
GM Pedwiddle |

Will Save (Daze): 1d20 + 7 ⇒ (8) + 7 = 15
The fetchling shrugs off Veviane's spell and merely smiles at Wulfren's warning. "These two women are not my captives. They are wholly mine, by right of an accord reached long ago. Leave now, and do not interfere." He then approaches one of the daughters from behind, pulls her head back gently, and brings the blade to her forehead.
Round 1
Gert
Old Lace
Liam
---
Round 2
Veviane
Wulfren
Ic
Uthil Mak
Bold is up!

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Wulf would interpret drawing the blade to the girl's head as hostile, so I'll take my readied action, if you agree?
Musket: 1d20 + 6 ⇒ (20) + 6 = 26
Damage : 1d12 ⇒ 2
-Posted with Wayfinder

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Confirming?
Crit?: 1d20 + 6 ⇒ (17) + 6 = 23
Extra Damage: 3d12 ⇒ (10, 11, 10) = 31
Due to diagonal vagaries, I may be within 30'. If so, please add 1 damage per die for Point Blank Shot.
-Posted with Wayfinder

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Gert orders Old Lace to attack the fletchling and moves herself around toward him.
Handle Animal: 1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20
Old Lace bite: 1d20 + 6 ⇒ (14) + 6 = 20
Old Lace damage: 1d4 ⇒ 1

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Remembering the previous prisoners' stories, Liam yells a warning. "Don't let 'im tattoo 'em! It might make them disappear with tha shadow plane departs!" He then rushes over to the man, hoping to stop or at least distract him before it's too late.
Double move

GM Pedwiddle |

Ic loses his Round 1 readied action - the fetchling never approached, being more intent on finishing the rite.
Gert and Liam moves toward the fetchling, ordering Old Lace to attack. Old Lace approaches and rakes her teeth across the fetchling's arm, but doesn't do any serious damage.
Will Save (Daze): 1d20 + 7 ⇒ (2) + 7 = 9
The fetchling's eyes lose their focus, but as Wulfren's shot rings through the chamber, it's evident that he is far from helpless as he bats the shot out of the air. (Deflect Arrows was made precisely for times like this, sorry)
Round 2
Veviane
Wulfren
Ic
Uthil Mak (-1 HP, dazed)
Gert
Old Lace
Liam
---
Round 3
Veviane
Wulfren
Ic
Uthil Mak (-1 HP)
Bold is up! Ic is up twice!

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So it is! I had to roll a dang crit now! One thought. It appears you're ruling that I lost my readied action from round 1. If you're saying his action was not hostile towards me, I'm ok with it. Just want to be clear.
-Posted with Wayfinder

GM Pedwiddle |

Ah, sorry, no. Wulfren still has his Round 2 action as well, I just got confused.

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Round 2:
Seeing the fettling dazed, Ic run up and casts his colour spray (DC 14).
Round 3:
Finishes his spell, he quickly casts another, trying to make the fettling fumble the blade.
Grease on the blade, DC 14 reflex

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Round 2
Wulfren watches in fury as the fetchling knock aside his bullet, bare-handed, the moment before it would have hit its skull!
And yes, I think its both cool and insane when I imagine it. But it helps balance out ranged characters, so no sweat.
He rushes in, drawing his sword. He takes a cut!
Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Damage?: 1d8 + 1 ⇒ (5) + 1 = 6
Round 3
If the creature falls to Ic's spell, Wulf gets out his rope and ties it up. Otherwise....
Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
-Posted with Wayfinder

GM Pedwiddle |

Round 2
Will Save (Color Spray): 1d20 + 7 ⇒ (5) + 7 = 12
An arc of scintillating colors springs forth from Ic's hands, hitting the fetchling full in the face, overpowering him. He drops the blade and stands there, stunned.
Okay, same deal as with the hound - can't coup de grace, but you can attack/hit, since he's a much easier target. Ic, you still have your Round 3 action, since he dropped the blade when he became stunned. Wulfren, I'm assuming you're keeping your Round 3 action of tying up the fetchling.
Round 2
Gert
Old Lace
Liam
---
Round 3
Veviane
Wulfren
Ic
Uthil Mak (Stunned, -1 HP)
Bold is up!

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Well, I meant to tie him up if he got knocked out. If he's only stunned then I'd go for the attack. I'm not focused on combat maneuvers, and Wulfren views this guys as too much of a threat to risk bungling the tie-up attempt. If that's OK with you!
Also, I took the liberty of moving Ic's token and mine so that we could all fit around the enemy and only he got color sprayed.

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Liam will kick the fetchling's fallen blade away from him and trying to take advantage of his dazed state by tripping him.
CMB: 1d20 + 1 + 4 ⇒ (8) + 1 + 4 = 13 +4 for being stunned, which I believe also means no AoO

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Before Gert can order her differently Old Lace tears into the stunned fetchling!
Bite: 1d20 + 6 ⇒ (20) + 6 = 26 *threat*
Claw: 1d20 + 6 ⇒ (16) + 6 = 22
Claw: 1d20 + 6 ⇒ (14) + 6 = 20
Confirm Bite: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d4 ⇒ 2
Damage: 1d6 ⇒ 5
Damage: 1d6 ⇒ 5
Confirm Damage: 1d4 ⇒ 2
Gert orders Old Lace 'down' to disengage.
Handle Animal: 1d20 + 6 + 4 ⇒ (3) + 6 + 4 = 13
Gert tackles the fetchling hoping to pin him into helplessness.
Grapple: 1d20 + 4 ⇒ (12) + 4 = 16

GM Pedwiddle |

Round 2 (cont.'d)
Gert lets Old Lace rip into the fetchling for a moment, then orders her down and attempts to grapple the fetchling, doing so successfully. Liam, meanwhile, attempts to trip the fetchling, to no avail.
Round 3
Veviane
Wulfren (attacked the fetchling, will resolve in order)
Ic
Uthil Mak (Stunned, -1 HP)
Gert
Old Lace
Liam
---
Round 4
Veviane
Wulfren
Ic
Bold is up!

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Ic goes all out, using his Magus skills to deliver a shock with his rapier, then stabbing once more for good measure
Use arcane point for a +1
Attack, Sh Grasp, RT vs stunned: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 151d6 + 1 + 2d6 ⇒ (6) + 1 + (2, 2) = 11
Attack, Rapier vs stunned: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 151d6 + 1 ⇒ (1) + 1 = 2

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Gert maintains her grapple and tries to pin the fletchling so he can be tied up.
Maintain grapple: 1d20 + 4 + 5 ⇒ (2) + 4 + 5 = 11
Venture-captain shirt Reroll!
Maintain grapple: 1d20 + 4 + 5 ⇒ (16) + 4 + 5 = 25

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I don't think shocking grasp is still a touch attack when delivered through a weapon, is it? If so, I've been playing my magus in a different game wrong...
Not expecting to do much damage with his tiny dagger, Liam attacks the fetchling, hoping to at least get him closer to unconsciousness.
To Hit: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4
But somehow, despite Gert's mighty hold, he manages to completely miss.

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You're absolutely right, Liam. This is my first magus, so I hadn't picked up on that subtle phrasing in the rule (it says (...) melee touch attack (...) make a melee attack instead. So the rapier attack is not touch. Also, because I'm using spell combat, both attacks get a -2 to hit. Here's hoping that the stun/grapple whatnot gives enough bonuses so that I hit :)

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Veviane fires a ray of frost (!) at the fetchling.
RTA: 1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 111d3 + 1 ⇒ (1) + 1 = 2
Seconds later, another ray goes off.
RTA: 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 181d3 + 1 ⇒ (3) + 1 = 4
Confirmation: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 141d3 + 1 ⇒ (1) + 1 = 2

GM Pedwiddle |

Round 3
Veviane's first ray is off the mark, but Wulfren's attack easily hits the fetchling. Ic's spellstrike and additional rapier attack both connect, sending convulsions through the fetchling. Gert exerts more pressure on the fetchling, effectively pinning him, while Old Lace watches Gert for any additional commands. Liam's attack misses, but Veviane's second ray causes him to go limp, blood leaking slowly from his wounds.
Combat over!

GM Pedwiddle |

Gert's spell staunches the flow of blood from the fetchling's wounds. The girls, however, continue to sway back and forth in front of the pyramid, oblivious to the events surrounding them.

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Her eyes following the shadows toward the top of the pyramid, Gert looks for anything resembling a device.

GM Pedwiddle |

Gert determines that the pyramid itself, rather than any particular device, appears to be exuding the eerie black essence.

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Looking at her club, then back to the pyramid and back to her club again, Gert says "I don't think I can smash that."
Gert searches around trying to understand the device better. "Veviane, Ic, do either of you understand this thing?"
Perception: 1d20 + 9 ⇒ (10) + 9 = 19

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Veviane tries to get a sense of how the pyamid works.
Knowledge: 1d20 ⇒ 5 +9 arcana, dungeoneering, geography, history, local, nature, planes, or religion
"I'm not actually sure. Did the fetchling have any kind of "key" with him?"

GM Pedwiddle |

Unfortunately, Veviane can't quite determine how the pyramid might be deactivated.
While the fetchling does have several items on his body (two potions, a cloak, and a set of bracers, as well as the ceremonial dagger that was kicked away), there doesn't appear to be any sort of "key".

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Liam also examines the pyramid.
Knowledge (any): 1d20 + 8 + 1d6 ⇒ (18) + 8 + (1) = 27
He then peers anxiously at the daughters. "They alright? He didn't manage to tattoo them did he?" He flicks some water in their faces to try to get them to come to. "I'd suggest tryin' ta drag them outta here, but I get the feeling that unless we figure out how ta separate the planes, that door'll remain shut tight."

GM Pedwiddle |

Liam is able to determine that the power of the pyramid stems from a dozen bloodstones set into the rock face around the apex of the pyramid. Removing or destroying those should end the effect and sufficiently sabotage the device to prevent future use.

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"Quick, someone give me a leg up! We need ta be destroyin' those red stones! Or at least gettin' them free." With that, Liam starts trying to climb the pyramid and use his dagger to pry the stones loose. Or smash them with its hilt if that doesn't work.
Climb: 1d20 ⇒ 10
With one leg awkwardly in the air, he adds, "Oh and, ummm, someone should probably be lookin' after our fetchlin' host in case he awakens."

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Seeing Liam falter, Ic gives it a shot...
Climb: 1d20 + 2 ⇒ (5) + 2 = 7
Climb: 1d20 + 2 ⇒ (5) + 2 = 7
Climb: 1d20 + 2 ⇒ (3) + 2 = 5
Climb: 1d20 + 2 ⇒ (5) + 2 = 7
..and he is completely worthless at it, though he seems to take some single-minded glee at sliding back down the polished face of the pyramid. Until finally...
Climb: 1d20 + 2 ⇒ (10) + 2 = 12
Climb: 1d20 + 2 ⇒ (13) + 2 = 15
Climb: 1d20 + 2 ⇒ (18) + 2 = 20
Climb: 1d20 + 2 ⇒ (19) + 2 = 21
...he seems to have found a way to go up.
How high is it? (And what DC?)

GM Pedwiddle |

No actual climb roll needed - if you look at the map, you'll see that it's got more of a stair-step look to it, and it's only 10' tall.
Disable Device (DC 15) to remove the stones, or you can break them (AC 12, hardness 5, 20hp). There are a dozen of them, but if it's your goal to break them, then let's just handwave that part - I'm sure that, within the next couple of hours (at 10 attempts per person per minute), you would be able to make the rolls. I'll need confirmation from at least two members of the party that that's your goal at this point.

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While he won't try to stop the others from smashing them, Liam himself will go the disable route and try to keep at least one to return to the Pathfinder Society for future study. Plus with a DC15 disable, it's actually probably faster for Liam to disable all of them than to smash them all.
If people really want to smash them they can, if not, here are enough rolls to disable all of them.
Disable: 1d20 + 10 ⇒ (18) + 10 = 28
Disable: 1d20 + 10 ⇒ (2) + 10 = 12
Disable: 1d20 + 10 ⇒ (8) + 10 = 18
Disable: 1d20 + 10 ⇒ (15) + 10 = 25
Disable: 1d20 + 10 ⇒ (18) + 10 = 28 Oh, now I see where my decent rolls were hiding.
Disable: 1d20 + 10 ⇒ (19) + 10 = 29
Disable: 1d20 + 10 ⇒ (9) + 10 = 19 Halfway there
Disable: 1d20 + 10 ⇒ (3) + 10 = 13
Disable: 1d20 + 10 ⇒ (9) + 10 = 19
Disable: 1d20 + 10 ⇒ (3) + 10 = 13
Disable: 1d20 + 10 ⇒ (17) + 10 = 27
Disable: 1d20 + 10 ⇒ (17) + 10 = 27
Disable: 1d20 + 10 ⇒ (13) + 10 = 23
Disable: 1d20 + 10 ⇒ (18) + 10 = 28
Disable: 1d20 + 10 ⇒ (13) + 10 = 23

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"Let's Liam try first, then we can always smash and burn if all else fails. "
Additionally , I think Zarta might be very interested in those globes for further study.
-Posted with Wayfinder

GM Pedwiddle |

Liam begins removing gems faster than the others can destroy even one. As the last stone is removed from the pyramid, the pervasive black essence and the fetchling, as well as the pyramid itself, flicker briefly then disappear altogether!
The Blakros twins awaken from their trance, dazed and disoriented. As they realize that they have been saved, however, they heap thanks and praise onto the orphans, with cries of, "Thank you!", "I was so scared!", "Our family will hear of your bravery!", and the like. After several minutes of this, the group makes their way out of the museum. The light in the museum has returned to normal, and all of the bodies, artifacts, and other items from the Shadow Plane are gone.
The other slaves - those without branded foreheads - meet the group of adventurers outside the front door. "As soon as the lights came back on, we could leave! The other door disappeared!"
The group makes their way back to Hamaria Blakros, who cries and hugs her girls tightly, then addresses the party. "Thank you! With the device deactivated, we never have to worry about this happening ever again!" She closes her eyes and hugs the girls tightly once more, then says, "There isn't any way that we can repay you for your bravery and assistance, but please - feel free to keep any items that you found within the museum...regardless of their source."
She turns her head to Venture-Captain Drang and says, "Because of your assistance in this matter, rest assured that the Blakros family will welcome even closer collaboration between our museum and the Pathfinder Society in future endeavors." She smiles once more, then returns home, holding her daughters as if she might never let them go.
...and thus ends the scenario, The Penumbral Accords!

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Liam smiles tightly and the happily reunited family, trying to ignore the sick feeling in his gut at knowing that somewhere out there, those poor branded slaves are still in hell. That night his dreams are plagued with their faces and the sound of baying shadow hounds.