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Talea starts awake at the alarm. Rolling to her feet she glances around the room to see if there are any obvious dangers.
Snatching up her hammer she readies herself in case of assault.
Move action to stand, move to pick up her weapon. I assume we aren't in armour?

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You can sleep in light armor, but in a 'place of safety' such as this, Voices would not have worn his to sleep.
With a quiet hiss, Devil, wake any sstill ssleep follow protect who givess warning. The cat dashes off.
He stands up and moves to the side of the door (Whichever side he won't get hit by a door slamming open) and hefts his 'big club' getting ready to strike. Then hissing something unpronounceable and unprintable, he summons a creature from the ether.
A viper appears on the lintel over the door.

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Winnie would have her light chain barding still strapped on, especially on active mission like this; however Zeldana would NOT have her hide armor on due to the fatigue penalty the next day.
Zeldana gets her shield and scimitar ready, and issues a few commands to Winnie to get her roused and ready for battle.

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Sek's armour has no penalty for sleeping, he sleeps in dangerous situations his whole life and is paranoid enough to sleep laying in front of doors and windows. Is this enough to have his armour on?

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btw: If there is not enough of a door lintel or maybe rafters over the door, assume the viper is in the blankets we were using as a nest in front of the door. Also, does the door open into the room or out of the room?
N Tiny celestial/fiendish animal
Init +3; Senses darkvision 60 ft., low-light vision, scent;Perception +9
DEFENSE
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +5, Will +1
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

GM Redelia |

OK, I'll keep us moving, because we're starting to lose momentum. We'll say Valtyra took the time to pick up a scroll or wand or something of that nature.
The door bursts open, revealing several thugs.
Djorn: 1d20 + 4 ⇒ (14) + 4 = 18
Sek: 1d20 + 7 ⇒ (5) + 7 = 12
Talea: 1d20 + 1 ⇒ (3) + 1 = 4
Valtyra: 1d20 + 1 ⇒ (18) + 1 = 19
Voices: 1d20 + 2 ⇒ (12) + 2 = 14
Zeldana: 1d20 + 3 ⇒ (1) + 3 = 4
goblins: 1d20 + 5 ⇒ (13) + 5 = 18
thugs: 1d20 + 7 ⇒ (2) + 7 = 9
bold may post:
round 1:
Valtyra
Djorn
goblins
Voices
Sek
thugs
Zeldana
Talea
If anyone has any abilities that I missed that make your initiative more complicated than just rolling once with the number in your header, I have not included them in the above; you may roll again or add the proper bonus and then tell me what initiative number you come up with. If that moves you to before the thugs, you also may act.

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Djorn is in his favored terrain (Urban) so his initiative would be a bit higher, but he's going before the baddies, anyway so it doesn't matter.
Djorn can't see anything from where he is, other than the door coming open so he moves so that he can see through the door. It doesn't take much to guess that the people on the other side are not friends and he hurls a javelin at the nearest one.
Javelin plus Precise Shot: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Damage plus Precise Shot: 1d6 + 3 ⇒ (4) + 3 = 7

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Sek fires two arrows.
Point Blank and Rapid Shot.
Attack: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 3 + 1d6 ⇒ (6) + 3 + (4) = 13 Sneak Attack > Immediate action study
Attack: 1d20 + 8 ⇒ (20) + 8 = 281d8 + 4 + 1d6 ⇒ (4) + 4 + (2) = 10
Confirmation: 1d20 + 8 ⇒ (12) + 8 = 202d8 + 8 + 1d6 ⇒ (5, 3) + 8 + (2) = 18

GM Redelia |

I should clarify what I wrote earlier about if I missed an ability. When I said you could roll again, I meant if you had an ability that let you roll twice and take the better one; I had Talea in mind there, because she's late in initiative and her header mentions such an ability. If it's just a flat plus I missed, keep the original roll and add the plus and see if it changes anything.
Djorn's javelin flies past the thug's shoulder.

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bite: 1d2 + 5 ⇒ (2) + 5 = 7, if hits damage plus poison: 1d2 - 2 ⇒ (1) - 2 = -1
Voices hisses angrily and steps forward to crush with his 'big club.'
Rage, 5 ft step in front of blue, if blue is down from Sek's arrows then he will move 10', and swing at yellow single attack
earthbreaker attack: 1d20 + 9 ⇒ (13) + 9 = 22, if hits earthbreaker damage: 2d6 + 9 ⇒ (1, 5) + 9 = 15
Ok, viper's probably gonna miss his attack even with surprise. So if any get past me you will have to take him. But I think someone just took a large hammer to the face.

GM Redelia |

Sek's two arrows smack into two thugs, who fall over. The first is dead, the second unconscious.
Voices smacks another thug into unconsciousness.
The goblins loose crossbow bolts at the thugs, obviously trying to be helpful.
Seeing they are losing, the thug leader calls a retreat, and the remaining thugs quickly disappear into the night.
One of the goblins scampers in through the window, and slowly approaches you, hands held out in a gesture intended to not be threatening.

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Talea rolls twice and takes the better for init. She also has combat reflexes and is wielding a reach weapon.
Oops, looks like it isnt relevant.
Standing in her nightshirt Talea whirls round and levels her hammeer at the goblin before she realises what is going on. You best explain whats going on little one, and quickly.

GM Redelia |

This goblin is neater and cleaner than the goblins you are used to, and also gives off a little more self-confidence and self-respect. He is dressed in dark clothing, obviously for easy sneaking.
"Father sent us to warn you about the ones coming to hurt you. Then we were to help you, and then take you back to meet with Father. He wants to talk to you, see if you can help Zig. Talk about Phlegos Dulm and bad stuff he is doing. Please, put these on head and we take you to see him."
Slowly, so as to not be threatening, the goblins take a small stack of clean burlap sacks out and try to hand them to you.

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"Uh-huh..." Djorn says, retrieving his javelin from where it is stuck in the opposite wall of the hallway.
"Look, I like Zig and we need to know about Phlegos Dulm, but I wouldn't put a sack over my head and go with someone I liked and knew, let alone strangers," he continues as he starts to put on his chainshirt. It's looking like a full night's sleep is not in the cards.

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Talea starts to strap herself into her armour Can someone give me a hand with this lot she asks, leveraging the heavy frontplate into place. I tend to agree with Djorn, you best explain who this "father" is if you want us to trust you enough to do this.

GM Redelia |

One of the other goblins seems to take Talea's words as an invitation and climbs in the window and starts to help her with her armor.
"Father has adopted many goblins who want better life. He say you met Zig, his actual son, and Lobda, one of his adopted daughters. Now he lead us, help us do well in business."

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Once he calms down, Voices says (in Goblin) Ok goblin good people. and starts putting the sacks on his hands and feet. Thiss good?
Voices won't think of it himself, but one of you might want to search the thugs for evidence/useful and question the unconscious ones.

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Valtrya rolls over in bed. "You know I could have done without all of that. Now that I am up though what needs doing?"

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Oh ho, ssilly Thresh. Goblin mean put ssack on club not make drippy blood messs. Good idea. Voices takes the sack off his feet and puts it over the top of his 'big club.'

GM Redelia |

Sek does not find any notes or helpful information on the downed thugs, but he does find the following on each one (so there are three copies of this available)
potion of cure light wounds, acid (2), everburning torch, tanglefoot bag; masterwork studded leather armor, daggers (5), short sword, thieves’ tools, and some gold

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Djorn will look over the gathered gear. He'll take two of the flasks of acid and 3 of the daggers. While their organizing, he places one of the flasks of acid in his breakaway shield boss, securing the other items around his body for easy access and throwing. He'll also grab one of the torches, since he can't see in the dark. All assuming no one else wants any of the items. And if no one takes any of the rest of it, he'll pick up the rest of alchemical items, as well. Between his propensity for throwing and his breakaway shield boss, he can put them to good use.
"What kind of business do you do?" he asks the goblin as he turns back to the conversation, more out of curiosity than anything else.
"We're happy to go with you, but not willing to go without being able to see any danger we might run into. There is a lot of subterfuge going on here so you can understand why we might be hesitant."

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"Alright, alright... Let's just slow this down a bit. I only just woke up. Now what is this business and who is your father? And yes I understand you want to us to just come along but we need a few answers first just to be sure we aren't being led into a trap."
Diplomacy: 1d20 + 3 ⇒ (17) + 3 = 20
Sense Motive: 1d20 + 0 ⇒ (13) + 0 = 13

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"I'm good with that. I like Zig. Take us to your Father," Djorn says, getting his armor in place, the acid in his shield and checking his weapons.
He looks around at the rest of the pathfinders but doesn't wait for them to agree before he follows.
"What's your name anyway?" he asks the goblin that's been doing the talking. "I figure it's rude to call you 'that one goblin.'"

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Talea finishes clambering into her armour, OK, lets go but no blindfolds, trust goes both ways and she also heads out.
Diplomacy if needed: 1d20 + 12 ⇒ (9) + 12 = 21

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Voices has no idea what anyone is talking, but that is nothing new for him. He did manage to catch that we are going somewhere. So he shrugs into his armor and heads out with the others.

GM Redelia |

The goblins take you to a shop in the Lower City labeled Fine Traders. On the way, they happily chat about their day jobs, which seem to be mostly manual labor, but be solid jobs for them. Once you arrive, they take you into the basement and enter a room full of goblins. Although some of the goblins have weapons, they leave them stowed or in sheaths as you enter. One goblin, clearly the leader from his fine clothing and the deference of the other goblins, greets you. "Welcome, my friends, to my humble home. My name is Moneymaker. Yigrig Moneymaker, at your service, and this is my family. I have heard good things about you from my son, Zig. Sweet kid. A sweet kid who should not suffer for a crime he did not commit, wouldn’t you agree? Let us cut to the chase. I am led to believe you have been looking into Phlegos Dulm. He was your friend, but he betrayed you. He was my friend too, but he has betrayed me, sacrificing my very own son to do it. It is in the best interests of both of our organizations to see him pay for his crimes, wouldn’t you say?"
The map has an image of Yigrig, for your reference.

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Djorn examines the shop they are taken to with a fair amount of admiration. He listens to the goblins for a time, noting with only a little surprise that they are people just like any others, though, apparently, more pleased with the drudgery of everyday society than most.
"Impressive setup you've got here," he says to Yigrig. "I like Zig, too. He's got the makings of a fine Pathfinder. No one should have to suffer for a crime he didn't commit. If there is a way to save him, we will. And if Dulm has betrayed us all, we'll take any information and assistance we can in taking him down."

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Talea nods with her companions, Yes, Zig seemed like a capable and dedicated pathfinder, we certainly wouldn't want to see him suffer for something he didn't do. It seems incredulous that he would have been able to manage this.

GM Redelia |

"As long as you will either give me the evidence you find that Zig is innocent, or else make sure he is released with the evidence, I will tell you how to make sure Phlegos is exposed for what he is. The three bards who were poisoned were seeking a group of slaves who had been smuggled out of Absalom after they were declared free. Well, Phlegos has those slaves right now. The slaves are being housed in an old converted pub near the docks. It's the heart of Phlegos’s slave trade and the headquarters of the gang he’s using to disrupt Wulessa Yuul’s supply chain. Hurry, if you go there right away, he will not have time to hide or destory evidence."

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Valtyra grimaces as the information is relayed by the goblin. "Repugnant. Simply repugnant. How can anyone chose to do such things in the face of our oaths as Pathfinders?"

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Talea jumps up, grabbing her hammer. There's no time to waste, lets put an end to this nonsense and rescue these slaves.
So, how far is this old pub and how many guards are there?
Assuming we arent ambushed on the way before we enter the pub Talea will activate a wand of longstider, heightened awareness, bless and shield and cast shield of faith and bulls strength on herself.
UMD longstrider: 1d20 + 9 ⇒ (4) + 9 = 13
UMD HA: 1d20 + 9 ⇒ (4) + 9 = 13
UMD shield: 1d20 + 9 ⇒ (10) + 9 = 19
UMD longstrider: 1d20 + 9 ⇒ (6) + 9 = 15
UMD HA: 1d20 + 9 ⇒ (4) + 9 = 13
UMD shield: 1d20 + 9 ⇒ (9) + 9 = 18
UMD longstrider: 1d20 + 9 ⇒ (3) + 9 = 12
UMD HA: 1d20 + 9 ⇒ (11) + 9 = 20
UMD shield: 1d20 + 9 ⇒ (18) + 9 = 27
UMD longstrider: 1d20 + 9 ⇒ (9) + 9 = 18
Eventually giving up on longstrider

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Djorn nods at Yigrig's suggestion and deal. "We would do it in any case, but if it helps you help us, so much the better."
"May be steep odds. Hopefully we won't have to face them all at once," Djorn says to his fellow Pathfinders along the way.
He creeps ahead to scout again as they get closer.
Stealth(Favored Terrain): 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Perception(Favored Terrain): 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25

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Valtyra follows along being careful to keep herself slightly separated from those scouting ahead. She also minds her tongue along the way so as not to give away what is happening at the moment.

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While heading to the pub, Voices walks next to Valtyra. Devil ssayss you get thiss if needed on Sself. He hands Valtyra a scroll. Valtyra. It is a scroll of Protection From Evil. Basically if you think Voices may have failed a save from a charm or something that the scroll would give him another save, use it on him so he doesn't become a threat or anchor on the party.
Voices trying to use wand of mage armor on Devil.
UMD1: 1d20 + 7 ⇒ (5) + 7 = 12
UMD2: 1d20 + 7 ⇒ (16) + 7 = 23
As the pub comes into view.
Siz kichiksiz! The cat becomes the size of a tiny kitten. though it still isn't cute. Reduce Person cast on Devil to increase stealth and AC
Devil has mage armor for 1 hour and reduce person for 2 minutes.
Devil races ahead of the lumbering Voices to make a quick circuit of building. Including a quick look in any windows.
stealth with -20 for while running: 1d20 + 33 - 20 ⇒ (14) + 33 - 20 = 27
perception: 1d20 + 5 ⇒ (13) + 5 = 18
I figure, even if seen (unlikely), a tiny running cat shouldn't arouse much suspicion.

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"Worry not. You shall be okay." Valtyra gives Voices a wink as she tucks the scroll up her sleeve.