
GM Nowruz |

You search for everything!
Gear +1 chain shirt, heavy pick, dagger (4), javelin (5), bronze
consortium coin; Gear +1 chain shirt, +1 bolas, matched pair of mwk shortsword, consortium coin; Combat Gear 2 nets; other Gear +1 rapier, +1 studded leather
armor, cloak of resistance +1, bronze consortium coin, cryptic note sack with 625 gp (bounty); Gear +1 breastplate, +1 shortsword, boots of the winterlands, bronze
consortium coin

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We should go and take zeir sleds. No reason to let ze dogs die because zeir masters made stupid choices on ze mountain.

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Shiro accepts the individual's surrender, requiring that they relinquish their weapons & valuables over to the Pathfinders.
We should go and take zeir sleds. No reason to let ze dogs die because zeir masters made stupid choices on ze mountain.
Shiro would ask that a sled remain for the surrendering foe and the two that are unconscious next to him.

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Oh. I zought we would take zem with us to turn in to ze authorities. We can not leave zem here or let zem ambush others!

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Melisande looks the last Aspis over. Restrain the unconscious ones and put them on the sled for this one to drive. They have no weapons and should understand that if they attempt any further aggression, they will be killed without hesitation.

GM Nowruz |

Having secured the Aspis, you somehow make it through the treacherous Heart of the Dragon, and you can enter the so-called Spine.
The partially-submerged boulders are even more treacherous when encountered going downhill but you somehow manage!
Having made it through the Spine, the descent reaches the Haunches of the Dragon. Although easy to ascend, it's quite treacherous on the way down, with a series of hairpin turns in the last quarter-mile.
~
It's a long, cold, twelve-mile walk back towards Cania's Drop.
You see little on the way beyond some falcons overhead and some stray animal prints on the snow before you.
Day eventually turns to night and the temperature drops, but finally you ascend a last ridge and come within sight of the waystation.
It's immediately obvious something is wrong--the roof of the cabin is on fire!

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How far away are we? And how advanced is the fire…. A small fire that could be stopped or is the whole thing already engulfed?

GM Nowruz |

Perc(Spackle): 1d20 + 12 ⇒ (2) + 12 = 14
Perc(Melisande): 1d20 + 16 ⇒ (9) + 16 = 25 addl +3 vs traps
Perc(Tereze): 1d20 + 0 ⇒ (14) + 0 = 14
Perc (Shiro): 1d20 + 23 ⇒ (8) + 23 = 31
Perc (Dru): 1d20 + 10 ⇒ (17) + 10 = 27
Perc(Locke): 1d20 + 12 ⇒ (2) + 12 = 14
Thick gouts of black smoke rise up into the air and the scent of burning wood is quickly carried to you on the wind.
Terrified men rush out, their clothes aflame, only to meet with the vicious fangs and claws of waiting beastmen! The taers have come for revenge for the desecration of their sacred land! Unless quickly brought under control, the flames threaten to engulf the entire waystation!
I have to prepare the map! You've got two goals here: stop the taers and try to put out the flames before the cabin burns to the ground. There are five taers, with Black being bigger and stronger than the others--probably the leader. Damage to the cabin from the fire is tracked every round, but you can "heal" the damage with things like buckets of snow, ice/water-based spells, etc. You can prepare for the next scene but I will only have slides up on Monday!

GM Nowruz |

You see that the fight is actually almost a slaughter as bodies of humans that fled the fire are lying on the ground everywhere!
Some of the men and woman at the waystation are fighting back though!
The fire is spreading and it's blazing light makes the snow shimmer in orange and red colors.
Ini(Spackle): 1d20 + 7 ⇒ (7) + 7 = 14
Ini(Melisande): 1d20 + 13 ⇒ (10) + 13 = 23
Init(Tereze): 1d20 + 1 ⇒ (6) + 1 = 7]
Init(Shiro): 1d20 + 5 ⇒ (12) + 5 = 17
Init(Dru): 1d20 + 2 ⇒ (20) + 2 = 22
Init(Locke): 1d20 + 4 ⇒ (14) + 4 = 18
Init(Ujugro): 1d20 + 2 ⇒ (6) + 2 = 8
Init(Taer): 1d20 + 2 ⇒ (17) + 2 = 19
Initiative
Melisande
Dru
Taer
Locke
Shiro
Spackle
Ujugro
Tereze
BOLD may go!

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Can you dampen the flames, Melisande? I'll bring the fight to our foes, and try to save as many lives as possible
Delays to see which spell Melisande uses, then moves and attack biggest Taer

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Tereze is likely best equipped to put out fires. I'm much better at starting them, both metaphorically and literally. Melisande winks at Dru and turns to survey the scene before her.
Seems like we'd be best served just moving faster with this many enemies. Melisande casts Haste, targeting the six Pathfinders.

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Save ze People, I will do what I can about ze fire.

GM Nowruz |

You see that the Taer are continuing to attack the completely overwhelmed people.
You hear shouts everywhere!!
"Arghhhhh....."
One of the Taer rips of the leg of a woman that tries to flee and her bleeding body drops to the ground pooling blood on the white glistening snow.
~
Initiative - HASTE is in effect
Melisande
Dru
Taer
Locke
Shiro
Spackle
Ujugro
Tereze
BOLD may go!

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Locke flies upwards 25ft, and towards the fighting another 35ft.
With the group of beastmen below, she attaches a payload to her arrow, and shoots at the teal tear, catching all taer within 10 feet in the fire blast, but excluding the friendlies.
Arrow, PBS: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17Dmg, PBS, fire payload: 1d8 + 1 + 1 + 4d6 + 5 ⇒ (2) + 1 + 1 + (1, 3, 3, 4) + 5 = 20
Reflex DC 19 vs 1/2 splash damage of 9 fire damage. If hit, the taer is set on fire.

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Shiro uses a ki point to increase his movement speed, then rushes forwards to flank one of the taers near the cabin; which he proceeds to attempt to trip defensively. If successful, he ki throws the enemy to be in the square directly north of Shiro's position to get him away from the men that it was engaged with.
End of Turn AC would be 29.
Defensive Trip: 1d20 + 19 + 2 - 4 ⇒ (20) + 19 + 2 - 4 = 37

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With hasted speed, the bard moves forward. Once in position, he targets Shirogane's target with a spell.
Hideous Laughter DC 17 Will

GM Nowruz |

Locke, you face cover attacking tael so I redirected to yellow where you do not face cover and still can affect three with your splash.
Locke's arrow hits the Taer and it immediately sinks to the ground burning!
The fire also catches two others!
reflex x 3: 1d20 + 5 ⇒ (7) + 5 = 121d20 + 5 ⇒ (19) + 5 = 241d20 + 5 ⇒ (12) + 5 = 17
~
Shiro can move with astounding speed and sweeps the large Taer from his large feet so that it hits the snow!
~
Will: 1d20 + 6 ⇒ (19) + 6 = 25
The large Taer thinks that the situation is not funny at all!
~
After resisting the laughing spell, the large Taer on the ground in front of Shiro retaliates by attacking him with all its got but he cannot hit the agile Tengu!
2 slam, 1 bite: 1d20 ⇒ 161d20 ⇒ 131d20 ⇒ 10
~
Initiative - HASTE is in effect
Tereze
Melisande
Dru
Taer, teal, -9
Taer, yellow, disabled
Taer, red, -4
Taer, green,
Locke, -9
Shiro
Spackle
Ujugro, black, -9, prone
Ujugro, grey,
BOLD may go!

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Using her enhanced speed Tereze quickly moves over next to Spackle and offers a quick prayer to Gozreh:
Mistress of ze Waves and Sea,
Grant your water unto me.
Lord of all ze winds and Sky,
Make the cabin no longer dry!
Cast create water to create a downpour over the nearest fire. That’s 16 gallons of water in 6 seconds…. About the same as a firehose…. Hopefully that puts a dent in the fire.

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Dru moves as quickly as possible toward the leader of the Taers, hoping to put him down.
Double move under Haste (60), not sure if I still have an action left to attack but posing here in case
Hasted power attack: 1d20 + 18 + 1 - 3 ⇒ (2) + 18 + 1 - 3 = 18 +4 if still prone
PA dmg: 1d8 + 8 + 6 ⇒ (1) + 8 + 6 = 15
I guess I had my maths wrong since the beginning for my favorite weapon: Hit +9 level+4 Str+2 magic weapon+1 Weapon focus+2 Weapon Training=+18; dmg +4 STr +2 Magic weapon+2 Weapon training=+8. POwer attack gives -3 to hit/+6 dmg

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Melisande moves up and says, Now, now children. Settle down before you wind up being punished.
Casts Grease targeting the green square. DC 20 Reflex save from Blue and Red Taers or fall prone.

GM Nowruz |

Melisande only receives one response!!
"Arghhhhhh!!!! Aghhhjjhhhhhh!!! Baahhhhhhrrhhhh!"
You see that some of the people that were fighting the Taer are trying to flee but you still hear screams and cries from beyond your own battle!
And the building is still burning and the fire spreads!!
~
Reflex: 1d20 ⇒ 111d20 ⇒ 7
The greasy ground leads to both Taer slipping on the snow.
~
Reflex: 1d20 ⇒ 61d20 ⇒ 2
The two Taer on the ground try to stand up and suddenly drop to the ground again!
Reflex: 1d20 ⇒ 71d20 ⇒ 20
They try to stand up a second time and only one of them is successful.
~
The other three taer take out their spears and throw them on Locke and one of the spears pierces her leg!
Shortspear: 1d20 + 3 ⇒ (8) + 3 = 111d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (17) + 3 = 201d6 + 3 ⇒ (4) + 3 = 7
Suddenly, two more of the larger Taer come out of the burning wooden building with their shortspears and they also throw at Locke and another one pierces her arm!
Shortspear: 1d20 + 8 ⇒ (14) + 8 = 221d20 + 8 ⇒ (5) + 8 = 131d6 + 5 ⇒ (2) + 5 = 7
~
Initiative - HASTE is in effect
Tereze
Melisande
Dru
Taer, teal, -9
Taer, yellow, disabled
Taer, red, -4, prone
Taer, green,
Ujugro, brown,
Ujugro, orange,
Locke, -23
Shiro
Spackle
Ujugro, black, -24, prone
Ujugro, grey,
BOLD may go!

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With more of his allies in range, the bard begins to inspire them before launching an attack of his own.
"Ain't gotta alotta time, so let's work fast!"
Hornbow vs RED: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Damage: 1d10 + 1 + 2 ⇒ (4) + 1 + 2 = 7

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GM, the haste buff ups my AC to 21.
In relation to the other attacks, i am 20ft away 2D, but i am also flying at 30ft altitude. That's about 35 feet or so from the nearest taer on the ground. Short spears had a range of 20ft, i think? That distance would well make their attacks miss due to increments, right?
Locke attaches another fire payload and fires at the copper brown taer at the door.
Arrow, haste: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32Dmg, fire payload: 1d8 + 1 + 4d6 + 5 ⇒ (8) + 1 + (2, 1, 4, 2) + 5 = 23
All surrounding taer in 10ft get a reflex vs 9 fire splash.
If it hits, the taer is set on fire.
Locke then flies a further 15 feet upwards.
Crit???: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25Extra dmg: 2d8 + 2 + 1d6 + 5 ⇒ (7, 6) + 2 + (4) + 5 = 24

GM Nowruz |

Correct Locke! So no hit!
Spackle's arrow hits the Taer and Locke burns the large Taer to unconsciousness!
Shiro is up!!
~
Initiative - HASTE is in effect
Tereze
Melisande
Dru
Taer, teal, -9
Taer, yellow, disabled
Taer, red, -11, prone
Taer, green,
Ujugro, brown, disabled
Ujugro, orange,
Locke, -9
Shiro
Spackle
Ujugro, black, -24, prone
Ujugro, grey,
BOLD may go!

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Shiro takes a 5-foot step to the side to flank with Dru, then unleashes a series of non-lethal defensive attacks upon the prone creature between them.
Non Lethal Defensive Flurry of Blows: 1d20 + 12 + 2 + 2 + 1 - 4 ⇒ (7) + 12 + 2 + 2 + 1 - 4 = 20
Non Lethal Defensive Flurry of Blows: 1d20 + 12 + 2 + 2 + 1 - 4 ⇒ (5) + 12 + 2 + 2 + 1 - 4 = 18
Non Lethal Defensive Flurry of Blows: 1d20 + 7 + 2 + 2 + 1 - 4 ⇒ (3) + 7 + 2 + 2 + 1 - 4 = 11
Non Lethal Defensive Flurry of Blows: 1d20 + 7 + 2 + 2 + 1 - 4 ⇒ (13) + 7 + 2 + 2 + 1 - 4 = 21
NL Damage if needed: 1d10 + 7 + 2 + 1d6 ⇒ (10) + 7 + 2 + (3) = 22
NL Damage if needed: 1d10 + 7 + 2 + 1d6 ⇒ (6) + 7 + 2 + (5) = 20
NL Damage if needed: 1d10 + 7 + 2 + 1d6 ⇒ (9) + 7 + 2 + (4) = 22
NL Damage if needed: 1d10 + 7 + 2 + 1d6 ⇒ (6) + 7 + 2 + (4) = 19
End of Turn AC 29

GM Nowruz |

Correct Locke!
Shiro fists are strong and soft at the same time and after three punches the brute creature is knocked unconscious!
reflex: 1d20 ⇒ 5
The fire of Locke's arrow also splashes one of Taer!
~
One of the larger Ujugro Taer rushes towards Shiro to strike him but cannot penetrate Shiro defenses!
To hit: 1d20 ⇒ 11
~
Initiative - HASTE is in effect
Tereze
Melisande
Dru
Taer, teal, -9
Taer, yellow, disabled
Taer, red, -11, prone
Taer, green,
Taer, white, -18
Taer, grey
Ujugro, brown, disabled
Ujugro, orange,
Locke, -9
Shiro
Spackle
Ujugro, black, disabled
Ujugro, grey,
BOLD may go!

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Dru orders the two non-fighter to go away, then moves toward a big taer Orange Ujugro
Move, you two. Get out of the fight. We'll try to save as many people as possible
Power attack, Haste bonus: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21
Pa Dmg: 1d8 + 14 ⇒ (8) + 14 = 22
Power attack, Haste bonus Free attack: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33
Pa Dmg: 1d8 + 14 ⇒ (1) + 14 = 15

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Continuing to use her magical speed, Tereze moves to the back of the house and Again summons a rainstorm to put out more fire.
Cast Create water for another 16 gallon Downpour on the fire.
Zere are more creatures and innocents back here!

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I'm assuming that any guards that are mostly upside down are disabled or dead. If that is not the case, let me know and I will adjust.
Melisande notes the downed guard in the midst of three enemies and shakes her head sadly, but knows they won't be impacted as she casts Glitterdust into the yellow area.
DC 21 Will save for Green, White and Grey or be blinded.

GM Nowruz |

Will Green, White and Grey: 1d20 ⇒ 131d20 ⇒ 101d20 ⇒ 2
All of the beastmen are affected by the glitterdust!!
They all rub their eyes ant the grey taer is able to see again!
Will Green, White and Grey at the end of round : 1d20 ⇒ 21d20 ⇒ 51d20 ⇒ 19
~
The taer with teal armor takes out a spear and throw it on Locke but misses!
Shortspear: 1d20 + 3 ⇒ (10) + 3 = 131d6 + 3 ⇒ (6) + 3 = 9
The other taer in red starts to stand up again but falls and then retries and finally stands again!
reflex: 1d20 ⇒ 12
reflex: 1d20 ⇒ 19
~
The Ujugro that Dru hurt is now trying to retaliate but cannot penetrate the fighter's defense!
slam: 1d20 + 10 ⇒ (12) + 10 = 221d4 + 5 ⇒ (1) + 5 = 6
slam: 1d20 + 10 ⇒ (10) + 10 = 201d4 + 5 ⇒ (3) + 5 = 8
bite: 1d20 + 5 ⇒ (15) + 5 = 201d4 + 2 ⇒ (4) + 2 = 6
~
Initiative - HASTE is in effect
Tereze
Melisande
Dru
Taer, teal, -9
Taer, red, -11
Taer, green, blinded, save each round
Taer, white, -18, blinded, save each round
Taer, grey
Ujugro, orange, -22
Ujugro, brown, disabled
Taer, yellow, disabled
Locke, -9
Shiro
Spackle
Ujugro, black, disabled
Ujugro, grey,
BOLD may go!

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With magically enhanced speed, tiny legs pump furiously to catch up to Tereze. The bard then tosses a portion of his voice across the distance.
Casting Sound Burst. DC 18 Fort save or be stunned for 1 round. No save to prevent damage.
Damage: 1d8 ⇒ 1

GM Nowruz |

The sound is so loud that some glass shatters and two of Taer are clearly stunned!
fort: 1d20 ⇒ 181d20 ⇒ 71d20 ⇒ 2
An arrow pierces the chest of one of the larger beasts!
~
Initiative - HASTE is in effect
Tereze
Melisande
Dru
Taer, teal, -9
Taer, red, -11
Taer, green, -1, blinded, save each round
Taer, white, -19, blinded, save each round, stunned 1 round
Taer, grey, -1, stunned 1 round
Ujugro, orange, -26
Ujugro, brown, disabled
Taer, yellow, disabled
Locke, -9
Shiro
Spackle
Ujugro, black, disabled
Ujugro, grey,
BOLD may go!

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My apologies for the delay. The wifey and I had a week-long trip to San Francisco to visit our new nephew (6 weeks old!) and family; just got back!
Shiro unleashes another series of defensive, non-lethal unarmed strikes at the Ujugro next to him.
Non-Lethal Defensive UAS: 1d20 + 12 + 2 + 1 - 4 ⇒ (15) + 12 + 2 + 1 - 4 = 26
Non-Lethal Defensive UAS: 1d20 + 12 + 2 + 1 - 4 ⇒ (12) + 12 + 2 + 1 - 4 = 23
Non-Lethal Defensive UAS: 1d20 + 7 + 2 + 1 - 4 ⇒ (15) + 7 + 2 + 1 - 4 = 21
Non-Lethal Defensive UAS: 1d20 + 7 + 2 + 1 - 4 ⇒ (3) + 7 + 2 + 1 - 4 = 9
Non-Lethal Defensive UAS Haste Attack: 1d20 + 12 + 2 + 1 - 4 ⇒ (12) + 12 + 2 + 1 - 4 = 23
Non-Lethal Bludgeoning Damage: 1d10 + 7 + 2 + 1d6 ⇒ (2) + 7 + 2 + (2) = 13
Non-Lethal Bludgeoning Damage: 1d10 + 7 + 2 + 1d6 ⇒ (10) + 7 + 2 + (2) = 21
Non-Lethal Bludgeoning Damage: 1d10 + 7 + 2 + 1d6 ⇒ (2) + 7 + 2 + (1) = 12
Non-Lethal Bludgeoning Damage: 1d10 + 7 + 2 + 1d6 ⇒ (10) + 7 + 2 + (2) = 21
Non-Lethal Bludgeoning Damage: 1d10 + 7 + 2 + 1d6 ⇒ (3) + 7 + 2 + (3) = 15
End of Turn AC would be 30, have been forgetting Haste bump

GM Nowruz |

Please don’t worry!! I hope you had fun!!!
The beast is hit with knees, elbows and fists and the shock knocks the creature out!!
You hear a shoot of victory from the back as the taer seem to be defeated.
~
Initiative - HASTE is in effect
Tereze
Melisande
Dru
Taer, teal, -9
Taer, red, -11
Taer, green, -1, blinded, save each round
Taer, white, -19, blinded, save each round, stunned 1 round
Taer, grey, -1, stunned 1 round
Ujugro, orange, -26
Ujugro, brown, disabled
Taer, yellow, disabled
Locke, -9
Shiro
Spackle
Ujugro, black, disabled
Ujugro, grey, disabled
BOLD may go!

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Power attack, Haste: 1d20 + 18 - 1 - 3 ⇒ (4) + 18 - 1 - 3 = 18
Dmg: 1d8 + 8 + 6 ⇒ (6) + 8 + 6 = 20
Power attack, Haste: 1d20 + 18 - 1 - 3 ⇒ (17) + 18 - 1 - 3 = 31
Dmg: 1d8 + 8 + 6 ⇒ (7) + 8 + 6 = 21
Power attack, Haste: 1d20 + 13 - 1 - 3 ⇒ (11) + 13 - 1 - 3 = 20
Dmg: 1d8 + 8 + 6 ⇒ (8) + 8 + 6 = 22
Dru continues her relentless assault on the big bad Orange taer

GM Nowruz |

Dru’s weapon smashes the big brute’s rib cage and she 5 ft steps to then smash the white Taer’s face and also hurt the gray Taer!! Both the large Taer and the wounded one drop to the ground!!
~
Initiative - HASTE is in effect
Tereze
Melisande
Dru
Taer, teal, -9
Taer, red, -11
Taer, green, -1, blinded, save each round
Taer, white, disabled
Taer, grey, -23, stunned 1 round
Ujugro, orange, disabled
Ujugro, brown, disabled
Taer, yellow, disabled
Locke, -9
Shiro
Spackle
Ujugro, black, disabled
Ujugro, grey, disabled
BOLD may go!

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Tereze moves to where she can see everything left on fire then summons another thundercloud to put out more, and hopefully all, of the fire.
Create water again

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Melisande moves up a bit and fires off an Arcane Bolt at the teal taer.
Arcane Bolt vs Touch AC: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 for 1d4 + 4 ⇒ (4) + 4 = 8 force damage.