
Helping Hand |

Helping Hand has a peek as well. He cannot talk yet but he can point with a claw.
Perception, Guidance: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26

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stealth: 1d20 + 6 ⇒ (17) + 6 = 23
Rogarch hears the sound of running feet coming downstairs from beyond the rightmost hallway

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Before the door is opened, Baldrum draws a wand of mage armor and asks Carlin:
"Please cast this on me. It will protect me like armor for 1 hour. You can use it on yourself, too, if you want."
The monk then casts guidance on himself.
AC is now 19.

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"Someone is coming. Prepare yourselves."
A wand comes shooting out of Rogarch's spring loaded wrist sheath. The warrior speaks a word of power and her Shield spell is activated. She then shoves the wand in a handy pocket. Time permitting Rogarch chews down on a blood boiling pill to enhance her reaction time.
AC is currently 23 with the Shield spell.
+2 Initiative, +2 saves vs cold, 1.5x bleed effects for 8 hours.
This is two rounds of actions,casting the Shield and then taking the pill. This is assuming that combat is not triggered before then.

Helping Hand |

Helping Hand taps his mistress for Guidance in the upcoming battle.

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Gery nods silently and advances into the foyer, his spear at the ready, clearly expecting a hostile response.
He will elect to Fight Defensively bringing AC to 26.

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Kolris readies his rapier before he slips into the right-hand turret alcove and tries to conceal himself in the shadows as the footsteps approach.
Stealth: 1d20 + 8 ⇒ (3) + 8 = 11

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The monk thanks Carlin and casts guidance on her before moving into the foyer.

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It's about now when you hear a male voice coming from further down the right hallway'
OY! Who are you and why are you trespassing here? You better get out or we'll beat you to a bloody pulp - literally

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"We are Pathfinders. Ready to deliver letters to Skeldon. Since when is a lodge not open to members?"

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There seems to be a rather long pause pause after that, then ...
Oh. You're Pathfinders too .... erm ... Skeldon isn't here. And yeah .. we've had some trouble with burglars recently so .... we thought you were them again. Erm ... you may as well leave them with us and we'll see he gets them when he gets back. Okay?

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Trusting that combat isn't going to break out immediately, Kolris steps out of the alcove. "Yeah, that's not going to work. This is an 'eyes-only' kind of message; we're going to need to deliver this message to Skeldon personally. If he's not here now, we'll need to know where he is and when he'll be back."
Diplomacy, student of philosophy: 1d20 + 9 ⇒ (10) + 9 = 19

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Rogarch enters the building knowing that it will come to blows soon enough. She looks down one of the long hallways.
@phaeton_nz - Could you please reveal the two hallways as we are now in the foyer looking down both hallways.

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Done - you can only see Green so far. He's the one doing the talking.
Erm ..... that could be a bit of a problem. We're not sure where he went and ... have no idea when he'll be back

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Rogarch replies smiling. Helping Hand taps Rogarch again for luck (Guidance) if the conversation has been more than one minute.
"This is a Pathfinder lodge and we are members. So we will be looking around to make sure that everything is on the up and up."
If we are going to transition into initiative which I feel is quite likely we might as well get right to it. :)

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Well ... you see ... the first voice says.
Then a second one cuts in.
Look ... don't be so paranoid. These are fellow .... um ... Pathfinders after all. And .. as you say, this building .. er .. lodge is open to all of us. I must excuse my friend. He's a bit ... paranoid it seems. Why don't we share a meal and you can tell us all the news of the outside world.
bluff: 1d20 + 6 ⇒ (16) + 6 = 22
Sense Motives all around

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Rogarch might not be experienced at reading people but she is no idiot. Clearly these people are up to no good and cannot be trusted. She suspects that they might have been the ones that broke in originally weakening the lock on the door and making it that much easier for Kolris to pick. That is by far the most likely explanation for their strange behaviour.
She certainly has no intention of eating anything that these people have to offer, it might be poisoned.
SM,Guidance: 1d20 - 1 + 1 ⇒ (3) - 1 + 1 = 3

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sense motive : 1d20 + 4 ⇒ (11) + 4 = 15
“Hmm … you sound strange. Tell me who rules the pathfinder society?“ she asks calmly.

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These guys are up to no good.
Sense Motive + guidance: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
@Carlin: No need for that spell, Baldrum offered her a charge of his wand before entering.
Baldrum casts guidance on himself again. He then moves up a bit and briefly peers around the corner.
The monk gets ready to grow large as soon as the men get hostile.
Hoping to get AoOs (because of reach when large) when the opponents attack.
Growth (Plant) Domain ability:
Enlarge (Su) As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. ===> 6/day

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Sense Motive, whispers of evil, urbanite, inspiration: 1d20 + 13 + 1 + 2 + 1d6 ⇒ (6) + 13 + 1 + 2 + (6) = 28
"A meal sounds lovely. Yes; let's have a sit and really get to know each other."

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Kolris is actually really suspicious of these guys.
Erm .. that's one of those trick questions isn't it. Nah .. not falling for that
Yep, you're all definitely suspicious. And that's when an arrow comes flying down the passage towards Rogarch
arrow: 1d20 + 2 ⇒ (1) + 2 = 3 piercing: 1d6 ⇒ 5
Initiatives:
Carlin: 1d20 + 6 ⇒ (20) + 6 = 26
Rogarch: 1d20 + 11 ⇒ (19) + 11 = 30
Baldrum: 1d20 + 2 ⇒ (8) + 2 = 10
Anastasia: 1d20 - 1 ⇒ (13) - 1 = 12
Gery Thylley: 1d20 + 3 ⇒ (17) + 3 = 20
Kolris: 1d20 + 4 ⇒ (17) + 4 = 21
red: 1d20 + 2 ⇒ (20) + 2 = 22
yellow: 1d20 + 2 ⇒ (6) + 2 = 8
green: 1d20 + 2 ⇒ (14) + 2 = 16
purple: 1d20 + 2 ⇒ (20) + 2 = 22
Carlin and Rogarch get to go first.

Helping Hand |

Helping Hand tags his mistress for luck and then retreats into his familiar satchel for protection.
Guidance is cast.

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Rogarch laughs at their pathetic attempt at deception. She decides to show them how her people deal with liars and thieves. The bloodrager flies into a rage drawing her long lucerne hammer as she moves forward to attack green.
Attack,Reach,Guidance,Power Attack, Rage: 1d20 + 9 + 1 - 2 + 2 ⇒ (2) + 9 + 1 - 2 + 2 = 12
Damage,Bludgeoning,Cold Iron, Rage, Power Attack: 1d12 + 6 + 3 + 6 ⇒ (5) + 6 + 3 + 6 = 20
Arcane Bloodrage entered, Protection from Arrows (DR 10/Magic against ranged weapons) is now active.
Such sad, sad rolling. :)

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Alright I moved you up. Your Magic Missiles are headed towards green as that is the only target you can see. It is also the closest target. :)

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The magic missiles take Green down.
Red and Purple retreat into the depths of the lodge
Everyone else is up.

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"Why don't you do yourselves a favor and surrender? Less bleeding that way!" Gery taunts as he moves down the opposite hallway.
Double Move, and Total Defense.

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Kolris draws his rapier as he darts forward, following Rogarch then slipping past the half-orc into the room beyond, leaning forward to stab his rapier into the false Pathfinder's belly.
"Give it up before this gets any worse!" he urges.
Move: 25' drawing rapier
Standard: attack yellow
+1 rapier: 1d20 + 10 ⇒ (14) + 10 = 24
damage, P: 1d6 + 5 ⇒ (2) + 5 = 7

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And that's Yellow down too.
G3. Lounge
A long mantle displays a collection of antique blades and more stuffed animals. Fine upholstered chairs and sofas line the corners, accented with small tables. An alcove opposite the display houses a well-stocked wine bar.
((Waiting on Baldrun and Anastasia))

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Anastasia immediately follows!
Double move!
"Who are you?? Give up now or you will potentially die! Fate may not be on your side!" she says and makes a spiraling sign with her hand.

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Baldrum hustles forward while drawing his sansetsukon, but he stops right behind the corner.
Double move.
"What a bunch of idiots. Too dumb to think of a good cover story..."
He shakes his head.

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Alright ..... Alright ...... We surrender ...... By the Gods, you Pathfinders are tough.
They throw down their weapons in surrender. Pleading for mercy, they admit to thievery and offer their spoils in exchange for their lives.

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Rogarch falls out of her rage.
"Fine, leave your stuff and tell us what you did and what you know and then you can leave."

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"...provided you tell us the truth, and that you tell us everything. Don't test me; I can see you sweating already. I'll know if you're lying."

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Anastasia sighs.
“Just tell us the truth. We want to understand the situation. Please … we can cooperate!!“ she says with a warm look on her face.
“You don’t want the society as an enemy and we don’t want to have trouble with you who seem to be just hired thugs. Please!“
diplomacy : 1d20 + 11 ⇒ (20) + 11 = 31

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Baldrum demonstratively whirls his sansetsukon around before he stows it. Then he smiles and nods.
aid diplomacy : 1d20 - 3 ⇒ (13) - 3 = 10
Well, it seems this one isn't a complete idiot...

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They tell you that after they cased the manor for several days and seeing no one go in or out, they figured the place had been abandoned and broke in, hoping for easy pickings, and a comfortable place to lay low in. Inside, they had discovered the bodies of three Pathfinders.
After a quick search, they assumed the killers had fled the crime scene, and since no one arrived to claim the property, they subsequently seized the manor for themselves.
The thugs looted the corpses and then stuffed them into the barrels in the back cold porch (G8). In order to dissuade the suspicions of townsfolk, the men then devised a plan to impersonate the manor’s former occupants. To aid in their charade, all have donned the looted clothing and equipment of the pathfinders, including their jewelry and wayfinders, but they admit they have no idea what a wayfinder is.
Their loot is upstairs and they turn it over to you before leaving.
Ground Floor Descriptions.
G4. Dining Area
A long, oval dining room table serves as this room’s centerpiece. High-backed wooden chairs surround the table, while two china cabinets flank the entrance.
G5. Sun Porch
An assortment of comfortable-looking furniture fills this small sun porch. Currently, its high windows are blocked with thick wool blankets.
G6. Stairs
A curved flight of polished wooden stairs leads up to F1.
G7. Rear Entrance
The Manor’s rear door is made of sturdy wood and stands firmly in its jamb.
G8. Cold Porch
This open-air porch is closed off with iron lattice covered with thorny vines. It holds a long stack of split firewood. Three sealed barrels have been pushed into the far corner.
G9. Kitchen This well-stocked kitchen centers on a large cobblestone hearth. Its walls are lined with prep counters. Stowed behind the free-standing hearth is a row of wooden water barrels.
G10. Kitchen Store Room
This pantry contains bags of flour, canned goods, and small barrels of potatoes, onions, beets, and apples. Its contents lie in disarray; blood-stained piles of flour create pink smears on the floor that lead to the northern wall, which holds a shelf mostly containing broken spice jars.
First Floor Descriptions.
F1. Conference Room
This room is furnished only with a large round conference table and accompanying chairs.
F2–4. Bedrooms
These three rooms provide modest sleeping quarters. Each room contains a bed, a writing area, and a wooden chest for storage.
F5. Storage
A set of shelves holds linens, soap, buckets, clean bedpans, and similar household supplies. Shoved into the far corner is a water barrel.
Treasure: The thugs hid the goods they stole during an earlier heist in the otherwise empty water barrel. Their stash includes several valuable oil paintings, an ivory and silver candelabra, silk bed sheets, and a sack containing an assortment of semi-valuable jewelry. None of this came from the manor.

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So you just thought you could just claim this as your own? Oh, what's the term...wait...squatting...that's it! And you had no compunction about the dead bodies and if they wouldn't create suspicion if they were missing? Too bad for you, they are missed. I think the authorities should be called...and you face your punishment... Carlin says after she hears their story.
quick scan for magic on their previous loot...and on them as well..

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Apart from the Wayfinders, none.

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“We have to mourn our dead and find out if you are really innocent!! Can someone find out if they lie!! Maybe they sent our Pathfinder comrades to the boneyard and are lying!!“ Anastasia says a little desperate because of the deaths.
We also have time. We should do a take 20 perception of the manor. Maybe we find clues that need to find out more about the work of the VC.

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Gery nods in agreement with the ladies here, "Sorry but you don't get to walk away from this that easily. We will turn you over to the authorities soon enough!"
Later he says to the others, "I hate to do this but we need to examine the corpses. They will show us whether the thieves are lying , plus may hold some clues as to what happened here."

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Rogarch sighs. Bringing in the authorities, whomever they may be would probably up-end the mission.
"Forget about the thieves. Let them go. We have a mission to complete."
She looks at Gery.
"Yes, we should check out the bodies and perhaps their wayfinders as well. Perhaps there is an inscription or hidden compartment inside one of them."
What authorities are you people referring to anyways? Like they could be trusted anyways in this backwater and even if they could why would they take the word of a foreign group of mercenaries for granted anyways.

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Baldrum casts detect magic and starts scrutinizing the kitchen and the kitchen store room.
Perception, Take 20: 20 + 7 = 27

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Rogarch examines the bodies and the wayfinders looking for anything of interest.

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What authorities are you people referring to anyways? Like they could be trusted anyways in this backwater and even if they could why would they take the word of a foreign group of mercenaries for granted anyways.
Just Ooc: I do no think that’s correct as this is Ustalav after all and this is a noble’s house as far as I understood and the VCs allegiance to the Pathfinders means that we’re definitely taken seriously. But we’re rping our character’s so let’s see what happens. ;-)

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That really depends on the GM and it will certainly slow down the game so I would rather avoid it. Rogarch definitely IC does not believe that the most legal systems run smoothly or fairly.