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Seeing that her enemies are down, Zhamie takes the time to quickly patch her wounds.
Battle Medicine: 1d20 + 6 ⇒ (20) + 6 = 26
Crit Healing: 4d8 ⇒ (4, 6, 5, 1) = 16
She retreats and reloads her Jezail.
◆ Battle Medicine
◆ Stride
◆ Reload

GM Frost |

I'll just want to note that the effect of the Sleep spell making the target Unconcious does not make it also prone and release what it is holding.
Zac attack the sleeping Red and connects with the first but entirely misses the second. The attack causes Red to wake up. Graeyson moves, whereas Zug quickly attempts to tie Blue with a rope
DC 5 Perception check: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18
Blue wakes up from something that crawls on his skin, and finds herself bound hand and foot. Zhamie, on the other hand, retreats to quickly heal herself.
Red moves and attack Zug with his hatchet.
Hatchet Attack vs Zug AC 19: 1d20 + 9 ⇒ (5) + 9 = 14
It misses and tries again.
Hatchet Attack vs Zug AC 19, MAP, Agile: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
Hatchet Damage: 1d6 + 5 ⇒ (5) + 5 = 10 slashing damage
Blue, meanwhile attempts to Escape from the binding of the rope on her.
Athletics check vs DC 13 Thievery to Escape: 1d20 + 7 ⇒ (5) + 7 = 12
Athletics check vs DC 13 Thievery to Escape, MAP: 1d20 + 7 - 5 ⇒ (13) + 7 - 5 = 15
She escapes, and retaliates to Zug.
Dagger Attack vs Zug AC 19, MAP, Agile: 1d20 + 9 - 8 ⇒ (6) + 9 - 8 = 7
But it misses.
BOUT IN HIDEOUT! Round 2
Terrain Condition: Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north. Most of the building is made of wood, with the exception of the brick fireplaces and chimneys. Squares with stairs and tables are difficult terrain.
ENCOUNTER MAP
Character in BOLD can act!
Zug HP 18/28, AC 19 | (with darkvision)
Zhamie HP 16/16, AC 15 | (with wayfinder)
Blue |
Red -3 |
Haka HP 32/32, AC 20 | (with darkvision)
Pink | Unconcious (1 min)
Razzm HP 32/32, AC 20(22) | (with wayfinder)
Zac HP 21/21, AC 17
Graeyson HP 19/19, AC 17 (one action left)

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The burly half-orc moves up to take some pressure off Zug. A quick chop at blue
Attack, snagging strike: 1d20 + 10 ⇒ (9) + 10 = 19
damage: 1d8 + 4 ⇒ (7) + 4 = 11
Is followed by a shot at his still dozing partner in pink.
Attack, flank, sweep, snagging strike, MAP: 1d20 + 10 + 1 - 5 ⇒ (14) + 10 + 1 - 5 = 20
damage: 1d8 + 4 ⇒ (5) + 4 = 9

GM Frost |

Hska makes his way to snag and chop Blue. It connects. He as well attacks Pink, she wakes up in pain. She retaliates with her dagger in return because she thinks its him.
Dagger Attack vs Haka AC 20: 1d20 + 9 ⇒ (10) + 9 = 19
It misses and she tries again.
Dagger Attack vs Haka AC 20, MAP, Agile: 1d20 + 9 - 4 ⇒ (4) + 9 - 4 = 9
And again because she is like a child wanting revenge after being hit.
Dagger Attack vs Haka AC 20, MAP, Agile: 1d20 + 9 - 8 ⇒ (9) + 9 - 8 = 10
None connect at all.
BOUT IN HIDEOUT! Round 2
Terrain Condition: Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north. Most of the building is made of wood, with the exception of the brick fireplaces and chimneys. Squares with stairs and tables are difficult terrain.
ENCOUNTER MAP
Character in BOLD can act!
Zug HP 18/28, AC 19 | (with darkvision)
Zhamie HP 16/16, AC 15 | (with wayfinder)
Blue -11 | FF to Haka
Red -3 |
Haka HP 32/32, AC 20 | (with darkvision)
Pink -9 | FF to Haka
Razzm HP 32/32, AC 20(22) | with wayfinder)
Zac HP 21/21, AC 17
Graeyson HP 19/19, AC 17

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The Varisian, seeing pinko finko getting up, acrobatically jumps over the table that stands between them, does a tuck and pops up close to her
1d20 + 6 ⇒ (15) + 6 = 21
and pulling out a dagger he has his club out , and she is still his hunted target, tries to slash her
1d20 + 7 ⇒ (7) + 7 = 14 dagger
1d4 + 1 ⇒ (2) + 1 = 3 slashing
1d8 ⇒ 4 precision

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Hunted shot on red hit: 1d20 + 7 ⇒ (7) + 7 = 14 dmg: 1d6 ⇒ 6
hit: 1d20 + 2 ⇒ (11) + 2 = 13 dmg: 1d6 ⇒ 3
3rd shot hit: 1d20 - 3 ⇒ (2) - 3 = -1 dmg: 1d6 ⇒ 1
4th shot hit: 1d20 - 3 ⇒ (9) - 3 = 6 dmg: 1d6 ⇒ 6
if any of those hit, here is precision damage, if red dies, he moves the next shot onto blue, but precision damage only applies once and only to his hunted target, ie red. dmg: 1d8 ⇒ 8 precision.

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Razzm swings both shields at Pink in quick succession.
◆◆ Double Slice
Shield Spikes: 1d20 + 10 ⇒ (10) + 10 = 20
P dmg: 1d6 + 4 ⇒ (6) + 4 = 10
Shield Boss, not agile: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11
B dmg: 1d6 + 4 ⇒ (1) + 4 = 5
Then he lifts the spiked shield defensively.
◆ Raise Shield

GM Frost |

Graeyson does some acrobatics and it was impressive yet is not able to connect his attack to Pink. Even Zac misses any of his shots to the enemy. Razzm has his luck at first but not for his second strike using his shield. He then raises his shield.
BOUT IN HIDEOUT! Round 3
Terrain Condition: Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north. Most of the building is made of wood, with the exception of the brick fireplaces and chimneys. Squares with stairs and tables are difficult terrain.
ENCOUNTER MAP
Character in BOLD can act!
Zug HP 18/28, AC 19 | (with darkvision)
Zhamie HP 16/16, AC 15 | (with wayfinder)
Blue -11 | FF to Haka
Red -3 |
Haka HP 32/32, AC 20 | (with darkvision)
Pink -19 | FF to Haka and Zug
Razzm HP 32/32, AC 20(22) | with wayfinder)
Zac HP 21/21, AC 17
Graeyson HP 19/19, AC 17

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"Ouchies!" Zug screams and scampers away from the now-woken enemies. Being a goblin and a musician he is used to getting clobbered, but getting hit with an axe is a different story. The goblin hastily retreats towards the rear of the fight, and retaliates with furious cowbell performance.
◆ Step
◆ Stride
◆ Inspire courage (+1 atk/dmg to everyone)

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Zhamie strides forward, bathing the area in light. She tries to find a plan to defeat the beings.
Devise vs Pink: 1d20 + 7 ⇒ (19) + 7 = 26
She shoots Pink.
Piercing + Precision: 1d8 + 1d6 ⇒ (6) + (4) = 10
doubled to 20 if a crit
Forgot to add +1 to attack and damage due to IC.
Attack roll: 27
Damage: 11 (or 22 if it's a crit)
◆ Stride
◆ Devise
◆ Strike

GM Frost |

Zug immediately retreats but perform a cowbell performance afterwards. Now the battle is more interesting! Zhamie, on the other hand, finds a perfect spot to take down Pink, hitting her with an arrow on its head. The scout falls to the wooden floor with a thud.
Blue attacks Haka with her dagger consecutively, slashing and slashing him with all her might.
Dagger Attack vs Haka AC 20: 1d20 + 9 ⇒ (19) + 9 = 28
Dagger Damage: 1d4 + 1 ⇒ (3) + 1 = 4 slashing damage
Dagger Attack vs Haka AC 20, MAP, Agile: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11
Dagger Attack vs Haka AC 20, MAP, Agile: 1d20 + 9 - 8 ⇒ (9) + 9 - 8 = 10
Only her first attack connects. Red sidesteps and strikes Razzm with his hatchet.
Hatchet Attack vs Razzm AC 22: 1d20 + 9 ⇒ (16) + 9 = 25
Hatchet Damage: 1d6 + 5 ⇒ (5) + 5 = 10 slashing damage
Hatchet Attack vs Razzm AC 22, MAP, Agile: 1d20 + 9 ⇒ (12) + 9 = 21
Hatchet Damage: 1d6 + 5 ⇒ (6) + 5 = 11 slashing damage
Only the first strike hits Razzm.
BOUT IN HIDEOUT! Round 3
Terrain Condition: Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north. Most of the building is made of wood, with the exception of the brick fireplaces and chimneys. Squares with stairs and tables are difficult terrain.
ENCOUNTER MAP
Active Condition: Inspire Courage active! (1 rd)
Character in BOLD can act!
Zug HP 18/28, AC 19 | (with darkvision)
Zhamie HP 16/16, AC 15 | (with wayfinder)
Blue -11 | FF to everyone (1 rd)
Red -3 |
Haka HP 28/32, AC 20 | (with darkvision)
Razzm HP 22/32, AC 20(22) | with wayfinder)
Zac HP 21/21, AC 17
Graeyson HP 19/19, AC 17

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Haka circles around the blue thief to bring his partner into reach. First chopping at blue
Attack, inspire courage, snagging strike: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
damage, inspire courage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Before whirling over to slice red
Attack, inspire courage, snagging strike, sweep, MAP: 1d20 + 10 + 1 + 1 - 5 ⇒ (16) + 10 + 1 + 1 - 5 = 23
damage, inspire courage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11

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↺ Razzm blocks the blow with his raised shield.
Steel shield's hardness 5 reduces the 10 damage to 5. The shield and Razzm each take 5 dmg.
Razzm swings both shields at Red.
◆◆ Double Slice
Shield Spikes, IC, (maybe vs flat-footed?): 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
P dmg, IC: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Shield Boss, IC, (maybe vs flat-footed?), not agile: 1d20 + 10 + 1 - 2 ⇒ (8) + 10 + 1 - 2 = 17
B dmg, IC: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Then he lifts the bossed shield defensively.
◆ Raise Shield

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Zac continues firing at red, hunted shot hit: 1d20 + 7 ⇒ (14) + 7 = 21 dmg: 1d6 ⇒ 4
hit: 1d20 + 2 ⇒ (1) + 2 = 3 dmg: 1d6 ⇒ 6
3rd shot, 2nd action hit: 1d20 - 3 ⇒ (2) - 3 = -1 dmg: 1d6 ⇒ 4
4th shot hit: 1d20 - 3 ⇒ (2) - 3 = -1 dmg: 1d6 ⇒ 3
precision damage: 1d8 ⇒ 6 applies if just one shot hits.

GM Frost |

The combined strikes of Haka and Razzm are enough to bring down both Blue and Red because they are so good at it. Both Blue and Red falls to the ground with a thud. Zac's first shot hits Red as it falls down the floor while the other two misses and goes overhead. Graeyson scratches his head as his attacks misses, maybe because Blue is already on the ground prone and dead.
COMBAT OVER! WELL DONE!
Zhamie HP 16/16
Haka HP 28/32
Razzm HP 22/32
Zac HP 21/21
Graeyson HP 19/19
After the combat, you find that numerous valuable objects and assorted documents lie in heaps on top of two large tables in the elevated room. The items include assorted art objects such as statuettes, ceremonial weapons, and jewelry, as well as a few precious stones.
The assorted documents include detailed tactical information on the Pathfinder Society’s lodges in Andoran, Cheliax, Osirion, Qadira, and Taldor, as well as the Grand Lodge itself, such as guard rotation schedules, pass phrases, entrances and exits, room dimensions, unusual features, dossiers on the lodges’ leaders, and timelines of recent events in those locales.
So what will you do with these?

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Craft, untrained: 1d20 + 1 ⇒ (15) + 1 = 16
religion, untrained: 1d20 + 2 ⇒ (18) + 2 = 20
Looks like we need four piles. These are fakes. Those are real, if mundane. And don't touch those, they're cursed. The documents we need to get back to the captain immediately. Those represent a tremendous security breach.

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Arcana: 1d20 + 7 ⇒ (7) + 7 = 14
Crafting: 1d20 + 7 ⇒ (19) + 7 = 26
Zhamie agrees with Haka.
"Ve need to get back to ze Venture-Captain and ze museum. Better ve not touch ze items. I do not know how to treat a curse."

GM Frost |

With these items and information in hand, you report back to the Blakros Museum and the Grand Lodge.
At the Blakros Museum, Seshuun is glad that you uncovered what they did, but is upset the Onyx Alliance were able to get the drop on the Sixwing Drake’s crew of Pathfinders in the first place. She expresses concern for the apparently missing crew, and hopes the Society is able to learn what happened to them — and discover how the Onyx Alliance managed to pull of their heist. She offers to help you with any information she acquires in the future, but states that she’ll be quite busy setting up a different exhibit for the foreseeable future. In the meantime, she also intends to speak with her superiors at the museum about the Onyx Alliance, as she knows that group has a complex history with the Blakros family.
At the Grand Lodge, Ambrus Valsin listens to your report. He believes that the Onyx Alliance learned of the shipment, stole it with the help of powerful enchantment magic to manipulate the crew and dockworkers, and then prepared to replace the goods with their cursed items in hopes of setting off some kind of disaster at the Blakros Museum. He ponders why the Onyx Alliance is suddenly lashing out at the Blakros Museum and the Society. Whatever the cause, he suspects their attack ties in with the similar disruptive events occurring at lodges across the Inner Sea, and the presence of detailed information on the lodges is only further proof that the Onyx Alliance is coordinating these attacks. Valsin asks you to steel yourselves for the missions ahead, as he hopes to send them to the lodges under threat in short order!
-END OF SCENARIO-
As I prepare your chronicle sheets, kindly roleplay what are you gonna do next. Thank you for playing the game.

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Razzm nods in acknowledgement to his comrades. "Well done, fellow pathfinders. I must admit I'm surprised to have run into so much trouble in a reputable establishment like the Blakros Museum - one wouldn't expect anything to go wrong there! - still, if trouble we must meet, I'm mighty glad to have such bold companions. I'll be happy to bash any o' these Onixians together with ya all if we should meet 'em!"