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Raynor and Bo prepare for the tough battle ahead. The centipedes ignore Viraj entirely (to his obvious surprise) and fan out to attack the group, clambering with some effort over the stalls and wares, but are only able to harm the lone dwarf.
yellow bite on Bo Goh: 1d20 + 5 ⇒ (8) + 5 = 13 yellow damage: 2d6 + 4 ⇒ (2, 2) + 4 = 8
red bite on Khouri: 1d20 + 11 ⇒ (5) + 11 = 16 red damage: 2d8 + 9 ⇒ (2, 3) + 9 = 14
orange bite on Smarmy: 1d20 + 5 ⇒ (13) + 5 = 18 orange damage: 2d6 + 4 ⇒ (2, 4) + 4 = 10
Smarmy, DC 14 fort save or take dex damage: 1d8 ⇒ 3 this round
Viraj, for his part, hastily casts a spell and disappears.
Round 1/2 - Full Round - Bold may go
Khouri
Nergi
Smarmy (3 Dex damage pending save) -10 hp <need fort save>
------------------------
Raynor (antitoxin)
Bo Goh (gravity bow)
Centipede <Yellow>
Centipede <Red>
Centipede <Orange>
Viraj Arpani <Blue>
If anyone needs to move off the printed map, consider that there is ample space to maneuver.

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It would be in keeping with Smarmy's lone wolf tactics thus far. =P
Raynor spurs Phranklin to charge! [Auto Ride :: Auto Handle :: 10-foot charge which may trigger AoO(s) from gargantuan centipede]
+1 Lance, Charge: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22 for 1d8 + 16 + 1d8 + 16 ⇒ (3) + 16 + (1) + 16 = 36 magic and piercing damage.
Phranklin attempts to bite at the end!
bite, charge: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14 for 1d8 + 6 ⇒ (3) + 6 = 9 piercing/bludgeoning/slashing damage.
If the centipede tries to bite Phranklin, here is the Mounted Combat check to negate the attack: Mounted Combat Ride Check: 1d20 + 10 ⇒ (1) + 10 = 11

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The monk now reacts to the danger. He calls on an inner reserve of focus to channel more energy into his arm. Faster then one would think possible three arrows streak toward the yellow armored insect.
Ki point to gain an extra attack.
Ranged Flurry of Blows {Deadly Aim, Reckless Aim, Point Blank}: 1d20 + 11 ⇒ (11) + 11 = 222d6 + 6 + 2 ⇒ (1, 1) + 6 + 2 = 10
Ranged Flurry of Blows {Deadly Aim, Reckless Aim, Point Blank}: 1d20 + 11 ⇒ (10) + 11 = 212d6 + 6 + 2 ⇒ (5, 1) + 6 + 2 = 14
Ranged Flurry of Blows {Deadly Aim, Reckless Aim, Point Blank}: 1d20 + 11 ⇒ (11) + 11 = 222d6 + 6 + 2 ⇒ (1, 2) + 6 + 2 = 11
Sense Motive to AC vs Stinger: 1d20 + 22 ⇒ (5) + 22 = 27

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Smarmy, that is the price of a life of crime... :)
P.S. Don't forget your action this turn. Everybody acts

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You mean punishment for a life of self-sacrifice and altruism!
Smarmy swears, as he suddenly finds himself all alone facing one of the huge insects, who takes a large bite out of his shoulder.
His stout dwarven constitution is barely able to fight off the toxins, as he ducks to the side, pulling out his battle axe, and takes a might slash at the beast's carapace.
Melee: 1d20 + 8 ⇒ (12) + 8 = 20, for 1d8 + 4 ⇒ (8) + 4 = 12 damage.

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You can move off the map, bugs are not hindered.

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"What in the blazes have you done, you lunatic?"
Nergi shouts the man down, but charges one of the creatures to end their presence in the middle of a major city.
+1 Cold Iron Rapier, Charge: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 281d4 + 5 ⇒ (4) + 5 = 9
"We have to kill this thing and help Smarmy, Bo! Hurry!", she shouts as she slashes the centipede.

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Khouri strikes back at Red Centipede with his dwarven axe, trying to split the segmented creature up half again but his attack misses as the insect shifts its position at the last moment.
Khouri axe: 1d20 + 7 ⇒ (4) + 7 = 11

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The dazzling array of legs prove to much for Khouri to focus on, and he ends up splitting the difference instead of the creature. Nergi hops to the closest one, and with the help of Bo Goh's rapid fire assault, drops the first of the monstrous vermin.
Unaffected by the venom, Smarmy does his best impression of a straight-up warrior and slashes through the creature's undulating plates while Raynor plunges his lance deep into his centipede just under the head, avoiding all of its frenzied bites.
Smarmy is not as fortunate, as the centipede catches a piece of his arm, delivering far more poison to his system.
red bite on Raynor (AOO): 1d20 + 11 ⇒ (7) + 11 = 18 red damage: 2d8 + 9 ⇒ (2, 5) + 9 = 16
red bite on Raynor: 1d20 + 11 ⇒ (10) + 11 = 21 red damage: 2d8 + 9 ⇒ (8, 2) + 9 = 19
orange bite on Smarmy: 1d20 + 5 ⇒ (16) + 5 = 21 orange damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14
Need another DC 14 fort save from Smarmy or take dex damage: 1d8 ⇒ 7 this round.
Round 2/3 - Full Round - Bold may go
Khouri
Nergi
Smarmy (7 Dex damage pending save) -24 hp <need fort save>
------------------------
Raynor (antitoxin)
Bo Goh (gravity bow)
Centipede <Yellow> -44 hp (unconscious)
Centipede <Red> -36 hp
Centipede <Orange> -12 hp
Viraj Arpani <Blue>

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Fort Save vs Poison: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Smarmy winces, as the centipede bites him even harder, though he has a better time fighting off the poison this time around.
He continues to swing his axe, desperately trying to take it down before it can do the same to him!
Melee: 1d20 + 8 ⇒ (18) + 8 = 26, for 1d8 + 4 ⇒ (3) + 4 = 7 damage.
Why'd they have to be mindless things?! =P

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Raynor spurs Phranklin to 5-foot step south of the creature, hoping to provide a flanking position to someone else up north! [Auto Ride :: Auto Handle]
+1 Lance: 1d20 + 12 ⇒ (14) + 12 = 26 for 1d8 + 14 ⇒ (6) + 14 = 20 magic and piercing damage.
+1 Lance, 2nd iterative: 1d20 + 12 - 5 ⇒ (11) + 12 - 5 = 18 for 1d8 + 14 ⇒ (8) + 14 = 22 magic and piercing damage.
Phranklin attempts to bite at the end!
bite: 1d20 + 8 ⇒ (6) + 8 = 14 for 1d8 + 6 ⇒ (2) + 6 = 8 piercing/bludgeoning/slashing damage.

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It is, and there wasn't a comparable CR centipede from the bestiary to translate it to, so 3.5 monster it is. I have a feeling Bo Goh will finish him off, though.

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Without emotion, Bo does not acknowledge the victory over the first centipede. He begins walking toward the orange insect, again his arms firing in a blur of focus.
Ranged Flurry of Blows {Deadly Aim, Reckless Aim}: 1d20 + 10 ⇒ (10) + 10 = 202d6 + 5 + 2 ⇒ (4, 4) + 5 + 2 = 15
Ranged Flurry of Blows {Deadly Aim, Reckless Aim}: 1d20 + 10 ⇒ (17) + 10 = 272d6 + 5 + 2 ⇒ (1, 5) + 5 + 2 = 13
Ranged Flurry of Blows {Deadly Aim, Reckless Aim}: 1d20 + 10 ⇒ (18) + 10 = 282d6 + 5 + 2 ⇒ (1, 2) + 5 + 2 = 10
Sense Motive to AC vs Stinger: 1d20 + 22 ⇒ (10) + 22 = 32
Ki Point for extra attack, 5' step, full attack. If any of the first shots kill Orange, then I will switch targets to Red. That would also be an additional +1 to hit and damage for point blank.

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If the orange one is still standing, I will walk over towards it. Unless I can charge, but that doesn't seem to be the case. If Bo takes it down, I'd charge the red one instead. Either way, if a charge is available on orange. If it's dead, aim at red.:
"Hah! Good job!" - Nergi continues fighting for the sake of the pathfinders.
Charge, +1 Rapier: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 191d4 + 5 ⇒ (3) + 5 = 8

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Khouri stands in amazement as near simultaneous attacks from Nergi, Raynor, Smarmy, and Bo Goh finish off the last two monstrous vermin.
The body of the largest of the centipedes suddenly shrinks back into smallish silver form upon expiration. The resulting statue is six inches tall and weighs a single pound. It resembles a centipede curved around a branch or twig, but no longer radiates magic.
Among the detritus left by the violent rampage is Arpani’s box, which he must have left in his haste. The box contains two potions and an oil.
It also contains a scrap of paper.
stabilize: 1d20 + 1 ⇒ (8) + 1 = 9
red bite on Nergi AOO: 1d20 + 11 ⇒ (6) + 11 = 17 red damage: 2d8 + 9 ⇒ (5, 2) + 9 = 16
Round 3/4 - Full Round - Combat Over
Khouri (-1 hp)
Nergi (-7 hp)
Smarmy -24 hp
------------------------
Raynor (antitoxin)
Bo Goh (-7 hp)
Centipede <Yellow> -45 hp (dead)
Centipede <Red> -86 hp (dead)
Centipede <Orange> -57 hp (dead)
I have included the damage from the previous encounter in parentheses so we could figure that out before moving on to the last statue...

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Raynor gathers all Pathfinder agents in a circle around him, as well as any injured downtrodden he can see in this immediate market, after which he lets the power of the Harborwing shine upon all of those gathered in this instant.
Channel Positive Energy to Heal Living Creatures: 4d6 ⇒ (3, 3, 4, 2) = 12 points of healing.

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Khouri gives brief perusal to the items in the box, but cannot identify any of them. He looks at the note, but can't read the writing.
"Looks like we got our 3rd statue, boys. Guess we know why you don't want to use magic round them now, too. Where'd Torch say the 4th would be?"
Spellcraft DC 21: 1d20 + 4 ⇒ (11) + 4 = 15
Spellcraft DC 16: 1d20 + 4 ⇒ (7) + 4 = 11
Spellcraft DC 16: 1d20 + 4 ⇒ (14) + 4 = 18

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"Sengali Square."

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Smarmy gives the centipede an anoid glare as it falls, then quickly replaces it with a smile as he turns to his companions.
"Oh, you are all most formidable indeed!" He crows. "It was foolish of me to wander so far, thankfully you were there to save me!"
"My good fortune that the weakest of them came for me then. Those others were all clearly much more fearsome." He bows unctuously, in thanks.
He will carefully pick up the statue, putting it in his pack with the other. "You shouldn't endanger yourselves by carrying these. Your strong arms are more likely to be needed then mine."
He seems especially curious about the note, but like the others, is unable to read it... still, he puts it away for safekeeping.

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Nergi pulls out a wand out of her backpack, waving it around. "To compliment Raynor's efforts - anyone is still has any wounds they need to take care of?"

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The halfling walks up to Smarmy, looks at his arm, takes a few deep breaths, and performs a quick rite. The dwarf's wounds almost close within seconds, but an identical one opens up on Nergi's arm. At the same time, her breathing gets gradually faster and shallow.
I'll steal 10 points of damage from you. Deduct as many from your own wounds.
"Ow! That's a nasty one.", Nergi notes as she looks over the tissue with watery eyes. She starts messing with the wand, and the wound closes completely, creating a new mark on her already scarred skin.
CLW: 1d8 + 1 + 2 ⇒ (7) + 1 + 2 = 10
She wipes her face, and sighs in relief. "Much better. Carry on?"

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The monk takes out a wand of his own and taps his chest a couple of times before returning it to his sheath.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

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With everyone feeling tip-top, time to retrieve the last statue...
Buri Buri-Ban, as promised, sits at the crowded Fetching Fan café on Sengali Square. Though he doesn’t seem to see you, the moment you see him, he reacts to someones words, stands and retrieves a potion out of his waist-sash. As he drains the potion, he begins running, package in hand out a back door. By the time he’s taken three steps across the square, he’s already invisible.
The invisible Buri Buri-Ban streaks across the square and into the Jenji Combine Sianti Refinery. Bo Goh notices puffs of dust kicked up by his haste which point toward the refinery. Shortly afterward, a passerby in front of the refinery is knocked off of his feet by an invisible force further pointing you in that direction.
The refinery is a two-story building with no windows. It looks well and frugally made, and the only decoration consists of the name painted above the door and a stark sign by the entrance that says, in Kelish, “No Open Flame.” For those who don’t read Kelish there is a helpful icon of a stylized flame with an X through it.
The refinery is a large square space, 100 feet on a side, and is full of spice vats, wooden stairways and catwalks; chains and rope hang from elaborate pulley systems and the lamps are continual flames completely enclosed in glass globes.
The refinery is lit only by natural light that spills in throw large windows on the ceiling and upper walls. A quick glance as your eyes adjust to the relative dimness inside reveals “No Open Flame” signs in Kelish painted all over the vats. The refining process creates a tremendous amount of dust which is constantly settling on everything and swirling around as the refiners go about their work. Luckily, you can see a ripple in the dust moving across the refinery floor about 20 feet from the main entrance.
Nergi Init: 1d20 + 0 ⇒ (1) + 0 = 1
Smarmy Init: 1d20 + 2 ⇒ (17) + 2 = 19
Khouri Init: 1d20 - 1 ⇒ (5) - 1 = 4
Raynor Init: 1d20 + 0 ⇒ (6) + 0 = 6
Bo Goh Init: 1d20 + 8 ⇒ (11) + 8 = 19
Purple Init: 1d20 + 5 ⇒ (10) + 5 = 15
Round 1 - Full Round - Bold may go
Bo Goh
Smarmy
Buri Buri-Ban <Purple>
Raynor
Khouri
Nergi
Make perception checks to notice where Buri moves to when it is your turn.

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Smarmy seems a little put out, that the man is forcing them to chase after him. By the time they reach the warehouse, he is having a difficult time keeping his usual fake smile on his face.
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Note: Smarmy speaks kelish
If that's enough to figure out what square he's in...
Single move, drawing the dagger, then toss it.
50% miss chance: 1d100 ⇒ 76
ranged vs ff: 1d20 + 8 ⇒ (17) + 8 = 25, for 1d4 + 2 + 3d6 ⇒ (1) + 2 + (5, 2, 4) = 14 damage.
If it hits (and the sneak attack applies), he will apply the Hampered condition to Buri, as per the debilitating injury class feature. (All his speeds are reduced by half and he can not 5' step) for one round.
Else, he waits for the others to go in first... in case its a trap

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After healing and before going for the last statue, Bo would have used a charge off his wand of Mage Armor and before entering the building, spend a Ki Point for 50 minutes of Barkskin.
The monk is reasonable certain he understands the sign to mean that there will be no light inside the building. He knocks an arrow and enters.
Perception: 1d20 + 22 ⇒ (20) + 22 = 42

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On the way to Sengali Square Raynor board Phranklin at the inn's stables and brings Mozza, his riding gecko instead (his intention since the beginning, but Phranklin strangely kept appearing on battle maps! ;) )

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As Smarmy steps in to the dusty room, the foreman and several workers abandon their posts and yell, trying to get them to leave, screaming at him in Kelish about "The devil dust! Danger! No fire! No fire!" Each wears a special colored headscarf to protect from the dust.
Smarmy's dagger hits the mark, but not enough to cause any lasting damage to the man. However, it is not difficult to follow the "dust bubble" as it races towards the only other apparent exit to the facility. Yellow door
smarmy fort save: 1d20 + 5 ⇒ (12) + 5 = 17
Everyone else (who moves into the refinery) will need to make a DC 10 fort save each round vs sneezing (treat as nauseated condition for that round).
Round 1 - Full Round - Bold may go - Don't forget the fort save versus the dust if you move in
Bo Goh
Smarmy
Buri Buri-Ban <Purple> -3 hp
Workers
Raynor
Khouri
Nergi
There are dozens and dozens of workers milling about in the plant, they don't hamper your movement (yet) but realize they are there.
Also, the grey circles are large vats (10' high)

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I'm guessing Buri has total concealment which prevented the sneak dmg?
Raynor spurs Mozza to take a double move into the refinery, avoiding vats and workers alike by sticking to the walls.
"OPEN A PATH! STEP ASIDE! WE ARE TRYING TO CATCH A THIEF!"
Diplomacy, Make request (Give simple aid), full-round action: 1d20 + 12 ⇒ (11) + 12 = 23
[Auto Ride, Guide with knees, free action - Riding Gecko takes a double move]

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I was on my phone earlier and didn't see the new map. I would like to take a shot on my iniative if I may. (It's cool if there are no "take-backs").
Perfect Shot (best of 2 rolls)DA/RA: 1d20 + 11 ⇒ (5) + 11 = 161d8 + 5 ⇒ (1) + 5 = 6 Miss chance (high good): 1d100 ⇒ 66
Perfect Shot (best of 2 rolls)DA/RA: 1d20 + 11 ⇒ (15) + 11 = 261d8 + 5 ⇒ (2) + 5 = 7 Miss chance (high good): 1d100 ⇒ 70
With Perfect Shot, I roll twice and take the better of the two attack rolls. So, just the second line (if allowed to retcon a bit).

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The halfling runs after the man, attempting to grab a handful of spice as she goes by the containers.
Fort - saved on 2+: 1d20 ⇒ 5

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Given the invisible man's head start, Khouri plods ahead, drawing out his crossbow as he goes. When he gets to the corner, he can see the man's shape through the gathering dust. He lets a bolt fly.
Khouri crossbow: 1d20 + 2 ⇒ (12) + 2 = 14
Dmg, if hit: 1d8 ⇒ 3

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Smarmy, it was the total concealment...
Bo's initial shot also catches the dust cloud. taking the first damage roll and miss chance though
--------------
Parting somewhat reluctantly for the paladin on the lizard, the workers' hoots and hollers intensify as the rest of group moves in. Some start to approach aggressively and the outlines of more formidable guards (leather armor and scimitars) appear on the upstairs balconies.
Khouri and Nergi move into the congested workfloor, Nergi taking the opportunity to swipe a handful of the green iridescent spice from a box on the way.
Unfortunately, there wasn't a line of sight for Khouri's crossbow, so I double moved you.
fort save Raynor: 1d20 + 9 ⇒ (18) + 9 = 27
fort save Mozza: 1d20 + 6 ⇒ (20) + 6 = 26
fort save Khouri: 1d20 + 7 ⇒ (3) + 7 = 10
Round 2 - Full Round - Bold may go
Bo Goh <Need Fort Save>
Smarmy <Need Fort Save>
Buri Buri-Ban <Purple> -9 hp
Workers
Raynor on Mozza <Need Fort Save and also one for Mozza>
Khouri <Need Fort Save>
Nergi <Need Fort Save>

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Maybe it was a triangulation. He is that fast though.

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Fort: 1d20 + 11 ⇒ (12) + 11 = 23
No knowledge Nature, hoping it might be possible to use this instead.Profession, Herbalist: 1d20 + 11 ⇒ (9) + 11 = 20
The monk shakes off the distraction of the haze and sprints across the production floor. He races past Buri in an effort to stop the man from leaving the building.
Double move. This will provoke at least once if he is armed.

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Hrmm... wasn't expecting that... ok... guess I'll be me then.
Smarmy frowns, not liking the sounds of the workers getting riled up or what they might do.
He quickly picks up his dagger then, making sure none of the workers are looking his way, shouts out in Kelish, doing his best to disguise the source of the shout.
Random Shout1: "Everyone get to a safe place! Don't engage them, these people are crazy! I'll go get the guards!"
Random Shout2:"I'll go with you!
So they'll think help is coming already, and not do anything foolish or send for it a themselves.
Random Shout3: "Watch out for that lizard, I think it breathes fire!"
Just to cause Raynor some grief, and its funny! =)
Bluff: 1d20 + 15 ⇒ (16) + 15 = 31
He then makes for the entrance, casually, pretending he's not involved.
Though if anyone asks later, he's going around to the back door, to cut off Buri's escape!

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There is enough confusion in the warehouse as Bo Goh races to the back door that Smarmy's ventriloquism act only increases the hub-hub. Variations of "Get the fire lizard and his minions out!" fill the room as the rumor spreads. Seeing the back way sealed off by the zen archer, the "dust cloud" abruptly changes direction and heads the other way. As it does Khouri, Nergi and Mozza are grabbed by the frenzied workers.
grapple on Raynor: 1d20 + 2 ⇒ (16) + 2 = 18
grapple on Mozza: 1d20 + 2 ⇒ (20) + 2 = 22
grapple on Khouri: 1d20 + 2 ⇒ (18) + 2 = 20
grapple on Nergi: 1d20 + 2 ⇒ (20) + 2 = 22
grapple on Bo Goh: 1d20 + 2 ⇒ (15) + 2 = 17
Wow. Nice rolls by the workers, they must be in a union.
Round 2/3 - Full Round - Bold may go
Raynor <Need Fort Save on your turn>
Mozza (grappled) <Need Fort Save on your turn>
Khouri (grappled) <Need Fort Save on your turn>
Nergi (grappled) <Need Fort Save on your turn>
-------------------------------
Bo Goh <Need Fort Save on your turn>
Smarmy
Buri Buri-Ban <Purple> -9 hp
Workers
As mentioned before there are workers all around. Consider one is directly next to you if you are grappled.

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Do the worker's grapples not provoke? Improved grapplers all?
Grumpy at the interruption of the local workers, Khouri tries to break free of the armlock he is held in, but despite his twisting the laboroer has an iron grip.
Fort Save DC 10: 1d20 + 7 ⇒ (5) + 7 = 12
Khouri break grapple: 1d20 + 5 ⇒ (3) + 5 = 8