Vague Henri 
                
                
                
                
                  
                
                
              
              
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Henri also looks about, wondering how he can use the various crates and items in them to delay entry into the warehouse...
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
He will rig some of the thunderstones at the doorways to drop and activate if the doors are opened, while also moving crates to basically enclose each door in a 15-20 foot tall wall of shipping crates.
              
                
                
                   
                
                
                   Valenor Moonshadow 
                
                
                
                
                  
                
                
              
              
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Valenor looks to see if there are any locks that he could jam to limit the number of directions the group has to defend against.
Disable Device (ACP): 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22
              
                
                
                   
                
                
                   Fitzsvanhildr 
                
                
                
                
                  
                
                
              
              
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Crouching low, making himself small and unthreatening, Fitz cautiously approaches the dog's cage. He sits in front of the dog and waits patiently, letting the creature growl until it begins to accept that it is not in danger.
Handle Animal: 1d20 + 4 ⇒ (9) + 4 = 13
| DM Kludde | 
Marra is on her way again, as the party prepares. (Heh :-))
Henri rigs up the thunderstones to the various entrances. Fitz tries to reason with the dog, but claming it is not an easy tasks, and Fitz' actions only seem to aggravate it.
---
Fast forward a bit. Let me know what you still intend to do.
---
After several hours have passed, a rattling of the main loading door can be heard Open up! Open up! We want to know what the devil is going on here!
              
                
                
                   
                
                
                   Cyjke 
                
                
                
                
                  
                
                
              
              
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After the poison was found, Cyjke offers to apply the drow poison to anyone weapons, figuring at the very least if he poisons himself he can sleep it off before the foes arrive.
He does warn anyone who takes him up on the offer "If you really mess up in your attack you could poison yourself."
later
Once the group arrives Cyjke takes up a position on the creates where he can throw bombs if needed.
| DM Kludde | 
Open up! the leader shouts. It sounds like there's three of them, and they seem to be discussing among themselves bloody Aspis, I knew they couldn't be trusted. They must be up to something. Let's break down this door, shall we?
              
                
                
                   
                
                
                   Vague Henri 
                
                
                
                
                  
                
                
              
              
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"Sod off, Kortos dogs! You don't need to see our identification...and these aren't the crates you're looking for. We can go about our business. Move along!" Henri calls out through the door, waving his hand in an odd gesture.
| DM Kludde | 
Hey, you aren't the Aspis snakes we're used to. Who are you? What's going on here?
You can try and convince the Kortos agents to leave you alone with a bluff check (though you need a good story after Henri overture), or a diplomacy check (somewhat harder)
              
                
                
                   
                
                
                   Welcome Rain 
                
                
                
                
                  
                
                
              
              
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"Hey don't listen to him, he's just in pain from an injury...I think he's really sick, he knocked over a pile of alchemicals in here and they mixed...I'm not sure if it is something contagious, it looks pretty..." she trails off "OH GODS! THAT LOOKS TERRIBLE! QUICK! QUICK! CUT IT OFF! CUT IT OFF!"
She calls back to the door "Come back tomorrow!"
Bluff 1d20 + 8 ⇒ (19) + 8 = 27
| DM Kludde | 
Alright... one of the men says hesitatingly, I uh..., I don't think we'll need to see the shipment today. We uh..., we'll give you some time to organize...
Delroya looks impressed by the improvisation that Rain offered, but half an hour later the next group of callers arrives.
There's a knocking on the door, which soon turns to a bashing, and a sound can be heard on the roof Open up, and we may let you live!
init, Rain: 1d20 + 5 ⇒ (8) + 5 = 13
init, Shisen: 1d20 + 3 ⇒ (4) + 3 = 7
init, Valenor: 1d20 + 4 ⇒ (5) + 4 = 9
init, Henri: 1d20 + 5 ⇒ (4) + 5 = 9
init, Cykje: 1d20 + 4 ⇒ (16) + 4 = 20
init, Fitzsvanhildr: 1d20 + 3 ⇒ (6) + 3 = 9
init, Aspis agents: 1d20 + 2 ⇒ (1) + 2 = 3
---
Cyjke
Rain
Valenor
Henri
Fitz
Shisen
---
Aspis agent
Aspis agent
Aspis agent
Aspis agent
----
              
                
                
                   
                
                
                   Vague Henri 
                
                
                
                
                  
                
                
              
              
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Henri maintained his sniper's position atop several crates near the main door. As soon as a target presents itself - either through a broken door or a hole in the roof, he will fire a quick arrow at him or her...
Readied action-ranged attack: 1d20 + 5 ⇒ (10) + 5 = 15 (+1 if w/in 30')
Damage: 1d8 ⇒ 3 (+1 if w/in 30')
(also remember the thunderstones rigged to drop if a door is opened!)
              
                
                
                   
                
                
                   Valenor Moonshadow 
                
                
                
                
                  
                
                
              
              
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Valenor, fauchard held at the ready, moves into position and focuses on his weapon; suddenly, his weapon appears to be of much better quality than before.
Move action: As indicated on map
Standard action: Use legacy weapon ability on fauchard (granting it a +1 bonus), using 1 of his 3 points of mental focus imbued in his cestus
Just a reminder - Valenor has combat reflexes, so if anyone approaches, he has 3 AoO's available to him
| DM Kludde | 
Cyjke boosts his defenses, and Henri gets into position to snipe. Valenor concentrates on his blade, improving it by thought.
--- 
Cyjke 
Rain 
Valenor 
Henri 
Fitz 
Shisen 
--- 
Aspis agent 
Aspis agent 
Aspis agent 
Aspis agent 
----
| DM Kludde | 
Can I have actions for the three remaining PCs?
              
                
                
                   
                
                
                   Welcome Rain 
                
                
                
                
                  
                
                
              
              
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Rain begins her tales of bluff and bravado to inspire her fellows!
- Inspire Courage (Su): +1 morale bonus on saves vs. charm and fear and +1 
morale bonus on attack and weapon damage rolls to allies who can hear. 
She then draws her bow and steps beside the crates
5' step
Can any enemies be seen yet?
              
                
                
                   
                
                
                   Fitzsvanhildr 
                
                
                
                
                  
                
                
              
              
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"With me, my friend." Fitz says quietly, moving to a defensive position near some stacked crates, and readying an axe in each hand, prepared to strike at anyone who comes within reach.
Handle Animal (Defend): 1d20 + 4 + 4 ⇒ (1) + 4 + 4 = 9
Readied attack
Handaxe: 1d20 + 2 - 2 + 1 ⇒ (2) + 2 - 2 + 1 = 3 for: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
| Nighteyes - Fitzsvanhildr's AC | 
The wolf appears not to hear his companion's suggestion, instead prowling towards the scent of Aspis, looking for ankles to bite.
Stealth: 1d20 + 6 ⇒ (11) + 6 = 17
Readied attack
Bite: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18 for: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5 with trip
| DM Kludde | 
I'll just give Shisen a delay action
Rain start bolstering her comrades' resolve, while Fitz makes sure Nighteyes is ready to pounce on whoever comes in.
Soon, two Aspis agents appear, looking down through the hole in the roof. From up top, they start harassing the pathfinders below, but not before Henri fires his shot, nearly taking down the most lightly-armored one of the two
The injured Aspis agent casts a spell at Henri (Daze, DC 13 Will save, while his companion throws a shuriken at Fitz
Shuriken, Fitz: 1d20 + 3 ⇒ (2) + 3 = 51d2 + 1 ⇒ (1) + 1 = 2
The two outside of the warehouse start bashing the door down, but with little effect.
Str: 1d20 + 3 ⇒ (10) + 3 = 13
Str, aid: 1d20 - 1 ⇒ (10) - 1 = 9
--- 
Cyjke 
Rain 
Valenor 
Henri 
Fitz 
Shisen 
--- 
Aspis agent - Red (3)
Aspis agent - Blue
Aspis agent 
Aspis agent 
----
              
                
                
                   
                
                
                   Valenor Moonshadow 
                
                
                
                
                  
                
                
              
              
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Valenor takes a moment and casts a spell, causing his fauchard to have more momentum when he swings it.
Standard action: Cast lead blades on his fauchard
Out of curiosity, how high is the roof?
| DM Kludde | 
The roof is not too high, fifteen feet. You could reach it with a reach weapon, but not with a regular one.
Rain keeps singing, while Henri just looks baffled by the spell cast at him. Valenor increases the heft of his blade magically.
--- 
Cyjke 
Rain 
Valenor 
Henri 
Fitz 
Shisen 
--- 
Aspis agent - Red (3) 
Aspis agent - Blue 
Aspis agent 
Aspis agent 
----
              
                
                
                   
                
                
                   Cyjke 
                
                
                
                
                  
                
                
              
              
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Cyjke readies an action to throw a bomb at the first one in through the front door.
throw bomb -4 range: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3
damage fire : 1d6 + 4 ⇒ (6) + 4 = 10 splash = 5pt, DC14 reflex for half splash
miss direction 1=towards Cyjke: 1d8 ⇒ 7 x 3 range increments = 15 feet
| DM Kludde | 
Cyjke readies a bomb, while Shisen dazes the spellslinger.
Will: 1d20 + 2 ⇒ (4) + 2 = 6
I'll delay Fitz.
The door busts open, revealing two aspis agents. Startled, Cyjke throws a bomb, but can't even seem to be able to hit a barn door with it. Literally.
Str: 1d20 + 3 ⇒ (15) + 3 = 18
Str Aid: 1d20 - 1 ⇒ (11) - 1 = 10
The man on the roof shouts at his dazed companion do something! What are you standing there?, then throws a rain of shuriken at Shisen
Shuriken, Flurry: 1d20 + 2 ⇒ (17) + 2 = 191d2 + 1 ⇒ (1) + 1 = 2
Shuriken, Flurry: 1d20 + 2 ⇒ (12) + 2 = 141d2 + 1 ⇒ (2) + 1 = 3
--- 
Cyjke 
Rain 
Valenor 
Henri 
Fitz 
Shisen 
--- 
Aspis agent - Red (3) 
Aspis agent - Blue 
Aspis agent 
Aspis agent 
----
| DM Kludde | 
The arrow hits, and the sorcerer falls from the rooftop, down into the warehouse below.
--- 
Cyjke 
Rain 
Valenor 
Henri 
Fitz 
Shisen 
--- 
Aspis agent - Blue 
Aspis agent 
Aspis agent 
----
              
                
                
                   
                
                
                   Valenor Moonshadow 
                
                
                
                
                  
                
                
              
              
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Valenor places a hand on his chest, then grows to twice his original size.
Standard action: Size alteration (transmutation focus power) - as enlarge person, lasts 1 round; fauchard provides 20' reach (+3 to hit, 3d8+6 damage)
Not an action: 5' step, as indicated on map
              
                
                
                   
                
                
                   Cyjke 
                
                
                
                
                  
                
                
              
              
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Cyjke moves 10ft closer on the crates before throwing another bomb at the closest foe.
throw bomb -2 range: 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20
damage fire : 1d6 + 4 ⇒ (5) + 4 = 9 splash = 5pt, DC14 reflex for half splash
              
                
                
                   
                
                
                   Vague Henri 
                
                
                
                
                  
                
                
              
              
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Henri, hoping the thunderstones he rigged at the doors have some effect on the Aspis agents coming through them, fires at the first one through the door!
Ranged attack + IC: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Damage: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
              
                
                
                   
                
                
                   Fitzsvanhildr 
                
                
                
                
                  
                
                
              
              
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Is blue still on the roof (the 'on the roof' label on the map has disappeared)?
"Nighteyes, tear their throats our!" Fitz calls.
Handle Animal (Attack Any Target): 1d20 + 4 + 4 ⇒ (1) + 4 + 4 = 9
| Nighteyes - Fitzsvanhildr's AC | 
But the wolf either doesn't hear or chooses not to attack, instead growling at the agents in the doorway.
Intimidate: 1d20 - 2 ⇒ (13) - 2 = 11
Will still make AoOs if they present themselves
| DM Kludde | 
Valenor rises in size, while Cyjke bombs the Aspis agents from a distance, and engulfs the pair in fire. The man hit by the bomb screams as he falls to the floor, but shields his companion mostly from the blast.
RFX: 1d20 + 2 ⇒ (18) + 2 = 20
The man on the roof nearly takes a bolt to the chest, but manages to avoid Shisen's aim at the last moment. Nighteyes growls as the wolf doesn't understand the command given.
Acro: 1d20 + 2 ⇒ (14) + 2 = 16
The aspis intruder in the doorway jumps on top of and over the stacked crates, then lunges at nighteyes
Longsword: 1d20 + 4 ⇒ (4) + 4 = 8
The man on the rooftop keep up his shower of shuriken, and aims for the closest target
Shuriken, Fitz: 1d20 + 2 ⇒ (17) + 2 = 191d2 + 1 ⇒ (2) + 1 = 3
Shuriken, Fitz: 1d20 + 2 ⇒ (3) + 2 = 5
--- 
Cyjke 
Rain 
Valenor 
Henri 
Fitz 
Shisen 
--- 
Aspis agent - Blue (roof)
Aspis agent -Door (2)
----
              
                
                
                   
                
                
                   Valenor Moonshadow 
                
                
                
                
                  
                
                
              
              
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Pretty sure Valenor would've gotten an AoO, since the agent advanced 10', and Valenor threatens out to 20'...
Attack (Fauchard (L)): 1d20 + 3 ⇒ (6) + 3 = 9 ...not that it makes much difference
Damage (Fauchard (L), Lead Blades): 3d8 + 6 ⇒ (6, 5, 5) + 6 = 22
Valenor shrinks to normal size, but steps forward and swings at the agent nearest him, but his aim continues to leave much to be desired.
Not an action: 5' step, as indicated on map
Standard action: Attack agent
Attack (Fauchard): 1d20 + 3 ⇒ (6) + 3 = 9 
Damage (Fauchard, Lead Blades): 2d8 + 4 ⇒ (3, 4) + 4 = 11
| DM Kludde | 
Rain aims for the shuriken-thrower on the roof, but misses by the tiniest of margins. Henry snipes at the advancing agent, and hits him in the flank. With a face wracked by pain, the aspid agents grabs the shaft, and breaks it off, looking at Henry with resolve. At that point, the blast of Cyjke's bomb hits, blasting back the agent and throwing him off the crate, leaving him unconscious on the floor.
Seeing his comrades all down or slain, the man on the roof makes a run for it.
Combat over!
I am truly impressed Delroya says, not only did you not resort to violence against the Kortos agents, you also handled that second fight well, with only minimal damage to the warehouse. And the teamwork you've shown is truly exemplary. You have convinced me of the worthiness of your cause, and I will join you. Let's leave!
Congratulations, you've made it to the end of this scenario. I'll create chronicles later, and report the game. Those of you who haven't rolled your day jobs, please do so now.
              
                
                
                   
                
                
                   Welcome Rain 
                
                
                
                
                  
                
                
              
              
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Rain makes sure she takes the potentially compromising note - the Sovereign Court may be interested in what could be 'questionable'.
Alternately, is Delroya an 'Artistocrat, noble, ambassador or similar figure'?