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Perception: 1d20 ⇒ 3
Perception: 1d20 ⇒ 20
"The bastard attacked us upstairs. Nearly had a knife in the back! Did not work out so well for him. So unless that sword is for our culprit here ,Ekira, I warn you to not draw closer to me for I will defend myself further!" Elris warns not dropping his weapon as Ekira approaches.

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Kronis sighs, trying to take deep breaths to calm his frustration. "If we rouse this man, we can interrogate him. But I am not rousing him until I have him thoroughly bound. May I please have some rope?"
Once Kronis has rope, he'll bind the stranger (setting the Escape Artist DC at 17. On the next round (I assume binding him will take the whole round, or at least a standard action), Kronis will draw his wand of CLW and revive him for questioning.

Venture Teller Play b'Post |

OK, out of combat/rounds now.
Ekira's anger spikes at the dying man's treatment. "If you won't arrest these murderers that is just fine by me." The mob cheers and she draws her blade. She takes a step forward pointing it at Kronis. "Yes, that is red-handed assault," she responds. The mob is saying something similar, but it is not clear to whom she is responding until she says, "Iomadae does not need a trial to protect one of our own from an active murder."
"No no NO," shouts Sheriff Luin stepping in her path. "We must obey the LAW!" His shout is nearly to himself more than his villagers. "Law is what separates us from the creatures of chaos that have harmed so many of us!" his voice cracks, "So many dead"
The distraction is enough time for binding and to awaken the dead man. "Untie him! Or are all your claims of justice only applicable when justice is for your ilk?"
"You then," the Sheriff address the stranger. "Introduce yourself. Tell me what is happening here."
The stranger looks around, trying to remember where he is. He looks at the Pathfinders and the large constrictor, then at the open window above him and the blood-his blood-on the street below him. Then he sees the crowd and ever-frightening inquisitor of Iomadae.
"Durkon, he begins. "I. I was following theses people, keeping an eye on them. Like you said to. Then one of them shouts. I think it was the demonic one. The one with demon scales," he points at Kashasa. "He shouts and they all start chasing me. So. So..." his voice trembles a bit but he quickly takes in a deep breath. "So I ran! I ran into this abandoned building, and they kept chasing with their swords and knifes and whips. I kept running and then, and then.... He gasps as if just putting everything together. "They threw me out of the window!"
The crowd goes livid, surging forward and pressing in on the pathfinders. The disgust on Ekira face is so thick smoke seems to be broiling out of her. "Murderous Pathfinders. We should meat justice out right now." The mob erupts in a loud mass of sound, impossible to pick out an individual.
It is another minute before the Sheriff can restore order enough to ask of the Pathfinders. "Well. What about you what happened. And be careful what you say. This may be all the trial I can offer you," he says. The tone of his voice is tired, and this sounds almost like "or all I am willing to offer.

Venture Teller Play b'Post |

So. This. Is. It.
You are now in a trial not only for the three imprisoned Pathfinders, but also for your own innocence. You have a handful of clues and handful of rumors. Some are not true and hopefully you can tell which ones. You also know the evidence against the Pathfinders. I will warn you the DC on this is set pretty high. The village has seen you tie up one of their own after knocking him unconscious. They have seen murdered villagers by your weapons. They have already accepted the guilt of the others. Fortunately, each bit of evidence and other clues presented grants a bonus as well.
Make your case. Each of you. If you think something (evidence/witness/whatever) should be presented, put it out here. If you aren't entirely sure this information is good for your cause, use the Discussion thread. Three players agreeing on something there will count as presenting the evidence. This is to simulate the discussion you the players, would have if we were all present at the same table.

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Galvanix pulls himself up to his full height and flexes his muscles...
"Are you folks really thinkin' or are you just so scared of everything that you want some pay-back for all the troubles you have had in the past... we all have pasts."
Turning to the Inquisitor, "And you... what kind of Judge are you saying that people don't need trials and such? Pretty CHAOTIC if you ask me... You want to accuse US? What about YOU?"
Turning to the crowd... "Devils in the forest... all kinds of other things that go 'bump in the night'... we have looked into them and nothing to see there... it's all a HOAX. But what WE do KNOW and what my buddy KRONY can show- because he is and INVESTIGATOR is that someone is trying to drive your village here crazy and start FRAMING people for crimes they didn't commit.
Turning to the Sheriff, "And Sheriff you have been trying to do your job and that's all good... but having this DEMENTED INQUISITOR running around like a mad-woman isn't helping things... I THINK YOU ALL SHOULD LISTEN TO KRONY... But if it comes down to it, I want my TRAIL to be by COMBAT... Just me versus HER!"
"Don't you PEOPLE have a Paladin or Wizard or someone who can say some magic words and show that we are telling the TRUTH and that this PILE OF FILTH is Lying or some kind of EVIL assassin?" Galvanix points at Durkon (who I assume is still tied up).
To the crowd... "At least let her prove her god's favor...and have a good SHOW!"
Diplomacy: 1d20 + 1 ⇒ (9) + 1 = 10

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"You are supposed to be the sheriff but you let this crazed paladin run around freely threatening to invoke her own justice especially when her distaste for Pathfinders is known to all. Regardless of the outcome here the Silver Crusade will be looking into it and informing your church before you give all divine warriors a bad name." he spits on the ground before Ekira after addressing the Sheriff then pauses before continuing.
"This man here was seen around town the same as the Pathfinders...and he meets the description given by Foram unlike the Pathfinders you have locked up. And you have already seen the button. That was more than enough evidence for you to lock up the Pathfinders so why are you asking us to let him go?" he asks next.
Diplomacy: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
"And in case you didn't hear me before...he attempted to get the jump on me and I defended myself. Which there are others that can attest to...unless you have a bias for this stranger over a Pathfinder too? If that is the case this whole case is far from a pursuit of justice."

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"Durkon, he begins. "I. I was following theses people, keeping an eye on them. Like you said to. Then one of them shouts. I think it was the demonic one. The one with demon scales," he points at Kashasa. "He shouts and they all start chasing me. So. So..." his voice trembles a bit but he quickly takes in a deep breath. "So I ran! I ran into this abandoned building, and they kept chasing with their swords and knifes and whips. I kept running and then, and then.... He gasps as if just putting everything together. "They threw me out of the window!"
The crowd goes livid, surging forward and pressing in on the pathfinders....
Why...you...little... Lydia fights back tears of fury as she sends the wickedest wishes she can muster in the direction of the manipulative little worm and his idiot army outside. There's that feeling again: Helplessness...the vast chasm between what you know and what they'll believe...and the INJUSTICE of it all, as though truth is just another thing for the most charming manipulators to decide, rubbing listeners behind the ears like tongue-lolling dogs, while those who demonstrate enough basic respect and dignity to not rut on others' thoughts are punished for doing so.
She looks about this wretched house, searching for ANYTHING that could help - although an escape tunnel and a necklace of fireballs is what she's hoping for most right now...fireballs enough to bring "justice" to this whole rotten town....
More realistically, though, I look around with detect psychic significance.

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Kronis sniffs derisively at both the sheriff and Ekira. "I will not refrain from detaining a man who tried to kill my comrades and flee justice. You knew full well we came here because of the letter we were sent. Your farce of a justice system, your barbaric reliance on mob mentality is about to cost not three but nine innocent Pathfinders to be burned at the stake while this man, the killer, goes free to roam your streets again."
He takes a deep breath, then straightens his uniform. "Your attack dog" he jerks his head in Ekira's direction "is well-known to be biased against Pathfinders. Listen to her speech! No trial? Iomedae weeps at the sight of her ignorance, surely. As Elris has stated, the man is missing the very button we found at the crime scene. He also matches the description of the man the store owner gave. And he was present at the murders this morning."
He crosses his arms and scowls at the sheriff. "Mob justice is no justice at all, sheriff. This is why every other country has an impartial legal system. Ye gods, even Devil-bound Cheliax is less of a farce than this! You should be ashamed, sheriff. All of you should. Your thirst for blood would have twelve innocents hanged rather than one guilty man."
Here's hoping guilt is a powerful motivator. Using my very last inspiration for the day. Come on, baby!
Diplomacy: 1d20 + 5 + 1d6 ⇒ (1) + 5 + (4) = 10
OH MY GOD YOU HAVE GOT TO BE KIDDING ME.
Well at least I aid? Maybe? UGH.

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Really? That would be awesome! Thanks so much. No additional bonuses or penalties, right? Just reroll the d20?
Come on Paizo Roller, don't let me down again!
Diplomacy, Folio Reroll: 1d20 + 5 + 4 ⇒ (7) + 5 + 4 = 16
... Well. It's... better, anyway. Still, I appreciate the thought! Sorry it didn't pan out more. :S

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Dumpy only shakes his head. He thought he was bad at talking to people, but the rest are all insulting them whenever they can and expecting it to go well.
He stays out of it all, mostly keeping an eye out on what's happenin around them.
The strange giggling especially concerns him.
Perception: 1d20 + 7 ⇒ (11) + 7 = 18

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Want to tack on my Grand Lodge Faction Pin?

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Coming in late, time zones and stuff. Just goign to make the roll, if you want RP I'll toss some in later.
I am no demon. I am a Nagaji, and a knight of Nagajor. We hold ourselves to the highest standards of conduct. I have also been knighted by Princess Eutropia of Taldor for my services also since Kokina and I relocated here.
Diplomacy: 1d20 + 11 ⇒ (2) + 11 = 13
Wow, just wow. Shirt reroll?
Diplomacy Reroll +2 Gm Stars: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Welp, it is meant to be

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Thanks Lydia but I don't think it will make a difference. Best save it just in case you need to roll as well.
It's a good thing Elris rolled rocks, otherwise we'd probably be toast. Hopefully his roll is enough with all the bonuses. And hopefully we can aid!

Venture Teller Play b'Post |

"Innocent people do need a trial to prove their guilt. Witnessing a crime as it is happening is proof enough of the crime and reason to intervene." The inquisitor says.
On further reading of the scenario, each player can present evidence and make a Diplomacy check (not all successes aid the single best roll). This check has a DC to influence Tobias and DC+5 also influences Ekira. I am also allowed to grant a one time bonus to each player for [reasons]. You may continue making checks until you fail X times or influence Ekira X times. I think everyone gets at least one more attempt, if you also give evidence.*
Calling Forum as a witness: +2
presenting the button: +1, Tying the button to Durkon: +2
All future Party rolls gain this +5.
First Check
Ki: influenced Tobias
L: <--here now
D: <--here now
E: influenced Ekira
G: influenced Tobias
Kr: influenced Ekira
Second check
Ki: <--here now
L: <--here now
D: <--here now
E: <--here now
G: <--here now
Kr: <--here now

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I mentioned the Silver Crusade looking into the behavior but I may not be remembering details so I will look back.
"You did not see the attack inside against us or the one I retaliated with so watch your tongue, Ekira. You are nothing but a zealot starting witch hunts! Maybe you should be of suspect too." he bites back before presenting more evidence.
"The letter we presented to you brought us here for this scene to occur in either our death or becoming further targets of this witch-hunt driven by Ekira. One of our weapons was placed at the scene of a murder and the same goes for the other group of Pathfinders. I am no scholar but that seems like there is more going on here. Even the townsfolk would agree if it wasn't for Ekira being the first and loudest to speak every time claiming a verdict."
Diplomacy: 1d20 + 4 + 2 + 5 ⇒ (8) + 4 + 2 + 5 = 19
Even a -3 can hit the Aid threshold for someone.

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Elris and I both made the Heal check to find out that the blood was less than a half-hour old when we got there. Elris made it first.
Lydia is conflicted. Will they even listen to her out there? Besides, this may be her only chance to escape....

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My noble steed here he pats Kokina detected a scent while we were investigating a murder scene. She smelled it again here. I think you will find that the button belongs to this man. and he indicates Durkon.
Diplomacy: 1d20 + 11 ⇒ (12) + 11 = 23

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Galvanix scratches his head as his companions start laying out the evidence and in an incredulous tone...
"Wait... you are right... this guy [Durkon] HAS been at the scene of all the MURDERS... and has been hanging around each of the times... trying to pin it on PATHFINDERS! And all the time he has had this INQUISITOR who was more than willing to believe HIM! So the People believe the INQUISITOR and she believes this professional liar!"
"Sheriff, it really comes down to this for me... the DAMN BUTTON. You found it. It put's this guy at the scene where the guy died- AFTER Lumpy's club was stolen and put there to make it look like we did it!"
Turning to the crowd... "Don't you all get it!?! This GUY has been playing all of you for fools!"
Despite his cool demeanor... Galvanix is quickly realizing that he may need to make a break for it and while he doesn't want to hurt of these people, he isn't going to be tried for a crime he didn't commit.
I didn't survive the pits of Cheliax to go down like this...
Galvanix will turn to Durkon and use his best GAME FACE- "You know you DID it... ADMIT IT... You think these GUYS can protect you? Guess Again BUDDY!
Intimidate: 1d20 + 6 ⇒ (11) + 6 = 17 - to illicit a confession (trying to scare/shake him).

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Kronis sighs and returns to parade rest, stern face pointed at Sheriff Luin. "You caught nothing red-handed. You know full well, based on the letter we received and showed to you that this was our destination and was likely a trap. Unsurprisingly, it was."
He paces a bit as he sorts out his thoughts. "The blood at the murder scene we were sent to, out in the woods, was far too fresh to have occurred when you claim. That means the bodies were moved to that location, a task requiring considerable time. So much time, in fact, that even with all three Pathfinders working together, it would have taken too much time for them to have done it and still reach town when they did."
He taps the extracts on his belt thoughtlessly, then blinks. "Damn. He had a potion..." He looks back up at the sheriff. "There was a shattered potion vial at the murder scene where you found Dumpy's club. Right where I'd seen this man standing. He's likely been using potions of disguise or alteration to make himself look like others, to increase the success of his framing." He scowls. "I can't believe I didn't catch that right away..."
Here's hoping the Paizo roller stops hating me.
Diplomacy: 1d20 + 5 + 5 ⇒ (16) + 5 + 5 = 26
That'll do!

Venture Teller Play b'Post |

Sorry all. You are practically finished after those last three rolls. I say practically because I have not had the energy to post a suitably epic finish. I hope tomorrow (gr011ick$ its already tomorrow) will be better.

Venture Teller Play b'Post |

Kronis sighs and returns to parade rest, stern face pointed at Sheriff Luin. "You caught nothing red-handed. You know full well, based on the letter we received and showed to you that this was our destination and was likely a trap. Unsurprisingly, it was."
Sheriff Luin nods at Kronis, "He is right Ekira, like I told you on the way up here. They are heading into a trap and were hoping to capture the culprit. This is not the attack you claim it is." He pauses a moment before continuing. "Please friend, drop your zealotry. I fear because of it you are failing to recognize facts.
Ekira quietly contemplates this request. She mulls over the words of Ragathiel's follower. Elris words describe Iamodoe's virtues and how far Ekira has strayed from those virtues begin which begins to sink in. Take 10 on your Kn (religion) is enough to show her the errors.
Eventually he inquisitor turns to the crowd, "I have reached a verdict of non-guilty for these Pathfinders. And for those earlier three." The mob doesn't like her verdict, and rumble about restlessly.
When one shouts to "execute the prisoners" several others join chorus. The sheriff and inquisitor strive to calm them down. The group surges forward enclosing the area of evidence declarations considerably. It is about know that the pair finally get some success in controlling the situation.
To clarify: Ekira is claiming to have caught you red-handed, not the Sheriff. She followed the Sheriff up, and the townies, seeing their two leaders heading somewhere, came for the show. This is also a head-of-the-snake sort of thing, where convincing the leaders takes the mob down a notch. Because the one hates Pathfinders, and hears the voice of her goddess in her head, she has a higher convincing link. EDIT: I am going to try and put this same information in character.

Venture Teller Play b'Post |


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Perception: 1d20 + 2 ⇒ (16) + 2 = 18
"On you guard! This man wasn't alone...a caster!"
Perception: 1d20 + 2 ⇒ (4) + 2 = 6

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Initiative!: 1d20 + 1 ⇒ (6) + 1 = 7
Perception DC 15: 1d20 + 4 ⇒ (16) + 4 = 20
Spellcraft: 1d20 + 8 ⇒ (15) + 8 = 23
Perception DC 20: 1d20 + 4 ⇒ (4) + 4 = 8

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Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Ah, okay. I misread that. I thought the sheriff was claiming to catch us red-handed, which was very confusing lol.
Welp, those numbers are par for the course. If only I had one more Inspiration left! *sigh* Next level I'm totes taking Extra Inspiration.
In the stir and the confusion, Kronis fails to notice any danger while he strives to maintain the integrity of the crime scene, but perks up warily at Elris's words.

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Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Dumpy doesn't really notice the things happening, until Durkon breaks free of his bonds.
"Umm... perhaps that fellow there might have further things to add?" he says, hesitantly. "If he isn't making a break for it."
Init: 1d20 + 2 ⇒ (12) + 2 = 14
Hiding a call for an init roll in a spoiler tag seems inefficient. GM should just roll those things for us!

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Oh. Are we supposed to roll initiative?
Initiative: 1d20 + 2 ⇒ (12) + 2 = 14

Venture Teller Play b'Post |

Oh. Are we supposed to roll initiative?
[dice=Initiative]1d20+2
Well... no. Only if you act in the surprise round (hence the spoiler). Yes it is less efficient.

Venture Teller Play b'Post |

Not much of a rogue, Dalton manages to show his hand as he slips out of his bonds, and drinks a potion (provoking Initiative) Dumpy points out the clumsy attempt causing almost all to look around in confusion.
Dumpy sees a knife floating toward the villain and.... Dumpy goes first!
Surprise Round
Dumpy (14): <--here now
caster (11): slips Dalton a knife.
Lydia (7): <--here now
Dalton (6):
A creature can only move through the crowd at one-quarter normal speed unless he succeeds at a combat maneuver or Intimidate check, in which case the crowd is only difficult terrain for that movement. In addition, the angry mob deals damage to any PC who travels through or ends his turn in the mob. A PC in a square adjacent to the mob must succeed at a concentration check to cast spells as though experiencing vigorous motion (DC 10 + spell level) due to the villager’s shoving hands and harassment. In addition, the mob counts as an enemy for the purposes of flanking.
RI
Mob (18):
Dumpy (14):
Kronis (14):
Ekira (13):
Kinsasha (14):
caster (11):
Galvanax (10.3):
Elris (10.2):
Lydia (7):
Dalton (6):
Dalton Ini: 1d20 + 3 ⇒ (3) + 3 = 6
Caster Ini: 1d20 + 4 ⇒ (7) + 4 = 11
Ekira Ini: 1d20 + 3 ⇒ (10) + 3 = 13
mob's Ini: 1d20 + 4 ⇒ (14) + 4 = 18
Kinsasa Ini: 1d20 + 1 ⇒ (11) + 1 = 12
Galvinax Ini: 1d20 + 3 ⇒ (7) + 3 = 10
Elris Ini: 1d20 ⇒ 8

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Perception #1: 1d20 + 6 ⇒ (16) + 6 = 22
Perception #2: 1d20 + 6 ⇒ (18) + 6 = 24
Galvanix points out the would-be arcanist to the party.
"Hey, WATCH OUT! That person is casting a SPELL!"
Noticing Dalton has slipped his bounds Galvanix alerts his companions and prepares for battle.
"He's trying to get away!"

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"No, someone else is." Dumpy mutters, at Galvanix's exclamation, but he doesn't bother correcting the man.
Instead he reaches out, and tries to snatch the knife out of the air, before it can reach Durkon.
Unsure where the knife is, in relation to me, or why its floating... but since I'm reasonable close, I imagine I can reach out and try to snag it. Dunno what sort of action this would be.
For now, a CMB check... or use this roll for something else if appropriate
CMB: 1d20 + 4 ⇒ (17) + 4 = 21

Venture Teller Play b'Post |

Dumpy feels a bit of a tug, but no real resistance and the blade is his.
Dalton stands, hands empty. The mob closes in pushes and pulls. Ekira pushes back with her shield.
Kinshasa, yes, but it is 20x20, so not much for room for charging.
RI
Lydia has a surprise round action left.
Mob (18):
Dumpy (14): <--here now
Kronis (14): <--here now
Ekira (13): controls crowd
Kinsasha (14): <--here now
caster (11):
Galvanax (10.3):
Elris (10.2):
Lydia (7):
Dalton (6):

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Kinshasa tries to mount Kokina quickly
I have yet to pass a fast mount check. Please let this be it
Fast Mount, Ride DC 20: 1d20 + 6 ⇒ (4) + 6 = 10
It takes him longer than he would like to mount Kokina.
From the back of Kokina Kinshasa will draw his bastard sword settle himself in the saddle.
My intent was not to use Kokina to charge and more to use her as a mobile higher ground and intimidate.

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Kronis looks grimly at Dalton. "You are going nowhere until you answer for your crimes."
Flurry of Blows, non-lethal damage.
Unarmed vs Dalton 1: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d6 ⇒ 6
Unarmed vs Dalton 2: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 ⇒ 1
Yep. Sounds about right. >_<

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Unless something very bizarre happens... Galvanix is going to follow Kronis' lead and pummel the would-be assassin into the dirt!
"Oh, you want to play? I got a game for you."
Flurry of blows (punching with free hand and kicking) doing non-lethal damage.
Attack #1: 1d20 + 3 ⇒ (15) + 3 = 18
Attack #2: 1d20 + 3 ⇒ (19) + 3 = 22
Damage #1: 1d6 + 3 ⇒ (4) + 3 = 7
Damage #2: 1d6 + 3 ⇒ (6) + 3 = 9
"You like that? Maybe you would like a couple more?" Galvanix lets out a boisterous laugh.

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Don't follow Kronis' lead... else you'll be just pummeling the dirt! =)
Dumpy doesn't feel any particular need to add more bodies to beating on the Durkon character... but he is still a little concerned about the giggling.
He tries to determine where the source might be again.
Doing two perception checks, as move actions... if the first tells him something, he will not do the second.
Perception1: 1d20 + 7 ⇒ (20) + 7 = 27
Perception2: 1d20 + 7 ⇒ (10) + 7 = 17
What happens next depends on if he figures something out and where it might be...

Venture Teller Play b'Post |

Galvanax is able to land a sweet wallop on the villain's upturnedcheek.
RI
Lydia has a surprise round action left.
Mob (18):
Dumpy (14): <--here now
Kronis (14): misses
Ekira (13): controls crowd
Kinsasha (14): mounts kinsasha
caster (11): picks up a knife
Galvanax (10.3): pummels target
Elris (10.2): <--here now
Lydia (7): [b--here now[/b]
Dalton (6):

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Elris says a battle prayer to Ragathiel as the melee commences. When he is finished he looks to the criminal.
Standard Action: Bless.
"We have unfinished business." Elris states as he closes the distance.

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Surprise Round Action:
Lydia calls on the spirits of the dead to protect her (shield)...
Round 1 Action:
...looks out the window, and is about to bolt for it, when (were anyone else still there to see it) it would appear that something either drags or pushes her out the window!
Acrobatics vs falling damage: 1d20 - 1 ⇒ (18) - 1 = 17
Seeing herself now nearly face-to-face with the mob-baiting little bastard, she feels little compunction to hold back.
masterwork scythe, bless, flank: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10

Venture Teller Play b'Post |

Dumpy, I got it wrong that I got it wrong.
Elris tries to cast a spell, but several hands reach out from the mob and one torch comes dangerously close to his eyebrows. None of this is enough to daunt the warpriest and the party feels his divine connection guiding them. Concentration: 1d20 + 3 ⇒ (11) + 3 = 14
Lydia joins the fray from her hiding spot, ghost like sounds following her. The spiritualist's scythe makes a huge cut in Dalton's chest.
Dalton takes the knife proffered him, stands firmly and stabs at Elris.
confirm?: 1d20 + 6 ⇒ (14) + 6 = 20, splortch: 1d4 ⇒ 2dagger: 1d20 + 6 ⇒ (20) + 6 = 26, slice: 1d4 ⇒ 2
hmmm... the die roller switched the order
The mob, Ekira, & Luin are struggling amongst themselves, so I shall drop them from the initiative order. the still threaten
R2
Dumpy has a standard action left.
Dumpy (14): <--here now
Kronis (14): <--here now
Kinsasha (14): <--here now
caster (11):
Galvanax (10.3):
Elris (10.2):
Lydia (7):
Dalton (6): +9+10+
Lydia has a surprise round action left.
Mob (18): surges at those adjacent to them.
Dumpy (14): <--here now
Kronis (14): misses
Ekira (13): controls crowd
Kinsasha (14): mounts kinsasha
caster (11): picks up a knife
Galvanax (10.3): pummels target
Elris (10.2): casts bless
Lydia (7): scythes Dalton
Dalton (6): cuts Elris

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Hmm... I thought I'd posted an action... even moved my PC... but realized I hadn't. oops.
Dumpy steps forward, ignoring the fight to his right, trying to hone in on the strange invisible person.
He hears just a hint of a noise, and reaches out trying to snatch a hold of whoever it might be.
5' step, then attempt to grapple the invisible person! This will provoke.
grapple, bless: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20, 50% miss chance: 1d100 ⇒ 55