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Daryus leaps to his feat, drawing his blade as he does so, and chants some arcane incantations.
Dreggar's questions is one I had as well. Either way, I'm fairly certain Daryus has one more frigid touch, so he'll cast that. Also activates his arcane pool (same bonuses as usual).
Edit: If it is the case that using my leftover spells now will prevent me from preparing those slots the next day, I will hold off on frigid touch, and move instead. I'll still use the arcane pool, and assume I'm using the first point of the day.

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A couple of questions since we were sleeping (or were we?). Where are we in terms of spells/extracts, do we still have the ones from yesterday, since we haven't had time to prepare new ones? Also, for those in heavier armor that don't want fatigue, are we assumed in our bedclothes?
We didn't get a chance to talk watches - which I would have insisted on. I assumed the two of us "outside" the temple were on watch, the ones inside were not.
There are all sorts of minor things that would have come from the midnight assault on sleeping opponents - such as a surprise round, us having a +4 to AC due to being prone, the range on darts, stealth checks, etc. Because of this I just ran with the idea that some of us in front are awake.
As for armor - if you're in light (or light equivalent mithril medium) you can sleep in it without being fatigued.
SUPER IMPORTANT: If you're a spell user, remember that anything used in this encounter is within the 8 hours prior to the morning. If you're a morning prep person, anything you use now will be unavailable for the next day.

GM DevilDoc |

Just to clear a few things up.. In my posts on Wed and again on Thursday, I asked what yall were doing for the night and to post what yalls plans were as well as RP the experience. This would have been the time to discuss the watches, but no mention of it came up. I couldn't have said anything more without giving the attack away. I did, however, give yall a perception roll based upon the highest perception in the party (Sarephta @+15) vs the stealth roll for the assassins (@+11).
As for the spells and armor: Yall showed true ingenuity and foresight in an active attempt to prevent this fight, which I applaud. I will not penalize you for this. I completely forgot to address this in my last post (I kept telling myself I needed to.. just forgot). As such, We will start off with everyone on their feet and in armor. For the magic users, You can operate off of yesterdays left overs or have new ones prepared.. I will leave that up to you, and will not penalize you for the day for what you cast here.
Yes, you were sleeping, but I want to try and reward you, not kill you. This is the most that I can give you inside of the rules while still trying to reward you for your thinking. In the scenario, this attack was actually supposed to happen as you returned to the Inn for the night and settled into your rooms, safe and secure. In that case, you would have been assumed to still be in full kit, but with out the benefit of the nights sleep for your spells etc. You would also have been separated among your rooms and various activities and trying to fight these guys in smaller groups or one on one, so you have another advantage to your credit.
Davorin grabs his blade, and slices one of the assassins across the belly, then completely decapitates the other on his backswing!
I have not recapped for Dreggar or Daryus in case my ruling above changes your actions. Dreggar, you can still attack if you wish, as you only moved. Daryus, I would not presume to know what is best for your character.. You have a full day of spells coming to you, or you can operate off of leftovers from yesterday.
"Bold May Post"
Assassins
~Red- 18 Dmg
~Green
Davorin- 14 Dmg
Jhon- 6 Dmg | Fort Save
Peribras
~Darkpaw
Sarephta- 14 Dmg | Fort Save
Daryus
Dreggar

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Peribras steps closer and sends a bullet at the Aspis agent to his left, then directs Darkpaw to attack it as well. Finally, he reloads his sling.
halfling sling staff, attack, deadly aim, favored enemy: 1d20 + 11 - 2 + 2 ⇒ (3) + 11 - 2 + 2 = 14 for bludgeoning, cold iron: 1d6 + 2 + 4 + 2 ⇒ (4) + 2 + 4 + 2 = 12
Darkpaw, bite, attack: 1d20 + 6 ⇒ (20) + 6 = 26 for b/p/s: 1d6 + 3 ⇒ (1) + 3 = 4
crit confirm: 1d20 + 6 ⇒ (17) + 6 = 23 for b/p/s: 1d6 + 3 ⇒ (1) + 3 = 4 plus free trip attempt: 1d20 + 6 ⇒ (15) + 6 = 21
-Posted with Wayfinder

GM DevilDoc |

Daryus stays put, but charges his sword with another spell!
Peribras takes a step and hurls a bullet, but it strikes the wall behind its target.
Darkpaw however, rips open the leg of the green cloaked assassin, bringing the human down to the flagstones in a heap!
"Bold May Post"
Assassins
~Red- 18 Dmg
~Green- 8 Dmg, Prone
Davorin- 14 Dmg
Jhon- 6 Dmg | Fort Save
Peribras
~Darkpaw
Sarephta- 14 Dmg | Fort Save
Daryus
Dreggar

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Always one to exploit an advantage, Dreggar swings at the downed foe.
Axe w PA: 1d20 + 8 ⇒ (12) + 8 = 20 vs prone AC
Vicious Damage Axe w PA: 1d10 + 2d6 + 8 ⇒ (1) + (5, 3) + 8 = 17
Vicious Damage to self: 1d6 ⇒ 5

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Sarephta can't reach the enemies well with her allies in the front, but she responds to Davorin.
"I regret any loss of life, even the Aspis I am about to kill for defiling Iomedae's temple!" she says as she misses with her longspear.
+1 Longspear Attack (power attack): 1d20 + 7 ⇒ (2) + 7 = 91d8 + 10 ⇒ (6) + 10 = 16

GM DevilDoc |

Dreggar slams his ax into the downed assassin, while Sarephta tries to push them back with her spear, but doesn't connect.
1da2dr: 1d2 ⇒ 1
The red cloaked assassin counters Davorins stroke with a cut of his own.. this wound begins to burn just as much as the dart that hit him earlier..
Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d6 + 2 ⇒ (6) + 2 = 8 Second DC 17 Fort save please.
The green cloaked assassin strikes at Dreggar from his position on the floor but his wounds are too much for him.
Attack: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 6
"Bold May Post"
Assassins
~Red- 18 Dmg
~Green- 24 Dmg, Prone
Davorin- 22 Dmg | DC 17 Fort save
Jhon- 6 Dmg | DC 17 Fort Save
Peribras
~Darkpaw
Sarephta- 14 Dmg | DC 17 Fort Save
Daryus
Dreggar- 5 dmg

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Peribras cheers Darkpaw. With his first target on the ground he trusts her to finish it off and turns his attention to the one that is still standing, then he reloads his sling again.
halfling sling staff, deadly aim, favored enemy: 1d20 + 11 - 2 + 2 ⇒ (19) + 11 - 2 + 2 = 30 for bludgeoning, cold iron: 1d6 + 2 + 4 + 2 ⇒ (5) + 2 + 4 + 2 = 13
Darkpaw continues her assault on the man on the ground, biting at his neck and joints.
Darkpaw, bite, vs. prone, favored enemy: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 for b/p/s: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
I always forget she also gets his favored enemy bonus. Forgot to apply it on previous attacks
-Posted with Wayfinder

GM DevilDoc |

Peribras and his companion bring down both of the remaining assassins!! Darkpaw savagely rips apart the man on the ground, while the other catches a sling bullet right in the middle of the forehead.
Out of Combat

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Fortitude: 1d20 + 11 ⇒ (17) + 11 = 28
Davorin looks wounded but okay from his ordeal. Perhaps we should get some sleep and maybe check for supplies. He checks the bodies for any kind of identification (and healing).
Was there any kind of potions on the Aspis from the sewer?
-Posted with Wayfinder

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Dreggar will take a hit from his wand.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
"My, these Aspis are a pesky lot. You think they would learn."

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Peribras pats Darkpaw on the back. "You're getting pretty good at this, girl."
-Posted with Wayfinder

GM DevilDoc |

Good call on the Sewer fight.
Davorin searches the bodies of their attackers, reeling from the wounds he has sustained. Luckily, the man was able to fight off the poison of the assassins weapons!
Dreggar hands his wand off to Sarephta, who gladly uses it to heal him up!
Jhon Fort: 1d20 + 5 ⇒ (9) + 5 = 14
Sarephta Fort: 1d20 + 7 ⇒ (15) + 7 = 22
Sarephta easily fends off the poison flowing in her veins, but Jhon is not as lucky. He feels the strength being drained from his body, but quickly rallies to fight it off!
Strength Damage: 1d2 ⇒ 1
Round 2 Fort: 1d20 + 5 ⇒ (16) + 5 = 21
This will heal with a nights sleep, or any magical means you may wish to use. Luckily, with your Str score an odd number, you don't take any penalties.
Another waiting game until Shifty pushes us forward into the next act. There will be no negative penalties for the interrupted sleep, and all magic users may go as per normal. Heal up, RP, and hang tight!

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Wow, I was sleeping very deep. I almost didn't realize what as happening even standing up...
But you solve it very well, so thanks for it Jhon bows theatrically to all of you as a way to thanks for it.
Sarepthta, you said yesterday you built the temple? I'm curious about that, as I never find before anyone so involved in religion to build one. Why did you built it?

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Davorin refuses to touch the swords, "Poison, that's why I was feeling woozy that fight. Aspis will forever stoop lower and lower, first an attack on a temple, now with poison."
He picks up a potion from their stack of gains, "You guys mind if I nap this potion of cure moderate wounds, it could come in handy."
Walking over to Sarephta he hands off his wand for healing.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8 CLW: 1d8 + 1 ⇒ (2) + 1 = 3 CLW: 1d8 + 1 ⇒ (3) + 1 = 4 CLW: 1d8 + 1 ⇒ (3) + 1 = 4

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no one going to use any of the CLW potions we found in the sewers?
-Posted with Wayfinder

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Davorin shakes his head, "Carry those around for emergencies is my motto." He pats the cure moderate on his belt.

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Davorin packs up his gear before he finishes shining his breastplate and blade. Tasks complete, he looks ready to attend to the next day's activities. "So, it's clear the Apsis have it out for us. That's likely not going to change any time soon. Do we need any emergency supplies before we head out to the next event?"
He looks thoughtful for a moment, "We need to hand out those potions of cure light wounds. Are our wands sufficiently spread out? He pats the cure moderate wand slapped to one arm, and the cure light strapped to the other. "Does everybody have their antidote, antitoxin, and smelling salts?" He briefly lists off everything in his haversack, noting the command word to easily recover any of those items.

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Sarephta heals anyone, including herself, suffering from wounds.
"Will you all help me clean this up? I will contact the authorities, as well."
channel: 3d6 ⇒ (6, 6, 3) = 15

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Davorin shakes his head, "I will gladly help you clean, but I'm afraid at this time we cannot contact the authorities. This is an underground fighting competition. If we drop them off at the lodge to turn into the authorities after we're done, would that be suitable?"

GM DevilDoc |

Sarephta calls for the authorities, and with the guards response comes a representative from the Ruby Tournament. The Tengu looks extremely displeased at this turn of events, and carefully listens to your story with growing outrage. "This kind of behavior will NOT be tolerated. Have you any clue who perpetuated this crime! If you have any proof, they will immediately be disqualified."
1d20 + 7 ⇒ (7) + 7 = 14
1d20 + 15 ⇒ (11) + 15 = 26
Davorin, while searching the bodies, is unable to find anything at all, but the eagle eyed Sarephta gives an exclamation and points out a bulge sewn into the hem of the assassins robes. With a deft stroke of Davorin's knife, a small brass coin falls out. The coin's face is marked with a coiled asp and its tail carved with the letters P.O.D. Experience Pathfinders that you are, you recognize this as belonging to the Aspis Consortium.
Keep up the RP (answer the Tengu's questions), but I wanted to throw this out just in case we get moved on: Finding the coin and alerting the authorities grants you a +1 morale bonus against all agents of the Aspis Consortium for the duration of this scenario.

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Sareptha is glad they have contacted the proper law enforcement officials.
As they clean up the mess in the temple, she says "Some things are more important than this mission or the games. We must do all things in proper order," she observes. "In this case, it might even help us."

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"Yes, Sarephta, it was the right thing to do."
Daryus looks straight into the eyes of the tengu.
"I am not one to jump to conclusions, but know this with certainty: it was the Aspis Consortium who attacked us."

GM DevilDoc |

The tengus feathers ruffle at Daryus' direct accusation.. not in challenge, but rather unsettled at the direct and quick response. "And how do you know this? Have you any proof? What makes you so sure?"

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Davorin pulls lifts the bronze coin between his fingertips and rolls it back and forth, "Check the robes of the other assassins. We found this on one of them."
He shakes his head, "It's just like the Aspis Consortium to fight dirty."

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And if you're not convinced, you can allways ask for a cleric who help you to talk with the dead. We're in a temple after all

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"Everybody healed up, and ready to go with new spells? We've another long day ahead of us, likely with just as much combat. Perhaps more Oni?"

GM DevilDoc |

The Tengu takes the offered coin from Davorin and inspects it closely before turrning back to you with a deep bow. "You have my most humble apologies.. each of you. This dishonors the Tourney, and it also dishonors those who organize it. We will get to the bottom of this.. for now, I bid you a good night.. er morning.. and wish you well in the coming tests." With these words, the Tengu liaison bows himself out of the temple to report this to his superiors.
The rest of the night passes in ease, with no disturbances.
The next post by Shifty will be setting the stage for an early morning wake up, and the beginning of the Opera. Please step over to the discussion tab so that we can get a few things hammered out real quick and keep the pace up.

Shifty |

***OVERSEER ANNOUCEMENT***
The first rays of light creep into the inn’s window, accompanied by a loud knocking at the door. Someone in the hall screeches, “The sun is up! Time to gather your tickets and head to The Opera!”
***
Arriving at the opera, you are greeted by a trio of actors dressed in the garb and makeup of a traditional opera from Lung Wa. They seat you in the first few rows. Looking around you see a few others also in attendance. Strangely, there are no sets and the unlit stage is empty except for three plain wooden chairs. Then Kiang Zhen strides onto the stage and addresses the audience.
“Today I am treating myself to a display of opera, which all of you shall perform for me! Backstage, you shall find traditional costumes that will determine the roles you will portray. You may choose these roles yourself, but be forewarned - you must act within the limits of your role. Your objective is to perform an epic combat against a rival group. However, there must be no bloodshed. Any shows of lethal force will result in your immediate disqualification from the event. The troupe able to force its opponents to yield is the victor. Now go and prepare yourselves for the evening’s performance. It starts in 10 minutes!”

GM DevilDoc |

The team looks at each other briefly in confusion, before rushing for the dressing rooms. You find your costumes and quickly get dressed and assembled, sorting out who is going to wear what before reappearing on the stage, where you are now confronted with your opponents. These individuals all look to be scoundrels of the lowest sort but are dressed in identical costumes to yours.
I don't know how to relay this within character, so I'm just going to tell you that these are Aspis agents, and you DO receive the +1 Moral bonus against Aspis agents.
Please place your token on the stage on the newest map. Your team will start out stage left (the bottom half) but once combat joins, you are free to move anywhere. And because I know it will come up, there is a 10' drop from the stage to the orchestra. (Area in front of the stage)

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Davorin stands on the stage and takes a readied stance with his greatclub. "Let's get this farce over with."
Martial flexibility into heavy armor proficiency.
AC currently 19 (+6 armor, +1 deflection, +1 dodge)
-Posted with Wayfinder

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"How do warriors fight in this?" Dreggar grumbles as he forces himself into the dress "armor" and forcibly shifts from side to side.
AC 18 (11 Tch 17 Flat) and a lovely -7 to hit penalty
He picks up the wooden "longsword"."Well, at least this stick won't siphon my life force when I strike." He struggles to swing with it and catches his finger in one of the splint grooves. "But this blasted armor might!"

GM DevilDoc |

Sarephta, please adjust your AC for no armor
The companions outfit themselves before moving out onto the stage, where you are confronted with a leering group of misfits and ruffians as your opponents. A man dressed as a white eyed clown still has his holy symbol brazenly hanging from his neck, while The Cruel Bandit seems very comfortable in his role and his costume.. obviously this is a role he plays in real life! A large, burly man dressed in womens armor scowls fiercely as he hefts his polearm, while another man in robes and painted as an old woman clutches his staff as a walking stick.
Kiang Zhen takes a seat in the audience, and imperiously motions for you to begin. "Keep me entertained!" he cries out. "The best warriors are able to adapt to any form or situation.. and use their minds as well as their brawn!"
Davorin: 1d20 + 2 ⇒ (1) + 2 = 3
Jhon: 1d20 + 5 ⇒ (13) + 5 = 18
Daryus: 1d20 + 4 ⇒ (19) + 4 = 23
Dreggar: 1d20 + 2 ⇒ (6) + 2 = 8
Sarephta: 1d20 + 4 ⇒ (20) + 4 = 24
Cleric/Clown: 1d20 ⇒ 2
Rogue/Bandit: 1d20 + 8 ⇒ (3) + 8 = 11
Fighter/Warrior Woman: 1d20 + 1 ⇒ (19) + 1 = 20
Sorcerer/Crone: 1d20 + 1 ⇒ (4) + 1 = 5
"Bold May Post
Sarephta
Daryus
Fighter (Green)
Jhon
Peribras
~Darkpaw
Rogue (Blue)
Dreggar
Sorcerer (Pink)
Davorin
Cleric (Red)

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Profile adjusted for no armor
Let's the play begin! states Jhon, excited for being on stage one more time.

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Poke-poke, is this on?

GM DevilDoc |

update coming tonight to move us along.
-Posted with Wayfinder

GM DevilDoc |

Sarephta and Daryus both delay.
With a pantomimed battle cry, the man dressed as the Warrior Woman slides forward, lowering his bill as he comes. He reaches out at Dreggar, trying to keep the dwarf pushed back. He clunks Dreggar square on the head, then waves the wooden weapon menacingly at him.
Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
"Bold May Post"
Fighter (green)
Sarephta
Daryus
Jhon
Peribras
~Darkpaw
Rogue (Blue)
Dreggar- 8 NL
Sorcerer (Pink)
Davorin
Cleric (Red)

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Stepping up behind Dreggar, Sarephta places a hand on his shoulder, healing most of the wounds.
"Did someone hear a loud clunking sound?" she exclaims in her best wizened crone voice.
CLW: 1d8 + 5 ⇒ (2) + 5 = 7 converting comprehend languages to CLW

GM DevilDoc |

Sarephta: The Chou are the only characters allowed to speak. Will update after work.

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Sarephta, if you want to heal me, it will take a caster level check DC 11 due to my innate magic resistance.

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Jhon moves around the Aspis' Cruel Bandit jumping and tumbling like a monkey, but without moving close enough to risk being attacked until he bares his teeth and bite him. draw some arrows to represent my path
The Monkey King doen't have weapons, but some monkeys have sharp teeth. Like us.
Fighting Defensively, bite: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20damage: 1d4 ⇒ 3
I haven't read we're forced to fight non-lethaly, bit if we are forced substract 4 from my attack roll
My AC increases in 3 for fighting defensively and having more than 3 ranks in acrobatics

GM DevilDoc |

Jhon: please see discussion.
Sarephta heals Dreggar, easily overcoming the dwarfs magical resistances.
Jhon leaps forward at the Cruel Bandit, snapping his jaws at the man, and landing a light nip.
The Blue cloaked Bandit lashes out at the incoming kitsune, his wooden dagger flashing in the stage lights.
Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Conffirm: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 2d4 ⇒ (1, 3) = 4
"Bold May Post"
Fighter (green)
Sarephta
Jhon- 4 dmg
Rogue (Blue)- 3 NL
Daryus
Peribras
~Darkpaw
Dreggar- 1 NL
Sorcerer (Pink)
Davorin
Cleric (Red)

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Daryus saunters forward dramatically, in an almost dance-like progression, and as he nears the opposing rogue, he acrobatically tries to tumble past.
Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13
He then takes up a defensive stance, daring the foes to approach, waving his sword about.
I think I'll need to move 5 ft. using Acrobatics to get to where I want without provoking. Daryus will then take up a total defense. I believe his current AC is 14 without armor, or 18 with the total defense. I didn't read closely enough, the Cruel Bandit is practically the worst one I could have picked.