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Aeris steps out of the stables, blade in hand. He calls on Milani to guide his blade against such oppression and exhorts his companions to make quick work of the Razmiris, "Let's put 'em down and get out of this place. "
Move, cast divine favor for +2 on attack and damage.

StephNyan |

One of the thugs aims a loaded crossbow at Aeris, and releases a bolt at him. "Pew!"
Bolt: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d8 ⇒ 8
Confirm Crit: 1d20 + 4 ⇒ (10) + 4 = 14 Damage: 1d8 ⇒ 2
The bolt hits Aeris in his abdomen, and the thug immediately reloads.
Turn progression - round 1:
Aeris 8/16HP
Thug (Blue square)
Capt. Morgan
Inira
Kaddok
Moumoku
Hole Ahendile
Thug (Red circle)
Mads
Those in bold are up.

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Moumoku's lips a drawn back in an angry snarl, she barks at one of the guards "You, Drop" pushing divine power behind her words Move, cast Command on the red Thug (DC16)

StephNyan |

As Mads reassures his sweet ale she'll be safe, several of his companions move forward.
Will: 1d20 - 1 ⇒ (9) - 1 = 8
Moumoku commands one of the thugs to drop himself onto the ground, and the thug looks like he'll do just that in a moment.
Kaddok then moves up to the other thug, while Inira releases a warning shot into the air.
Turn progression - round 1:
Aeris 8/16HP
Thug (Blue square)
Capt. Morgan
Inira
Kaddok
Moumoku
Hole Ahendile
Thug (Red circle); Will drop himself on his turn
Mads
The captain's up.

StephNyan |

I misunderstood the Drop command earlier, thinkign the thug had to drop himself. Luckily I now see, just in time, that the command Drop forces him to drop what he's holding.
Morgan moves over to Aeris, and fully heals him.
Before she attacks, Holy Ahendile nods for the other thug to shoot first. To her surprise the thug drops his crossbow.
"What are you doing, dimwit?!" Holy Ahendile sneers.
"I don't know!" the thug replies panicked. "I just had to do it!"
Holy Ahendile rolls her eyes behind her mask, and motions for the thug to move in front of her. "The two of you take care of this one!" she says, referring to Kaddok.
After the thug's moved up to Kaddok, he draws his short sword. The thug then tries to stab Kaddok.
Short Sword: 1d20 + 2 ⇒ (18) + 2 = 20 Damage: 1d6 + 1 ⇒ (2) + 1 = 3
The thug actually manages to hit Kaddok, but inflicts just a scratch.
Holy Ahendile takes a step away from Kaddok, then points at Aeris.
Touch, ranged: 1d20 + 3 ⇒ (18) + 3 = 21 Strength Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Fort DC 14 for half: 1d20 + 5 ⇒ (15) + 5 = 20
Aeris is hit by the ray that Holy Ahendile shoots from her fingertip, and feels his strength drain. Still, he's able to resist some of the spell's effect.
Turn progression - round 1:
~
Mads
Turn progression - round 2:
Aeris, -2 Strength
Thug (Blue square)
Capt. Morgan
Inira
Kaddok 19/22HP
Moumoku
Hole Ahendile
Thug (Red circle)
Mads
Mads and Aeris are up.

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In spite of the spell sapping his strength, Aeris approaches the Ahendile and strikes out with his sword.
Longsword, -2 Str, Divine Favor: 1d20 + 3 - 1 + 2 ⇒ (11) + 3 - 1 + 2 = 15
Longsword damage, -2 Str, Divine Favor: 1d8 + 2 - 1 + 2 ⇒ (4) + 2 - 1 + 2 = 7

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Mads leaves the cask with the dwarfs and moves out into the court yard with Morgan. "Step forward and know that the gods honor your bravery."
Mads casts bless on the party +1 to hit and against fear.

StephNyan |

Mads moves out into the courtyard, and casts bless on his comrades.
--- Round 2 ---
Only with the aid of Mads' bless spell, Aeris manages to hit Holy Ahendile.
The thug who's still holding crossbow drops it, and draws his short sword. He moves into flanking position with his comrade, and attacks Kaddok.
Short Sword, Flanking: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9 Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Kaddok's armor protects him from the thug's sword.
Turn progression - round 2:
Aeris, -2 Strength
Thug (Blue square)
Capt. Morgan
Inira
Kaddok 19/22HP
Moumoku
Hole Ahendile -7HP
Thug (Red circle)
Mads
Those in bold are up :)

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Kaddok ignores the two thugs flanking him and steps toward the priestess...then proceeds to flail about with his weapons.
Not an action: 5' step, as indicated on map
Full-round action: Attack Hole Ahendile
Attack (Earthbreaker (TWF), Bless): 1d20 + 8 - 2 + 1 ⇒ (2) + 8 - 2 + 1 = 9
Damage (Earthbreaker (TWF)): 2d6 + 4 ⇒ (2, 5) + 4 = 11
Attack (Klar (TWF), Bless): 1d20 + 8 - 2 + 1 ⇒ (5) + 8 - 2 + 1 = 12
Damage (Klar (TWF)): 1d6 + 2 ⇒ (3) + 2 = 5
Oh, dicebot, why hast thou forsaken me?

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With a cry of rage Moumoku rushes towards the guards, Rapier in hand.
Rapier (Charge, Flanking, Bless): 1d20 + 2 + 2 + 1 ⇒ (20) + 2 + 2 + 1 = 25 dmg: 1d6 ⇒ 3
Confirm?: 1d20 + 5 ⇒ (3) + 5 = 8 Aw

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Inira steps up 5' and fires a flurry of arrows at the (blue) thug.
Attack 1: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Attack 2: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

StephNyan |

Kaddok attacks Ahendile twice, but she dodges both of his attacks.
Moumoku stabs one of the thugs with her rapier, while Morgan draws his own rapier. Morgan then uses his surge ability to push the other thug back 10 feet.
Inirai's 2nd attack, Confirm crit: 1d20 + 3 ⇒ (8) + 3 = 11 Damage: 2d8 + 4 ⇒ (6, 1) + 4 = 11
Inira steps up, and fires a flurry of arrows at the thug Morgan just pushed away. The second arrow hits the thug in his shoulder.
"Back off, and attack when we're flanking!" Holy Ahendile commands the nearest thug. He does as commanded, and takes a 5-foot step east so he's no longer flanked by Kaddok and Moumoku. He then readies an attack on Kaddok.
Holy Ahendile draws a dagger, and steps back so she's flanking Kaddok with the thug. This is when the thug attacks Kaddok.
Short Sword, Flanking: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18 Damage: 1d6 + 1 ⇒ (6) + 1 = 7
The thug's attack misses, and Holy Ahendile concentrates on a spell.
Cast Defensively, DC 17: 1d20 + 6 ⇒ (10) + 6 = 16
Ahendile's spell fizzles.
Turn progression - round 2:
~
Mads
Turn progression - round 3:
Aeris, -2 Strength
Thug (Blue square) -4HP
Capt. Morgan
Inira
Kaddok 19/22HP
Moumoku
Hole Ahendile -7HP
Thug (Red circle) -3HP
Mads
Mads and Aeris are up.

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"Two can play at that game," Aeris says archly as Ahendile flanks Kaddok. He moves behind Ahendile, stepping wide to avoid the man's dagger, then strikes him viciously. "Some just play it better than others."
Move into flank, going wide to avoid AoO. Hit Ahendile hard.
Longsword, -2 Str, Divine Favor, Flanking, Bless: 1d20 + 3 - 1 + 2 + 2 + 1 ⇒ (20) + 3 - 1 + 2 + 2 + 1 = 27
Longsword damage, -2 Str, Divine Favor: 1d8 + 2 - 1 + 2 ⇒ (2) + 2 - 1 + 2 = 5
Crit confirm, -2 Str, Divine Favor, Flanking, Bless: 1d20 + 3 - 1 + 2 + 2 + 1 ⇒ (11) + 3 - 1 + 2 + 2 + 1 = 18
Crit damage, -2 Str, Divine Favor: 1d8 + 2 - 1 + 2 ⇒ (8) + 2 - 1 + 2 = 11

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Mads charges forward with his blades drawn. "HA HA! You left yourself open!"
melee: 1d20 + 3 + 2 + 1 ⇒ (9) + 3 + 2 + 1 = 15 +2 charge, +1 bless
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

StephNyan |

Aeris moves to flank Holy Ahendile with Kaddok. He isn't bothered by his decreased strength, and takes the Razmiran cleric out with a single swing from his longsword.
Mads was about to charge Ahendile, but defers to the nearest thug when she goes down. He's also able to take his opponent out in a single attack.
The remaining thug moves over to Kaddok, and tries to stab him.
Short Sword: 1d20 + 2 ⇒ (17) + 2 = 19 Damage: 1d6 + 1 ⇒ (4) + 1 = 5
The thug barely misses Kaddok.
Turn progression - round 3:
~
Capt. Morgan
Inira
Kaddok 19/22HP
Moumoku
Mads
Turn progression - round 3:
Aeris, -2 Strength
Thug (Blue square) -4HP
Capt. Morgan
Inira
Kaddok 19/22HP
Moumoku
Mads
You're all up before the poor sod is up again!

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Careful to give the down Thug a wide berth in case he's faking, Moumoku moves around to flank with Mads.
Rapier: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15 dmg: 1d6 ⇒ 6

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Aeris moves to the last remaining thug and swings his blade at him, Milani guiding his hand.
Longsword, -2 Str, Divine Favor, Bless: 1d20 + 3 - 1 + 2 + 1 ⇒ (12) + 3 - 1 + 2 + 1 = 17
Longsword damage, -2 Str, Divine Favor: 1d8 + 2 - 1 + 2 ⇒ (5) + 2 - 1 + 2 = 8

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Kaddok swings his earthbreaker and klar at the remaining thug, hoping to bring himself some redemption for his previous showing.
Full-round action: Attack thug
Attack (Earthbreaker (TWF), Bless, Flanking): 1d20 + 8 - 2 + 1 + 2 ⇒ (4) + 8 - 2 + 1 + 2 = 13
Damage (Earthbreaker (TWF)): 2d6 + 4 ⇒ (4, 6) + 4 = 14
Attack (Klar (TWF), Bless, Flanking): 1d20 + 8 - 2 + 1 + 2 ⇒ (16) + 8 - 2 + 1 + 2 = 25
Damage (Klar (TWF)): 1d6 + 2 ⇒ (5) + 2 = 7

StephNyan |

The last thug goes down in a barrage of attacks.
Combat over!
You decide to quickly leave the Gray Revelation Inn, to get the dwarves you rescued to safety as fast as possible. Like earlier, most of the party protects the front of the group. Inira again stays at the rear, to protect the dwarves from any kind of danger that may come up from behind. She's joined at the rear by Mads, who's slowed down by his casket of ale.
Conclusion
Upon returning to the Abacus docked on the Glass River—with Rakuska and colleagues with you—the party's able to sail upriver with all speed and put Razmiran behind them as quickly as possible. The remainder of the journey to Mendev is uneventful, save for the obvious hostility that now exists between Metella Raugar and Temel Passad. A form of hostility that's slightly softened when Passad and Mads start exchanging ale and wine.
Although you've performed a great service in rescuing the dwarven emissaries, you've also earned the Society a dangerous foe. Razmiran does not forget a slight, and several more priests converge on the Gray Revelation Inn to search for clues as to who was responsible for the daring rescue. Your efforts to remain secretive may have slowed your pursuers, but it has only delayed the inevitable reprisal.
Congratulations on beating the scenario! Chronicle sheets will follow tomorrow! :)

StephNyan |

Here are the boon rolls for this Game Day scenario! Let's see if one of us wins something! :)
Boon Rolls:
Aeris: 1d20 ⇒ 1
Capt. Morgan: 1d20 ⇒ 20
Inira: 1d20 ⇒ 4
Kaddok: 1d20 ⇒ 8
Mads: 1d20 ⇒ 12
Moumoku: 1d20 ⇒ 8
StephNyan: 1d20 ⇒ 3
Boon of players choice on a natural roll of 1 or 20
**Re-Rolls not allowed on boons**
Adopted Weapon Training: You have spent an extended period of time training in a culture other than your own, and as a result, you have learned that population’s weapon styles to the exclusion of all others. You gain the weapon familiarity racial trait of one of the following races: dwarf, elf, gnome, halfling, or half-orc. This specialization comes at a price, and you suffer a –1 penalty on attack rolls made with manufactured weapons other than those granted by any weapon familiarity racial traits you possess. You ignore this penalty when using a weapon that benefits from any Weapon Focus feat or weapon training class feature you may have.
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Ancestral Ally: Golarion’s many cultures have traditions of animal husbandry and cooperation that date back millennia, and you have embraced one of your people’s favored companion creatures. If you have the divine bond or mount class feature, instead of choosing an animal companion from the list provided in the class description, you may instead call a mount from the list below so long as you are a member of the corresponding race. If the animal companion statistics for your race’s mount are found in a source beyond the Core Assumption, the source is listed below. You must bring a copy of the listed book to all games in which you use the selected animal companion as though access to the animal companion came from the Additional Resources list.
If an asterisk follows an animal companion option listed below, the animal already appears on the list provided by your class description, and you are at least 4th-level, you may spend 5 Prestige Points to strengthen your bond with that type of animal. This increases your effective druid level as one higher when determining the animal companion’s bonus HD, natural armor bonus, Strength and Dexterity bonuses, bonus tricks, and special abilities. This boon cannot increase your effective druid level more than one level above your actual character level.
Dwarf: badger*, boar
Elf: bird*, elk (Pathfinder RPG Bestiary 3)
Gnome: badger*, giant weasel (Pathfinder RPG Bestiary 4)
Halfling: dog*, ram (Pathfinder RPG Bestiary 2)
Half-Elf: A half-elf may choose from the elf and human lists.
Half-Orc: camel*, bear; a half-orc may also choose from the human list.
Human: bird*, horse*
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Custom Order: You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. Choose either a +1 or +2 ranged weapon enchantment. You may purchase +1 [enchantment] pieces of ammunition in sets of 10 instead of sets of 50. Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points.
Aeris and Capt. Morgan, congratulations! Let me know which boon you want, and post/PM me your email addresses so your boons can be send to you! :D

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Chronicle looks good thanks again for running Steph, I will see you in the many other games we are in together. Aeris I will see you when I resurface at Kublacon. Everyone else it was great playing with you all and I hope to see you around the boards.