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Bocke will wash off the blood with some water from his waterskin, and then drag the body back into the house (washing any residual blood by the entrance).

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Taking the rope, Gorrig ties up the definitely-unconscious half-orc. "I guess that's one way to silence him," he mutters grimly.

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The Professor hurries inside, quite agreeing with Vosk. I really do need to learn Prestidigitation one of these days.... As she passes Droo, she snatches the whistle out of Droo's hands. "You can have this back when the mission is complete." Her stern tone and sharp eyes are enough to convince all but the most dense that they shouldn't even bother to dispute her statement, even without factoring in the fact that she puts the whistle into her breast pocket. You cannot pick this pocket without my knowledge, little gnome.
Will Droo take this as a triple dog dare? ;)

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"HEY! OW! It's not mine! I was just looking at it. I wasn't going to steal it. Geez!" protests Droo.
Droo double downward dog dares anything!

GM Hawthwile |

The Pathfinders quickly pull the still-bleeding guard into the chandlery, Bocke returning to the porch to empty his waterskin over the wooden slats and try to scrub away the already-setting bloodstains. Vosk, Droo, and Molvil squabble briefly over the whistle while Gorrig ties up the guard and Theld looks around the room as best he can in the dark. As the half-orc wraps the rope around his prisoner, he finds a clear bottle labeled 'Heal', three vials of dusty powder, and a set of keys.
The chandlery’s main area is filled with tables and chairs, and a long counter stretches along the back wall with a large book laying open as if someone were just reading from it. The walls and ceiling seem to be decorated mostly with nautical gear in tasteful displays of rope, nails, marlinspikes, sailcloth, and more. Interspersed among these are symbols of Taldor’s military campaigns, mostly naval ones. Two doors lead further into the building - one to the north, the other to the west.
What do you do?

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What do you do?
Well nothing fun apparently. Harrumph.
Droo pouts.

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Perception: 1d20 + 6 ⇒ (11) + 6 = 17
"That smells like a healing potion."
Bocke closes the front door and prepares to open the door that faces west.

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With a deep sigh, Theld waits for the others to finish running to and fro. Without comment, or interest, he watches their mundane interactions. Still a bit numb from the necrotic pulse, he smirks, They'd be so f+@@ed if it wasn't for me.

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"That smells like a healing potion."
"Then pour it down that guard's throat and gag him. He doesn't need to die simply because we have work to do. Perhaps blindfold him, too. If you need extra fabric, I suppose I could cut off a section of my petticoat." The Professor is all business now that the imminent threat is neutralized. She strides over to the book to get a glance at its contents, just in case they are relevant to their task; however, she realizes that they are not out of danger yet. Instead, she picks it up, putting her finger between the pages to mark the reader's place, and heads toward the back as Vosk suggested. In the dim light, she tries to ascertain whether or not the door would cause them any problems.
Perception (traps?): 1d20 + 2 ⇒ (17) + 2 = 19

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I assumed Vosk stabilized with his wand - GM, can you clarify that the guard won't die on his own in the few minutes we use to murder everyone else in the house?

Vosk Lazav |
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Vosk unrolls the newspaper and places it back onto the table, nodding at the Professor with approval. "Haven't heard anything stir in the back room, anyone see something of concern out a window?" he asks. A hand reaches back into his bag, but the large man's face drops as he quickly reverses its course. Mustn't indulge now, even if we do have the slightest respite.
________
If nothing seems to be responding to the whistle, I say we try the key on the back door and keep this thang moving!

GM Hawthwile |

I'm always in favor of using NPC resources before PC resources, so let's go with Molvil's suggestion and use the guard's CLW potion.
Bocke tries the door on the northern side of the room, but finds it locked shut. Molvil and Gorrig finish blindfolding the unconscious guard before administering his potion to him and setting the half-orc in a half-seated position against the wall. Molvil crosses the room to grab the book from the bar, noting even with her fleeting glance a series of sketches and notes adorning the margins of what looks to be a ledger. Gorrig takes the guard's keys and unlocks the door for Bocke.
On the other side sits what looks to be an office, decorated with the same nautical theme as the front room. A shelf along the south wall holds a collection of ships in bootles and other sailing collectables decorated in Taldor's traditional blue and green shades. A desk stands in the middle of the room, and on the wall behind it is a glass-fronted shadow box containing a shield broken into multiple shards.
What do you do?

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Bocke carefully looks the room over.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Bocke is pretty sure he found all there is to find.

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Disinterested, Theld looks around the room. His eye stops on the painting on the wall. He walks up to it to take a closer look. He cocks his head to the side, as if taking a moment to give great consideration to the piece. He then grabs it off the wall and carelessly tosses it aside. He looks at the wall again, this time at the concealed wall panel. Headless of any traps, he grabs the panel, tries to pull it loose and discards it atop the painting.
Perception: 1d20 + 2 ⇒ (19) + 2 = 21

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Following the others into the room, Professor Masaendri gasps at Theld's reckless behavior. "Mr. Miasma! Patrician Adimare specifically requested that we refrain from damaging this building during our investigation, and it is safe to assume that this restriction applies to any and all inanimate objects within it. He has been quite helpful, at his own and his family's risk. It would behoove us to respect his wishes. So please do avoid damaging anything." She gently picks up the item(s) that Theld has dashed to the floor and leans them carefully against the wall.
Finished with chastising her colleague, she turns briskly to examine the room.
Perception: 1d20 + 2 ⇒ (5) + 2 = 7
Untrained in History. Shoot. There are never enough skill points, in my opinion.
By now there are so many people in the office that she can't see anything useful, so she turns back to examine what Theld is doing.

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Narrow slitted eyes travel from the Professor to the wall to the pile on the floor and back to her. With a shrug of admission, "Sorry." However, he makes no move to rectify things or clean the pile of fresh laden debris.

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"I don't know why people don't ask me if maybe I would like to not damage something." pouts the gnome in response.

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Gorrig winces when Theld tosses the painting aside. "She's right. Good find, but... we really need to be careful."
Is there any readily obvious way of opening the panel?
Perception: 1d20 + 6 ⇒ (13) + 6 = 19

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"Wish somebody would tell me to be careful." mutters the gnome as she, and Vinegar move behind the bar.

GM Hawthwile |

As Theld tosses the painting aside, one of the bottles on the table to the south suddenly stirs and begins hovering on tiny translucent waves of mist!
Droo: 1d20 + 3 ⇒ (18) + 3 = 21
Gorrig: 1d20 + 2 ⇒ (20) + 2 = 22
Molvil: 1d20 + 3 ⇒ (11) + 3 = 14
Theld: 1d20 + 2 ⇒ (17) + 2 = 19
Vosk: 1d20 + 8 ⇒ (14) + 8 = 22
Ship in a Bottle: 1d20 + 6 ⇒ (4) + 6 = 10
Already on high alert, many of the Pathfinders spring straight into action!
This is a ship in a bottle, animated by a tiny water elemental. Despite that, it is closest in nature to a tiny construct. Those who construct such guardians must take care though - accidentally damaging the bottle will cause it to shatter and spray glass everywhere around it. While this might be the intended behavior when the ship attacks someone, it is undesired at other times. Thankfully, once the bottle has broken, the construct is no longer in danger of spraying those around it. The construction and small size of the construct gives it remarkable resilience, though this can be overcome with blunt force. Riding through the air on their tiny waves, these guardians shoot miniature ballistas at opponents before ramming them.
This is a ship in a bottle, animated by a tiny water elemental. Despite that, it is closest in nature to a tiny construct. Those who construct such guardians must take care though - accidentally damaging the bottle will cause it to shatter and spray glass everywhere around it. While this might be the intended behavior when the ship attacks someone, it is undesired at other times. Thankfully, once the bottle has broken, the construct is no longer in danger of spraying those around it. The construction and small size of the construct gives it remarkable resilience, though this can be overcome with blunt force. Riding through the air on their tiny waves, these guardians shoot miniature ballistas at opponents before ramming them.
This is a ship in a bottle, animated by a tiny water elemental. Despite that, it is closest in nature to a tiny construct. Those who construct such guardians must take care though - accidentally damaging the bottle will cause it to shatter and spray glass everywhere around it. While this might be the intended behavior when the ship attacks someone, it is undesired at other times. Thankfully, once the bottle has broken, the construct is no longer in danger of spraying those around it.
Avast Ye, Mateys!
Round 1! Bold may act!
Vosk
Gorrig
Droo
Vinegar
Theld
Molvil
Blue
Bocke
Environmental Effects:
- Dim light means 20% miss chance for those without darkvision, low-light vision, or a light source
What do you do?

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Happy to finally have something to do, the soldier unsheathes his blade and takes a wide, sweeping swing.
Masterwork Nodachi: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d10 + 1 ⇒ (6) + 1 = 7

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Droo hears something through the door and tries the nob.

GM Hawthwile |

Theld swings, but his blade swishes harmlessly through the air. Droo tries the noob knob, but the door is locked.
Avast Ye, Mateys!
Round 1! Bold may act!
Vosk
Gorrig
Droo
Vinegar
Theld
Molvil
Blue
Bocke
Environmental Effects:
- Dim light means 20% miss chance for those without darkvision, low-light vision, or a light source
What do you do?

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What do you do?
{Shrugs and goes back to looking at all the interestingly shaped, and colored bottles}
If they need me they can always call.

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Gorrig quickly puts himself between Molvil and the malevolent bottle, then tries to punch it.
Unarmed strike: 1d20 + 5 ⇒ (11) + 5 = 16 +2 if it can be flanked
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Vosk Lazav |

"Why lookie here, a replica of the shield that spared General Arnisant from an untimely demise! How patriotic, if only it could help us now!" Vosk points out.
"Damn it Droo, now is not the time to be stubbornly obstinate! I will write you a formal letter requesting your aid in battle later, but now you must do your part and smash the damn bottled ship!" he urges. "Look hard, there are itty-bitty water elementals manning that ship. Use anything like a hammer to bring it down and watch out for the teeny-tiny ballista!"
Seeing Droo hasn't quite hopped to it, he sighs. "BEHOLD! I grant upon thee the sneaky stabbiness of the ultimate ninja!" With a flick of his wrist, a wand appears in his hand.
Standing on one foot with his leg out and both arms in the air, he shouts. "HIIIII-YA!" Punctuating his cry, he taps Droo on the head and she... disappears. I'd do children's parties if I hated myself. But I don't.
________
History, DC 12: 1d20 + 8 ⇒ (12) + 8 = 20
Never enough skills, especially at level 1! I never thought of this until someone told me, but on most of my int-based characters I'll put a point into every int skill between levels 1 and 2 (high bonus anyways, usually the skills that are trained only) so at least I get to roll! Coming from an initial gaming culture of max it out or you're wasting resources, this was quite the revelation for me :)

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After an appraising glance, the Professor rattles off whatever attributes of the bottle that haven't been mentioned yet. (Feel free to open Molvil's spoiler) Frowning as she considers her options, she decides caution at the expense of convenience is the wiser course of action. She sits on the desk, scoots over it, and sets herself down on the other side, staying well out of the range of the ship in a bottle. Then, with deliberate, calculated movements, she casts Ray of Frost at the offending bottle.
Ray of Frost vs. Ranged Touch: 1d20 + 4 ⇒ (2) + 4 = 61d3 ⇒ 3
"Sigh. It really is a pity we cannot simply put it in a bag. Someone worked so hard on it, and did quite a good job too."

GM Hawthwile |

@Vosk, Droo is nowhere near your current location and on the other side of a locked door. Would you like to revise your actions?
Gorrig's punch lands solidly on the bottle, which shatters with a loud crash into countless shards of glass that spray him and Theld...
Piercing damage: 1d6 ⇒ 3
Gorrig Reflex vs DC 12: 1d20 + 4 ⇒ (19) + 4 = 23
Theld Reflex vs DC 12: 1d20 + 0 ⇒ (9) + 0 = 9
...and while the monk is nimble, the soldier is not quick enough to cover his face before slivers of glass embed themselves in his cheeks and neck. Molvil's ray strikes the wall, leaving a faint patch of silvery frost that starts to melt almost immediately. The ship, meanwhile, sails through the air to ram Theld...
Blue Ram vs Theld AC 16: 1d20 + 6 ⇒ (15) + 6 = 21
Bludgeoning damage: 1d3 + 1 ⇒ (2) + 1 = 3
...and strikes the man in the gut, knocking the faintest bit of wind out of him.
Avast Ye, Mateys!
Round 1, 2! Bold may act!
Bocke
Vosk
Gorrig (-1)
Droo
Vinegar
Theld (-6)
Molvil
Blue (-10)
Environmental Effects:
- Dim light means 20% miss chance for those without darkvision, low-light vision, or a light source
What do you do?

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With glass tearing at his face and the ship itself crashing into him, the soldier has something to feel alive about. The thrill of the action and the adrenaline rush temporarily lifts the pall that had come to inundate his life. Still, he knows this moment cannot last. He bings his blade down on the little flying boat.
Masterwork Nodachi: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d10 + 1 ⇒ (5) + 1 = 6
CONFIRM?: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d10 + 1 ⇒ (4) + 1 = 5

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Well, I guess that it is okay to break things after all.
{Eyes decorative bar bottles.}

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Bocke draws his bow and aims carefully to avoid Theld.
Cover DC 21: 1d100 ⇒ 10
Longbow (PBS, PS): 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Piercing (PBS): 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6

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Poop! Forgot the miss chance
Miss 1-20: 1d100 ⇒ 40

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With another resigned sigh and a disappointed shake of her head, the Professor aims another Ray of Frost at the boat.
Ray of Frost vs. Ranged Touch: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 71d3 ⇒ 2
Includes -4 penalty for firing into melee
It is clear that her heart isn't in this.
Suddenly, a thought occurs to her. "Where is Droo? Has anyone see Droo?" Oh my. I wonder what trouble she's getting herself into. "I'm going to go check on her. You gentlemen can handle the little boat better without my interference." She strides toward the door through which they entered, intent on finding the impulsive gnome.

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{Idly wonders what happens when you mix the contents of all the bottles together.}

Vosk Lazav |

Sorry, no idea what I was thinking. What I get for rushing! Vosk would have just thrown a move action in there to close the distance (token moved now). The following is his latest round of actions.
"Your turn Gorrig, give it a good one for Uncle Vosk!" he encourages as yet another party member disappears from sight.
_______
Standard for vanish again, then 5ft step east.

GM Hawthwile |

Theld's sword strikes true, but does not cut as deeply as he had hoped. It tears a hole in one of the miniature sails, but the ship barely seems to notice. Bocke carefully aims around the soldier and ends up putting an arrow in the professor's melting ice patch rather than the flying construct. Molvil adds more frost to the patch before leaving the room in disgust. And Vosk demonstrates once again his remarkable ability to avoid trouble.
Botting Gorrig
Gorrig follows Vosk's advice and give the ship a good one...
Unarmed Strike: 1d20 + 5 ⇒ (18) + 5 = 23
Bludgeoning damage: 1d6 + 4 ⇒ (6) + 4 = 10
...and the tiny construct flies against the wall, wooden hull shattering into splinters before falling to the ground.
Out of Combat! Damage Report:
Gorrig (-1)
Theld (-6)
Droo's ruminations on bottles are cut short by a pounding on the front door. "Rus! What's going on in there?" a gruff voice calls from outside.
What do you do?

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Wand of CLW vs Gorrig: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of CLW vs Theld: 1d8 + 1 ⇒ (8) + 1 = 9
Theld draws a wand. Nodding toward his fellow combatant, he taps the wand to the half-orc's chest. He then heals himself before sliding it away.

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Bocke gestures for people to quickly search the room, and whoever's voice best matches the guard's to go towards the front door.
"[B]Say that you fell and hurt yourself,[b]" he suggests, unless it's Bocke whose voice best matches.

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"Thanks," Gorrig nods at Theld. He looks down at the broken ship. "I hope that wasn't valuable. Now weren't there more of us a second ago?"

GM Hawthwile |

Bocke gestures for people to quickly search the room, and whoever's voice best matches the guard's to go towards the front door.
Impersonating someone? That sounds like a Disguise check.

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Impersonating someone? That sounds like a Disguise check.
I thought so too, but Bocke is tied for worst at Disguise (second worst if Vinegar counts!) so I didn't think Bocke would try it unless he were to get a substantial circumstance bonus for naturally sounding like the guard.
Unless someone comes up with a better idea or steps up to do it instead of Bocke, Bocke's going to go ahead and do it. Secret roll posted, nobody look until we decide what to do.
Bocke Disguise: 1d20 ⇒ 3

Vosk Lazav |

S%$+.
"Does anyone see who is there? If it isn't a guard, I'll slip out the back and see if I can stall him long enough for the place to be searched," Vosk suggests, adjusting his uniform and badge into a more dignified position before returning his wand back to his wrist sheath.
________
I was not clear in my post, but I meant for Gorrig to be the target of the vanish spell! Doesn't matter with a roll like that! Don't suppose my current disguise self bonus of +10 would help here? :P

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disguise (if gender matters -2, if height matters -2, if the roll is actually bluff +5): 1d20 + 3 ⇒ (20) + 3 = 23
While everyone is in back still reacting like their mom knocked on the bathroom door and asked "what's taking so long?", Droo screws up her voice and says: "Ah, everything is under control. Situation normal. Had a slight weapons malfunction, but everything is perfectly alright now. We're fine. We're all fine here now. Thank you. How are you?"

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"Tell him you slipped and hurt yourself," Bocke suggests. "If they meet up later, the guard will need to explain his wounds."

Vinegar |

"Ah, everything is under control. Situation normal. Had a slight weapons malfunction, but everything is perfectly alright now. We're fine. We're all fine here now. Thank you. How are you?"
Vinegar buries his head in his paws.

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The Professor freezes just inside the room's doorway, barely out of sight from the entrance. Curse me for not preparing Color Spray! She hears Droo's reply to the query. Well, I could do no better, honestly. She stands there, racking her brain for a way to handle this. She takes a quiet step back from the doorway and motions to Vosk that she has the utmost confidence in his ability to handle the situation.

Vosk Lazav |

'We?!' Let's hope the fellow isn't the sharpest tool in the shed. Admirable though, especially for only having heard such a small sample of his voice!
With Droo taking the lead, Vosk takes the key and tries it on the back door. Come on, come on, come on!

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"We can't leave yet. We need to see what's behind the panel."
If the other guard is gone, Bocke will drag the first guard over to the broken glass and splash a little wine him his clothes; to make it seem like he got drunk and broke the ship in a bottle.
If the other guard isn't gone ... ugh. Does Vosk have another sleep?

GM Hawthwile |

Height doesn't matter, but gender and believability do.
Guard Perception vs DC 23: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Well then.
"We?"
"Open 'er up, mate - looks like we got some pests to exterminate."
From her vantage point in the doorway, Molvil can hear both the keys in Vosk's hand as he unlocks the back door and a similar jangling from the front door.
Droo: 1d20 + 3 ⇒ (9) + 3 = 12
Gorrig: 1d20 + 2 ⇒ (6) + 2 = 8
Molvil: 1d20 + 3 ⇒ (14) + 3 = 17
Theld: 1d20 + 2 ⇒ (9) + 2 = 11
Vosk: 1d20 + 8 ⇒ (5) + 8 = 13
Guards: 1d20 + 5 ⇒ (18) + 5 = 23
The front door bursts open as Bocke moves to reposition the unconscious Rus. On the porch, two more half-orcs stare in shock at the open office door and the intruders within. Recovering their wits, they both grab the clubs from their belts and race towards the back office door - the second one swinging at the inquisitor in his path!
Due to the fact that both parties could hear each other, I'm saying Bocke is not flat-footed against this attack.
Green Club vs Bocke AC 18: 1d20 + 6 ⇒ (16) + 6 = 22
Bludgeoning damage: 1d6 + 6 ⇒ (6) + 6 = 12
The blow catches Bocke squarely in the jaw, and the man drops like a stone to the floor!
Seconds
Round 1! Bold may act!
Yellow
Green
Molvil
Vosk
Droo
Vinegar
Theld
Gorrig
Bocke (-12 (-2), Unconscious, Bleeding Out)
Environmental Effects:
Environmental Effects:
- Dim light means 20% miss chance for those without darkvision, low-light vision, or a light source
What do you do?