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Will Save: 1d20 + 4 ⇒ (11) + 4 = 15
Shardra's curse lands as Tad soothes her wounds with a friendly lick.
18 Thokzazt
18 Shardra (Damage: 2)
14 Ebonwolf (Damage: 9)
13 Blue (Damage: 14)
12 William (Damage: 11)
10 Zeno (Damage: 7)
10 Green (Misfortuned)
10 Orange (Damage: 34)
7 Purple (Misfortuned)
4 Tad

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Stepping closer to Ebonwolf with a nod, Thokzazt continues his Inneffective Onslaught, hoping to at least keep the Sahaguin on their guard and preventing their escape.
Swing 1!: 1d20 + 10 + 1 - 2 ⇒ (8) + 10 + 1 - 2 = 17 Damage: 1d8 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Swing 2!: 1d20 + 10 + 1 - 2 ⇒ (19) + 10 + 1 - 2 = 28 Damage: 1d8 + 6 + 4 ⇒ (7) + 6 + 4 = 17
As Thokzazt swings, his Spiritual Predecessor swings around the outside of the Escaping Threat, hoping to prevent him from Escaping!
Spiritual Ally: 1d20 + 7 ⇒ (5) + 7 = 12 Damage: 1d10 + 2 ⇒ (8) + 2 = 10

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Continuing to press the advantage Ebonwolf steps up the retreating foe in Blue Garb. Spouting off "OI! Where do ya think yer going?" he begins swinging his Waraxes again slashing in towards the Sahaguin's gut. His mainhand axe still glowing with a divine light.
(MH)+1 Dwarven Waraxe, Haste, Divine Favor: 1d20 + 8 + 1 + 1 ⇒ (15) + 8 + 1 + 1 = 25
Slashing Magical, Divine Favor: 1d10 + 3 + 1 ⇒ (2) + 3 + 1 = 6
(OH)+1 Dwarven Waraxe, Haste, Divine Favor: 1d20 + 5 + 1 + 1 ⇒ (17) + 5 + 1 + 1 = 24
Slashing Magical, Divine Favor: 1d10 + 3 + 1 ⇒ (7) + 3 + 1 = 11
(Haste)+1 Dwarven Waraxe, Haste, Divine Favor: 1d20 + 8 + 1 + 1 ⇒ (2) + 8 + 1 + 1 = 12
Slashing Magical, Divine Favor: 1d10 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Swift Action: Sacred Weapon +1.
Free Action: 5ft Step
Standard: Full Attack Blue
Current Status:
HP 39/48
Haste - 1 Rounds
Divine Favor - 4 Rounds
Defending Bone (DR 5/Bludgeoning) - 4 hours or 15 dmg prevented
Sacred Weapon Count 1/4

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The combined might of Thokzazt and Ebonwolf is enough to bring the blue-robed foe down!
18 Thokzazt
18 Shardra (Damage: 2)
14 Ebonwolf (Damage: 9)
13 Blue (Damage: 49, Unconscious)
12 William (Damage: 11)
10 Zeno (Damage: 7)
10 Green (Misfortuned)
10 Orange (Damage:34)
7 Purple (Misfortuned)
4 Tad
Sorry about that, Roll20 game got in the way. (The Devil We Know just doesn't hold up these days...)

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William bolts back down the stairs, taking advantage of his enhanced speed to hopefully put an end to the attempts to flee the crime scene.
Stun gun, Covet Charge, Vital Strike, Haste, 4th increment, vs Touch: 1d20 + 13 + 1 - 6 ⇒ (1) + 13 + 1 - 6 = 9
Glitch chance: 1d100 ⇒ 7
Glitch type: 1d100 ⇒ 9
Weapon does not function, but still consumes the normal number of charges.
Grit goes up! Grit goes down.

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"I take it your weapon has a sore throat, Mr. Blazkovich?"
Prescience: 1d20 ⇒ 20
[dice= "Comet", Point-Blank, Deadly Aim, gravity bow, haste vs Purple People-Eater]1d20+12[/dice] Substituting my Prescience roll for an attack roll of 'THREAT!'
damage: 2d6 + 9 ⇒ (4, 3) + 9 = 16
Confirm?: 1d20 + 12 ⇒ (5) + 12 = 17
Critical damage: 4d6 + 18 ⇒ (6, 6, 1, 1) + 18 = 32 +16 = 48
[dice= "Comet", Point-Blank, Deadly Aim, gravity bow, haste, thistle arrow vs Purple People-Eater (or, if it's already down, vs Mean Joe Green over there)]1d20+12[/dice]
damage: 2d6 + 9 ⇒ (2, 3) + 9 = 14
rounds of bleed: 1d6 ⇒ 6
HOLY MOLY!: 1d20 + 12 ⇒ (12) + 12 = 24
Critical damage?: 4d6 + 18 ⇒ (3, 2, 2, 5) + 18 = 30 +14 = 44?
"The trick, you see, is to teach it to sing...."

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While William's weapon misfires, Zeno launches two perfect shots at the remaining foes. The first buries in the eye socket of the purple-stoled sahaugin, while the second seems destined for the throat of Mean Green, before he twists just enough to catch it painfully in the shoulder. The splintered arrow reduces his range of motion, leaving his attacks ineffective. The fleeing sahaugin reaches the waters edge and dives in, disappearing below the calm surface.
Trident on Ebonwolf: 1d20 + 10 ⇒ (2) + 10 = 12
Bite on Ebonwolf: 1d20 + 4 ⇒ (2) + 4 = 6
18 Thokzazt
18 Shardra (Damage: 2)
14 Ebonwolf (Damage: 9)
12 William (Damage: 11)
10 Zeno (Damage: 7)
10 Green (Damage: 15, Bleed 1, Misfortuned)
7 Purple (Damage: 64, Unconscious, Misfortuned)
4 Tad
Party is up, and one last tango to down. I will be out at my local gameday until late, so I will try and update when I get back.

Shardra - Iconic Shaman |

Shardra uses her power to hex and sends an ‘evil eye’ to the green sahuagin.
(evil eye hex on green vs. DC 18 Will negates).
She continues to chant (move action) to continue the misfortune hex on the green sahuagin.

Shardra - Iconic Shaman |

Sorry, attack rolls.

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Will Save: 1d20 + 4 ⇒ (8) + 4 = 12
The sahaugins grip on his trident slips slightly as Sharadra's curses continue to fall across him!
18 Thokzazt
18 Shardra (Damage: 2)
14 Ebonwolf (Damage: 5)
12 William (Damage: 11)
10 Zeno (Damage: 7)
10 Green (Damage: 15, Bleed 1, Misfortuned)
4 Tad
Sorry, ended up wiped out by the time I got home. On the plus side, The Ghol-Gan Heresy is a pretty solid romp.

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Botting protocols activated.
(MH)+1 Dwarven Waraxe, Haste, Divine Favor: 1d20 + 8 + 1 + 1 ⇒ (10) + 8 + 1 + 1 = 20
Slashing Magical, Divine Favor: 1d10 + 3 + 1 ⇒ (9) + 3 + 1 = 13
(OH)+1 Dwarven Waraxe, Haste, Divine Favor: 1d20 + 5 + 1 + 1 ⇒ (4) + 5 + 1 + 1 = 11
Slashing Magical, Divine Favor: 1d10 + 3 + 1 ⇒ (1) + 3 + 1 = 5
(Haste)+1 Dwarven Waraxe, Haste, Divine Favor: 1d20 + 8 + 1 + 1 ⇒ (1) + 8 + 1 + 1 = 11
Slashing Magical, Divine Favor: 1d10 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Ebonwolf presses the assault, managing to lay open the sahaugins chest with a shallow slash!

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Not one to wasting arrows under circumstances like this, Zeno nonetheless steps in after Ebonwolf's sub-par assault.
[dice= "Comet", Point-Blank, Deadly Aim, gravity bow, haste vs It Isn't Easy Being Green]1d20+12[/dice]
damage: 2d6 + 9 ⇒ (2, 5) + 9 = 16
[dice= "Comet", Point-Blank, Deadly Aim, gravity bow, haste vs It Isn't Easy Being Green]1d20+12[/dice]
damage: 2d6 + 9 ⇒ (6, 1) + 9 = 16

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Zeno's arrows strike true, causing the last warrior to fall. The warehouse falls silent. As you check over the bodies, they are mostly geared for combat, but one thing of note are hollow metal bars, each of them carrying a pair of them. On the upper balcony is a waterproofed map laid across the crates, which you easily recognize as depicting Vialesk. Red X's are marked in a rough circle, seeming to surround the Glass Pit.
Thokzazt
Shardra (Damage: 2)
14 Ebonwolf (Damage: 5)
William (Damage: 11)
Zeno (Damage: 7) I believe this was temp HP, so probably does not need healing.
Tad

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Tad gathers his friends together for a healing party, lifts his holy symbol, and prays to the Lady of Light. A warm wave washes over everyone, healing their hurts.
channel healing: 2d6 ⇒ (5, 1) = 6
Tad then looks at them to see if anyone needs more healing.

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When the next combat starts, if it makes sense Tad will use his first turn to cast Life Pact. description is here. I need to know who to include. I can only include 5 of us in the spell; I think the front liners are most important to include.

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Hopefully I got the count correct, but I think this leaves me at 4/5 Gritnache, and 48/53 HP.
William collects his weaponry and joins for the group huddle healing session. "One got away... we will likely need to press the pace of this investigation. They will need time to tend to their wounds before reporting to their superior officer, but every hour that passes is another hour our foes may prepare. Nonetheless, I would say that was an effective breach and clear operation. Now let us secure the building and check for explosives... appears as they intend to destroy the glass pit."
Checking over the map William frowns. "I would not be surprised if they were planning to fill these bars with the explosive powder we saw earlier... and plant them at the marked locations."
He inspects the map to try to predict the level of damage they seek to inflict, and how many of the points would need to be destroyed to cause a catastrophe.
Knowledge (Engineering): 1d20 + 10 ⇒ (15) + 10 = 25

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William examines the map and plots out the minimum ranges of detonation with practiced ease. It takes only a few minutes to realize that any one of the sites will cause rapid flooding of the district around the Glass Pit. Cutting off the air and submerging the forge would result in a massive pressure explosion and catastrophic damage to the city. The fewer sites allowed to go critical, the longer the city would have to evacuate the area, but the Glass Pit can likely only be saved by preventing the sabotage completely.
William also notes that the red X's are marked over initial black marks, suggesting that the sites have been crossed off.
I was certainly not counting hours for any particular reason... ;)

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Do we have any idea how to render the explosives inert or safely remove them? Any spells that would help? Since we don't have any disablers here... Also, what is the size of the area we're talking? Are all of the X's within meters, hundreds of meters, or kilometers?
Taking a closer look at the map, William shakes his head.
"We may be in too deep... we should alert the city watch and see if they can get a message to our allies. Unless any of you have methods of magical message sending that is. Either way they should be briefed. We'll need a method of removing these incendiary devices too. From our... experience with it before, it ignites on contact with water. If someone can get their hands on a wand of that spell... Air Bubble... maybe we could simply rip them out without risking a detonation. Either way we'll need to hurry. Make a quick search of the area for any clues on how to safely remove this... or how to prevent the command to set them off from ever being issued.... I'll go speak with the guards."

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Do we have any idea how to render the explosives inert or safely remove them? Any spells that would help? Since we don't have any disablers here... Also, what is the size of the area we're talking? Are all of the X's within meters, hundreds of meters, or kilometers?
I don't believe there is a map of Vialesk available for the players, but William can tell that the sites are spread out by kilometers. The map is not detailed enough to determine exact locations, so you suspect it will take time searching out the locations. Some may even be in submerged locations. William also feels confident that his engineering skill will be useful in correcting the sabotage.
This phase consists of time spent repairing the sabotage done to the city. Each 'round' you may make a skill check to find and repair the damage.
The available skills are:
- Knowledge Engineering
- Perception
- Swim
Other actions may assist in handling this threat, such as William's idea to speak to the guards.

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"Thokzazt, see if you can interrogate their leader. My stun gun should have left her in reasonable condition. I'll go enlist the aid of the guards."
William rushes out the door and bellows the phrase oft-dreaded by adventurers everywhere.
"GUARDS, GUARDS!"

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Tad looks at William as he describes the situation. "We should talk to Lilleone. She can perhaps get the city guards involved to help. She can also perhaps get someone to start getting the residents to safety, so that if we fail, people don't die."
We have some touch of the sea, but not that many. Tad has 1 scroll (but can't cast it), and I think Zeno has some memorized and there are some potions. Potions will be minimum caster level. The spell lasts 1 minute per level. I'm assuming it will take more than 10 minutes to travel between sites. I don't know if we'll have a problem here or not.
Tad did buy a scroll of water breathing he can use if needed. It will last for a while, but probably not long enough.

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Hopefully, the Touch of the Sea potions will at least help close in on the locations more quickly. I have 3 potions of Touch of the Sea and 3 air crystals. They can be redistributed between the party. I recommend that Thokzazt have some since he's walking in lead boots. William has high Dex and can spend panache to boost Swim, so if push comes to shove William can do without. Those who can use the scrolls should hold onto them for certain.

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Would having a small raft help get to the targets quicker or reduce the difficulty of swimming to any of the targets? William happens to have one... Also I have some goggles that provide a +5 circumstance bonus to perception for likely long enough to take care of this. I'd happily loan those to Shardra or Zeno.

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I would say the raft could give a +2 bonus to Swim checks to navigate to the sites, as the Swim check represents moving through the waterways of Vialesk. Touch of the Sea would not last long enough to provide any bonuses, and the air crystals are not necessary for the most part.

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For my part, I do indeed have 2 of both touch of the sea and air bubble each prepared, all CL 6th. W.I., Shardra's Perception skill is a hair better than mine, so you may wish to give her those goggles, as my Knowledge (Engineering) skill is, in turn, a hair better than yours.
Zeno looks over the map with a professional eye....
Craft (Cartography), in case there's anything to be gained from it here: 1d20 + 17 ⇒ (14) + 17 = 31

Shardra - Iconic Shaman |

"This is terrible! Who would want to destroy the dome? We learned here that sahuagin are involved and we should definitely inform the authorities! I will be able to assist with good attention to detail to disarm the bombs but I am a very poor swimmer!" Shardra sighs.
She uses her pearl of power to retrieve her spell 'heightened awareness' and then uses her wand to close William's wounds.
Using CLW wand on William: 1d8 + 1 ⇒ (5) + 1 = 6

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Grabbing the Dagger that the 'Leader' was carrying, Thokzazt focuses on the weapon for a minute while Zeno, William and Tad review the maps.
Thokzazt is using Object Reading on the Weapon to see if there is any other information that He can learn about these Sahaguin. If he has about 5 minutes, he will try one weapon or Piece of Armor from each of the Sahaguin to try to get a bit more information.
Uncle TOZ, Tell me a story :D
K(Arcana, Local, Planes or Religion): 1d20 + 12 ⇒ (19) + 12 = 31 -5 if History

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Willaim's calls are quickly answered, drawing back the patrol that had happened by before the Pathfinders leapt into action. The aquatic elves initial suspicion of the battlefield quickly gives way to grim concern as the situation is explained. They promise to bring the issue to their superiors attention as well as inform Lileone.
Darn you Thokzazt, I'll get back to you on that. :P

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"Aye, Tad ye have me thanks. Torag is proud this day." Ebonwolf thanks the little green cleric. Listening to the impending doom the party is now preparing to stop Ebonwolf only looks back in dismay thinking I am really unprepared for this mission.
"Send me wherever ya need me go. This city does na deserve ta be laid waste to." Ebonwolf checks his gear and begins to clean the sahuaghan blood from his weapons.

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Zeno looks over the map for any clues William missed, but the only new revelation he gleans is that the sahaugin are terrible cartographers. Thokzazt feels little from the weapons of the saboteurs besides bloodlust and savagery. Two of the spears prove to be permanently enchanted as well as a handful of arrows from the footsoldiers. An assortment of elf and human-baned projectiles reveal themselves to the Hellknight's gaze.
The party has 8 general locations to investigate spread around the Glass Pit district. Each one will take time to travel to and search out. Success is determined by the aforementioned skill checks. You may travel together or split up as you see fit, and Aid Another is allowed, of course. Please go ahead and let me know how you would like to proceed with the first round and roll your checks.

Shardra - Iconic Shaman |

I would suggest to split into groups of three. With me and Thaddeus in separate groups as healers. .

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"We should make sure each group has a swimmer, spotter, engineer, and healer. Zeno and I are the best engineers, and Zeno and Shardra are the best spotters. Given that, I'd recommend the following teams:"
Team 1: Comrades Shardra, Thokzazt, and myself
Team 2: Comrades Zeno, Thaddeus, and Ebonwolf
"If we are in agreement, we should move out with all due haste."
William heads to the water's edge and pulls a strange cylinder out of his pack. He presses a button on the side...
Glitch?: 1d100 ⇒ 27 Rats...
Glitch!: 1d100 ⇒ 94
Item functions normally and this use does not consume any charges. Awesome!
The cylinder unfurls and then inflates forming an emergency raft! A set of collapsible oars sit loosely tethered to rowing guides around the edges.
"We can move together as long as our paths are in the same direction. Once we are forced to split up, Thaddeus and Zeno should be able to manage themselves underwater."

Shardra - Iconic Shaman |

”This sounds like an unbelievable plan! I have to admit that I am quite intrigued by your technological wonders! I am more a woman from the spirit world and thus have little knowledge about these engineering marvels! Let us make haste to save the city!“ Shardra says and follows William.

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He nods to Thaddeus. "That would be most helpful comrade."
Grinning at Shardra's comment he removes hi goggles.
"Ah, well if you are interested..."
He hands them to Shardra. "...try these on. With luck they will help us locate the explosives quickly."
He adjusts a few knobs on the side of the goggles, then hits a button causing them to hum to life.
Glitch?: 1d100 ⇒ 12
Glitch!: 1d100 ⇒ 29
Item uses twice as many charges as normal, but otherwise functions normally.
It sparks a few times, but seems to work fine.
"If you wish to take a closer look at an object far away, move the sliding piece on the right side. You find em, I'll do my best to remove them safely."
+5 to perception. Let's find us some bombs.
Do we need to make one of each check per site, one check of our choice per site, or is each site a different skill check? I'm assuming it's perception to find, swim to access, engineering to safely remove? If only 1 die roll is needed I'd go with Shardra's perception since it's now at +17. If we need multiple, here's a roll:
Engineering: 1d20 + 10 ⇒ (6) + 10 = 16

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Everyone may make a check for the location they are headed towards. No one has objected to the division of the party, so Shardra and Thokzazt may make their own checks for the location William is leading them to, either as aid another or on their own. Zeno, Thaddeus, and Ebonwolf may make their checks for the second site in the same way. Each PC may choose any of the three checks to make, but only once per turn. Once everyone has rolled I will resolve successes and we will roll again.

Shardra - Iconic Shaman |

Perception, heightened awareness : 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24

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Shardra, the goggles I gave you give a +5 competence bonus to perception which wouldn't stack with heightened awareness but would boost your score to 27. I could give them to Zeno instead to bring the 2 parties closer to parity.

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Ebonwolf looks about the area in an attempt to locate the destructive incendiary device, making use of his Engineering knowledge and a little Inspiration.
Kn. Engineering + Grave Treader’s Inspiration: 1d20 + 5 + 1d6 ⇒ (4) + 5 + (5) = 14

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That was now:
Zeno stares silently at the Noise Marine for a moment.
How does he know...? Bah. Time enough for that later. In a few short decades when he's a shriveled old man, perhaps....
Before heading out, Zeno takes out an exquisite pearl and contemplates it (1st-level Pearl of Power to restore my gravity bow), then looks through his bow, as though sighting something that nobody else can see (using my Arcane Bond to cast heightened awareness).
This is then:
Seeing Ebonwolf appearing to struggle despite his best efforts, Zeno tries helping him out.
Knowledge (Engineering): 1d20 + 13 ⇒ (4) + 13 = 17

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As the party moves out, the city guard appears to be out in force. With assistance at major intersections clearing thoroughfares, it does not take so long as before. Shardra's keen eyes locate the ruined municipal machinery, allowing Thokzazt to direct guardsman in repair work. However, Zeno and Ebonwolf are unable to find where to start repairs.
1 site repaired, 45 minutes spent in repairs for 6 hours and 15 minutes elapsed. Please go ahead and make your decisions for the next repair attempts and roll your checks.

Shardra - Iconic Shaman |

2nd repair attempt: Perception, heightened awareness : 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21