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Owyn turns to fight but relaxes immediately at the notice of the woman's wayfinder. "I'm Owyn and we're with the society. It's a pleasure."
Owyn will pocket a vial of silversheen for the upcoming battles before looking around for any sign of the enemy.
Perception: 1d20 + 3 ⇒ (17) + 3 = 20

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Ozak nods to the caretakers, telling them to find safety. "I will scout ahead." The Ninja says drawing a wand and tapping himself.
The wand is blend. Which allows me to stealth anywhere even in the open and gives me a bonus to it for 10 minutes.
Stealth: 1d20 + 16 + 4 ⇒ (20) + 16 + 4 = 40
Perception: 1d20 + 12 ⇒ (9) + 12 = 21
Lol nat 20. And yea that was wierd how they were so consistant.

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All, Celie will be joining us as our 6th. Apparently their table failed pretty early so we extended an invite.
Owyn and Ozak look about and see plenty of signs of disturbances. Looks like someone went rummaging through here recently. You swear you heard something coming from the open double doors down the hall. See map for arrow

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Aldaris greets Celie warmly
"Hello! it's unfortunate that you're joining us at this time as we seem to be raided by the Apis?"
He expresses uncertainty on the name of the organisation, still slightly confused about what he heard previously,
"Either way, salutations!"
Aldaris and Aelurus both draw their weapons in anticipation for a battle.

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"Greetings, Celie, but no time for proper introductions. Come with us. Quickly, we must stop this invasion."
Therisah will tap herself with her shield wand and move stealthily toward the door, sheathing it when she arrives.
stealth: 1d20 + 15 ⇒ (18) + 15 = 33

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The doors are actually open somewhat, allowing you to see inside.
This dreary chamber is kept magically cold to safely preserve bodies from decay. The floors are covered with gray flagstones. The walls are lined with stone cubicles with iron doors and bronze nameplates. The room is dark, as only a minute amount of light enters from three tiny windows near the ceiling.
At the end of one of the aisles, crouched down is a sneaky looking man in all black leather. He seems to think he's hiding quite well.

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Ozak will move up to investigate. Seeing the man he will move up to him drawing a wakazashi and attack.
Attack: 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 1d6 + 6 + 5d6 ⇒ (4) + 6 + (6, 4, 2, 2, 5) = 29

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Was going to say we could wait till everyone joined him in the room, but initiative it is. Ozak would be unable to reach the man in the first round, however.

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Some walk into the room. Getting nearer, you see the man clearer. He cowers with a small satchel and scoots around the slabs. "I'm not armed! Don't kill me!" he cries. Two hands expose themselves above the slab.

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Therisah moves quickly up to the man.
"We are not going to hurt you... yet. Tell us who you are and what you are doing here."
Therisah moves up to his position, spending a ki point to gain extra movement this round, and attempts to grapple.
improved grapple: 1d20 + 20 ⇒ (18) + 20 = 38

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Therisah moves up to the man and grabs at him. He shies away (naturally) shouting "What? Get off me! Right.... NOW!"
As if on cue, the doors to the room slam shut and you can hear a lock slide into place.
"You weren't s'pposed to see me. But that's okay. The others will find what they need. Cut one head off, two take its place. Hail Hydra Aspis!"
Aldaris: 1d20 + 2 ⇒ (4) + 2 = 6
Celie: 1d20 + 6 ⇒ (12) + 6 = 18
Devanandra: 1d20 + 10 ⇒ (9) + 10 = 19
Owyn: 1d20 + 1 ⇒ (2) + 1 = 3
Ozak: 1d20 + 8 ⇒ (3) + 8 = 11
Therisah: 1d20 + 7 ⇒ (4) + 7 = 11
Fixer 1: 1d20 + 2 ⇒ (6) + 2 = 8
Fixer 2: 1d20 + 2 ⇒ (4) + 2 = 6
N: 1d20 + 6 ⇒ (11) + 6 = 17
Roll Off Aldaris: 1d20 ⇒ 18
Roll Off Fixer: 1d20 ⇒ 5
Order:
Devanandra, Celie
N?
Aelurus, Ozak, Therisah
Fixer 1
Aldaris
Fixer 2

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Not a surprise round, but I'll open actions for Aelurus, Ozak, and Therisah since N?'s actions will not have any impact. So go ahead and roll your attack. (He hasn't acted, so still sneak attack.)

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Dev moves up the aisle to her left while unsheathing her scimitar, activates Mantis Style, and readies to strike any foe who comes within range with a Stunning Fist (if humanoid), with her blade (if not).
Should an attack roll become necessary:
Attack Roll: 1d20 + 10 ⇒ (2) + 10 = 121d6 + 6 ⇒ (1) + 6 = 7
(Attack Roll is at +9 for Unarmed Strike, damage is only 1d6, and DC of Stunning Fist is 20)

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Therisah will try to pin and tie him up with a flurry of maneuvers.
maintain and pin attempt: 1d20 + 23 ⇒ (7) + 23 = 30
if pinned...tie up DC: 20 + 20 = 40

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Devanandra readies herself against any currently unseen foes!
The man resists Celie's hex, perhaps thinking he's already in a predicament enough as it is.
Will: 1d20 + 7 ⇒ (20) + 7 = 27 Darn, and I was gonna do the full quote from Firefly as he goes crazy and falls asleep.
Yeah, not by a long shot as Therisah puts him in some sort of hold that renders his limbs completely ineffective at moving in any manner.
Order:
Devanandra, Celie
N?
Aelurus, Ozak, Therisah
Fixer 1
Aldaris
Fixer 2

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It might take a little more time with the lock to finagle it open.
Order:
Devanandra, Celie
N?
Aelurus, Ozak, Therisah
Fixer 1
Aldaris
Fixer 2

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Aelurus winds up her halberd , ready for any unseen attackers.
ready action attack on any suprise mooks who show up
halberd swing: 1d20 + 14 ⇒ (5) + 14 = 19
damage: 1d10 + 11 ⇒ (5) + 11 = 16

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The pinned man struggles in vain to get free while Aelurus readies against a currently unseen foe!
CMB to escape: 1d20 + 12 ⇒ (7) + 12 = 19
Order:
Devanandra (readied), Celie
N?
Aelurus (readied), Ozak, Therisah (grappled with Fixer 1)
Fixer 1 (pinned by Therisah)
Aldaris
Fixer 2

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Dev attempts to leap up onto the aisle next to her, and scans the room for foes.
Acrobatics: 1d20 + 15 ⇒ (10) + 15 = 25
Perception: 1d20 + 15 ⇒ (20) + 15 = 35

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My CMD is 35 v grapple, so fixer will not get away. Instead, I will tie him up with my silk rope (DC 40 to get out) as my second maneuver. That would have been two grapple attempts as a flurry of maneuvers last round, so I should be free this round. If that's the case, I will ready to grapple anyone that comes in my range.

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You hear some form of commotion outside the door.
Order:
Devanandra (readied), Celie
N?
Aelurus (readied), Ozak, Therisah (grappled with Fixer 1)
Fixer 1 (pinned by Therisah)
Aldaris
Fixer 2

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Aelurus moves to the door to find it locked. It doesn't seem barred, just locked.

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Grappled before combat, pinned in round 1, would need one more CMB check to tie up (basically pinning again). The check, obviously, is a non-issue (barring a nat 1), but still a new standard action.
Devanandra hops up for a better view of the room, but sees no other people within.
Ozak successfully unlocks the door with a satisfying *click*.
For time...
Aelurus opens the door as Therisah ties up the intruder.
On the other side, another intruder can be seen in dark leather apparel! He resists the hex and charges at the one who opened the door with his waraxe!
Will vs slumber: 1d20 + 7 ⇒ (17) + 7 = 24
Readied Partial Charge on Aelurus: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35 for 1d10 + 9 ⇒ (4) + 9 = 13
From around the corner, a woman in black and red strides behind the foe and says simply "Don't waste your time on that one." She points at Aelurus.
12d6 + 9 ⇒ (6, 3, 3, 2, 2, 2, 5, 5, 5, 5, 1, 1) + 9 = 49 hp damage, or DC 21 Fortitude save to take only 21 damage
Therisah's turn, if she wants to tie up the grunt now. Most of the rest of the party can go.
Order: (after a lot of shuffling from readied actions and delayed actions)
Devanandra, Ozak, Celie
Fixer 2
Aelurus
N
Therisah (grappled with Fixer 1)
Fixer 1 (pinned by Therisah)
Aldaris

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Dev focuses her will and activates Relentless Footing (+10 to movement speed), then casts Invisibility on herself, and runs forward, diving through the doorway, past the waraxe mook and the woman.
Acrobatics: 1d20 + 15 ⇒ (14) + 15 = 29

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The necromancer woman just shrugs. "Oh, I will have my day. You think you can slow me for long?"
Will vs evil eye DC 17: 1d20 + 11 ⇒ (10) + 11 = 21 Duration reduced to 1 round

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Hrmm, even with that roll I don't know if I'll beat their CMD, or if I have to actually cross through their squares (if the door is high enough). I'm aiming for the space behind the necromancer. Let me know where I wind up!

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I moved me to where i would need to be to unlock the door.
Acrobatics: 1d20 + 12 ⇒ (10) + 12 = 22
Ozak nimbly tries to get past and into the hallway.
Moved myself to where i want to end up if that worked. If i get there
He then attacks the woman.
Attack: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 1d6 + 7 + 5d6 ⇒ (5) + 7 + (5, 4, 2, 1, 1) = 25 And spends a ki point to vanish.

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Devanandra, one would still need to tumble through, but seeing as they'd be flat-footed, I put you up against their flat-footed CMD+2+5. Which you just barely (and I do mean barely) manage.
The invisible aasimar somehow manages to sidle past the foes to get to the other side of them!
Ozak is not as lucky as the thug swings his axe with a loud "No! No one ever gets past Hrolf the Slayer! It just can't be done!" He bars Ozak's exit from the room as he slices into his arm!
AoO on Ozak: 1d20 + 14 ⇒ (18) + 14 = 32 for 1d10 + 9 ⇒ (1) + 9 = 10