
| DoubleGold | 
 
	
 
                
                
              
            
            Halunzet increases light from low light to bright within a certain area.
I didn't add a map, cause tactical movement doesn't come into play for a whole minute. Your ship is big enough to fit all of you on one side if you want to be. There is nothing on your ship that would provide cover and there is nothing on their ship that would provide them cover. If you don't have range just stay below deck on the opposite side of the deck where they can't see you. You want to be harder to hit, drop prone. Ranged weapons and attacks is all you can do.
They fire their light crossbows at Halunzet hit: 5 + 1d20 ⇒ 5 + (20) = 25
hit: 5 + 1d20 ⇒ 5 + (12) = 17
hit: 5 + 1d20 ⇒ 5 + (20) = 25 I didn't apply range penalties yet, I'll do some edits, first, I have to see if they actually hit your ac without penalties and I'll go from there.
What, what. Really the odds of two crits.
crit confirm: 5 + 1d20 ⇒ 5 + (15) = 20 
crit confirm: 5 + 1d20 ⇒ 5 + (12) = 17 No crits, it is like 6 units of range
total dmg Halunzet: 2d8 ⇒ (8, 3) = 11 seriously, the only way they would hit you is with that 20 from a light crossbow and distance
Rest of the heroes are up
One more thing, I did say lowlight and you have no lights on you
miss chance: 1d100 ⇒ 65 20 and below negates hit
miss chance: 1d100 ⇒ 60

|  The Armenian Man | 
 
	
 
                
                
              
            
            "Magdh say we should accept our fate, but she let The Armenian Man adjust fate sometime. Let me help you."
The Armenian Man will cast guidance on Hal each round to add a +1 to Hal's attack rolls. He'll have no other action until somebody is boarding us or vice versa.

|  Halunzet "Hal" Methrigum | 
 
	
 
                
                
              
            
            If we have no lights and are 400 feet away is there a concealment miss chance too?

|  Nevedno de'Morcaine | 
 
	
 
                
                
              
            
            Well crap! There's no way a can throw these javelins that far. Maybe I should pick-up a crossbow next time I pass a weapon shop.
Edwin, you going to take a shot at them? 
If yes, will give Edwin a guidance each round until they are much closer.

|  Halunzet "Hal" Methrigum | 
 
	
 
                
                
              
            
            Hal nods toward his pack on the deck. "Got a shortbow and arrows there, too, for anyone who needs it."

|  The Sentinel | 
 
	
 
                
                
              
            
            Sentinel, having no ranged capabilities, decides that the best option for now is to make sure his companion doesn't drop unconscious.
Cure Light Wounds on Halunzet: 1d8 + 3 ⇒ (2) + 3 = 5

|  Halunzet "Hal" Methrigum | 
 
	
 
                
                
              
            
            I will go ahead and perform my Round 2 attack. At that point they'll be at 360 feet, so 4 range increments. Specifically targeting one that hit me.
Crossbow Attack: 1d20 + 8 - 8 ⇒ (20) + 8 - 8 = 20
Ooh!
crit confirm: 1d20 + 8 - 8 ⇒ (12) + 8 - 8 = 12
Eh ... And concealment ... 
Miss chance (1-20 miss): 1d100 ⇒ 1
Blah ... waste of a 20.
Hal nods to Sentinel. "Thanks," he says as he fires his bow. The shot misses and he reloads.

|  The Armenian Man | 
 
	
 
                
                
              
            
            Hal, The Armenian Man is casting guidance on you each round, fyi. You can add +1 to your attack rolls (unless you're saving that for a saving throw, I guess)

|  Halunzet "Hal" Methrigum | 
 
	
 
                
                
              
            
            No, I just forgot.
DoubleGold: Unless anything unexpected is happening, do you just want us to roll 6 rounds of attacks to speed things up? I think that'll bring us up to when they're 30 feet away. They should be unconcealed on the final 2 rounds worth of shots, as my dancing lights begin moving with the ship.

| DoubleGold | 
 
	
 
                
                
              
            
            The ship is 450 feet away and moves 45 feet per round. It would take them 10 rounds to reach you. Round 1 is over and rounds 2-10 will be here.
Everyone post rounds 2 through 10 Yes let's speed this up, since they are likely to die before they board ship
hits: 27d20 ⇒ (3, 10, 5, 11, 5, 18, 18, 10, 13, 10, 18, 19, 19, 12, 10, 16, 7, 8, 13, 12, 2, 3, 18, 20, 6, 9, 19) = 314 +5 to each, then I'll have to add in minus range penalties. The first 3 is round 2, the next 3 is round 3, the next 3 is round 4. Halzunet would be their primary target since he has the range. 27 rolls, and 13's and above are worth looking at, since they have to hit at least ac 18.
Okay, so bottom of round 3 is an 18 for a 23 total. Top of round 4 is an 18 for a 23 total, bottom of round 4 is a 13 for an 18 total. Round 5 has an 18 and a 19 for a 23 and a 24 total. Round 6 has a 19 for a 24.
Round 7 has a 16 for a 21 total. Round 8 has a 13 for an 18. Round 9 has a 18 for a 23 and a crit. Round 10 has a 19 for a 24.
Okay, so they are always range 3 or greater until their turn on round 7. So They need a 24 or a crit just to hit Halzunet until round 7. Round 5 has a possibility of hitting Halzunet. Round 6 has a possibility of hitting Halzunet. They are at range 2 until round 9, so they need a 21 or better on round 7 and 8. Round 7 has a possibility of hitting Halzunet. Round 9 has two possible hits on Halzunet. Round 10 has 2
All Pathfinders are up, post rounds 2 through 10 [ooc]The first possible hit on Halzunet is round 5 on their turn. If one dies before their turn on round 5, I'll roll a 1d3 to see if it is the one that would have hit him dies. If 2 die I roll 2d3 rerolling duplicate

|  Edwin Towerfall | 
 
	
 
                
                
              
            
            Edwin waits until round 5 then he start to shot.
Edwin start to shot the arrows.
round 5
mwk shortbow : 1d20 + 3 - 6 ⇒ (10) + 3 - 6 = 7
damage: 1d6 ⇒ 6
round 6
mwk shortbow : 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
damage: 1d6 ⇒ 2
round 7
mwk shortbow : 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
damage: 1d6 ⇒ 2
round 8
mwk shortbow : 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21
damage: 1d6 ⇒ 2
round 9
mwk shortbow : 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d6 ⇒ 6
round 10
mwk shortbow : 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d6 ⇒ 3
round 8
crit confirm : 1d20 + 3 - 2 ⇒ (18) + 3 - 2 = 19
damage: 2d6 ⇒ (2, 4) = 6

|  The Sentinel | 
 
	
 
                
                
              
            
            Round 2
Heal most injured party member.
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Round 3
Heal most injured party member.
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Round 4
Heal most injured party member.
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Round 5
Heal most injured party member.
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Round 6
Heal most injured party member.
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Round 7
Heal most injured party member.
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Round 8
Heal most injured party member.
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Round 9
Heal most injured party member.
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Round 10
Heal most injured party member.
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

|  Nevedno de'Morcaine | 
 
	
 
                
                
              
            
            Rounds 2-7:
Guidance on Alarien
javelin att rnd 8: 1d20 + 3 ⇒ (17) + 3 = 20, if hits, javelin dam: 1d6 + 4 ⇒ (5) + 4 = 9
javelin att rnd 9: 1d20 + 3 ⇒ (12) + 3 = 15, if hits, javelin dam: 1d6 + 4 ⇒ (2) + 4 = 6
javelin att rnd 10: 1d20 + 3 ⇒ (14) + 3 = 17, if hits, javelin dam: 1d6 + 4 ⇒ (6) + 4 = 10

|  Halunzet "Hal" Methrigum | 
 
	
 
                
                
              
            
            Round 2 - Already posted (360 ft)
Round 3 - Shoot/Reload (315 ft)
Crossbow attack, guidance, range penalty: 1d20 + 8 + 1 - 6 ⇒ (6) + 8 + 1 - 6 = 9
Miss Chance (low 20%): 1d100 ⇒ 8
Crossbow dmg: 1d6 ⇒ 4
Round 4 - Shoot/Reload (270 ft)
Crossbow attack, guidance, range penalty: 1d20 + 8 + 1 - 6 ⇒ (5) + 8 + 1 - 6 = 8
Miss Chance (low 20%): 1d100 ⇒ 78
Crossbow dmg: 1d6 ⇒ 4
Round 5 - Shoot/Reload (225 ft)
Crossbow attack, guidance, range penalty: 1d20 + 8 + 1 - 4 ⇒ (18) + 8 + 1 - 4 = 23
Miss Chance (low 20%): 1d100 ⇒ 71
Crossbow dmg: 1d6 ⇒ 6
Round 6 - Shoot/Reload (180 ft)
Crossbow attack, guidance, range penalty: 1d20 + 8 + 1 - 4 ⇒ (10) + 8 + 1 - 4 = 15
Miss Chance (low 20%): 1d100 ⇒ 97
Crossbow dmg: 1d6 ⇒ 2
Round 7 - Shoot/Reload (135 ft - Dancing lights illuminates their boat)
Crossbow attack, guidance, range penalty: 1d20 + 8 + 1 - 2 ⇒ (11) + 8 + 1 - 2 = 18
Crossbow dmg: 1d6 ⇒ 5
Round 8 - Shoot/Reload (90 ft)
Crossbow attack, guidance, range penalty: 1d20 + 8 + 1 - 2 ⇒ (5) + 8 + 1 - 2 = 12
Crossbow dmg: 1d6 ⇒ 3
Round 9 - Shoot/Reload (45 ft)
Crossbow attack, guidance, range penalty: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Crossbow dmg: 1d6 ⇒ 4
Round 10 - Shoot/Reload (45 ft)
Crossbow attack, guidance, range penalty: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Crossbow dmg: 1d6 ⇒ 2
Blah ... three 18's but no crit!
Also, round 10 = 1 minute from casting, so dancing lights expires. A poor lighting situation won't affect most of us, but the pirates (and Edwin) may be at a bit of a disadvantage.

| DoubleGold | 
 
	
 
                
                
              
            
            Heroes use ranged and hit a couple of time AC 15 Halzunet hits one rounds 5, 6 and 7 Edwin hits on 6 and 7 finally bringing one down. Round 8, nevedo and Edwin hit. And with that crit he does die. Now Halzunet hits one at the top of round 9 before they go, nevedo hits on round 9 as well. And then Halzunet, but he dies at the bottom of round 10 with a Javelin hit.
1. One dead at the bottom of round 7.
2. A second one dead at the bottom of round 8.
3. A third one dies at the bottom of round 10.
I have to go to work, I'll sort this out later, rolling 1d3s and still miss chances. Though I think 2 of you still have to roll for rounds which will still change things.

|  The Armenian Man | 
 
	
 
                
                
              
            
            As stated above, The Armenian Man is casting guidance on Hal until the pirates are in boarding range.

|  Alarien Amankiir | 
 
	
 
                
                
              
            
            Alarien fires off a stream of arrows at the pirates, biding her time until they are in range of Alarien, her blade.
1d20 + 4 + 1 - 8 ⇒ (19) + 4 + 1 - 8 = 16
1d6 ⇒ 1
1d20 + 4 + 1 - 8 ⇒ (18) + 4 + 1 - 8 = 15
1d6 ⇒ 3
1d20 + 4 + 1 - 6 ⇒ (9) + 4 + 1 - 6 = 8
1d6 ⇒ 1
1d20 + 4 + 1 - 6 ⇒ (7) + 4 + 1 - 6 = 6
1d6 ⇒ 1
1d20 + 4 + 1 - 4 ⇒ (7) + 4 + 1 - 4 = 8
1d6 ⇒ 5
1d20 + 4 + 1 - 4 ⇒ (5) + 4 + 1 - 4 = 6
1d6 ⇒ 1
1d20 + 4 + 1 - 2 ⇒ (6) + 4 + 1 - 2 = 9
1d6 ⇒ 1
1d20 + 4 + 1 - 2 ⇒ (2) + 4 + 1 - 2 = 5
1d6 ⇒ 2
1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
1d6 ⇒ 5

|  Halunzet "Hal" Methrigum | 
 
	
 
                
                
              
            
            If these guys are spending all their time shooting at us, can I assume that our captain is able to maneuver the boat enough to keep from being rammed? If it's nearby, I will happily use my new-found Acrobatics ability to vault over onto this vessel... with guidance presumably.
Acrobatics, Trickster channel, guidance: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20

| DoubleGold | 
 
	
 
                
                
              
            
            Good question, but the boats do not ram each other. You are on a ship about half the size of the titanic and they are on a sail boat about the size of a large couch.
Okay, so Alarien shoots one in the ribs twice. rounds 2 and 3.
This changes things
1. The first one dies now at the top of round 7 instead of at the bottom, so Halunzet kills him before he gets the shot.
2. The second one still dies at the bottom of round 8
3. The third one still dies at the bottom of round 10
doublechecking Player actions and profiles to see if there is anything anyone can legitimately recon. edit coming
1. Okay, so two people are doing guidance on Hal and you can only benefit once, but nobody missed by 1 AC in any of rounds, so re-diverting it to someone else does nothing.
2. Checking for Slayer's actions. He used cure wounds every round and in some rounds nobody is hurt, checking for other possible actions. No range and no ranged spells.
6 Possible hits throughout rounds 2-10.
Hits one and two: Rounds 5 and 6 go through since none of them die before these rounds. miss chance: 2d100 ⇒ (50, 99) = 149 20 and below is a miss.
Also they may have crit with that 19 cause of the light crossbow crit confirm: 2d20 ⇒ (4, 20) = 24 and they would need a 19 on a die to confirm crit.
who dies first: 1d3 ⇒ 3 Number three dies on round 7 the top of it.
Hit number three: still has to go through as number 1 is still living on round 7. miss chance: 1d100 ⇒ 6 and this one is negated due to miss chance.
who dies second: 1d3 ⇒ 2 Hit number 4 is negated on round 9 cause of number 2 dying.
Number 3 dying early means this negates rounds 9 and 10s possible crits. Hits Five and Six are definitely negated.
Halzunet On round 5 you took dmg: 1d8 ⇒ 8
On round 6 you took dmg: 2d8 ⇒ (6, 2) = 8
Sentinel I'm using your rolls in order and you needed to heal 16 points. You used 3 charges of your wand from rounds 2 through 10.
Combat over Party healed, heroes are able to recover their bolts and thrown weapons as they float in the water or landed on the enemy boat. You may now board the boat if you'd like, drag the bodies up on your ship, loot it then sink it, etc.

|  Halunzet "Hal" Methrigum | 
 
	
 
                
                
              
            
            Hal agrees with Nevedno and begins searching the boat.
Perception(Search): 1d20 + 9 ⇒ (12) + 9 = 21
Maybe 22, if people are assisting with guidance

|  The Armenian Man | 
 
	
 
                
                
              
            
            "What a delightful treat of fate we've been given today! Let's see if the bounty is as good, shall we?" The Armenian Man is downright enthusiastic at the action the Pathfinders saw, and he eagerly makes his way down to the small sailboat to search it for anything of interest... either valuables or clues as to the pirates' activity.

| DoubleGold | 
 
	
 
                
                
              
            
            Heroes search the boat and find a bunch of gold and platinum which means nothing in PFS other than the fact that you won't be suffering rewards loss.
Heroes are able to determine these guys are Molthuni Privateers.
You do find something you can use for the adventure Feather token, anchor
He tells you to sink the ship after looting it to prevent others from coming, putting it up on your ship just adds weight.
edit coming
disable device: 10 + 1d20 ⇒ 10 + (9) = 19 Halzunet does open the lockbox, which contains more gold.
In the dark, Tamran glitters with hundreds of tiny lights, emanating from the windows and lamps that dot the city. It has the look of a new town, built primarily of wood, though some older buildings linger here and there, many showing signs of damage from the war with Molthune to the south. Cracked walls and burnt remnants can be seen even from this distance, fresh scars from the long conflict.
Here we dock says captain Walren. If you want a good inn, Gar's last meal is a good inn, it is 3 GP for a night, and 3 sp for a meal, hoping you like fish and can stand the smell of it.
You can head straight for the temple, go to the inn, or do a number of other things first. You can search for your Pathfinder contact (diplomacy), scout out the area around the temple itself (better done during the day to blend in with a crowd, since you can scout it out without being seen and questioned), or try to learn more by questioning the locals (diplomacy)

|  Halunzet "Hal" Methrigum | 
 
	
 
                
                
              
            
            Hal glances around at the group. "Um ..." His eyes finally rest on Edwin. "I imagine you're probably the best of this gang at chatting up the locals for information, eh? The rest of us can go to the inn and get our rooms sorted out? Our recent windfall, we can probably afford private rooms, with locks even. Quite the luxury."

|  Edwin Towerfall | 
 
	
 
                
                
              
            
            Edwin tries to find a contact person. He starts asking people on the streets.
diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18

|  The Armenian Man | 
 
	
 
                
                
              
            
            The Armenian Man spends a little time trying to find their contact before heading to the inn, but doesn't get too stressed about it if he can't find anything. "Magdh will bring him to us when she's ready!"
Diplomacy: 1d20 - 2 ⇒ (17) - 2 = 15

| DoubleGold | 
 
	
 
                
                
              
            
            The Pathfinders are unable to locate the contact and the locals seem to afraid to talk about the cult because they are afraid and don't know who is watching them.
With the Armenian man aiding Edwin, they are able to find the contact.
They find him at the Forest bounty, a large feast hall located at the northern edge of town.
At the table sits a robust man, wearing green and brown leathers and cloaked in a large bearskin. A longbow rests against the table next to him. He looks up and with a hearty laugh says, “Welcome, friends. I hear that you have been looking for me. I am Reginar Lacklan. Please sit—we have much to discuss.” He sweeps out his arms in an inviting gesture as a serving maid places a tray of roast boar and forest vegetables on the table before him.

|  The Sentinel | 
 
	
 
                
                
              
            
            Sentinel takes a seat, grabbing a glass of wine to indulge in and a chunk of the roasted boar. "Indeed we do." He looks around to see if anyone is eavesdropping on their conversation.
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
When he is convinced no one is around, he begins. "So this cult that is in town. Exactly what do you know about them?"

|  Halunzet "Hal" Methrigum | 
 
	
 
                
                
              
            
            Presumably after securing lodging for the group, Hal meets up with them at the Forest Bounty feast hall. He has a seat, nodding to the Sentinel. "Yes, Cygar sent us from Kassen, but didn't give us much information, other than telling us to make contact with you."

|  Edwin Towerfall | 
 
	
 
                
                
              
            
            "We will be grateful if you can help us!"
diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23

| DoubleGold | 
 
	
 
                
                
              
            
            Heroes ask Reginar various questions.
The cult of Razmir appeared in Tamran about 2 years ago, first as a small band of missionaries. They soon raised the funds to build a temple, which was constructed over a year ago. Their power and influence in the city have grown ever since, and the local guards seem to give them no heed, even going so far as to dismiss any reports of their foul practices. Reginar suspects that the city guards help protect the temple, watching out for thieves and intruders. •  Members of the cult go out frequently to aid the poor and proselytize. Reginar suspects this is just a cover for their more illegal activities, such as thievery, blackmail, and extortion. He has seen them beat a man to within an inch of his life, claiming the humble cobbler stole from the temple, while the city guards merely watched the event and took no action. •  Members of the faith heavily guard the temple itself by day and night. They hold no public services, so the only real way in is to join their religion. Reginar knows that they interview applicants at the Ranger’s Lament, a tavern across the street from the temple. If the PCs hope to gain entrance, attending one of these meetings is the best way. The next meeting is scheduled for tomorrow night. •  Reginar knows that a group from the temple left to head up north a few months ago and returned a month later, minus a few of their number. After that group arrived in town, they hurried back to the temple, and he is not sure what happened while they were away. About a week ago, another group, this one led by a female cultist in blue robes, left the temple and boarded a boat. He thinks this might be the temple’s leader, but he cannot be sure. They have not been seen since. •  Reginar has no idea how many cultists there are. While most wear white robes, some wear gray, and he has seen a few in black. In any case, he cannot get an accurate count because they all look alike, thanks to their masks.
For the time being, we have little evidence on the cult. You could just outright attack them, but I suggest you infiltrate the cult, pretend to join them and go along with what they say. Meet up with meet up with me in 1 week after we have evidence against them.

|  Halunzet "Hal" Methrigum | 
 
	
 
                
                
              
            
            Halunzet glances around at the motley assortment of Pathfinders. "And they wear these masks all the time? I am not sure that a covert operation is what this crew is built for."

|  Halunzet "Hal" Methrigum | 
 
	
 
                
                
              
            
            Hal considers Edwin. "Well, there's nothing keeping you from showing up at the Ranger's Lament - a horrible name for a pub, if you ask me - and hearing their pitch, right?" He motions to the paladin's armor. "I mean, maybe tone it down a bit."
He glances toward Reginar. "What about other power factions in the city? Fine, maybe they've got the city guard paid off, but there's got to be someone in town who's not happy about their activities. Local magistrates? Even the local thieves' guild."
Stroking his chin, Hal asks, "Do you know the name of this cobbler, or how we can locate him?"

|  Edwin Towerfall | 
 
	
 
                
                
              
            
            "OK, OK! So infiltration of the cult then!"
"Why I have to do that?" Edwin thought.
 
	
 
     
     
     
 
                
                