
| GM Mazra | 
 
	
 
                
                
              
            
            Round Ten
Cultist One and Seven work on the Air Elemental. Six and Eight fire bolts at Brandark, but miss. The Ninth Cultist hits Flynn with a bolt.
Flynn begins to swoon from the fast acting poison on the bolt.
Elektra cast Haste. Her Air Elemental slams into the Seventh Cultist.
Brandark steps over a fallen Cultist to get at the Seventh. The Seventh Cultist harmlessly slashes at the Cavalier. Brandark was not so harmless. The Dwarf swings hard cutting a deep wound into the oddly dressed human. The Seventh Cultist staggers, but does not fall.
With Haste up, Brandark can take another action in Round Ten.
Stone sees Flynn swoon and begin to fall. He gives the Inquisitor a Touch of Goodness. The flow of divine energy combined with the divine aid of the Prayer was just enough to aid Flynn in resisting the effects of the poison.
Flynn works to recover from the poisons effects.
You can take no other actions in Round Ten.  At least you can continue in the future Rounds.
Garrath bounds up the stairs, makes a nifty acrobatic maneuver to avoid a swipe from the First Cultist, then sets his feet to deliver a solid blow against the First Cultist. The First Cultist falls unconscious from the blow.
Tally Section 
Cultist 14 (AC*15/17 U,D,21,21,D,21,1,21,21/21) shifted 
Elektra 22 (AC13 32/32) 
Brandark 4 (AC21 49/49) 
Stone 20 (AC22 45/45) 
Flynn 17 (AC19 39/42) 
Garrath 11 (AC18 69/69)
Round Eleven
Most can take an extra Round Ten action from the Haste.

|  Stone the Blade of Sarenrae | 
 
	
 
                
                
              
            
            @ GarrathWe can handle it back here go help Brandark. He will then move to Flynn and give a little divine help with that poison. Touch of goodness +3
Stone will do a heal check on Flynn instead.
Heal check: 1d20 + 13 ⇒ (3) + 13 = 16 To find out what happened to him and if he is alive.
| Brandark Plainswalker | 
 
	
 
                
                
              
            
            Brimming with the speed from the haste spell, Brandark swings hard at the seventh cultist again.
attack 2: 1d20 + 6 + 4 + 1 + 1 - 2 ⇒ (18) + 6 + 4 + 1 + 1 - 2 = 28 
BAB,STR,Prayer,Magic,Power
damage: 1d10 + 4 + 4 + 1 + 1 ⇒ (7) + 4 + 4 + 1 + 1 = 17

| More Villains | 
 
	
 
                
                
              
            
            Garrath can still take a single action in Round Ten for the Haste.
Round Eleven
The Sixth Cultist again loads another bolt and fires it at Brandark. The bolt glances off the Cavalier's armor.
Cultist 6 w/Hand Crossbow vs Brandark: 1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 191d4 - 1 ⇒ (4) - 1 = 3
If Garrath takes a step toward Cultist Nine as his Hasted action, then both Cultist Eight and Nine will take a diagonal step back to the right then fire their Hand Crossbows. If not, then they will stay in position and fire their Hand Crossbows.
Both the Eighth and Ninth Cultist take aim at the big Human coming at them. Neither were able to make one of the tiny bolts stick.
Cultist 8 w/Hand Crossbow vs Garrath: 1d20 + 4 - 1 ⇒ (11) + 4 - 1 = 141d4 - 1 ⇒ (3) - 1 = 2
Cultist 9 w/Hand Crossbow vs Garrath: 1d20 + 4 - 1 ⇒ (9) + 4 - 1 = 121d4 - 1 ⇒ (3) - 1 = 2
Tally Section 
Cultist 14 (AC*15/17 U,D,I21,I21,D,21,D,21,21/21) shifted (I-Incapacitated) 
Elektra 22 (AC13 32/32) 
Brandark 4 (AC21 49/49) 
Stone 20 (AC22 45/45) 
Flynn 17 (AC19 39/42) 
Garrath 11 (AC18 69/69)

| Mazra's BBEG | 
 
	
 
                
                
              
            
            Three devilish creatures are summoned out of nowhere and attack.
Here is another "if-then": If Garrath takes a step toward the Ninth Cultist, then two Lemures will appear behind the Barbarian and attack. A third one will appear on top of the dead Seventh Cultist no matter what. If Garrath does not take a step, then the Lemures will appear to the East and South of Garrath's current position.
Lemure 1 Claw 1 vs Brandark: 1d20 + 2 ⇒ (3) + 2 = 51d4 ⇒ 3
Lemure 1 Claw 2 vs Brandark: 1d20 + 2 ⇒ (15) + 2 = 171d4 ⇒ 2
Lemure 2 Claw 1 vs Garrath: 1d20 + 2 ⇒ (1) + 2 = 31d4 ⇒ 3
Lemure 2 Claw 2 vs Garrath: 1d20 + 2 ⇒ (4) + 2 = 61d4 ⇒ 4
Lemure 3 Claw 1 vs Garrath: 1d20 + 2 ⇒ (9) + 2 = 111d4 ⇒ 3
Lemure 3 Claw 2 vs Garrath: 1d20 + 2 ⇒ (3) + 2 = 51d4 ⇒ 4
None of the attacks were successful.
Also, appearing almost out of nowhere, you see an elf is heavy robes. You have seen this elf before. He showed up shortly after the Lord Mayor on the day the party defeated Choco's band of outlaws. You will recall that the Lord Mayor referred to him as Justice Ironbriar.
The Justice looks directly at Garrath, "These are Lemures from the pit of hell. You should leave. Now!"
Ironbriar cast the spell Suggestion. Garrath must make a DC15 Will Save. If he fails, he will agree to leave. Now!
Just a note of interest: The token on the map is from the Rise of the Runelords anniversary edition. The icon on this profile is from the original book two of the Pathfinder Adventure Paths, "The Skinsaw Murders." Both are of Justice Ironbriar.

| Garrath Tricks the Giants | 
 
	
 
                
                
              
            
            will save: 1d20 + 9 ⇒ (7) + 9 = 16
Round 10 action 
Garrath stands his ground and roars in the face of the darts flying at him as he flies into a rage.
Round 11
Garrath's eyes burn with rage as he feels the compulsion magic roll off of him like water. He sees the lemures appear, "Then I will send them back to the pit!"
attack 1 on Lemure 2: 1d20 + 15 ⇒ (2) + 15 = 17
damage: 2d6 + 16 ⇒ (1, 2) + 16 = 19
attack 2 on Lemure 2: 1d20 + 10 ⇒ (14) + 10 = 24
damage: 2d6 + 16 ⇒ (3, 1) + 16 = 20
hasted attack on Lemure 3: 1d20 + 15 ⇒ (5) + 15 = 20
damage: 2d6 + 15 ⇒ (3, 2) + 15 = 20

| Brandark Plainswalker | 
 
	
 
                
                
              
            
            You miserable spawn of the pit, you will be returned back.
Brandark goes into a fury of hacks and slashes at Lemure 1
attack 1: 1d20 + 6 + 4 + 1 + 1 + 1 - 2 + 2 ⇒ (13) + 6 + 4 + 1 + 1 + 1 - 2 + 2 = 26
BAB,STR,Magic,Prayer,Haste,Power,Focus 
Haste attack: 1d20 + 6 + 4 + 1 + 1 + 1 - 2 ⇒ (3) + 6 + 4 + 1 + 1 + 1 - 2 = 14 
As first attack but no focus 
attack 2: 1d20 + 1 + 4 + 1 + 1 + 1 - 2 ⇒ (11) + 1 + 4 + 1 + 1 + 1 - 2 = 17
As above 
damage1: 1d10 + 4 + 4 + 1 + 1 ⇒ (10) + 4 + 4 + 1 + 1 = 20
Haste Damage: 1d10 + 4 + 4 + 1 + 1 ⇒ (3) + 4 + 4 + 1 + 1 = 13
2nd damage: 1d10 + 4 + 4 + 1 + 1 ⇒ (7) + 4 + 4 + 1 + 1 = 17 
STR,Power,Magic,Prayer 
If these are abberations, add 1 to attacks and damage
AC 22, HP 49

| Flynn Elric | 
 
	
 
                
                
              
            
            Not sure if this will help much but with the crowding not much to be done anyway. in case these lemure things have dr or something, will grant us for 6 rounds, we will bypass the dr of evil creatures.

| GM Mazra | 
 
	
 
                
                
              
            
            Round Eleven
The Cultist can't hit a broad side of a lumber mill.
Three Lemures appear and attack. They are about as successful as the Cultist.
Judge Ironbriar appears. He gives Garrath a suggestion. Garrath just ignores it.
Elektra slows down the enemies. She moves up behind the fighters.
Brandark hacks into the the first Outsider. The devil spawn Lemure shimmers and disappears. Brandark hacks at the second Lemure. It takes the third strike to cause the second hellspawn to shimmer and disappear.
Stone readies his Crossbow.
Flynn cast Weapon against Evil. This will effect Garrath's attack.
Garrath finishes off the third Lemure with ease.
Tally Section 
Cultist 14 (AC*15/17 U,D,I21,I21,D,21,D,21,21/21) shifted (I-Incapacitated) 
Elektra 22 (AC13 32/32) 
Brandark 4 (AC21 49/49) 
Stone 20 (AC22 45/45) 
Flynn 17 (AC19 39/42) 
Garrath 11 (AC18 69/69)
Round Twelve

| More Villains | 
 
	
 
                
                
              
            
            The Cultist load more Hand Crossbow bolts and fire.
The sixth Cultist fires at Brandark and misses.
The eighth and ninth Cultist fire at Garrath. Both bolts hit the Barbarian, but does not cause any physical damage. However, poison begins to course through the big human's veins.
Cultist 6 w/Hand Crossbow vs Garrath: 1d20 + 4 - 1 ⇒ (10) + 4 - 1 = 131d4 - 1 ⇒ (2) - 1 = 1 
Cultist 8 w/Hand Crossbow vs Garrath: 1d20 + 4 - 1 ⇒ (17) + 4 - 1 = 201d4 - 1 ⇒ (3) - 1 = 2 
Cultist 9 w/Hand Crossbow vs Garrath: 1d20 + 4 - 1 ⇒ (14) + 4 - 1 = 171d4 - 1 ⇒ (1) - 1 = 0 
Garrath needs to make two DC13 Fort Saves or fall unconscious.
Everyone is up.

|  Stone the Blade of Sarenrae | 
 
	
 
                
                
              
            
            Stone will rush up the stairs and stand on the dead cultist next to the elemental.
He will then take stock of the the room and Judge Ironbriar. 
 Ironbriar, you are responsible for this and now you will pay. 
 Hold person (will dc15)

| Garrath Tricks the Giants | 
 
	
 
                
                
              
            
            fort save: 1d20 + 14 ⇒ (13) + 14 = 27
fort save: 1d20 + 14 ⇒ (12) + 14 = 26
Garrath doesn't even register the darts hitting his skin and he steps up to the corner, bringing his weapon to bear on the cultists there.
attack: 1d20 + 15 ⇒ (13) + 15 = 28
damage: 2d6 + 16 ⇒ (3, 5) + 16 = 24
attack: 1d20 + 10 ⇒ (15) + 10 = 25
damage: 2d6 + 16 ⇒ (4, 1) + 16 = 21
hasted attack: 1d20 + 15 ⇒ (9) + 15 = 24
damage: 2d6 + 16 ⇒ (1, 3) + 16 = 20
5' step, then attack. Split the attacks between the two cutlists as needed
After attacking the cultists, Garrath growls at Ironbriar, "You're next, unless you surrender, NOW!
intimidate: 1d20 + 7 ⇒ (6) + 7 = 13

| Brandark Plainswalker | 
 
	
 
                
                
              
            
            Grinning slightly as Garrath moves up to scrap with the poor cultists, Brandark moves up to hack into the judge.
[b]You miserable misbegotten piece of orc dung, you should have given up.
attack: 1d20 + 6 + 4 + 1 + 1 + 1 - 2 + 2 + 2 ⇒ (18) + 6 + 4 + 1 + 1 + 1 - 2 + 2 + 2 = 33
BAB,STR,Magic,Prayer,Haste,power,Focus,Challenge
damage: 1d10 + 4 + 4 + 1 + 1 + 6 ⇒ (7) + 4 + 4 + 1 + 1 + 6 = 23 
STR,Power,Magic,Prayer,Challenge 
Cultist 8 and 9 get an AOO on my as I go by, Move action to the judge, swift action challenge, standard attack. 
AC 21, HP 49, end of this round, my AC to everyone but the judge will be 19

| Flynn Elric | 
 
	
 
                
                
              
            
            Flynn double move action to move to the other side of the judge

| GM Mazra | 
 
	
 
                
                
              
            
            Round Twelve Recap
Judge Ironbriar dispels Elektra’s Slow spell.
The remaining Cultist fire at Brandark and Garrath. The bolt on Brandark fell harmless off the Cavalier’s armor. The other two barely stuck into the Barbarian. The effect was like a pin prick. Garrath resisted the poison from these top floor Cultist.
Elektra’s Air Elemental goes after Ironbriar. With a hand crossbow the Judge was unable to respond to the column of air. The Air Elemental tries to slam into the heavily cloaked elf, but Ironbriar was too nimble and the slam attack missed.
Elektra begins to cast another spell.
Brandark goes directly after the Judge. He passes by the other Cultist. They just stare at the Dwarf. Then the Cavalier comes down hard of the Elf. This strike draws elvish blood.
Stone attempt to hold the wicked Elf, but Ironbriar’s will power was just enough to resist the Cleric’s spell.
Flynn makes a nifty move to come up next to the Cult leader.
Garrath takes a step and slices and dices two of the remaining Cultist. One is killed the other falls unconscious.
@Garrath – FYI – Intimidate to demoralize a foe is a Standard action. I don’t think you would have been able to get that in too in the Round.
Tally Section 
Cultist 14 (AC*15/17 D,D, I21,I21,D,21,D,D,D/21) shifted (I-Incapacitated) 
Ironbriar (AC +22-33 -23/?)
Elektra 22 (AC13 32/32) 
Brandark 4 (AC21 49/49) 
Stone 20 (AC22 45/45) 
Flynn 17 (AC19 39/42) 
Garrath 11 (AC18 69/69)
Round Thirteen
Everyone is up!

| Mazra's BBEG | 
 
	
 
                
                
              
            
            The Judge takes a step back, pulling out a nice looking Short Sword. He calls out to the remaining Cultist standing, "Move as far away as you can. Now!" The one standing Cultist remaining moves to the far end balcony.
Seeing the remaining Cultist moving to the far side of the room, Ironbriar calls forth a wave of negative energy the engulfs everyone else in the room. The two unconscious Cultist die.
Channel Negative Energy: 3d6 ⇒ (6, 6, 5) = 17
Everyone must make a DC 14 Will Save or take 17 points of damage. If you make the Save, you take 8 points of damage.

|  Stone the Blade of Sarenrae | 
 
	
 
                
                
              
            
            Stone will drop his crossbow and moves behind Ironbriar (bottom left) with hast as he draws his sword.
attack: 1d20 + 8 ⇒ (17) + 8 = 251d6 + 4 ⇒ (4) + 4 = 8
crit confirm: 1d20 + 8 ⇒ (18) + 8 = 261d6 + 4 ⇒ (5) + 4 = 9 total 17 
will save: 1d20 + 8 ⇒ (7) + 8 = 15

| Flynn Elric | 
 
	
 
                
                
              
            
            Flynn activates bane Humanoid Elf and attacks the judge with his bow, just cannot make an attack roll can i?
will save: 1d20 + 8 ⇒ (15) + 8 = 23
Attack: 1d20 + 8 ⇒ (2) + 8 = 10 Precise shot, PBS
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Bane Damage: 2d6 ⇒ (3, 6) = 9

| Brandark Plainswalker | 
 
	
 
                
                
              
            
            will: 1d20 + 4 ⇒ (12) + 4 = 16Add 4 if SLA, or Spell
Feeling the waves of energy wash over him, Brandark drops his shield and grips his axe better as he wades into the fray with the judge.
You misbegotten Cur
attack: 1d20 + 6 + 4 + 1 + 1 + 1 + 2 - 2 + 2 ⇒ (13) + 6 + 4 + 1 + 1 + 1 + 2 - 2 + 2 = 28 
BAB,STR,Magic,Prayer,Haste,Challenge,Power,Focus 
Hastey: 1d20 + 6 + 4 + 1 + 1 + 1 + 2 - 2 ⇒ (1) + 6 + 4 + 1 + 1 + 1 + 2 - 2 = 14
As above, but no focus 
attack 2: 1d20 + 1 + 4 + 1 + 1 + 1 + 2 - 2 ⇒ (1) + 1 + 4 + 1 + 1 + 1 + 2 - 2 = 9 
damage: 1d10 + 6 + 6 + 1 + 6 ⇒ (9) + 6 + 6 + 1 + 6 = 28 
hasty damage: 1d10 + 6 + 6 + 1 + 6 ⇒ (3) + 6 + 6 + 1 + 6 = 22 
attack 2: 1d20 + 6 + 6 + 1 + 6 ⇒ (15) + 6 + 6 + 1 + 6 = 34 
2Hand damage,Power,magic,challenge 
5'step, not a move, full attack on judge
AC 21, HP 41/49

| Garrath Tricks the Giants | 
 
	
 
                
                
              
            
            will save: 1d20 + 11 ⇒ (18) + 11 = 29
Moving to the empty space to avoid the pile of bodies around him, Garrath then rushes down next to Brandark, shrugging off the effects of the negative energy that washes forth. save and DR drop that to 5pts of damage "Time for you to die."
attack: 1d20 + 15 ⇒ (9) + 15 = 24
damage: 2d6 + 18 ⇒ (2, 6) + 18 = 26normal damage pumps plus two for witch hunter (+2 against spell casters)

| Garrath Tricks the Giants | 
 
	
 
                
                
              
            
            With all the raging etc, Garrath's AC is 15 at this point

| GM Mazra | 
 
	
 
                
                
              
            
            Round Thirteen
Judge Ironbriar takes a step back. A wave of negative energy flows through the room. Everyone can feel a little of their health drain from their body.
The last standing top floor Cultist moves and fires a bolt down at the Elf Wizard. It misses.
Elektra resist some of the effects of the negative energy. Her Latern Archon fires a pair of rays down at the evil Cleric. Both rays missed the very nimble Elf.
Lantern Archon ray touch attack 2: 1d20 + 3 ⇒ (16) + 3 = 191d6 ⇒ 3
The Lantern Archon gets two ray attacks. I don't see where it provides a circle of protection, but it does have an Aura of Menace, which Ironbriar needs to save against.
Brandark drops his shield, takes a step and continues to hack at the wicked judge. The first blow lands solidly, but afterwards Brandark does all he can to keep from dropping his weapon.
Stone drops his Crossbow, draws out his scimitar and slashes at Ironbriar. The blade solidly hits the Judge's chainmail, but fails to penetrate the tight Mithril weave.
Flynn fires an arrow. A couple of inches more to the left, it would have hit Ironbriar's neck. But instead it sails beyond sticking into the back wall of the lumber mill.
Garrath also moves in to attack the Judge. But the surprisingly quick Elf dodged the attack.
Tally Section 
Cultist 14 (AC*15/17 D,D, I21,I21,D,21,D,D,D/21) shifted (I-Incapacitated) 
Ironbriar (AC26 -51/61) 
Elektra 22 (AC13 24/32) 
Brandark 4 (AC21 41/49) 
Stone 20 (AC22 37/45) 
Flynn 17 (AC19 31/42) 
Garrath 11 (AC18 64/69)
Round Fourteen

| Mazra's BBEG | 
 
	
 
                
                
              
            
            Ironbriar's Will Save: 1d20 + 7 ⇒ (20) + 7 = 27
The Judge is unaffected by the Archon's Aura of Menace.
Surrounded and realizing he cannot win, the Elf drops his shortsword, "Ok. Ok. You win. I knew you would be a meddlesome lot when you walk into my city." He scowls at the party, then orders the other Cultist to surrender.
The other Cultist seeing his dead cult members, quickly obeys and drops his hand crossbow.
Victory
What do you do now?

| Elektra Stardancer | 
 
	
 
                
                
              
            
            Good question. Funny part is, his stats include +2 resistance against evil and +2 deflection against evil.
"Well, I am glad that you.... understand your position well. I hope you understand... that we have to bind you!"

| Garrath Tricks the Giants | 
 
	
 
                
                
              
            
            Garrath lets the rage subside, and looks at Ironbriar. "I don't trust him. We should get the other one that was working with us and bring them here. Let them take care of it. That's what they wanted us to do."

| Brandark Plainswalker | 
 
	
 
                
                
              
            
            Calming down slightly. 
Aye, I do not trust him either Garrath, so shall we let others decide. 
He walks over and picks up his shield.
Shall we check the lower floor, after we bind these two?

|  Stone the Blade of Sarenrae | 
 
	
 
                
                
              
            
            Let's strip bind and gag this scum and we can put them with the others in the room down stairs. Then some of as can search the rest of this building. While rest gaurd the prisoners.

| Flynn Elric | 
 
	
 
                
                
              
            
            I don't trust him even then, we should take him somewhere more secure before investigating further. He should be able to tell us what we need anyway

| Brandark Plainswalker | 
 
	
 
                
                
              
            
            I do not trust him either.
Brandark roughly starts pulling things off the judge before binding him.

| GM Mazra | 
 
	
 
                
                
              
            
            Brandark removes Ironbriar's heavy cloak. He had a quality suit of Mithril chain mail under it. He also had a buckler, a fine shortsword, a masterworks hand crossbow, five bolts, an interesting mask, a wand and a set of keys.
On the Cultist you will find 20 masterworks war razors, 12 hand crossbows, numerous bolts, 20 sets of skinsaw masks with matching leather outfits, 200gp.
Again, there are many doors unopened. So, do you bring in the authorities or take matters into your own hands?

| Brandark Plainswalker | 
 
	
 
                
                
              
            
            on tablet, cannot see the map. However will follow the others decisions

|  Stone the Blade of Sarenrae | 
 
	
 
                
                
              
            
            Let's finish look though this place then get the authorities. I suggest we start with thoughs doors over there.He points to the far doors. Flynn if you could check them please?
 
	
 
     
    