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Chambren watches Ellismus work. "You are impressively thorough. It might be that we need to take the painting back and have it reviewed. Perhaps even Nigel can be useful in this regard."
He then waits to hear the answer to Daisley's questions.

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Nemis takes a moment to sit in a meditative posture, eventually exhaling sharply before standing to speak, "I think we need to recenter ourselves. Dreng himself is here in Shadow Absalom. Let us seek him out, an interesting reversal of my normal interactions with him. The Glaresight Inn cannot be too far from here."

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"Ahem... yes... totally... let us find The Drengmeister."

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"Indeed. We must be careful not to break his cover, however."

Pirate GM |

Heading out with Chalos in tow you make your way through the twisting dark streets of Shadow Absalom.
Strange light-weavers and carts with inexplicable goods start to become almost normal to you after the hour or os it takes to travel to the Glaresight Inn.
There you meet with the large half-elven Innkeep with a ruby earing in his left ear.
"Aye, what can I git for ya folks."
Do any of you have visible wayfinders?

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I do not have a visible Wayfinder. "We're looking for a... friend. I'll be blunt, I don't want to do the song and dance where we test out the limits of the other's discretion. You have any customers who are clearly from the Prime Material Plane sticking around?"

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Daisley's Wayfinder is her constable badge, so she definitely keeps easy access to it!
Daisley adjusts her cloak to show her Wayfinder.

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"Of course he did." Nemis turns to leave.

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Daisley starts walking around the area, trying to find someone with silver fingers on their glove.
Perception, if necessary: 1d20 + 16 ⇒ (3) + 16 = 19

Pirate GM |

Celie: 1d20 + 10 ⇒ (1) + 10 = 11
Nemis: 1d20 + 17 ⇒ (9) + 17 = 26
Ellismus: 1d20 + 16 ⇒ (19) + 16 = 35
Gorf: 1d20 + 13 ⇒ (16) + 13 = 29
Daisley: 1d20 + 16 ⇒ (13) + 16 = 29
Chambren (Darvision): 1d20 + 17 ⇒ (20) + 17 = 37
Morton (Darkvision, Tremorsense): 1d20 + 6 ⇒ (5) + 6 = 11
Locating Dreng isn't too much trouble, you see a Fetchling with a silver tipped glove waiting alone in a small plaza. He does not seem to have spotted you yet.
Before approaching him Ellismus and Chambren notice a group of about 4 Fetchlings a few twisty alleys/turns away. They appear armed and moderately armored but appear to be discussing something in hushed tones rather than marching for battle.
They are talking too quietly to heard from a distance but haven't noticed you yet.

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Approaching Dreng, Ellismus says, "Hey, old Drengmeister... open road and all... those fetchling in that alley over there friends of yours? if you're about to meet them we can make ourselves scarce not to blow your cover y'know... jus' say the word pal..."

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Gorf, not exactly a master of subtlety himself, just shakes his head at Ellismus' greeting.

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"I would have thought that we could have investigated the fetchling group ourselves first, but... Ah well. Should we not be disguised? I fear that we may be making a mess of this."

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"Messes can be cleaned my friend. Now, Dreng, help us. What needs to be done?" Nemis includes a detailed rundown of what transpired with Hats.

Pirate GM |

"Dreng" reacts with a puzzled look as your approach him and start talking to him. "What, who are you?" however you can see one hand bent downward at the wrist making the Pathfinder sign for "retreat."
But it's too late, the unmistakable sound of steel being drawn echos through the ally as a pair of the fetchlings now approach with drawn swords, one shouting to the other "I told you it was a trap!"
Celie: 1d20 + 6 ⇒ (12) + 6 = 18
Nemis: 1d20 + 7 ⇒ (3) + 7 = 10
Ellismus: 1d20 + 5 ⇒ (11) + 5 = 16
Gorf: 1d20 + 10 ⇒ (16) + 10 = 26
Daisley: 1d20 + 8 ⇒ (2) + 8 = 10
Chambren: 1d20 + 5 ⇒ (4) + 5 = 9
Drenge: 1d20 + 8 ⇒ (5) + 8 = 13
Blue/Red: 1d20 + 2 ⇒ (18) + 2 = 20
Green/Yellow: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative
Gorf
Red
Blue
Celie
Ellismus
Drenge
Nemis
Daisley
Chambren
Gorf is up!
Map is on slide 9

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Gorf moves into a nearby alleyway, staring for a moment at the musket in his hands. Looking up, he calls out "Ah don' know who y'all is, but we ain't got no quarrel wit' y'all. Les' set them weapons down an' talk, huh?" Move, reactivate the merciful property on his musket.

Pirate GM |

damage: 1d8 + 7 + 1 ⇒ (1) + 7 + 1 = 9
disarm: 1d20 + 21 ⇒ (1) + 21 = 22
direction, 1 away: 1d8 ⇒ 6
As a reminder out and about here in Shadow Absalom the lighting is dim.
The Fletching shouts back "Likely story, toadface!"
and as you see them approach you easier realize those are no sword, but are indeed flails.
The one in blue moves up to Daisley keeping his shield held high for defense but taking advantage of his momentum as connects with Daisley's leg with his light flail.
Hitting flatfooted 24, for 9 damage
The red moves moves up making eye contact with "Dreng" "I knew you were up to no good." before positioning himself between Gorf and "Dreng"
He then wraps his flail around Gorf's musket and tugs, but his flail slips off. not provoking.
Gorf
Blue
Red
Celie
Ellismus
Drenge
Nemis
Daisley (74/83)
Chambren
Celie and Ellismus are up!

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Celie smiles as she sees normal people. She looks at the Red one, "You are not very lucky today." She hexes him with Misfortune DC 19 Will

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Ellismus takes a step back besides Daisley and whips out his "Dayfinder", saying, "Ahum... ye're gonna love this line Daisley... listen: 'TIME TO SHED SOME LIGHT ON THIS... SITUATION!' uh-huhuhuh... did I say it good?"
5-ft step back, pull out Dayfinder, Casts Daylight - Bright Light 60' radius; dim light elevated to normal light from 60' to 120' (60-foot bright zone shown in yellow on map)

Pirate GM |

It likely won't matter but due the features of the shadow plane you'll only get half radius on the daylight spell.
Reed suffers a severe misfortune.
"Dreng" shouts "Aaahhh! What's going on?" as he retreats from the chaos of combat down one of the empty alleyways, seemingly confused by the sudden melee.
Gorf
Blue
Red
Celie
Ellismus
Drenge
Nemis
Daisley (74/83)
Chambren
Nemis, Daisley, Chambren and Gorf are up!

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Daisley wraps her arms around the blue fetchling.
"We aren't here to hurt you. Can we talk this through?"
grapple: 1d20 + 19 ⇒ (8) + 19 = 27

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"Welp, ah tried." Gorf retreats back a step and unloads his musket on the advancing fetchling. 5ft step back, rapid shot, switching targets if red goes down.
+1 Merciful musket (touch), pbs, rapid shot, deadly aim: 1d20 + 18 + 1 - 2 - 3 ⇒ (13) + 18 + 1 - 2 - 3 = 27
Nonlethal damage, pbs, deadly aim: 1d10 + 8 + 1 + 6 + 1d6 ⇒ (3) + 8 + 1 + 6 + (6) = 24
+1 Merciful musket (touch), pbs, rapid shot, deadly aim: 1d20 + 18 + 1 - 2 - 3 ⇒ (10) + 18 + 1 - 2 - 3 = 24
Nonlethal damage, pbs, deadly aim: 1d10 + 8 + 1 + 6 + 1d6 ⇒ (3) + 8 + 1 + 6 + (2) = 20
+1 Merciful musket (touch) iterative, pbs, rapid shot, deadly aim: 1d20 + 13 + 1 - 2 - 3 ⇒ (4) + 13 + 1 - 2 - 3 = 13
Nonlethal damage, pbs, deadly aim: 1d10 + 8 + 1 + 6 + 1d6 ⇒ (5) + 8 + 1 + 6 + (3) = 23

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Seeing Daisley go for the grapple, Chambren says, "Let me see if I can help."
He weaves some magic and draws from his arcane reservoir to conjure an explosion of glittery dust, catching the fetchling in blue. Glitterdust, DC 20 Will save
He then orders Morton to help. The elemental takes the long way around to provide a flank.

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"Allow me to supply even more light." Nemis pictures the aura surrounding the foe before him blue. The psychic wills it to change, to resemble fire. In a flash Nemis turns the aura real as the creature spontaneously immolates. FIRE: 3d6 ⇒ (5, 1, 1) = 7. FORT DC 18 for half. A failed save also means he catches fire, taking 1d6 more until he passes a DC 18 REF save.

Pirate GM |

smashy: 1d20 + 15 - 3 ⇒ (13) + 15 - 3 = 25
low always misses: 1d100 ⇒ 92
smashy: 1d20 + 10 - 3 ⇒ (12) + 10 - 3 = 19
low always misses: 1d100 ⇒ 16
damage: 1d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20
glitter: 1d20 ⇒ 5
disarm?: 1d20 + 21 ⇒ (11) + 21 = 32
1awayCC: 1d3 ⇒ 3
1d20 + 10 ⇒ (4) + 10 = 14
dpa: 1d20 + 16 - 6 ⇒ (17) + 16 - 6 = 27
d: 1d8 + 8 + 6 ⇒ (3) + 8 + 6 = 17
dpa: 1d20 + 16 - 6 ⇒ (9) + 16 - 6 = 19
d: 1d8 + 8 + 6 ⇒ (8) + 8 + 6 = 22
Blue concentrates and manages not to catch fire, merely smoldering slightly. Blinded he makes powerful wild swings at the creature circling behind him, managing to connect with one of his two swings.
Hits ac 25 for 20 damage.
His attempts to remove the glitter from his eyes are unsuccessful however.
This time red steps up and grabs Gorf's musket with his flail and sends it flying behind him, landing in the plaza. greater disarm sends it 15ft in a random direction. is M on the map
He however fails to squish Gorf with a followup attack.
Circling around from the south the green Fetchling closes comes around the corner and moves into melee with Chambren and Nemis, choosing to pick on rear psychic, he keeps his shield held high as he takes advantage of his momentum and makes a powerful upward swing, catching Nemis on the chin.
Hits AC 27 for 17 damage
Yellow follows up with a similar maneuver nearly knocking Nemis out.
Hits AC 19 for 22 damage
Meanwhile during the chaos "Dreng" escapes.
Initiative
Gorf
Blue (3 / Blind/Glittery)
Red (67 NL)
Green
Yellow
Celie
Ellismus
Nemis (2/43)
Daisley (74/83)
Chambren
Morton (10/30)
Everybody is up!

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Daisley attempts another grapple on Blue.
grapple, flank: 1d20 + 19 + 2 ⇒ (15) + 19 + 2 = 36

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Ellismus takes to the air and targets green with a stink bomb to allow Nemis' retreat.
"Uh... Nemis you should retreat pal... if you have a trick up your sleeve now is the time..."
Move action to fly up above Daisley approx. 20 ft. off the ground + Standard action to chuck a frost bomb at green
Alchemist Bomb; Stink Bomb 10' radius + Precise Bomb to exclude squares occupied by allies; ranged touch including all current buffs: 1d20 + 16 ⇒ (9) + 16 = 25 vs. Touch AC
Green dmg: 4d6 + 8 ⇒ (1, 5, 3, 4) + 8 = 21 fire damage (no save) + FORT DC 21 save to avoid being nauseated for 1 + 1d4 + 1 ⇒ 1 + (1) + 1 = 3 rounds.
Splash dmg on other enemies: 4 + 8 = 12 fire damage REF DC 21 save for 1/2 dmg and FORT DC 21 to avoid being nauseated for 1 + 1d4 + 1 ⇒ 1 + (2) + 1 = 4 rounds.
Inside the Stinking Cloud: The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

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"Dangit! Knock that off!" Gorf carefully hops back, drawing a jankier-looking gun with a flared bell and quickly loading it with a small paper cartridge before firing. 5ft step, move action to draw his masterwork blunderbuss. Free action to load with a rock salt paper cartridge, standard action to fire once.
mw blunderbuss (rock salt), pbs, deadly aim: 1d20 + 17 + 1 - 3 ⇒ (14) + 17 + 1 - 3 = 29
Nonlethal damage, pbs, deadly aim: 1d6 + 7 + 1 + 6 ⇒ (4) + 7 + 1 + 6 = 18

Pirate GM |

Red falls unconscious from a blast of rock salt to the face.
Note that precise bombs only negates the splash damage, not the stinking cloud effect on people. You're going to need permission before you stinking cloud your allies.
And a question I should have asked earlier. Aren't alchemist wings a standard action to activate just like all the various domain powers with no listed action since they are not reactionary, per the Actions in Combat chart on page 183 of the CRB?

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I disagree with this interpretation, based on the following FAQ: "Does an alchemist’s inferno bomb, poison bomb, smoke bomb, or stink bomb cause bomb damage in addition to the special effect listed for those discoveries?
Yes. For example, a smoke bomb deals bomb damage and creates an area of smoke."
With this FAQ, it follows that Precise Bomb gets rid of the damage and the nasty effect produced by a bomb (in effect, the squares are excluded from the bomb's effect). As for the wings discovery: the wings don't come out each time... they are always there, like the third arm discovery. It's just limited to 1min increment up to 1min/level.

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Don't want to slow down the game: I'll go with the GM ruling that stink bomb somehow doesn't work with Precise Bomb. Sorry Nemis, I tried to slow these clowns down... I hope you have a way to safely get out of there... (as per Discussion thread: change stink bomb to explosive bomb)

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Uncomfortable with the melee around him, Chambren draws upon his arcane might to create a dimensional crack. He steps through, reappearing further from trouble.
He then draws again from his arcane reservoir, adding precision and might to his next spell. In response, three rays of pure fire lance out at the fetchling in green.
Scorching Ray 1 vs Green: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 4d6 ⇒ (1, 5, 1, 6) = 13
Scorching Ray 2 vs Green: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 4d6 ⇒ (3, 1, 5, 6) = 15
Scorching Ray 3 vs Green: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 4d6 ⇒ (1, 5, 2, 3) = 11
With a gesture, the elemental takes up a defensive position in front of his master. Total Defense. AC is 27

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Will delay to see the effects of the Spray and misfortune.

Pirate GM |

w: 1d20 ⇒ 2
Green catches fire, and yellow doesn't avoid any of the splash.
Green then makes use of his expert combat positioning to dodge two of Chambren's rays, only getting hit by one.
Yellow becomes suddenly unlucky.
Gorf
Blue (3 / Blind/Glittery/Grappled)
Green -36 on fire
Yellow -12 Misfortune
Celie
Ellismus
Nemis (2/43)
Daisley (74/83)
Chambren
Morton (10/30)
Nemis is up!

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Nemis, barely conscious, takes a step back and tries to maintain his calm focus.
Concentration: 1d20 + 12 ⇒ (18) + 12 = 30 He then splits the light around him into a blinding spray of color, engulfing his foe Yellow Will DC 17 negates

Pirate GM |

will: 1d20 + 1 ⇒ (2) + 1 = 3
1d20 ⇒ 5
glitter: 1d20 ⇒ 9
on fire: 1d6 ⇒ 1
CE: 1d20 + 15 - 3 ⇒ (16) + 15 - 3 = 28
damage: 1d8 + 7 ⇒ (3) + 7 = 10
CE: 1d20 + 15 - 3 + 1 ⇒ (1) + 15 - 3 + 1 = 14
CE: 1d20 + 15 - 3 + 1 ⇒ (19) + 15 - 3 + 1 = 32
Nemis steps away and thanks to the misfortune Yellow gets stunned by the spray of colors.
Blue struggles, but between being blind and grappled he doesn't accomplish anything productive.
Green burns a bit as he takes a swipe at Nemis before disappearing around the tight alley to the south.
Hitting AC 28 for 10 damage
Yellow meanwhile moves up and tries to 'disarm' Daisley by hitting her with his flail but can't connect due to misfortune.
Gorf
Blue (3 / Blind/Glittery/Grappled)
Green -37 on fire
Yellow -12 Misfortune
Celie
Ellismus
Nemis (-8/43) Bleeding
Daisley (74/83)
Chambren
Morton (10/30)
Ya'll are up!
And welcome back all.

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Ellismus adjusts his position and targets yellow with a stink bomb cone to help Nemis survive.
Move action + Standard action to chuck a stink bomb directed blast with yellow as main target / splash on blue / exclude friendly elemental from dmg.
Alchemist Bomb; Stink Bomb 20' cone + Precise Bomb to exclude squares occupied by allies; ranged touch including all current buffs: 1d20 + 16 ⇒ (8) + 16 = 24 vs. Touch AC
Yellow dmg: 4d6 + 8 ⇒ (2, 4, 3, 1) + 8 = 18 fire damage (no save) + FORT DC 21 save to avoid being nauseated for 1d4 + 1 ⇒ (4) + 1 = 5 rounds.
Splash dmg on other enemies: 4 + 8 = 12 fire damage REF DC 21 save for 1/2 dmg and FORT DC 21 to avoid being nauseated for 1d4 + 1 ⇒ (3) + 1 = 4 rounds.
Inside the Stinking Cloud: The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).