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I mean, Dalton is a murderer attempting to flee so yeah, I'm gonna go ahead and KO him.
Have we seen the spellcaster yet? Is that the icon on the map with Curaigh's picture?
Kronis scowls at his inability to land a blow, and glares at Lydia as she comes in with her deadly scythe blade. "There is no reason not to take him alive!"
He unleashes another flurry of strikes, hoping to finally bring Dalton to unconsciousness.
Flurry 1 vs Dalton: 1d20 + 3 ⇒ (20) + 3 = 23
Non-Lethal Damage: 1d6 ⇒ 6
Flurry 2 vs Dalton: 1d20 + 3 ⇒ (20) + 3 = 23
Non-Lethal Damage: 1d6 ⇒ 1
WAT.
Confirm 1?!: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 ⇒ 1
Confirm 2!!!: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 ⇒ 2

Venture Teller Play b'Post |

Reversing his string of luck Kronis' fists connect with the villain's patchy-bearded face. The man's posture, like Kronis luck, reverses and he collapses to the ground. VT's icon is Sheriff Luin, so no not the caster.
miss: 1d100 ⇒ 46
Dumpy wraps his arms around something, and a surprised squawk rings out.
I re-rolled your miss chance as your R2 action. Kinshasha is up!

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Kinshasa reaches down and grabs his net from the saddle-hook. He takes it and throws it into the area that Dumpy has grabbed.
Trying to throw the net onto the squeeking caster
Net, RTA: 1d20 + 5 ⇒ (8) + 5 = 13
Net does not do damage but if it hits the target is entangled.

Venture Teller Play b'Post |

Dumpy, I thought your miss chance missed, so I gave you another chance (in lieu of a R2 action posted). I see now you were on the right side of miss chance. My bad, sorry.
Dumpy has a good hold on his target, but not good enough that Kinshasa can wrap his net around it. The caster attempts to break free. And there is much chattering and teeth gnashing.
kung fu break: 1d20 + 5 ⇒ (4) + 5 = 9
Party is up! EDIT: G, L, & K & E for R2, everyone else in round three!

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Kronis steps to the south of Dumpy and drinks his extract of longarm. Instantly his arms extend to freakishly long lengths, and he prepares to send in more knockout blows into the square where Dumpy holds an invisible foe.
I think these are my round 3 actions, since I already went in round 2. Moving and drinking an extract. That's all I can do this round. Wish I'd brought some powder or something for just such an occasion. Definitely going on my shopping list lol.

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"Of course you wanna pass out in my way." Elris says stepping onto the foe.
5-foot step. Ending movement in square is legal due to the occupier being helpless.
CI Bastard Sword: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14
Damage: 1d10 + 4 ⇒ (9) + 4 = 13
Miss?: 1d100 ⇒ 24
CI Light Steel Shield Bash: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Miss?: 1d100 ⇒ 36
He then strikes out with sword and shield towards the invisible foe.
Full: Two-Weapon Fighting.

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Voices of the vengeful dead guide Lydia's scythe against the invisible foe...
masterwork scythe, bless, flank, Guiding Spirit: 1d20 + 9 ⇒ (3) + 9 = 12
masterwork scythe, bless, flank, Guiding Spirit: 1d20 + 9 ⇒ (17) + 9 = 26
damage: 2d4 + 4 ⇒ (2, 1) + 4 = 7
even is a hit: 1d100 ⇒ 69
...but the foe uses its advantage too well.

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OK, maintaining then, since the grapple was just the standard, and I've a whole new round to operate in...
Maintain vs CMD+2, control, bless: 1d20 + 4 + 5 + 1 ⇒ (16) + 4 + 5 + 1 = 26
Dumpy's not sure what he's grabbed, but it seems quite eager to escape. He throws it towards the ground, and kind of sits on it, trying to keep it from wiggling free.
Will attempt to pin whoever it is.

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Galvanix steps forward and tries to pummel the invisible foe.
Attack(fist NL): 1d20 + 5 ⇒ (16) + 5 = 21
Damage (NL): 1d6 + 3 ⇒ (6) + 3 = 9
Miss Chance (less than 50 hits): 1d100 ⇒ 17
Connecting with something Galvanix shouts with joy!
"Hey I hit something... what are we fighting?"

Venture Teller Play b'Post |

Dumpy notices the target is smaller than him, much smaller. He also notices that it is wearing no armor or even clothes of any kind. He feels a tiny claw wrap futilely around the dwarfs grasping fingers.
concentration: 1d20 + 4 ⇒ (4) + 4 = 8, unrelated: 1d4 ⇒ 3, unrelated: 1d4 ⇒ 4
G, E, L up, then D & Kr. Kinsasha can jump in at any time.
R3
Dumpy (14): pins caster
Kronis (14): drinks extract
delays... Kinsasha (14):
caster (11): 9Vii+ fails concentration
Galvanax (10.3):
Elris (10.2):
Lydia (7):
Dumpy (14): grapples caster
Kronis (14): pummels Dalton
Kinsasha (14): throws net
caster (11): 9Vii+ failed to escape
Galvanax (10.3): stabs caster
Elris (10.2): misses caster
Lydia (7): misses caster

Venture Teller Play b'Post |

So does it look Small size or smaller than that? It matters for my net
Tiny actually, though no one can see it yet.

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"Gah, its not very big, but its trying to get loose!" Dumpy exclaims, as he continues trying to keep the thing held fast
"Anyone got a bag, or a box something?" He grumbles. "Or something to try to tie it up with even?"
"Got some rope on the side of my pack, someone... erk... someone grab it for me!"
Would like to try tying it up, but need some rope, and my hands are busy... so hopefully someone can help out this round
Maintain Pin: 1d20 + 4 + 5 + 1 ⇒ (16) + 4 + 5 + 1 = 26 Will try to tie it up if there's rope or the like, or will move it to a bag if we have that, or just sit on it elsewise.

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It would be a move action for me to dismount and a standard to tie it up. That is on top of the move action to retrieve the rope so I can;t get it all done in 1 round.

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I can do it next round.

Venture Teller Play b'Post |

Galvanax, Lydia & Elris have a turn available.
[spoiler=Kinshasa fast dismount?]fast dismount: 1d20 + 6 ⇒ (20) + 6 = 26 If you want my t-shirt reroll (meaning you have to roll your own & decide you don't like it) feel free. Then it is a free action, dismount, move to retrieve rope, standard to make the CM. I think Kokina can even help you on that (technically, not that a snake can tie a knot ;)[/spoiler
"Iomaodae? How can a mortal hurt you?" asks the inquisitor looking at the dwarf. She works to calm the crowd and the blood thirst seems to abate a little.

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"You may not believe this, but I have literally been to Heaven Itself and back," Says Lydia as she heaves her scythe again. "If that is truly Iomedae..."
masterwork scythe, bless, flank: 1d20 + 9 ⇒ (1) + 9 = 10
"...then -Whoops!- Rovagug Himself must be imprisoned up Dumpy's bum."

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Perception vs Lydia: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Kronis glances over at Lydia, eyes narrowed. Weirdo, he thinks to himself as his obscene, seven-feet-long arms wobble in mid-air.
I gotta say, Lydia is probably one of my favorite PC's I've run with in a while. She's like the walking embodiment of The Frighteners, I love it. :D

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Perception: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
"What...in the world. Is going on...is there another one of those things?" Elris sighs as he tries to strike the thing in front of him once again.
CI Bastard Sword: 1d20 + 4 - 2 + 1 ⇒ (16) + 4 - 2 + 1 = 19
Damage: 1d10 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Concealment (High Hits): 1d100 ⇒ 53
CI Light Steel Shield Bash: 1d20 + 4 - 2 + 1 ⇒ (17) + 4 - 2 + 1 = 20
Damage: 1d6 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9
Concealment (High Hits): 1d100 ⇒ 39

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Galvanix is more than happy to continue fighting.
Drawing his sword...Galvanix is going to end this nonsense.
"You want some more? OK, I will give you some more!"
Attack (sword): 1d20 + 6 ⇒ (17) + 6 = 23
Damage (slash): 1d8 + 3 ⇒ (1) + 3 = 4
Miss (above 50 hits): 1d100 ⇒ 83

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"I can see what not to cut luckily...does it look like I serve a god of rope tricks? I do not believe so. This foul creature can either show itself or we can bind what is left after it falls." Elris says indignantly seeing if the creature cares to reply.
Elris had lost patience and coupled with the spirit of vengeance for what it had done he had no patience to hold his blows against the invisible adversary. His eyes alight with righteous fervor.

Venture Teller Play b'Post |

Kinshasha springs from the saddle flipping over the invisible foe. Galvinax and Elris stab at the creature. The nagaji lands trailing a rope behind him and quickly binds up the wriggling creature.
Finally the helpless creature is convinved to reveal itself, a tiny quasit wearing a silver chain. Some of the Pathfinders may even have met him before.
I am away from a computer for a while so I will give the finishing details when I can. Chronicles as well.

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"Of course. It is always demons and their ilk here. I will only stay my blade long enough for you to get the information you need from it...then it gets sent back to the pit it crawled out from." Elris says as the tied up imp reveals itself.

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Kronis makes a disgusted face toward the vile little beast. "Agreed."

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Kronis shakes his head patiently. "Think of where you are, Galvanix. The people of the Worldwound would not stand for it. These creatures cause nothing but death and destruction, violence and chaos. Tragedy. Mendev has seen enough of that; no need to allow it to spread to other realms. I agree with Elris; let us question it and remove it from the material plane with extreme prejudice."
He looks down at the quasit with a hard eye. "Fortunately, interrogation is something I have been thoroughly trained in."
Do you want to roleplay that GM, or handwave it? I believe we're at the end, so I'm good with either one.

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"Especially since you already let it know you intend to kill it anyway. Kinda lost your leverage there." Dumpy adds.
can someone do a Knowledge check on quasits?
"Can these things turn into birds?" He asks, out of the blue.
He will also search it, in case its hiding something like a knife or the like.

Venture Teller Play b'Post |

The quasit has a few gemstones, but the most interesting thing about him is the silver holy symbol of Shax he carries.
Since the Pathfinders are able to defeat Dalton and Tovril without killing innocent bystanders,* they leave Dawnton with the accused Pathfinders in tow for debriefing at Starrise Spire.
Ekira personally releases the prisoners and accompanies them to Starrise Spire. She formally apologizes for her actions and offers to assist the Pathfinder Society in the future as a means of atoning.**
*This was largely done with the final speech given by the Pathfinders (and its Diplomacy check), by convincing Ekira & Tobias of the PF innocence and hence disarming the crowd. **Ekira's redemption was the faction mission granted Silver Crusade and came to Elris successful knowledge of Iomadaen practices.
Interrogation isn't likely to work, given the quasit's morale, however much of the story for this scenario lies in the background of these three. Their stories are tied to other scenarios as well. It is possible the characters, or the players, may recognize them. I do not know if I was able to bring it out during gameplay so I am going to add them here if you would like to know more about them.
Ekira is short for a human and keeps her blond hair cut short. She is driven, focused, and intense, both in kindness and in vengeance, and she is suspicious of anybody who looks like an adventurer or Pathfinder. Ekira wears her wounded rage at the loss in Kenabres plainly on her face, expresses it in her voice, and inflicts it on perceived miscreants through her judgments.
Under most circumstances, Ekira is a perceptive albeit impulsive detective, but a year of earning the disdain of her peers for her theories about the Pathfinder Society has left her particularly irritable and eager to accept proof that she is right. Were it not for this, the quasit Tovril might never have succeeded at tricking the inquisitor into accepting him as a divine messenger from Iomedae. Ekira does not normally understand Celestial, but when she hears Iomedae’s messenger calling to her in the language of angels, she casts comprehend languages to interpret the divine message.
Dalton Krunne has murdered over 60 innocent humanoids in his life, and he plans to kill at least as many more before he meets his own end. An accomplished sneak and liar, Dalton has only been caught and made to stand trial for a dozen of his kills. Even then, he walked free from all but one thanks to cunning alibis and his steady courtroom presence. He was imprisoned at Sinner’s End until he escaped with the help of Tancred Desimire, a worshipper of the demon lord Shax who wants to further the ends of his patron by spreading fear and pain throughout Golarion. Desimire directed Dalton to sow chaos in central Mendev, much to the murderer’s delight. Dalton recently joined the quasit Tovril, who convinced him (at least temporarily) that inflicting mental and spiritual pain on Ekira would be even more fun than inflicting physical pain at random. Krunne is tall and thin. He currently wears his dark hair short and keeps his beard trimmed to a small patch on his chin. To escape the crowd whilst framing the Pathfinders, Dalton used a potion of invisibility.
Tovril (CE male quasit cleric) served the drow priestess Inexora Vexidyre until she met her end at the hands of Pathfinder agents in the Tower of the Ironwood Watch. His mistress dead, Tovril claimed her soul and traveled back to the Abyss to exchange the soul for power. His reward was not a stronger form but rather the power to channel Shax’s demonic power as a cleric. Tovril has returned to Golarion with orders to aid and advise Shax’s mortal servants—an assignment that both chaffs at Tovril’s growing pride and delights him when he can command cultists. So far, Tovril’s partnership with Dalton Krunne has been successful and entertaining, but Tovril hopes to push Ekira to the point of bloodthirsty violence. In doing so, he hopes that he can corrupt and claim another soul to bargain for even greater power. Tovril’s skin and broad scales are red. When he grows excited, they turn black at the edges as if smoldering. [ooc]Yes quasits (or at least this one) can shapechange into a stork or wolf to spy on his targets. He can also turn invisible at will, allowing him (+40 to Stealth & Sleight of Hand) to slip into Dumpy's tent and steal a weapon.