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Xusius realizes the enemy is shielded by his friends so he cannot cast Color Spray, so he just uses his trusty Wand of Magic Missiles and shoots one at the enemy.
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

GM Ietsuna |

Bernard struggles to damage the enemy without poking holes in her. Xusius does not even worry about it and sends a sizzling ball of energy into her torso.
Combat Round 2/3 - Bold May Act
Xusius
Bernard
Uhr
Dave
Cladara (Purple) -10
Yangrit (Enlarged)
Hannar

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Dang! I thought I had her! Let's try again. "Come back here, you slippery little weasel! Why won't you just talk to us?!" Once again, Yangrit attempts to grapple her opponent.
Improved Grapple: 1d20 + 6 ⇒ (7) + 6 = 13
Including strength bonus for being enlarged this time.

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Dave draws his blades as he makes his way on to the top of the table. He stands looming over their opponent long sword in one hand mace in the other; throw down your weapons and surrender! You’re surrounded! We will surely kill you if you don’t! could someone moves Dave’s pawn to right next to the enemy on top the table please?.

GM Ietsuna |

Yangrit makes a grab for Cladara, but cannot get a grip on her this time.
I will not surrender. As assassin never gets taken alive.
Combat Round 2/3 - Bold May Act
Xusius
Bernard
Uhr
Dave
Cladara (Purple) -10
Yangrit (Enlarged)
Hannar

GM Ietsuna |

Ok, we seem to have stalled slightly. I'll bot Uhr and Hannar
Uhr steps up and swings his axe at the enemy.
Axe, Flank: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 Damage: 1d8 + 3 ⇒ (4) + 3 = 7
The axe slices through the air, but misses.
Hannar sends a ray of fire at the enemy.
Elemental Ray RTA: 1d20 + 3 ⇒ (4) + 3 = 7 Damage: 1d6 + 1 ⇒ (4) + 1 = 5
The ray flies wide as he tries not to hit his companions.
Who? Clockwise: 1d4 ⇒ 2
Cladara swipes her rapier at dave
Rapier: 1d20 + 4 ⇒ (1) + 4 = 5 Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Combat Round 3/4 - Bold May Act
Xusius
Bernard
Uhr
Dave
Cladara (Purple) -10
Yangrit (Enlarged)
Hannar

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Xusius fires another Magic Missile from his wand at the foe.
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

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Sorry about that. I haven't been receiving updates there are new posts available to read.
Hannar takes out a wand as well, points it at the assassin, and a ball of energy springs forth...
Force damage vs. Assassin: 1d4 + 1 ⇒ (1) + 1 = 2

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"Grrrr!" With a frustrated growl, Yangrit makes another grab for the speedy, squirmy assassin.
Improved Grapple: 1d20 + 6 ⇒ (7) + 6 = 13
I have practiced and practiced. Why do I keep failing?

GM Ietsuna |

Death by a thousand cuts
Xusius and Hannar put force damage into the enemy.
Yangrit makes a grab but cannot seems to keep hold.
Combat Round 4 - Bold May Act
Xusius
Bernard
Uhr
Dave
Cladara (Purple) -14
Yangrit (Enlarged)
Hannar

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Stab: 1d20 + 7 ⇒ (4) + 7 = 111d6 + 2 ⇒ (1) + 2 = 3
Frustrated with himself, he tries again this time, with the pointy end.

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Dave shakes his head in sad resignation at the woman’s misguided courage in the face of overwhelming odds. Dave manages only to softly murmur, you were warned.. before bringing his blade and mace into play. longsword: 1d20 + 2 ⇒ (6) + 2 = 8dmg: 1d8 + 3 ⇒ (7) + 3 = 10 Mace: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14dmg: 1d6 + 1 ⇒ (2) + 1 = 3

GM Ietsuna |

Bernard and Dave both miss with their swings.

GM Ietsuna |

Botting Uhr
Uhr swings his axe at the enemy again.
Axe, Flank: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17 Damage: 1d8 + 3 ⇒ (8) + 3 = 11
The axe swings and misses but Cladara takes the opportunity and counters Uhr's strike.
Who, Clockwise: 1d4 ⇒ 4
Rapier Vs Uhr: 1d20 + 4 ⇒ (5) + 4 = 9 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
The rapier goes past Uhr as Cladara rushes her counter.
Combat Round 4/5 - Bold May Act
Xusius
Bernard
Uhr
Dave
Cladara (Purple) -14
Yangrit (Enlarged)
Hannar

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Determined to metaphorically beat this dead horse, Yangrit attempts yet again to grab Cladara. She envisions herself grabbing the assassin by the collar, flinging her down, and sitting on her torso while pinning her wrists to the floor...just for a "talk".
Improved Grapple: 1d20 + 5 ⇒ (10) + 5 = 15

GM Ietsuna |

Yangrit tries to grab again but Cladara slips through her fingers or a third time.

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You're a slippery one...just stop resisting already! he says as he tries once again...with the pointy end!
Stab: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 241d6 + 2 ⇒ (6) + 2 = 8

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Xusius just fires off another Magic Missile from his wand.
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

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Dave from his higher vantage point comes down with both his weapons yet again. longsword: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4dmg: 1d8 + 3 ⇒ (7) + 3 = 10lt mace: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22dmg: 1d6 + 1 ⇒ (3) + 1 = 4

GM Ietsuna |

Under your combined efforts Cladara is knocked to the ground, bleeding and unconscious.
Combat over

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Yangrit immediately searches the room for any other hidden attackers, places where they could be coming from, or any other threats. "No one is going to surprise me again!" She is still embarrassed that the assassin caught her off guard.
Perception: 1d20 + 8 ⇒ (13) + 8 = 21

GM Ietsuna |

Yangrit does not find any more attackers, but she does find a journal. It belonged to Cladara, the leader of the Ghostknives it would seem. Within the pages there is a very detailed plan for the Ghostknives to overthrow the local military in Daggermark.
The journal also contains most of the information in the Adventure Background, so I am copy pasting it here. Hopefully it fills in any gaps you have or answers any questions. If not please ask away.
The chaotic River Kingdom of Daggermark maintains a semblance of stability via a common understanding among its residents: those who draw their neighbor’s ire often end up dead. Daggermark’s Assassins’ Guild and Poisoners’ Guild hold considerable sway in the unruly city-state, sharing power with the local military. New members of the Assassin’s Guild receive local contracts as part of their training, and any citizen can hire a student assassin once per year at a reasonable price. Only members of the military are exempt from these trainee contracts, meaning those who seek security and social advancement often enlist in the army. This system has kept the peace for years, but a cabal of Assassin’s Guild defectors called the Ghostknives sees the military exemption as a loophole it can use to overthrow the Guild and seize control of the city. By quietly eliminating army officers and replacing them with coconspirators, the Ghostknives could set the stage for a bloody coup.
The venture-captain stationed in Daggermark, Istivil Bosk, accidentally stumbled upon a Ghostknife assassination occurring outside of the bounds of the Assassin’s Guild’s rules. To save himself from the assassin’s blades, Bosk invoked one of the River Freedoms, the cherished values that form the backbone of River Kingdom society. The second River Freedom, “Oathbreakers Die,” encapsulates the significance River Folk place on personal vows—every vow comes with an implicit promise to keep it or die trying. Bosk swore an oath that he would not reveal the Ghostknives’ existence to anyone or interfere with their plots, which convinced the assassins to spare his life. Bosk was true to his word, though he continued to monitor the group’s activities, watching silently as Ghostknife assassins began targeting military officers.
Yet when Bosk learned that Timinic, a Pathfinder agent who had been exploring the sewer complex below Daggermark, was marked for death, his loyalty to the Society overruled his oath to the assassins. He revealed the situation to his most trusted friend, Sergeant Brandur Clovesh, who promised to help hide Timinic until Bosk could request an evacuation from the Grand Lodge. Despite Bosk’s best efforts, the Ghostknives noticed that Timinic disappeared before help from the Grand Lodge arrived. While the assassins have not yet found their target, they have deduced that Bosk must have broken his oath and have set in motion plans to kill the venture-captain and cover their tracks.
Your actions expose the Ghostknives and compromise their leadership, causing the cabal to collapse. Any Ghostknives who survived the initial raid are quickly eliminated as the Assassin’s Guild roots out the remaining defectors. Ghostknife sympathizers within the military abandon their posts and flee the city, fearing that they will ousted from the military by Jallor Clovesh and handed over to the Assassin’s Guild once the guild identifies any officers who were promoted because of the cabal’s intervention. The flurry of desertions roils the military for a couple days, but before long Daggermark returns to its anarchic equilibrium.
The Pathfinder Society is left with the question of what to do with Dryblade House, now that its venture-captain is dead and its surviving agents are demoralized. Timinic returns to Absalom with recommendations for missions that could reinvigorate Pathfinder activity in the Daggermark Lodge.
The End