - 4 = 41d4 + 2 ⇒ (2) + 2 = 4
Her smoothed out rock clatters against the kitchen table and wings off into a wall.
Vera
Arisira (1 non lethal, 1 Dex Damage, poison effect ongoing)
Makda
Antal (1 non-lethal)
Shen
---
Centipede Green
Centipede Red (-2 hp)
Centipede Blue
Centipede Yellow
---
Xanko

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In the blink of an eye, Arisira goes from rummaging around a storage room to being surprised and surrounded by uncomfortably large centipedes.
"EEK! That thing got me!" echos through the small room.
Reflexively, she steps away from the bug to give herself a little space. This time though, her arms feel heavier and the room starts to slowly spin.
What did that *thing* do to me? Pushing the distractions from her mind, she draws the bow and releases a shot toward to target.
Mst ShortBow, PBS: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
MC +2, PBS: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5

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I missed the bless on my first read. My attack roll should be one higher

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Round 2 - Initiative 14
Seeing that the blue centipede is unkillable, Antal pivots from a lower center of balance and strikes for the lime green one instead. How could I miss? I need some better weapons as soon as possible.
Small longsword vs. Green Centipede, Bless 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18 Damage 1d6 + 2 ⇒ (3) + 2 = 5
The halfling flinches at the echoed cry from Arisia and glances back. "Is it bad? Get out of here if you need to, I'll hold them back.
Antal stands his ground.
I think Xanko still hasn't acted in round one. I am adding my round two action so that I don't hold things up on my turn. Please let me know if I should stop doing this. I am following the guide of posting round - initiative - status at the top of my combat posts to avoid confusion.

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Shen looks at the situation with some interest and draws and loads her crossbow.

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I swore i posted an update last night...in the interests of not having to re write it I will see if its still up onbmy computer ready to submit still when I get home

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No worries. One of the things I have been impressed with this group is that we seem to be able to entertain ourselves with just the RP. I'll just respond to Antal out of cycle. I also realized I never rolled for the Know Nature.
Know Nature: 1d20 + 1 ⇒ (8) + 1 = 9
A hesitant voice answers back to Antal, "I, uh, it just startled me- is all. Although, I do feel a little woosy. Say, does anyone know if these are, uh... venomous?"

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Xanko Round 1
Xanko runs trots forward to the sound of combat...
"What mess have you all gotten into...?!" he shouts out before entering the room.
Seeing the centipedes Xanko cries out "EGADS!" before drawing his rapier and moving past the others...
double move

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I am back but a little confused about whose action it is. I am used to people in bold in the order being the people yet to act, is that right here?

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Yup Still Round 1, correcting my mistake from earlier. Lost most of my post somehow, so I will try it again. @Makda everyone is just getting the jump on their next rounds action. I appreciate the enthusiasm but agree that its a little confusing on the page
Arisira's arrow strikes true on the centipede that nabbed her.
Fort Save: 1d20 + 1 ⇒ (2) + 1 = 3 Poison Damage: 1d2 ⇒ 2
Vera
Arisira (1 non lethal, 3 Dex Damage, poison effect ongoing)
Makda
Antal
Shen
---
Centipede Green
Centipede Red (-2 hp)
Centipede Blue
---
Xanko
The centipedes then lash out
the two on the floor attempt to pincer the halflings calloused feet.
BITE 1: 1d20 + 3 ⇒ (8) + 3 = 111d3 - 3 ⇒ (1) - 3 = -2
Bite 2: 1d20 + 3 ⇒ (2) + 3 = 51d3 - 3 ⇒ (1) - 3 = -2
The one atop the counter then sinks its pinsirs into Takrit
Bite: 1d20 + 3 ⇒ (8) + 3 = 111d3 - 3 ⇒ (1) - 3 = -2
The centipedes, despite their size and generally terrifying visage are unable to strike the dino or the halfling!
Vera
Arisira (1 non lethal, 3 Dex Damage, poison effect ongoing)
Makda
Antal
Shen
---
Centipede Green
Centipede Red (-2 hp)
Centipede Blue
---
Xanko
Xanko moves into position.
Round 2
Vera
Arisira (1 non lethal, 3 Dex Damage, poison effect ongoing)
Makda
Antal
Shen
---
Centipede Green
Centipede Red (-2 hp)
Centipede Blue
---
Xanko
Antal swings his mighty sword at the blue-ish centipede and connects hards, splattering its guts all over the floor.

T'Krit |

T'Krit gives a loud hiss and lashes out at the red centipede.
If red goes down he will switch to blue
Bite: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d4 ⇒ 2
Claw: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 ⇒ 3
Claw: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 ⇒ 1

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Mak'da heads into the room and mutters a spell. Her hand glows with a soft green light and she places it on Arisira's shoulder. The light flows from her into the Halfling, bolstering her spirit.
Mak'da casts guidance on Arisira hopefully to help with the next poison save
I hope this helps Arisira, did you bring an antitoxin?

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While able to focus on the immediate threat at first, the wooziness experienced by Arisira continues to get worse. Her face pales and she stumbles back toward the wall. In that moment a soft warmth flows through her, and she turns to see the smiling face of Mak'da next to her.
Her voice is weak"Thank you, friend."
Looking about the room, she see the other pathfinders standing strong. It's going to be ok. We've got this! She let's her bow sag from its ready position- instead pulling out a vial of light green, vile looking liquid. She gulps it down, face forrowing in disgust.
As the concoction settles into her stomach, you can see some of her personality and energy restored already
"Ugh, this stuff is gross! Guys, I do NOT recommend needing it!"
Move: Draw antitoxin, Standard: Drink. Next fortitude save is at +6 including guidance

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T'krit jumps up to have head nd claw at counter level and tears into the troublesome vermin once more, destroying it, before landing off balance and missing the final claw swipe against the remaining foe.
Round 2
Vera
Arisira (1 non lethal, 3 Dex Damage, poison effect ongoing (+6 vs next round))
Makda
Antal
Shen
---
Centipede Green
---
Xanko

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Shen shoots a bolt at the last Centipede.
Light Crossbow, -4 cover, -4 melee: 1d20 + 3 - 8 ⇒ (4) + 3 - 8 = -1
Light Crossbow damage: 1d8 ⇒ 8

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Fair point, I will avoid posting in advance (at least in terms of initiative actions). Hopefully some banter and RP is ok and shouldn't be confused with in combat actions?
"Great shot Shen, you are really getting the hang of that!" Antal says, encouragingly. He feels the resonating blessing of Cayden around them, and drunk with combat he faces the last centipede with a kind of rapture.

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"We'll take a look at you once we get a few moments Arisira." She loads and fires her crossbow at the remaining creature. The bolt clatters off the wall not even coming close to her target.
Crossbow: 1d20 + 1 ⇒ (3) + 1 = 4
Damage: 1d8 ⇒ 6

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While Vera's attack misses, the wily centipede realizes there are easier meals than this halfling and quickly burrows back into the baseboards.
The party is left in this ruined stinking kitchen with little to see but the ruined food scraps and a simple wooden box with a red sunburst on it.

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With two dead centipedes in the room, Antal ignores the box for the moment and bends down to get a closer look at the one he killed. He pokes the point of his longsword into it, prying back the flesh.
"What do these things eat that gets them so big?" He says. "Should we take them with us?
After a minute of studying, he cleans his blade off using the bottom edge of his cloak and sheaths it. He stands up and looks back at the others. "Pathfinders."

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Vera takes a look at the contents of the box, and takes them out. "Healing items, and antitoxin among other things. I think we should take this with us just in case. It's not doing any good just sitting here." If no one else claims any of the items. She'll tuck them away for future use by the party.

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”I agree with you Vera, we need to utilise all resources that we have. Let us finish searching this place and bring the bad news to town. If they learn that the halflings were involved they will not be amused. But amusement is completely missing in this town anyway!“ Shen says whether a slightly annoyed look on her face.
She then walks out of the room and looks at the little scaly dinosaurs again with slight interest.

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I think we robably need to resolve Arisira's poison. If she doesn't recover on her next save Mak'da will try and administer first aid
Heal: 1d20 + 4 ⇒ (7) + 4 = 11
Hold still Arisira, this wont hurt...much
Looking over the contents of the box, Some of you should use these things, your weak northern constitutions are not suited to the jungle.
With that Mak'da heads back outside to the western entrance. T'Krit stops sniffing suspiciously at the centipede corpses and scampers after her.

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After missing out on the combat Xanko looks sullen. He then asks the others "Whats wrong with her...?' as he points to Arisira.

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Arisira Fort v poison: 1d20 + 6 ⇒ (8) + 6 = 14
Arisiras condition stabilizes as the group presses on and considers whether or not they want to return to town to report what they have found or explore some more.
As Shen looks at the little dinosaurs she feels the little hairs on her neck stick up.
Arrow: 1d20 + 6 ⇒ (1) + 6 = 71d6 ⇒ 4
The arrow flies wide as a little voice from the second floor cries out Leave my home squatters - find your own!

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Hey, who did that! shouts Mak'da as he looks around for the shooter.
Perception: 1d20 + 12 ⇒ (12) + 12 = 24