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Tyriel had been resting in a meditative focus on his knees, back against the northern wall. His arms folded over his chest loosely. Having regained much of his lost spell power, he began to feel the twin sources of power eating at his mind. He wore simple gray clothing, loose fitted with some burn markings along the edges of the arms. Against the wall nearest him, a staff holding a folded banner rested.
Hearing the apparent Gnome (as he had never seen a Wayang) enter the tavern and make himself known caused a brief internal flare of anger. Though his outer appearance only shifted slightly. Keeping himself in check, he took to his feet, bowing slightly. His facial features stoic and lacking.

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Shutakasuma walks into the pub, looking like an emaciated Gnome to those tho don't know any better. He's even lighter on his feet than Gnomes or Halflings should be. Obviously very stealthy when he wants to be.
Looking up (way, way up) at Tyriel, he sasy "Hello! My name is Shutakasuma. I'm a puppeteer. I heard there was some curious things happening in the Mwangi Expanse. What luck! I came from near Sargava and was friends with Siwenomsa, a Mwangi druid. It took her and her Leopard, Namalahle, months to find me, but they were nice to me."
He spots Cade and his eyes light up. He speaks to him in a different tongue (Wayang):
"I didn't expect to see another Wayang here! Especially one equipped for war. How interesting. I'm a puppeteer and am wearing more armour than most in my tribe would. I hope my Shadow Servant and Shadow Puppet creations will be helpful. This will be the first time I'll have ventured far from Sargava."

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- Cade HP 20/20 AC21/13/19 (+bodyguard) F4/R2/W0 CMB +4 CMD 16 Init +4 Perc +7 mw lance +7/1d6+3 20/x3 Bite +6/1d4+4 (Combat Reflexes)
- Fang HP 19/19 AC18/12/16 F5/R5/W2 CMB +3 CMD 15 (19 trip) Perc +5 (Low-light) bite +3/1d6+1 (trip)

Cade smiles at his brethren and then addresses all of the pathfinders, "So what has been happening around here? Anything to report?"

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I would like to have rested to recover spells, if possible. When you asked before, I didn't realize we were moving to part 2.
"We welcome the assistance of additional Pathfinders," Thael says. "Thus far, we have been hounded repeatedly by hostile forces."

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You are several days northwest of Bloodcove—days of dusty, dirty running and riding as your caravan guide, the scoundrel Raimondo Scevola, whipped his horses and wagon-drivers to go faster, faster! Closing in behind you, no more than an hour by horse now, ride dozens of Aspis mercenaries. Your activities in Bloodcove, it seems, were not as secret as you hoped.
Okay, new players, If you have not played part one of this game, please roll a d10. If you have, tell me the awareness points you earned during the game. Eliosa, i'll have your sheet up soonish.

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- Cade HP 20/20 AC21/13/19 (+bodyguard) F4/R2/W0 CMB +4 CMD 16 Init +4 Perc +7 mw lance +7/1d6+3 20/x3 Bite +6/1d4+4 (Combat Reflexes)
- Fang HP 19/19 AC18/12/16 F5/R5/W2 CMB +3 CMD 15 (19 trip) Perc +5 (Low-light) bite +3/1d6+1 (trip)

I played Part 1 with my druid, but never played part 2 with any character. I can dig up his awareness points if needed.
Cade Awareness Points: 1d10 ⇒ 4

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I'll go with your rolls.

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"Aspis Consortium nasties," Eryndir, the stoic, archer-elf, replies. "Along with the vermin who pass as civilization in that hole of a town."

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Shutakasuma searches the little grey cells for Aspis Consortium information
Knowledge (local): 1d20 + 7 ⇒ (19) + 7 = 26
Woo-hoo! Nailed that one! Hope the results are useful.
"Oh, THAT Aspis Consortium" he muses.
And does likewise for information on Bloodcove
Knowledge (local): 1d20 + 7 ⇒ (7) + 7 = 14
"Everyone probably knows that about Bloodcove" he thinks

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LEaning against the northern wall, Tyriel grips his forehead with his right hand, covering his eyes. He grits his teeth then peers to the others from beneath the hand that covered his eye by lifting it slightly. "I don't Imagine it will be long...Aspis didn't seem the forgive and forget type." his tone seemingly seethed by some internal irritant.

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I have updated the map, fee free to move your character anywhere within the pink box.

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A sudden cry goes up among the wagons, and all eyes look back the way you came. The days-old familiar sight of pursuing horseman has vanished. “They’ve given up the chase!” Raimondo declares and a tired cheer erupts from his caravan.
1-Shutakusuma: 1d20 + 3 ⇒ (7) + 3 = 10
2-Cade: 1d20 + 4 ⇒ (19) + 4 = 23
3-Eryndir: 1d20 + 11 ⇒ (4) + 11 = 15
4-Thael: 1d20 + 6 ⇒ (13) + 6 = 19
5-Eloisa: 1d20 + 2 ⇒ (14) + 2 = 16
6-tyriel: 1d20 + 5 ⇒ (4) + 5 = 9
Captain: 1d20 + 2 ⇒ (20) + 2 = 22
Merc 1: 1d20 + 2 ⇒ (9) + 2 = 11
Merc 2: 1d20 + 2 ⇒ (13) + 2 = 15
Merc 3: 1d20 + 2 ⇒ (9) + 2 = 11
Merc 4: 1d20 + 2 ⇒ (20) + 2 = 22
Merc 5: 1d20 + 2 ⇒ (13) + 2 = 15
Merc 6: 1d20 + 2 ⇒ (11) + 2 = 13
As the cheers go up, so do half a dozen arrows fired from bows ready in ambush.
Merc 1 attack: 1d20 + 3 ⇒ (16) + 3 = 191d8 ⇒ 7 Who: 1d6 ⇒ 1
Merc 2 attack: 1d20 + 3 ⇒ (18) + 3 = 211d8 ⇒ 8 Who: 1d6 ⇒ 5
Merc 3 attack: 1d20 + 3 ⇒ (6) + 3 = 91d8 ⇒ 7 Who: 1d6 ⇒ 1
Merc 4 attack: 1d20 + 3 ⇒ (8) + 3 = 111d8 ⇒ 1 Who: 1d6 ⇒ 6
Merc 5 attack: 1d20 + 3 ⇒ (9) + 3 = 121d8 ⇒ 2 Who: 1d6 ⇒ 6
Merc 6 attack: 1d20 + 3 ⇒ (6) + 3 = 91d8 ⇒ 1 Who: 1d6 ⇒ 1
A horsemen rides by the group and attacks the man on the wolf.
attack: 1d20 + 8 ⇒ (6) + 8 = 141d8 + 3 ⇒ (1) + 3 = 4
Round 1
Cade
Captain, Merc 4
Thael
Eloisa
Eryndir
Merc 2, Merc 5, Merc 6, Merc 3, Merc 1
Shutakusuma
tyriel

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Unless there is some rule about AoO, i don't think you get one with a ranged weapon like a crossbow. A weapon like a whip/lance, then yes. Also, you were flat-footed... so no AoO.

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- Cade HP 20/20 AC21/13/19 (+bodyguard) F4/R2/W0 CMB +4 CMD 16 Init +4 Perc +7 mw lance +7/1d6+3 20/x3 Bite +6/1d4+4 (Combat Reflexes)
- Fang HP 19/19 AC18/12/16 F5/R5/W2 CMB +3 CMD 15 (19 trip) Perc +5 (Low-light) bite +3/1d6+1 (trip)

Cade has combat reflexes, so he gets AoO while flat footed :)
AoO: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7
As the rider approaches Cade, his honed reflexes kick in and he pierces the bandit's armor, drawing blood. Cade then ducks the attacker's blade and then charges off towards him.
Cade Charge: 1d20 + 6 + 1 + 2 ⇒ (6) + 6 + 1 + 2 = 15
Damage: 2d6 + 6 + 2 ⇒ (4, 1) + 6 + 2 = 13
Fang Charge: 1d20 + 2 + 1 + 2 ⇒ (11) + 2 + 1 + 2 = 16
Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Fang Trip: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20

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Cade, check out the discussion forum please.
The captain is a little hurt by the attack, but he presses forward. The wolves trip failed to trip the horse. which rears back and brings two hooves down upon the wolf, while it's rider lashes out with his lance.
attack: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 3 ⇒ (1) + 3 = 4
hoves v wolf: 1d20 + 2 ⇒ (5) + 2 = 71d4 + 2 ⇒ (1) + 2 = 3
hoves v wolf: 1d20 + 2 ⇒ (9) + 2 = 111d4 + 2 ⇒ (1) + 2 = 3
Only the captain landed a blow with his spear. Merc 4 takes this chance to ride around the party to get a better shot and looses an arrow at Eryndir, who is holding his bow.
attack: 1d20 + 3 ⇒ (9) + 3 = 121d8 ⇒ 7
which misses. Merc 6's horse starts to fuss and runs off into the forest.
Round 1
Cade
Captain, Merc 4
-----Up Next----
Thael
Eloisa
Eryndir
Merc 2, Merc 5, Merc 6, Merc 3, Merc 1
Shutakusuma
tyriel
Please not that two of your party are severely injured, one is at 0 hp.

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Thael ponders the situation briefly, whirls on his heel, and summons a patch of grease under two of the riders.
I placed Grease on the map, DC 17 Reflex. I need to move to within 25 feet, but can't seem to move my icon. I'd like to have the log between me and the other rider.

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merc 1's horse: 1d20 + 5 ⇒ (11) + 5 = 16
merc 4's horse: 1d20 + 5 ⇒ (17) + 5 = 22
fall damage: 1d6 ⇒ 5
One of the horses slipped and fell, falling on it's rider, causing a little bit of damage.
Round 1
Cade
Captain, Merc 4
Thael
-----Up Next----
Eloisa
Eryndir
Merc 2, Merc 5, Merc 6, Merc 3, Merc 1
Shutakusuma
tyriel
Thael, you're Evil GM, right?

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Tyriel moves against the carriage. Peeking around,he flicks his wrist as little transparent spheres appear around the targeted Merc. Daze, DC 13. Target @ Merc to Tyriel's 8 o' clock

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Eryndir ignores the man firing at him for the moment, bringing his bow to bear on the man attacking Cade.
Arrow 1: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Arrow 2: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Very likely both arrows clank off the man's armour.

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When you logged into Roll20, it says your name as Evil DM :p
Yes, your arrows will bounce off of their armor,
This will happen on your turn Tyriel
Will Save: 1d20 ⇒ 14
He shakes his head and laughs at the birds that tried to fly around his head.
Round 1
Cade
Captain, Merc 4
Thael
-----Up Next----
Eloisa
Eryndir -Declared-
Merc 2, Merc 5, Merc 6, Merc 3, Merc 1
Shutakusuma
Tyriel -Declared-

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Eloisa had been letting her mind wander. Prehaps it was the heat and humidity of the Mwangi Expanse that was making her so absentminded. She new Aspis agency were stalking them, she heard the cheer as they turned away but even still allowed her mind to wander. It wasn't until they were fully under attack and she felt the sting of the arrow now protruding from her flesh did she become present in the moment.
Roaring swear words unbefitting anyone let alone a lady
"%&#@% YOU!!!"
Eloisa steps toward the wagon to take cover pulling out her crossbow as she moves. She begins singing to inspire her allies against this ambushing band of cowards.
Inspire Courage +1 to attacks and damage = 18 rounds remaining.

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One of the men hiding under the waggon rushes out and grabs Eloisa as she falls.
Merc 1 stands up as his horse runs away.
Merc 2's horse double moves up to 80 feet as his rider takes aim at Thael and fires an arrow. attack: 1d20 + 3 ⇒ (4) + 3 = 71d8 ⇒ 1 missed.
Merc 3 aims at Tyriel and fires attack: 1d20 + 3 ⇒ (10) + 3 = 131d8 ⇒ 4 Hit and dealt a great deal of damage to the squishy spell caster. you are at -1
Merc 5 moves 50 feet and attacks Cade attack: 1d20 + 3 ⇒ (3) + 3 = 61d8 ⇒ 4 missed.
Round 1
Cade
Captain, Merc 4
Thael
Eloisa
Eryndir
Merc 2, Merc 5, Merc 3, Merc 1
-----Up Next----
Shutakusuma
Tyriel -Stabilize Check-

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- Cade HP 20/20 AC21/13/19 (+bodyguard) F4/R2/W0 CMB +4 CMD 16 Init +4 Perc +7 mw lance +7/1d6+3 20/x3 Bite +6/1d4+4 (Combat Reflexes)
- Fang HP 19/19 AC18/12/16 F5/R5/W2 CMB +3 CMD 15 (19 trip) Perc +5 (Low-light) bite +3/1d6+1 (trip)

Fang and Cade both have Escape Route, so no AoOs from the captain
Fang attack Merc: 1d20 + 2 + 1 + 1 + 2 ⇒ (4) + 2 + 1 + 1 + 2 = 10
Fang Damage: 1d6 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5
Fang Trip: 1d20 + 2 + 1 + 1 ⇒ (13) + 2 + 1 + 1 = 17
Cade attack Merc: 1d20 + 6 + 1 + 1 + 2 ⇒ (8) + 6 + 1 + 1 + 2 = 18
Cade Damage: 2d6 + 10 ⇒ (3, 5) + 10 = 18
Darting around, Cade and Fang charge the mercenary to the south. Fang tries to nip at his foot but is unable to land a blow. Fortunately, Cade's lance aim appears to be true.

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"I'm not much use to anyone, least of all myself, if I succumb to this fight so early" Shutakasuma thinks. And casts a Cure Light Wounds on himself.
CMW: 1d8 + 1 ⇒ (4) + 1 = 5
He then moves closer to Tyriel to help him as well. He tries to ready his crossbow as much as he can in the process.
What kind of lighting is there right now? He needs "a light source" to be able to create shadow puppets.

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Normal outside light. middle of the day. no light needed.
Shutakasuma heals himself while Tyriel is on the ground, unconscious. Cade moves around the Captain and tries to hit him with his lance, barely missing in the process.
The captain moves back 5 feet and swings his lance back at Cade. But fails to connect.
Merc 4's horse moves out of the greased area and continues walking forward. moving 50 feet away from the nasty grease. Meanwhile Merc 4 lines up a shot on Eryndir and looses an arrow. However the arrow fails to make contact.
Cap's Attack: 1d20 + 8 ⇒ (1) + 8 = 91d8 + 3 ⇒ (8) + 3 = 11
horse: 1d20 + 2 ⇒ (19) + 2 = 21
Merc 4's Attack: 1d20 + 3 ⇒ (9) + 3 = 121d8 ⇒ 5
Round 2
Cade
Captain, Merc 4
-----Up Next----
Thael
Eloisa
Eryndir
Merc 2, Merc 5, Merc 3, Merc 1
Shutakusuma
Tyriel -Stabilize Check-

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Eryndir continues to focus on the captain.
Arrow 1: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Arrow 2: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

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Eryndir's arrows "will" miss the captain. However, one will come close.
Hey guys, i might be posting irregular for the next few days. I am managing my Kickstarter. Also, i misread earlier about Cade's attack. He attacked and killed a Merc (#5). You can all see their names now. Noob mistake in roll20.

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Eryndir you are forgetting to account for Eloisa's inspire courage bardic performance. Your attacks should be vs AC 19 and 17 for 6 damage
Eloisa not wasting any more time she rushes forward a few feet to put the bandit captain squarely in the range of her spell. With a shriek the inspiring song changes, manifesting in a 15 ft. cone of razor sharp crystaling shards.
Damage: 2d6 ⇒ (3, 3) = 6

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Yes, it will hit at 19
Capt's Reflex: 1d20 + 4 ⇒ (7) + 4 = 11
Horse's Reflex: 1d20 + 5 ⇒ (5) + 5 = 10
Both the horse and the captain will take the full force of that terrible song.
Round 2
Cade
Captain, Merc 4
-----Up Next----
Thael
Eloisa -Declared-
Eryndir -Declared-
Merc 2, Merc 5, Merc 3, Merc 1
Shutakusuma
Tyriel -Stabilize Check-

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Groaning mildly as his eyes roll to the back of his head...
Stabilize: 1d100 ⇒ 75
He coughs, blood lightly dripping from his mouth.

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Tyriel... you know that's suppose to be a d20 + your con modifier... right?

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Shutakasuma will cast a Cure Light Wounds on Tyriel next round. Provided he doesn't get knocked out before he can do that. Then he will move beside/under the wagon to have a clear line of site on the Merc captain for next round. And use the wagon as cover from the other mercenaries.
Cure Light on Tyriel: 1d8 + 1 ⇒ (5) + 1 = 6
I moved my counter on the map by the side of the cart closest to the Merc captain. My marker is still showing as 2 HP, if that makes any difference.

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Oh. I had always thought it was stabilize at 95%. in that case, woops.
Stabilize: 1d20 + 0 ⇒ (3) + 0 = 3

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Merc 2 moves his horse to where he has a clear line of sight of Thael and looses an arrow. Attack: 1d20 + 3 ⇒ (14) + 3 = 171d8 ⇒ 2 which connects.
Merc 3 sets his eyes on the lady that just attacked his Captain. He lines up an arrow and fires. Attack: 1d20 + 3 ⇒ (11) + 3 = 141d8 ⇒ 2 which barely misses.
Merc 1 moves 30 feet away from the grease and fires upon Thael who made him hurt his bride. Attack: 1d20 + 3 ⇒ (11) + 3 = 141d8 ⇒ 7 which also connects.
Shutakusuma runs and dives for cover into the back of the wagon. On his way, he kicks the downed Tyriel, giving him a quick heal, bringing him back from the brink of death.
[ooc]Tyriel, your turn then Cades.
Round 2
Cade
Captain, Merc 4
-----Up Next----
Thael
Eloisa
Eryndir
Merc 2, Merc 3, Merc 1
Shutakusuma
Tyriel

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- Cade HP 20/20 AC21/13/19 (+bodyguard) F4/R2/W0 CMB +4 CMD 16 Init +4 Perc +7 mw lance +7/1d6+3 20/x3 Bite +6/1d4+4 (Combat Reflexes)
- Fang HP 19/19 AC18/12/16 F5/R5/W2 CMB +3 CMD 15 (19 trip) Perc +5 (Low-light) bite +3/1d6+1 (trip)

Fang attack Merc3: 1d20 + 2 + 1 + 2 ⇒ (11) + 2 + 1 + 2 = 16
Fang Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Fang Trip: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Cade attack Merc3: 1d20 + 6 + 1 + 2 ⇒ (2) + 6 + 1 + 2 = 11
Cade Damage: 2d6 + 8 ⇒ (1, 1) + 8 = 10
Wheeling about, Cade and Fang charge another mercenary.
"You pathetic weaklings, leave that little, demented elf alone; don't you realize he is special needs!?"

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Thael cries out in pain as two arrows strike him. Concerned about his exposed position, he moves back to the others near the wagon. As he moves, he draws a wand from his bandolier, then taps himself with it.
Move action to draw wand along with my movement, then using wand of infernal healing on myself.