
GM Irish202 |

Apologies for the delay in posting.
2d6 + 4 ⇒ (5, 6) + 4 = 15
Gwen Fort Save: 1d20 + 8 ⇒ (2) + 8 = 10
Dex Damage: 1d6 ⇒ 6
Snapping Turtle: 1d20 + 18 ⇒ (12) + 18 = 30
The gargantuan centipede does a repeat performance, pieces of its carapace flying in all directions to once again coat the marketplace square in gore following Tetsudo's attack. Gwendallyn positions herself defensively in front of Tereze, in preparation of the remaining centipede's approach. This happens shortly thereafter, as both remaning centipedes begin to slither towards her. Both lunge at Gwendallyn, one managing to slip past her defenses. She winces as poison begins to seep in the wound, but reflexively grabs the offending centipede in a grapple!
Initiative Order (Round 1-2)
Tereze
Fiona
-----------
Tetsudo
Locke
Gwendallyn (-15, -6 DEX. DC 14 Fort)
Huge Centipedes

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Gwen! Tereze looks in horror as the creature scores a major hit on her friend.... But she soon feels her life energy flow into her friend healing her.
Tereze takes 5 HP damage, and Gwen heals 5 via Life Link
Seeing that her friend is starting to move more slowly, Tereze reaches out and uses her life energy to counteract the effect of the bite.
Cast neutralize poison on Gwen

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GM, that huge centipede below me would currently be hurt and on fire after the firebomb. It takes 1d6 fire dmg at every turn unless put out.
Locke uses one more bomb to blast the centipede below.
Rt, PBS: 1d20 + 10 ⇒ (9) + 10 = 19 Fire!: 3d6 + 6 ⇒ (2, 4, 1) + 6 = 13

GM Irish202 |

GM, that huge centipede below me would currently be hurt and on fire after the firebomb. It takes 1d6 fire dmg at every turn unless put out.
That will be extremely unfortunate for Tetsudo, but so be it! Ret-con action from round 1...
Fire Dmg: 1d6 ⇒ 6
Attack vs. Tetsudo: 1d20 + 11 ⇒ (17) + 11 = 28
Bite Dmg: 2d8 + 9 ⇒ (5, 2) + 9 = 16
Poison Fort DC 17 (Dex Dmg): 1d8 ⇒ 1
The writhing silver statue lets off a pulse of eerie otherworldly light, causing the exploded gargantuan centipede to implode back into a whole centipede from the various gore bits strewn about the marketplace in slow motion! The newly-regenerated centipede lunges at him, biting the Turtle Warrior with its sharp mandibles!
Initiative Order (Round 1-2)
Tereze -5 (Caster Level Check Needed for neutralize poison, DC 14)
Fiona
-----------
Tetsudo -16
Locke
Gargantuan Centipede (-53, on fire)
Gwendallyn (-10, -6 DEX. DC 14 Fort)
Huge Centipedes (-13 on one/flaming)

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Caster Level Check: 1d20 + 6 ⇒ (4) + 6 = 10
Boo!

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"How...? Not again!" Fiona exclaims as the gargantuan centipede regenerates. She quickly casts a hex on it, jinxing it with bad luck.
Misfortune on the gargantuan centipede, DC 18 vs. Will or: anytime it makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. Effect lasts for one round.

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BLOODY STOP THAT! AAARGH!
He turns Roshi around and charges for another strike.
Spirited Charge: 1d20 + 14 ⇒ (8) + 14 = 22
damage: 3d8 + 39 ⇒ (4, 3, 7) + 39 = 53

GM Irish202 |

Gwen Fort Save: 1d20 + 8 ⇒ (2) + 8 = 10
Gwen Dex Damage: 1d6 ⇒ 1
Tetsudo Dex Damage: 1d8 ⇒ 8
Fire Damage: 1d6 ⇒ 1
Grapple Check: 1d20 + 23 ⇒ (11) + 23 = 34
Grapple Check: 1d20 + 23 ⇒ (16) + 23 = 39
Grapple Damage: 1d8 + 5 ⇒ (6) + 5 = 11
HMC Grapple attempt: 1d20 + 15 ⇒ (14) + 15 = 29
HMC attack vs. Treze: 1d20 + 5 ⇒ (3) + 5 = 8
I had tucked a Fort Save needed for Tetsudo in my dice rolling spoiler that I forgot to mention from this past turn. Please make a DC 17 Fort Save at your convenience for last turn, 1 point Dex on a failure. If failed, will need another one for this turn or take 8 points Dex.
The gargantuan centipede succumbs to Fiona's curse of misfortune. The result of the curse becomes apparent, as it suffers a mortal turn of its luck as Tetsudo re-splats the insect all over the market square again, re-coating the entire square in another layer of green gore. Gwen is unable to fight off the poison, but with a surge of strength flips the massive centipede she is grappling over and slams her fist firmly into one of its large eyes. *Swift action to martial flex Greater Grapple*
The grappled centipede struggles to get better leverage in Gwen's embrace, but is unable to un-pin itself from the grapple. The other centipede lunges past Gwen as she is distracted to attempt to nip at Tereze, but she is able to dodge its clumsy attack.
Initiative Order (Round 2-3)
Tereze -5
Fiona
-----------
Tetsudo -16 (2 Fort Saves pending DC 17, cure 1 save (1st = 1 pt, 2nd = 8 pt))
Locke
Gwendallyn (-10, -7 DEX. DC 14 Fort, Grappling)
Huge Centipedes (-15/flaming, -11/Pinned)

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As faint bite marks appear on her torso, Tereze looks the cetipedes grappled by her friend and with the turtle riding swinging around for another charge..
I suppose you can deal with zose. she says stepping back.
5 foot step. Tereze -10 HP and Tetsudo and Gwen both gain 5 from Life Link
Then she reaches out the the Gods above and readies herself to calls down the divine mist to heal her companions as soon as Testudo makes his charge.
Ready action to Channel heal all in 20' burst as soon as Testudo is in range, excluding the centipedes.
Channel Heal: 3d6 ⇒ (3, 3, 6) = 12
by My count that fully heals Testudo and Gwen from their HP damage and leaves me at -3 HP

GM Irish202 |

**Botting Activated**
Spirited Charge: 3d8 + 39 ⇒ (7, 1, 2) + 39 = 49
Tetsudo Fort Save: 1d20 + 9 ⇒ (12) + 9 = 21
Tetsduo Fort Save: 1d20 + 9 ⇒ (15) + 9 = 24
HMC Will vs. Misfortune: 1d20 + 2 ⇒ (7) + 2 = 9
Gwendallyn Grapple: 1d20 + 23 ⇒ (13) + 23 = 36
Gwendallyn Greater Grapple: 1d20 + 23 ⇒ (20) + 23 = 43
Grapple Damage: 2d8 + 10 ⇒ (3, 6) + 10 = 19
Gwendallyn Fort Save: 1d20 + 8 ⇒ (17) + 8 = 25
Tetsudo wheels around and charges the flaming centipede, causing another insect to explode in all directions. Locke's arrow strikes his target true; while Fiona orients on the remaining insect, causing it to succumb to her curse of misfortune. Finally, Gwendallyn maintains her grip on the insect; fatally twisting its head off of its body, causing it to collapse it a huge pile on the flagstones of the market square. The sounds of battle fade once again, leaving the group standing alone in the square; the statuette sitting innocently nearby as the noontide sun above glints off of its surface.
**Out of Initiative**

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Before anybody moves, Testudo shouts.
NOBODY MOVE. NOBODY CAST A SPELL, NOBODY DO ANYTHING! I DO NOT WANT TO BE KILLING CENTIPEDES ALL DAY!
With that, he moves over the the thing and tosses his tabbard over it so he's not touching it.
We are going to take this thing back, IMMEDIATLY, and we're not going to do ANYTHING that might trigger it until it's someone else's problem.
He sounds... less noble than normal. Apparently, the giant bugs and severe stiffness make for a cranky turtle rider.

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Agreed, we need to get zis to ze Archives as soon as possible!
Tereze gathers the group and leads them back to the Pathfinder Lodge in the city.

GM Irish202 |

Tereze gathers the group and leads them back to the Pathfinder Lodge in the city.
The group finds their return back to the Lodge relatively uneventful, ending back up at the Sedeq Lodge without issue. Yasmin looks up from a report she is perusing, surprised to see the party back so soon.
"Welcome back," she says while trailing off a bit towards the end with a raised eyebrow as she takes in the relatively ruffled state of the group. "Have any luck finding those statues yet?"

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And it will do it over and over again.
She casts a worried look at the statue.
As soon as you have zis safely stored, we will go see if we can find ze second statue.

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Locke, I will heal both Gwen and Testudo as soon as zat statue is safely stored. I just worry about doing zat while it is still around.

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"No worry, Tereze, didn't mean anything by it.
Just a healthy worry, you know.
Really, if it wasn't for your healing powers, we'd have been in some dangerous spots."
(points at the spot of previously punctured lung)
Looking back, i think DC 10 perception was enough to notice something back then.
[PM'ed content]

GM Irish202 |

Yasmin gingerly takes the statue presented to her by Tereze, turning it over in her hands to observe it at all angles. "It reacts to arcane spells, you say? This certainly could be a dangerous artifact, for sure!" she says. The Venture-Captain moves over to a chest in the corner of the room, opening it to reveal an interior lined with a dark metal of some kind. She wraps the statue in a well-made linen and places the bundle inside before sealing the check with a lock. Yasmin turns back to the group. "Thanks for the hard work. Recuperate if you need to, but I would not hesitate for too long. The other statues may slip from our grasp if the other buyers for the statues leave the city."
Another Diplomacy or Knowledge (Local) check may assist in locating the other buyers for the statues.

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With the statue safely locked away, Tereze looks at the others.
Gwen and Testudo come close to me. Who is still hurt? Some of you got bit pretty hard by ze big bugs.
Lesser Restoration Gwen: 1d4 ⇒ 3
Lesser Restoration Gwen: 1d4 ⇒ 3
Testudo, did you take any ability damage from poison? I can heal that too.
When everyone is healed, Tereze leads the group back into the city to see if she can figure out where the second statue is.
Diplomacy: 1d20 + 13 ⇒ (16) + 13 = 29

GM Irish202 |

1d3 ⇒ 2
After some brief discussions with some townsfolk nearby, Tereze learns of an individual who had been seen at length talking with Chaim named "Buri Buri-Ban," a human thug perceived to be part of another smuggling ring in the city. The townsfolk frequently see him at his favorite lunch spot, the Fetching Fan Cafe just off the Sengali Square down the road.
Should the group follow up on this lead, they will actually see a man matching Buri's description sitting down for a meal at the patio for the cafe. He appears to be engaged in a conversation with a waiter, while he is empty a drink flask into a cup at the table. He takes a long swig as a bustle of customers briefly obscure him from view, but when the cluster of people clears Buri is nowhere to be seen!

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Perception: 1d20 ⇒ 2
Where did he go? she whispers to the rest of the group.

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May as well roll for the others....?
Perc Fiona: 1d20 + 6 ⇒ (1) + 6 = 7
Gwen: 1d20 + 11 ⇒ (18) + 11 = 29
Testudo: 1d20 + 1 ⇒ (19) + 1 = 20
Gwen and Testudo notice the shady character's traces, and Gwen easily points where they're going.
Seeing the warning sign, Locke shrugs.
"Alright, seems i won't be using my incendiary weapons."

GM Irish202 |

The group enters the warehouse, noting that the area inside is about 100 feet on all sides of the square room filled with a variety of vats filled with a melange of spices that assault your senses. Endless motes of spice dust float about in the air inside, dancing around the catwalks and chains that dangle from the ceiling. Six workers, clad in little beyond loincloths and bandannas that they wear around their face like a mask, move amongst the vats refining spices in the vats. A foreman stands up on one of the catwalks above supervising the process.
Everyone will notice a visible ripple in the spice dust on the floor and the air about 20 feet in front of you, moving in a way that suggests that Buri-Ban is attempting to flee through this warehouse towards an exit on the other side about 80 feet away. As you notice this, several of the workers note your presence and begin shouting at you in their native language!
Initiative (Buri-Ban): 1d20 + 5 ⇒ (19) + 5 = 24
There is unfortunately not a map for this particular encounter, so it will be more theatre of the mind. I will be keeping track how far everyone is from the exit of the room in terms of positioning. Please Roll Initiative! If no-one rolls higher than 24, feel free to then begin your turns as Buri-Ban advances 50 feet (e.g. ending 30 feet away from the exit) for his action. He is still invisible (e.g. 50% concealment), but you can pinpoint his square as long as he moves during a turn (or until his invisibility drops.

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Inititive: 1d20 + 1 ⇒ (8) + 1 = 9
Tereze sees the other man escaping and with a grim expression calls out in her native tongue as she moves forward.
You who curse me every day, for once save others rather then harm. Appear and block that door!
She points at the far door and suddenly a shadowy figure seems to rise of the ground and hover in front of the door. As it's head turns, the creature's tattered hood reveals eyes that glow with a cold blue light within horrid shadowed skull.
Seeing the movement in the dust the creature reaches a skeletal hand in the direction of the invisible creature and lets out a moan.
Cast Minor Image to show a wraith rising up in front of the door. (Will 16) to disbelieve if interacted with. And then Tereze moves forward 30 feet.

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Init: 1d20 + 3 ⇒ (7) + 3 = 10
Spellcraft: 1d20 + 14 ⇒ (16) + 14 = 30
"Crafty use of the spell, Tereze."
"Though i'll head over as well to be certain."
Locke spreads their wings and flies forward 80ft.
60ft fly speed in my light armor. 2x move.

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Testudo sets his lance.
BY JOVE! EITHER YOU COME OUT YOU CUR OR I WILL BE FORCED TO RUN YOU DOWN LIKE THE DOG YOU ARE! FACE YOUR DOOM WITH HONOR!
Readied action for one of my SUPER SPEED CHARGES! as a partial charge if he reveals himself or is glitterdusted/ect. I will charge anywhere within 400 feet to strike.
Spirited Charge: 1d20 + 14 ⇒ (11) + 14 = 25
damage: 3d8 + 39 ⇒ (1, 4, 5) + 39 = 49
Miss Chance if needed: 1d100 ⇒ 32

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Botting, i guess?
Init Fiona: 1d20 + 1 ⇒ (6) + 1 = 7
Fiona, looking unsure of the situation, steps up next to Tereze.
Should Buri Bur Ban reveal himself, she will unleash a slumber hex, DC 18 will.

GM Irish202 |
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BB Will: 1d20 + 7 ⇒ (2) + 7 = 9
As Tereze's illusionary wraith emerges near the exit, the group will notice Buri-Ban appears from his concealment as he engages in "combat" with the illusion. Tetsudo takes advantage of this situation and charges the man, literally plowing through the man and sending the two halves of his corpse flying in opposite directions. The gore coats several nearby workers, who immediately double over and begin vomiting into their facemasks, resulting in more retching from the build up. A shiny copper statuette of a cat tumbles to the floor near the left half of Buri-Ban's body, the figurine lightly dusted in curry powder.
Out of Initiative!

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Tereze looks horrified at the body.
No, No, No! I just wanted to talk to him!
Suddenly she looks at the people around her.
Do not Cast any spells! Tereze yells while looking sadly at the dead man.
Now before zat statue hurts someone else, someone examine it!

GM Irish202 |

Now before zat statue hurts someone else, someone examine it!
Several workers not puking nearby look confused, shrug, and stare very intensely at the statuette. They then look back at Tereze, muttering something in Kelish.

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......
"That was a bit an excessive display of force, for subduing a running suspect."
Then the stench of vomit joins the faint irony smell of blood.
"I suggest we get some fresh air, and avoid further attention we might draw to ourselves, what with the slaying of a man in the middle of an industrial plant. I'd hate to have the VC bail us out of prison."

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Tereze thinks for a moment if she could save the man, but knowing it is beyond her power, she instead just gathers the statue and quickly searches the body.
After she grabs what she can.
Come we must get zis where it can not hurt anyone else.
She heads out hoping the others follow.

GM Irish202 |

I am away from my computer on a trip, and will have lootz posted when I return Sunday evening.
The group quickly departs from the warehouse as a gathering crowd of workers converge to gawk at the carnage within. Moving a safe distance away, they will notice several guards rushing past them towards the building to investigate the ruckus.
What would people like to do now? If you wish to continue tracking down more statues, a Diplomacy or Local check will help move that along.

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You all drop zis off, and I will ask around if zere are any more statues.
She hands the rest of the group the statue.
We can meet back here in an hour.
She moves a few blocks away before starting to ask about the statues.
Diplomacy: 1d20 + 13 ⇒ (10) + 13 = 23

GM Irish202 |

The group is able to return the statuette from the spice warehouse without incident. Meanwhile, Tereze is able to learn of the 3rd statuette's location, in the possession a merchant Nasir Tandir; a heavy set man who maintains a warehouse of his own due south of Qalli Trading House in the Overmarket neighborhood called "The Secure Market."
In the Overmarket, the streets are broader, the buildings farther apart, and the alleyways less dark. The spice levels in the air are much more breathable as well. This is the middle class portion of the Qalli—not as crowded as the Central Market where the poorest of the poor rub elbows with high powered merchants. The Overmarket almost has the feel of a residential neighborhood, albeit one with many more shops and stalls than houses and apartments. Tandir's warehouse is easily located, where the front door to the warehouse is wide open.
Directly inside the front door are two men in the middle of a heated discussion. One, behind the low counter, is a fat, jowly man, looking wary but defiant. The man standing across from him is grizzled but menacing—his body lean but for a sizable paunch and his cheeks scraggly with half grown gray beard. The fat man blusters, “I’ve already paid you what you’re owed, Belal. You told me protection would be ten a month, plus another five for the mucks. By those rates I’m paid up through the end of the year!”
Belal reaches across the counter and grabs the man by his collar. “Rates have changed, Tandir. I’ve told you that twice now. If you want my protection”—he jerks on the collar—“you’d better pay me the rest.”
What does everyone do?

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Tereze motions for the others to hide and grabs Gwen and drags her over so only the two of them are seen at the door.
Then she speaks up in her sweetest voice while leaning casually against the door frame.
15 gold a month? It does seem like a lot to pay... I do not know Gwen, do you zink he is worth that? He seems a bit out of shape to me.
She gives him a very obvious once over and waits.

GM Irish202 |

The tough manhandling Nasir lets go of the man's collar as he turns to look at Tereze and the group behind her. He clears his throat loudly and smooths his clothing as he steps back slightly from the merchant.
"Err...This is a private warehouse, madam," Nasir says nervously as he gets to his feet and attempts to regain his aplomb. "Is there something I can help you with?"

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Perception?: 1d20 + 8 ⇒ (15) + 8 = 23
Locke, paying careful attention to the conversation inside, hears something further ahead.
Poking Testudo carefully, and making a 'shh' motion with a finger to the mouth....
"I get the impression that guy signaled to more of their kind.
I think they're ready to get inside at a moment's notice."

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Perception: 1d20 ⇒ 3
Tereze watches with amusement as the two men try to regain their balance after the fight.
You have recently acquired an item of considerable danger. A statue about so tall. She holds her hands about the distance apart of the other statues.
One of ze statues from ze same batch has earlier today released a series of monsters on its unsuspecting owner. I am sure you heard about ze disruption earlier today at ze Central Market?
It was lucky ze pair of us were nearby at ze time. We had to put down ze monsters to protect all ze innocent people zere in the square.
We are simply here to ensure no such terrible zing happens in your establishment you have clearly worked so hard to build. Monsters do make such a mess...

GM Irish202 |

Fiona: 1d20 + 1 ⇒ (7) + 1 = 8
Gwendallyn: 1d20 + 2 ⇒ (7) + 2 = 9
Locke: 1d20 + 3 ⇒ (7) + 3 = 10
Tereze: 1d20 + 1 ⇒ (9) + 1 = 10
Testudo: 1d20 + 1 ⇒ (9) + 1 = 10
Belal: 1d20 + 7 ⇒ (4) + 7 = 11
Thugs 1-2: 1d20 + 3 ⇒ (4) + 3 = 7
Nasir: 1d20 - 1 ⇒ (3) - 1 = 2
When Tereze mentions the statue, Nasir flinches reflexively in the direction of the counter he was leaning against. The thug next to him adopts an appraising look as he too looks at the counter. "What's that, Nasir? Peddling dangerous artifacts now, are you? Be a good merchant and show your wares, won't you?" He flicks out a dagger from its sheath on a belt, flipping it threateningly in the air as the thug begins to advance around the counter. The thug calls out behind his shoulder, "I won't have to report a dead merchant to the boss if there's no witnesses. Boys, get'm!"
Initiative: (Round 1)
Belal
Locke
Tereze
Tetsudo
Gwenddallyn
Fiona
Thugs 1&2
Nasir

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Aw heck, thing's gone sour.
"Come on, we've got to take them out before the noise draws attention."
Locke awaits until there's a bit more room to act.
Waiting for Gwen to move to get a clearer los for a bomb.

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Very bad choice.... Tereze says with a sad shake of her head.
She steps back from the door and starts to call for help from beyond the planes.
Begin to Cast Summon Monster III

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Testudo waits for Gwen to grab the nearest thug.
Gwen makes a grab for the guy.
I've got you, little man: 1d20 + 23 ⇒ (12) + 23 = 35
Testudo then rides past Gwen, to attack him.
"ROSHI! IT IS TIME TO SHOW THESE THUGS OUR MIGHT."
Lance thrust: 1d20 + 11 ⇒ (16) + 11 = 27 Dmg: 1d8 + 7 ⇒ (3) + 7 = 10
Roshi bite: 1d20 + 6 ⇒ (9) + 6 = 15 Gnaw gnaw: 1d3 + 3 ⇒ (3) + 3 = 6
Fiona moves slightly towards the door and, seeing the men through the door opening, uses sleep hex on red.
Willsave DC 18 vs sleep for 6 rounds.

GM Irish202 |

Green Attack vs. Tetsudo: 1d20 + 4 ⇒ (6) + 4 = 10
Belal Dagger vs. Gwen: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20
Damage vs. Gwen: 1d4 + 1 ⇒ (4) + 1 = 5
Gwen grasps the thug firmly in her grasp, the man struggling vainly against her iron grip. Tetsudo's lance greets him immediately after, the weapon piercing his leather armor like butter, while Roshi is able to adeptly nip the man due to him being restrained by Gwendallyn. Fiona puts one of thug's back-up thieves to sleep with an uttered curse, the man collapses to the ground with a snore.
The other thief lets out a curse of his own, moving forward as he draws a shortsword to stab Tetsudo with. Unfortunately for the thief, his attack is unable to get past the turtle knight's defenses. Meanwhile, Nasir cowers behind his counter as he covers his head with his hands. The thug in Gwendallyn's grasp decides to stab her with his dagger, the blade finding a gap in her defenses and dealing a bit of damage.
Initiative: (Round 2)
Belal (-16, grappled by Gwen)
Locke
Tereze
Tetsudo
Gwenddallyn (-5, grappling Belal)
Fiona
Thugs 1&2 (Red Unconscious)
Nasir

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GM Irish, how tall is the ceiling in the area? If I was to summon a lantern archon, can it fly above the other's heads/over the boxes on the map?