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Initiative Dawn Verda: 1d20 + 2 ⇒ (10) + 2 = 12
Initiative Lucky Lee: 1d20 + 3 ⇒ (20) + 3 = 23
Initiative Gorrig: 1d20 + 2 ⇒ (6) + 2 = 8
Initiative Lujuria: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Birseko Naam: 1d20 + 10 ⇒ (13) + 10 = 23
Initiative Blue Bandit: 1d20 + 3 ⇒ (8) + 3 = 11
Initiative Red Leader Bandit: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative Green Bandit: 1d20 + 3 ⇒ (9) + 3 = 12
Round 1: FIGHT!
Light Condition: Dim Light
Active Buffs: None
Active Penalties: None
Lucky Lee(-0,Fine)
Birseko Naam(-0,Fine)
Dawn Verda(-0,Fine)
Green Bandit(-0,Fine)
???(-0,Fine)
Red Leader Bandit(-0,Fine)
Lujuria(-0,Fine)
Gorrig(-0,Fine)
Bolded Pathfinders are up.

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"Did you hear that?" Dawn casts vanish and tiptoes back to her friends.
Stealth: 1d20 + 2 ⇒ (15) + 2 = 17
No one can see her, but she's quite surprised by the new visitors.

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"Dawn, what are you fighting? There's nothing there... ah, on the other hand, we have real company right here!"
Lucky draws a wand as he advances towards the threat - he activates the wand Shield spell then drops it, hefting his polearm and leveling the point at the visible humanoid.
"It's a bit dim in here mates, anyone bring a light?"
Lucky has a sunrod, but hasn't cracked it as yet.
Actions: move to move, free to draw wand as part of move, standard to activate wand, free to drop wand and return hand to lucerne hammer.

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Birseko moves into the room and silently screams at the red bandit. None of his comrades hear a thing, but the bandit hears powerful shrieking in his mind.
Ear Piercing Scream: DC 16 Fort save. Fail = dazed for 1 round and full damage; Pass = no daze and half damage
sonic dmg: 1d6 ⇒ 5

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Round 1: FIGHT!
Light Condition: Dim Light
Active Buffs: | Dawn: Vanish | Lucky Lee: Shield |
Active Penalties: None
Lucky Lee(-0,Fine)
Birseko Naam(-0,Fine)
Dawn Verda(-0,Fine)
Green Bandit(-0,Fine)
Blue Bandit(-0,Fine)
Red Leader Bandit(-5,Fine)
Lujuria(-0,Fine)
Gorrig(-0,Fine)
Orange Baddie(-0,Fine)
Yellow Baddie(-0,Fine)
Fort Save DC16: 1d20 + 1 + 4 ⇒ (6) + 1 + 4 = 11
Green Rapier VS Lee: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Blue Rapier VS Lee: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Damage +2 Each: 2d6 ⇒ (3, 6) = 9
The bandit leader seems to have taken quite a blow from that psychic assault. In response, he strikes a pose. "Get em!"
He begins to play a quick rift, and then his allies come out to attack! Lee swings his weapon, but fails to connect. They thrust their rapiers at the powerful halfling, but to no avail.

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Round 1&2: FIGHT!
Light Condition: Dim Light
Active Buffs: | Dawn: Vanish | Lucky Lee: Shield |
Active Penalties: None
Lucky Lee(-0,Fine)
Birseko Naam(-0,Fine)
Dawn Verda(-0,Fine)
Green Bandit(-0,Fine)
Blue Bandit(-0,Fine)
Red Leader Bandit(-5,Fine)
Lujuria(-0,Fine)
Gorrig(-0,Fine)

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Everyone hears a loud CLANG as Dawn drops her falchion and it materializes near her feet.
Glaive: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13 Back to bad rolls. At least I was invisible. Hopefully this guy wears light armor.
Damage: 1d10 + 4 - 1 ⇒ (1) + 4 - 1 = 4
Dawn's smile appears first as her vanish pops and she lunges with her glaive into the man in Blue. "Huh, that's a nice tune. Feels inspiring, doesn't it? Reminds me when Brother Charlie wants us to start dancing. He won't stop until we drop."

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Moving forward, unhurried, Lujuria unfurls her whip with one hand while wagging a finger at the invading rogues, a smile playing out on her lips. "Someone's been bad," she says in a melodious tone, shaking the whip out in preparation. "Guess it's time for some punishment."
Move Action: Move 15' diagonally, behind Dawn.
Standard Action: Attack blue with whip.
Whip attack - Lethal damage: 1d20 + 5 ⇒ (7) + 5 = 12
Slashing Damage: 1d6 + 1 ⇒ (1) + 1 = 2
She lashes out at the man in blue, but the strike is deflected by his armor. Assuming that's a miss, anyhow.

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Dawn materializes, and her weapon catches the blue man off guard. It slices into him, but he remains standing.
Lujuria's whip bounces off his armor.

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"I'll give yeh one chance," Gorrig growls, brandishing his axe. "Stand down."
Intimidate (demoralize) vs blue: 1d20 + 8 ⇒ (4) + 8 = 12
(Just for reference) DC 10 + enemy HD + Wis modifier to be shaken for 1 round. That miiight get it, if he sucks at Wisdom.

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Birseko wiggles his eyebrows at the bandit leader.
Daze. Dazed for 1 round if 4 HD or less. DC 15 Will negates.
Then he steps 5' to the side.

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Lucky backs up to bring his hammer to bear - there is a noticeable smell of brimstone...
raging hammer vs green: 1d20 + 6 ⇒ (11) + 6 = 17damage: 1d10 + 4 ⇒ (1) + 4 = 5
"YA LOUSY THUGS! Y'GOT NO CHANCE! DOWN ARMS AND SAVE YERSELVES!"

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Round 2: FIGHT!
Light Condition: Dim Light
Active Buffs: | Lucky Lee: Shield |
Active Penalties: None
Lucky Lee(-0,Fine)
Birseko Naam(-0,Fine)
Dawn Verda(-0,Fine)
Green Bandit(-5,Fine)
Blue Bandit(-4,Fine)
Red Leader Bandit(-5,Dazed)
Lujuria(-0,Fine)
Gorrig(-0,Fine)
Will Save DC15: 1d20 + 2 ⇒ (2) + 2 = 4
Blue VS Gorrig Attack: 1d20 + 3 - 1 ⇒ (11) + 3 - 1 = 13
Green VS Gorrig Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Damage +1: 2d6 ⇒ (4, 4) = 8
Green Confirm Crit: 1d20 + 3 ⇒ (15) + 3 = 18
Crit Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Gorrig, surprisingly, manages to get a look of uncertainty from the bandit. While he is not dropping his sword, he does look rather intimidated.
The leader suddenly droops and looses focus of what he is doing. The musical rift he had is gone!
Lee smashes his hammer right into the green thug! The sound of bone popping can be heard, but the bandit is still in this fight.
Both of the bandits swing their blades at Gorrig. The blue one misses entirely, but the green bandit manages a nasty deep cut into Gorrig! Crit confirmed! 10 damage.

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Round 2&3: FIGHT!
Light Condition: Dim Light
Active Buffs: | Lucky Lee: Shield |
Active Penalties: None
Lucky Lee(-0,Fine)
Birseko Naam(-0,Fine)
Dawn Verda(-0,Fine)
Green Bandit(-5,Fine)
Blue Bandit(-4,Fine)
Red Leader Bandit(-5,Fine)
Lujuria(-0,Fine)
Gorrig(-10,Fine)

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Gorrig whirls on the green bandit. "That..." he says through gritted teeth, fighting against the pain of the cut, "was a mistake."
Greataxe vs green: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d12 + 9 ⇒ (1) + 9 = 10

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"I GOT YOUR BACK, MATE!"
Lucky comes to Gorrig's aid.
unarmed monk flurry 2 vs blue, rage: 1d20 + 4 ⇒ (8) + 4 = 12damage: 1d4 + 3 ⇒ (3) + 3 = 6

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A mild look of annoyance crosses Lujuria's lovely face. "I don't like being ignored, love," says as she cracks the whip again.
Standard Action: Attack blue with whip.
Whip attack - Lethal damage: 1d20 + 5 ⇒ (15) + 5 = 20
Slashing Damage: 1d6 + 1 ⇒ (1) + 1 = 2

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Dawn jabs her glaive at Miss Green. That's the name she thought up for that bandit.
Glaive: 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24 I'm unsure if they get a +4 bonus for cover.
Damage: 1d10 + 4 - 1 ⇒ (5) + 4 - 1 = 8
Crit Confirm: 1d20 + 5 - 1 ⇒ (11) + 5 - 1 = 15
Crit Damage: 2d10 + 6 ⇒ (10, 10) + 6 = 26
"Gotcha~~~" Dawn hops back and forth. "You know, the sooner you give up the less blood we have to shed. Promise!"

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Round 3: FIGHT!
Light Condition: Dim Light
Active Buffs: | Lucky Lee: Shield |
Active Penalties: None
Lucky Lee(-0,Fine)
Birseko Naam(-0,Fine)
Dawn Verda(-0,Fine)
Green Bandit(-49,Super Dead)
Blue Bandit(-15,Fine)
Red Leader Bandit(-5,Fine)
Lujuria(-0,Fine)
Gorrig(-10,Fine)
The green bandit suddenly gets slap and slashed and gutted. She is dead.
The blue bandit looks over to his leader. He decides, perhaps against better judgement, to stay in this fight.
Birseko can still go.

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Birseko reaches into his pocket and finds, to his surprise, an old twisted stick. Drawing it out, he points it towards the blue bandit and mumbles a word or two, nearly dropping the stick in surprise when a bolt of force flies forth.
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

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Combat Over!
Lucky Lee(-0,Fine)
Birseko Naam(-0,Fine)
Dawn Verda(-0,Fine)
Green Bandit(-49,Such Dead)
Blue Bandit(-17,Unconcious)
Red Leader Bandit(-5,Fine)
Lujuria(-0,Fine)
Gorrig(-10,Fine)
The red bandit sees the visceral remains of one of his companions, and the unconscious form of the other. "Woah woah, how bout we talk this over?" He is attempting a surrender.
Will you accept?

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"Gladly," the big half-orc says, lowering his axe and leaning heavily on it. "But I'm gonna need some patching up first."

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"Aye..." Lucky pants as the smell of brimstone recedes.
"We'll accept your surrender. Tell us what you're doing here. And if you've got any healing potions, hand them to my friend Gorrig there."

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"See? Ask first, die later." Dawn puts her glaive away and retrieves her falchion. "So... whatcha doing out here? Is this your base? Did you know the pictures come to life and attack? Do you have any healing potions, you hurt our friend here."
"Oh, and your weapons and armor are forfeit, of course." Dawn juggles her falchion for a bit.

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Birseko draws out his wand and attempts to heal his friend Gorrig.
UMD DC20: 1d20 + 6 ⇒ (13) + 6 = 19
UMD DC20: 1d20 + 6 ⇒ (1) + 6 = 7
He shakes the gnarled stick with annoyance. "Drat it all, I seem to have forgotten how to use this! Does anyone else have one?"
Before they resume their exploration, Birseko uses another wand to once again heighten his awareness.

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"If you don't mind, I could give it a try. Healing wands have always worked for me." (If he's allowed to use it) Gorrig traces his gaping wound with the tip of the wand and whispers, "Glory to Sarenrae."
Cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9

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"We're just simple... Roadsmen is all. A band of merry roadsmen who found this place and like to stay hunkered down here when we are not on the road. We knew this house was haunted, so that is why we camped here. It only seems to be in the grand foyer."
No sense motive is required to know that roadsmen is a lame attempt at covering the word 'bandit'. He drops his weapons and starts to strip naked.
On him you find mundane equipment;
• Masterwork Studded Leather
• Buckler
• Rapier
• Short Bow with 20 Arrows
• Whip
• Disguise Kit
The other bandits have also mundane equipment;
• Studded Leather x2
• Buckler x2
• Composite Longbow (+1 Str) x2 with 40 arrows
• Rapier x2
• Sap x2

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Lujuria pouts when the bandit gives up. "Over already? We were just getting started, though." Her pout turns into a grin, though, when he starts stripping down. "Oh, is it that kind of game now?" she asks, quirking on eyebrow a little.
Despite her coy act, she winds up her whip and hangs it off of her belt once more. She walks up to Gorrig, placing a hand lightly on his arm. "Let me know if you need any personal care, love," she says with a smile, then moves on to examine the equiment, paying special attention to the bows. As she does so, she speaks to the bandit, no longer watching him. "And who else can be found here? Don't make me wait for an answer, darling, or my whip will do some dancing across that luscious flesh of yours." There is no hint of a threatening tone to her voice, but neither does she sound like she speaks falsely.
Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26

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"Couldn't tell you; we never really went into the other side of the mansion. There is a really creepy altar there that we want no business with."

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It does pay to have a Calistrian on the team, Gorrig can't help but think to himself.
I'd definitely like to use one of those composite longbows, although it looks like most of us can. Any archers in the party?

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Lucky prefers his sling-staff for ranged attacks. All the bandit gear is too big for him.

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Lujuria normally uses her shortbow, but can take advantage of the composite Longbow.

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Dawn is built for melee, so the bow is yours. Lujuria may as well take the other.
"Roadsmen? Seems like a weird name for bandits." Dawn scratches her head. "Anyway, sorry about Miss Green. She's kinda... dead. Maybe you can save Señor Blue?"

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"I'll just take him, and be on our merry way then..." He goes to pick up his friend, as long as no one stops him. If everyone leaves him alone, he picks up blue and he makes a run for it.

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Birseko hands his wand of cure light wounds to Gorrig and watches with interest as he activates it, hoping that this time he'll be able to remember the trick.

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"Let's check the bandit camp mates. Then we're probably going to have to look to that altar. Bound to be a connection between it and the 'haunting.'"
Lucky moves into the rooms that the bandits emerged from.

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Lujuria tests the pull of the longbow as she steps back into formation with the others, having already dismissed the bandits. "Let us not waste too much time. I'm sure that they wouldn't leave much behind that they couldn't carry on them. Scavengers are all the same."
Perception: 1d20 + 4 ⇒ (3) + 4 = 7

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You head into the room where the bandits stashed away. The room is well-lit by lanterns, and bedrolls and other personal gear are stacked along the walls. Most of it is mundane junk, however. It would never fetch value at even a pawn shop. The bedrolls are heavily used.

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"Looks like you're right Lujuria. Let's find that altar."
Lucky retrieves his wand, and leads the way to the other side of the mansion, hammer ready.

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You make swift pace to the other side of the manor, and enter the northern doors.
This room has an altar that has been thoroughly vandalized. It doesn't require much knowledge to know this is dedicated to Asmodeus. Another door leads to the west.

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"Asmodeus." Dawn frowns. "Too much paperwork. Too much evil." She keeps tiptoeing to the next room, creeping behind the door before she takes a closer look.
Stealth: 1d20 + 3 ⇒ (9) + 3 = 12
Perception: 1d20 + 2 ⇒ (20) + 2 = 22

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Lujuria looks at the altar with some measure of disgust. "To the hells with paperwork. This so called god is at the core of all slavery. I'd just as soon see the whole thing burn."
Perception: 1d20 + 4 ⇒ (13) + 4 = 17

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"Asmodeus. Patron deity of the devil nuns of Isger." Lucky shudders. "Come on. The sooner we're out of this place the better."
perception: 1d20 + 6 ⇒ (12) + 6 = 18

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""Doesn't look like it'll be causing any problems anytime soon, though. Say what you want about Asmodeus, he does have standards." Satisfied at the ruined state of the evil altar, Gorrig focuses on the rest of his surroundings.
Perception: 1d20 - 1 ⇒ (13) - 1 = 12

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An open archway separates the next two rooms. The first is a library, or at least, was once a library. Fragments of books and broken furniture are scattered throughout this room.
Further beyond that, past the archway, is a once-luxurious office. It has been thoroughly ransacked, and goblin vandals have defaced the walls and furniture.
A dead crow, relatively fresh but burned and blackened, has been nailed to a plaque on the western wall.
The burnt bird is a territorial calling card of the Scorchfeather Goblin Tribe.
A gilded portrait frame over the desk has been covered with paint and blood, obscuring the image beneath.
The portrait is of the quality consistent to an animated portrait. The vandalism on it would make it rather ineffective, however, and a restoration would be nearly impossible without specialized equipment.
Behind the portrait is a piece of parchment, attached via alchemical glue.

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K Local: 1d20 + 1 ⇒ (11) + 1 = 12 DC 10, so I can make the check untrained.
Appraise: 1d20 + 1 ⇒ (17) + 1 = 18
"Huh." Dawn takes a gander at the bird. "This marks the uh... Scorchfeather Goblin Tribe? I think that's it."
She glances at the painting. "Oh, no, another one of these portraits! The weird animated ones. I saw one a bit earlier before those mean bandits attacked us. Made me all tired and stuff." Then she notices the blood. "Well, this one is kind of ruined though."

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Dawn also notices the note attached to the back of the portrait.
… with the goblin army surrounding us, the fate of my line is in question. The family secret shall not die with us. I trust to more distant relations to take up the Irrica mantle and reconstruct the riddle held jointly by my mace; my grandfather’s signet ring; my niece Althea’s locket; and our family treasure, the Hellfire Rod. These four items I value above all of my holdings, for at our time of greatest need they together commanded our guardian angel— and a savage angel of vengeance she is. I named her once, long ago, but here I shall name her not. I bequeath the four items mentioned above to one of the Irrica line who can read the riddle. Avenge us.

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"So they want vengeance. That I can understand. But vengeance from beyond the grave is something else. Who do they want vengeance upon? Goblins?"