
lucklesshero |

OMG ur not attacking the little kid carrying the sticks are you!...LOL he's just there for show Volar...not an enemy..there's two targets(you'd know the kid was an innocent or at least he's not attacking you right now)...the girl stealing the keg and the one in the corner. I'll move Smiler towards the keg stealing girl..feel free to change that (he can get there easy with a double move) I see you trained him the *attack* trick so he attacks the correct target...unless you want him to maul the boy tehe!
*edit*! Taking the kid off the map! sorry kid had nothing to do with this combat just a passer by...was in for flavor purposes only...he's no longer there...Don't kill the kid for the love of humanity!

Smiler |

I was finding it hard to work out who we were fighting. Volar will send Smiler against the nearest enemy and stick to his plan of letting the keg stealing person to get away with their plan. Smiler would only take a single move to get there so he'll take a bite attack.
bite attack: 1d20 + 3 ⇒ (9) + 3 = 12
bite daamge: 1d4 + 1 ⇒ (1) + 1 = 2

lucklesshero |

OK hope we're back on track...sorry bout' the kid my bad...guess I made a hot mess of this encounter!
Smiler moves up to the pretty woman in back of the cart and tries to bite her but the woman dodges nimbly away from the hairy brute.
*conditions*
Tajan
Suspicious woman
Magic using woman
Argenta
Solomon
Hudor *asleep: prone*
Volar
Polanco *awake : prone*
bold may act.

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Tajan just grabs the woman next to him dropping his staff as he does so
grapple check: 1d20 + 3 ⇒ (9) + 3 = 12
no improved grapple feat or such like so aoo to the woman. Hope she’s a feeble caster or that was a waste of time if he gets any aoo himself he will strike for non lethal damage with his unarmed strikes

lucklesshero |

No AoO from her even though she had a quarter staff in hand. She needed one hand free to cast the previous round's spell so I don't allow AoO's with two handed weapons when the other hand is occupied. thx.
Polanco stands weapon in hand. Tajan tries to grab hold of the sorceress arms but only tears a piece of her cuff off as she jerks her hand back. The sorceress then tries to cast another spell on the defensive. Concentration: 1d20 + 5 ⇒ (4) + 5 = 9 The distraction of battle again disrupts her casting and she looses the arcane words of power mid-sentence.
Her twin in the mean time, is busy grabbing a rolling keg. She the hurriedly grabs the keg and shouts, come on I've got it! Let's get out of here! She the bolts down the street to the south.
*edit* just in case one of you caught it before I did..I had an edit here..I thought Smiler was still next to the keg thief..so there was an AoO and some lines of dialogue that were cut. Also missed the part about Tajan dropping his staff on first pass so I edited out some occ about having 2 hands free in a grapple ect.. Gods above I'm out of it in this battle!
*conditions*
Tajan
Suspicious woman
Magic using woman
Argenta
Solomon
Hudor *asleep: prone*
Volar
Polanco
bold may act.

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Argenta shakes Hudor awake. Quickly, get up, we need to stop the thieves!

lucklesshero |

Argenta, u still have a move action if u want to take it..Waking Hudor is only a standard.
Argenta remains bending down while reaching over and shaking Hudor awake..Hudor awakens ,
*huh* *what* err..what's going on?
*conditions*
TajanSuspicious woman
Magic using woman
Argenta (Move action left.)
Solomon
Hudor *prone*
Volar
Polanco
bold may act.

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Yep I am happy where I am, I don't have anything to do with my move action

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Hudor wouldn't know about the one with the keg fleeing.
Hudor gets his senses back and stands up from his road nap. Spotting the keg is gone, he shouts "Where is the keg? Capture her." pointing at the woman surrounded, "So we can get the keg back."
Not knowing which way to chase whoever has the keg, Hudor moves up to make sure the woman still here is unable to flee. "Those not surrounding this woman, chase after whoever has the keg."
Double Move: Standing and 15'

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Tajan makes another attempt to grab her
grapple attempt: 1d20 + 3 ⇒ (5) + 3 = 8

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Volar sees the woman escaping down a side street and decides to try to find another way to catch up with her. He heads down a small alleyway and tries to catch sight of her again.
perception: 1d20 + 7 ⇒ (18) + 7 = 25
I've marked the way Volar will move just in case anything blocks or slows him.

Smiler |

Smiler attacks the woman he was previously told to attack.
claw attack 1: 1d20 + 3 ⇒ (19) + 3 = 22
claw damage 1: 1d4 + 1 ⇒ (1) + 1 = 2
claw attack 2: 1d20 + 3 ⇒ (10) + 3 = 13
claw damage 2: 1d4 + 1 ⇒ (2) + 1 = 3
bite attack: 1d20 + 3 ⇒ (17) + 3 = 20
bite damage: 1d4 + 1 ⇒ (1) + 1 = 2

lucklesshero |

Hudor stands up and moves to further block the trapped sorceress. Volar pursues the other nearly identical woman by, trying to find a back way to cut off her escape. Tajan tries to grab hold of the trapped sorceress again but, is unsuccessful. Volar has ordered Smiler to attack the sorceress; so that's precisely what the animal does; tearing and biting several bloody gashes on the unfortunate woman.
*conditions*
Tajan
Suspicious woman
Magic using woman -4hp
Argenta
Solomon
Hudor
Volar
Polanco
bold still to act...has till 5pm 01/08/18 to act.

lucklesshero |

boting Solomon and Polanco
Polanco runs to the end of the street and pulls up to turn the corner. Down the avenue..He can see the other woman with the tiny barrel in her hand peek over her shoulder and slow down her trot a little. Solomon in the mean time..is interested in capturing the sorceress in front of him so he turns his scythe over in his hands, and uses the butt end and try to knock the woman unconscious. MW Scythe: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15 Alas, the wood end of the scythe..bounces off the sorceress invisible armor again.
The Suspicious woman with the keg immediately, starts running again when she catches a glimpse of Polanco far out pacing any distance either he or Volar could cover. The trapped sorceress woman tries one more desperate attempt to cast a spell on the defensive and concentration: 1d20 + 5 ⇒ (16) + 5 = 21 she succeeds! Vanishing into thin air. Hudor soon feels something brush past him..and he thinks he hears the sound of the sorceress breathing.
you may roll perception checks to try and locate her position..bold may act.
*conditions*
Tajan
Suspicious woman
Magic using woman -4hp/ *invisible*
Argenta
Solomon
Hudor
Volar
Polanco

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perception: 1d20 + 7 ⇒ (4) + 7 = 11
Tajan desperately tries to grab the space where the woman was before she escapes
Too late

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Perception: 1d20 + 0 ⇒ (17) + 0 = 17
Feeling the brush of the invisible woman next to him he yells out, "Sorry Argenta." As he spreads his hands out and unleashes his Freezing Hands which encompasses the area he felt the brush and onward.
Freezing Hands (Reflex DC15 for Half damage): 2d4 ⇒ (2, 3) = 5; 15 feet cone outwards *Put a Curve Line to show area of effect on map*

Smiler |

Smiler tries to complete his last instruction by trying to sniff out the woman and find her.Move action.
If within his scent range 30ft Smiler moves in her direction until he is next to the invisible woman.
I'm not sure how useful this will be without Volar there to control Smiler, but maybe the other characters around Smiler can work out what he is doing?
This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

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Just as a note I don't consent to being hit by burning hands. I am however happy to get out of the way before you do so.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
I doubt even a natural 20 will pinpoint an invisible person so I shall be firing blind
Stepping back Argenta's eyes flare with anger. Now you have woken the dragon she snarls raising both hands and unleashing a gout of flame in the hope of hitting the enemy sorceress who has caused them such trouble.
Argenta steps back 5' and unleashes a 15' cone of burning hands directly ahead of her. If it hits her then 2d4 + 2 ⇒ (1, 1) + 2 = 4 fire damage with a DC16 reflex save for half

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Seeing that the keg carrying woman is too fast for him, Volar turns and goes back to join the group, barely dodging getting hit by a spray of ice!
Seeing that the woman is missing he stops at the corner of the building and looks around for her.
perception: 1d20 + 7 ⇒ (11) + 7 = 18

lucklesshero |

Since smiler's last order was to attack I'll go ahead and let him try to track with scent without having Volar command him to do so. Hudor
your freezing hands tricks cannot go off because of PFS etiquette, you'll loose the action but keep the spell.
After the woman disappears everyone begins a frantic search. Argenta lets out a huge gout of flame in the alley but doesn't seem to do anything but frighten the donkey donkey will save: 1d20 ⇒ 7 The donkey rears once trying to break loose of the cart harness and starts kicking wildly. The cart sways back and forth on the street. Just after Argenta cast the flaming hands spell Volar runs up to the middle of the alley, stopping short of the fiery destruction.
Hudor has ideas of freezing another area of the alley but stops casting his spell, as he realizes he'll catch Argenta in the effect. Smiler at first confused where his prey is...starts sniffing around. He then growls and tries to swipe at the area in front of Solomon. (using claw for flavor purposes only will use primary attacks stats) claw: 1d20 + 3 ⇒ (20) + 3 = 23dmg: 1d4 + 1 ⇒ (4) + 1 = 5(01-50=miss 51-00=hit) total conceal roll: 1d100 ⇒ 67confirm: 1d20 + 3 ⇒ (12) + 3 = 15 (no crit her AC:17)
Suddenly, you all turn to her the sorceress cry out as apparently her invisibility, isn't tricky enough to fool Smiler.
OK ruling that Tajan still has an action.(move or standard) Solomon and Polanco both have yet to act. I'm giving them both till 3pm or so (pacific time) to respond then I'll bot. We'll deal with their extended absence after the fight. The square where Smiler hit the sorceress will have her pawn in it this round for ease of knowing what I'm talking about(but she's still invisible)
*conditions*
Tajan ( 1 action left)
Suspicious woman
Magic using woman -9hp/ *invisible*
Argenta
Solomon
Hudor
Volar
Polanco
bold may act.

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Solomon will attempt to locate where the scream came from and move in that direction.perception: 1d20 + 3 ⇒ (9) + 3 = 12If he runs into something he'll try to grab it. grapple: 1d20 + 3 ⇒ (4) + 3 = 7

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Polanco twirls his paddle in hand. This was the kind of annoying happening that made Pathfindering pay well.
He has no targets over here though, so he double moves back towards the action
I cannot edit the slides at the moment, if someone would please move me 40 feet back towards the action.

lucklesshero |

acrobatics: 1d20 + 2 ⇒ (2) + 2 = 4
So I'm pretty much ending combat here..I missed an acrobatics check earlier (meaning I forgot to make it) to have the sorceress move through Hudor's space. She would have been stuck in her own space. Since it doesn't really mater what space you catch her in..I'm just ending combat. Unless Volar doesn't order Smiler to stand down.
The sorceress woman suddenly screams, Enough! and turns visible as she downs he potion of cure lt wounds.
If you stop attacking her she calls her sister back; if not she fights defensive while calling for the guards, until you knock her unconscious.
The sister brings back the keg and promise to give it back if you let them go. If you can change their attitude from unfriendly to indifferent they might let you know more about who they work for.
The other sister with the keg doesn't let you approach her while negotiations are going on. If any of you approach within 50ft of her..She immediately picks up the keg and flees.

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Polanco glares angrily at the girl ready to aid some diplomacy or intimidate roles, poorly.
Diplomacy or Intimidate Aid Another: 1d20 - 3 ⇒ (2) - 3 = -1

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We are getting sick of chasing our tails tell us who sent you and where we can find them and we'll let you walk.
diplomacy: 1d20 + 5 ⇒ (16) + 5 = 21

lucklesshero |

The woman give up the exact location of the warehouse. As far as what they know about their employer it's the same as Barnel.
it's irrelevant to the scenario whether you arrest them or not so I'm pushing through to the warehouse..if you wait more than an hour to proceed to the warehouse let me know. I'll post a description of the warehouse as you approach it tomorrow.

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Polanco alerts the local fuzz and has the pair arrested just for the sheer inconvenience of their assault and then makes his way to the warehouse.

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"This Graycloak woman that is hiring thieves is a real annoyance. We really need to catch her. Probably have to turn her into the Graycloaks though I suspect she might get a light sentence."
Hudor looks to the others, "Let us head to the Warehouse. We don't know if she has informants that might have been keeping an eye on us. So we should try to solve this case quickly."

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Volar calls Smiler to his side as soon as the woman gives up.
"Good job my simian friend, it seems your nose actually helped out this time rather than getting me into trouble!" says Volar as he digs in his pack for a treat to give to Smiler.

Smiler |

"OOK!" yells Smiler, more concerned with dried fruit he's been handed than the praise of his human companion.

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Argenta pats Smiler with a degree of caution. Yes, good job boy, we might have lost her without your sensitive nose.
Turning to the group she says, Yes, lets get to the warehouse and put an end to this.

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Tajan will be happy to ensure the two women end up with the city watch and then head to the warehouse

lucklesshero |

The exterior of this run-down warehouse is rotting, and the roof is clearly sagging in places. Any paint that once coated its walls has long since flaked off the parched-looking gray wood. The windows are boarded firmly shut, and both pairs of loading doors appear to be jammed closed.
Ok pawns have been placed on the map outside the warehouse. Move your pawns to where you want them or request me or another player to do it if you are unable to. Let me know how you plan to get in to the warehouse and move your pawn next to the location you intend to enter (or request to have your pawn moved) When all players have moved or declared what they're doing outside the warehouse..we'll proceed.

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Hudor moves up to the northern doors, crouching down, he puts his ears to the door and listens for anything on the other side.
Perception: 1d20 ⇒ 10

lucklesshero |

Hudor moves up to the northern doors, crouching down, he puts his ears to the door and listens for anything on the other side.
[dice=Perception]1d20
Hudor hears nothing but faint wind.

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Tajan will inspect the main door
perception: 1d20 + 7 ⇒ (15) + 7 = 22

lucklesshero |

Tajan will inspect the main door
[dice=perception]1d20+7
Again you hear nothing inside of note..the wind outside cause the building to settle and creak eerily..but, you spot or hear nothing of interest from outside the warehouse. (you can tell it's dark inside if you peek through some narrow cracks..those with dark vision may be able to spot a couple crates inside the warehouse but nothing else). Upon closer inspection Tajan can tell the sliding doors he's next to are off their rails..If you're going through this door..You'll need to force your way in.
You'll need to find a way in to get more info..perception checks outside reveal nothing, there are no traps on the door that, Tajan can see

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Looking at both doors and windows being barred he makes a suggestion. "Warehouses usually have backdoors. Lets see if this one has a backdoor."
Hudor heads through the archway to the west and goes toward the back of the warehouse. Moved on the map.

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Argenta follows Hudor around the side of the building. We probably shouldn't split up too much, this place could be dangerous.
She checks out the door on the side of the building.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Does anyone have any skill dealing with locks do you think Hudor?
Are the mage armour durations still in effect? If they have ended or are close to ending she will reapply them to the four who are benefitting (herself, Hudor, Tajan and Smiler

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"This place isn't very inviting is it. Me and Smiler will stay here at this corner near the door. Shout if you get in trouble."
Volar tries to pay attention tot he people flanking the building while still keeping an eye on the door.
perception: 1d20 + 7 ⇒ (4) + 7 = 11

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Polanco stands near Volar and nods We could always just pincer - does someone have that there spell with the whispery voices? We could all move in at the same time and wreak some really bloody hells!

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"Hmm... not sure Argenta. I don't think any of the others showed signs of being able to pick locks. If all else fails, we just get Polanco to bust one of the doors down."

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Polanco sneers Wot, this old thing? I could have it down in a giff
And as if to prove his point he produces a crowbar into the door and pulls.
He tries a few times to get the door open
Strength check + crowbar: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Strength check + crowbar: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Strength check + crowbar: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20

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Solomon will move up to Polanco listen to make sure he hears nothing of note then try to give him a bit more oomph on the prybar. Perception: 1d20 + 3 ⇒ (4) + 3 = 7 Here let me help you, looks heavy.
Aid Strength Check: 1d20 + 3 ⇒ (13) + 3 = 16

lucklesshero |

Are the mage armour durations still in effect? If they have ended or are close to ending she will reapply them to the four who are benefitting (herself, Hudor, Tajan and Smiler
I'll rule you still have 10 min..(seems you rushed over to the warehouse after turning in the sorceress)
Argenta and Hudor begin to circle the building looking for a way in. Polanco starts to pry the door and Solomon comes to help. The door creaks a bit but, they have trouble moving it with it being off the tracks..They soon realize it will probably take several men and a fair bit of time, to try and mount the door back on it's tracks from this side..the pry bar helps but another hand or two and 20 minutes or so they might be able to pry it open wide enough to slip through one at a time.
It will take time an effort..to open this door..Polanco will need to take a 20 with the crowbar, and have Solomon and one other help him. Your other option is to check the other door. After Hudor and Argenta circle the building, they'll find all side doors and windows boarded up and barred. Short of chopping through the building's walls your best entry point is through one of the two loading doors.

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Polanco knows when to give up - there are twitchy finger spell durations at stake here - and circles over to the loading doors, ready to apply his prybar again if needed.

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Not finding another entrance, Hudor rejoins the rest of the group. "No luck finding another way to enter that wasn't boarded up. There must be a way the thieves are entering with ease."

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Argenta returns to the group. Looks like we are going to have to try and shift the loading door..
She looks over to Polanco who seems to be the strongst. Maybe with the help of Smiler, Soloman and Tajan you can shift it? Dont worry about my spells, this wand still has plenty of magic left in it if we need it.