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"Chukka, I might ask you to make the hides of these vermin into boots, if their skin isn't tough it's at least lucky!"
Still dancing Nat strikes out (at the damaged goblin) and tries to draw them still further towards her comrades.
Nat will attack again battle_dance: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
and hopefully do damage: 1d6 + 1 ⇒ (1) + 1 = 2 and 5 foot step per the map

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Free action : "What's happening ?? Ohh yes fighting goblins I remember ! "
Move action : Stand up
Standard Action : Draw his Greatsword
Five foot step like in the map

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As Löthan at last comes out of his power nap, Nat finally thrusts her weapon (What is it exactly? Your character sheet fails to mention it.) into the goblin's throat, striking him dead.
The last goblin dodges Agnes's staff and strikes back!
Shortsword vs Agnes: 1d20 + 2 ⇒ (12) + 2 = 141d4 ⇒ 3
Initiative - round 6 - bold may act!
1. Löthan, Agnes, Sedlarjan, Nat, Chukka
2. Goblin

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Sedlarjan empowered by the relieving sight his brother on his feet again tries to trip the goblin after pointing at him in anger. He takes a 5' step on his right.
Freebooter's Bane: My target is your target: Allies 30 feet around have +1 hit/damage on my target.
Trip Attempt with the help of Löthan: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 271d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
He's down I guess ^^

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Five foot step like in the map
Move action : Identify the weakness of this last goblin
Free action : " Take that ! " He said, making a classy finish move.
Standard Action : Power attack the weakness point (+1) of the tripped (+4) , banned (+1) and flanked (+2) goblin.
Masterwork Cold Iron Greatsword Power Attack: 1d20 + 6 + 1 + 4 + 1 + 2 ⇒ (6) + 6 + 1 + 4 + 1 + 2 = 20
for Slashing Damage: 2d6 + 9 + 1 + 1 ⇒ (2, 6) + 9 + 1 + 1 = 19

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Nat stops her twirling and takes a step with a more classical fighting stance and swings her scimitar towards the goblin.
"Oh Chukka, could we design boots with pockets? I could keep my makeup and loose change there instead on this bag!"
[ooc] Nat will 5 foot step to offer Sedlarjan a flanking buddy and attacks: 1d20 + 3 ⇒ (17) + 3 = 20 and potentially do damage: 1d6 ⇒ 4

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Agnes used a Mage Armor charge before we got started, so her AC is +4, so the Goblin Attack missed.
Agnes screams in rage, You foul beast! as she swings her quarterstaff: 1d20 + 1 ⇒ (20) + 1 = 21 again for 1d6 ⇒ 6 damage.

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Chukka makes his way back into the melee, keeping close to the cave wall until it is time to strike!
Move action: As indicated on map
Standard action: Attack goblin
Attack (Rapier, Flanking): 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Damage (Rapier): 1d6 + 1 ⇒ (1) + 1 = 2
Critical Confirm (Rapier, Flanking): 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Critical Damage (Rapier): 1d6 + 1 ⇒ (3) + 1 = 4

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In a storm of blades and steel the goblin successively falls down, then perishes swiftly, its body pierced and slashed in many places. His horrendous song dies in its throat.
The sounds of battle coming from the western cave also die out, quickly replaced by the grunts of several men trying to clear the rubble that separates your side of the cavern from the Duskwardens'. A few minutes later you are able to rejoin the rest of the group. One of the Duskwardens kicks at the goblin bodies, flips a few of them over, and then grunts. "Haven’t seen these here in a long time," he says, then turns to you and apologizes. "Our duty is to keep our charges safe—we failed. We’ll have to shut down the Path for a while we plug these holes again and figure out where these goblins came from."
Your guides leave a few minutes for everyone to rest, catch their breath or heal before the ascension towards Kaer Maga resumes.
For those interested in inspecting the cave where the goblins came from:

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Nat searches the bodies of the goblins.
"And what do we have here?", she asks holding up the bottle.
Does a Knowledge Religion help ID the figure on the bottle?
religion: 1d20 + 4 ⇒ (18) + 4 = 22

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Perception: 1d20 + 7 ⇒ (16) + 7 = 23 to find out the perception check.
Upon seeing the bottle that Nat is holding, That's an interesting looking guy right there.
Knowledge Arcana: 1d20 + 7 ⇒ (20) + 7 = 27
Knowledge History: 1d20 + 7 ⇒ (13) + 7 = 20
Knowledge Local: 1d20 + 7 ⇒ (8) + 7 = 15
Knowledge Nature: 1d20 + 7 ⇒ (10) + 7 = 17
Knowledge Planes: 1d20 + 7 ⇒ (15) + 7 = 22 and
Knowledge Religion: 1d20 + 7 ⇒ (16) + 7 = 23
to try to find out if she recognizes the symbol.

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Löthan inspect,
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
he tries to figure this goblin trap.
Dungoneering: 1d20 + 6 ⇒ (20) + 6 = 26.
"Brother could you use my Healthstick" He give his wand to his twin.

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To the duskwardens "Oh, these amusing creatures caused no trouble. But if you insist on reparation of your failure, please accept this little paper." Sedlarjan, never missing the opportunity, begins to hand out red papers with the star of Asmodeus, where it is written "Have you already made a Pact with Our Lord, Asmodeus? Did you know all the advantages of a Diabolic contract?"
After a few minutes, he hears his brother's voice and immediately responds: "Yes, Löthan! But first, let me heal myself with my own wand."
wand of CLW on himself: 1d8 + 1 ⇒ (2) + 1 = 3
wand of CLW on Löthan: 1d8 + 1 ⇒ (4) + 1 = 5
"Anyone else needs healing?"

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Nat looks at the wound on her thigh, and sighs.
"I'm just scratched, I'll clean it out and wrap it but I don't think we need waste magical energies upon it."
She is only down 1 hit point
Nat looks at the trap that had been laid for them.
"I had not thought the little green skins capable of such advanced tactics demonstrated here. Perhaps there is more to this?"

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The Duskwarden inspects the contract, then nods and tosses it in his backpack without signing it, promising that he'll look into it later.
The inspection of the vial doesn't reveal anything more.
After the fight, the Duskwardens gather the body of the one merchant who died in the ambush and continue to guide you and the other travelers up to the top of the Halflight Path. Four hours after the fight, you reach a bunker-like complex just outside the entrance to Kaer Maga. The city is enormous. In all directions, you can see that every inch of it is covered in buildings: cliff side buildings, buildings built on the atop thin balconies around the interior of the walls themselves, and buildings crammed together on the floor of the ancient ruin. Except for the lake at the center of the city (even then, only at midday), the entire city is drowned in permanent twilight.
Parting with the Duskwardens and the other travelers, you now delve into the busy streets of Kaer Maga, trying to find the location of Collgardie’s house.
In order to do that, I'll need you to succeed on a Knowledge (local) check.

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Knowledge Local: 1d20 + 7 ⇒ (3) + 7 = 10 I can get us there! Follow me.
Agnes wanders around aimlessly for about 15 minutes before the rest of the party realizes she has no idea where she's going.

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"Hey, it looks like we arrived in a very big city! Lots of contracts to be signed! What a pleasant place." says Sedlarjan grinning, emboldened by his recent success at giving (con)tracts for Asmodeus' glory.

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Nat hardy cares if we are lost, she just tatters on about shoes to poor Chukka.

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As he was calling out to people in the streets about their immortal souls be saved at the hands of Asmodeus, Löthan has an opportunity to chat with a talkative gnome who knows Colligardie about one hour later.
"Colligardie? Yes, I know him. Friendly fellow, lives in Bis. You'll find his house easily. Sure I'll tell you how."
Crossing the busy streets of Kaer Maga, your path leads you straight to Horis Colligardie's house, following the directions you were given. His house is small but in good repair; judging by the decrepit state of the other homes in the neighborhood, this merchant friend of Drandle Dreng must be relatively well off. His home is made of a hodgepodge of brick and stone matching the city’s walls. Several windows look out onto the thin balcony walkway some 60 feet above the city streets that serves as the access for this neighborhood, but all are heavily barred with the shades pulled. The house appears dark and quiet.

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"Perhaps we should just knock?" Nat asks... and then whispers quietly "and see if the door is locked"
Nat will check the door handle as she knocks on the door

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Löthan said " Be ready, all last time I enter a quiet shop they were full of thugs... " he prepare his guisarme and come near his brother.

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With so many others crowded around the door knocking, Chukka hangs back and watches the surrounding area. Unfortunately, however, something shiny captures his eye and he cannot pull his gaze away.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8

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"Perhaps Colligardie is in trouble, we should check inside."
Nat will open the door and look inside perception: 1d20 + 2 ⇒ (8) + 2 = 10

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As nobody answers your knock on the door, Nat peeks inside to see nothing but darkness. Finding ways to further the range of your sight, you catch glimpse of a large deserted room - a living room, no doubt. At the other end of it, you see the figure of a man lying on the ground, and that corresponds to the description your were given of Colligardie!
Entering the room with your weapon drawn in case his assailant is still around, you are suddenly attacked by four men and women who spring from the shadows, ambushing you!
Initiative (Chukka): 1d20 + 4 ⇒ (17) + 4 = 21
Initiative (Löthan): 1d20 + 5 ⇒ (1) + 5 = 6
Initiative (Nat): 1d20 + 3 ⇒ (18) + 3 = 21
Initiative (Sedlarjan): 1d20 + 4 ⇒ (10) + 4 = 14
Initiative (assailants): 1d20 + 6 ⇒ (4) + 6 = 10
Initiative - round 1 - bold may act!
1. Chukka, Nat, Sedlarjan
2. Assailants
3. Agnes, Löthan

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Chukka immediately moves into the room, protecting the party's flank!
Move action: As indicated on map
Standard action: Attack goblin
Attack (Rapier, Flanking): 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Damage (Rapier): 1d6 + 1 ⇒ (2) + 1 = 3

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Nat gasps and shouts "They attacked Colligardie! Help him if he still lives!"
And then begin's casting "Јас сум кастинг магија оружје!"
Casting Mage Armor

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By the way Chukka, you weren't flanking on the last attack, so it missed. Please use the correct modifiers. You aren't attacking a goblin, either! ;)
Both eastern ambushers take strange bags that were tied to their belt, and throw them, one at each of the twin brothers.
Throw vs Sedlarjan: 1d20 + 2 ⇒ (7) + 2 = 9
Throw vs Löthan (flat-footed): 1d20 + 2 ⇒ (20) + 2 = 221d4 + 1d6 ⇒ (1) + (5) = 6
Confirmation vs Löthan (flat-footed): 1d20 + 2 ⇒ (15) + 2 = 171d4 ⇒ 1
Löthan: Crit for 7 damage. Please make a Fort save DC 11: if you fail you're nauseated for 1d3 ⇒ 1 rounds.
The two other ambushers flank Chukka and attack him with their cesti, the claws of iron they're wielding. Fortunately, both attacks miss.
Cestus vs Chukka, flank: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Cestus vs Chukka, flank: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Initiative - round 2 - bold may act!
1. Chukka, Nat
2. Assailants
3. Agnes, Sedlarjan, Löthan

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Agnes will cast [url=http://paizo.com/pathfinderRPG/prd/spells/rayOfEnfeeblement.html[/url]Ray of Enfeeblement] [dice=1d20 + 3[/dice] on the closest ambusher.
Where did the woman go?

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Agnes will cast [dice=Ray of Enfeeblement] 1d20 + 3[/dice] on the closest ambusher. Fort DC 15
Where did the woman go?

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Also, Agnes will continue to use a charge of Wand of Mage Armor every hour when it expires, GM, could you let me know when an hour passes?
Damage for the Ray: Dmg: 1d6 + 1 ⇒ (3) + 1 = 4 Strength Damage.

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Nat looks approvingly at Agnes. "You think that will work?"
A ray strikes out toward the other brute attacking Chukka.
"Реј на Старецот стана слаб"
Nat casts Ray of enfeeblement as well
ranged_touch: 1d20 + 3 ⇒ (20) + 3 = 23
DC 15 Fort save for half of strength_damage: 1d6 + 1 ⇒ (6) + 1 = 7

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Not sure if you rule that RoE can crit. I have seen it argued both ways. If you need a confirmation roll here it is: confirm: 1d20 + 3 ⇒ (8) + 3 = 11 and potential strength_damage: 1d6 + 1 ⇒ (1) + 1 = 2

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Sedlarjan points at the assailant in front of him (left) and shouts "Don't you dare hit my brother!"
Freebooter's Bane: My target is your target: Allies 30 feet around have +1 hit/damage on my target.
After saying that, Sedlarjan moves toward his target.

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Fortitude: 1d20 + 5 ⇒ (8) + 5 = 13
"Ouch ! What did I say ? It's one more ambush!"
He move to the banned (+1) target and try to trip him with his guisarme.
trip: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25

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Sorry, GM - bad cut & paste on my part...
Chukka steps back and thrusts his blade at one of his assailants. However, he bumps into a chair as he moves, and his aim suffers.
Not an action: 5' step, as indicated on map
Standard action: Attack thug
Attack (Rapier): 1d20 + 6 ⇒ (1) + 6 = 7
Damage (Rapier): 1d6 + 1 ⇒ (1) + 1 = 2