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"It's a little full in there, don't you think?" Pavo asks as the alcove is quickly stuffed with starved addicts, two wizards, and a priest. "There's a joke in there somewhere..."
The rake heads along the southern walk to the rat statue and hides behind it. He entertains himself with coin tricks to pass the time.
Stealth: 1d20 + 7 ⇒ (10) + 7 = 17

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Despite working 4am-7pm, I'm actually awake and alert, so we do get an update today.
Initiative (Charming): 1d20 + 1 ⇒ (13) + 1 = 14
Initiative (Kane): 1d20 + 2 ⇒ (5) + 2 = 7
Initiative (Kirrote): 1d20 + 3 ⇒ (7) + 3 = 10
Initiative (Pavo): 1d20 + 3 ⇒ (2) + 3 = 5
Initiative (Shorty): 1d20 + 5 ⇒ (9) + 5 = 14
Initiative (Zyrethian): 1d20 + 3 ⇒ (10) + 3 = 13
Initiative (GM): 1d20 + 4 ⇒ (16) + 4 = 20
Perception (red): 1d20 + 9 ⇒ (15) + 9 = 24
Perception (blue): 1d20 + 2 ⇒ (6) + 2 = 8
Bite: 1d20 + 3 ⇒ (4) + 3 = 7 Bludgeoning/Piercing/Slashing: 1d4 + 2 ⇒ (2) + 2 = 4
Round 1
Effects none
Terrain difficult terrain (sewer)
- Red -
- Blue -
- Shorty -
- Charming -
- Zyrethian -
- Kirrote -
- Anastasia -
- Kane -
- Pavo -
When Laszo climbs down the ladder and doesn't see any of his test subjects, he turns around to look for them--and finds Shorty waiting to pounce. "Who are you? Where are my subject?"
Not waiting for an answer, the leper quaffs some sort of potion and whistles loudly. At his command, a beetle flies out of the pipe and tries to bite Kirrote
Everybody is up.

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I would imagine Shorty would have had his sap out, ready to take out someone on the stairs. He is disappointed to be spotted, so has a change in tactics.
"Ye didn't have ta go an' get yer beetle. But since ye did..."
Full Round Action
Shorty charges at the man with his sap, striking him and hoping to eventually lead to a knock out.
Sap Attack (Charge): 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Sap Damage: 1d4 ⇒ 2 - Nonlethal

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Pavo draws his rapier as he steps to the side of the statue. Concentrating on the alchemist, he speaks a series of sibilant words of arcane significance and unleashes a wave of somnolence at the man.
"Don't cluster together," Pavo warns as he waits for the magic to take effect. "He's likely to throw around alchemist's fire or other concoctions."
5 ft Step
Move: draw rapier
Standard: Cast sleep DC 13 Will vs. fall asleep
Free: Knowledge checks
Knowledge (Local): 1d20 + 6 ⇒ (19) + 6 = 25
Knowledge (Nature): 1d20 + 2 ⇒ (1) + 2 = 3

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Kane burst forth out of the alcove, Adabar balance the scales, aid your servant and these other righteous Pathfinders. Adabar's favor shines on the team.
Bless is up!
move to move; std cast bless.

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"Armor, fire, nothing. Pavo gets him, what, fist beetle!" Anastasia goes through the situation. She runs out of the room and sends a fist of force at the vermin.
Move move
Standard Attack beetle
Attack Telekinetic fist (touch): 1d20 + 4 + 1 - 4 ⇒ (18) + 4 + 1 - 4 = 19 -4 for melee
Damage (bludgeoning): 1d4 ⇒ 4

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Zyrethian steps out of the alcove and hearing Pavo's word tries to make sure he is not immediately next to any other members of the party. He looks at the scroll for a split second before deciding to protect the rest of the party as a shimmering pulse spreads out from him engulfing his nearest allies in an aura of protective power.
Move -move
Standard -activate Protective Ward school power +1 Deflection Bonus to AC to allies in 10 ft radius.
Note - Scroll still in hand.

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@Shorty: Yes, I assumed weapons were out when you setup the ambush.
@Pavo: sleep takes 1 round to cast. You would have had your rapier out already, though.
Bite: 1d20 + 3 ⇒ (15) + 3 = 18 Bludgeoning/Piercing/Slashing: 1d4 + 2 ⇒ (1) + 2 = 3
Will: 1d20 + 3 ⇒ (13) + 3 = 16
Round 1
Effects bless
Terrain difficult terrain (sewer), protective ward (purple)
- Red -
- Blue - 4 damage
- Shorty - 7 damage
- Charming -
- Zyrethian -
- Kirrote - 3 damage
- Anastasia -
- Kane -
- Pavo - casting
Shorty's swing does manage to connect, but bounces harmlessly off Laszo's armor. Unlike the halfling though, Zyrethian takes a defensive move, calling up protective energy for his closest allies.
Kirrote's massive swing would have split the beetle completely in half, if it hadn't been telegraphed so clearly. However, Anastasia's energy bold rocks the beetle's body mid-air, forming several large cracks in its shell. After seeing most of his companions miss, Kane calls on his god to aid them, while Pavo begins a longer, arcane spell.
A moment later, the enemies collect themselves and launch an effective counter attack. True to expectations, the alchemist fire bombs Shorty right in the chest and face, while the beetle bites into the tender part of Kirrote's hand as his axe swings by.
Everybody is up.

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"Yeouch! Ye pay fer dat."
Shorty steps up and swings again, but ends up falling short yet again.
Sap Damage: 1d4 ⇒ 2 - Nonlethal

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Kane moves in behind Shorty after seeing the burst of flames explode on the little rogue, he draws his healing wand as he goes. Adabar sooth those wounds friend. Kane says as he taps 'The Shorty' with the healing magic.
Move to move and draw wand; standard to use Wand of CLW
Wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2

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Anastasia smiles at her success. "Good, another!" she says and a force fist flies again from her hand.
Standard Attack beetle, if it is still up after Kirrote's swing. Laszo otherwise.
Attack Telekinetic fist (touch): 1d20 + 4 + 1 - 4 ⇒ (19) + 4 + 1 - 4 = 20
Damage (bludgeoning): 1d4 ⇒ 1

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Undismayed by the failure of his magic to end the fight, Pavo begins a flashy dance in an attempt to pass the beetle and engage the alchemist. He raises his rapier and thrusts forward with fortuitous precision.
Move: Tumble at Full Speed Succeeds CMD 9 or less, assuming the beetle is still alive and capable of taking AoOs
Standard: Attack vs. Lazlo Or beetle if Tumble failed
Acrobatics (Tumble), Full Speed: 1d20 + 3 ⇒ (16) + 3 = 19
Rapier, Flank, Bless: 1d20 + 3 + 2 + 1 ⇒ (20) + 3 + 2 + 1 = 26
Rapier (Confirm), Flank, Bless: 1d20 + 3 + 2 + 1 ⇒ (14) + 3 + 2 + 1 = 20
P, Cold Iron: 1d6 + 1 ⇒ (6) + 1 = 7
Critical P, Cold Iron: 1d6 + 1 ⇒ (3) + 1 = 4

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@Kane: Since you don't have a running start, the sewer is not an auto-jump. Rolling for you.
Round 2
Effects bless
Terrain difficult terrain (sewer), protective ward (purple)
- Red - 12 damage
- Shorty - 7 damage
- Charming -
- Zyrethian -
- Kirrote - 3 damage
- Anastasia -
- Kane -
- Pavo -
Shorty spends more time patting at the flames on his beloved tunic than watching his enemy, and almost hits his own elbow. Thankfully, Kirrote finds his balance and drops half of the beetle's carapace into the sewer. Anastasia's magic manages to annoy Laszo, but not much more. Pavo's attack fares much better though, as his rapier point slides several inches in between the leper's ribs. Kane foolishly tries to leap to Shorty's rescue, and ends up dunking himself in the sewage.
Zyrethian is up
@Kane: Fortitude save and it will take your second move action to climb back out of the sewer.

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Zyrethian seems about to cast a spell from the scroll in his hand when he sees Pavo moving into position and stops himself. He drops the scroll and draws his bow and takes a shot, struggling to get a proper draw in the cramped quarters of the sewer.
Free -Drop Scroll
Move -Draw Bow
Standard -Fire arrow at Laszo
Long Bow Attack: 1d20 + 3 ⇒ (10) + 3 = 13 - Does not have Precise Shot
Long Bow Damage: 1d8 ⇒ 7
Note- If Laszo is down Zyrethian does nothing...

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"Kirrote! Take my place!" Pavo calls out, and then he addresses Lazlo. "Unless you'd like to surrender before he gets here."
Kirrote, if you'd like to delay until Pavo moves out of the way, I think you can take his current square.

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@Zyrethian: If the modifier is to your roll, please include it. If you want to remind be about a modifier on my end, then use the notes. So cover should be in a note, but firing into melee should already be subtracted.
Round 3
Effects bless
Terrain difficult terrain (sewer), protective ward (purple)
- Red - 12 damage
- Shorty - 7 damage
- Charming -
- Zyrethian -
- Kirrote - 3 damage
- Anastasia -
- Kane -
- Pavo -
With his allies too close for the prepared spell, Zyrethian switches to his longbow, though there again fear of hitting them hinders his attack. Not liking the situation, Laszo leaps into the sewer and draws a dagger, then climbs back up behind Kane.
Everybody is up.
@Shorty: You get an AoO as Laszo leaves the second square, at +1 attack for higher ground.

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Delighted from her constant hits at enemies, Anastasia continues sending force fists at Laszo.
"Surrender, we better!" she shouts to Laszo.
Move Move
Standard Attack Laszo
Attack Telekinetic fist (touch): 1d20 + 4 + 1 - 4 ⇒ (18) + 4 + 1 - 4 = 19
Damage (bludgeoning): 1d4 ⇒ 3

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Well now! You would attack an unarmed man, you fiend! Kane doesn't like the fact that Laszo decided to move behind him, he promptly but carefully gets out of the way, moving behind 'The Shorty'.
Full - Withdraw

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The Shorty tries to hit the supposed alchemist on his way out and then steps up and tries to hit again.
Assuming he misses both times... "Dern it! Having trouble here!"
Shorty should only be down 5 damage due to 2 damage being healed by Kane.
Sap Attack (Bless): 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Sap Damage: 1d4 ⇒ 4 - Nonlethal
Main Attack
Sap Attack (Bless): 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Sap Damage: 1d4 ⇒ 1 - Nonlethal

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The reason that I clarify (aside from Kane not needing to use the Withdraw action to escape Lazlo and getting a Standard action back) is that, if Lazlo is armed, Pavo jumps to a new position but, if Lazlo is not armed, he Overruns to flank Lazlo.
Pavo continues with his attempts of daring do and moves to intercept Lazlo.
Move: 10 ft running start + jump 10 ft
Move: Draw Whip
vs
Alt. Action Standard: Overrun Maneuver. Lazlo can opt to simply step out of the way to avoid the risk of being knocked prone, in which case the roll below is not required and the maneuver automatically succeeds. No AOO unless he has Improved Unarmed Strike.
Alt. Action Move: Draw Whip
Acrobatics (Jump): 1d20 + 3 ⇒ (12) + 3 = 15
vs
Alt. Action Overrun: 1d20 + 1 ⇒ (20) + 1 = 21 vs. CMD, roll only required if Lazlo doesn't step out of the way to avoid the risk of being knocked prone. If he doesn't, and CMD beat, he is knocked prone. If he doesn't beat CMD, Pavo stopped at square behind shorty.

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Zyrethian takes a moment, focuses on the ring which serves as the conduit for his arcane power and launches a translucent dart of magical power into Laszo.
Standard - Use Arcane Bond Class feature to cast a spell from his spellbook. Specifically magic missile
magic missile damage: 1d4 + 1 ⇒ (3) + 1 = 4

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@Shorty: Kane failed to jump the sewer, and didn't actually heal you last round. Also, I resolve actions in initiative order, so you would have to wait for Kane to move away before taking his space. Also, please look at this tutorial and mark your movement with arrows.
@Kirrote: Yes, the pipe is 3 ft. in diameter right in the middle of the square vertically. It would take a 4 ft. high jump or a Climb check to move over it. Also, please ask questions like that in Discussion. I check there more often, and will usually respond faster.
@Pavo: Good catch! Laszo is still unarmed right now. And yes, in situations like that I prefer a single roll, to be used with the appropriate modifiers. Even so, you almost made it.
Round 3
Effects bless
Terrain difficult terrain (sewer), protective ward (purple)
- Red - 19 damage
- Charming -
- Zyrethian -
- Kirrote - 3 damage
- Anastasia -
- Kane -
- Shorty - 7 damage
- Pavo -
Zyrethian calls upon his reserves to bounce Laszo's head against the wall with invisible energy. Anastasia mimics the other wizard's attack, to similar success, while Kane just retreats to safety; and Shorty flails around with his sap, supposedly trying to hit the enemy. Pavo tries to cut of the escape route, but can't quite dodge past the leper.
Kirrote is up.

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Kirrote places a hand on the slimy pipe and tries to vault over it. Unable to get a stable purchase, his hand slips off and his body slams into the pipe instead of over it. He growls in frustration and pulls a throwing axe off of his belt.
Standard action to try to jump over pipe. Move action to wield throwing axe.
Acrobatics(jump 4ft): 1d20 + 7 ⇒ (1) + 7 = 8

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Forgot to roll the Fort save earlier; I will note it wasn't really stated (that I can see) that you had to jump over the sewer, you did list it as difficult terrain, but not that acrobatics was required.
Fort: 1d20 + 2 ⇒ (8) + 2 = 10

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@Kirrote: Acrobatics is part of a movement type move action. That means you can draw a weapon as part of the move action, and still have your standard left. I will roll a second check for your standard action, to speed things up.
@Kane: Sorry, communication error on my part. I didn't realize that you actually wanted to walk through the sludge. One generally avoids things like that :-Þ
Bomb (touch): 1d20 + 6 ⇒ (16) + 6 = 22 Fire: 1d6 + 3 ⇒ (3) + 3 = 6 Miss: 1d8 ⇒ 2
Round 4
Effects bless
Terrain difficult terrain (sewer), protective ward (purple)
- Red - 19 damage
- Charming -
- Zyrethian -
- Kirrote - 3 damage
- Anastasia -
- Kane - sickened, 4 damage?
- Shorty - 7+4? damage
- Pavo - 6 damage
Kirrote tries twice to leap the pipe, but just can't quite make the leap. The stench coming off of Kane's wet clothes chokes him to the point that he has trouble breathing, and when Laszo covers Pavo in napalm and the flames splash on Kane, the stench somehow gets even worse. The alchemist then draws some sort of potion, and growls at Shorty.
Everybody is up.
@Kane & Shorty: Reflex save to halve the splash damage.

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Zyrethian takes advantage of of Laszo being clear of combatants and fires an arrow at him. Then he moves closer to continue covering allies with his aura of protection.
Standard - Longbow Attack
Move - Move
Longbow Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Longbow Damage: 1d8 ⇒ 5
Yup totally investing in a wand of Magic Missile, at least I will always hit my targets

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"Ah! My clothes!" Pavo shouts. "My blistering skin, too!"
The slightly charred lady's man advances agressively on the alchemist. "Take this, you knave!"
I'm going to be out of pocket for about 20 hours, so I'm writing another conditional
If Shorty didn't advance:
5 ft Step
Standard Attack with rapier
vs.
Standard Overrun
Rapier: 1d20 + 3 ⇒ (14) + 3 = 17
P: 1d6 + 1 ⇒ (2) + 1 = 3
vs.
Overrun modifier is +1 instead of rapier's +3

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No worries Granta - : )
Reflex: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10
Kane retreats toward the alter and then channel Adabar healing energy from his holy symbol. He's careful to move far enough away as to not effect their foe.
[ooc]move to move; std to channel positive, 30' radius should include all injured Pathfinders, but exclude Laszo.
Channel Pos: 1d6 ⇒ 5

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Highshanks figures he needs to get to the other side, so does a running jump to get over and starts to head towards the exit.

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Anastasia sends yet another fist at their enemy. Then she runs and jumps over the sewer flow to keep the team separated, to lessen the impact of Laszo's bombs.
"Remember, bombs, split!"
Standard Attack Laszo
Move Move Took a step to 'wrong' direction to get running start, to get jump DC to 5, which is automatic success with Anastasia's +4 acrobatics
Attack Telekinetic fist (touch): 1d20 + 4 + 1 - 4 ⇒ (16) + 4 + 1 - 4 = 17
Damage (bludgeoning): 1d4 ⇒ 3

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Forgot the reflex. Having car trouble so have a lot on my mind.
Reflex Save: 1d20 + 5 ⇒ (19) + 5 = 24

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"STUPID PIPE!" Kirrote yells and chops at it with his throwing axe. He tries again to jump over it and is successful this time. Once over the pipe, he moves as quickly as he can towards the scuffle.
Move action to jump the pipe. Move action to move.
Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19

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Kane - sickened
Shorty - 4+4? damage
Pavo - 1 damage
While everyone else is running around, Kane and Anastasia get the job done. Laszo steps back and throws one final bomb, before falling face first into the sewer.
@Shorty & Zyrethian: Reflex save to halve the splash damage.

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A quick search of Laszo’s body turns up a vial and cloak with magical auras, as well as a coded journal.
What, if anything, do you do with Laszo, his lab, the loot, etc.?

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Anastasia takes look at Laszo's things.
Linguistics: 1d20 + 8 ⇒ (9) + 8 = 17
Spellcraft (potion): 1d20 + 10 ⇒ (16) + 10 = 26
Spellcraft (cloak): 1d20 + 10 ⇒ (15) + 10 = 25
Anastasia holds up the book. "This, journal. Guide how he made it, interesting. Also, names who distributed, Aspis and other, too soon, that boring", she explains. She puts the book down and points at the potion and cloak. "Middle heal, useful. Minor resist, also good. Who want, front, Kirrote?" she identifies the items.
"Where his laboratory? Maybe Society bring someone here, study drug, there already examples", Anastasia says and waves toward the alcove where the addicts are. She doesn't pay any attention to the alchemist bleeding to death at her feet.

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So, I went through to check Shorty's HP. He took 7 from the initial attack, healed 2 from Kane, then took 2 with the made Reflex that's above, so he should be down 7, not 9.
My party members are quite... odd, but appreciated.
"Oi! He be a tough one. Why dun we bring da' samples wit us at least? That be safekeeping."
"I can use some healin'. Sorry, it's me first mission." He'll accept the potion if no one wants to cast/wand charge on him. I find the potions are often forgotten about anyway.

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Anastasia slaps a healing wand to Shorty's hand, keeping her eyes still on the book.
"Zap that. Or find hand that can", she instructs.
Wand of Cure Light Wounds, Kane or Pavo can activate?

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Shorty: Kane never got that 2 healing to you (lost due to action/action economy review), but he did heal 5 prior to the last bomb with channel positive energy.
Pavo helps pat out some of the flames on Shorty. "Go ahead and drink that potion, Highshanks. We'll need you in good shape later, I'm expecting."
He makes his way to the fallen alchemist so that he can tend his wounds. Looking up, he says, "Keep the book. Our contact will want that."
The rips part of Lazlo's tunic and presses the wad of cloth against the rapidly bleeding wound in his chest. "He's extended himself too far. Made the wound worse. Kane? Do you know that little prayer that stops people's spirits from running away on them?"
He piles on more rags. "This is a mess."
Heal: 1d20 ⇒ 1 1 Round
Heal: 1d20 ⇒ 2 2 Rounds This is hilarious
Heal: 1d20 ⇒ 4 3 Rounds Oh, it's 2(Xn-1), I see
Heal: 1d20 ⇒ 7 4 rounds Oh, no, it's (Xn-1)+(Rn-1), so next should be 11.
Heal: 1d20 ⇒ 19 5 Rounds

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Zyrethian pats out the flames on his clothes. "Kane Pavo, one of you got a second to give me a hit from my wand." Zyrethian holds out his wand of cure light.
Whether they get to him right away or not, he looks over things alongside Anastasia and draws the same conclusions. "Go ahead and drink the potion, Shorty. Someone should and you look like you need it more than I."
Looking back to Anastasia, "If we understand this correctly we will need to turn it over to out contact. I'm going to copy the names of the Aspis agents listed here and we can turn them over to Ambrus, even if our contact turns out to betray us we may be able to salvage something worthwhile from this."
"Does anybody want the cloak?" Zyrethian holds up the cloak as he casts prestidigitation, to clean it, several times. "If not, I would not mind using it if I can get it clean.
Reflex: 1d20 + 3 ⇒ (7) + 3 = 10
Linguistics: 1d20 + 8 ⇒ (20) + 8 = 28
Spellcraft for Potion: 1d20 + 7 ⇒ (11) + 7 = 18
Spellcraft for Cloak: 1d20 + 7 ⇒ (12) + 7 = 19

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"So we got the papers that they wanted? Let's go back to the boss and give it to him." Kirrote slips the throwing axe back into the belt loop. Anastasia and Zyrethian a cloak. "This thing will protect me?" He holds it up to get a closer inspection. "It is flimsy. How will it protect anything?"

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Highshanks drinks the potion. Fully healed.