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Tamiro chuckles, "Welcome to Riddleport. Only a fool or a very strong man walks these streets alone. Enemies flow like water."
Grinning, he winks, "Fun eh?"
Still smiling, he grabs a drink from the bar and continues to Sauls office, banging the door, he enters, "Boss! We got the drink!"
Mazra will think about it for a moment, then look at Tamiro, "You know, actually it is fun." Mazra will look to fill his tankard and follow Tamiro to Saul's office.

Varknarnost Kettlewidget |

Spellcraft on cloak: 1d20 + 7 ⇒ (16) + 7 = 23
Spellcraft on shield: 1d20 + 7 ⇒ (17) + 7 = 24
Vark entered Saul's office with the others, but remained silent. He had made up his mind about Saul, and decided he wasn't to be trusted. Since he couldn't sway his companions to his line of reasoning, he could only silently wish for Saul's retirement to come sooner, rather than later.
He was happy to learn that some of the gear they had recovered had been magical, and took the time to explain to the others what he could learn of their properties. He voiced his opinion that they should go to whomever needed the items most to aid their performance in battle.

Alraniel "Nel" Sandhal |

Nodding and watching as Mazra allows the two living men flee into the city, Nel follows the group back to the goblin. As they are greeted by Saul, Nel smiles as Tamiro excitedly explains about the combat. "Not too much trouble. We arrived just in time to save the Penj. I'm going to do an inventory of the alcohol. Do you have the inventory sheet Mr. Vancaskerkin?"
Relaxing slightly as everyone helps unload the horses, Nel talks to Tamiro. "Tamrio, can you take Braddick to the Fish Bowl? I need to take inventory of all the spirits, beer, and other drink. Tonight we all can meet up and split the profit of the gear we took from Zincher."
Handing over the items they took off of the former Korvosan, Nel quietly locks herself away in the wine cellar, prepared to do her managerial duties.

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Mazra will later look at the party holding the Cloak, "Nel would benefit the most from such a fine Cloak. Now that Shield is really too heavy for me. Unless someone else can use it, I say we sell it for some coin."
My apology for posting with the wrong Alias. That is what I get for trying to post on my iPhone. :(

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The next week is an exciting one for the Gold Goblin. Under Vara's guidance, the animals start to look healthier. However, they are less aggressive in their fights and the popularity of the Octahedron begins to fall some. Bojask grumbles about "that damn druid ruining fine beasts" but does not interfere with her work.
On Fireday, a representative of the Cypher Lodge comes to the Gold Goblin to offer Samaritha an opportunity to become a Cyphermage Apprentice. She eagerly accepts and, with the help of a few friends, moves out over the next few days into the Cypher Lodge itself. Of course, she promises to keep in touch with her dear friends at the Gold Goblin, especially Vark and Nel. "If you ever have any need for spells," Sam tells Vark, "and if I can cast them, please let me know!" She blushes and says, "I, uh, will have to charge some, but I promise to do my best!"
She also seeks out Nel and whispers to her.
The success at the Gold Goblin is also felt in your pockets. Saul's payment this week is 30 gold pieces per person, plus the now-customary breath mint. He mentions that this is a permanent raise to the salary, as befitting the juniors partners of an extremely successful establishment. In addition, he has contacted a local smith and put in a contract for all to receive any one weapon, armor or shield worth 1000 gold or less. This item, however, will be the property of the Gold Goblin and cannot be sold. "After all," Saul says, "I can't have my staff walking around in pitted mail or with rusty swords!"
Please make another 7 days worth of checks as you work for the Gold Goblin.

"Vara" Mjötviðra |

Work schedule...
Day 1
Morn Handle Animal: 1d20 + 6 ⇒ (6) + 6 = 12
Eve Perception: 1d20 + 13 ⇒ (8) + 13 = 21
Day 2
Morn Handle Animal: 1d20 + 6 ⇒ (14) + 6 = 20
Eve Perception: 1d20 + 13 ⇒ (16) + 13 = 29
Day 3
Morn Handle Animal: 1d20 + 6 ⇒ (19) + 6 = 25
Eve Heal: 1d20 + 8 ⇒ (15) + 8 = 23
Day 4
Morn Handle Animal: 1d20 + 6 ⇒ (11) + 6 = 17
Eve Perception: 1d20 + 13 ⇒ (8) + 13 = 21
Day 5
Morn Handle Animal: 1d20 + 6 ⇒ (14) + 6 = 20
Eve Perception: 1d20 + 13 ⇒ (6) + 13 = 19
Day 6
Morn Handle Animal: 1d20 + 6 ⇒ (8) + 6 = 14
Eve Heal: 1d20 + 8 ⇒ (12) + 8 = 20
Day 7
Morn Handle Animal: 1d20 + 6 ⇒ (16) + 6 = 22
Eve Perception: 1d20 + 13 ⇒ (16) + 13 = 29
Other activities
Vara spends quality time with the animals in addition to her work hours every other day. On the first day, and frequently afterwards, she tells the dogs, using speak with animals that she will find them mates if they try harder in the fights and win.
Vara spends most of her down time in a few ways: relaxing, quality time with Gildi, in the tavern with the party sharing drinks, plus any further domestic intrigue. At some point, she asks if Vark would help her learn to speak the languages of the fairy folk. As a druid she should be able to speak all the tongues of the woods.
On days 2, 4 and 5, Vara spends two of her free hours looking for abandoned female dogs to rescue.

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Day One
Spread the word:
Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25
Greeting:
Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26
Day Two
Spread the word:
Diplomacy: 1d20 + 7 ⇒ (12) + 7 = 19
Greeting:
Diplomacy: 1d20 + 7 ⇒ (6) + 7 = 13
Day Three
Spread the word:
Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11
Greeting:
Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26
Day Four
Spread the word:
Diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24
Greeting:
Diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24
Day Five
Spread the word:
Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21
Greeting:
Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18
Day Six
Spread the word:
Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16
Greeting:
Diplomacy: 1d20 + 7 ⇒ (1) + 7 = 8
Day Seven
Spread the word:
Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17
Greeting:
Diplomacy: 1d20 + 7 ⇒ (2) + 7 = 9
Other stuff
If Vara permits, Mazra will offer to assist with the animals and issues with Bojask. Also, Mazra will offer to accompany anyone who need to travel around town. He will ask is any would be interested to accompany him to the Publician’s House and the General Store. Finally, he will look to secure a Masterworks Rapier (320g), as a part of Saul’s offer.

Varknarnost Kettlewidget |

Sad to see her go, but glad she was able to finally become what she so badly desired, Vark helped Sam pack up her things in preparation for the move. He blushed a little as well during their parting exchange. "Well, yes, of course. Anything for a friend! Perhaps I will come visit you at the lodge after you get settled. I'm sure I could use your exceptional talents, and not to worry about the price. I don't have much use for riches, other than empowering my friends and strengthening my reputation as the most talented bard in Varisia!" He says that last bit with a flourish and a bow. He wishes Sam the best in her endeavors as he returns to his duties on stage.
Pertaining to receiving a gift of a weapon of their choice, "Mr. Vancaskerkin, would it be possible to pool our funds together? I have no use of arms nor armor and would rather see one of my more formidable companions possibly receive something magical in nature. Wouldn't a floor manager with an imposing magical blade make you feel more secure and elevate the perceived wealth of the Goblin?"
Diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11
---
Day 1
Perform morning: 1d20 + 8 ⇒ (19) + 8 = 27
Perform evening: 1d20 + 8 ⇒ (13) + 8 = 21
Day 2
Perform morning: 1d20 + 8 ⇒ (17) + 8 = 25
Perform evening: 1d20 + 8 ⇒ (11) + 8 = 19
Day 3
Perform morning: 1d20 + 8 ⇒ (4) + 8 = 12
Perform evening: 1d20 + 8 ⇒ (19) + 8 = 27
Day 4
Perform morning: 1d20 + 8 ⇒ (5) + 8 = 13
Perform evening: 1d20 + 8 ⇒ (9) + 8 = 17
Day 5
Perform morning: 1d20 + 8 ⇒ (4) + 8 = 12
Perform evening: 1d20 + 8 ⇒ (11) + 8 = 19
Day 6
Perform morning: 1d20 + 8 ⇒ (2) + 8 = 10
Perform evening: 1d20 + 8 ⇒ (5) + 8 = 13
Day 7
Perform morning: 1d20 + 8 ⇒ (17) + 8 = 25
Perform evening: 1d20 + 8 ⇒ (17) + 8 = 25
Throughout the week, Vark will continue his efforts to improve the quality of performers on hand and actively recruit promising talent (should I make any separate rolls for this?). Vark happily offers to teach Vara the language of the fey folk, and sits down with her to run through the basics whenever he has the time. Otherwise, he will be spending his time at his usual corner table when he isn't on stage, crafting all manner of banner sporting their party logo or the logo of the Golden Goblin to adorn the walls. Contemplating taking a few points of Craft(Sewing) or Profession(Tailor) to reinforce this aspect of the character if you would think that would be beneficial, Sloth.
Vark also takes Mazra up on his offer, joining him on a trip to the Wharf district to check up on the rebuilding efforts in the weeks following the tidal wave. He will gladly join him for a few rounds at the Publican afterwards, avoiding the red wine like the plague.

Tamiro |

Tamiro shrugs at Nel as he replies, "I can. Would have been easier dumping him in the bay though."
Taking the body of the Korvosan to the Besmaran temple, he leaves it in their care with a couple of gold coins for the effort. On the way back, he seeks a man who had come over the Crown of the World with him, a Tien armor smith who has done well for himself to craft him a set of Tatami-Do armor with an armored hood, giving the man an extra 150gp for the masterwork quality out of his own pocket. (1150gp for Masterwork Tatami-do Heavy Armor)
Following his visit he returns to the Gold Goblin to continue in his days work. He gladly takes up Mazra's offer of accompanying him to The Publican House, and enjoying the drink immensely as usual.
The rest of the time, he can be found doing his work at the Gold Goblin.
Day 1
CMB: 1d20 + 5 ⇒ (2) + 5 = 7
CMB: 1d20 + 5 ⇒ (11) + 5 = 16
Day 2
CMB: 1d20 + 5 ⇒ (19) + 5 = 24
CMB: 1d20 + 5 ⇒ (20) + 5 = 25
Day 3
CMB: 1d20 + 5 ⇒ (10) + 5 = 15
CMB: 1d20 + 5 ⇒ (4) + 5 = 9
Day 4
CMB: 1d20 + 5 ⇒ (10) + 5 = 15
CMB: 1d20 + 5 ⇒ (4) + 5 = 9
Day 5
CMB: 1d20 + 5 ⇒ (6) + 5 = 11
CMB: 1d20 + 5 ⇒ (14) + 5 = 19
Day 6
CMB: 1d20 + 5 ⇒ (1) + 5 = 6
CMB: 1d20 + 5 ⇒ (5) + 5 = 10
Day 7
CMB: 1d20 + 5 ⇒ (16) + 5 = 21
CMB: 1d20 + 5 ⇒ (10) + 5 = 15

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Mazra will buy the rounds of drinks for all that accompany him to the Publican's House. He will recommend the Dwarven Ale. Mazra will pay for the drinks with a sack full of 45 gold pieces, the last two cycles of wages earned under Saul. Anything over the cost of the drinks, will be additional tribute to the Tavern of Cayden Cailean.
Mazra will offer a toast, "I thank everyone for joining me at the greatest Tavern in all the land. Enjoy one and all, and let's celebrate good fighting and good drink."
A trip to the general store will allow Mazra to dump his current chopped up hemp rope, and purchase 50' of silk rope (10g). In addition, he will seek to secure 5 Sunrods (also 10g).

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"Those are not the terms of the contract. It is one item per person." Saul says firmly. This is not a lump sum of gold available, but the ability for people to get a masterwork weapon, armor (depending on type) or shield of their choosing.
Vark, in addition, I always support players representing their character's abilities mechanically. No separate rolls for any of the additional work you're doing.

Varknarnost Kettlewidget |

In that case, Vark will request a customized set of masterwork studded leather armor (225g) for his small stature.
Updated character profile to reflect the change, also sold his original suit for 50% base price, coming to a net gain of 12 gp.

Alraniel "Nel" Sandhal |

After doing extensive inventory in the cellar, Nel emerges looking perplexed and confused. She requests a private meeting with Saul to discuss the discrepancy of the inventory sheets versus the actual inventory sheet. She will also mention the terrible smell to him, to see if it is a new occurrence or if the room has always smelled bad.
Meeting up with everyone that night to distribute the items taken from Braddick, Nel requests the heavy shield. "Someone else should take the cloak, perhaps Mazra or Tamiro?"
Looking at the shield, Nel makes plans to paint over the Korvosan symbols. "Vark, do you happen to have any paint?" She asks the gnome, curious to see if she could borrow any.
During the week, Nel attempts to get to the bottom of the cellar discrepancy and will talk to Bojask about the lull in visitors for the Octahedron to try and solve the problem. When Sam gets accepted as an apprentice it is hard to say who is more excited about it; Nel or Sam. Nel beams with academic pride that is only overshadowed with excitement of the opportunity for accessing the restricted library.
Although she does not join Mazra at the Publician house the first night, she tries to hang out with everyone when she is not busy restyling her shield, tending the horses, hanging out with Sam in the Cyphermage library, keeping up old acquaintances, or managing customers. During the mornings, Nel takes to the streets, leaving instructions as to where she shall be if anyone needs her, as she tries to get out word about the gold goblin. At night, Nel is busy trying to keep everyone happy, including employees.
Diplomacy: 1d20 + 10 ⇒ (1) + 10 = 11
Diplomacy: 1d20 + 10 ⇒ (4) + 10 = 14
Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25
Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25
Diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22
Diplomacy: 1d20 + 10 ⇒ (10) + 10 = 20
Diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15
Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12
Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24
Diplomacy: 1d20 + 10 ⇒ (9) + 10 = 19
Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24
Diplomacy: 1d20 + 10 ⇒ (6) + 10 = 16
Diplomacy: 1d20 + 10 ⇒ (3) + 10 = 13
Diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23
Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26
Diplomacy: 1d20 + 10 ⇒ (19) + 10 = 29

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I have no problem with Nel taking the shield. I didn't see one in Nel's inventory, so I didn't think she used one.
"If Lady Nel doesn't take the Cloak, then Tamiro should have it. He is more likely to receive an attack," Mazra comments somewhat matter-of-factly.

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Trying out a new way of doing things. There are set points for responses (as noted by numbers). Simply indicate when you are acting by noting the associated numbers. 0 is the universal number for pre-encounter actions. You, of course, don't have to respond at every possible moment, but you have the opportunity to do so.
The next night at the Gold Goblin is fairly uneventful, as far as busy Starday nights go. Nel and Saul are meeting to discuss the missing wine, Tamiro watches the gambling hall floor for trouble, Vara offers massages in the side room, and Mazra and Vark are at the Publician's House for the evening.
1
The Gold Goblin closes for the evening with little fuss. Tamiro assists in removing a customer who wished to stay longer in order to win back his earnings, Gildi finishes nightly cleaning before retiring to her rented room, and Marza and Vark return from their evening out.
Nel: 1d20 + 2 ⇒ (17) + 2 = 19
Vark: 1d20 + 1 ⇒ (16) + 1 = 17
Mazra: 1d20 + 3 ⇒ (19) + 3 = 22
Vara: 1d20 + 13 ⇒ (20) + 13 = 33
Tamiro: 1d20 + 0 ⇒ (8) + 0 = 8
Stealth: 1d20 + 11 ⇒ (2) + 11 = 13
Stealth: 1d20 + 10 ⇒ (15) + 10 = 25
Stealth: 1d20 + 10 ⇒ (3) + 10 = 13
Stealth: 1d20 + 10 ⇒ (5) + 10 = 15
Stealth: 1d20 + 10 ⇒ (12) + 10 = 22[
No one but Nel makes the check due to various penalties.
Suddenly, in the main hall, a group of 4 men and one half-orc burst through the windows with a large crash of glass. Those not in the main hall must make a perception check to hear. Vara - DC 15; Vark and Mazra, DC 8; Nel DC 5
Mazra: 1d20 + 1 ⇒ (9) + 1 = 10
Nel: 1d20 + 3 ⇒ (1) + 3 = 4
Vark: 1d20 + 4 ⇒ (4) + 4 = 8
Tamiro: 1d20 + 3 ⇒ (18) + 3 = 21
Vara: 1d20 + 2 ⇒ (20) + 2 = 22
Human Thugs: 1d20 + 0 ⇒ (17) + 0 = 17
Half-Orc Thug: 1d20 + 1 ⇒ (2) + 1 = 3
Initative
22 - Vara
21 - Tamiro
17 - Human Thugs
10 - Mazra
8 - Vark
4 - Nel
3 - Half-Orc
Nel acts in the surprise before the half-orc, then Vara and Tamiro lead initiative.
-----
Surprise round -
Init 17 - Thug 1-4: Move
Init 3 - Half-Orc: Move
Thug 1 - Y12
Thug 2 - W16
Thug 3 - S20
Thug 4 - O22
Half-Orc- W15

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When Mazra first hears trouble, 'Cayden make me fleet of foot'. He will move to the direction of the sound of trouble, toward Tamiro.
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
In Mazra's first Standard Action he will cast Longstrider (50' move for two hours). In his Move Action, Mazra will move to around N10 to survey his next round's actions. I am unable to move tokens on my tablet. I can move token later from my Desktop.

Alraniel "Nel" Sandhal |

Holding a hand up to halt Saul from talking, Nel hears the tell-tale sound of breaking glass coming from the main hall. "I'm sorry, Mr. Vancaskerkin, I believe that my assistance is needed on the main floor. We should continue this talk later." Moving to the door and opening it, Nel hopes that she can reach Tamiro quickly, as he is the main one on the floor right now.
---------------
Nel will 5-foot step to AE 4 and open the door. It is her intention to reach the main hall as soon as possible.
PS. I can't move my token.

Tamiro |

Tamiro in the main hall was busy flexing, and moving his arms and joints, trying to help quickly break in the leather lamellar joints of his new armor. His friend had done well in the crafting.
The crash of the windows takes him completely by surprise as he exclaims curses in Tien, drawing his sword, he wastes no time though discerning the possible leader of the group, roaring out as he charges the half-orc man, challenging him, and swinging with a two handed chop.
----------------------
Attack from Charge and Challenge: 1d20 + 7 ⇒ (12) + 7 = 19Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Charge, Challenege, Draw, Swing Katana with two hands. Drawing Wakizashi next turn

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Initative
22 - Vara
21 - Tamiro
17 - Human Thugs
10 - Mazra
8 - Vark
4 - Nel
3 - Half-Orc
Vark and Nel act before the Half-Orc
Round 1, Initiative 17
One of the human thugs (1) quickly darts toward Tamiro, joining the half-orc and another human in the fray. He then takes the opportunity to slash quickly at him. The thug (2) across from the other one uses the moment of distraction to slice Tamiro as well. However, both of their attacks glide off Tamiro's new armor.
The other two human thugs approach Tamiro as well, calling out "We'll have those nice swords you've got there!" as they attack Tamiro. However, only one of their blades seem to do any harm to the Tian man for 3 points of damage.
-----
Thug 1 Attack: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Thug 2 Attack: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Thug 3 Attack: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
Thug 4 Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Thug 4 Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Thug 1 Move action:Move from Y12 to U14; Standard action: Attack
Thug 2 Standard action: Attack
Thug 3 Move: S20 to U16; Standard Action: Attack
Thug 4 Move: O22 to U14; Standard Action: Attack
Notes: Thug 1, 2, 3 are flanking Tamiro
Edit: Had to adjust regarding initiative order.
-----
Round 1, Initiative 22
As Vara mentioned she will be not be in till after Sunday:
Vara hears the sound of glass cracking. She throws open the door and begins running down the hallway to the main gambling floor.
-----
Perception: 1d20 + 13 ⇒ (7) + 13 = 20
Move action: Open Door; Move Action: Move from H25 to I25

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Vark: Round 1, Initiative 8
As Mazra casts and then sprints out of the room, Vark hears the clang of swords and Tamiro's curses in the distance. Both nervous and curious about what's going on, he dashes through the doors that Mazra left open and sees Tamiro swarmed by a pack of thugs.
-----
Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Double Move to N 10
-----
Nel, then half-orc, then back to the top of initiative.

Alraniel "Nel" Sandhal |

Groaning and moving towards the main gambling floor, Nel ponders why Saul insists on having his office located behind so many damn doors.
Move action move to door AD5 and move action to open

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Round 1, Initative 3
The half-orc woman laughs heartily at Tamiro and says, "Look at all your newest friends!" before slicing towards him with her longsword. However, her blade catches on Tamiro's new armor.
------
Attack: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
The half-orc is flanking Tamiro.
Free action: Speak
Standard Action: Attack

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Round 1 Recap
22 Vara hears the sound of glass cracking. She throws open the door and begins running down the hallway to the main gambling floor.
21 Tamiro in the main hall was busy flexing, and moving his arms and joints, trying to help quickly break in the leather lamellar joints of his new armor. His friend had done well in the crafting.
The crash of the windows takes him completely by surprise as he exclaims curses in Tien, drawing his sword, he wastes no time though discerning the possible leader of the group, roaring out as he charges the half-orc man, challenging him, and swinging with a two handed chop. His attack strikes true.
17 One of the human thugs (1) quickly darts toward Tamiro, joining the half-orc and another human in the fray. He then takes the opportunity to slash quickly at him. The thug (2) across from the other one uses the moment of distraction to slice Tamiro as well. However, both of their attacks glide off Tamiro's new armor.
The other two human thugs approach Tamiro as well, calling out "We'll have those nice swords you've got there!" as they attack Tamiro. However, only one of their blades seem to do any harm to the Tian man for 3 points of damage.
10 When Mazra first hears trouble, 'Cayden make me fleet of foot'. He will move to the direction of the sound of trouble, toward Tamiro.
8As Mazra casts and then sprints out of the room, Vark hears the clang of swords and Tamiro's curses in the distance. Both nervous and curious about what's going on, he dashes through the doors that Mazra left open and sees Tamiro swarmed by a pack of thugs.
4Groaning and moving towards the main gambling floor, Nel ponders why Saul insists on having his office located behind so many damn doors.
3The half-orc woman laughs heartily at Tamiro and says, "Look at all your newest friends!" before slicing towards him with her longsword. However, her blade catches on Tamiro's new armor.
-------
Round 2
22 - Vara
21 - Tamiro
17 - Human Thugs
10 - Mazra
8 - Vark
4 - Nel
3 - Half-Orc
Vara and Tamiro ate next, followed by the human thugs.

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Mazra moves drawing out his Rapier to flank and attack one of the Thugs on Tamiro.
Rapier + Flank: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 151d6 + 3 ⇒ (3) + 3 = 6
In his initiative Mazra will take a Move Action 35' to R11, then diagonally two squares or 15' to T13. The Longstrider pays off. I am not sure if I hit. It may be close. The Flank might have done it. I will move Token later. There are limitations with using certain Tablets and Google Drawing.

"Vara" Mjötviðra |

Vara hurries the rest of the way out of her personal chambers to the main room to see what made the crash she heard.
Double move action, throwing open every door in the way, ending movement in square L15, unless opening doors takes additional actions.

Varknarnost Kettlewidget |

Upon hearing the shouts and sound of breaking glass, "Oh no! What was that!?"
Bursting onto the casino floor he notices Tamiro surrounded by a group of thugs. "Hold on Tamiro, help is on the way!" Vark tries to move as close as he can to the action without getting into harm's way. He lifts his voice in song to bolster his allies.
Inspire Courage and Flagbearer combine to grant +2 bonus to atk/dmg and a +1 bonus to saves against charm/fear to all allies that can see/hear Vark.
Vark will move 20' south (R10) and sing. 8 rounds of bardic performance left.

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Round 2, Initative 18
22 - Vara
21 - Tamiro
18 - Saul
17 - Human Thugs
10 - Mazra
8 - Vark
4 - Nel
4 - Old Scratch
3 - Half-Orc
Seeing Nel quickly leave the counting room, and hearing the sound of battle through the open doors, Saul begins to move to the main floor. "What in Desna's good name is going on!" he cries out, drawing his rapier as he moves.
Ah, thank you for getting the door," Saul says as he moves past Nel to jump over the cashier's desk. He easily clears it and continues moving into the main hall.
Looking at the ceiling, he says "Old Scratch, I can hear you up there! Stop giggling and be useful!"
-------
Saul's Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Acrobatics: 1d20 + 8 ⇒ (20) + 8 = 28
Perception: 1d20 - 1 ⇒ (13) - 1 = 12
Old Scratch's Initative: 1d20 + 3 ⇒ (1) + 3 = 4
Round Start: AD3
Move action: AD3 to W9
Free action: Speak (x3)
Free action as part of move: Draw
Free action as part of move: Jump over desk (DC 12)

Tamiro |

Feeling the enemies blade bite through his armor he grimaces, but continues to focus on their leader, grinning as the armor deflects their blow.
As Vark bursts into the room, he roars, "Hai! Welcome to the fun!"
Drawing his wakizashi in his other hand, he swings with his Katana, side stepping to the left of the half-orc, trying to get out of the middle of her allies.
Attack: 1d20 + 7 ⇒ (10) + 7 = 17Damage: 1d8 + 7 ⇒ (5) + 7 = 12
"I have friends already, I do not need more!"

"Vara" Mjötviðra |

So it looks like last round, Vara was only able to open the last door before rushing out into the main hall, so this round she double moves out to L15, and gets a look at what is going on.
EDIT: Not to L 15, but P16. I am moving from the door now, instead of from the hall!

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22 - Vara
21 - Tamiro
18 - Saul
17 - Human Thugs
10 - Mazra
8 - Vark
4 - Nel
4 - Old Scratch
3 - Half-Orc
Nel, then Old Scratch, then the half-orc
Round 2, Initiative 21
Tamiro's blade swipes towards the half-orc, but she deftly dodges the attack.
Round 2, Initative 17
Seeing Mazra approach, one of the thugs (3) pursues him, taking care to avoid getting close to Mazra until the last moment, and prepares to attack as soon as Mazra is distracted. "Get up next to him," he cries out.
The closest thug deftly maneuvers towards Mazra. The first thug slashes at the cleric, and the second quickly follows up with his attack. One of their swords punches through Mazra's chain shirt for 4 points of damage.
A thug (1) steps towards Tamiro and goads, "You won't get away that easy!" before swinging his short sword at Tamiro. The slash, however, is distinctly awful and swings wide.
Another thug (2) slides up next to Tamiro and cries out, "The fun is only starting!" before attempting an overhead slash of his short sword. However, Tamiro's new armor once again stops the blow.
Round 2, Initiative 10
Mazra deftly drives the rapier into the man's spleen, causing him to immediately buckle and fall unconscious.
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Thug 1 Attack: 1d20 + 3 ⇒ (3) + 3 = 6
Thug 2 Attack: 1d20 + 3 ⇒ (7) + 3 = 10
Thug 3 Attack: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Thug 3 Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Thug 4 Attack: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Thug 1: 5-foot step to U14
Thug 2: 5-foot step to V15
Thug 3: Move action: U16 to S13 (Moving around so as not to provoke)
Standard Action: Ready action to attack once Thug 4 5-foot steps
Thug 4: Free action: 5-foot step from U14 to U13
Thug 3: Readied action: Attack
Thug 4: Standard action: Attack
Look, ma, 1 hit!
On Mazra's initative, Thug 4 falls unconscious

Varknarnost Kettlewidget |

"Eeep!" Vark screeches as the action gets too close to him for his own comfort. Seeing Saul join the fray, he keeps an eye on him, not entirely sure of his intentions. The act gives him an idea though, and after a speaking a few arcane words, guards begin pouring into the room behind the owner, looking grim and imposing. "Saul, I'm glad you're here. And you've brought the guards!" He scurries back from the fray, putting the wall to his back.
Maintain bardic performance as a free action. Casting Silent Image as standard action. The spell description says the image is 5 10' cubes at CL 2, so I'll say Vark creates 10 illusory guards (I don't want the numbers to be too outrageous) in the area around and behind Saul and maybe through the doors. DC 15 Will negates. Move 20' to S6.

Varknarnost Kettlewidget |

I guess that'll be my third round action, if the illusion still makes sense arriving a round late. Just confused me a bit that Saul's actions were posted after your initial round 2 post, but he ended up acting in round 2 before Vark, but after I had already posted round 2 actions.

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Initative
22 - Vara
21 - Tamiro
18 - Saul
17 - Human Thugs
10 - Mazra
8 - Vark
4 - Nel
4 - Old Scratch
3 - Half-Orc
Up next: Nel, then the half-orc.
Round 2, Initative 4 - Old Scratch
A giggle echoes from high in the catwalks, coming from a spot above Mazra. The coaxing words of, "You really want to start punching people. It's more fun than using your sword. Hear the crack of skulls under your first!" comes from overhead. As they fade away, the gambling hall's imp, comes into view.
The half-orc seems to be allured by the imp's suggestion and begins to loosen her grip on her sword.
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Will Save: 1d20 + 3 ⇒ (6) + 3 = 9
Standard action: Cast suggestion on the half-orc.

"Vara" Mjötviðra |

At work. Vara's action 3rd round: full round action to spontaneously cast summon nature's ally I. Vara calls a giant centipede to appear in T14, flanking the human thug next to Tamiro. It attacks the flanked thug at the first opportunity.

Alraniel "Nel" Sandhal |

Grumbling to herself as Saul nimbly vaults over the cashier's desk, Nel continues on her trek to the battle. Moving to AC 7, Nel throws the door open, hoping to reach combat before the battle is over.

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Round 2, Initiative 3
The half-orc woman places the longsword she was holding back into its sheath and attempts to punch Tamiro square in the jaw. Her stance is obviously unsteady and untrained, offering an opening for Tamiro to return the attack. While the strike makes contact with Tamiro's chest, it doesn't harm him due to the lack power behind it.
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Unarmed Strike (For Lethal Damage): 1d20 - 1 ⇒ (15) - 1 = 14
Move action: Stow weapon
Standard Action: Unarmed Strike
Tamiro can take an attack of opportunity

Tamiro |

AOO - Does not take
Looking in surprise momentarily at the foes unsteady and unusual attack he spits, not taking the advantage, preferring to block a blow from one of his allies.
"Pick up your blade fool! Watashi wa hi busō no aite o daun katto sa remasen!"
Tamiros Turn
Turning to one of the half-orc's allies, he swings both blades at the man trying to move through Mazra and himself U14.
His blades bite into the man, as Tamiro laughs.
"Is this the best you muster Varissians! Watashi ni chōsen o o wasurenaku!"
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Katana Attack: 1d20 + 7 ⇒ (20) + 7 = 27Confirmation: 1d20 + 7 ⇒ (9) + 7 = 16Damage: 1d8 + 5 ⇒ (4) + 5 = 9Damage: 1d8 + 5 ⇒ (2) + 5 = 7Total: 16
Wakizashi Attack: 1d20 + 7 ⇒ (10) + 7 = 17Damage: 1d6 + 3 ⇒ (5) + 3 = 8

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Sorry for not doing this earlier
Round 2 Recap
Vara hurries the rest of the way out of her personal chambers to the main room to see what made the crash she heard.
Feeling the enemies blade bite through his armor he grimaces, but continues to focus on their leader, grinning as the armor deflects their blow.
As Vark bursts into the room, he roars, "Hai! Welcome to the fun!"
Drawing his wakizashi in his other hand, he swings with his Katana, side stepping to the left of the half-orc, trying to get out of the middle of her allies. Tamiro's blade swipes towards the half-orc, but she deftly dodges the attack.
Seeing Nel quickly leave the counting room, and hearing the sound of battle through the open doors, Saul begins to move to the main floor. "What in Desna's good name is going on!" he cries out, drawing his rapier as he moves.
"Ah, thank you for getting the door," Saul says as he moves past Nel to jump over the cashier's desk. He easily clears it and continues moving into the main hall.
Looking at the ceiling, he says "Old Scratch, I can hear you up there! Stop giggling and be useful!"
Seeing Mazra approach, one of the thugs (3) pursues him, taking care to avoid getting close to Mazra until the last moment, and prepares to attack as soon as Mazra is distracted. "Get up next to him," he cries out.
The closest thug deftly maneuvers towards Mazra. The first thug slashes at the cleric, and the second quickly follows up with his attack. One of their swords punches through Mazra's chain shirt for 4 points of damage.
A thug (1) steps towards Tamiro and goads, "You won't get away that easy!" before swinging his short sword at Tamiro. The slash, however, is distinctly awful and swings wide.
Another thug (2) slides up next to Tamiro and cries out, "The fun is only starting!" before attempting an overhead slash of his short sword. However, Tamiro's new armor once again stops the blow.
Mazra moves drawing out his Rapier to flank and attack one of the Thugs on Tamiro. Mazra deftly drives the rapier into the man's spleen, causing him to immediately buckle and fall unconscious.
Upon hearing the shouts and sound of breaking glass, Vark says "Oh no! What was that!?"
Bursting onto the casino floor he notices Tamiro surrounded by a group of thugs. "Hold on Tamiro, help is on the way!" Vark tries to move as close as he can to the action without getting into harm's way. He lifts his voice in song to bolster his allies.
Grumbling to herself as Saul nimbly vaults over the cashier's desk, Nel continues on her trek to the battle. Moving to AC 7, Nel throws the door open, hoping to reach combat before the battle is over.
A giggle echoes from high in the catwalks, coming from a spot above Mazra. The coaxing words of, "You really want to start punching people. It's more fun than using your sword. Hear the crack of skulls under your first!" comes from overhead. As they fade away, the gambling hall's imp, comes into view.
The half-orc seems to be allured by the imp's suggestion and begins to loosen her grip on her sword.
The half-orc woman places the longsword she was holding back into its sheath and attempts to punch Tamiro square in the jaw. Her stance is obviously unsteady and untrained, offering an opening for Tamiro to return the attack. While the strike makes contact with Tamiro's chest, it doesn't harm him due to the lack power behind it.

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22 - Vara
21 - Tamiro
18 - Saul
17 - Human Thugs
10 - Mazra
8 - Vark
4 - Nel
4 - Old Scratch
3 - Half-Orc
Round 3, Initiative 21
Tamiro's katana slices through the man's light armor. The blade obviously severs an artery, as blood immediately begins collecting in a pool on the ground. It spreads until it's about five feet across.
Tamiro, your first hit killed the man outright. Did you want to redirect the second one?
Round 3, Initiative 18
Saul moves toward Mazra, adopts a fighting stance with his rapier and calls out to Mazra, "Flank him so he's distracted" and waits for the right moment.
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Move Action: Move to S12
Standard Action: Ready to attack if Mazra provides flanking
Dice if Mazra provides flanking: 1d20 + 7 ⇒ (1) + 7 = 81d6 + 1 ⇒ (5) + 1 = 62d6 ⇒ (1, 4) = 5
Round 3, Initative 17
The thug near Mazra (S14) lets out a bloodcurdling scream as he sees the katana slice through his ally. He attacks Mazra with as much vigor as he can, slicing erratically.
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Attack: 1d20 + 2 ⇒ (18) + 2 = 20
Standard Action: Attack (Power Attack)
I will declare the other one's turn after Tamiro lets me know what he'd like to do.
Nel: The door to room AA8 is already open, so you should have no more doors between you and combat.

Varknarnost Kettlewidget |

Maintaining his performance, Vark casts a spell at the two remaining thieves attacking Tamiro. "Tamiro, watch your footing!" He then moves to put his back up against the wall.
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Casting grease on squares V15-16 and W15-16. Half-orc and thug need to make a DC 14 reflex save or fall. One must make a DC 10 acrobatics check to move through those squares at half speed. Failure by more than 5, they fall prone. Move 20' to the corner of the wall at U7.
Inspire Courage and Flagbearer combine to grant +2 bonus to atk/dmg and a +1 bonus to saves against charm/fear to all allies that can see/hear Vark.
7 rounds of bardic performance left.

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Following Saul's instructions, Mazra will take a step and attack one of the Thugs. He will likely hit one of the Thugs.
Rapier + Flank + Vark's Help: 1d20 + 5 + 2 + 2 ⇒ (11) + 5 + 2 + 2 = 201d6 + 3 ⇒ (3) + 3 = 6
Mazra will take a five foot step to S14 to Flank.