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The skeleton slashes at the unconscious green foe...
Sword Attack: 1d20 + 4 ⇒ (6) + 4 = 10 for damage: 1d8 + 3 ⇒ (5) + 3 = 8
Claw attack: 1d20 - 2 ⇒ (6) - 2 = 4 for damage: 1d4 + 2 ⇒ (3) + 2 = 5
(if the first hit drops greenie, it will move forward to claw at Yellow)
...While Salouris reloads his crossbow and lets loose another shot at the burning wyrven.
Attack: 1d20 + 5 ⇒ (16) + 5 = 21 for damage: 1d8 ⇒ 3

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Annoyed at his inability to pierce the creature's armor, Hush tries again, slashing with both weapons.
Shortsword 1 vs blue: 1d20 + 5 ⇒ (17) + 5 = 22 Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Shortsword 2 vs blue: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Crit confirm 2: 1d20 + 5 ⇒ (11) + 5 = 16
Extra damage: 1d6 + 3 ⇒ (4) + 3 = 7
-Posted with Wayfinder

GMTrex |

Blue is already down, so I'll redirect Hush's attacks to yellow/green.
Although his skeleton strikes only dirt, Salouris finds a mark for his crossbow and Hush finishes up the remainder with a few quick strikes!
Out of initiative!
At the far end of the menagerie, a pair of zookeepers (a gnome and a human in Qadiran garb) creep out of the bushes and cautiously approach the party. The gnome grips a dagger tightly in her fist. "Pathfinders? Oh, good. Glad you stopped them from opening more cages! The stock has been running all over the ground."
"Listen--" the human interrupts hastily. "We have a few supplies stashed here--bandages and the like, mostly for the animals--take them with you when you go." He glances around the ruined menagerie fretfully. "We... we should be able to manage on our own here."
No immediate mechanical effect to the Supplies. Where to, Pathfinders? Stay in the Northeast campus, or move elsewhere?

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One more go-around here I'm thinking?
As the human and gnome talk, Salouris steps up towards his minion and pulls out an armored coat, with a giant, garishly colored glyph of the Open Road emblazoned on both sides. "Don." he says, offering it out to the skeleton.
As the servant obeys, the elf turns to the two zookeepers and nods. "Very well. You two should stay down. And keep a wary eye towards the sky; those wyrvan's wings are not just for show. Make sure all of the cages are locked too. It seems likely they'll try to let more creatures loose to aid in the chaos."

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...bandages and the like, mostly for the animals...
Rimble starts to look for something that he can use to heal up Antoniollus. "My poor friend..."
I don't know if it is necessary for this, but...
Perception: 1d20 + 5 ⇒ (2) + 5 = 7

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"Maybe I could help some with our injured companion."
Use Magic Device: 1d20 + 6 ⇒ (4) + 6 = 10
Use Magic Device: 1d20 + 6 ⇒ (10) + 6 = 16
Use Magic Device: 1d20 + 6 ⇒ (8) + 6 = 14
Use Magic Device: 1d20 + 6 ⇒ (13) + 6 = 19
Use Magic Device: 1d20 + 6 ⇒ (13) + 6 = 19
Use Magic Device: 1d20 + 6 ⇒ (20) + 6 = 26
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Pulling out a wand, Sidney then attempts to use it for about half a minute before success, poking Antoniollus every couple of seconds before it activates. Looking up after the healing, Sidney holds out the wand.
"Does anyone know how to use this normally? I'm afraid I don't have the magics to activate this normally."

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"Thank you, Sir!", greets Rimble. "Says 'thank you' to the man, Antoniollus".
"wraaar!!", gaggles the roc.
"Saddly, I don't know how to use it well, Mr. Sidney", laments the gnome.

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Hush watches as Sidney tries again and again to get the healing wand to work before finally managing. Hush sheaths one of his shortswords, walks over to the man, and holds out his now-empty hand.
Nice heal!

GMTrex |

@ Rimble: The bandages would help with a splint or the like, but nothing in the way of immediate magical healing.
"R-right, er, will do..." the gnome stutters while staring at the skeleton. The zookeepers begin checking the locks, and the party heads off to find trouble elsewhere.
Approaching the Quadrangle, where initiates are housed, the solitary figure of Ambrus Valsin himself jogs out of the Quadrangle’s courtyard. "You lot, we have a crisis here that can’t wait." He turns and gestures to whence he came. "When the banquet started, I dismissed the first-year initiates back here to continue their studies for a few more hours. The damned Aspis were waiting inside two of the dormitories," the venture-captain says, pointing to two ivy-covered stone buildings. "I think their plan is to leverage the initiates as hostages if they have no other escape route."
Venture-Captain Valsin regards you with an inscrutable look. "This situation can only become more desperate. The safety of our initiates can’t wait another minute. Consider yourself drafted, because you’re all I’ve got. I’m heading to the southern dormitory. You head to the northern dormitory. Talk them down, or hit them hard and fast."

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Looking at Hush, Sidney nods and hands over the wand as Ambrus starts to talk to the group. Listening to his superior, and with a smirk, Sidney grins slightly. "Hit them fast and take no quarter, I would assume? Sounds like hunting heretics to me!"

GMTrex |

Im guessing this is another sector, with a ten minute travel time, right?
This is the Northeast campus. The Menagerie itself was in the South Campus, but since I told you it was in the Northeast earlier by accident I'm not counting the travel time.
Valsin gives Sidney a hard look. "You need to be careful. The hostage-taker is alone but has declared that he can kill all the hostages almost instantly. I believe this threat to be credible. The hostage-taker has remained close to the front door, so you might be able to sneak in--maybe--but all the doors are locked and obviously I don't have the keys on me."
Valsin shakes his head. "But this can't wait. Get to it. I'll handle the southern dormitory. Do not get our initiates killed." With that, the Steward strides off.
As initiates yourselves, you spent a great deal of time here and know the layout of the building (see map). What you do not know is what's happening on the inside.

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As the group approaches the dormitory, Salouris shakes off a feeling of nostalgia for his own time there. He turns towards Rimble.
"Can your friend there," the elf gestures towards the roc, "fly about and see if he can notice anything within through a window? In either case, I can see if I can get this door unbarred."
Waiting and listening to see if the rest of the group has thoughts or a plan of action. If we do end up trying to go through the door however, Salouris can try to jigger open the lock.

GMTrex |

Are you having this conversation openly while standing in front of the doors?

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"I agree. A scout is much needed. We need to save the students."
Sidney nods, while keeping an eye out for any other suspicious activity, lazily fumbling about with his dagger.

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Hm. Hush doesn't really have any helpful skills for this situation, so he'll just keep watch while Salouris picks the lock.
-Posted with Wayfinder

GMTrex |

Zero Perception rolls before moving to pick the lock? Alright then:
1d3 ⇒ 1
1d20 ⇒ 17
Salouris takes up a crouch by the main door and pokes about at the lock. There's a few clicks and clacks but nothing particularly encouraging about the noise he's generating.
To make matters worse, a muffled voice calls out from behind the door. "Hey! Stop that! Back away from the door or I'll kill 'em all!!!"

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That could have good better
Hskoro calls out, hoping his quick gambit might salvage the situation ...
"How do we know you have anyone to kill? Ssshow me thessse hosstagesss."

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I suppose I am not as sneaky as I believed... the elf thinks as he straightens up and replies.
"We can back away slightly my friend, but your situation is untenable. Already hundreds are regrouping. Why not exit now. We can pledge that you will not be harmed if no one else is."
As he says this, he looks back at his fellows and gives a nod of the head towards the sides of the building.
Diplomacy: 1d20 + 6 ⇒ (12) + 6 = 18

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Daragor nods to Salouris, readies his crossbow and walks around the building, looking around.
Stealth: 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7
Perception: 1d20 + 6 ⇒ (11) + 6 = 17

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"Can your friend there," the elf gestures towards the roc, "fly about and see if he can notice anything within through a window? In either case, I can see if I can get this door unbarred."
Rimble casts speak with animals, and turns to his companion:
"Antoniollus, fly around and look through the windows! Be stealthy".
Antoniollus' Stealth: 1d20 + 4 ⇒ (14) + 4 = 18
Antoniollus' Perception: 1d20 + 5 ⇒ (5) + 5 = 10
When he comes back, Rimble will ask him what he saw inside there.
Sorry for my vanish. I got troubles in real life, but now I'm back.

GMTrex |

[i]"I think my situation is just fine, Pathfinder! And don't try me, slithertongue!! Now get gone!"
Daragor fails miserably at keeping quiet, but he notes that all of the windows along the side have shades drawn. There is a larger window that is uncovered some ten or fifteen feet off the ground and, fortunately, some ivy has grown over this section of the wall. A climb for a look is possible.
Antoniollus cocks his head at Rimble's mouth-sounds. No problem for the vanish. Unfortunately, animal companions don't understand language, just tricks and pushing.

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Whee, life things!
Sidney looks about before heading around with Daragor, hoping to find another way in.
Stealth: 1d20 + 7 ⇒ (1) + 7 = 8
Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Whee, I'm doing horrible at all the things!

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[i]"I think my situation is just fine, Pathfinder! And don't try me, slithertongue!! Now get gone!"
Daragor fails miserably at keeping quiet, but he notes that all of the windows along the side have shades drawn. There is a larger window that is uncovered some ten or fifteen feet off the ground and, fortunately, some ivy has grown over this section of the wall. A climb for a look is possible.
Antoniollus cocks his head at Rimble's mouth-sounds. No problem for the vanish. Unfortunately, animal companions don't understand language, just tricks and pushing.
Yes, but as I posted, Rimble casts speak with animals to talk to Antoniollus. :D

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"Very well, we'll leave then. But when this is over, remember that there was once an offer."
Salouris backs away from the door. Assuming Daragor points out the ivy. He looks at the overgrown vines, then at this own weak limbs and heavy armor and frowns.
GM Trex: Is the ivy near the front door?

GMTrex |

Yes, but as I posted, Rimble casts speak with animals to talk to Antoniollus. :D
My bad, missed the casting.
1d20 ⇒ 8
The roc sees a whole lot of drawn curtains on the lower windows before flying up to the larger window above. Flying back down to its master, Antoniollus croaks out a few words intelligible only to Rimble.
"People... huddled... one... apart... walking... talking..."
@ Salouris: the ivy is on the side of the building.

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"People... huddled... one... apart... walking... talking..."
Rimble makes a cuddle on his companion, "good, my little boy, good", the gnome croaks back to Antoniollus.
"Well, my friends. It seems that the hostage-taker is really alone, but Antoniollus couldn't distinguish if the creature have anything that can cause a potential damage to kill them all in a second", the sorcerer tells to his comrades.
"Hey, 'Mr. Hostage-taker', what do you think to make a deal, huh? Take me as your hostage and free those with you. Got a deal?", shouts Rimble to the bad guy.

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When the ivy is pointed out, Hush begins climbing without a word of discussion. He wraps his hands in the vines, making sure of his grip.
Taking 10 on the Climb for a 14. Is that good enough?
Stealth: 1d20 + 3 ⇒ (1) + 3 = 4
-Posted with Wayfinder

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Salouris is rather dreadful at climbing, even when taking 10 (it's a 5), so I'll try to keep him somewhat occupied and away from you.
The elf gives one more call out as he sees some of his comrades circle around the building.
"I'm away from the door my friend. But what is it that you even want? And 'slithertongue'? Come, let us at least be civil. Do you have a name? Mine is Salouris."

GMTrex |

"I SAID GO AWAY! I MEAN IT! IN AN INSTANT! DEAD!" comes the reply through the door.
Hush scans the ivy carefully. He thinks it will take his skills and perhaps an ounce of luck to successfully scale the wall.

GMTrex |

Please also take this friendly reminder that you have an Aid Token available for use.

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Taking advantage of the fact that his friends are talking to the kidnapper, supposing they are distracting him, Rimble starts to walk in the shadows and does a sign to Antoniollus follow him at a safe distance in the air.
Rimble will walk around the place stealthy, looking for any possible entrance for them. If he didn't find, he will spot the kidnapper from the only 'unclosed' window.
Stealth: 1d20 + 7 ⇒ (17) + 7 = 24
Perception: 1d20 + 5 ⇒ (19) + 5 = 24

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***********************
Overseer Announcement
***********************

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Go! Go! Go! :P

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Salouris, seeing he is getting nowhere with talking, circles the perimeter to see if there is any other ingress beyond the window multiple stories up.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Stealth: 1d20 + 3 - 3 ⇒ (18) + 3 - 3 = 18
Also looking at the closed windows on the ground floor, or any other door, is there any other avenue Salouris could try to break into potentially even a bit quietly with Disable Device?

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Maybe someone stealthier than me should use the Aid token and climb up. For all his silence, Hush isn't actually that good at staying quiet heh.
-Posted with Wayfinder

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"That blasted man wants out I am assuming. We could attempt to try and get him out before subduing the man. Or I can just blast him if he tries to escape," Sidney whispers towards hush. The man then starts to scout further round the building to try and find a back way in that no one has noticed.
stealth: 1d20 + 7 ⇒ (9) + 7 = 16
Perception: 1d20 + 5 ⇒ (18) + 5 = 23

GMTrex |

There is another door further west along the southern edge of the building. However, the scouting party finds it locked.
The window you can see through is ten feet off the ground. The other windows have the shades drawn. Both the main doors and the side door are locked. (You all do know the interior layout, however, and know that the shaded windows are located in side rooms and not the main hall.)

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So If Hush doesn't think he can take 10 to get up there, I'm pretty sure Salouris would need a nat 20.
Salouris will wait for one of the stronger types to climb up to the window and let a rope down (therefore vastly lowering the DC). If no one will, he'll try picking the lock on the second door.

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Daragor whispers.
"Right, lets do this..."
He starts to climb, dropping a rope when he gets at the top. He also prepares to fire a bolt.
Climb: 1d20 + 4 ⇒ (19) + 4 = 23

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Rimble jumps over Antoniollus, "there, my friend!", then he points to the top of the building.

GMTrex |

Reaching the top window, Daragor sees...

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After reach the top of the building, with the aid of his flyer companion, Rimble finds anything that can help them? Any possible entrance? Maybe a chimney?
Perception: 1d20 + 5 ⇒ (4) + 5 = 9

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Damn it! This is not just a common hostage situation... the occult is in place, and I'm not the best one to discover what is happening...
Daragor makes signs to his companions to follow him before he jumps inside the room.
Acrobatics (DC 15): 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19

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Hush follows up to the window, now having the benefit of a rope with which he can brace against the wall. Once inside, he draws his swords again.
-Posted with Wayfinder

GMTrex |

Daragor, are you jumping into the room with the hostages and the kidnapper? Through the window ten feet up?

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That was the idea... since he is jumping in, he'll take no damage with the Acrobatics check... looks like the others are coming behind him.

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After his companions enter through the window ... Hskoro will try to force the door.