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Will: 1d20 + 0 ⇒ (10) + 0 = 10
At first Tathane start to turn away from the blast of color coming from the magic user but then his attention is drawn straight to it.
Uh oh.

The World's Most Interesting GM |

2d4 ⇒ (2, 3) = 51d4 ⇒ 3
Tathane falls senseless to the cobblestones.
Einarrbot looks around slightly confused. "Uh, what just happened?"
Round 3! (BOSS BATTLE THEME ♬)
The Bold May Act!
_________________
__ Ramachandra
__ Doughlas
__ Tathane -3 hp, blind, stunned, KO'd (rd 1)
__ Perrine -19 hp, KO'd
__ Esper
__ Einarr
__ Threatening Figure -8 hp, dazed
__ Larkin asleep
__ Ledford -6 hp, asleep
__ Halli asleep
Map updated.

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Doughlas sees that he is able to get closer to the enemy and runs up to try and lend assistance. Attacking red.
Ray of Sickening + Dex + PBS: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16
Fort DC 14
This spell functions as ray of exhaustion, except the target is sickened if it fails its save and unaffected if it makes its save.
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Duration 1 min./level

The World's Most Interesting GM |

Fort save: 1d20 + 2 ⇒ (19) + 2 = 21 Too dazed to be sickened.
Let the sleeping ones lie and make sure the one still standing cannot wake them, Ramachandra suggests to Einarr.
Einarrbot mentally ticks off the possibilities: cast silence (not a cleric), kill everyone who could be woken up (no time, no whirlwind attack), kill the hooded figure (Bingo!).
Einarr battleaxe v Threatening Figure (Power attack): 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d8 + 6 ⇒ (1) + 6 = 7
Round 4! (BOSS BATTLE THEME ♬)
The Bold May Act!
_________________
__ Ramachandra
__ Doughlas
__ Tathane -3 hp, blind, stunned, KO'd (rd 2)
__ Perrine -19 hp, KO'd
__ Esper
__ Einarr
__ Threatening Figure -8 hp, dazed
__ Larkin asleep
__ Ledford -6 hp, asleep
__ Halli asleep
Map updated.

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Esper releases her hold over the halfling and casts her senses out at the threatening figure, probing his mind with her psychic curses. Making the threatening figure the target of my hypnotic stare as a swift action (the halfling is no longer affected). They take a -2 penalty on will saves.
Esper steps carefully over the bodies of her companions and draws a healing potion.
The next time the Threatening Figure is harmed before Esper's next turn, she will use her painful stare ability to increase that damage dealt by +1.

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Doughlas ponders trying to get into a flanking position to help Einarrbot but realizes there isn't enough room to get by the attacker without harm. "Lets try chilling you."
Ray of Frost+dex+pbs: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
damage+pbs+Havoc of the Society: 1d3 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Saving Throw none; Spell Resistance yes

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Ramachandra stands over the unconscious Tathane and weaves another enchantment.
Perhaps we can be friends after all. Maybe you can just turn around and go home and we can forget about this.
Casting charm person on the threatening figure. He gets a to make a Will save with a +5 bonus vs DC 17.

Threatening Figure |

Doughlas's ray misses the mark.
There's an additional -4 penalty for firing into a melee without the Precise Shot feat. That's in addition to any bonus for cover.
Will save (protection from good, hypnotic stare): 1d20 + 5 + 2 - 2 + 5 ⇒ (2) + 5 + 2 - 2 + 5 = 12
Will save (2nd save from protection from good, morale bonus, hypnotic stare): 1d20 + 5 + 2 + 2 - 2 + 5 ⇒ (7) + 5 + 2 + 2 - 2 + 5 = 19 Charm person suppressed.
"YOU DARE!" the figure shouts in apoplectic fury at Ramachandra. "WATCH NOW AS YOUR FRIENDS DIE FOR YOUR TEMERITY!"
The figure touches the strange amulet* at their neck utters a quick prayer.

The World's Most Interesting GM |

Einarrbot's weapon arm reacts seemingly of its own accord felling the figure with a quick ringing backhanded swipe.
**CLANG!** THUD.
Einarr battleaxe v Threatening Figure: 1d20 + 5 ⇒ (15) + 5 = 20 damage: 1d8 + 4 ⇒ (7) + 4 = 11
VICTORY!
_________________
__ Tathane -3 hp, blind, stunned, KO'd
__ Perrine -19 hp, KO'd
"Well, that wasn't so tough." says the Ulfen barbarian looking over the carnage.

The World's Most Interesting GM |

About half a minute later Tathane rouses though he seems in shock (stunned) and cannot see. The effect wears off a few moments later.

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Seeing the battle is over, Esper puts away her potion and pulls out a wand. She presses it against Perrine's wound and concentrates very hard...
UMD: 1d20 + 11 ⇒ (19) + 11 = 30
Healing Perrine: 1d8 + 1 ⇒ (2) + 1 = 3
UMD: 1d20 + 11 ⇒ (15) + 11 = 26
Healing Perrine: 1d8 + 1 ⇒ (6) + 1 = 7
You conscious?
Then she tucks the wand away and inspects the bodies.
"Who were these people?"

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Perrine gets to her feeet, quite unsteadily. ”Thanks, Esper! I didn’t see that guy and he ran me through like lickety split! He almost got me right in my heart,” she said, rubbing the still tender wound.

The World's Most Interesting GM |

"So what do you wanna do now?" Einarrbot asks of no-one in particular.

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Tathane wakes slowly. "Wait! Everything is dark! I can't see." He starts to panic but then he remembers that this sort of magical effect might wear off in a few minutes. And, in fact, it does. Dusting himself off he stands. "So it looks like you guys handled the bad guys well enough. Sorry I had to sleep through it."
In response to Einarr Tathane replies, "I think we keep heading back towards the lodge."

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They will only sleep for about a minute. Either we want to leave quickly or we want to make sure the rest of them will not get up soon.

The World's Most Interesting GM |

What's the plan?

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”Let’s take their valuables and get out of here. I’m sure the authorities will be by soon enough to take care of this lot. And I’m not feeling like waiting here to answer any questions!”

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Esper raises an eyebrow. "Very well."
She quickly steals a few choice valuables off the dead and then heads off to the Grand Lodge, leaving the violent thugs for the city guard to deal with.

Venture-Captain Ambrus Valsin |
After a quick "looting of the bodies" ('quick' so that none of the bodies get up and hit them) the party rushes off to their rendezvous with Venture-Captain Ambrus Valsin who is no doubt waiting for them in his office--on the fourth floor of course.
Later, as everyone huffs and puffs into the Venture-Captain's office.
As the party bursts through his door, the Venture-Captain is standing looking out of his window at the sun setting over the western arm of the bay.
"Had that been a door in an ancient dungeon," he says without turning, "you might all well be trapped or dead. You really need to work on a proper door drill."
As the last rays of light dim over the horizon and office's lanterns take up the burden of providing light, Valsin turns and says "Well?"

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”Good news! We completed all our tasks. Without a hitch, even. Well...mostly without a hitch,” Perrine grins as she shows the items retrieved from the list of tasks.

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Esper smiles as Perrine describes being attacked by random people in the road 'without a hitch'.
"We accomplished the tasks and the trials within them. We were also attacked in the road, but the culprits should be with the guard by now."

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"The leader of the group that wanted this box was a follower of Norgorber."

Venture-Captain Ambrus Valsin |
"Excellent! That's the sort of enterprising action I like to see in my Pathfinders! Which guard post are they being held at? I would like to question the survivors when we are done here. Do you have the box? And **sniff, sniff** what's that smell? It's sort of a peachy-midden scent."