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Eadie spends some time chatting with the hostess of the Chelish tea party.
“Paracountess Draleen, you’re back! I heard a rumor that you’d Disappeared.”
“What’s that? Well I suppose I look OK in leather – but I much prefer full plate. Why?”
“… Well that’s a very tempting offer and I’m sure your friend Erinyes is very nice, but I could have sworn I heard one of my friends calling me from up ahead. Gotta run … toodles!”

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Grim presses onward
"Clear the way. Fat dwarf comin thru... Make way or be squished!."
cmb : 1d20 + 5 ⇒ (10) + 5 = 15
Grim pushes his girth through the crowd only to see the water.
He mutters to himself...
"Grim, old chap, first you are a climbing monkey now you need to be a fish? How did you get into this mess? ."

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Diplomacy: 1d20 - 1 + 1 ⇒ (13) - 1 + 1 = 13
Grim, Lhug, Ru and Woody have now had their turn, so the above dice roll is mine for the new round, DrGabe - relating to my conversation with Zarta Draleen above.
Eadie walks into the pool up to her ankles and spies something making rapid progress through the water up ahead. She looks down at her armor and then calls over to Grim.
"We're gonna need a big boat. What's that thing swimming in the pool up ahead? Maybe I should get out of the water."

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Lhug swims and swims and is able to swim through the Long Pond and end up in the crowded market, right on the heels of Barnel.
Ruprecht and Grim climb over the Mezzanine wall only to be confronted with the Ivory Wall. There Fleetwood is baffled about how to get the gate open!
Seeing Lhug right behind him in the crowded market, Barnel panics and tries to dart ahead of the wild Paladin.
Escape Artist: 1d20 + 11 ⇒ (13) + 11 = 24
Intimidate: 1d20 + 1 ⇒ (12) + 1 = 13
With flair Barnel dashes through the crowded square and leaps over a hay wagon to scramble up to the rooftops.
Grim meanwhile does what he does best, climb. This time over the ivory wall.
Eadie uses her grace to make her way through the Chelish tea party.
PC's turn- Fleetwood, Lore, Ruprecht, Lhug
Map updated

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Lore stands at the gate and looks at Ruprecht with big soulful eyes. "I don't suppose you can unlock this door for me, hon?"

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Ruprecht takes a peek at the lock and tries to Jimmy it open.
Disable Device 1d20 + 9 ⇒ (13) + 9 = 22

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Lore attempts to slip through the gate now that Ruprecht is holding it open... "Thanks, sweetie!"
hope that's allowed, lol

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Eadie watches the scary amphibious creature exit the far end of the pond and realizes it was Lhug-mor all along. She calls out desperately to him "Branel's getting away!"
The young Pathfinder decides to risk picking up the pace despite the encumbrance of her plate mail.
I wonder how deep the pool is? Maybe I can wade through it?
She ploughs through the water like the Kool Aid man.
Swim: 1d20 - 2 ⇒ (17) - 2 = 15
After climbing out of the pond with water pouring out of the joints of her armor, the black knight's glower cows the wild paladin. "Oh had enough, eh? Get out of the way or I'll bite your legs off."
Intimidate: 1d20 + 4 ⇒ (10) + 4 = 14

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Lore made her roll for the previous 'room' here:
She's been waiting all this time for Ruprecht to catch up and open the door after seriously failing her climb check for this room

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Lore runs through into the busy marketplace with a jaunty wave of thanks to Ruprecht. She draws herself up to her full (still very short) height and tries to bully her way past the crowds of shoppers.
intimidate: 1d20 + 2 ⇒ (18) + 2 = 20

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Lore, sorry about that missed that order. However, the next card is the Chelish Tea Party (I made that mistake also!).
Lhug- +2 GM circumstance bonus. You move the Obstructive Hay Wagon square.
Fleetwood dashes behind Lore and Ruprecht who all emerge into the Chelish Tea Party.
Grim this will also be open for you next round.
Barnel, now on the Rooftop leaps from roof to roof in efforts to get away from Lhug and the rest of the Pathfinders.
Climb: 1d20 + 7 ⇒ (7) + 7 = 14 but he is delayed trying to climb a pipe in order to jump to the next building.
PC's turn

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well then Lore definitely would have passed her diplomacy check with a +8 to her 18 (result of 26), sorry - I went the wrong way on the chart
{edit previous post=} Lore curtseys and puts on her best manners as she passes through the tea party, giving proper homage to the hostess as she slips by.
If possible, Lore takes Grim by the hand and pulls him along with her as she passes through the tea party, encouraging him to bow at the proper times and say the right things to the hostess. Once they are through the party, she lets go his hand and stares in horror at the pond.
(maybe get Grim through the party, or at worst, give Grim a circumstance bonus on his roll here? ... if possible)

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for whenever it's time for her to take another action forward:
Lore tries to swim through the pond, but is a weak swimmer and doesn't have time to take her armor off either...
swim: 1d20 - 2 ⇒ (3) - 2 = 1
She comes up sputtering after a valiant effort, to find she's still on the same side of the pond she started on to her own surprise. She takes a deep breath, readying to try again.

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GM, I think I had Grim still trying to push through the tea-party. Is that open or something further along he has not yet reached? (He was already past the locked gate. Also, would being large-sized help with pushing through the crowds or wading through the pond?
Grim is glad to see his friends Lore and Ruprecht join him at the Tea Party.
"This tea-crowd is blocking us from our running man. I think Lhug-mor is still hot on his trail at least."

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Lhug- +2 GM circumstance bonus. You move the Obstructive Hay Wagon square.
Catching up to the urban warrior, Eadie grabs his hand, allowing the pair to drag each other through the crowd. At one stage she nearly stumbles, releasing Lhug’s hand. As she regains her balance, Eadie looks forward, noticing at least one of the Dragon’s running feet are covered in tattoos.
I wonder if he’s got any on the soles of his feet as well? Probably not. The needle would have tickled too much.
Escape Artist DC18. If I roll a 20, with my -3 mod, I still only get a 17.
Untrained: If you have no ranks in Handle Animal, you can use a Charisma check to handle and push domestic animals, but you can't teach, rear, or train animals.
Handle Animal DC13. DrGabe, I’m going to to try a Charisma check, with your permission.
She spies the stationary beast harnessed to the hay wagon and attempts to push the stubborn creature out of the way, calling out to its owner. “MOVE your as… donkey!”
Charisma: 1d20 - 1 + 1 ⇒ (10) - 1 + 1 = 10

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Grim is glad to see his friends Lore and Ruprecht join him at the Tea Party.
"This tea-crowd is blocking us from our running man. I think Lhug-mor is still hot on his trail at least."
note Lore's post above about dragging Grim with her through the tea party - not sure if that will just get you through, or give you a circumstance bonus on your roll

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"This reminds me of someone," he quips as he slaps the ass on the...hindquarters. "Appears to be a close relation Eadie, from this angle I see the definate resemblance. Sisters?"
handle animal 13, with a CMB overrun for dramatic effect: 1d20 - 1 ⇒ (7) - 1 = 61d20 + 7 ⇒ (1) + 7 = 8
He catches a hoof in the jaw from (he's fairly sure) the donkey and is sent back a few feet. The blow would have sent another man reeling, but his intoxication, adrenaline, and just plain stubbourness allows him to shake it off.
Dr 2/ lethal; and for next round:
He pitches a piece of firewood at the donkey in frustration.
handle animal 13, with an intimidate for fun: 1d20 - 1 ⇒ (13) - 1 = 121d20 ⇒ 16

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He catches a hoof in the jaw from the donkey (he's fairly sure)
Eadie and Jenny exchange *winks* We’ll never tell.
“… from this angle I see …”
“Very little except *stars* I’d say, after nearly getting knocked on your ass.”
Jenny and Eadie toss their heads in unison. “The two of us are only close in relation to your current location, Lhug-mor.”
“That is a situation, I plan to remedy very soon."

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Diplomacy 1d20 ⇒ 12
"Pardon me, Ma'am. Excuse me. Nice dress by the way!"

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We are all over the place. Please check the map to make sure you are in the right square. Grim, Eadie and Fleetwood are the only ones I don't have an order for this turn. Grim- while there isn't any rules for this, I am happy to give +2 circumstance bonus to being large size. You can aid another, but not just "help them get through" unless it is something that makes sense (like leaving the gate open). Eadie- you moved from the Embassy Wall to the Chelish Tea Party.
Lastly, sorry folks this is an optional encounter. I thought it would go really fast and not last for two weeks... at least it is almost over.

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Lore should be at the far side of the chelish tea party, having made her diplomacy check, and either pulling grim with her, or giving him a bonus on his own diplomacy check to bypass the party. Lore has already made one roll to try to swim the pond, and failed utterly on that roll.

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Gabe, I think I should be at the hay cart after succeeding at a risky double-card move … here is my post, which is on this page.
** spoiler omitted **
Eadie watches the scary amphibious creature exit the far end of the pond and realizes it was Lhug-mor all along. She calls out desperately to him "Branel's getting away!"
The young Pathfinder decides to risk picking up the pace despite the encumbrance of her plate mail.
I wonder how deep the pool is? Maybe I can wade through it?
She ploughs through the water like the Kool Aid man.
[dice=Swim] 1d20-2 dice result=15 versus DC 12
After climbing out of the pond with water pouring out of the joints of her armor, the black knight's glower cows the wild paladin. "Oh had enough, eh? Get out of the way or I'll bite your legs off."
[dice=Intimidate] 1d20+4 dice result=14 versus DC13
Of course, if you decide to rule I’m somewhere else, just let me know!
Do you want me to post a dice roll, yet?

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Eadie- in order to advance three cards you need to make two checks on the same card. So in order to leave the Long Pond you have to beat both of the conditions on that card. In this case Swim DC 12 AND Acrobatics DC20. So on your turn you succeeded against Swim. You rolled a '14' against Acro (-3)... typically that would be a loss of turn but I am sure you wouldn't have done that in a regular game. I am going to move you to the Crowded Market since the swim was a success on either die roll.
Lore you are at Long Pond having moved out of the CTP.
Anyone else not on the right card? I did update the map.

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Lore tries again to swim the pond.
swim: 1d20 - 2 ⇒ (5) - 2 = 3
and again, after a valiant effort, splashing around, finds herself coming up sputtering for air on the same side of the pond that she started on...

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Ah, I clearly read the rule the way I wanted it to be NOT the way it actually is! Thanks for the clarification, DrGabe.
Intimidate DC13: 1d20 + 4 ⇒ (11) + 4 = 15
Eadie is blocked by a woman who for some reason is screaming after Lhug-mor for money.
"You'll have a better chance collecting if you let him get on with his job, ma'am. Now OUTA THE WAY!"

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Ru tries to swim through the pond.
Swim 1d20 + 1 ⇒ (11) + 1 = 12

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Fleetwood tries to charm his way through the Chelish party using his charm and wits Diplomacy: 1d20 + 3 ⇒ (11) + 3 = 14, he is able to get through the party goers and arrives at the pond. Meanwhile Grim casts a spell...
Barnel takes stock of where he is on the rooftops and then decides to climb up the side of the chimney- Slight of Hand: 1d20 + 9 ⇒ (20) + 9 = 29 and continues to scamper off.
Lore finds that swimming is harder than it looks and can't get very far. The taller Ruprecht finds swimming to be much easier.
Lore joins Lhug at the Wagon and sees how hard it is getting past the angry animals. Its handlers are also having a hard time keeping the horse under control.
Fleetwood tries to join the others swimming past the pond. Swimming: 1d20 + 2 ⇒ (19) + 2 = 21, and he is able to swim through Long Pond and enters the market place.
Meanwhile Barnel sees the Roof Garden as his escape. Acrobatics: 1d20 + 9 ⇒ (12) + 9 = 21 and the thug is easily able to make on the Garden where he disappears from sight.
The Chase is over, he got away
Eadie, Lhug and the others are able to finally to make it to the Roof Top Garden, they find that Barnel is lying on the ground, two arrows stuck in his back! Fleetwood is able to determine that he is still alive but is close to dying. Ruprecht sees that the arrows are coated in some type of poison.

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Craft alchemy to identify the poison 1d20 + 9 ⇒ (9) + 9 = 18

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When Lore finally arrives to find Barnel pierced with two arrows and also poisoned, she at least heals his wounds so he won't die of those quite so quickly - maybe give the others a chance to interrogate the man before he succumbs to the poison.
channel: 2d6 ⇒ (5, 6) = 11
"Unfortunately poisons aren't my forte and I can't even ease his situation with the spells I chose for the day." She does try to determine the nature of the poison so she can tell how much time he has.
heal: 1d20 + 7 ⇒ (1) + 7 = 8
oh, ouch... bad time for a 1

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Breathing heavily from the chase, Fleetwood flatly states
"Yup, he's dying and poisons are not in my repertoire either."
Quietly kneeling next to Barnel Fleetwood begins praying to Milani.
Correct me if I'm wrong but with Lore's heal Barnel doesn't need to be stabilized?

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Eadie feels the heat from the Healing Flame emanating from Lore wash over her. She feels the slight wound from the x-box bolt she sustained earlier close over.
She smiles at the gnome and kneels down beside the patient to see if she can help.
Heal: 1d20 + 1 ⇒ (8) + 1 = 9
"That bruising on his arm looks nasty, Woody. Maybe we should attend to that first?"
Eadie also searches the man thoroughly for items of interest.
Take 20 Perception: 20 + 8 = 28

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Lore's healing power floods the area and the man coughs a few times and he takes several deep breaths. The bleeding around his wounds ceases and after a few moments he opens his eyes. Upon seeing the Pathfinders, he frowns realizing his defeat.
Ruprecht is able to look at the poison on the arrow and determines that it comes from a spider.
Eadie takes her time and finds nothing of value on the man. However, one of his pockets is torn, perhaps something was stolen from it?
Fleetwood doesn't see anything from around the area currently. But has he was climbing the roof he did see a shadowy figure dart away. However, the figure is likely far gone and blended into the crowd below.

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Grim will check the area for tracks. If something was stolen from this man's pocket, then they had to get closer than just to shoot him.
survival: 1d20 + 7 ⇒ (17) + 7 = 24 for tracks.
"We best get you to a safer location mister. Do you like pubs?"
The dwarf says while offering the man a hand up to his feet and hopefully off the rooftop.

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"Grim, he's been poisoned, not just wounded... I can't heal poison.. he needs a temple... but first he needs to answer a few questions... maybe even on the way to a temple. The pub can wait, my friend."

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Eadie stands over the man. “What did you have in your pocketses, Precious?”
“We know who you are, Branel. And it looks like someone wants you D-E-D, dead! You’re only alive thanks to the skill of our healers.”
“Your best chance of staying alive is to tell us what you know – including who is behind the thefts in the God’s Market and running around poisoning people. If we get to them before they get to you – we might just save your life.”
“Also do you know anything about a man named Jarid Moltwin and his business in the God's Market.”
Sense Motive: 1d20 + 1 ⇒ (5) + 1 = 6

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Barnel sits up and looks around at the assembled group. I think the poison has run it course, but it has left me very weak. I don't know who is behind this. I never saw my boss. I think she is a Greycloak and if I ever go to jail, I'll never make it through the night.
She is probably from a "god hating place" because she hates clerics with a strong passion. I was asked to put out inquiries for potential clients interested in something big and expensive
that would need to be moved soon.