
|  The Broken GM | 
 
	
 
                
                
              
            
            Your boots squash with fetid water as you plod through the Puddles. A thick fog hanks in the air, seeming almost to caress the flesh with an unnatural chill. As you stand outside the Soggy Piper in a foot and a half of brackish brine, you try to recall what was so damned important to demand your presence in the half-flooded slum during Absalom's rainy season. You remember your meeting at the Lodge just a few hours earlier with your Venture-Captain Adril Hestam.
A bear of a man with only a few teeth remaining in his head, he motioned you into the meeting hall with a casual wave of his grizzled hand. The human captain outweighs most of Absalom's half-orcs, and though a layer of beefy blubber coats his frame, those of you who have tangled with him in the lodge sparring ring know that beneath this thin veneer of fat lies nothing but sold, steely sinew. Adril's wild beard wags to the ponderous shake of his massive head as he examines a scrap of ancient parchment on the table before raising his eyes to greet your gaze and speaking:
"Come in then, friends and thank you for answering my summons so swiftly. The Society is in need. An old and quite penniless historian, a bespectacled wag-beard by the name of Yargos Gill has recently made a discovery in an old archive that we have a great interest in obtaining: an ancient code-book, left behind in the wake of one of Taldor's many failed attempts at invasion. This several-hundred-year-old text would prove an excellent addition to our collection, and must be preserved."
"Yargos makes his home in 'The Puddles', Absalom's poorest district, suffering from a well-known reputation as a haven for lowlifes. Following an earthquake ten years ago, parts of The Puddles now rests below sea level, resulting in frequent and untimely flooding. Those who can afford not to live there - don't."
"The district is the stomping ground of pimps, harlots, addicts, knifers, and hoards of unseemly derelicts. It's never been a kind place, but recent reports reveal some new nameless terror on her waterlogged streets. Several persons claim to have seen cloaked, skeletal-like figures marching through an unnatural fog. Ill tidings indeed. Tracking down Yargos is now a priority -- lest some yellow-toothed thug cut him down, or one of these strange wraiths carry him beyond the pale. Find him, fellow Pathfinders, and find the codebook. Your exploits will be recorded in the Chronicles if you succeed."
The memory fades as a fresh deluge of cold seawater rounds the bend in the lane and assaults your knees. After searching for Yargos at his favorite eatery, the Soggy Piper, you learned you just missed him. According to the Piper's staff, a gang of dangerous young tattooed toughs arrived ahead of you. They grabbed Yargos and several of his friends from their dinner table and dragged them to a nearby cliff at the edge of the Puddle District. The Watch was called, but the will arrive too late, as they often do in The Puddles, when they bother to venture there at all.
It is early evening, the first Wealday of the month of Desnus, an old man is about to face some awful fate at the sea cliff known as Torsen's Maw, and you are no closer to finding the codebook that Adril sent you for.

|  The Broken GM | 
 
	
 
                
                
              
            
            Act 1- The Drowning Depths
Six brash young toughs covered with tattoos of vicious snarling dogs are prodding four terrified older men off the edge of the cliff into the sea. The prisoners are shackled together in a line of heavy chains, which shall surely drag them to the sea floor in short order should they tumble from the cliff's edge into the churning waters below.

|  The Broken GM | 
 
	
 
                
                
              
            
            Everyone is up!
Ennoia Init: 1d20 + 6 ⇒ (9) + 6 = 15
Rathan Init: 1d20 + 7 ⇒ (3) + 7 = 10
Miette Init: 1d20 + 5 ⇒ (17) + 5 = 22
Eleanor Init: 1d20 + 5 ⇒ (16) + 5 = 21
Naiyra Init: 1d20 + 6 ⇒ (4) + 6 = 10
War Hounders Init: 1d20 ⇒ 5

|  Eleanor Lokrien Savet | 
 
	
 
                
                
              
            
            "Stop! What possible reason can you have for murdering these fellows?" As she speaks, Eleanor moves twenty feet to the North-west, directly in front of the southern most man, and casts 'Burning Hands' defensively.
Defensive Casting: 1d20 + 5 ⇒ (15) + 5 = 20
Burning Hands: 1d4 ⇒ 1
EDIT: DC 16 Reflex for Half, rounded up is still 1 though. . .
As she moves, her wolf drawing three attacks of opportunity, moves into flanking position.
Handle Animal: 1d20 + 6 + 4 ⇒ (4) + 6 + 4 = 14
To Hit: 1d20 + 2 ⇒ (20) + 2 = 22
Damage, if Hit: 1d6 + 1 ⇒ (5) + 1 = 6
CMB for Trip, if Hit: 1d20 + 2 ⇒ (3) + 2 = 5

|  Miette Thermogauge | 
 
	
 
                
                
              
            
            While traipsing from the Soggy Piper to the cliffs Miette drew and loaded her crossbow.
Barely keeping her giggling to herself Miette attempts to move stealthily (from map placement)nw 15 ft for cover beside the centermost boulder and takes aim at northernmost center War Hounder:
Stealth: 1d20 + 11 ⇒ (17) + 11 = 28
Ranged Crossbow: 1d20 + 4 ⇒ (11) + 4 = 15
Sneak Damage: 2d6 ⇒ (1, 4) = 5

|  Naiyra | 
 
	
 
                
                
              
            
            Outnumbered and helpless victims in need of saving. How do I end up in these situations, there better be a good pay day at the end of all this. she thinks to herself as she draws her fine shortsword rushing the the thug directly in front her. She raises her sword and at the last moment instead of thrusting her blade she attempts to shove the man over the cliff.
Bull Rush: 1d20 + 2 ⇒ (19) + 2 = 21
Acrobatics to avoid first AoO: 1d20 + 8 ⇒ (5) + 8 = 13
It looks like he would fall off if pushed him back 1 square, but if that is a spot to stand on and he doesn't fall off I would rather move 5 squares north and take an AoO and end up attacking thug in between the wolf and me.

|  Ennoia | 
 
	
 
                
                
              
            
            Ennoia steps in with any icy look. Thugs. Common thugs, by the look of it. Falayna, forgive me for the lives I am about to take.
In the name of Falayna, stop right there! Know that I will shoot if you continue your senseless behaviour.
Ready action: if the thugs don't surrender, shoot the closest one.
Attack (point-blank, precise shot): 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 261d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8

|  Rathan Summercloak PFS | 
 
	
 
                
                
              
            
            Not caring if they are going to surrender or not, Rathan moves into position to affect the most thugs that he can without harming the innocents.
"Burn you cowardly curs."
DC 17 Reflex for half: 3d4 + 1 ⇒ (4, 3, 3) + 1 = 11
Ooh Yah !!!
He gets all three in the row, but not the wolf or Eleanor.
Spread pattern

|  The Broken GM | 
 
	
 
                
                
              
            
            Miette moves forward vanishing behind a large rock, and her crossbow bolt takes the central villain in the armpit and sending him tumbling to the grass.
Eleanor moves forward and singes the thugs with her flames, while Song takes advantage of his foes flatfootedness to move around behind them and sinks his teeth into one of the thug's calves tearing it open and sending the unfortunate fellow into unconsciousness blood spurting freely.
Already singed the three thugs, one of whom has just lost consciousness, cannot avoid the onslaught of Rathan's torrent of flames and two more collapse flesh smoking.
Naiyra draws her bow and puts an arrow in another thug's throat leaving one remaining wide eyed miscreant. Ignoring Ennoia's orders he makes a break for it screaming obscenities as he runs, until the Paladin's shaft buries itself in his chest silencing him.
The prisoner's gape in awe at the annihilation of their tormentors, and it takes a few seconds before they think to scurry away from the cliff's edge - giving Song nervous looks. The bearded fellow, best dressed of the four, though a trifle ragged from recent events, steps forward,
"A thousand thank you my friends you have saved us all. I am Yargos Gill, thoroughly indebted to you! These poor souls are my friends, Tashen, Ilmn, and Samchar. And these thugs you have so ably thwarted are Nessian's Warhounders - young fools looking to impress that verminous gang leader. I fear I must ask for your aide further, for I may have put the lives of everyone in Absalom in grave danger!"
Song Crit Conf.: 1d20 + 2 ⇒ (2) + 2 = 4
Warhounder 1 Ref: 1d20 ⇒ 3
Warhounder 2 Ref: 1d20 ⇒ 16
Warhounder 3 Ref: 1d20 ⇒ 4
Naiyra Damage: 1d6 + 2 + 1d6 ⇒ (5) + 2 + (3) = 10

|  Eleanor Lokrien Savet | 
 
	
 
                
                
              
            
            "You are most welcome sir, perhaps you could lead us somewhere dry and not overly out of our way, and explain what you mean by 'you have put the lives of everyone in Absalom in grave danger.'?" Eleanor answers, calling Song to her that she might mount the war beast.
Diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16
As she mounts her wolf, Song, Esmeralda attempts to get her beast to get the scent of the bandits, and fetches a scrap of clothing from the man at her feet just in case.
Handle Animal (Track): 1d20 + 6 + 4 ⇒ (13) + 6 + 4 = 23

| Song, Eleanor's Companion | 
 
	
 
                
                
              
            
            Song does her best to obey, and sniffs around the corpses of the fallen trying to get a good scent, moderately appreciative and somewhat offended that Eleanor felt the need to get a scrap of clothing, 'just in case'.
Track: 1d20 + 1 + 4 ⇒ (14) + 1 + 4 = 19

|  The Broken GM | 
 
	
 
                
                
              
            
            "I fear there is no time my Lady. You see eight hundred years ago the Taldan's attempted to conquer Absalom, they sent a vast Armada in fog shrouded Desnus, and planned to use a force of infiltrators within the city, called The Black Echelon, to strike at key points, and disable the alarm systems before the Armada would descend upon us. Fortunately brave heroes of old dispatched The Black Echelon and the Absalom Navy was able to crush the Armada as it sat idle awaiting the signal to attack. All this would be well and good save that every man of the Black Echelon, and of the Armada swore an oath called The Binding Word, swearing that they would complete their mission no matter what it took."
"I did not know this when I found the Silent Tide codebook, and fool that I am I replicated some of the signals on a lark. And something awakened... Realizing what I had done I tried to warn all I could and went to throw the Silent Tide codebook into the sea, where it could cause no further harm. But Nessian, a jumped up young crimelord, snatched it from my grasp and now plans to use it to blackmail the city. We must stop him at all costs, he knows not the powers he toys with and they could destroy us all!"
Song is going to find it impossible to backtrail humans on a rainy night in the largest city in the world I'm afraid.

|  Rathan Summercloak PFS | 
 
	
 
                
                
              
            
            "And where would this Nessian fellow be? queries Rathan, and thinking to himself as long as it is out of this bloody wet mess.

|  Ennoia | 
 
	
 
                
                
              
            
            You have done well to confide in us, good man. We shall renew the oath of the heroes of yore and stop this armada once again by recovering the Silent Tide! Would you have any clue as to where Nessian could be located?

|  Miette Thermogauge | 
 
	
 
                
                
              
            
            Jumping up on the boulder Miette puts her hands on her hips and loudly exclaims: "I rule this rock! All fear me!" HAHA!
Feeling proud of herself the posturing green Gnome jumps down and saunters towards the chained four and bends down to untangle the four.
If there are locks on chains:
Perception: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14 +1 traps
Disable Device: 1d20 + 8 ⇒ (2) + 8 = 10
While working on the chains Miette says to Yargos:
"Old man, do you know where this crime lord Nessian can be found and more importantly where his gold is?"

|  Naiyra | 
 
	
 
                
                
              
            
            How on earth is any of this going to turn a profit. I set out expecting gold and I end up having to save this one, or stop that crime lord. Though somehow it always seems to be profitable... in the end.
She searches the bodies of the dead thugs while she listens to the others.

|  The Broken GM | 
 
	
 
                
                
              
            
            Yargos shakes his head, "I fear you misunderstand me Lady, the oath was sworn by the villains of the piece not the heroes, and it bound them beyond death itself. As for Nessian, I do not know where he might be found, I am not aficionado of the underworld, and gold is the least of our worries. However, I do know of a man who is, Grandmaster Torch they call him, an information broker of great renown and certain to know the business of everyone in Puddles if his reputation contains but a grain of truth," he wrings his hands,
"We must find Nessian, the Silent Tide Codebook contained an abort signal, but alas when I perused it I thought it only a curiosity and did not commit it to memory. If we are to prevent Nessian's foolish greed bringing down undead in their tens of thousands upon the city we must retrieve the codebook! I know where to find Grandmaster Torch and can lead the way, unless any of you have a means to find Nessian?"
Miette is able to free the men from the rusty ancient shackles with little difficulty, and Naiyra's searches of the dying Warhounders turns up a goodly amount of coin.
"Well you seem to know your business and I don't see as we can be a great deal of help," the fellow grizzled old fellow identified by Yargos as Samchar says, "I'll warn those who'll listen, see if we can't protect a few folks, but I don't expect they'll listen to an old timer like me. Good luck to you, and us all."
With that the three unfortunate dinner compansions depart, rubbing their wrists and casting frightened glances out at the fog shrouded sea.
You get 53gp each for the encounter, but its probably easier just to take the overall figure at the end - you won't really have an opportunity to spend it in game.

|  Miette Thermogauge | 
 
	
 
                
                
              
            
            "We must find Nessian, the Silent Tide Codebook contained an abort signal, but alas when I perused it I thought it only a curiosity and did not commit it to memory. If we are to prevent Nessian's foolish greed bringing down undead in their tens of thousands upon the city we must retrieve the codebook! I know where to find Grandmaster Torch and can lead the way, unless any of you have a means to find Nessian?"
I've never consulted the Sczarni faction, or any for that matter...how would one of my nefarious nature utilize said contacts to find Nessian's hideout?

|  The Broken GM | 
 
	
 
                
                
              
            
            Faction abilities really only come into play via prestige and fame, essentially you are nobody to the Sczarni at this point, but each adventure you build up prestige with them - 1 or 2 points. So no it would not really be relevant here, gather information or knowledge local might glean clues, but remember a gather information check takes 1d4 hours.

|  Eleanor Lokrien Savet | 
 
	
 
                
                
              
            
            Eleanor moves up next to the chained men, and takes the manacles in her hand, "Perhaps I should do something about these. You would no doubt be more mobile without chains holding you all in a lump!"
Disable Device: 1d20 + 0 ⇒ (20) + 0 = 20
EDIT: Oops forgot to hit submit before I switched tabs.
"Grandmaster Torch it is. No, I do not know how to find him. Unless someone else knows the way, I believe that would be the most reasonable starting place!

|  The Broken GM | 
 
	
 
                
                
              
            
            The men thank Eleanor and Miette and hurry off through the rain, soon vanishing from sight.
Eleanor in a normal game I would let that work, but for PFS since I must follow RAW I think I need to rule that it will not be effective as its not a trap - certainly open to arguments otherwise. The chains are open in any case, you and Miette can both easily do so taking 10 and your roll is good enough that improvised tools would work fine. It does not really matter here of course, but for setting precedents, etc.

|  Rathan Summercloak PFS | 
 
	
 
                
                
              
            
            "Then lead us on to this Grandmaster Torch so we can deal with him and proceed on. Anywhere out of this muck and wet is good.

|  The Broken GM | 
 
	
 
                
                
              
            
            Following Yargos who strides forward determinedly despite his plumpness the group wind their way through the waterlogged streets of the Puddles district.
Then everyone save Ennoia sees a red light flashing in a distinctive pattern from the top of a tall building deep within the city.
"Nessian!" Shouts Yargos, "He's signalling The Black Echeleon - the undead! Six flashes of red - I remember that signal... By the gods! That's the granary! Nessian has sent those monsters to poison the granary! C'mon, I don't know how, but we've got to stop them - we're the only ones who know what's happening!"
Rathan Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Eleanor Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Miette Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Naiyra Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Ennoia Perception: 1d20 ⇒ 2

|  Eleanor Lokrien Savet | 
 
	
 
                
                
              
            
            "How far ahead to the Granary? If it is near, we should run, else need to hustle, and keep our eyes out for a cart that can drive us to the granary with all due haste.!"

|  Ennoia | 
 
	
 
                
                
              
            
            A signal... where? Hold on! Wha...
As everyone rushes off, the young paladin sighs and follows them, bow in hand, to eventually save the day. Well, maybe...

|  The Broken GM | 
 
	
 
                
                
              
            
            Yargos leads the way towards the granary explaining as he pants for breath, "They planned to lace the city's reserve grain supply with a forgotten poison known as Gut Wither. In a siege the city would be faced with mass starvation, even now thousands would likely die!"
An eerily cold fog descends upon the streets around you as you hurry. Arriving at the huge granary you see the massive wooden door is ajar and the corpses of three guardsmen lie before it.
Through the open door you can see that the antechamber beyond is empty.
Survival checks please.

|  Rathan Summercloak PFS | 
 
	
 
                
                
              
            
            Survival: 1d20 ⇒ 10
Looking at the open door and empty antechamber, Rathan looks at the others, "after you ladies. Just follow the blood trail to the right", which he points out to any that don't see.
heh, just noticed, mine is the only male and only human character.
edit: added blood trail based on next post

| Song, Eleanor's Companion | 
 
	
 
                
                
              
            
            Survival: 1d20 + 1 ⇒ (19) + 1 = 20
Song pads silently inside, stopping briefly to let Eleanor dismount. Once the gnome is safely on the ground, Song moves to take point, as directed by her master.

|  The Broken GM | 
 
	
 
                
                
              
            
            Most of the floor inside the granary is covered in great piles of grain, its obvious that pushing through this will be difficult.
Squares with grain count as difficult terrain, unless you make a DC 10 Str check. You must make one such Str check per square of grain you wish to move through.
The ceiling is ten feet high and covered in flow hatches, designed to pour down grain from the level above.
The hatches are above the "white" squares, nine in each room. In order to trigger then you must make a DC 10 jump check, or attempt to hit them with a reach or ranged weapon - which looks like it might be quite tricky.
As the group moves into the granary following the blood trail behind Song they see three cloaked figures unloading dark vials of glistening liquid at the end of the trail of blood. A second glance reveals that these things are not flesh and blood, but comprised of whirling mist which seems to fill their cloaks and carry their ancient rusted sickles, the only real substance is the skull that floats in each cowl!
Miette and Naiyra are up!
Ennoia Init: 1d20 + 6 ⇒ (8) + 6 = 14 
Rathan Init: 1d20 + 7 ⇒ (1) + 7 = 8 
Miette Init: 1d20 + 5 ⇒ (19) + 5 = 24 
Eleanor Init: 1d20 + 5 ⇒ (9) + 5 = 14 
Naiyra Init: 1d20 + 6 ⇒ (14) + 6 = 20 
Black Echeleon: 1d20 + 1 ⇒ (19) + 1 = 20

|  Naiyra | 
 
	
 
                
                
              
            
            Naiyra takes a 5' step NE, notches an arrow and lets loose at the nearest one. "Why do I feel like these arrows aren't going to work."
Attack: 1d20 + 5 ⇒ (15) + 5 = 20 
Damage: 1d6 + 2 ⇒ (4) + 2 = 6 
Sneak Attack: 1d6 ⇒ 2

|  Miette Thermogauge | 
 
	
 
                
                
              
            
            Muttering to herself "I've never liked dead folks let alone walking, poisoning, cloak wearing, skull floating dead folks"
Please bare with me, a few questions:
1)  To clarify I need to roll each time I move into each tan square AND for arguments sake if I had less than 10 STR I couldn't move through tan squares...unless I had equipment mods?  Correct?
2)  Are floating skull things aware of our presence?  If not: Stealth: 1d20 + 11 ⇒ (11) + 11 = 22
3)  If make roll check through a tan square do I have normal speed mvt?
Miette immediately draws her crossbow while dashing 40' for her turn.
See map for new placement.

|  The Broken GM | 
 
	
 
                
                
              
            
            Yes, the skulls are clearly aware of you.
Yes, if you make the Str check through a square you may move at normal speed. It sprobably easier to say none grey square than tan, as some of the tan ones containing grain have been whitened to show the positions of the flow hatches above.
Naiyra's arrow hits true, but though it clearly pains the creature it does not seem to be as effective as it would against a less supernatural foe. The injured undead hisses and rises upwards its foglike essense seeming to expand and spill forth a thick mist all around it. It is still possible to see through the mist, but everything beyond a few feet away is hazy and indistinct.
20% miss chance if you are not adjacent to your foe, so anyone using a ranged or reach weapon will have a miss chance. Please roll a d100 if you make such an attack, 1-20 is a miss.
The other two creatures drift silently forward towards Miette, the only sound the grain shifting in their wakes. Only one is able to reach her and attack, but it rakes its rusty sickle across the gnome's chest leaving a jagged and agonizing wound.
Miette takes 5 damage.
Ennoia, Eleanor, and Rathan are up!
BE Str: 1d20 ⇒ 4
BE Str: 1d20 ⇒ 14
BE vs Miette: 1d20 + 1 ⇒ (19) + 1 = 20 Damage: 1d6 - 1 ⇒ (6) - 1 = 5

|  Rathan Summercloak PFS | 
 
	
 
                
                
              
            
            When it is Rathan's turn.... He will back away if one of those things comes near him and cast Ray of Frost at the closest thing.
"Last time Burn! This time Freeze." cackles the wizard.
Ray of Frost - Ranged Touch; Damage: 1d20 + 3 ⇒ (17) + 3 = 201d3 ⇒ 3

|  Eleanor Lokrien Savet | 
 
	
 
                
                
              
            
            Per the Discussion forum:
Eleanor moves to quickly mount her animal companion, and ends up taking as long as usual.  She then guides her mount Auto Success with her knees, following the path between the piles of grain, to the nearest skeletal headed shadow, and if possible to get two or more in the cone, casts Burning Hands.
Burning Hands: 1d4 ⇒ 3

|  The Broken GM | 
 
	
 
                
                
              
            
            Eleanor moves up into position to cast her spell, but just as she is about to do so another of the Black Echeleon bursts from the grain beside her and slashes her a glancing blow with its rusty sickle!
Eleanor takes 1 damage.
It had a readied action, and strikes before you cast your spell Eleanor. You may cast defensively, continue to move, etc., in response. I placed you in the only position I could see where you could catch two targets without getting Miette.
BE vs Eleanor: 1d20 + 1 ⇒ (18) + 1 = 19 Damage: 1d6 - 1 ⇒ (1) - 1 = 0

|  Eleanor Lokrien Savet | 
 
	
 
                
                
              
            
            I will take the OOC since it is where I said I was going above.
Eleanor bravely moves away from the beasts before casting her spell, then orders her companion to defend her, attacking any enemy that might approach her.

|  The Broken GM | 
 
	
 
                
                
              
            
            Eleanor and Song move away from their assailant, but offer up a chance for another swipe, which again grazes the gnome. Flames spew forth from her fingertips, but both of the undead manage to avoid the worst of the fire.
Eleanor takes another point of damage.
Ennoia is up!
BE AOO: 1d20 + 1 ⇒ (12) + 1 = 13 Damage: 1d6 - 1 ⇒ (1) - 1 = 0
Reflex BE Injured: 1d20 + 1 ⇒ (19) + 1 = 20
Reflex BE: 1d20 + 1 ⇒ (15) + 1 = 16
 
	
 
     
    