
GM ShadowLord |

Oh man. I just checked and apparently my post this morning was eaten :/ Apologies, I don't know what happen. Crap.
Both Enforcers are blackened and charred from Shambala's spell. They both fail to even attempt to move out of the way before the inferno engulfs them and the surrounding earth around them.
Mazon, Tsadok'ul!
INIT: Shambala, Enforcers, Mazon, Tsadok'ul, Holy Ahendile, Okawe, Trevyn

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Seeing the enforcer he was about to engage blacken and crumple to the ground Tsadok nods his thanks to Shambala, then turning his attention to the Holy Ahendile. "Come Pea'nut, we still have the largest rat in the celler to dispose of."
Tsadok(30') can just reach Ahendile, Pea'nut(50') will circle around the opposite side.
greatsword+flank: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
damage if that hits: 2d6 + 4 ⇒ (6, 6) + 4 = 16 waste of a beautiful damage roll
Seeing the Cleric(?) laying prone on the ground, Tsadok will yell at them.
"Do you yield?
Not sure if the intimidation check can be rolled here but rolling if needed
intimidate: 1d20 + 2 ⇒ (12) + 2 = 14

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Peanut recoils from the fire that engulfs the enforcer laying on the ground, just before getting his whiskers singed. Hissing is surprise. Seeing Tsadok moving to the last remaining combatant the cat moves parallel to him in a dance they have performed many times over the years. Tsadok takes the front while Pea'nut moves to the rear harassing the object of their attention.
using the fortune hex from Mazon on attack roll - better of two rolls
bite: 1d20 + 6 ⇒ (1) + 6 = 7 Thank you Mazon!
bite: 1d20 + 6 ⇒ (17) + 6 = 23
damage if a hit: 1d4 + 1 ⇒ (1) + 1 = 2
Free action to trip Holy Ahendile
trip(CMB): 1d20 + 5 ⇒ (17) + 5 = 22

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"I guess not, bad idea"
Tsadok AoO
greatsword+flank: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
damage if that hits: 2d6 + 4 ⇒ (3, 6) + 4 = 13
Pea'nut AoO
bite: 1d20 + 6 ⇒ (18) + 6 = 24
damage if a hit: 1d4 + 1 ⇒ (1) + 1 = 2
I assume the -4 to her AC still applies I did not factor in though please adjust if the assumption is correct

GM ShadowLord |

Yeah she is standing, but not up yet. You get the benefit of the +4 to her. With that, you hit on both attacks. Blargh.
The Holy Ahendile stands, but is punished greatly from it by both the damned cat and the half-orc.
"BURN!? You want to burn things? FINE! BURN!"
She finishes standing, takes a step back and blasts Tsadok'ul with fire similiar to Shambala.
3d4 ⇒ (2, 3, 3) = 8 DC14 Reflex for half.
Party is up!

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Trevyn steps forward a few feet and pulls out a healing potion (one of the ones they found earlier) to feed to Tsadok'ul next turn. Whether he makes the save or not, Trevyn will administer the potion to Tsadok'ul as a full-round action on his next turn.

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reflex save(Tsadok): 1d20 + 5 ⇒ (10) + 5 = 15 4 damage - I'll hold further post until remainder of party has went.
The fire engulfs the half-orc briefly before he can duck outta the way; only increasing his fury.
"So much for letting you live witch!"

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If I'm not mistaken, drawing a crossbow and loading it count as one move action, no?
Okawe runs out to help his friends and assumes a defensive stance. Total Defense +4 to AC.

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Draw or Sheathe a Weapon
Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.LIGHT CROSSBOW
Price 35 gp
Type simple
You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. A light crossbow fires crossbow bolts.
Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
From what I can tell, each action I did is a move action. So I believe I used two move actions.

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Tsadok and Pea'nut will move to continue their flanking positions on the troublesome cleric.
greatsword+flank: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
damage if that hits: 2d6 + 4 ⇒ (5, 2) + 4 = 11
bite: 1d20 + 6 ⇒ (1) + 6 = 7
damage if a hit: 1d4 + 1 ⇒ (1) + 1 = 2
Free action to trip Holy Ahendile if bite connects
trip(CMB): 1d20 + 5 ⇒ (16) + 5 = 21
forgot this character took combat reflexes and could have taken 2nd AoO when the cleric moved :-)

GM ShadowLord |

It's ok, it looks like that'll do it!
Tsadok'ul puts an end to the Holy Ahendile as he cuts her so deeply she loses consciousness and collapses to the ground. Blood spills from her gurgling mouth and her eyes fall closed as she thumps harmlessly to the ground.
The three dwarven prisoners make their way out of the barn and ask what the plan is now?
I talked to the coordinator of the event this morning and told him we were on the last encounter and finishing it up. I asked for a possible day extension and he told me it was ok as long as I had it in first thing next week. So we're still good! Sorry I was busy all day leading live games today.

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"Och, I think we should get back to our boat and get out of here as soon as we can. We got those that we came for, let's not tarry. Arthes will need time to recuperate, and I'm out of magic to boot."

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"Yes, I believe we completed the mission, but should we hide the corpses? The ladies from the inn should never learn what we did before we leave!"
Sorry, I was out of town from friday evening.

GM ShadowLord |

We can definately RP the scenario to a close, but I wanted to get started on reporting since we're up again a deadline. In order to do that for the Con I need a little more information than normal. I need: Player name, PC name, PFS #, Faction, Email address.
If you aren't comfortable with posting that information the discussion, please PM it to me.
Meeannwwhilleee. Let's roll some BOONS, shall we?! Let me explain how this works. I'll roll a d20 for all players and one for myself last. I'll list all players first in alphabetical order and myself last. On a 1 or a 20 you get your choice of three different boons. Let's get to it, shall we?
Mazon: 1d20 ⇒ 16
Okawe: 1d20 ⇒ 8
Shambala: 1d20 ⇒ 20 WINNER!
Trevyn: 1d20 ⇒ 17
Tsadok'ul: 1d20 ⇒ 15
ShadowLord: 1d20 ⇒ 19
Congrats Shambala! You get your choice of one of the following boons. Let me know which you select:
1) Adopted Weapon Training
2) Ancestral Ally
3) Custom Order
Adopted Weapon Training: You have spent an extended period of time training in a culture other than your own, and as a result, you have learned that population’s weapon styles to the exclusion of all others. You gain the weapon familiarity racial trait of one of the following races: dwarf, elf, gnome, halfling, or half-orc. This specialization comes at a price, and you suffer a –1 penalty on attack rolls made with manufactured weapons other than those granted by any weapon familiarity racial traits you possess. You ignore this penalty when using a weapon that benefits from any Weapon Focus feat or weapon training class feature you may have.
Ancestral Ally: Golarion’s many cultures have traditions of animal husbandry and cooperation that date back millennia, and you have embraced one of your people’s favored companion creatures. If you have the divine bond or mount class feature, instead of choosing an animal companion from the list provided in the class description, you may instead call a mount from the list below so long as you are a member of the corresponding race. If the animal companion statistics for your race’s mount are found in a source beyond the Core Assumption, the source is listed below. You must bring a copy of the listed book to all games in which you use the selected animal companion as though access to the animal companion came from the Additional Resources list.
If an asterisk follows an animal companion option listed below, the animal already appears on the list provided by your class description, and you are at least 4th-level, you may spend 5 Prestige Points to strengthen your bond with that type of animal. This increases your effective druid level as one higher when determining the animal companion’s bonus HD, natural armor bonus, Strength and Dexterity bonuses, bonus tricks, and special abilities. This boon cannot increase your effective druid level more than one level above your actual character level.
Dwarf: badger*, boar
Elf: bird*, elk (Pathfinder RPG Bestiary 3)
Gnome: badger*, giant weasel (Pathfinder RPG Bestiary 4)
Halfling: dog*, ram (Pathfinder RPG Bestiary 2)
Half-Elf: A half-elf may choose from the elf and human lists.
Half-Orc: camel*, bear; a half-orc may also choose from the human list.
Human: bird*, horse*
Custom Order: You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. Choose either a +1 or +2 ranged weapon enchantment. You may purchase +1 [enchantment] pieces of ammunition in sets of 10 instead of sets of 50. Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points.

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The completionist and CRPG'r in me wants to check everything out, before leaving, but....
"We have the emissaries that we came for, we need to leave with them before things get worse for us. Let's hide the bodies in the tunnel and get out of here."

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"Agreed. We should go quickly. There will probably be more of these fanatics soon."

GM ShadowLord |

Upon returning to the Abacus docked on the Glass River— with Rakuska and colleagues with you— you are able to sail upriver with all speed and put Razmiran behind you as quickly as possible. The remainder of the journey to Mendev is uneventful, save for the obvious hostility that now exists between Metella Raugar and Temel Passad.
Although the Pathfinders have performed a great service in rescuing the dwarven emissaries, they have also earned the Society a dangerous foe. Razmiran does not forget a slight, and several more priests converge
on the Gray Revelation Inn to search for clues as to who was responsible for the daring rescue. Your efforts to remain secretive may have slowed their pursuers, but it has only delayed the inevitable reprisal.
Primary condition: Rescue the dwarven envoys - SUCCESS!
Secondary condition: Prevent Adenhile from escaping, win the bluff against Grymble sisters, find box of hair and blood (at least 2/3) - SUCCESS!
This concludes the Glass River Rescue sceneraio! Thank you all for playing, I hope you had fun!