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Finding your way to the Pitview Pub is easy as well as asking for the man named Barnel. He is described as being unwashed and having scraggly black hair.
The man isn't too hard to find actually. He depends on keeping identity secret and feels that he can exist out in the open.
But what he does have is a sixth sense, as soon as he spots the Pathfinders in the Pub, the man dashes away, breaking out in a full sprint!
See the map, located at the top of the page. This is a chase encounter. If you are not familiar, the rules are here.. PC's turn.

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Meri smiles at the guard, "Pardon me, but I think that man over there took those keys from you!"
Bluff: 1d20 + 5 ⇒ (10) + 5 = 15
Leaving the Bathhouse and entering the Mezzanine, Fijit sighs, both tasks seem beyond her, so she flings herself headfirst at the Ivy Covered wall.
Climb: 1d20 - 2 ⇒ (12) - 2 = 10

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Narrowing his eyes Zephri leaps through the window in pursuit, and fires at their fleeing quarry,
"Stop! You can talk to us full of holes, or not, but you are talking!"
Acrobatics: 1d20 + 8 ⇒ (14) + 8 = 22
Musket Ranged Touch: 1d20 + 7 ⇒ (12) + 7 = 19 Damage: 1d12 + 1 ⇒ (6) + 1 = 7
Init: 1d20 + 6 ⇒ (6) + 6 = 12

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Applying -2 to my rolls due to slow movement
Round 1
"Greycloak Business!", Ahn yells as he runs past the guard …
Bath House : Bluff: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15
Round 2
"Geeh … that's a sorry sight for sober eyes!", He exclaims as maneuvering away from the bathers and leaping to the wall ...
Mezzanine : Climb: 1d20 + 1 - 2 ⇒ (7) + 1 - 2 = 6
"oomph …"

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Mutar moves, but the guard blocks his way and the dwarf can't leave the Pitview Pub.
Meridyth moves through bath house (Pitview) and takes advantage of Mutar's action and slips past the guard.
Zpehri darts around the guards and slips through a window out into the Mezzanine.
Ahna and Helgorn is able to get the guard to let him pass without paying and emerges out into the Mezzanine along with the others.
Stullun still to go.
Careful on actions folks- its a move action to move across the square. Then to exit the card you must pass a skill check on the card. You can try to pass both as a full action if you like, the penalties and rewards are listed in the link above. Any actions not listed on my description above are lost.
Map updated.

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Surprised that he managed to dupe the guard, Stullun looks to the Ivy wall and starts to climb.
If he can take 10 on the climb, he will for automatic success. Otherwise:
Climb: 1d20 + 5 ⇒ (17) + 5 = 22

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Mutar grunts and says Look! Over there! Someone is stealing a basket of fish! to distract the guard so he can slip by.
1d20 - 2 ⇒ (2) - 2 = 0 for DC15 bluff check
But the guard simply stares at the wide dwarf.

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Stullun gets past the guard as he lectures the dwarf... essentially letting the entire group pass.
Barnel dashes to the wall and quickly gets the lock undone Disable Device: 1d20 + 9 ⇒ (11) + 9 = 20 and the door swings open. Fortunatly for the relic thief, the lock catches again as the gate closes.
Stullun gets to the ivy covered Mezzanine wall and uses the vines to climb like a rope. He gets to the Embassy just in time to see Barnel dash away.
Mutar tries to talk some sense into the guard, but it isn't going well.
Rest of the PC's to go.
No taking a '10' since there is in danger and there are distractions.
Map updated.

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Round 2
"Geeh … that's a sorry sight for sober eyes!", He exclaims as he maneuvers away from the bathers and leaps to the wall ...
Mezzanine : Climb: 1d20 - 4 ⇒ (19) - 4 = 15

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"Right, a lock I cannot pick, and a wall I doubt I can climb. I think it serves us best for me to try to help you all over the wall as best I can."
Meridyth stands at the foot of the wall, and holds her hands like a stirrup, ready to help the first ally to come along up and over.
Aid Other, Climb: 1d20 - 2 ⇒ (17) - 2 = 15

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@Meridyth: Everyone is faced with a climb DC10 or Reflex DC15 right now at the Mezzanine ... some of us jumped the gun and did two sections last time and the Mezzanine actions were tossed. Next round we are faced with aiding everyone else (as Ahn can't do either of them either.

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Taking a full round action to move three cards by overcoming both obstacles.
Zephri dodges the bathers and virtually runs up the wall hurtling forward after his quarry!
Reflex: 1d20 + 6 ⇒ (18) + 6 = 24
Climb: 1d20 - 1 ⇒ (18) - 1 = 17

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Seeing that he is being left behind, Helgoron plods on, trying to live up to the "slowly but surely" motto, as he grips the ivy and begins climbing - "Get him!" - he urges his faster companions.
Climb: 1d20 + 4 ⇒ (20) + 4 = 24
With ease, he navigates the obstacle, but their opponent is still quite far away.

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Having arrived at what appears to be an insurmountable object, Meridyth drops to her hands and knees to give the others a little head start on the climb over the embassy wall. "Arshea help me, I don't think there is any way over this one for me." Guidance to get me to almost a 50% chance to aid other. . .
Aid Other: Climb: 1d20 - 2 + 1 ⇒ (11) - 2 + 1 = 10
Edit: Woot!

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With Mutar left behind to discuss current Absalom politics with the local guardsman the rest of the party reaches the Embassy Wall. Zephri though, was able to find a short cut through a side wall and emerges at Long Pond, the fencer heading right towards him!
Barnel ducks and dodges through the Crowded Market 1d20 + 11 ⇒ (8) + 11 = 19and just barely manages to get by they crowd and emerges at Long Pond, facing Zephri!
At the wall Meridyth helps her commrades over the wall.
Map update later today, PC's turn.

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Meridyth does her best to cast a spell while hunched over assisting her allies, hoping the Guidance of Arshea will assist in their endeavor.
Action to cast 'Guidance' while prone at the first person who I attempt to help over the wall
Guidance is +1 to a single roll, and Aid Other is a +2, for a total of +3. First come, First serve.
While in her akward position, the gnome whistles for her companion.
No idea how Animal Companions follow in chases, so it might already be here for all I know.

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Zephri loads a special alchemical cartridge hoping to blind his foe, but instead of sending the projectile flying at his foe Bethany belches black smoke and kicks like a mule in the gunslingers hands. Cursing he relies upon his grit to swiftly empty the musket and return it to working order.
Misfire, because Alchemical Cartridges do so on a 2, use one point of grit to clear it as a move action.
Ranged Touch Alchemical Cartridge Flare: 1d20 + 6 ⇒ (2) + 6 = 8 Damage: 1d12 + 1 ⇒ (7) + 1 = 8

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Ahn also stops and aids another to climb ...
climb: 1d20 - 4 ⇒ (2) - 4 = -2

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Climb: 1d20 + 4 + 3 ⇒ (12) + 4 + 3 = 19
With the aid of Meidyth and Ahn, Helgoron clambers over the fence on the Embassy Wall to continue his pursuit, apparently to crash into a Chellish tea party - the formal guests staring at the tiefling.
In spite of the foreign ambiance, Helgoron has a natural knack for handling people, and greets the hostess politely - "Well met milady. I apologize for this rude intrusion, but I am in fact chasing a criminal. I hope we will have the opportunity to be formally introduced once this sordid affair is over - my name is Helgoron" - he bows, his eyes flaring red, and sporting a disarming, fanged smile.
Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21
This should allow me to move two cards right? As a full round?

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Ahn looks at Meridyth, [b]"buy you a drink?", he says as he gestures to, and starts walking back to the pub.

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Meridyth- I have no idea either how the AC is go... I guess if it wants to make checks (climb, acro, etc) it could.
Helgoron- it is a full round action to try to best both obstacles on the same card. I'll take those successes and apply them to this round and the next.
Also, I goofed up the map a bit and didn't follow the big bold arrows very well. All is good now though!
Mutar, Ahna and Meridyth struggle to keep up while Helgoron and Zephri run ahead. Zephri ties to get Barnel in his sights, but the his gun malfunctions at the worse possible time!
Barnel sees that the Pathfinders are closing in and tries to escape them- Acrobatics: 1d20 + 11 ⇒ (10) + 11 = 21. He is just able to walk along the slippery stepping stones and emerges into the crowded market.
Next turn, Helgoron you have already gone.

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Ahn offers Meridyth a boost ... (not wanting to get too spread out by leaving her behind)
Aid Climb: 1d20 + 1 ⇒ (17) + 1 = 18 (I think I had the wrong data earlier ... and since he's already moved through the square his -2 for slow speed should not matter)
That +2 should negate your strength -2 ... go for it!

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With a grrrr Mutar spins and tries to jump out the window!
1d20 - 2 ⇒ (9) - 2 = 7 for DC20 acrobatics check
but the guard almost doubles over with laughter at this when Mutar steps on his own beard and trips.

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Zephri reloads and tries again, but though there is no misfire this time Bethany is still not quite right and the bullet is belched out wildly going nowhere near its target.
Ranged Touch: 1d20 + 6 ⇒ (2) + 6 = 8

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If I can make it past the wall, I can make it past anything, especially a Diplomacy Check. I am going to go ahead and make a full round action.
Meri thanks Ahn, and does her best to scramble up the gate. "I promise, I will make it over this wall!" Legalistic Vow to Other, applying the +4 to climb, as well as Ahn's +2 from the assist
Climb: 1d20 - 2 + 2 + 4 ⇒ (18) - 2 + 2 + 4 = 22
Falling into the party, Meri dusts herself off and apologizes, "I am so sorry, ma'am. That dastardly man has made off with something rather valuable."
Diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15
EDIT: Way to waste my daily +4!

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Meridyth- if you try to make two successes, they must be on the same card. I'll your your two success though in two separate rounds. No need to add flair to the turns, you guys are doing a great job.
Barnel ducks as another bullet flies past him and into the crowd. The man panics and tries to loose the Pathfinders.
Escape Artist: 1d20 + 11 ⇒ (7) + 11 = 18
Intimidate: 1d20 + 1 ⇒ (7) + 1 = 8
He darts through the crowd buzzing from the sound of gunfire and is almost able to sneak away before a cart cuts him off and makes him double back.
Passsed EA, but failed Intimidate. Since it was by 5 (not more than), he gets to move one card (not three and also didn't loose a turn).
PC's turn, Meridyth has already gone.

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Looking disoriented at the tea party, Stullun practically runs into the hostess and tries to quickly great her, then escape proprieties to shove his way through the crowd to catch up. Unfortunately his surprisingly charming greeting and rugged looks enticed the hostess enough that other ladies crowd in preventing him from trying to press roughly through the crowd, effectively trapping him with politeness.
Diplomacy: 1d20 - 2 ⇒ (20) - 2 = 18
CMB: 1d20 + 4 ⇒ (5) + 4 = 9
Realized this was likely my last shot at a three card advance. Oh well.

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One more time, Mutar tries to convince the guard to let him pass. He tries the pity ploy this time C'mon man, my friends are gone already
1d20 - 2 ⇒ (15) - 2 = 13 for dc15 bluff check
Which almost works but not quite as the guard thinks about it.

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hmmm … my post was eaten
Ahn Jumps for the wall ..
climb: 1d20 + 1 ⇒ (5) + 1 = 6
To no avail …
… and interesting, the role changed, for the better (was a 1) … didn't the boards used to prevent that

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Stullen since you failed one by more than 5, you simply don't move. No other penalties.
Mutar, you are able to move... consider this a +2 GM Bonus of some type!
Ahna, no worries...
Zephri's blast through the crowded market misses the mark again, however a window isn't as lucky as it shatters.
Helogoron's turn.

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Helgoron keeps up his pursuit - even though their mark seems to be running off away from them, he maintains his steady progression, not taking any unnecessary risks, even though one could assume that diving into that long pond with armour on could be considered a noteworthy risk in itself.
He does not hesitate however, and moves to wade across it.
Swim: 1d20 + 1 ⇒ (17) + 1 = 18

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Mutar bows deeply at the GM's pity bonus and moves off quickly
Scrambling past the guard who just waves him along, too tired to argue with the stubborn (and incapable) dwarf any more.
Mutar rushes to the wall and tries to climb it!
1d20 + 1 ⇒ (12) + 1 = 13 for a DC10 climb check

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Helgoron is able to wade through the water quickly, avoiding the fresh water electric eels and certain death!
Barnel is cornered by a group of horses and tries to wriggle free to scamper up the walls of the adjacent house. EA: 1d20 + 11 ⇒ (18) + 11 = 29. He is able to get up the wall to the roof top and hopeful far away from the Pathfinders.
Meanwhile Mutar, free from the guards dashes to catch up with his teammates!
PC's (except Mutar) turn. Map is updated.

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"Hey Mutar … launch off my back!", Ahn braces for impact …
Climb Assist: 1d20 + 1 ⇒ (20) + 1 = 21
And if he makes it up, "maybe you could reach down and help me up!

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Even further behind, Stullun again tries to talk his way away from the hostess and then force his way through the crowd.
Diplomacy: 1d20 - 2 ⇒ (2) - 2 = 0
CMB: 1d20 + 4 ⇒ (16) + 4 = 20

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Meri notes the party's quick escape from herself, and decides to double back a moment. Pulling the knotted silk rope from her pack, she re-enters the garden party Diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26, "I apologize madam, but I seem to have misplaced my paladin! This won't be but a moment."
She then attempts to throw one end the rope over the tall gate to Ahn.

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Assuming he has no cover since he is on the rooftops now?
Cursing Zephri loads his second and last flare cartridge and fires it at their quarry just as the man turns back to check on his pursuers. It strikes the fellow with a great flash of light!
Boomstick: 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18 Damage: 1d12 ⇒ 9 So 4 damage for half.
When a flare cartridge hits its target, it only deals half damage, but the creature struck is blinded for 1 round (Fort DC 15 reduces this to dazzled), and creatures within a 20-foot burst are dazzled for 1 round (Fort DC 15 negates the effect).

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Ahna tries to help Mutar over the wall. Suddenly a rope drapes over the wall, Meridyth not wanting to leave her Pathfinder allies behind. +2 Aid another for Mutar, +2 circ. bonus for the rope
Stullun is able to deftly dodge between party goers, but just as he is about to leave the gathering his approached by Chelish guards. Neither are happy to see the Pathfinder here and start asking all sorts of questions. no action this next turn.
Helgoron tries to get through the crowded square but the sea of people running from the gunshots limits how far he can move. Suddenly another blast echoes through square and a large blast is seen.
Barnel is hit by the blast. Fort save: 1d20 + 1 ⇒ (11) + 1 = 12, he appears to drop to his knees blinded by the blast.
PC's turn.