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Iryana was just starting to count out some more coin for a bribe when everything falls to pieces. She stands there looking around before yelling, "For the love of Razmir, I have one man on this ship with allergies and every single one of you men tries to draw blood."
Gripping the who at her side, Iryana tries to glare at everyone at once, but without the enforcers all getting on board, there isn't much she can do except be ready to jump and give chase.
Well and maybe throw the enforcers off guard. "By the 31 steps, do my make me see that you are sent to the Exalted Woods! We have willingly donated, happy to do so, mind you, would you have the other River Kingdoms whisper that Xer is full of lawless ruffians pretending to worship the Living One only to line their own pockets? Have you no faith?!" assails Iryana hoping to get this ... problem to go away.
Intimidate + Adventure's Luck: 1d20 + 7 ⇒ (6) + 7 = 13

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Fire at nearest crossbowman.
Longbow: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
"Hells, I can't get a steady aim from this damn boat," Slachagok curses as his second arrow sails wide.
Move as on the map, assuming that from that starting position it will be possible for him to run and jump to the other side with his 20' land speed.

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Looks good, Slach
The Razmirans renew their barrage, except for C2 who was struck by Xeros' chakram and quaffs a potion.
C1 @ Xeros: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d8 ⇒ 4
C2 CLW Potion: 1d8 + 1 ⇒ (6) + 1 = 7
C3 @ Slach: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 ⇒ 3
Xeros and Kraang are up

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As a crossbow bolt flies way left of him and he smirks, "You should of listen to my Mistress, now give up before you lose something precious to you, mwuahaha."
Aid another to Iryana's intimidate:1d20 + 7 ⇒ (6) + 7 = 13

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We are beyond words now.
Kraang goes to stand up. The druid clinches his fist tightly, then opens with a burst of flame floating in his palm. With a swing, Kraang tries to set the wolf aflame.
Move action: Stand. Standard Action: Cast Produce Flame and Touch Attack the Wolf
Touch Attack vs Wolf touch AC: 1d20 + 5 ⇒ (14) + 5 = 191d6 + 2 ⇒ (4) + 2 = 6

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Acrobatics/Jump: 1d20 + 7 ⇒ (14) + 7 = 21
With a sigh, Iryana sees no other way around this mess. THis will mark them as wanted, but what can you do?
Balancing on the edge of the ship, Iryana leaps across and away from the first ruffian trying to harm the group.
Across and on the dock - not the wisest course, she knows, but necessary, Iryana flicks her whip, and attempts to lash out and yank the Razmiran's weapon out of his hand.
CMB-Disarm: 1d20 + 5 ⇒ (10) + 5 = 15 (+ Adventurer's Luck)
Moved Iryana on the map

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Hotspur AoO: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
The wolf's hair burns away as Kraang sets its fur on fire. It strikes back against the druid.
Attack: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Iryana successfully disarms C2's crossbow. "Hey!"
Combat Round 3
Slachagok
Crossbowmen
Xeros
Kraang
Hotspur
Iryana

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Setting his foot against one edge of the boat, Slachagok springs forward, thanking his luck that he had picked the more agile suit from the armory.
Jump, DC 10?: 1d20 + 1 ⇒ (20) + 1 = 21
And goes sailing clear off the other side of the docks! Was that a move action, or standard?

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Continuing turn.
The half-orc drops his bow against the dock will retrieve after battle and advances on the nearest bowman, unslinging his greatsword from his back.
"I know ye men are jes' doing as ye told," he growls, "but false gods find no favor with the Master."

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Something I should mention, when you drop an item, you can assume you go back and pick it up after battle. I really don't understand why some GM's say you have to declare it... You are an adventurer. Why WOULDN'T you pick up your weapons? However, if you do not specifically declare you have a weapon in your hands before combat begins, you will have to draw it. I am not sure if that came into play in this combat, but it is obviously too late to go back.
The crossbowmen who are still armed fire another volley, reloading when finished as before. C2 however, draws a shortsword and charges Iryana.
C1 @ Xeros: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d8 ⇒ 6
C3 @ Ceros: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 ⇒ 8
Charge at Iryana: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Xeros feebly throws a chakram back.

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Assuming the charge puts C2 right in front of Iryana, she will tumble back a bit, an attempt to avoid an AoO, and will then try to trip the man. Moved the map.
Iryana makes a disgusted face as the Razmiran lunges his blade at her. Hissing to herself, the Keleshite woman dances and weaves backwards, making certain to avoid the half-orc behind her.
Once away from the blade of the Razmiran, Iryana snaps her whip again, this time attempting to wrap it around his ankle and topple him to the boards of the pier.
He'll make a better target for the half-orc that way.
Acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8
Trip: 1d20 + 4 ⇒ (1) + 4 = 5 Archaeologist's Luck 3/6

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The bolt seeks deep in the tieflings chest, Xeros pauses for a moment and collects himself as he launches another chakram at the enforcer.
Chakram attack:1d20 + 2 ⇒ (12) + 2 = 14
Damage:1d8 + 3 ⇒ (5) + 3 = 8

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I figured most people would play it that way, but you never know.
Slachagok breaks into a run as he near the dock guard and brings his blade down in a vicious arc.
Charge crossbowman, using Travel Blessing to ignore difficult terrain if necessary.
Greatsword: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Dammit, Iryana.

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Hotspur moves out of the way of the flames this time. Xeros strikes C2, and he falls, the tiefling's chakram jutting out of his chest.
Hotspur bites at Kraang.
Attack: 1d20 + 2 ⇒ (4) + 2 = 6
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Iryana, you may change your turn since Xeros killed the dude before you got to act. Slach, I will wait to reslove your turn until after Iryana fixes hers.

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Iryana does not charge, but she will move up and fail that initial trip attempt. On my phone, do move Iryana so she is not in the way.
As the Razmiran in front of her falls, Iryana shakes her head and clicks her tongue. Dancing forward, Iryana attempts to flick her whip and trip the next Razmiran target but fails. " You dishonor Razmir by your actions. You being this upon yourself. Lay down your weapon, let us pass in peace and bring glory to Razmir's name!"

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Iryana and Slach's attacks both miss. no difficult terrain
Combat Round 4
Slachagok
Crossbowmen
Xeros
Kraang
Hotspur
Iryana
The crossbowman in front of Slach drops his crossbow and draws a sword, attacking the half-orc. "You do not know what you speak of, woman!"
Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
The other man continues shooting at Xeros.
Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d8 ⇒ 6

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Iryana nearly rolls her eyes. "I know exactly what I speak of, foolish child," drawls the Keleshite. Really, doesn't anyone READ histories anymore? What-ever!
A flick of her wrist and Iryana snaps the whip at the thug in front of her and the Slachagok.
Again the man is apple to dance around it, and this time Iryana actually throws her whip down in a moment of temper, hissing at it in Azlanti - thoroughly fed up with it, apparently.
Trip Attempt: 1d20 + 4 ⇒ (6) + 4 = 10 Archaeologist's Luck 2/6

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As the bolt soars high in the air, the tiefling changes his tatics and grabs an acid flask from his pouch. He lobs the item at the crossbowman.
Acid Throw(ranged touch):1d20 + 2 ⇒ (11) + 2 = 13
Acid flask damage:1d6 ⇒ 3

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Slach breaks into a sweaty jog across the dock, intent on reaching the last crossbowman before he has a chance to alert more guards.
Run 45 feet to the top edge of the map. This may take a while--I miss the Travel Domain.

Amy Gillespie |

Frowning faintly as the half-orc runs forward, Iryana looks to the boat and those inside. Seeing no dead or unconscious bodies amoung the Pathfinders, Iryana then takes off at a sprint behind Slachagok.
Someone has to keep the half-orc out of trouble!
"Sooooo ... what's the play?" she asks the half-orc with a bright and cheerful smile.

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The last of the crossbowmen runs for his life, yelling for help.
Combat over
Metella emerges on deck and looks around. "This is precisely what I feared!" she says angrily. "Quickly! We must flee!" she calls to the Pathfinders. Lookinf inland, you see that the fleeing enforcer has attracted the attention of a large group of guards.
Once the Pathfinders are aboard, the captain and the crew cast off, and as the ship turns away from Xer, arrows splash harmlessly into the water, narrowly missing their mark.
Do what you need before the next combat, I should be back to regular posting again.

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Rushing back to the skiff, Iryana leaps over the side, and promptly finds a lovely position to pout in. "Well ... I did splendidly there, folks," she drawls - internalizing her anger.
Flipping a hand as she tosses back a few lock sof hair, the woman sighs and shakes her head. "I don't suppose, Captain, you happen to have any paint we could perhaps change the name of the vessel, at least."
Iryana stretches her arms over her head as she continues, "Nor do I suppose anyone here is good and ... improvising documents of the particular nature we need, are there? Or even have some old documents which could work to our advantage upstream?"

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The Abacus and its crew are nearly able to bypass Xer entirely when a nearby merchant vessel suddenly hoists a Razmiri flag and approaches, revealing that it is one of the faith barges that intercepts boats traveling near Razmiran. The Razmiri sailors demand that the travelers
come to a halt before casting grappling hooks at the Abacus to pull the two vessels alongside one another.
There are three men and a baboon on the deck of the opposite ship. "Will you submit to inspection and let us aboard?" One calls even as the other 2 get a plank across the 2 ships into place.

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"Seems as we haven't got much o' a choice," the half-orc mutters to his companions. "But we have th' numbers, so may as well give 'em the chance o' complacency."

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Sense Motive: 1d20 + 3 ⇒ (5) + 3 = 8
Kraang recommends the captian sail wide of the other ship.
"We have already went through inspection in Xer. We don't need to be inspected again. We have schedule to keep and we don't need any more delays."

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"OH sweet Mistress" murmurs Iryana under her breath. The group just can't seem to catch a break. And without any further information about what they would need as far as papers....
Sighing, Iryana puts on a smile and moves to the edge of the ship and leans over just a little bit as she waves. "We just left from Xer, as I am certain that you noted. We have been inspected there, but due to the long line, we are now running a bit behind schedule. What can we do to keep our schedule. Are there many more stops ahead of us? Have you been in the same room as a box of rotting Sea Carp? Now imagine a whole boat ... " Iryana shivers visibly.
Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25 (+1 for AL (1/6))

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I am going to give you guys this one lol
Oh, our apologies! We didn't realize you had already been inspected. Carry on."
As the ship sails smoothly along, the NPC's come aboce deck to speak with you. Amauhak asks, "What is your plan for rescuing our companions once we arrive?"

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"Indeed, our plan right now is improvising as we move. That's what the society does best." He smirks with his comment then gives a small wince of pain as the wound from the bolt is still bothering him.
The tiefling looks to his group, "Could I get a heal from one of you, it seems the crossbowmen at the docks shot did more damage then I thought."
Could I get a heal, I'm at a 2/10 hp. Thanks hehe.

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Kraang silently walks over to Xeros and looks down upon him. He stares intently at his kin. Kraang then raises up his hand and swings it at Xeros's face.
Cha-chink
Xeros head is turned as he is struck in the face. But instead of wincing in pain, Xeros actually feels better.
CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
Not satisfied, Kraang backhands Xeros with his wand while the magus is still in shock from the first strike.
CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
"You're welcome" Kraang says then stomps away in frustration.

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"What church they teach that at, I wonder," Slachagok muses. He remembers the dwarf's question, and turns to answer.
"Improvisin', aye, seems t' be the catch o' the day, but I'll wager it'll mean askin' questions, then clashin' steel."

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Metella recommends you pose as religious pilgrims seeking answers to spiritual questions that require privacy and freedom of movement. Passad,
rather deprecatingly dismisses Metella’s suggestion as transparent nonsense, a challenge that clearly offends Metella. The Kalistocrat counters that you should pose as merchants seeking a way station for a regular trade caravan, as such a cover would require unfettered access to the property in order to assess its amenities.
Metella scoffs. "They listened to you earlier, and look where that got us!"

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A flicker of a frown crosses the young woman's face briefly before it disappears again. Iryana status where she is, comfortably seated, but she does offer a warm smile to Metella. " It is a logical plan, and works more often than you would think, however, if you have another idea in mind, I, for one, want to hear it."

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"An' which is that? They're both deceptive, near's I can find," Slach grunts. He pauses a moment to feign indecision.
"But bein' equal on that front, I'd sooner stick with the merchant line, an' avoid as much o' this Razmir nonsense as we can."
"Doubt I'll be able to pass as the mercantilist sort," the heavily armored half-orc admits ruefully, unconsciously brushing the area of his breastplate beneath which hangs his etched silver key, "but me an' the rest of us brutish types could least be some sort o' hired sword."

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"I am personally find of the merchant rise. But then, it is what I know. One lives and breathes such things where I was born, offers three Keleshite idly watching the scenery float past.

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The river narrows ahead, flowing around a central isle thick with trees and vegetation. The northern fork of the river runs beneath a canopy formed by the isle’s overhanging trees and riverside foliage while to the south, the river is open to the sky above.
Technically, the decision for which fork to take is your decision. However, in order to speed things up, we are going to the right. The encounter is the same regardless.
As the ship sails down the river you notice a young river drake flying nearby. It doesn't seem to notice you, but then suddenly it dives into the water, grabbing something in its talons. It drops the water snake onto the deck!
Party: 1d20 + 3 ⇒ (19) + 3 = 22
Bad Guys: 1d20 + 6 ⇒ (13) + 6 = 19
COMBAT ROUND 1
Party
Bad Guys