
GM Ietsuna |

As the party ventures through the city on their way to the Publican house Vladamir looks in through the glass at the dagger and draws on his magical skills to detect any magical auras. He does indeed feel magic emanating from it.
A short time later the group arrives outside the Publican House.
The Publican House is a sprawling building of rough-hewn wood and weathered shingles. Large bay windows of leaden glass provide an expansive view of the river. Loud cheers issue from the tavern, as does the sweet smell of spilled ale.
You enter and see that the place is crowded with people. Some OOC background because it is interesting to me and explains what lead to this. After a drunken disagreement earlier in the day about drinking people “under the table,” High Publican Arnando Rolf declared a drink-balancing challenge. There is a competition full swing. Several intoxicated patrons lift stools and tables stacked with metal cups brimming with ale. As might be expected, the interior of the Publican House is spattered with large puddles of ale and broken furniture.

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"So, supposedly there's a sacred mug around here. I really hope it's displayed somewhere obvious and not amongst this sloppy chaos."
Perception, obvious sacred mug?: 1d20 + 6 ⇒ (7) + 6 = 13
"What makes a mug sacred anyway? "Thestil", why don't we go find out who's in charge here and collect on the debt?" he says, obviously falling back to the group's effective talker.

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"I agree, I would rather be back at the Silken Veil myself. However, we do have a job to do." Syl'las walks up to the bar, avoiding the puddles of spilled ale.
Disgusting, glad I did not wear my dress today
Syl'las gives a sharp whistle, trying to gain the attention of the bartender. When approached, she gets strait to business, "I need to speak to whoever runs the joint. And, I would rather not cause a scene."
If questioned, she reveals the aspis badge on her hip.

GM Ietsuna |

Avasir and Invisible immediately see a weathered mug on a shelf behind the bar. Beside it are a bottle of high-quality brandy (worth 200 gp) and a chalice of lacquered teak (worth 250 gp).
You are directed to High Publican Arnando Rolf. Rolf is a bearlike man with meaty fists and a notched sword swinging at his hip. He listens to your request for the sacred mug and gets a little redder in the face. I got the letter yes, but alas the acolytes gathered the mug along with several other items to use as prizes for the game this evening. He indicates a display above the bar where there is indeed a battered metal mug along with a bottle of high-quality brandy and a chalice of lacquered teak.
I cannot take a prize down until it has been won or I will have a brawl on my hands or at best my reputation will be tarnished, but I can add you to the competition as late entrants.
The drink-balancing game requires each contestant to select a barstool, a table, or a heavy sideboard. This selection is loaded up with three, six, or nine full cups of ale, at the contestant’s choice. The contestant must lift their selected furniture above their head (Strength check)
without spilling any ale (Dexterity or Sleight of Hand check). If multiple contestants succeed at both checks, ties are broken first by furniture type (a sideboard beats a table, which beats a stool), then by number of drinks (more drinks beat fewer drinks), and then by a drinking contest with the unspilled ale (opposed Constitution checks).

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"Why should I care if there is a brawl here or not. It was your acolytes that screwed this up, so do not punish us, for their stupidity." She draws he Kukri enough to flash the blade to catch the attention of the bear like man,"Give us the cup or else I'll have my muscle hold you down while I give you a close shave.
Do not have the intimidate to pull this off. So I'll throw in an aide
Intimidate, aide: 1d20 + 2 ⇒ (9) + 2 = 11

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Lirianne's eyes narrow, as this is exactly the sort of situation she was worried about on the mission. She decides a case of "good cop, bad cop" might get the job done without violence. She says to Syl'las (loudly so that Rolf can hear): "Come on boss, that game sure does look fun! Let me try my hands, and if it ain't work out there'll still be time for you to use that pigsticker after."

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Sejanus steps in to emphasise Syl'las' threat, but before ze can speak, Lirianne's good cop approach interrupts zir thoughts. Ze ends up standing awkwardly at the bar, trying to look menacing, but also coming around to the idea of participating in the challenge zirself.
Intimidate: 1d20 + 4 ⇒ (2) + 4 = 6

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Hoping to win based on sheer strength, Sejanus will elect to lift a mere three cups of ale over zir head atop a heavy sideboard.
Strength: 1d20 + 4 ⇒ (20) + 4 = 24
Dexterity: 1d20 + 2 ⇒ (12) + 2 = 14

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Avasir rolls his eyes at the group's diverging approaches.
"And what happens when we don't win the competition? Either we hold Rolf to his debt or we're going to end up persuading an irrelevant stranger who wins to give up the mug."

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Enjoying this more than she should, Lirianne tries for nine cups on a barstool!
Strength check: 1d20 + 1 ⇒ (17) + 1 = 18
Sleight of Hand check: 1d20 + 7 ⇒ (19) + 7 = 26

GM Ietsuna |

In this game you are matched against Fisheye Fwerd and “Big Arvin” Dalson
Fisheye Fwerd selects a stool and asks that 6 mugs be stacked upon it. He steadies himself and attempts to hoist it over his head.
Fisheye Fwerd Strength Check: 1d20 + 1 ⇒ (2) + 1 = 3 Fisheye Fwerd Dex Check: 1d20 + 1 ⇒ (17) + 1 = 18
“Big Arvin” Dalson flexes his sizable biceps and points to a table then raises 3 fingers. Three cups are placed on it and he sets his stance and lifts.
Big Arvin Strength Check: 1d20 + 3 ⇒ (2) + 3 = 5 Big Arvin Dex Check: 1d20 + 0 ⇒ (11) + 0 = 11
Invisible lifts his table effortlessly over his head, not spilling a single drop of the beer.
Sejanus does the same with the sideboard drawing raucous from the crowd.
Lirianne also succeeds in lifting her stool and 9 mugs.
Neither Fisheye or Big Arvin manage to lift their furniture at all.
Rolf's voice booms out. We have a winner. He indicates Sejanus. Go to the bar and select your prize. As Sejanus moves off he begins gathering the contestants for another round. You may play again if you like and try to win additional prizes such as the brandy or teak chalice. Up to you.

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Before the competition
"Fine, play your little game. But if you lose, it will be your asses not mine."
Whoo, lying I can do, but I need to work on my scare tactics
After the competition
"Did you all have a good time. Good, now grab the cup or mug and lets move on"
Luckily they won. Good job

GM Ietsuna |

Moving us to the last temple, the Fishbowl.
The Fish Bowl stands along the river atop a high stone base. Well-worn stone stairs ascend the stone base to access the temple above, but a chain has been drawn across the bottom of the stairs to block easy access. From the street, it is difficult to see anything occurring in the temple at the top of the platform. Only a few dim lights flicker up in the temple, and a narrow tower or lookout post rises above it.
From the tower atop the temple you hear the sheiking cries of children.

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What did we stumble in on.
Syl'las draws her kukri and rushes up the steps.

GM Ietsuna |

A bit more description of the temple.
From the street, the Fish Bowl appears to be a ramshackle building constructed on top of a sturdy stone base 15 feet tall. From atop the stairs that ascend to the temple, it’s clear that the stone base has a deep, round pool scooped out the top that contains murky seawater. The temple is little more than a frame around this pool used for some storage and to ensure a bit of privacy for the priests. Narrow spiral stairs connect the temple to a small lookout post 30 feet above ground level.

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Avasir draws his sword and takes care to be the last member of the team rushing up the stairs to see what the commotion is.
Perception: 1d20 + 1 ⇒ (20) + 1 = 21

GM Ietsuna |

Ok, seems fairly clear the group is going in.
You rush in to the Fishbowl. You step over the chain and up teh small hill before going down the stairs into the temple proper. There is a deep pool in the center of the room and two corpses, dressed as acolytes of Besmara lay on the ground beside the pool. There are also three creatures lurking on the surface of the water.
Map is up on the slides. Green squares are the corpses. I was lazy and didn't get tokens sorted for them.
Avasir: 1d20 + 3 ⇒ (3) + 3 = 6
Vladamir: 1d20 + 2 ⇒ (17) + 2 = 19
Sejanus: 1d20 + 2 ⇒ (20) + 2 = 22
Invisible: 1d20 + 6 ⇒ (20) + 6 = 26
Syl’las: 1d20 + 3 ⇒ (9) + 3 = 12
Lirianne: 1d20 + 5 ⇒ (17) + 5 = 22
Enemies: 1d20 + 5 ⇒ (20) + 5 = 25
Combat Round 1 - Bold May Act
Invisible
Enemies
Lirianne
Sejanus
Vladamir
Syl'las
Avasir

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Invisible ready an action. If the enemies attack he will trow a shuriken at them.
To hit: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d2 ⇒ 2
Stealth: 1d20 + 8 ⇒ (6) + 8 = 14
sneak attack damage: 1d6 ⇒ 4
Ranged attacks can count as sneak attacks only if the target is within 30 feet.

GM Ietsuna |

Red Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Yellow Attack: 1d20 + 2 ⇒ (7) + 2 = 9
Blue Attack: 1d20 + 2 ⇒ (8) + 2 = 10
Combat Round 1 - Bold May Act
Invisible
Enemies
Lirianne
Sejanus
Vladamir
Syl'las
Avasir

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Syl'las moves forward, drawing another dagger from her belt. Keeping a safe distance, she throws it. At blue
attack: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d4 ⇒ 1

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"Hmm, I guess they lost control of their pets here."
Avasir stays where he is but in a wide arcing throw launches his longsword at the nearest creature.
Masterwork cold iron longsword, hand of the apprentice, at BLUE: 1d20 + 6 ⇒ (12) + 6 = 18
Slashing damage, cold iron: 1d8 ⇒ 2
As soon as it strikes at it's target, it shakes and dislodges itself to return to its master's hand.

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Vadamair raises his hand and uses his Arcane Bolt ability...
arcane bolt (su)(ranged touch; 30' max range; 1d4+1/2L force damage; 3+int/day(7/day)).
[dice=ranged touch vs. "yellow"]1d20+3[/dice]
[dice=possible Force damage vs. "yellow"]1d4+2[/dice]
NOTE: I have point-blank and precise shot feats and added the +1 H/D to the rolls, but I didn't apply any cover penalties.

GM Ietsuna |

Syl'las dagger flies true and strikes the Blue enemy. Capitalizing on the distraction Avasir also throws a weapon, this time a long sword at Blue and it also hits, flying back into his hand as soon as it strikes.
Vladamir singles out Yellow for a blast of sorcerous magic and strikes with a mysterious bolt of energy.
Combat Round 1 - Bold May Act
Invisible
Enemies (Blue -3, Yellow -4, Red)
Lirianne
Sejanus
Vladamir
Syl'las
Avasir

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Lirianne sprints into the room to get a clear shot at monstrous creatures.
Attack Roll vs. Yellow (Touch Attack): 1d20 + 5 ⇒ (16) + 5 = 21
Damage roll: 1d8 ⇒ 2

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I'm not quite clear on the layout--are those interior walls separating the entrance stairs from the pool, or are we looking down from them from above?

GM Ietsuna |

In my opinion, and it is only my opinion so only stands for us in this game right now, you are looking down from above. The pool is lower, and I imagine where most of you PCs are right now being a platform above, looking down on the pool below. The pool is level with the surrounding squares and it all slopes up gently to the outside edges.

GM Ietsuna |

Lirianne blasts the yellow enemy with her gun, but Sejanus has less luck and cannot strike with the Guisarme.
Combat Round 2 - Bold May Act
Invisible
Enemies (Blue -3, Yellow -6, Red)
Lirianne
Sejanus
Vladamir
Syl'las
Avasir

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Invisible moves closer to the blue enemy and takes out his wakizashi. He tries to hit him as hard as possible.
to hit: 1d20 + 4 ⇒ (13) + 4 = 17
damage: 1d6 ⇒ 5
sneak attack damage: 1d6 ⇒ 6

GM Ietsuna |

Invisible sinks his sword deeply into the blue enemy.
In reaction the blue enemy attacks Invisible.
Claw 1: 1d20 + 2 ⇒ (5) + 2 = 7 Damage: 1d4 ⇒ 3
Claw 2: 1d20 + 2 ⇒ (1) + 2 = 3 Damage: 1d4 ⇒ 2
Both claws clack as they miss the evasive Invisible.
The Yellow enemy advances and attacks Sejanus
Claw 1: 1d20 + 2 ⇒ (5) + 2 = 7 Damage: 1d4 ⇒ 2
Claw 2: 1d20 + 2 ⇒ (20) + 2 = 22 Damage: 1d4 ⇒ 4
Claw 2 Confirm?: 1d20 + 2 ⇒ (7) + 2 = 9 Extra Damage: 1d4 ⇒ 2
Grab: 1d20 + 8 ⇒ (20) + 8 = 28
The yellow enemy pinches Sejanus in a claw and starts to grapple.
Sejanus, can I have a Fort save please?
The red enemy continues to lurk in the pool.
Combat Round 2/3 - Bold May Act
Invisible
Enemies (Blue -14 & staggered, Yellow -6, Red)
Lirianne
Sejanus -4 (Grappled)
Vladamir
Syl'las
Avasir

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Lirianne draws her sword as she advances, stabbing out at the aquatic creature that's been clawing Sejanus.
Attack roll w/ charge: 1d20 + 4 ⇒ (2) + 4 = 6
damage: 1d8 + 2 ⇒ (3) + 2 = 5
-2 to AC until next turn

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Sejanus grits zir teeth as the creature closes its claw around zir.
Fortitude: 1d20 + 3 ⇒ (4) + 3 = 7
Lashing out with zir armor spikes, ze defends zirself as best ze can.
Attack while Grappled
Armor Spikes: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

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Avasir steps to the right and looks to finish off his original target.
Masterwork cold iron longsword, hand of the apprentice, at BLUE, into melee: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
Slashing damage, cold iron: 1d8 ⇒ 1 sigh

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Vladamir moves to his current position and casts Magic Missile at "Blue"
"Does anyone know what these things are?"
[dice=Magic Missile damage vs. "Blue"]1d4+1[/dice]

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Invisible tries to hit again with wakizashi the blue one.
to hit: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d6 ⇒ 2
sneak attack damage: 1d6 ⇒ 5

GM Ietsuna |

Lirianne fires and misses as her bullet flies wide and takes a small chunk out of a small wooden table.
Posion Damage: 1d2 ⇒ 2
Sejanus sits in the grip of the yellow enemy and feels slightly weaker for doing so 2 points of strength damage however the spikes on Sejanus' armor do damage the claw of the enemy.
Avasir misses throws a sword again but this time misses as the sword loops back having not struck.
Vladamir has better luck with thrown projectiles as a ball of magic strikes the blue enemy and sizzles the carapace.
Invisible hits and takes a small amount of the blue enemy's shell off.
Combat Round 2 - Bold May Act
Invisible
Enemies (Blue -21 & staggered, Yellow -12, Red)
Lirianne
Sejanus -4 (grappled and poisoned 1/4)
Vladamir
Syl'las
Avasir

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Acrobatics to prevent AOO from blue: 1d20 + 9 ⇒ (13) + 9 = 22
Syl'las nimbly moves around blue and then attacks yellow.
Attacking with Kukri, combat expertise, flank
attack: 1d20 + 5 - 1 + 2 ⇒ (11) + 5 - 1 + 2 = 17
damage: 1d4 + 3 ⇒ (2) + 3 = 5 sneak damage: 2d6 ⇒ (4, 2) = 6
AC is 17 this round

GM Ietsuna |

Syl'las deftly moves past Blue and sinks her Kukri into Yellow
The blue enemy attacks Invisible with 2 claws.
Claw 1: 1d20 + 2 ⇒ (19) + 2 = 21 Damage: 1d4 ⇒ 2
Claw 2: 1d20 + 2 ⇒ (13) + 2 = 15 Damage: 1d4 ⇒ 2
Yellow releases Sejanus from its grasp and tries to attack Syl'las...
Claw 1: 1d20 + 2 ⇒ (5) + 2 = 7 Damage: 1d4 ⇒ 3
Claw 2: 1d20 + 2 ⇒ (11) + 2 = 13 Damage: 1d4 ⇒ 2
...but cannot manage to grab Syl'las.
Red swims over the pool and jumps out at Lirianne
Claw 1: 1d20 + 2 ⇒ (15) + 2 = 17 Damage: 1d4 ⇒ 2
Claw 2: 1d20 + 2 ⇒ (4) + 2 = 6 Damage: 1d4 ⇒ 4
and one claw manages to strike home.
Can I have fort saves from Sejanus, Invisible and Lirianne please?
Combat Round 3/4 - Bold May Act
Invisible -4
Enemies (Blue -22 & staggered, Yellow -23 & staggered, Red)
Lirianne -2
Sejanus -4 (grappled and poisoned 1/4)
Vladamir
Syl'las
Avasir

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Avasir gets visibly irritated with his aim.
"Grr, this is a new sword, but I shouldn't be so far off!. Guess I'm getting used to a larger blade after my focus dagger..."
He takes a moment to calm himself down, rests the flat of the blade on his forehead and begins to mutter an incantation.
Cast daze on RED, dazed for 1 round unless 5HD+ or makes Will DC 14
A dazed condition typically lasts 1 round.

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Vladamir takes a 5' step back, raises his hand, and fires an Arcane Bolt at Yellow.
"Damnit! Why won't these things die?"
[dice=ranged Touch attack vs. "Yellow"]1d20+2+1[/dice]
[dice=possible Force damage vs. "Yellow"]1d4+1+1[/dice]
Arcane Bolt(SU) is subject to SR. Vladamir has point-blank and precise shot feats.
Ooopppsss...they are SU, and not subject to SR. Sorry.

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Fort Saving Throw: 1d20 + 4 ⇒ (17) + 4 = 21
Suddenly faced with two of the monstrosities, Lirianne slashes with her blade and then backs up.
Attack roll vs. Yellow (if it's still alive) or against Red, and then 5' step back
Attack roll: 1d20 + 2 ⇒ (13) + 2 = 15
damage roll: 1d8 + 1 ⇒ (4) + 1 = 5