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Pazacku moves in front of 2 and takes a single swing at him
katana: 1d20 + 3 ⇒ (6) + 3 = 9
damage: 1d8 + 2 ⇒ (3) + 2 = 5

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Dekarin, already in the much more focused battle trance that is not accompanied with rage, graciously nods towards Takashi as he feels the bird's hand lay upon him.
"Careful you do not lay your hand on my spikes, friend."
With that, he takes a seemingly casual strike at the last remaining foe.
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Attack, Bit of Luck: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12

Lunar Sloth |

Dekarin's slash sends the man falling to the ground.
Bleep bloop botting Chack
Chack rounds the corner and sees the strange alchemical ooze and the man on the balcony. He pulls out his bow and says, "I don't like the look of that thing!"
Rogue 3 and Swarm
Pazacku, Takashi, Dekarin, Chack and Andoleisa - You're up!
The slime begins to move forward, sliding over the ground and leaving a slick trail in its wake. Its stops just before reaching Andoliesa.
Note: this is a tiny ooze swarm, so you can damage it weapons. It will simply only take half damage.
The final thug, still on the catwalk overheard, pulls a shortbow and sends at shot at Dekarin. "You - you stay away now, you hear?" he stammers as the shot clinks off of Dekarin's armor.
1d20 + 2 ⇒ (17) + 2 = 19
1d6 ⇒ 5
The ladder on the map on the east end of the warehouse leads up to the catwalk, if you want to get up there.

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Yea.yea. the cat walk
Pazacku will double move to the indicated square.

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I am aware. I went the long way around and this way they can not hit us both at once.

Lunar Sloth |

Sounds good!
Rogue 3 and Swarm
Pazacku, Takashi, Dekarin, Chack and Andoleisa - You're up!

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Takashi, thinking his little sword won't help much against the ooze-thing, follows Pazacku's lead, and darts out into the warehouse around his more heavily-armored companions. His Desna-blessed speed lets him get much further into the room than the paladin, but he makes sure to stop under the catwalk before the thief above finishes reloading his crossbow.
Double moving, taking the long way around that shelf to avoid going through the slime. Travel domain is nice sometimes.

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Seeing the slime-ooze-thing in front of him, Dekarin laughs heartily as the arrow fails to harm him, and then engages the ooze assuming Andolesia gives him the space to do so.
Attack, ooze swarm: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 2d6 + 4 ⇒ (3, 1) + 4 = 8

Railroad Maintenance Service |

A strange whirring sound fills the air and a robot moves Chack's form.
Chack uses his shortbow to fire a shot at the thug on the catwalk. It his the man solidly in the chest.
Note: those on the catwalk have cover from those down below.
1d20 + 5 ⇒ (13) + 5 = 18
1d6 ⇒ 4
Rogue 3 and Swarm
Pazacku, Takashi, Dekarin, Chack and Andoleisa - You're up!
Dekarin's slash causes some of the tiny oozes to split and undulate you're damaging it! but it continues to surge forward, moving over Dekarin. It covers the ground with sticky globules, but Dekarin is able to avoid being stuck to the ground by them.
Dekarin will get an attack of opportunity on it, but will take one point of damage. At the beginning of his turn, he will need to make a DC 13 Fortitude save or be overtaken by euphoric toxins and spend his entire turn laughing - giving him the staggered condition.
Dekarin Reflex Save: 1d20 + 1 ⇒ (12) + 1 = 13
The man on the catwalk, seeing Pazacku and Takashi approach, fires a wild shot at Takashi. However, as he shakes from fear, the shot goes wildly off course.
1d20 + 2 ⇒ (10) + 2 = 12
1d6 ⇒ 1

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Double move closer to the ladder. At least now, I am underneath the cat walk.

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I think I have enough movement for this thanks to my 40' move speed, but I'm not sure how much I spend getting up the ladder.
Takashi darts ahead of Pazacku, sticking his rapier in his beak, then climbing up the ladder. He grabs his rapier again in his talons as he runs over next to the thug.
"The rest of your people are dead or knocked out!" He proclaims, bravely brandishing his rapier at the crossbowman. "Drop your weapon or join them!"

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I think ladders are DC 0 to climb at quarter speed or you can climb faster by taking a -5 penalty to climb at 1/2 speed. Part of a mover action.

Lunar Sloth |

Let's say you can get up the ladder after a single move action; it seems reasonable enough for me. The man also have a shortbow in hand and a shortsword at his waste. The man will respond on his turn.

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Andoliesa attacks the blob with claws and mouth, then steps back.
bite, attack: 1d20 + 5 ⇒ (20) + 5 = 25 for b/p/s: 1d3 ⇒ 1
claw, attack: 1d20 + 6 ⇒ (20) + 6 = 26 for slashing: 1d6 ⇒ 6
claw, attack: 1d20 + 6 ⇒ (3) + 6 = 9 for slashing: 1d6 ⇒ 3
crit confirm, bite: 1d20 + 5 ⇒ (16) + 5 = 21 for b/p/s: 1d3 ⇒ 2
crit confirm, claw: 1d20 + 6 ⇒ (4) + 6 = 10 for slashing: 1d6 ⇒ 6

Lunar Sloth |

The blob shudders and falls apart under Andoliesa's assault. The warehouse worker, cornered and afraid, throws his bow down and drops to his knees.
"Don't kill me, please. I was just trying to get enough money for Ma."
A few tears trickle down his cheeks.
We are out of initiative! You have a man who's surrendered and several other unconscious people lying around. There is more to discover in the tunnels underneath, but this has been the final combat!

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Pazacku restrains the unconscious and the male who surrendered once he comes down the ladder.
"You can tell that to the sheriff. But I want to know, is what is in the tunnels underneath the buildings here."

Lunar Sloth |

"If I tell you what's down there, will you let me go? I can't stand looking at my ma's face when she hears I got brought it." The man, who on closer inspection is more of a boy in his late teens, looks at Pazacku with desperation.

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Pazacku steps closer to the boy and looks strait down at him,"Boy this is not a game to be playing with adults." He loosens the bindings on his wrist. "But, yes, I will let you go. As long as you tell the truth, and promise me to stay clear of this sort of business from now on."
After Pazacku hears what he has to offer, he gives the boy another long glare."No go home son. Hug your momma real tight and tell her your sorry. If you misled us in any way. We will find you, and the next time, the sheriff will decide your fate. Not us"

Lunar Sloth |

"I - I don't know much about the murders. That was higher-up stuff. Mistress Robella kept telling me that I shouldn't stick my nose in it and that I should let the adults do their work. They've got a couple skulks down in the basement and they've been selling shiver, but that's about all I know. If you want to get to the bottom of it, I'd look in the tunnels below."
He rubs his wrist and says, "Thank you, mister. I'll be good for my ma. Promise."

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"More skulks. We better just let them be and tell the sheriff about this whole operation. If need be, I am pretty sure we can that kid to tell the sheriff what has been going on around here."
Unless anyone objects. I am willing to leave the skulks alone and just tell the sheriff where and how to find them.

Lunar Sloth |

If you want to do that, I'll be happy to let you know what evidence is down there via a briefing from the sheriff post-investigation, or you can get the room-by-room tour yourself.

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I am ok with the sheriffs post-investigation

Lunar Sloth |
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The sheriff comes quickly once sent for; she arrives red-faced and breathing heavily, clearly having run at least part of the way.
"Well," she says with a jab of her boot at Mistress Robella's unmoving form, this is interesting. I'll have my officers do a thorough search of the place. You wait here, and I'll call you when we're ready for you."
She seats you in the back room of the curiosity shop, claiming it to be the "only part of this place that isn't an active crime scene or filled with bodies". The wait is agonizingly slow, and you do see several officers leave through the trap door with a pair of skulks. Two battered-looking dwarves are also escorted out, but are not under arrest; they're seated with you and given tea while the officers clear the basement. They sit in shock and offer little other than their names, Braengar and Pietros Gearwright.
After a few hours, Sheriff Feldane arrives and smiles.
"Well, you were right. This place is a trove of information. Well, let's go through it piece by piece. First of all, it seems like the basement was around from before the guild moved in. It's more sophisticated in construction than the buildings up here."
"It's clear that the guild was aware of you as well. We found this," she pushes forward a pair of documents. One is a map of the town, with prominent houses and businesses marked on it. There's sketches of Archivin Walder's path home from the circus, ideas on where the string up Filton Legg's body, and notes on how to use pickpockets to cause a distraction at the carnival. The other parchment is a list, detailing each of you and your physical appearance. Pazacku's name is circled in red ink and with the word "target" scrawled next to it.
"We also found a pair of brothers who claim that they were travelling from Magnimar to Janderhoff when they were attacked by lake pirates. They claimed they tried to ask to be ransomed - their family own some sort of important business - but had been down there for some unknown length of time. They want to thank you personally for their rescue, once they've recovered."
"Finally, we found that this guild is the source of our shiver problem in town. They've got a stockpile of smuggled goods and drugs in there. We'll be returning the stolen property to Walder's widow and any one else the goods belong to. However, since we can't exactly pay you, anything unclaimed is yours."
"I can't thank you enough. Without this, well, this town would've been in deep trouble. Thank you, friends. Ilsurian has learned a lesson from you about believing in appearances."
With the she places the documents in a folder, smiles and says, "But there's a carnival to enjoy. You should relax some after all of this!"
The Umbra Carnival has been exonerated, and the crowds return to it, causing most of the performances to sell out. Ika and Almara Delisen are grateful for your work with the carnival. They provide the promised payout and offers you the chance to join the circus and to travel the world with them.
After some time to recover, the Gearwrigth brothers come by to offer you a gift; a clockwork creature that their family made and the guild had stolen. They explain that it serves as a sentry. In addition, they offer you the possibility of coming to work with their family as a private security and investigation force.
As much as there is to celebrate with the end of the string of murders, there is equally as much to mourn. The Braeton children find a foster home after a few days, but it is clear that they are traumatized. Sister Woodmere's absence is noted, and advertisements go out for a replacement cleric for the town, though the innkeeper says, "It'll be hard to find a kindhearted soul like her. Real pity she died. I'm going to miss her." A memorial service for the victims is held, with promises of it being an annual event.

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Takashi's heart swells with pride at having done his little part in unraveling the town's problems. He's still... uncertain how he feels about drawing blade against other humanoids, but given how nasty the thieves had been, just how much trouble they'd been causing for Ilsurian... well, this time, it seems like it was the right thing to do. And now he had his first Pathfinder mission complete! He supposed that meant he'd have to get used to fighting...
...but first, he was going to enjoy the carnival.