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After a nights rest, Lomar attempts to ID the potion yet again, having had time to think about it.
Craft(Alchemy): 1d20 + 8 ⇒ (14) + 8 = 22
After doing that, he meets up with the group, "What is the plan for today?"

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Ellie gazes up at the dark windows, unconsciously passing a half eaten apple from hand to hand between bites.
"Doesn't look like he's here. Anyone have a key?"

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Looking at the disrepair of the other houses that are contrast between their target's house and deduces there will be some risks in entering haphazardly.
"If I had a house that looked this good surrounded by these dumps, I would have the place secured with several traps. So when we enter the place, I would be extra cautious about traps for unwanted visitors."
Hullric looks at his companions, "Anyone have some lockpicking skills or shall we be forced to break the door down? The windows with the bars are probably out of the question."

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As Feuerseele reports back about the townhouse, Carp looks up from his breakfast with a smile. "Great job, Feuer!" he says as he slides his chair back and stands up, tossing a few pieces of silver onto the table.
Clink, clink, clink...
Following the group, Carp leaves a hand on his blade as he moves quickly with the group to find Collgardie.
---
@GM: We can use it and it comes from the chronicle, right?
---
The group arrives at Collgardie's estate and it appears empty, but Carp remembers many times where he has slept in or taken a midmorning nap if he was particularly active during the night.
"Is there even a need to break in or 'rough up', Collgardie?" Carp asks to the group as they suggest seemingly preposterous ideas. "We just arrived. Perhaps we should knock..." he proposes. His voice is clear that he believes this is the obvious answer.
If no one objects or no one acts, Carp will knock on the door.

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If no one objects or no one acts, Carp will knock on the door.
"Go ahead and knock on the door. Pound on it if you want. Heck, don't forget to pound on windows as well. If that doesn't work, well, there is the underhanded way....."Lomar states matter of factly. He even goes so far as to even reach into his pack to pull out his lockpick set.
Disable Device: 1d20 + 8 ⇒ (7) + 8 = 15

DM DoctorEvil |

Knocking on the door, no matter how vociferously, does not yield a response of any kind from inside the home. When Lomar finally tires of waiting and bends to pick the lock, he is somewhat amused to find that the front door is unlocked.
Pushing the door open carefully, the group sees a well-appointed living area complete with a bar on the left, some luxurious tables in the center, and a sofa in front of a fireplace. Fine carpets cover the floors and tasteful art adorns the walls. Everything looks just as it should in the apartment of a well-to-do gentleman. Everything except the body lying face down on the floor in the northeast part of the room.
There is a single door to the north near the bar area, and a set of double doors on the north wall near where the body lies. There does not appear to be anyone else in the area.
See the map linked at top. Feel free to move your token around as you explore different parts of the living area.

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Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Lomar takes a couple of steps into the room, stops, and scans everything, looking for something, anything.
"Hmmmmmm, let me see here....." he muses, mostly to himself, as he strokes his chin.

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Hullric fearlessly walks up to the dead body and bends down to examine it. Looking to see what type of wounds on the body and possibly any identifying items to determine who the person was.
Perception: 1d20 + 2 ⇒ (18) + 2 = 20

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Seeing the feet sticking out from behind the huge couch, Carp rushes over with Hullric and Kru. He quickly bends down and feels for a pulse on the man, but doesn't expect much.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Heal: 1d20 + 2 ⇒ (4) + 2 = 6
"This might be a setback..." says Carp. "Our only contact appears to have joined Pharasma in the Boneyard." he adds, stating the obvious, but feeling that it needs to be said aloud.
"What is the plan now? Do we ask around about potentially rogue Pathfinders?"

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Shill job, Ellie's mind flashes upon seeing the dead body.
"First, we find proof that he was dead when we got here- -I've got a suspicion we might need it," Ellie offers, hoping she's as paranoid as she sounds. If not, there's a team of Pathfinders "breaking" into a house and a murder victim. That's less than ideal.
"Is it Collgardie?" Does it math the description of the guy Dreng sent us to?
Ellie will scan the area with detect magic if there's enough time.

DM DoctorEvil |

You have time to see that the back of the head of the corpse is caved in, bits of bone and brain mixing with congealed blood on the floor. Your quick perusal does seem to suggest this corpse belongs to your one lead in this strange town, Horis Collgardie. You have just a moment to reflect on that when the double doors to the north burst open, as well as the single door farther to the west.
Standing in the doorways are a total of 4 goons, dressed in chain shirts with hands wrapped in spiked cestus and wearing daggers. One of the goons carries a foully stained bag of some kind about the size of a bowling ball bag.
This is the typical PFS goon ambush that seems to appear in nearly every scenario...One moment while I get the combat post and map set up.

DM DoctorEvil |

The Mystery Begins - Surprise Round
24 Ellie (surprised)
20 Lomar
20 Yellow Goon (cestus/dagger)
16 Hullric
14 Green Goon (cestus/dagger)
13 Feuerseele (surprised)
12 Blue Goon (stained bag)
12 Red Goon (cestus/dagger)
4 Kru (surprised)
4 Carp
If you rolled a Perception check when entering the room, I used that result. If you didn't, I rolled one for you. Some are surprised, and some may act, listed above. Surprise, surprise, Lomar is up first. Remember Surprise Rounds are either move or standard but not both.
Blue Goon: 1d20 + 6 ⇒ (6) + 6 = 12
Red Goon: 1d20 + 6 ⇒ (6) + 6 = 12
Yellow Goon: 1d20 + 6 ⇒ (14) + 6 = 20
Green Goon: 1d20 + 6 ⇒ (8) + 6 = 14
Ellie: 1d20 + 4 ⇒ (20) + 4 = 24Ellie P: 1d20 + 6 ⇒ (4) + 6 = 10
Carp: 1d20 ⇒ 3
Feuerseele: 1d20 + 10 ⇒ (3) + 10 = 13
Kru: 1d20 + 1 ⇒ (13) + 1 = 14
Hullric: 1d20 + 3 ⇒ (14) + 3 = 17
Lomar: 1d20 + 6 ⇒ (9) + 6 = 15

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Hearing the men approach and seeing the corpse of Collgardie laying in front of him, Carp rises up from his knee. "People are approaching..." he warns as Hullric's mask quickly turns towards the nearby doors, but Kru seems to not be able to react in time.
If there is no one adjacent to Carp (since he goes last), then Carp will cast Shield of Faith.
If a Goon is adjacent to Carp, he will draw his katana and buckler.

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Lomar Readies an attack with his Explosive Bomb.
All are outside of 20', so the first one that gets in range, he will throw at (Yellow or Blue, will not throw when it can impact a friendly other than himself)
"So, you want to play, huh? Enjoy the sound of explosions, it will be your last" Lomar says with a evil laugh.
to Hit vs TOUCH AC: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 4 ⇒ (1) + 4 = 5 Fire damage

DM DoctorEvil |

The Mystery Begins - Surprise Round - continued
Lomar waits until a goon approaches, incendiary in hand. But Yellow Goon takes the long way around towards Ellie, not wanting to mess with the bomb-throwing Pathfinder if he doesn't have to.
Hullric is up. With all the goons to follow before Carp's actions get executed. Remember, surprise round rules.

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With Kru up front and spotting one of the goons trying to move to attack from the back, Hullric turns and heads for that goon.
He chuckles, "Cat and mouse."
Moves 20' after Yellow Goon.

DM DoctorEvil |

The Mystery Begins - Surprise Round - concluded
Seeing Yellow Goon move into the room around the edge, Hullric leaes Collgardie's body and moves to intercept that enemy.
Green Goon flexes his fingers inside the spiked cestus he wears and steps forward, planting his feet for a haymaker aimed at the still flat-footed Kru. The punch lands on the chin of the barbarian, causing him to reel for a moment. While reeling, Kru is also set upon by Red Goon, who also belts him HARD. The Pathfinder is left nearly unconscious by the dual assault but somehow still stands.
Stepping into the room, Blue Goon hurls the stained bag at Lomar. The bag hits the alchemist and burst upon contact, revealing a humanoid skull filled with scorpions. Covered with the stinging insects, Lomar is sorely wounded, but able to brush most off without further effect.
Far enough away from the attackersr for the moment, Carp is able to draw his katana and strap on his buckler for what appears to be a serious fight.
End of Surprise Round
Ouch! Kru is hit by both goons, one with a confirmed crit for a total of 16hp dmg (2hp left). You might notice that Kru is also surprised so your action posted above won't trigger this round. Lomar takes 6hp dmg (2hp left) from stingchuck (special weapon for this scenario) but avoids nauseation.
Green Goon, cesuts vs FF AC: 1d20 + 4 ⇒ (14) + 4 = 18
Green Dmg: 1d4 + 3 ⇒ (3) + 3 = 6
Blue Stingchuck toss, touch: 1d20 + 2 ⇒ (13) + 2 = 15
Blue Dmg: 1d6 ⇒ 6
Lomar Fort DC 11: 1d20 + 1 ⇒ (19) + 1 = 20
Red Goon cestus, vs FF AC: 1d20 + 4 ⇒ (19) + 4 = 23
Red Goon cestus, vs FF AC, crit confirm: 1d20 + 4 ⇒ (19) + 4 = 23 confirmed
Crit Dmg vs Kru: 2d4 + 6 ⇒ (2, 2) + 6 = 10

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Lomar, after taking a severe hit with the scorpion head, moves backwards a few steps to get out of the line of fire, crunching the last of the scorpions underfoot as he goes. Realizing how hurt he is, he removes one of his two extracts of Cure Light Wounds, and quaffs it.
Extract Potion CLW: 1d8 + 1 ⇒ (4) + 1 = 5 7/8hp remaining

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Can I retcon my surprise round action to a Channel Energy? It looks like we need some healing.
---
As the goons vicious attack Kru, Carp prays to Shizuru for aid in the Pathfinders' time of need. "Bless my strike so I may cut down my foes and protect my allies." he yells as he steps north and takes a swing at the goon dressed in green rags.
Katana @ Green Goon: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Move Action to Draw Buckler/Katana.
Standard Action to Attack.
Free Action to 5' Step.

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Kru, you crit with the greatsword.

DM DoctorEvil |

Can I retcon my surprise round action to a Channel Energy? It looks like we need some healing.
Seems like a reasonable accommodation given the damage dealt earlier in the round. I'll allow the channel for Carp's action in Surprise Round. Not sure if that means Lomar wants to save his extract this round. Ellie is still on the clock, so there is time to re-do that action as well.

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@Kru: I think your weapon attacking isn't taking into consideration your rage.
Rage gives +4 Strength which means +2 to hit and +3 damage (due to 1.5x modifier on Strength with two-handed weapons).
This means it should be 1d20+7; 2d6+9, right?

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On Hullric's turn.
Hullric moves to stand beside Ellie and prepares to attack the goon when it moves to engage them.
Attacks Blue or Yellow Goon, whichever enters range first.
Dagger: 1d20 + 3 ⇒ (17) + 3 = 20;Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Move Action: 10'
Readied Action: Dagger Attack on first enemy to get in range.

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Slow to react, Ellie's mind jumps into overdrive thinking of all of the possible ways to engage an ambush like this. In the end, her hands act first, grabbing a javelin from her back and she begins twirling it like a marching baton.
Move Action: Draw Javelin
Standard Action: Inspire courage (visual, +1 to hit and damage)
"Let's show these thugs not to mess with the Family," she offers as she punctuates her performance with an obscene gesture towards the thug in the yellow shirt with her off hand.
If I am attacked with a ranged weapon, I would like to use Deflect Arrows on said attack.

DM DoctorEvil |

The Mystery Begins - Round 1 - continued
Ellie overcompensates for being surprised by making rude gesture at the goons, then draws her javelin and begins a dance-like routine with it that heartens her allies and sharpens their fighting ability.
Brushing away the last of the stinging scorpions, Lomar and already healed by the positive energy from Carp, the alchemist chucks another bomb at Blue, but the throw is a bit short, and the incendiary liquid splashes on the goon, who cannot avoid it.
Yellow Goon continues on his path around the perimeter of the room, running into Ellie there. With a spiked cestus on his fist, he swings at the most experienced Pathfinder, but she quickly dodges the blow.
Arriving in time to attack, Hullric drives his dagger into Yellow's back, twisting the weapon for good effect and dropping the foe to the ground, bleeding profusely.
Green Goon continues to press the attack on a reeling, but partially healed, Kru. The barbarian is just able to parry the punch with his forearm, avoiding another painful blow.
Feuerseele is up for the Pathfinders. I changed the action for Lomar to throwing the bomb he had ready, since the channel had mostly healed him -- hope that's ok. Hullric, since the Yellow guy went before you, I treated your attack as normal, not a readied action. You dropped him in either event. I currently don't have Kru in rage since his surprise round action was nullified. If he is raging, he will have to confirm and add additional STR to his attack and damage, which is already excessive...Will get to Kru and Carp's actions after the Ifrit sorceror gets us going again.
Lomar bomb, touch: 1d20 + 5 ⇒ (5) + 5 = 10
Blue Reflex: 1d20 + 4 ⇒ (2) + 4 = 6
Yellow Goon cestus: 1d20 + 4 ⇒ (9) + 4 = 13
Green Goon: 1d20 + 4 ⇒ (9) + 4 = 13

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Moving forwar Feuerseele taps into the glowing inferno in his heart and lets out a gush of flame, scorching the goon with the green socks and the goon with the red dimple
Burning Hands,DC18refl: 4d4 ⇒ (1, 3, 1, 2) = 7

DM DoctorEvil |

Moving forward Feuerseele taps into the glowing inferno in his heart and lets out a gush of flame, scorching the goon with the green socks and the goon with the red dimple
So, given the shape of the 15' cone created by Burning Hands and your present position, you will catch Kru in the fire-zone causing him the same damage as above. Since he's at 2hp, I think you will be more effective firing the same spell from the location I moved you to instead. Your welcome.
The Mystery Begins - Round 1 - continued
The fire sorceress advances and sends jest of gushing flame towards the two foes nearest her. The heat from the flames sears the lungs of Carp and Kru, but they are undamaged. The same cannot be said of the goons, Red Goon succumbs to the fire, his clothes burning as falls to the ground. Green Goon is able to avoid most of the blast, but is still seriously singed.
Blue Goon's grunts in pain as the alchemist's bomb splashes him. Seeing his allies also conflagrated or stabbed, he starts to make for the exit, pulling out another stained bag as he moves. "Let me pass, killers, and I won't chuck this thing at you." he says not really believing you'll let him out.
Flying into a stupendous battle rage, Kru decapitates the partially burnt Green Goon in front of him, killing the man outright with a rapid and anger-fueled blow.
Carp, your attack action is not really valid any longer. Want to do over? Kru - your first action just now fired since you weren't able to act in the surprise Round. So you entered rage and critically hit the bad guy. The roll you just made above will be for Round 2, if there is one. Try not to jump ahead, please.
Green Goon Ref DC 18: 1d20 + 4 ⇒ (18) + 4 = 22
Red Goon DC 18 Reflex: 1d20 + 4 ⇒ (11) + 4 = 15

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Seeing Feuer and Kru handle the thugs, Carp's hand on his blade's hilt relaxes as he moves to Kru and releases some potent healing magic into the man. "I hope this helps..." he says, not used to combat with the Society.
Spontaneous Casting-CLW: 1d8 + 1 ⇒ (8) + 1 = 9

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Hullric laughs as he moves toward the last goon, stopping right in front of him.
From behind his mask, he laughingly says. "Let you go? But we are having some much fun playing with you..."
He lets his voice trail off as he rams his dagger toward the goon's guts.
Dagger vs Blue Goon: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

DM DoctorEvil |

The Mystery Begins - Round 2
24 Ellie
20 Lomar (1hp dmg)
16 Hullric
13 Feuerseele
12 Blue Goon (5hp dmg)
4 Kru (2hp dmg)
4 Carp
Ignoring the man's request for leniency, Hullric strides forward and stabs the man in the guts, dropping him to the floor as well and effectively ending the fight.
End of Combat
That finishes the last of the goons. One is outright dead, the others are in various states of unconsciousness. Next steps are yours, out of rounds.

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"I suppose we should question one of them to see what they were doing here besides killing someone."
Hullric moves to one of the unconscious one and goes to apply first aid.
Heal (First Aid) DC 15: 1d20 + 2 ⇒ (9) + 2 = 11
His healing is somewhat haphazardly done and doesn't improve the victim.

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"Question them is fine. In fact, let me try to stabilize one."
Lomar walks over to the same thug that Hullric attempted to heal and will do his own healing.
Heal (First Aid): 1d20 + 1 ⇒ (3) + 1 = 4

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Carp moves to keep the one nearest to him alive as the group decides to work towards finding out more about the goons.
Heal: 1d20 + 2 ⇒ (5) + 2 = 7
Heal: 1d20 + 2 ⇒ (11) + 2 = 13
Heal: 1d20 + 2 ⇒ (20) + 2 = 22 He stabilizes after three rounds if possible.
"I think I've saved this one for now. Does anyone have some cheap healing magic?" Carp asks, reticent to use up his own magical powers before learning about other options.
If no one has a wand or some cheap healing, then Carp will use Channel Energy or two to get the thugs back around to the world of the conscious.