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Hekran attempts to get the locals on his side by citing the River Freedoms that all in the River Kingdom cherish and adore
Knowledge (local): 1d20 + 8 ⇒ (8) + 8 = 16
and while he does make a mistake or two in the exact wording, and he leaves out the 4th freedom entirely, he does a passable job, maybe?

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4/12
ROUND 1+++++++++++++++++++++++++++++
The Armenian Man Trying to read peoples fortunes, he loses himself in his task and not the chase.
Glok Keeps a good eye out for the best routes.
Gnickygnack
Graktul
Hekran Gets enough facts right that he distracts the locals.
Neerduwyl Keeps up with Glok and weaves around the crowd.
Roland Confuses the local with talk of Religion, enough to distract them further.
Ne'erduwyl this is an individual person event. You do not support each other (aid rolls), but its the groups total successes that matter.

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You said we can't use a skill more than twice; does that mean twice per PC, or twice amongst the party? I.e. is Perception used up now that Ne'erduwyl and Glok have both used it, or can they each attempt it one more time?

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Seeing the crowd close in. Graktul growls out with a fierce glower on his face.
Intimidate: 1d20 + 4 ⇒ (18) + 4 = 22
MOVE! NOW!
Before striding through the gap that opens up in the crowd after Teag.

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You said we can't use a skill more than twice; does that mean twice per PC, or twice amongst the party? I.e. is Perception used up now that Ne'erduwyl and Glok have both used it, or can they each attempt it one more time?
For each individual person.

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The Pastor keeps up his oration on the love of the God of Magic.
Know. Religion 1d20 + 7 ⇒ (4) + 7 = 11
Round 2. Second and last use of Know. Religion for Roland.

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I’m a bit confused about what exactly is taking place and what we’re trying to accomplish. Will the preacher be acting in the next round?

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I’m a bit confused about what exactly is taking place and what we’re trying to accomplish. Will the preacher be acting in the next round?
What is happening is an older thing that PFS used to do, the chase. Your objective is to accomplish the task of 'catching up' to the priest and his guard. Some chases end in a fight, some end with an interrogation, some just, well, end. The priest and his guards (in this case) don't do anything. You (and your fellow players) have a set of tasks to complete, in this case chasing after the priest and his guards, while overcoming all the locals. It is an intellectual chase in a game meant for mini's and visuals.

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Cool.
Spellcraft, Identify: 1d20 + 10 ⇒ (7) + 10 = 17
Ne'erduwyl uses Spellcraft to correctly identify the properties of the scepter, whispering to any locals who try to stop her from chasing the priest that they were being mind controlled.

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Acrobatics: 1d20 + 2 ⇒ (3) + 2 = 5
Attempting to dart between a few of the gaps left before clearing the crowd unsuccessfully. Grak ends up stepping on quite a few toes and shoving some of the slower ones out of his way.
Sadly not really built to do this.

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"Now, I'm just a simple farmer, but I reckon that these here priests have been mistreating you. Now maybe you want 'em to stick their law, luxury and obedience where the sun don't shine, or mebbe you don't, but at the least, y'all should let us pass before they get away with your hard earned gold pieces."
Diplomacy: 1d20 + 2 ⇒ (15) + 2 = 17

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Would this be like saying, I want to use my craft alchemy skill to make sticky things to trap them
Well, that explicit action takes a bit more time that one would normally have, but yah, you got the right idea....
I am still waiting for your first round action.

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Currently at 8/12 success. If you haven't made your 3 checks, go ahead and so so. Gnickygnack, I am still waiting for any of yours.

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Slowed down by having to explain the scepter to some people in the crowd, Ne'erduwyl attempts to find the priest and catch up.
Perception: 1d20 + 10 ⇒ (18) + 10 = 28

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Perception 1d20 + 4 ⇒ (16) + 4 = 20
The Pastor was also swarmed by the number of villagers occupying his path. He stood on his tip toes and looked around for the retreating man.

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Frustrated at the people in front of him. Graktul attempts to repeat his success growling a threat at the crowd.
Move before you share the priest's fate.
Intimidate: 1d20 + 4 ⇒ (20) + 4 = 24

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The Armenian Man, frustrated with the first failure, gives his cards a quick hand shuffle and cuts to a single card, looking for insight as to the priest's destination.
Profession (fortune teller): 1d20 + 9 ⇒ (20) + 9 = 29
Aha! The Rabbit Prince! But where... Just then his eyes see a rabbit jump into some undergrowth by a building. He rushes towards it, skirting the crowd, and knowing it was a shortcut to the priest.
He ducks into the alley by the building, weaving and spinning around corners with his eyes alert; he lets his physical strength propel him through the alley maze, alert for any sign of his prey.
Perception: 1d20 + 8 ⇒ (13) + 8 = 21

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SLIDE 10
Rounding the corner at the last bit of wall, cornered, the priest and his guards turn to fight...
Roland Alimane: 1d20 + 7 ⇒ (1) + 7 = 8
Init Graktul: 1d20 + 2 ⇒ (12) + 2 = 14
Gnickygnack: 1d20 + 4 ⇒ (12) + 4 = 16
Init The Armenian Man: 1d20 + 2 ⇒ (7) + 2 = 9
Init Hekran Mesra: 1d20 + 2 ⇒ (7) + 2 = 9
Ini Glok: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative, Ne’erduwyl: 1d20 + 8 ⇒ (1) + 8 = 9
Priest: 1d20 + 1 ⇒ (4) + 1 = 5
Guards: 1d20 + 1 ⇒ (2) + 1 = 3
COMBAT ROUND 1======================
Roland
Traktul
Gnickygnack
The Armenian Man
Hekran
Glok
Neerduwyl
Priest
Guards
ALL PLAYERS MAY ACT

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Hekran moves forward and a wave of hindering muck flows forward from his sleeve, hitting one guard and the priest
Hindering Muck (Su): As a standard action, you can create a 15-foot cone of sticky mud. Any creature in the cone must succeed at a Reflex save (DC = 14 (10+1/2 Wiz level+Int Mod)) or become entangled for 1 round for every wizard level you have. An affected creature can take a standard action that provokes attacks of opportunity to wipe off enough of the mud to remove the entangled condition. Jumping into a large body of water or being subject to an effect that creates a substantial amount of water (such as a casting of create water) removes all the mud on a creature. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

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Ne'erduwyl casts sleep DC 16on the cleric and the guard that Hekran didn't envelope in hindering muck.
I tried to do one of those neat lines that Hekran used but couldn't figure it out...

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Graktul moves forward swinging his heavy flail at the blue guard.
Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d10 + 6 ⇒ (7) + 6 = 13
I'm coming for you priest.
Sadly missed the guard will hope for a better roll next time to follow through on his wish.

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He struts up from the back, seeing the priest and his men cornered, already smothered in mud and nowhere to go. "Magdh, oh beautiful Three. Let's do some fun stuff."
Move: 20'
Standard: activate Hexing Attack on scythe
Hexing Attack: You can touch one weapon and enhance it to inflict a minor curse on the next target it strikes. The struck target must succeed at a Will saving throw or take a –2 penalty on attack rolls, saving throws, skill checks, or ability checks (warpriest‘s choice) for 1 minute.

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Was he able to get to the fight?
Yes. We only needed so many successes between the whole party; it wasn't an individual challenge. We all succeeded together, so we all arrived at the fight, no matter the successes your PC achieved (or not).

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Gnickygnack Paddywack wrote:Was he able to get to the fight?Yes. We only needed so many successes between the whole party; it wasn't an individual challenge. We all succeeded together, so we all arrived at the fight, no matter the successes your PC achieved (or not).
What he said. I need your action, please.

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Roland moves closer to the fight, ready to destroy all who come before him.
Graktul swings and misses vs the guard.
Gnickygnack moves and chucks a bomb at the priest, missing (barely).
Armenian Man buffs his weapon.
Hekran casts a spell, but the mud doesn't affect anyone
Reflex dc 14 priest: 1d20 + 4 ⇒ (17) + 4 = 21
Reflex dc 14 Guard: 1d20 + 1 ⇒ (16) + 1 = 17
Glok casts a spell on himself.
Neerduwyl - sleep affects only 4hd worth of creatures, so you can only get the guard, not the priest.
Will Save: 1d20 - 2 ⇒ (7) - 2 = 5
The PRIEST returns the favor on Neerduwyl, casting sleep on her (DC 14 save).
GREEN uses his bow and arrow to shoot at Graktul after taking a frew 5' step back.
Bow: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20 (PbS)
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
COMBAT ROUND 2======================
Roland
Traktul -6hp
Gnickygnack
The Armenian Man
Hekran
Glok (Divine Favor)
Neerduwyl
Priest -
BLUE - Asleep
GREEN
ALL PLAYERS MAY ACT

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The Armenian Man saunters up, still confident that they have the priest cornered. He stops between Hekran and Roland. "Magdh really smiles on us today. Not always in her favor, she fickle, Magdh. But today, The Three look on us and smile."
He looks from one to the other. "Me fickle, too!"
Hekran (1) Roland (2): 1d2 ⇒ 1
He reaches his hand out, touching Hekran to grant a different blessing. A bright flash of blue, green, and black bursts from the point of contact. "Let's get them!"
"Oh!" he exclaims. "Are we trying to take them alive?"
Move: 10'
Standard: grant Lucky Presence to Hekran
Lucky Presence: At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, or once 1 minute passes, the effect ends. Once used, the effect ends.
Hekran has 1 minute to use Lucky Presence
Curse (Hexing Attack) vs. next scythe target
________________
Sleep has a 1 round casting time, so Ne'erduwyl's shouldn't take effect until her turn this round (i.e. blue should get an action before he falls asleep), and the priest's wouldn't take effect until his turn next round (i.e. Ne'erduwyl should get her action this round before she has to save).

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Is that true? I've never seen it played that way.
Will: 1d20 + 3 ⇒ (18) + 3 = 21
"I believe the sleep of the witch is more powerful than the sleep of the charlatan," taunts Ne'erduwyl, casting a slumber hex DC 16on the priest right back.

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Goes off, reads rules, well I'll be damned...so how does that work with concentration, can someone take a swipe at me before the spell activates?

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Hekran looks alarmed by the blessing of Armenian Man's strange god, and the performance anxiety it entails.
He draws a vial of acid, and uses it as an arcane focus.
Acid Splash vs Green Guard (Touch): 1d20 + 2 ⇒ (14) + 2 = 16
Acid Splash dmg: 1d3 + 1 ⇒ (2) + 1 = 3

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Roland moves right into the empty space between the sleeping blue guard and the spellcaster. Once there, he swings at the caster with his holy book.
Attack 1d20 + 4 ⇒ (9) + 4 = 13
Damage 1d6 + 3 ⇒ (3) + 3 = 6
If someone would move me down there, that would be awesome. Thanks.

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Goes off, reads rules, well I'll be damned...so how does that work with concentration, can someone take a swipe at me before the spell activates?
I had to do the same thing, because, yah, I've been playing it wrong the entire time.... Anyway, to late now to RECON the action of the other guard.

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Roland swings with his book, much like an angry housewife to her husband, hitting nothing.
Graktul - ?
Gnickygnack - ?
Armenian Man casts a buff spell on Hekran.
Hekran hits the green guard squarely with a vial of acid.
Glok throws a dagger, but spikes it into the ground several inches away.
Neerduwyl returns the sleep with another sleep. Does your slumber hex take 1 round to cast like sleep?
Save: 1d20 + 3 ⇒ (5) + 3 = 8
COMBAT ROUND 2======================
Roland
Graktul -6hp
Gnickygnack
The Armenian Man
Hekran (Lucky Presence)
Glok (Divine Favor)
Neerduwyl
Priest -
BLUE - Asleep
GREEN -3hp

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Does your slumber hex take 1 round to cast like sleep?Slumber hex is a standard action, BUT it only lasts a round
From prd
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

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After getting hit with the arrow Graktul feels the blood craze take hold losing his ability to talk he just roars at the guard while moving forward to put himself in position to hit the priest if he attempts another spell.
Attack (Green Guard): 1d20 + 1 + 6 + 2 ⇒ (3) + 1 + 6 + 2 = 12
Damage: 1d10 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Wow that roll sucked also AC is 16 while raging.

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COMBAT ROUND 3======================
Roland
Graktul -8hp
Gnickygnack
The Armenian Man
Hekran (Lucky Presence)
Glok (Divine Favor)
Neerduwyl
Priest - Asleep
BLUE - Asleep
GREEN -3hp
Green, the only guard being awake, turns and uses his longsword on Graktul.
Longsword: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d8 + 1 ⇒ (1) + 1 = 2
Everyone else, go for it.

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Ne'erduwyl casts a fortune hex on Graktul to help his flail ring true.
Graktul you may roll your attack roll twice this round.
"Take out the heretic," hisses Ne'erduwyl madly at Roland."He'll wake up any minute."

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Roland takes a 5’ step and puts the heretic into a flank with his half orc ally. Once there, he again swings at the caster with his holy book.
Attack 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Damage 1d6 + 3 ⇒ (5) + 3 = 8
If someone would move me down there, that would be awesome. Thanks.