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Martin and Mavenee try to stop the mechanical arm from moving. Can both of them attempt a check or just one? Going to roll for both of them but if that is not allowed, I'll use the higher modifier (Mavenee's).
Athletics: 1d20 + 3 ⇒ (6) + 3 = 9
Athletics: 1d20 + 7 ⇒ (15) + 7 = 22

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Glim heroically pushes through to barely disable another magical node, and Fyn critically succeeds as well...
Fyn Will Save: 1d20 + 8 ⇒ (13) + 8 = 21
Meaning that the metronome is disabled, and you are free to pursue the robbers without suffering even minor delays, as you hear the sounds of other Pathfinder agents trying to cut off their escape route! It looks like they plan to turn and face you!
Everybody should roll Initiative!
My apologies, but my evening kind of fell apart on me. I will pick this up when I wake up, but you should roll initiative and gird yourselves for...the final confrontation!

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Initiative: 1d20 + 10 ⇒ (2) + 10 = 12

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Init: 1d20 + 5 ⇒ (20) + 5 = 25

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Apologies again. Another day that threw me off my game. But should be back on track now.
Robber 1 (Red): 1d20 + 4 ⇒ (5) + 4 = 9
Robber 2 (Blue): 1d20 + 4 ⇒ (9) + 4 = 13
Robber 3 (Green): 1d20 + 4 ⇒ (9) + 4 = 13
Robber 4 (Purple): 1d20 + 4 ⇒ (10) + 4 = 14
Ranzak: 1d20 + 5 ⇒ (5) + 5 = 10
1d20 + 8 ⇒ (11) + 8 = 19
You emerge from an alleyway on the tail of the intruders - an armored man with a symbol around his neck (that Olaf immediately identifies as being a holy symbol of Asmodeus), surrounded by four more hellbound robbers.
A second grouping of robbers moves just out of sight a block ahead of you, but as you engage with this group, you hear the voices of Venture-Captain Brackett, the Iomedean Valor, and several Pathfinders you've met from the local lodge as they attack that force. Your foes look to each other nervously - it's clear to them that they've been surrounded!
ROUND 1
Raj
Martin
Fyn
Uncle Jeb
Purple Robber
Green Robber
Blue Robber
Olaf
Red Robber
Ranzak
Glim
ROUND 2
Raj, Martin, and Fyn are up!
Map and Music updated!
(You are at the bottom-right corner)

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"Mavenee! You know the drill!"
Martin casts a series of spells on Mavenee as the eidolon charges and tries to gore the red-robed figure.
Horn: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Piercing: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11
◆Protect Companion, ◆◆Act Together (◆Boost Eidolon, ◆◆Sudden Charge). Mavenee's AC is at 18 until the start of next turn.

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Fyn once again draws upon the blessings of Nethys to infuse his magical casting with some additional range and then he hurls bolts of electricity at Uncle Jeb and the Red rogue.
◆ Reach spell metamagic
◆◆ Cast a Spell - Electric Arc - Reflex DC 18
Electric dmg: 1d4 + 4 ⇒ (1) + 4 = 5

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Mavenee rushes forward and critically gores the red robber with its horn, killing them instantly!
Fyn focuses and fires an Electric Arc (shifting to Jeb and Green since Red is dead).
1d20 + 8 ⇒ (3) + 8 = 11
1d20 + 5 ⇒ (5) + 5 = 10
Both fail, and take full damage!
ROUND 1
Raj
Uncle Jeb (5 damage)
Purple Robber
Green Robber (5 damage)
Blue Robber
Olaf
Red Robber (Dead, still no redemption)
Ranzak
Glim
ROUND 2
Martin
Fyn
Raj is still up!
Map and Music updated!

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"If you want to surrender, just say so. But you better say it quick." Raj yells to the intruders. Before commencing attack, he draws power from primal magic, and enchants his bow for heavier pull.
◆ Cast a spell: Gravity bow
Then, he chooses the rogue in blue as his pray, and releases a couple of arrows.
◆ Hunt pray
◆ Hunted shot
Longbow: 1d20 + 8 ⇒ (6) + 8 = 14
damage, GB: 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Longbow, MAP: 1d20 + 8 - 5 ⇒ (9) + 8 - 5 = 12
damage: 1d8 + 1 ⇒ (1) + 1 = 2
precision damage to first hit: 1d8 ⇒ 6

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Raj targets the blue robber, but his shots go wide.
The remaining robbers spring into action to protect their commander, moving to surround Mavenee!
Jeb and Purple delay for the other two. Green strides then strikes twice!
Dagger: 1d20 + 6 ⇒ (7) + 6 = 13
Piercing: 1d4 + 1 ⇒ (2) + 1 = 3
Dagger: 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21
Piercing: 1d4 + 1 ⇒ (4) + 1 = 5
Green hits once (5)
Blue moves in for the flank, striding once then striking twice!
Dagger: 1d20 + 6 ⇒ (19) + 6 = 25 vs. FF
Piercing: 1d4 + 1 ⇒ (1) + 1 = 2
Dagger: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5 vs. FF
Piercing: 1d4 + 1 ⇒ (4) + 1 = 5
Blue critically hits once, but not a very strong blow (4)
The purple robber moves to where the red one fell, also striking twice on the only Pathfinder combatant to approach (Mavenee once again)!
Dagger: 1d20 + 6 ⇒ (12) + 6 = 18
Piercing: 1d4 + 1 ⇒ (3) + 1 = 4
Dagger: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9
Piercing: 1d4 + 1 ⇒ (4) + 1 = 5
Like the others, they also hit once (4)
Not wanting to get too close to the rest of you, the Devil's Claw casts a verbal spell, causing the air in front of him to shimmer a bit, then a second spell aimed at the only threat close to him...Mavenee (sorry Martin - your eidolon is the only legit target for their tactics)
Harm: 1d8 ⇒ 4 damage
Mavenee: DC 17 Basic Fort Save
CS: 0, NS: 2, NF: 4, CF: 8
ROUND 1
Olaf
Red (Dead, still no redemption)
Ranzak
Glim
ROUND 2
Martin (-13 hp) pending Mavenee Fort Save
Fyn
Raj
Uncle Jeb (5 damage)
Purple Robber
Green Robber (5 damage)
Blue Robber
The whole party is up!
Map and Music updated!

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Glim closes in behind Mavenee and as he swings his staff at green it covers itself in rime.
◆Stride
◆◆Spellstrike (ray of frost)
staff: 1d20 + 6 ⇒ (3) + 6 = 9 for bludgeoning: 1d8 + 3 ⇒ (3) + 3 = 6 and cold: 1d4 + 3 ⇒ (2) + 3 = 5

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Mavenee Fort Save: 1d20 + 8 ⇒ (16) + 8 = 24
Mavenee's AC is at 18 because of Protect Companion. Would one of the hits still be a critical hit? In any event, I'll use my Protect Companion's reaction to reduce the damage.
You gain the following reaction; after using the reaction, the spell ends and you can't cast protect companion again for 10 minutes.
Life Block ↺ Trigger The spell's target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike.
Martin commands Mavenee to attack the blue-robed rogue as he gives Mavenee another boost. After the attack, Martin casts a spell and vines come out of his hand and flies toward the green-robed rogue.
Mavenee Horn: 1d20 + 7 ⇒ (4) + 7 = 11
Piercing: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Tanglefoot: 1d20 + 6 ⇒ (11) + 6 = 17
◆Act Together (◆Boost Eidolon, ◆Strike), ◆◆Tanglefoot

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Martin, you're absolutely right. I missed the spell you cast on Mavenee. That would make it not a critical hit and only 2 damage there instead of 4. Which hit would you like to use Protect Companion on? The Green hit for 5, the Blue hit for 2, the Purple hit for 4, or the Harm spell for 2? Although, given the text of the spell, I'm not sure if you want to use that reaction since at best it still does 5 damage to you?
Glim tries to spellstrike but misses.
Mavenee tries to attack Blue but misses, but Martin's spell ties up Green's feet a bit.
Green takes a –10-foot circumstance penalty to its Speeds for 1 round.
Olaf, Ranzak, Fyn, and Raj are still up!

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I'd use it after Mavenee did her Fort Save. That's alright. At least I'm back to more than half my HP especially now that Mavenee seems to be 'tanking' the hits.

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I'd use it after Mavenee did her Fort Save. That's alright. At least I'm back to more than half my HP especially now that Mavenee seems to be 'tanking' the hits.
I'm not sure what you gain by reducing the damage of any of those hits by 10 and then taking 5 damage yourself when all of those hits were 5 or less. Even in the case of the hardest hit, you'd reduce the damage to Mavenee by 5 then take 5 to Martin, leaving you the same than if you did nothing since you and your eidolon share a hit point pool? (Plus then you can't cast the spell again for 10 minutes)

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Yeah, my bad. Had a brain-fart that moment. I'll just hold off on the reaction. I thought the 13 damage was from one source. But upon reading it carefully, it was from multiple sources. Thanks for pointing that out GM.

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Olaf wiggles his fingers and points at Uncle Jeb, sending three magic missiles straight at him
Magic Missile vs Uncle Jeb: 3d4 + 3 ⇒ (1, 4, 1) + 3 = 9

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"Damn, that was a bad shot..." Raj mutters. He grabs a new pair of arrows and shoots the blue rogue, and whistles a signal for Horus to swoop in for attack.
◆ Hunted shot
◆ Command an animal
◆ Stride
Longbow, volley: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
damage, GB: 1d8 + 1 + 2 ⇒ (8) + 1 + 2 = 11
Longbow, MAP, volley: 1d20 + 8 - 5 - 2 ⇒ (15) + 8 - 5 - 2 = 16
damage: 1d8 + 1 ⇒ (4) + 1 = 5
precision damage to first hit: 1d8 ⇒ 6
After his shot, the ranger moves to a different position to seek new targets.
Horus
◆ Stride
◆ Strike
Jaws: 1d20 + 7 ⇒ (11) + 7 = 18
damage, precision: 1d6 + 2 + 1d8 ⇒ (5) + 2 + (5) = 12

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Ranzak advances and stabs the blue robber. Raj's pair of arrows kill that same robber a moment later! Horus is forced to swivel to the next closest target - Green, who is immediately killed by the bird's mighty jaw strike!
Olaf fires magic missiles at the cleric, who uses a reaction to activate his shield spell to block some of that damage!
ROUND 2
Fyn
Uncle Jeb (9 damage)
Purple Robber
Green (Dead)
Blue (Dead)
Olaf
Red (Dead)
Ranzak
Glim
ROUND 3
Martin (-13 hp)
Raj
Fyn is still up!
Map is updated!

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Sorry for the delay - busy weekend!
Fearing that Uncle Jeb may try to run away, Fyn waves his staff at him. "By the power of Lord Nethys, I command you to stand still that we may question you regarding these criminal acts!"
◆ Reach Spell metamagic
◆◆ Cast a Spell - Tanglefoot (from Staff)
Spell Attack Roll: 1d20 + 8 ⇒ (5) + 8 = 13

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Fyn's spell misses the cleric.
The Purple robber, seeing their three companions killed, swings wildly with their dagger, trying desperately to stay alive. Mavenee is the only one at arm's length at the moment, so...
Dagger: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d4 + 1 ⇒ (2) + 1 = 3 P
Dagger: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
Damage: 1d4 + 1 ⇒ (3) + 1 = 4 P
Dagger: 1d20 + 6 - 8 ⇒ (4) + 6 - 8 = 2
Damage: 1d4 + 1 ⇒ (4) + 1 = 5 P
Only one of those strikes lands.
The cleric casts a one-action heal spell on himself...
Positive: 1d8 ⇒ 4
Then casts electric arc between Mavenee and Glim!
Electricity Damage: 1d4 + 4 ⇒ (2) + 4 = 6
DC 17 Basic Reflex Save
CS: 0, NS: 3, NF: 6, CF: 12
ROUND 2
Olaf
Ranzak
Glim - Reflex Save
ROUND 3
Martin (-16 hp) - Reflex Save for Mavenee
Raj
Fyn
Uncle Jeb (5 damage)
Purple Robber
The whole party is up!
Map is updated!

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Fyn moves forward and sends another bolt of electricity bouncing between the two remaining foes.
◆ Stride
◆◆ Cast a Spell - Electric Arc - Basic Reflex DC 18
Electric dmg: 1d4 + 4 ⇒ (4) + 4 = 8

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Mavenee Reflex: 1d20 + 5 ⇒ (9) + 5 = 14
As the electricity shocks Mavenee, the eidolon suddenly disappears as it returns to its home plane. Martin falls down trying to fight the jolt that he and his eidolon experienced.
Recovery DC 10: 1d20 ⇒ 13
He is able to withstand it and just lies there, unsconscious.

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Just a reminder, Martin - everybody still has 2 hero points remaining!
1d20 + 8 ⇒ (6) + 8 = 14
Fyn's spell lightly shocks the Devil's Claw cleric, but it electrocutes and kills the Purple robber!
Olaf, Ranzak, Glim, Martin, and Raj are up!
(Pending if Martin uses a hero point and gets a better result)
Glim still needs to make a Reflex save
Uncle Jeb (9 damage)
All Robbers are dead

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Oh. Thanks. Will use it for the reflex save.
Reflex Save Reroll: 1d20 + 5 ⇒ (12) + 5 = 17 Just makes it! Woohoo!
Martin advances and Mavenee retreats as they try to regroup. Martin then casts a healing spell on himself.
Healing: 2d8 ⇒ (1, 5) = 6
◆Act Together(◆Stride, ◆Stride), ◆◆Heal

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Olaf moves closer and calls upon Nethys to drop mental energy on Uncle Jeb.
Daze - DC 18 Will Save or 4 pts of Damage; Stunned 1 if CF
◆ Stride
◆◆ Daze

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Reflex: 1d20 + 6 ⇒ (11) + 6 = 17
Glim flicks a gleam of ice at the remaining enemy, then strides up to cover him.
ray of frost: 1d20 + 5 ⇒ (2) + 5 = 7 for cold: 1d4 + 2 ⇒ (3) + 2 = 5
◆◆ Ray of Frost
◆ Stride

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Raj turns his attention towards the last enemy. Again a whistling command is combined with two very fast arrows.
◆ Hunt prey
◆ Hunted shot
◆ Command an animal
Longbow: 1d20 + 8 ⇒ (1) + 8 = 9 There is probably some form of cover
damage, GB: 1d8 + 1 + 2 ⇒ (7) + 1 + 2 = 10
Longbow, MAP: 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20
damage: 1d8 + 1 ⇒ (3) + 1 = 4
precision damage to first hit: 1d8 ⇒ 5
Horus
◆ Stride
◆ Strike
Jaws: 1d20 + 7 ⇒ (14) + 7 = 21
damage, precision: 1d6 + 2 + 1d8 ⇒ (4) + 2 + (3) = 9

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Martin and Mavenee recover from a very close call, as Ranzak tries to tackle the last enemy still standing, but misses. Glim also fires a bit wide. Olaf advances and tries to daze the cleric, who is hurt by the spell, but only a little bit.
The telling moment comes, however, when Raj's second arrow comes arcing in and strikes the wounded cleric, who at this point only had 3 hit points left...leaving him dead on the ground, and all of you out of combat.
As you defeat the last of the mercenaries, you can see Venture-Captain Brackett and Valor finish their fight against other mercenaries nearby. Brackett comes over to check on you, then looks at the dead cleric and robbers. "Hm. I had hoped you would have captured at least one of them alive for questioning, like I'd asked...now we might never learn why they hit our lodge like they did."
Olaf and maybe also Ranzak seemed to be going for nonlethal there at the end, but 4/6ths of the party never wavered from going all-out, so my read is that there is no chance to save any of the enemy's lives at this juncture.
Searching the dead, you do find a letter among the cleric's possessions (Handout #3 on the table, also reproduced below).
It is good to be working with the Devil’s Claws again. By serving me in this task, you further the goals of Cheliax. You are to infiltrate the Pathfinder Lodge in Almas. Once inside, make your way down into the vaults below. Take anything that looks valuable or interesting.
Once the alarm has been triggered, you will need to make your way out to the service entrance, as you were shown in the planning session. Make haste, and you will find reinforcements who will aid in your escape.
I trust you will find the payment from our mutual benefactor agreeable. I am sending you with a gift. Should you need to avoid some pursuers, we’d like you to return it to the Society. It used to belong to an old “friend.”
—A. Thrune
Valor joins you a minute or two later, and is impressed by how you handled yourselves, but well but is visibly concerned about this new Chelaxian threat that Brackett shares with them. The Venture-Captain mentions his appreciation for your quick thinking in saving the construct Junior for destruction, but has a slightly stern tone in his voice when he states that the most severe forms of violence are not always the best answer.
After things settle down a bit, Valor asks if they may have a moment of your time.
Mentioning that you achieved a unanimous vote during the trial in your favor, Valor express their genuine surprise and admiration for your achievement. They acknowledge that even they had some assumptions about the Pathfinders that were proven wrong, and go on to praise how thoughtful and convincing you all were.
“Pathfinders, you certainly demonstrated that you have good heads upon your shoulders, and good hearts. I am especially impressed with how you handled yourselves during the events that unfolded today. I believe that the Cathedral is in good hands for the time being, and I will request that the council put our proceedings on hold until further notice. Clearly, someone is coordinating with Cheliax to strike against us, and a direct attack on the Society’s lodge in Andoran is an attack on Andoran itself. We must work together to thwart whatever plot these schemers have set in motion.”
Valor gifts you with their Channel Protection Amulet, and then departs. Venture-Captain Brackett brings you back into the lodge to review the day's objectives:
The PCs complete their primary objective if they attend the council hearing and defeat the mercenary forces, thus convincing Valor to abandon their claim against the lodge in light of the new Chelaxian threat. (2/2) Success!
The PCs fulfill their secondary objective if they achieve any two of the following four objectives: achieve a unanimous decision in favor of the Society (Pass), successfully disable Junior (Pass), discover Handout #2 (Pass), and leave at least one Devil’s Claw mercenary alive for questioning (Fail). Doing so earns each PC 2 Reputation with their chosen faction. (3/4) Success!
GM Notes: Because the vote was unanimous in favor of the Society, I will check reporting Box B. Because you successfully disabled Junior, I will check Box C. Because you discovered Handout #2, which depicts a mysterious chest, I will check Box D.
With your safe return to the Pathfinder lodge and the unanimous ruling in your favor, you have seen your way through...the Inheritor's Rite.

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Fyn looks down at the dead bodies a bit ruefully. "Oh um right, prisoners, questioning, yes, of course. Meant to do that. Really we did. Oops."
I'll admit I completely forgot that part of the assignment!

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Fyn looks down at the dead bodies a bit ruefully. "Oh um right, prisoners, questioning, yes, of course. Meant to do that. Really we did. Oops."
I'll admit I completely forgot that part of the assignment!
I figured that, which is why I rolled a flat check half way through and tried to remind some of you about that. Ah well, you still succeeded, though!

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Yep, and I noted the reminder at the time, but then promptly forgot again! One of the perils of having too many games going at the same time. Anyway, glad it didn't have any lasting impact.
Thanks again for running!