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Lore moves forward 20 feet more to the middle of the party and channels healing energy, especially for Lhug, but it heals everyone else, except the foe if he's in range (selective channeling).
channel: 2d6 ⇒ (3, 5) = 8

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Eadie tries to draw the shadowy figure’s fire away from Lhug.
“Come with me to Abadar’s Counting House on Godsday, Parani. You could meet your future husband there! Then both of you could dedicate your lives to doing His work in the Mwangi expanse together!”

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“Come with me to Abadar’s Counting House on Godsday, Parani. You could meet your future husband there! Then both of you could dedicate your lives to doing His work in the Mwangi expanse together!”
Briefly considering changing sides, he screams at the thief spraying spittle and frustration, "See what I have to put up with because of your antics! Do you think anyone likes these mewing sheep that follow those "gods"! And don't get me started on what you did to that paladin! You could have put an eye out!"
Taking a a deep breath to roar, his face turning deep red and punctuating each syllable with a blow from the sap, "And.you.didn't.leave.any.ale.for.the.rest.of.us!"

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“Now that you mention it, a trip to church wouldn’t do you any harm either, Lhug.”
“And if you feel too overwhelmed to accompany a strong, cool female like Lore or I, you might be comfortable going with one of the fellas to Ol’ Deadeye or the Everbloom’s service.”
“You could meet your future husband there!"
A Numerian incandescent-light-energy-globe goes off in the dim recesses of Eadie’s mind.
“Saaaay … Parani, have you met Lhug-mor? Lhug’s a brutal killer, who’s spent a lot of time on another continent. He steals secular and religious artefacts on behalf of his employer and is très sceptical about the gods. I think you two would get on like a warehouse on fire and make a very cute couple.”

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Eadie's shot is easily ducked by the mysterious female.
Lhug pauses for a moment and receives healing from his comrades. Running headlong he dashes up the boxes and closes in on the assassin. His saps strike the female drawing blood. She looks determined and draws her greataxe. Growling, Your puny god won't save you now fool and slashes at Lhug, Attack: 1d20 + 6 ⇒ (17) + 6 = 23 Damage: 1d12 + 3 ⇒ (1) + 3 = 4
The Paladin is just able to stay on his feet but he notices that the blade was poisoned! DC15 Fort save
Essentially all of the PC's can go now, though Grim and Fleetwood would go "first". Then it will be the NPC's turn. Fleetwood, Lhug isn't next to you now, CLW has a range of touch. You'll need a new round of actions.
Map has been updated.
20 hp

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Lore spends her time moving closer to the foe... since she moved last time to be in the center of the party, this time she should be able to get up to the edge of the crates the foe is standing on... (moving to 1 S and 2 E of where Grim is at the start of this turn, which takes a double move for her)

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Deflecting part of the blow with the flurry of strikes, he presses his attack. "I'm no dog to heel for any master. Man makes his own destiny, and you are the one who needs saving. ...Maybe we can grab some coffee and talk about it after you regain consciousness."
DR1/- when raging so -1 damage
fortitude: 1d20 + 6 ⇒ (20) + 6 = 26
follow up raging sap attack with both hands: 1d20 + 8 + 3 ⇒ (6) + 8 + 3 = 171d6 + 13 ⇒ (4) + 13 = 17
adding auspicious mark to the roll +3 already added above: 1d6 ⇒ 3

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Ruprecht double moves, heading to the same set of crates that Lhug is fighting their quarry on.
Double move will get me to the edge of the crates.

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"Woody! Maybe a double channel would help Lhug?"
Eadie doesn’t hesitate and charges due west to the pile of crates to help the Dragon engage Parani.
Climb: 1d20 + 2 ⇒ (20) + 2 = 22
Keeping her momentum going she leaps atop the crates, draws her falchion and heads for the thief approaching the woman from the north.
"Lhug, you can take a 5' step and set up a flank with me next time."
double-move

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Lore spends her time moving closer to the foe... since she moved last time to be in the center of the party, this time she should be able to get up to the edge of the crates the foe is standing on... (moving to 1 S and 2 E of where Grim is at the start of this turn, which takes a double move for her)
that should have been 1 square (5') S and 2 squares (10') W of where Grim started the turn, sorry for the confusion. THis shouldn't in any way impact Grim's movement this turn

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Lore sprints to the bottom of the stack of boxes, looking up at the melee above.
Lhug continues to fight the dark-skinned woman. She is able to dodge his blow, diverting his weapon with her battle-ax.
Ruprecht and Eadie also move to the stack of boxes. Eadie is able to get into the frey, but finds that her footing is tricky at best (this counts as difficult terrain, not able to 5' without provoking an attack).
Grim grows to an impressive size and heals the paladin.
Fleetwood also heals the paladin, but stays at his current size. (that was for last round actually, you can also give another order if you like).
Your friends won't save you Paladin, nor will your god. Die by my blade for I have nothing left to live for! the woman shouts at Lhug. She again attacks with her axe, Attack: 1d20 + 6 ⇒ (2) + 6 = 8 but this time her attack fails to connect with the paladin.
Map updated, margin of error 1 box I think. :) PC's turn.

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Lore moves through Grim's space so no one is between her and the target... and casts a spell... moving to 1 space west of Grim, which is a single move for Lore 20'
casting Admonishing Ray... aiming at the foe.
ranged touch to hit, -4 for firing into melee accounted for: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16
non-lethal damage done if hits: 4d6 ⇒ (5, 4, 1, 3) = 13

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All my damage is nonlethal as well
Shoving the paladin out of the way he feints right, moves left, and swings with all his might picturing Eadie's blathering face instead.
tumble and raging flanking two handed sap: 1d20 + 4 ⇒ (16) + 4 = 201d20 + 10 ⇒ (4) + 10 = 141d6 + 13 ⇒ (4) + 13 = 17
"You should have taken her tract while you had the chance. Now she's cranky," lining the warrior up for a flank.
...and still not a paladin

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Eadie is a bit confused why everyone seems to be going for non-lethal damage, but she *shrugs* trusting the wisdom of her team-mates.
She visualises the legendary Cardinal of Kurgess, Marcus ‘Big Marc’ Hit-Higher (who was originally from Riddleport, the city under the cypher-gate arch) swing his Greatclub … and tries to emulate him with her falchion.
Flat of the falchion blade for non-lethal + flank: 1d20 + 7 - 4 + 2 ⇒ (12) + 7 - 4 + 2 = 17
non-lethal PA+FF: 2d4 + 4 + 3 ⇒ (2, 4) + 4 + 3 = 13
Oh, I see. Thanks, Lore.

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our 'orders'
Kreighton has discovered another relic, and he claims this could be the most important one yet. Supposedly, this keg was scavenged from the ashes of the original Cayden’s Hall and is the last keg Cayden Cailean drank from before he took the Test of the Starstone. After selling it to our relic dealer, the tavern keeper threw a huge celebration and bragged openly about how the Pathfinders were funding her retirement. By now, we can assume that we have piqued the interest of every would-be relic thief in Absalom. While I am loathe to put you in harm’s way, this does present a unique opportunity. Should you accept responsibility for moving the keg from the pick-up location to the Grand Lodge, you will undoubtedly be the target of the relic thief we’re looking for. If you properly prepare yourselves, you might be able to reverse the ambush and catch the bandit before he makes off with the relic, or follow the thief afterward to find out where he’s been hiding. Either way, you’ll want to make sure not to kill the suspect, since whoever is behind this won’t be much use to you dead. Tracking down the culprit’s main site of operations is the most important thing right now—after that, you should search for as much incriminating evidence as possible.
It’s a huge gamble—which somehow seems appropriate when a relic of Cayden Cailean is on the line. This isn’t the sort of thing I would normally ask a Pathfinder to do, but we’ve already lost one courier and another was badly injured. I’d like this ordeal to finally be over with, and with your help, we can make that happen....
please note the last few sentences of the first paragraph... 'make sure not to kill the suspect'

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Lhug is able to bound out of the way of the assassin but he lands a bit off balance and can't strike her true. Eadie calmly steps forward and smacks the lady on the face sending her face first into the boxes.
It takes only a few moments before the Pathfinders are able to restrain her. The healers are able to bring the unconscious lady around if they like.
Sending a messenger to Grand Master Torch brings both the Pathfinders and the Grey Cloaks to the old warehouse. They Greycloaks are skeptical at first, but after hearing and seeing the evidence at hand, Parani is arrested. Eventually she is tried and convinced for her crimes. Word of the evenhanded way the Pathfinders handled the situation spreads throughout Absalom's guards. Most of the tension between the Society and the local guard in Absolom eases for awhile.
End of active scenario! As always, if you like to role-play please continue on. See the discussion page for more.

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"Me!" Lore cries out... overjoyed at the outcome of the fight and the arrest of the perpetrator. "I'll take that free drink..." she grins at Grim and slaps him on the back. "I'm just sorry you didn't get a chance to smack her once yourself... I know how much you like slinging damage.. almost as much as tossing back a cold one."

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The elf heads out with the group for one drink before heading back to the. Lodge and his studies. "I can't stay out too late....but maybe for just a little while."

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"Seriously...who's ready?"
“I’m in!” Eadie says with a smile before looking down at the woman swooning at Lhug-mor’s feet.
She looks up. “Are you bringing your date, Lhug? And … can we come to the wedding?”
Eadie’s got it all figured out for him …
“I guess Lore or Woody could do the service and Ru could give away the bride. Grim could be best man and I could be bridesmaid! (I’ve always wanted to be a bridesmaid, ever since I first saw that dead Big Bad Goblin fighter in a bridesmaid’s dress in that wrecked ship in Varisia)."
“If your first born’s a girl you could call her Lorelendral or Eadie. If it’s a boy how about Fleetwood, Grimdoc, Ruprecht … or even Lorne or Eddie or maybe … Gabriel! Yeah!”
Eadie takes off her charred and torn Ascendance Day cloak and shakes her head sadly. I've crumpled up that boon sheet and put it in the fireplace, ready for winter.
“Lore, I know this cloak is probably ruined... but my Aunt Alix used to talk about blanket stitch. Can you do that on something other than a blanket?”

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"Oh, Eadie.. it's all ruined... but I'm sure I can mend it for you... it might not be quite as good as new, but it would be a lovely reminder of Ascendance Day!"
Lore goes off with her friends, enjoying the friendly banter, but after the night of drinking, she returns to the lovely inn where she sometimes works as a relief chef and plies her trade, though she does have to stand on a box to reach the stovetop.
profession, cook: day job roll: 1d20 + 9 ⇒ (18) + 9 = 27

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“Wow, could you really, Lore? That would be fantastic! Would it be too much trouble to add some patchwork symbols representing all of our faiths working together … Sarenrae, Abadar, Erastil, Milani and Cayden’s keg too, I suppose.”
No Day Job for Eadie. Thanks so much for running this for us, DrGabe. I had a ball.