
GM Uktar |

Wisp scampers up the ladder and just manages to reach the storage room, while Leppin is about halfway up the ladder, with Patros just behind him.
Brin, You're up.

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Fingering a resin filled bag on his hip, ready to throw the sticky bag of goo should the voice materialize into a threat, Brin quickly steps over next to Myth in order to make room for the others coming up from below. In his other hand he carries a dagger, ready to fight as needed.

GM Uktar |

Brin and Myth wait with breathless anticipation, ready to attack whomever might come through the doors...they are sadly disappointed when nobody does. The woman does not respond to Myth, nor do you hear her call out for the city guard. As you strain to hear if she calls out, you think might hear someone moving around the room, but it's difficult to tell.
New Round. Party may take another set of actions.
. Init Order
Patros
Mythryndyr
Wisp
Brinshandyr
Leppin
. All may act, GM will retro-adjust if necessary.

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"Well, all this waiting is silly. Ma'am, we are here to put a stop to this den of thieves and murderers. You can come out and face the sheriff, or you can start throwing your bombs and burn this place to the ground. What will it be?"
Famous last words anyone?

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Myth moves to be in line with the door and then motions for Brinshandyr or Wisp to open the door but stay out of sight...
Shortbow: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 2d6 + 2 ⇒ (4, 2) + 2 = 8 (6 damage if sneak does not apply)

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Leppin continues his slow climb up the ladder. "This... this is very far to climb. Whew."
Double Move Climb at Quarter Speed (DC 0): Minimum Roll 0

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Brin moves up to the open door, looking for any sign of the woman, his tanglefoot bag ready to toss should he see her.
Readied ranged touch+PBS: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21

GM Uktar |

Wisp moves up the western door of the double doors, out of Myth's line of fire. With a nod he opens the eastern door of the double doors and Myth sees a human female standing due south of him, on what would normally be the customers side of the counter in what appears to be a shop selling curiosities. He shoots his bow, but unfortunately the partial cover afforded by the counter is enough to throw off his shot.
Brin strides forward and chucks his tanglefoot bag, and his aim is true, striking the woman square in the chest, eliciting a howl of anger and frustration from the woman as she finds herself covered in goo.
Leppin and Patros manage to finish climbing up into the room, and all of you see what at first appears to be a human woman dressed in local fashion. At least, you think she's human, until you look a little closer and see she has claws and fangs. As Leppin shrieks a bit, thinking she might be a vampire, Brin readily recognizes the effects of a feral mutagen. She has a dagger on her hip, and carries a variety of potions and vials on belt and bandolier. And just about the time Brin susses out her true nature, she snarls at the party, then winks at Brin, drinks an extract, and disappears. You do hear a loud schlurping noise as she moves out of the goo, but you can no longer see her.
Only the door with "Open" is open at the moment. I wrote "Goo" on the square where you first saw the woman before she disappeared. An image of her is now on Slide #7
Patros can hustle climb and auto succeed to finish the climb, and reaches his current location with either 1 move or 1 standard action (and empty hands, because he was climbing). And he's now after Leppin in turn order. So Patros, feel free to take that action.
Brin, I repositioned you since you originally moved up to where Wisp had to stand to open one of the doors (there was no "to the side" of the doors, due to shelves and stack of crates, so I placed Wisp at the only "side" out of Myth's line of fire.)
Party may act. Patros, you do have one extra action from previous round.
. init order
. Robella (entangled)
Mythryndyr
Wisp
Brinshandyr
Leppin
Patros
. ALL may act, GM will retro-adjust if necessary.

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Myth will move 30' and fire again at the entangled lady...
Shortbow: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23 (Assuming -4 for cover from the counter?)
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

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Leppin moves through the door and into the corner behind the counter.
"If she's not a vampire, maybe she's a werewolf!"
Double Move

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"She is an alchemist! Her feral form is merely the result of a mutagenic concoction she imbibed." Brin comments back to Leppin. "I'm glad you could make it my friend. Be careful, she has vanished from sight and I heard her step from the resin."
Brin readies a bomb for when she becomes visible.
fire damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6

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"Fire bomb the door! Clearly, that's where she's headed," Leppin offers in an attempt to be clever and strategic.

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Sorry, reading comprehension issues...I missed the part about her disappearing. Consider my attack action a readied action in case she reappears...

GM Uktar |

As you wait in anticipation, hoping your quarry will reappear, you see this small store is filled with strange knickknacks, art, and unusual tools. The display case to the west features jewelry, most of it locally crafted. The case to the east contains oddities such as turtle-shell soup bowls and bizarre gnome cooking utensils. The center case is filled with bottles and vials and a selection of scented soaps and perfumes. Glass windows are set in the entrance doors.
Alas, you are again left waiting in vain for a target to appear...
Regarding counter and center shelf: When alongside (i.e. right next to), for Medium creatures it provides you with partial cover from range attack(-2 penalty to hit you), and it does not hinder your shot, unless your target is also alongside one of them (and is between attacker and target, of course). The 2 small PCs will actually gain a -4 penalty to be hit by range attack when they're next to it, but they also suffer the same penalty on their range strikes, since they can barely see over the top. These only apply when directly alongside. And you'd need a reach weapon to melee attack over them, with same penalties.
. Party may act. Init order:
Mythryndyr
Wisp
Brinshandyr
Leppin
Patros
. GM will retro-adjust if necessary.

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Patros advances warily, hoping the alchemist is still bound to the floor. He takes a mighty swing with his blade.
attack: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 191d8 + 4 + 2 + 3 ⇒ (5) + 4 + 2 + 3 = 14can't remember what miss chance is....think its 50/50...will roll one just in case...higb hits....using power attack and 2 handed btw....miss: 1d100 ⇒ 53

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Myth will keep a sharp eye out looking for any sign of sound or movement...
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
...and will fire an arrow at the easternmost entry door hoping the lady is there trying to escape...
Shortbow: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

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This is going to be risky, but if it works...
"There isn't much space for you to move madam. Eventually we will have you. Surrender now, and things will go easier for you. Fight us, and you will likely die. Your friend with the ponytail died gurgling because he was a fool."
To demonstrate how little space she has, Brin lobs a combustible vial over near the far door to land with a crash on the floor spraying fiery liquid in all directions. The space marked with a red X
ranged touch+PBS-range vs AC5: 1d20 + 5 + 1 - 2 ⇒ (7) + 5 + 1 - 2 = 11
fire damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Splash is 6 fire damage, DC 15 for half
He then steps back through the doorway behind him.

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Wisp fires off a blast at the double doors directly across from him.
AirBlast: 1d20 + 5 ⇒ (9) + 5 = 141d6 + 6 ⇒ (2) + 6 = 8
Miss Chance (low=miss): 1d100 ⇒ 16

GM Uktar |

Mythryndyr's arrow slices across the shop and sticks into the door with a solid thunk. Wisp follows suit and uncorks an airblast at the space in front of the western front door and it causes the little bell on the top of the door to violently shake, causing it to ring vociferously.
Brin, by rule, you need to pick a grid intersection for your target, not a square. So move your X accordingly, and the four squares around that X will be hit by splash. No need for new rolls, just need proper target. You saw both Myth and Wisp "attack" the 2 squares directly in front of the exit doors before your attack.
Patros, we'll resolve your actions after Brin's.
Everyone, to be clear, the square hit by tanglefoot bag (labelled goo) is NOT a hazard at all...just letting you know where she had been before she disappeared. I've now deleted "goo".

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GM: Would the path of Myth's arrows and Wisp's airblast also rule out the squares in their path or would it just be the squares before the doors?

GM Uktar |
1 person marked this as a favorite. |

Just the square you actually target. And it doesn't necessarily rule them out, just that a attack was aimed at the square that could have potentially hit there. Miss chances, etc...

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Leppin hops up and down behind the counter. "She is going to be very hard to find!"
He whistles an haunting little tune and then gestures at one of the bottles of perfume, knocking it onto the floor.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Move: Active search for signs of opponent
Standard: Cast mage hand

GM Uktar |

Rg Att v Brin's Flatfooted Touch AC: 1d20 + 7 + 1 - 2 - 2 ⇒ (4) + 7 + 1 - 2 - 2 = 8
where's it hit?: 1d8 ⇒ 7
She suddenly appears, as she hurls a fiery flask at Brinshandyr. Unfortunately for her, she's much too busy gloating at the easy shot to actually account for the sticky goo which entangles her and she misses. Unfortunately for Leppin, it strikes right above his head and explodes in a much-too-familiar flash of flaming bomb.
Leppin, take 4 fire dmg in the splash radius, DC: 14 Reflex for half that.
. Party may act
. Init order:
. Robella (entangled2)
Mythryndyr
Wisp
Brinshandyr
Leppin
Patros
. Bolded may act, GM will retro-adjust if necessary.

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"Now Patros! Close with her! Don't let her get away!" Brin shouts as he throws another explosive vial toward the other alchemist.
Ranged Touch: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
fire damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Confirm: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Crit bonus fire damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
After his throw, he moves into the room and out of Wisp's way.

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Myth will move 15' east and fire at the reappearing alchemist...
Shortbow: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

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Patros rushes at the rogue alchemist and brings his blade to bear in a low angle.
attack: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 271d8 + 4 + 2 + 3 ⇒ (7) + 4 + 2 + 3 = 16reminder...using 2 handed w/ PA...also AC is now 18
crit: 1d20 + 8 - 1 ⇒ (19) + 8 - 1 = 261d8 + 4 + 2 + 3 ⇒ (7) + 4 + 2 + 3 = 16

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"What? Ah! It's raining fire!" Leppin shouts as he tries to duck under the counter.
Reflex: 1d20 + 5 ⇒ (15) + 5 = 20
"Whew!" he sighs as he pats out the flames on his clothes. "I'm fire resistant! Still stings a bit..."
Inspire Courage: +1/+1

GM Uktar |

@Wisp, you may be right, but it definitely doesn't unfold quite the way you're thinking. Read on....
Mythrydyr offers up a surprised grunt of anger as his well-placed arrow seems to be deflected at the last second by an invisible Shield.
Wisp moves into position to blast her, while Brin hits her square in the face with his bomb and she's engulfed in flame. She emerges with a stunned look at first, replaced quickly by a snarl that's quite comical given that her eyebrows have been singed off.
Leppin dodges the worst of the splash from her inept attack, and begins offering an enCOURAGing word or two.
Patros rushes forward, ready to strike her down, but comes to a screeching halt as he wildly cartwheels his arms and manages to pull up short as a pit yawns open at his feet. He finishes his turn by moving up alongside her.
Technically, from rulebook "If she was running or moving recklessly at the time, however, she gets no saving throw and falls automatically. That being said, y'all had seen the trap and while Patros is no dwarf and indeed used the word "rush", I'm going to give him the benefit of the doubt use that nat 20 as his Reflex save for the pit, so he avoided falling. But you barely had movement to get there, so dodging the pit means no attack, double move.
Patros is close enough he can see the calculation in her eyes, torn between the desire to try and shred him to pieces, and both the heavy damage she's sustained and the number of foes she's facing. Then she glances downward and hope sparks to life her face.
She offers Patros a lopsided grin. "Some other time, big guy. I'd like to try it out with the real thing, rather than just my hubby disguised as you..." Then she winks and blows a kiss at him...and she dives into the 20' pit, hoping for the best.
Acrobatics v Patros CMD: 1d20 + 4 ⇒ (18) + 4 = 22
Acrobatics v Fall: 1d20 + 4 ⇒ (9) + 4 = 13
falling dmg: 2d6 ⇒ (5, 6) = 11
While she manages to avoid provoking an attack of opportunity from Patros, her obvious concern about avoiding just such an attack throws off her efforts for a soft landing, and she crumples unconscious, done in by a pit of her own design...

GM Uktar |

We're out of initiative, and that's pretty much a wrap. I'll post something longer either later tonight or tomorrow as an official wrapup with a few more details, and get the chronicles sent. 3XP, 4PP. Congrats. Hope you enjoyed it. Thought she was going to be able to give you more of a fight (she had AC 23 by the time she died...but not v touch...)

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It was very fun! From the great GMing(lots of little things that made a big difference) to the fun group, I really enjoyed this run. Thank you for having me along.

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Myth walks slowly to the pit and looks down at the woman...
"Think we've seen this pit before...poetic justice when you come to think of it..."
He grins. "Well done, my friends. We have all the evidence we need to clear the carnival now. Let's go present it to the Sheriff and greet Mistress Delisen..."
Fantastic job, GM Uktar! Really enjoyed this one, it was a blast to play. Also enjoyed playing with everyone, it was lots of fun...

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Scribbling in his journal on the walk to meet the Sheriff, Brin looks up only occasionally, mostly to avoid a misstep that could turn an ankle than out of any thought for others he might run into.
"I believe the information we have gleaned during our time here will be invaluable to the Society. Future members should gain great insight to a variety of situations once they read this account. I really must thank you all for letting me along for the documentation alone. Oh, and I suppose we should make sure that the Venture Captain receives her merchandise as well."

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Good job, fellows. I'll make sure she's bound up tight before we take her to the sherriff. Gather as much evidence as we can to use. I'll wager the ale will taste mighty fine at the inn tonight. Patros heads down to secure her before she wakes up. He binds her wrist and legs and slings her over his shoulder as they head out gor the sherriff's office.
good job guys...nicely done to Uktar....that was fun.

GM Uktar |

You scamper down the ladder and head for the room at the bottom of the trap. On Robella, you find a couple of healing potions, magical bracers, and assorted vials, plants and chemicals that make up an alchemist's kit. You also find a diamond wedding band and master key to the Locked Box, both of which belong to Archivin Walder's widow.
Having secured the Guild, you send word to the Sheriff. While you wait, Brinshandyr gathers up all the various alchemical gear you found, and realizes it weighs at least 40 pounds or more . He turns a sheepish eye to Patros, asking him to lend a hand in getting back to the Inn. Once you present all the evidence to the Sheriff, she thanks you profusely for bringing the actual culprits to justice, and rooting out this nest of vipers. By the time you've been debriefed and helped secure the thieves that survived your assault, it's quite late and you retire to the Crossroads Inn.
The next morning, you return to the carnival. As you approach, you see Phardeen the Panotti swooping in lazy, awkward circles, keeping an eye out for your approach. As soon as he spies you, he lets out a loud whoop, then shouts, "They're HERE!" He flies in circles over your heads, declaring at the top of his lungs to anyone who'll listen, "All Hail the Heroes of the Umbra Carnival!" You spend the week as their honored guests, and the Carnival's business is booming--now that they've been cleared of all charges and folks are no longer worried about being eaten by any of the attractions, the notorious goings-on has brought attendees from miles around.
During the week, you work with the sheriff, sorting through evidence and grilling the few guild survivors and learn all about the thieves' guild known as the Gilded Hands: The Gilded Hands were run by a married Chelish couple from Korvosa. Once young hustlers for the Cerulean Society, they were run out of town by an influential Sczarni gang leader over a personal grudge. They moved to Ilsurian, and took on the aliases of Borvius and Robella Monchello to avoid pursuit and continuation of the vendetta. In public, Borvius ran Ilsurian Storage & Hauling, a cartage company that ships goods and stores cargo, and Robella owned Mistress Robella’s Curiosity Shop just next door. In secret, they jointly control all the serious criminal activity in Ilsurian. Recently, they have been constrained by the size of the town itself. The guild has reached a tipping point where it dare not undertake more profitable criminal ventures without risking a strong response from the town’s sheriff and the larger community—at least, not without a scapegoat. The arrival of the Umbra Carnival presented just such an opportunity. With the circus in town, the Gilded Hands quickly planned to perpetrate their boldest schemes and pin the blame on carnival folk, who are seen by the townspeople as even less trustworthy than other ethnic Varisians. They eliminated Archivin Walder for his money lending business (they wanted to become the only local loan sharks). They wanted complete control of the docks and shipping, both for legitimate business and for smuggling, so Arhaneem Braeton had to go. And they were worried Sister Esrelda Woodmere would succeed in unraveling their plans by working things out between the Carnival and the town.
The dwarven Gearwright Brothers that you rescued from the guild's prison offer you lucrative work acting as security for their engineering contracts throughout Varisia, including mysterious locales such as Kaer Maga. Potentially more enticing is a personal invitation from Ika and Almara Delisen to join the Umbra Carnival and travel all across Avistan as part of a new family. But alas, words of your deeds have spread even as far as Sheila Heidmarch, who sends a note that it's about time for you to wrap up your little vacation, "unless you're truly considering taking on the dubious moniker of 'Carnie!' And if you do, I still expect to receive your written reports..."
As time goes by, you eventually learn that Chelaxians and Varisians in Ilsurian set aside their differences in an annual memorial to the victims. A greater understanding is reached, and the community grows even stronger.
And with that Kumbaya moment, we're done. If anyone has a faction journal card mission that fits into the context of the events of this module--especially one that needs to make a roll--let 'er rip.

GM Uktar |

And you should be able to download your chronicles here:
Murder's Mark Chronicles
Scanned pdfs. If you can't retrieve yours, or if there's an error, let me know. Thanks for sticking with me. Long and fruitful journey from my end. (Oh, and don't worry about Dec 7 date, that's when I had to report the scenario for PbP GD)