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Terrill sees Franton dart after Barnel and follows quickly behind. Where the nimble rogues scrambled up the wall and through the window, however, Terrill manages only to leap up and catch the very tips of his fingers on the window ledge, where he hangs for a brief moment before dropping back to the ground.
Acrobatics: 1d20 - 2 ⇒ (12) - 2 = 10
Figured I'd go ahead and get my post up, since it won't affect anyone else's.

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The half-elf eyes the window with some trepidation. Oh, no...this won't do at all.
"P-pardon me, sir. I have to, to find, ah...." This isn't working.
DC 15 Bluff check: 1d20 - 1 ⇒ (13) - 1 = 12

EndlessForms |

Sorry for the delay; yesterday was terribly busy. Also, it seems that people may have misunderstood the chase rules but you can essentially double move each turn. So you can make a check for the square you are in and if you fail you have to try it again, but if you make it you essentially move on to the next set of obstacles and can try one of those checks. Alternatively, you can try to do both checks for the square you are in and take a shortcut that jumps you forward 3 squares.
Franton scrambles up the wall and jumps through a window into the bath house. (can still take one more action on his turn)
Morvius then tries to bluff his way past the guards but they aren't buying his story. (Morvius can retry the check one more time on his turn)
I'll wait for Franton and Morvius to finish their turns before I move on. Sorry for the confusion everyone!
Initiative:
1. Morvius and Franton
2. Barnel
3. Amme, Terrill, Wizzy, and Senken
[ooc]
------------------------------------------------------------------------
[b]Bath House:
Jump Through Window (Acrobatics DC 20)
Bluff Past Guard (Bluff DC 15)
Senken, Wizzy, Morvius, Terrill, and Amme
------------------------------------------------------------------------
Mezzanine
Climb Ivy Wall (Climb DC 10)
Dodge Slippery Bathers (Ref DC 15)
Franton
------------------------------------------------------------------------
Embassy Wall
Climb Fence (Climb DC 18)
Unlock the Gate (Disable Device DC 12)
Barnel
------------------------------------------------------------------------
Chelish Tea Party
Greet the Hostess (Diplomacy DC 12)
Shove Through (CMB DC 17)
------------------------------------------------------------------------
Long Pond
Take a Deep Breath (Swim DC 12)
Slippery Stepping Stones (Acrobatics DC 20)
------------------------------------------------------------------------
Crowded Market
Excuse Me, Coming Through (Escape Artist DC 18)
Get Out of the Way! (Intimidate DC 13)
------------------------------------------------------------------------
Obstructive Hay Wagon
Squeeze Under (Escape Artist DC 18)
Giddy Up! (Handle Animal DC 13)
------------------------------------------------------------------------
Onto the Rooftops
Ledge to Ledge (Climb DC 23)
Pinky Grips (Sleight of Hand DC 15)
------------------------------------------------------------------------
Shaky Roof Tiles
Watch Your Step (Perception DC 15)
Quick Feet (Acrobatics DC 20)
------------------------------------------------------------------------
Roof Garden

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Franton falls into a roll, landly neatly in the bathhouse before he looks around wildly and spies Barnel heading for the Mezzanine. Veering to the side, Franton throws himself wildly at a wall covered in ivy, and starts trying to climb.
Climb: 1d20 + 6 ⇒ (19) + 6 = 25

EndlessForms |

Morvius still stumbles through an explanation that does not satisfy the guard. Franton, having jumped through the window, proceeds to climb up the ivy wall onto the next floor.
Barnel will try to hurriedly unlock the gate.
Disable Device: 1d20 + 9 ⇒ (15) + 9 = 24
Barnel will then try to shove his way through the tea party.
CMB: 1d20 + 5 ⇒ (16) + 5 = 21
Pushing his way through the crowd, Barnel swiftly exits the party to many angry stares.
Wizzy tries to bluff past the guard but the guard isn't buying it. Terrill tries to jump up through the window but isn't quite as agile as his friend Franton (Terrill can still try again this round).
Not having any luck talking to the guard, Amme leaps past Terrill through the window. Senken starts to the talk to the guard and the guard sounds convinced until Senken says something about a stray unicorn and the guard shakes his head and holds Senken back.
Initiative:
1. Morvius and Franton
2. Barnel
3. Amme, Terrill, Wizzy, and Senken
Franton and Morvius are up!
------------------------------------------------------------------------
Bath House
Jump Through Window (Acrobatics DC 20)
Bluff Past Guard (Bluff DC 15)
Senken, Wizzy, Morvius, Terrill
------------------------------------------------------------------------
Mezzanine
Climb Ivy Wall (Climb DC 10)
Dodge Slippery Bathers (Ref DC 15)
Amme
------------------------------------------------------------------------
Embassy Wall
Climb Fence (Climb DC 18)
Unlock the Gate (Disable Device DC 12)
Franton
------------------------------------------------------------------------
Chelish Tea Party
Greet the Hostess (Diplomacy DC 12)
Shove Through (CMB DC 17)
------------------------------------------------------------------------
Long Pond
Take a Deep Breath (Swim DC 12)
Slippery Stepping Stones (Acrobatics DC 20)
Barnel
------------------------------------------------------------------------
Crowded Market
Excuse Me, Coming Through (Escape Artist DC 18)
Get Out of the Way! (Intimidate DC 13)
------------------------------------------------------------------------
Obstructive Hay Wagon
Squeeze Under (Escape Artist DC 18)
Giddy Up! (Handle Animal DC 13)
------------------------------------------------------------------------
Onto the Rooftops
Ledge to Ledge (Climb DC 23)
Pinky Grips (Sleight of Hand DC 15)
------------------------------------------------------------------------
Shaky Roof Tiles
Watch Your Step (Perception DC 15)
Quick Feet (Acrobatics DC 20)
------------------------------------------------------------------------
Roof Garden

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This is Terrill's re-try from round 1, which he didn't get to do.
Terrill tries again to catch the window ledge, but fails to even touch it with his fingertips.
Acrobatics: 1d20 - 2 ⇒ (7) - 2 = 5
This is Terrill's action on round 2 of the chase, now that Barnel has gone.
Terrill tries one more time to leap up to the window, and drops back to the ground in embarrassed frustration as his feet scarcely even leave the ground. Looking around, he notices the guards at the entrance to the bath house and thinks, Well, they're going to come ask me about why I'm jumping at their window anyway, might as well see if I can go right past 'em now.
Approaching the guards, Terrill's eyes widen and his hands go to his face in astonishment. Pointing down the street towards some imagined disaster, Terrill says, "By the Stars of Desna, would you look at that!?" As the guards turn to look, Terrill slips behind them and into the bath house.
Acrobatics: 1d20 - 2 ⇒ (1) - 2 = -1
Bluff: 1d20 - 1 ⇒ (20) - 1 = 19
Hmm, looks like I may have misunderstood where we are in the rounds, as Barnel seems to have had a lot of actions relative to ours. In any case, plug in Terrill's checks as they fit in the sequence.

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Franton pauses for a breath, and sighs as he stares at the Embassy fence.
"Wait a minute, if I pop the gate lock and climb -that- direction I'll cut him off! And I've never met a lock I can't open."
Franton slinks over to the gate, looks around wildly, and starts feverishly picking the lock before he jumps for the fence.
Disable Device: 1d20 + 9 ⇒ (20) + 9 = 29
Climb: 1d20 + 6 ⇒ (12) + 6 = 18
Franton pops the lock without issue and scrabbles at the fence, pulling himself over so he can head straight for the pond!

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Remember Amme we have to take a -2 to all rolls here..
Bluff: 1d20 + 6 ⇒ (1) + 6 = 7
Bluff: 1d20 + 6 ⇒ (13) + 6 = 19
Ok hes by after 3 tries.. So another round

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Continuing his dicussion of the unicorn, Senken attempts a bit of wordplay with the guard....
1d20 - 1 ⇒ (7) - 1 = 6
1d20 - 1 ⇒ (13) - 1 = 12
...ultimately proving futile to his endeavors. Apparently Senken's choice of words simply were not up to this battle of wits.

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Amme bluffed and jumped out to take the shortcut, I believe she passed both? I was trying to do the super shortcut option you explained below my first post. . .
Amme bolts after her fellow gnome, "Excuse me sir, you dropped your pocket just back there! I think that old woman has it." Bluff: 1d20 + 8 ⇒ (19) + 8 = 27
Having bluffed past the guard, Amme attempts to take a short cut!
Acrobatics: 1d20 + 6 ⇒ (14) + 6 = 20Once through Amme tries to set to intercept the Fence.
and failing, she tries again. 1d20 + 4 ⇒ (7) + 4 = 11
No, Seriously, I have to get on my way!
I believe that puts me at the Chellish Tea Party?
Amme waits for the fence, then attempts to trip the man with her longspear from the weapons reach range.
Trip: 1d20 + 1 ⇒ (19) + 1 = 20
If she fails: Amme gives chase after the man
Diplomacy: 1d20 + 8 ⇒ (5) + 8 = 13
"What lovely crumpets, you truly must get me this recipe. I do apoligize about the race through here, bandits and all that. I am sure you understand."

EndlessForms |

Realizing that he lacks the agility of his friends to jump through the window, Terrill distracts the guard while he ran into the bathhouse. Following close behind Barnel, Franton is easily able to pop open the lock on the gate and run through, leaping a fence and jumping ahead of Barnel in the crowded market. (Remember, by doing both skill checks in a square you can actually move ahead three squares! Franton was apparently the man for the job!)
End of chase (since Franton got out ahead of Barnel).
------------------------------------------------------------------------
Bath House
Jump Through Window (Acrobatics DC 20)
Bluff Past Guard (Bluff DC 15)
Senken, Wizzy, Morvius
------------------------------------------------------------------------
Mezzanine
Climb Ivy Wall (Climb DC 10)
Dodge Slippery Bathers (Ref DC 15)
Amme, Terrill
------------------------------------------------------------------------
Embassy Wall
Climb Fence (Climb DC 18)
Unlock the Gate (Disable Device DC 12)
------------------------------------------------------------------------
Chelish Tea Party
Greet the Hostess (Diplomacy DC 12)
Shove Through (CMB DC 17)
------------------------------------------------------------------------
Long Pond
Take a Deep Breath (Swim DC 12)
Slippery Stepping Stones (Acrobatics DC 20)
Barnel
------------------------------------------------------------------------
Crowded Market
Excuse Me, Coming Through (Escape Artist DC 18)
Get Out of the Way! (Intimidate DC 13)
Franton
------------------------------------------------------------------------
Obstructive Hay Wagon
Squeeze Under (Escape Artist DC 18)
Giddy Up! (Handle Animal DC 13)
------------------------------------------------------------------------
Onto the Rooftops
Ledge to Ledge (Climb DC 23)
Pinky Grips (Sleight of Hand DC 15)
------------------------------------------------------------------------
Shaky Roof Tiles
Watch Your Step (Perception DC 15)
Quick Feet (Acrobatics DC 20)
------------------------------------------------------------------------
Roof Garden
------------------------------------------------------------------------
Franton now has Barnel corned with the rest of the group quickly coming up behind.
Amme: I realized that afterwards but I guess it doesn't matter now. Sorry for misunderstanding.

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No Problem
Speaking Varisian first, then switching to common if the man does not appear to understand, Amme explains, "I believe, if you are willing to give us some assistance with a couple small matters, that I might be able to help you find a job slightly more suited for you."
Diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15
Peppered liberally throughout Amme's attempt to calm the man is various inuendo and double speak intended to relay the Family's desire to possibly hire a new fence. Bluff to relay secret message: 1d20 + 8 ⇒ (20) + 8 = 28

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Sucking in wind, Franton corners the man.
"GOT HIM! HE'S OVER HERE!"
Franton advances, breathing hard as Amme begins speaking.
"You should ... listen to her. She's... ooof... one second."
Diplomacy Aid Another: 1d20 + 5 ⇒ (4) + 5 = 9
Franton tries a bit of his Franton charm, but is too winded from the chase to get the words out.

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Wizzy appraoches and tries his method of.. Cast Charm Person DC 15 "Now why on earth would you run from me friend.. Sit and lets have a chat.."

EndlessForms |

Barnel does not appear to understand Amme when she speaks in Varisian.
Will: 1d20 + 4 ⇒ (15) + 4 = 19
Slumping down and accepting defeat as he is surrounded by the company, Barnel begins hurriedly explaining his situation. "Listen, I don't know what you want from me. I've never seen the boss' face. She's just some Grayclock, I think. Don't send me to jail, please! I won't survive a single night!"
"I don't know much about her, I swear. I said she's a Graycloak but most Graycloaks don't hate the religious, not like she does; she really hates clerics with a passion. She probably grew up in some god-hating place."
"She just asked me to put out inquiries for potential clients interested in something big and expensive that would need to be moved soon. I don't know where the boss' hideout is but I can tell you that the goods are usually kept somewhere on the north side of the Ascendant Court, in a warehouse near the Pitview Pub."
As Barnel is spilling his guts in an attempt to win your favor and save his own hide, a courier wearing a Wayfinder comes running up to the group. "Phew! I had to chase you folks all over the Ascendant Court! If you had only slowed down! I have a message for you all from Grandmaster Torch. He says that he may have a way to pinpoint your culprit with a scheme approved by the Decemvirate. You are to meet with Grandmaster Torch at the baths in the Pleasure Salon of Calistria as soon as possible."
Hold for a moment, there is at least one faction mission to be completed with Barnel. You can ask him more questions but he honestly has told you everything he knows with certainty.

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Terrill scrambles to catch up with his more nimble companions, very glad that Franton has so deftly cornered their quarry. He listens as Barnel tells what he knows, thinking What he says lines up pretty well with the other clues we've got so far. But I sense there's something more here...
He steps closer to Barnel and says "Forgive me if I'm not overly trusting here, after the merry chase you led us. You say you want to stay out of jail, you'd better be telling us all you know. And to make certain of it, I'll need to search you.". Terrill begins frisking the rogue, checking his boots, belt pouches, sleeves, anywhere a clever fellow might think to conceal something.
Perception to search Barnel: 1d20 + 9 ⇒ (15) + 9 = 24

EndlessForms |

"Please, please, don't send me to jail! I've told you everything I know! We've been following the Pathfinders around, listening in on them and paying off informants!"
After a minute of searching, Terrill finds a small pen box on Barnel.

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Terrill pauses, somewhat surprised at this find. He opens the box to check the contents.

EndlessForms |

Sometimes faction missions aren't terribly clear on where something is/who has it. Honestly I'm kinda looking forward to the Season 5 changes which should pretty much get rid of them.

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Terrill lifts the small box he found on Barnel and says to his companions, "I know someone who'd be interested in seeing this. I'll keep it, if no one objects.
Stepping away from Barnel, he continues, "Seems we should make our way to the Pleasure Salon right away. I suggest we not go by way of the bath house or the embassy garden."

EndlessForms |

The party makes their way through the Ascendant Court to the Pleasure Salon. 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.”
Torch listens intently as the party catches him up on everything that they have found thus far.
"Interesting. And while you were traipsing about, 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."
If you agree to the plan, Torch will hand you a scroll of locate object. "Just in case they misplace something important," he explains.

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"I too would agree to this plan. We should take proper care though. We have seen the penchant for use of poisoned arrows. If any among us have defenses against such attacks, it may be wise to use them."
Oh the joys of just starting out :)

EndlessForms |

Cayden’s Last Keg is 3 feet in diameter and 4 feet tall, and weighs 75 pounds. The relic merchant has thoughtfully provided a small wagon pulled by a donkey to transport it. 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 innkeeper kept it in active service (as Cayden would prefer), and it has been refilled innumerable times since it was first put into use.
As the party travels with the cart down a narrow alleyway, they spot an overturned cart full of chickens blocking the progress. At that moment, Morvius can see something moving in the shadows and Senken's spidey senses start tingling. (Morvius and Senken will get to act in the surprise round.)
Wizzy: 1d20 + 6 ⇒ (10) + 6 = 16
Senken: 1d20 ⇒ 14
Franton: 1d20 + 3 ⇒ (13) + 3 = 16
Terrill: 1d20 + 9 ⇒ (16) + 9 = 25
Amme: 1d20 + 5 ⇒ (5) + 5 = 10
Morvius: 1d20 + 11 ⇒ (19) + 11 = 30
Wizzy: 1d20 + 2 ⇒ (15) + 2 = 17
Senken: 1d20 + 3 ⇒ (13) + 3 = 16
Franton: 1d20 + 4 ⇒ (15) + 4 = 19
Terrill: 1d20 + 5 ⇒ (10) + 5 = 15
Amme: 1d20 + 2 ⇒ (11) + 2 = 13
Morvius: 1d20 + 6 ⇒ (7) + 6 = 13
Tersula: 1d20 + 2 ⇒ (17) + 2 = 19
Durnil: 1d20 + 6 ⇒ (2) + 6 = 8
Initiative:
1. Franton
2. Tersula
3. Wizzy, Senken, Terrill, Amme, and Morvius
4. Durnil
Tersula is still invisible while taking her surprise round action, so you can't see where she is. Morvius and Senken can take their surprise round actions before Durnil, however (who is also invisible).

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On seeing the cask, Morvius clutches the small tankard symbol hanging from his belt, lips moving in silent prayer. "I'll, I'll take rear guard and watch all around. Oh--th-the Decemvirate is having troubles with the city over Society killings, so let's try not to leave too many bodies in the streets, ha ha."

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Can I retroactively have Franton stealthed? If escorting the caravan he'd be happiest slinking alongside in the shadows (edit BADLY) as opposed to out in the open. Then he can be secretly surprised.
Stealth if Allowed: 1d20 + 8 ⇒ (4) + 8 = 12

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Surprise Round
HP 11/11
AC 12 FF 10 T 12 CMD 13
F/R/W 2/2/2
Prescience 6/7
Arcane Bond 1/1
Spells
0th - Light, Mage Hand, Ray of Frost, Detect Magic
1st - Burning Hands, Color Spray (cast), Comprehend Languages
Effects
None
Senken assumes a defesive posture as he whispers to the others, "I believe I have a bad feeling."
Free action for Prescience, Standard for Total Defense.
Prescience: 1d20 ⇒ 5

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Surprise Round:
"Ambush!" The half-elf takes a short step backwards and fires.
If Morvius is able, he'll take a shot at Durnil. His arrow finds only air, though.
Arrow to invisible target: 1d20 + 7 ⇒ (18) + 7 = 25
Miss chance (high=miss): 1d100 ⇒ 59

EndlessForms |

In the surprise round, Morvius fires an arrow wildly and misses. Senken takes up a defensive posture and alerts his allies. Durnil will remain invisible while taking her surprise round action.
Franton, unable to see his opponents, waits for something to happen.
Tersula pops out of invisibility as she finishes her spell.
Amme Will: 1d20 + 1 ⇒ (17) + 1 = 18
Wizzy Will: 1d20 + 3 ⇒ (5) + 3 = 8
Amme's eyes become droopy but she fights it off and remains standing. Wizzy, however, promptly falls over and starts snoring loudly.
Initiative:
1. Tersula
2. Wizzy, Senken, Terrill, Amme, Morvius, and Franton
3. Durnil
You guys are up!

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Round 1
HP 11/11
AC 12 FF 10 T 12 CMD 13
F/R/W 2/2/2
Prescience 5/7
Arcane Bond 1/1
Spells
0th - Light, Mage Hand, Ray of Frost, Detect Magic
1st - Burning Hands, Color Spray (cast), Comprehend Languages
Effects
None
Senken immediately moves to Wizzy's side and begins to awaken him. "Back to the battle."
Free for Prescience, Move to Wizzy, Standard to awaken.
Prescience: 1d20 ⇒ 3
Spellcraft to identify spell: 1d20 + 8 ⇒ (6) + 8 = 14

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Round 1
Terrill looks briefly up to the heavens, then seems to stand a little taller as he takes a step forward and swings his blade at Tersula.
Elven curve blade attack: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Elven curve blade damage: 1d10 + 6 ⇒ (9) + 6 = 15
Swift action: invoke Judgement of Justice for +1 to hit, then 5-foot step and attack.

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Round 1
Amme noticing someone else is waking Wizzy, begins to once again recite a litany of victories as she holds her Pathfinder banner high. Begin Bardic Performance, Inspire Courage.

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Franton circles widely around Tersula trying to get a flank before he gives up and attacks her head-on.
Rapier attack+flag+courage: 1d20 + 4 + 1 + 1 ⇒ (19) + 4 + 1 + 1 = 25
Confirm Crit: 1d20 + 4 + 1 + 1 ⇒ (7) + 4 + 1 + 1 = 13
Rapier damage+flag+courage: 1d6 + 1 + 1 + 2 ⇒ (6) + 1 + 1 + 2 = 10
Crit damage if applicable: 1d6 + 1 + 1 + 2 ⇒ (4) + 1 + 1 + 2 = 8
Edit - adding strength bonus to damage

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If it matters after all the smackdown Franton and Terrill just dished out, Terrill's damage should be +1 due to the flag (and +1 more from Inspire Courage, unless he acted before Amme by posting first).

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Morvius moves up, looking for targets. If Tersula is still up he'll shoot at her; if Durnil becomes visible he'll attack her instead.
Attack, incl. PBS, flag, courage: 1d20 + 7 + 1 + 1 + 1 ⇒ (11) + 7 + 1 + 1 + 1 = 21
Damage, incl. PBS, flag, courage: 1d8 + 2 + 1 + 1 + 1 ⇒ (3) + 2 + 1 + 1 + 1 = 8
Add +2 favored enemy bonus to each of these if his target is human.

EndlessForms |

Senken hurriedly wakes Wizzy up. Terrill takes a step forward and with one mighty swing brings Tersula down. Amme begins inspiring her companions to fight harder.
I'll let other people edit their actions if they want to do something else now that Tersula is down. You still cannot see Durnil, however.
Initiative:
2. Wizzy, Senken, Terrill, Amme, Morvius, and Franton
3. Durnil
Morvius and Franton can change their actions if they wish.

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Seeing Tersula go down Franton calls out, "Someone make sure she's alive!" before he heads to stay by the gnomes and Senken.
Move action to get to the bottom right of the cart, standard to ready an action to attack. If someone pops out of invisibility I'll wack 'em.

EndlessForms |

Morvius Will: 1d20 + 3 ⇒ (9) + 3 = 12
Morvius drops off to sleep as Durnil pops out of invisibility.
Initiative:
1. Wizzy, Senken, Terrill, Amme, Morvius, and Franton
2. Durnil
You guys are up!