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AOO
Attack 1d20 + 7 + 4 ⇒ (4) + 7 + 4 = 15
Damage 2d4 + 4 ⇒ (3, 2) + 4 = 9
Frost deals with the hit, then swings back!
Attack 1d20 + 7 ⇒ (16) + 7 = 23
Damage 2d4 + 4 ⇒ (4, 1) + 4 = 9

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With Green going down, Bacchus takes an AoO, flies 5', flanks Blue with Frost and goes on the attack.
Bite: 1d20 + 3 + 1 + 1 + 2 ⇒ (17) + 3 + 1 + 1 + 2 = 24
Damage?: 1d4 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8

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Quinn calmly re-attacks the orange villain with another arrow, but misses grossly.
Longbow ATK vs Orange: 1d20 + 3 + 1 - 4 ⇒ (5) + 3 + 1 - 4 = 5
Damage?: 1d8 + 2 ⇒ (3) + 2 = 5

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Hanzo calmly sends his kusari at the woman when she tries to stand, and again if she still stands after his blow.
Attack of Opportunity: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Round Two Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

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Musket: loaded, bullet/powder
Paper Cartridges: 16
Bullets/Powder: 14
Alchemical Flares: 2
Grit: 3
Mira glares at her opponent as she takes another swing with her sword. This time for sure. She could feel it!
standard: attack orange with a slash from mwk cold iron short sword
Attack: to hit: 1d20 + 5 ⇒ (13) + 5 = 18
Attack: to damage: 1d6 + 1 ⇒ (3) + 1 = 4

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If Mira's attack killed orange, the eagle will charge one of the other enemies, so eliminate the subsequent attacks.
talon,talon,bite: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 171d20 + 3 + 2 ⇒ (14) + 3 + 2 = 191d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
damage: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 41d4 + 2 + 1 ⇒ (4) + 2 + 1 = 71d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Maedhros casts Daze on one of the remaining foes.Will save DC 14.

bluedove |

Frost strikes true as the woman tries to regain her feet, seriously wounding her. Hanzo's AOO slices only air, and as Bacchus moves into a flank, he draws an attack as she swings on the little hawk with the bone pick, wounding him. Bacchus stays on the attack and delivers a nasty bite, bringing the woman down.
Pick attack on Bacchus: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Bacchus takes 7 damage!
Mira scores a cut against her foe and Maedhros' eagle finishes off the man, raking him with vicious talons from behind.
Out of Combat!
The next room is a gaudy, marbled hallway with finely carved pillars, the white floor here is split by a deep violet carpet. This entrance is reserved for the king and anyone he considers to be part of the royal court.
A quick search of your most recently slain assailants reveals one potion of cure light wounds and each of the combatants is outfitted with chain shirt armor, heavy steel shield, masterwork heavy pick made of human bone, and a shortbow with 20 arrows.
Let me know if you are healing any of these for interrogation or just moving on.

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Frost will show mercy, doing what she can to heal wounds and stop anyone bleeding out. She refrains from magical healing...for now.
Lay hands on own wound 1d6 ⇒ 5

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Quinn will collect up her raptor and casts cure light wounds upon the hawk.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

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Musket: loaded, bullet/powder
Paper Cartridges: 16
Bullets/Powder: 14
Alchemical Flares: 2
Grit: 3
Mira assists Frost with her attempts to show mercy to their fallen enemies. Somebody needed to explain what was happening, after all.
Heal Check: 1d20 + 3 ⇒ (6) + 3 = 9

bluedove |

In the interest of time I am going to handwave interrogation and frogmarch you into the final combat. Please claim any treasure you want to make use of and make stealth rolls if you intend a stealthy approach and give me a marching order.

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Frost can't really sneak, she will march in.
Sneakies can run ahead if you want :)

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Quinn Stealth: 1d20 + 7 ⇒ (17) + 7 = 24
Bacchus Stealth: 1d20 + 10 ⇒ (4) + 10 = 14
Quinn will remain in the middle, behind the melee fighters so she can support with her bow. Additionally, she will send Bacchus ahead with Maedhros' eagle to scout.
Bacchus is in need of 2 more HP of healing, so if there is no objection, Quinn will abscond the CLW potion from our vanquished foes.
CLW Potion: 1d8 + 1 ⇒ (8) + 1 = 9
And will refill her normal arrows to full (40).

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Musket: loaded, bullet/powder
Paper Cartridges: 16
Bullets/Powder: 14
Alchemical Flares: 2
Grit: 3
Mira will be towards the front again, sword out
stealth: 1d20 + 10 ⇒ (11) + 10 = 21
perception: 1d20 + 9 ⇒ (9) + 9 = 18

GM bluedove |

Stage:
The wooden stage is painted black and currently decorated to look like a jungle underworld, with fake plants, vines, and a backdrop of jungle scenery. An orchestra pit separates the stage from the main opera house and a thick, red velvet curtain conceals the main doors to the back stage area.
2 Back Stage:
The backstage area is crowded with the various and sundried clutter of the theater. The floors are painted black and the walls are covered in dozens of painted handbills and posters of previous operas performed here. Dozens of costume racks and painted backdrops are set up here to be wheeled out on stage for the proper scenes. There are doors that lead to actor's dressing rooms on either side as well as spiral staircases that descend beneath the Opera House.
Taking your cue, you take the stairway down to the basement level below.
Used primarily to store larger set pieces no longer used, this musty basement is now the home to a dig project that extends into the bedrock east of the room. This room is well lit by standing lamps.
Glistening with water, the slick walls and floor of these tunnels were recently carved from the thick bedrock beneath Oppara. Well lit by standing lamps, the tunnels stretch into an adjacent chamber, seemingly carved from the bedrock as well. However, the adjacent chamber is made of smooth walls, covered in strange glyphs, and also lit by the same standing lamps. At the center of that chamber stands a tall stone dais. In the middle of the dais is a huge boulder which, by all appearances, fell a great distance before crashing here. The boulder glows with an eerie green light.
The path travels through slippery, winding passages before it joins with another and then opens into the finished chamber ahead. The stealthier members of the party move slowly and carefully forward and as the light shifts, you notice a guard on the steps and a pale, gaunt man standing just beside the great rock. His eyes seem fast focused on the glowing rock.
EP: 1d20 + 2 ⇒ (10) + 2 = 12
Enemy Init: 1d20 - 1 ⇒ (16) - 1 = 15
Mira: 1d20 + 4 ⇒ (12) + 4 = 16
Hanzo: 1d20 + 2 ⇒ (16) + 2 = 18
Frost: 1d20 + 3 ⇒ (2) + 3 = 5
Quinn: 1d20 + 5 ⇒ (20) + 5 = 25
Vinny: 1d20 + 4 ⇒ (13) + 4 = 17
Maedhros: 1d20 + 2 ⇒ (1) + 2 = 3
Surprise Round (Remember one standard or move action during surprise only, unless you can charge)
---------------------------------
Quinn
_and Bacchus
Mira
---------------------------------Round 1
Quinn
_and Bacchus
Hanzo
Vinny
Mira
Enemy
Frost
Maedhros
Ok, finally carved out some time to get this up. Bold is up! Have moved the basement to the first slide on the encounter map.

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"Surprise Round"
Quinn will command Bacchus to hunt, pointing out the gaunt man, then she will cast Magic Fang on the raptor's beak.
Bacchus launches towards the man staring at the glowing rock, ripping at his flesh as he slams into the man.
Bite: 1d20 + 3 + 1 + 1 + 1 ⇒ (3) + 3 + 1 + 1 + 1 = 9 Damage?: 1d4 + 3 + 1 + 1 + 1 ⇒ (2) + 3 + 1 + 1 + 1 = 8
"Round 1"
Quinn will target the guard on the steps with her bow.
Longbow ATK vs guard: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Damage?: 1d8 + 2 ⇒ (3) + 2 = 5
Bacchus will continue his attack with all of his weapons.
Bite: 1d20 + 3 + 1 + 1 ⇒ (10) + 3 + 1 + 1 = 15 Damage?: 1d4 + 3 + 1 + 1 ⇒ (4) + 3 + 1 + 1 = 9
Lf Talon: 1d20 + 3 + 1 + 1 ⇒ (7) + 3 + 1 + 1 = 12 Damage?: 1d4 + 3 + 1 + 1 ⇒ (1) + 3 + 1 + 1 = 6
Rt Talon: 1d20 + 3 + 1 + 1 ⇒ (4) + 3 + 1 + 1 = 9 Damage?: 1d4 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7
dice gods hate me...
-Posted with Wayfinder

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Musket: smoking, not loaded
Paper Cartridges: 15
Bullets/Powder: 14
Alchemical Flares: 2
Grit: 3
Sorry! I missed seeing the latest post earlier in the week! Posting now!
Mira sneaks as close as she dares before raising her musket to her shoulder and taking a shot at the gaunt man.
Surprise Round
Musket (Touch Attack) to Hit: 1d20 + 7 ⇒ (16) + 7 = 23
Musket to Damage: 1d12 ⇒ 5
Stepping forward to get better aim, Mira swiftly reloads her musket for a second shot
Combat Round one
5 foot step
Move Action: Reload with paper cartridge
Standard Action: Point Blank Shot
Musket (Touch Attack) to Hit: 1d20 + 8 ⇒ (13) + 8 = 21
Musket to Damage: 1d12 + 1 ⇒ (9) + 1 = 10

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"Well would you look at that." Vinny exclaimed with exaggerated, fake awe, motioning at the room. "This is, uh, practically big open spaces compared to all those hallways." He pulled out another explosive from somewhere within the folds of his jacket. "Hey, you, up there!" He called, waving one arm in the air for attention. "This might sting, you know, alot." He added, as he chucked the bomb towards him.
Bomb attack: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Bomb Damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Im guessing the bald orange dude is the guard? Either way the bomb is going toward him.

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Frost whistles appreciatively "So true, look at these wide open ranges, I could ride a unicorn down these!"

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Hanzo darts forward, sending his kusari gama out at his foe from a distance.
Attack: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Shifty |

Surprise Round (Remember one standard or move action during surprise only, unless you can charge)
---------------------------------
Quinn
_and Bacchus
Mira
---------------------------------Round 1
Quinn Arrows!
_and Bacchus Claws!
Hanzo – miss!
Vinny – Bomb!
Mira – shoots!
Enemy
Bachhus flies at the guard, but misses the initial opener!
Quinns arrow likewise goes wide.
Bacchus doesn’t manage to penetrate the guards heavy armour on the follow up.
The musket gives a terrible loud bang and the man is wounded, acrid smoke fills the air and the gun gives another loud report – through the haze of black powder charged smoke, the man is reeling from the shots. The man looks about to give up on life.
The bomb then goes off on the guard, butthe guard survives, barely.
Hanzo misses.
Frost moves toward the combat!
The man drinks a potion, trying to heal wounds!
2d8 + 3 ⇒ (5, 2) + 3 = 10
The guard tries attacking Frost!
Attack 1d20 + 2 ⇒ (15) + 2 = 17
Damage 1d4 ⇒ 3
R 5
O 9
R1
Frost - moved
Maedhros
R2
Quinn
_and Bacchus
Hanzo
Vinny
Mira

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"Round 2"
The huntress readies another arrow and targets the red man her hawk is trying to tear apart, teaming up as they have done countless numbers of times in the past.
Longbow ATK vs Red: 1d20 + 3 + 1 - 4 ⇒ (17) + 3 + 1 - 4 = 17
Damage?: 1d8 + 2 ⇒ (3) + 2 = 5
Bacchus re-attacks Red with additional vigor.
Bite: 1d20 + 3 + 1 + 1 ⇒ (10) + 3 + 1 + 1 = 15
Damage?: 1d4 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7
Lf Talon: 1d20 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7
Damage?: 1d4 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7
Rt Talon: 1d20 + 3 + 1 + 1 ⇒ (14) + 3 + 1 + 1 = 19
Damage?: 1d4 + 3 + 1 + 1 ⇒ (1) + 3 + 1 + 1 = 6
Thanks a million Shifty!

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Maedhros summons an eagle to attack the remaining foe, calling it into a position where it will serve as a flanking ally for Frost.
talon, talon, bite: 1d20 + 3 ⇒ (8) + 3 = 111d20 + 3 ⇒ (13) + 3 = 161d20 + 3 ⇒ (4) + 3 = 7
damage with smite: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 41d4 + 2 + 1 ⇒ (2) + 2 + 1 = 51d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Shifty |

The screaming eagle tears into the unfortunate and that is where the combat comes to an abrupt end.
The party having cleared out the threats returns to the Opparan nobles trapped in the theatre and finishes seeing to their rescue.
The Zyphus Stone is a terrible artifact and as Pathfinders you immediately know that its acquisition could be both a boon and a terrible burden for the Society.
It is a choice between taking the time and effort necessary to destroy the stone, thus ridding the world of its potent necromantic magic, or returning the stone either to the Grand Lodge in Absalom or to the Pathfinder Lodge in Oppara for safe-keeping. A choice you leave to wiser and cooler minds.
As a party you extensively search the House of the Immortal Son for Wuthers, and find his zombie corpse among the dead theatre foyer. In his belt pouch is a draft of the final letter he wrote to Venture-Captain Eliza Petulengro, wherein he details the final stages of the dig and the strange character of his companion—noted as “cleric of Irori” but clearly Bustani the gaunt fanatic. His pouch also contains a personal journal, a shorthand record of his many adventures as a Pathfinder.
Surprisingly, more than half of the theatergoers survived the zombie onslaught by gathering together and fighting off the undead menace. Because your mighty party dealt with Quint’s roving band bent on stamping out resistance as well as defeating Bustrani himself, the wealthy socialites and nobility of Oppara now have several dinner parties’ worth of sordid zombie stories with which to frighten
and awe their friends.
Congrats guys, reporting this tonight, will issue chronicles shortly!