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Glok quickly casts a dweomer on himself.
Divine favor
"This is a robbery?"
"Robbery? No. But if you leave what we want, there won't be, well, any unpleasantness."

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Diplomacy 1d20 + 4 ⇒ (17) + 4 = 21
The Pastor steps forward. ”There is no need for violence. Let us pass and we don’t have to cross swords today.”

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Gartempe simply clucks. "Bok bok"
diplomacy to aid: 1d20 + 2 ⇒ (16) + 2 = 18

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Graktul looks the Kellids over and allows a slow grin to take over his face before looking at the half elf.

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Godum nocturne, Kellids
Ne'erduwyl tenses, preparing herself for the inevitable skirmish should the pastor's attempt at diplomacy fail.

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"As you won't hand them over, we will take them by force"
Roland Alimane: 1d20 + 7 ⇒ (12) + 7 = 19
Init Graktul: 1d20 + 2 ⇒ (12) + 2 = 14
Gnickygnack: 1d20 + 4 ⇒ (15) + 4 = 19
Init The Armenian Man: 1d20 + 2 ⇒ (5) + 2 = 7
Init Hekran Mesra: 1d20 + 2 ⇒ (10) + 2 = 12
Ini Glok: 1d20 + 3 ⇒ (2) + 3 = 5
Initiative, Ne’erduwyl: 1d20 + 8 ⇒ (6) + 8 = 14
Ini Ragers: 1d20 + 1 ⇒ (12) + 1 = 13
Ini Warriors: 1d20 + 1 ⇒ (6) + 1 = 7
COMBAT ROUND 1================================
Roland
Gnickygnack
Ne'erduwyl
Graktul
RED
GREEN
Hekran
Armenian Man
BLUE
BLACK
Glok
BOLD, go and STRIKE!!!

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See the map but no green outline for starting area and the Kellids are pretty spread out to start with the way the slope is so just trying to understand the layout a little more.

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Assuming she can get within range, Ne'erduwyl will place a slumber hex on either the red or green kellid (whichever one the others aren't able to attack).

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MAP UPDATED TO SHOW MORE DETAIL
RED CURVES - require climb test to move through/over
GREEN ARROW - Direction of travel.

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Thanks Emmjay and now that I have my information...though cant seem to grab my icon.
Graktul rushes with a fiendish smile for the nearest Kellid readying his flail before taking a swing.
Entering rage so AC is 16 currently with 18 HP.
Attack: 1d20 + 1 + 6 + 2 ⇒ (15) + 1 + 6 + 2 = 24
Damage: 1d10 + 6 + 2 ⇒ (9) + 6 + 2 = 17

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Revising my action based on the new map. Ne'erduwyl will cast sleepDC 16--location of spell to be determined at the end of the round. Basically, if I can get more than one of them within the 10' radius I will.

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Roland - Casts Divine Favor and rushes RED.
Gnickygnack - Moves forward to keep up with Roland
Ne'erduwyl - Prepares to cast SLEEP
Graktul - Kills RED with a big hit from his weapon.
COMBAT ROUND 1================================
Roland
Gnickygnack
Ne'erduwyl
Graktul
GREEN
Hekran
Armenian Man
BLUE
BLACK
Glok
GREEN runs forward at TOP speed, but is unable to get anyone in range of his weapons to attack.
BOLD, go and STRIKE!!!

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The Armenian Man looks around at his companions. Who to bless? Let Magdh decide.
1: Neerduwyl, 2: Gnickygnack, 3: Glok: 1d3 ⇒ 3
He bends down to tap the grippli on top of his head, then grips his scythe firmly as he himself advances, closing the gap between him and his foes.
Standard: activate Lucky Presence on Glok
Move: 20'
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 benefit must be declared before the roll is made. Once used, or once 1 minute passes, the effect ends.
Glok: Lucky Presence 1 minute or until used

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Hekran casts Enlage Person on Graktul
Armenaian Man casts Lucky Presence on Glok.
COMBAT ROUND 1================================
Roland
Gnickygnack
Ne'erduwyl
Graktul (enlarge person)
GREEN
Hekran
Armenian Man -4hp
BLUE
BLACK
Glok
BLUE moves forward and attempts to shoot Armenian, as he is the closet target.
Bow: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d8 ⇒ 4
BLACK does the same....
Bow: 1d20 + 3 ⇒ (4) + 3 = 7
..but he misses
GLOK, finish out the round!

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Roland will advance 40 more feet toward the three enemies.
Posted early since I am going to be out of town today. If someone would please move me, that would be great. Thanks.

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Moved Roland. Please have my sleep spell pop so that all the remaining kellids are in range. I don't know how to make those fancy lines that everyone else is so good at :)

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Hmm know I moved up to attack red but not sure where I ended up on the map. Pretty sure I can move forward enough to attack though.

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Either way lets move forward.
Feeling himself grow Graktul lets loose a wordless roar as he steps across the body of the fallen Kellid taking a swing at the Green one.
Attack: 1d20 + 1 + 5 + 2 + 3 - 1 - 1 ⇒ (14) + 1 + 5 + 2 + 3 - 1 - 1 = 23
Damage: 2d8 + 5 + 3 + 2 + 2 ⇒ (3, 5) + 5 + 3 + 2 + 2 = 20
Believe that is right have 1 BAB +5 strength though not sure how the 1.5 bonus for 2h works either another + 2 or + 3...along with rage and then -1 for power attack.
Also have 16 hp, AC of 15, reach of 10. Believe that is all the conditions currently affecting me lol.
Looking at the two remaining Kellids over the fallen body of Green
Your next.

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Glok - Hits!
Roland - Moves forward to attack.
Neerduwel. - Makes both asleep
[SLEEP SAVES]
Black Save: 1d20 ⇒ 2
Blue Save: 1d20 ⇒ 18
[HEX SAVE]
Blue Save: 1d20 ⇒ 5
Grak - utterly destroys GREEN.
COMBAT ROUND 2================================
Roland
Gnickygnack
Ne'erduwyl
Graktul (enlarge person)
Hekran
Armenian Man -4hp
BLUE -7
BLACK
Glok
Hekran, Armenain, go for it!

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Hekran runs forward, and pulls a bit of butter from his spell component pouch. A few words, and suddenly the blue soldier's feels very slippery.
DC 16 Reflex save by the blue warrior. If he fails, he drops his weapon.

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Am I correct that all of our foes are currently asleep?
The Armenian Man approaches the Kellids calmly and kneels by the one dressed in blue. "Anybody have some rope?"

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Yes, they're asleep...blue will wake up in a round, black not for a while.
Ne'erduwyl looks hopelessly at the Armenian Man. "Rope is heavy! I thought one of you brutes would carry a coil. I mean, we either kill them in cold blood, or we run and hope they have the sense not to chase us I say we run...."

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The Armenian Man isn't surprised to hear that the witch thinks rope is too heavy to carry. He of course had his own reasons for not carrying the stuff, but felt no need to explain himself, either.
"Most Pathfinders don't like killing in cold blood, but Magdg will judge me not. If you all are okay with it, here goes."
The Armenian Man sets his scythe down and ties the two men up as quickly as he can, starting with the one in blue.
The Armenian Man quickly brings his scythe down in a move intended to decapitate the man in blue, then moves to the man in black and repeats the action.
Coup de grace, scythe, vs. blue: 8d4 + 16 ⇒ (1, 2, 1, 1, 3, 1, 1, 4) + 16 = 30 Fort DC 40 or die
Coup de grace, scythe, vs. black: 8d4 + 16 ⇒ (2, 2, 4, 2, 4, 4, 1, 1) + 16 = 36 Fort DC 46 or die

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While I don't think Grak would care thinking it would go against the guild ideals to kill them right now.
Not worth killing if they can't fight back...Lets take their weapons and wake them up if they still fight then their own decision...if not then make them strip and we walk away with their clothes; that should keep them from pursuing us for a little...Third option see if any of them are carrying rope for us to tie them up with.
Going to come out of rage either way and will be exhausted for 4 rounds though don't think that will matter.

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Hekran - Blue is already asleep......
Armenian - assassinates both of the sleeping baddies....
COMBAT OVER....
You make it back to the River Kingdoms without issue, a nice and unique bracelet with you, not to mention the silverdisks...
PART 5 - WEBS
SLIDE 13 - JOurnal Entry
Daggermark is one of the River Kingdoms. It is an exercise
in anarchy, as anyone can hire assassins at affordable rates.
These hires come from an Assassins’ Guild, which has
found a particularly deadly partner in a Poisoners’ Guild that also
operates out of Daggermark.
Because anyone can hire an assassin, everyone in Daggermark
tends to be overly polite. Most leaders don’t last very long, as anyone
taking exception to their policies can hire deadly force rather easily.
PC's know enough about the day-to-day politics of
Daggermark to receive a +2 bonus on checks to find another merchant.
Giant spiders are known for their venom, which is known
to weaken their prey.
Spider webs contain a strong adhesive that is used as a
stabilizer in volatile poisons. This adhesive is most valuable when it
is fresh; the silk glands of a freshly killed spider are the best source.
The PCs know exactly where the s ilk g lands a re located.
This provides a +2 bonus on any check to harvest the glands.
The webs are thicker in this clearing than they have been thus far, appearing newer and white, rather than the dingy gray of those seen earlier. These webs crisscross the canopy above, most strands meeting near the center to support a large globe of webbing the size of a large pumpkin.
RED SQUARE, SLIDE 14, go ahead and place your icons....

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Diplomacy 1d20 + 4 ⇒ (10) + 4 = 14
”Everyone needs to be most careful in Daggermark. The entire place seems to have an assassin on retainer...”

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Looking around at the webs.
Gah...spiders...wonder if these things will burn.
Bah...Assassin's don't know how to fight...No more than sneaks and hidden blades that run from an honest fight.

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Even so saying Graktul takes another look around to see if anyone is attempting to sneak up on the group.
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Also continuing on the last thought Grak debates while pulling out an alchemist's fire flask in his hand. Recalling the last spider run-in during the library fiasco where the bard opened the stupid box putting the group in dire straits last time.
Should I give Pinch a fire flask to hold onto if we get swarmed again.

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knowledge local: 1d20 + 8 ⇒ (5) + 8 = 13
knowledge nature: 1d20 + 8 ⇒ (4) + 8 = 12
wow, geez
"all These webs, makes me think of giant spiders. We had some in our soy fields a couple of years ago. They got them venom, weaken up their prey. Had to hire me some Eagle Knight squires, come 'n clear 'em out."

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Diplomacy: 1d20 - 2 ⇒ (12) - 2 = 10
"Careful with that flame, friends. We want to harvest the webs, not burn them away." The Armenian Man draws his scythe, which may even be more suited towards this task than its usual application, but he studies the clearing before he attempts to cut down any webs. Where there are webs, there are spiders. Where are you, spiders?
Perception: 1d20 + 8 ⇒ (11) + 8 = 19