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I can easily silence the guard - and everything around him. I will not be hampered in any way by silence, nor by darkness. I can use such tools to loot the wagon, though I will need to borrow a bag of holding.
Do you wish for me to do this?
Quenly can employ Silence and Deeper Darkness to prevent the lone guard raising an alarm easily, though he'd have to be physically impeded too. Quenly could also use these spells (or Vanish in place of Deeper Darkness) to simply evade the guard.

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Shel rolls her eyes. ”Let the elf scout and see what he can find out. But the guard is working for Apsis. Apsis is evil. Therefore th guard is being evil. Easy peasy,” she whispers as she waits for the report.

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Omrax nods
”Correct, the Aspis organization is evil. All the more reason we should hold ourselves to a higher standard. “
While the scouting occurs, Omrax will concentrate and scan 60’ west for evil
Auras.

cmlobue |

Noke, you are likely to get a surprise round to use whatever abilities you want.
Omrax, you do not detect any evil auras in the direction of the camp.
Flyndyngylyn can easily circle the camp and determine that most of the people are asleep by the fire. There is also one humanoid sleeping in the southern wagon next to a cage for a large-sized creature.

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If possible from his position, Flyn tries to see if he can identify the creature in the cage before reporting back to his companions…
GM: Flyn is trained in every knowledge area and the mod is the same for all of ‘em (+7 with +1d6 inspiration) so I thought one roll might be preferable to a knowledge shotgun of multiple rolls, if that’s OK?
Knowledge (Any): 1d20 + 7 + 1d6 ⇒ (20) + 7 + (5) = 32
If this is possible, DR first, then special attacks

cmlobue |

@Flyndyngylyn: Not possible yet because you can't see it. However, if you are willing to spend an action when it appears, I will let you keep that roll.
@Omrax You're not in combat yet, so you can just tell people.

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Thanks, GM, makes sense…
Disturbed by there being only one guard looking over the camp and spotting no traps, especially since they’re carrying such a large amount of gold, on the way back around, Flyn casts detect magic, focusing it first upon the southern wagon and then on the northern one…

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By the Inheritor I do not sense evil in any of these here or sleeping.
Unless we see Aspis badges, I suspect they are hired mercenaries or similar. Just doing a job for their masters.
Quenly, if you blind the sentry, are we able to still contain him? If any of them escalate, then we will be forced to take stronger action.
Assumes the 60' cone reached the most of the camp...

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”Well, let’s just go knock them out or something. At least no one should object to us taking their gold. I might get a new hat out of this at the least,” she grumbles to the others, growing impatient.

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Rush him in the darkness and the quiet. I will tell you where he is, and none shall hear. Should he escape you, I will assume a form able to subdue him and his fellows.
If the group is happy with the plan, Quenly casts Silence and Deeper Darkness on the dull grey ioun stone that orbits his head. He takes the stone in his hand to stifle the two magical emanations just long enough for him to get within range of the guard (20') then releases the stone again, letting the magic loose.
This plan also works without the Darkness - but Deeper Darkness will serve to stop the guard easily reaching his fellows or making any kind of visual alarm. Quenly and his dragon can pinpoint any enemies for you all using See in Darkness and telepathy.

cmlobue |

This looks like the time for initiative!
”Shel Initiative”: 1d20 + 10 ⇒ (16) + 10 = 26
”Omrax Initiative”: 1d20 + 3 ⇒ (14) + 3 = 17
”Noke Initiative”: 1d20 + 5 ⇒ (8) + 5 = 13
”Quenly Initiative”: 1d20 + 11 ⇒ (2) + 11 = 13
”Red Initiative”: 1d20 + 3 ⇒ (16) + 3 = 19
”Orange Initiative”: 1d20 + 3 ⇒ (7) + 3 = 10
”Yellow Initiative”: 1d20 + 3 ⇒ (1) + 3 = 4
”Green Initiative”: 1d20 + 3 ⇒ (11) + 3 = 14
”Blue Initiative”: 1d20 + 3 ⇒ (14) + 3 = 17
”Purple Initiative”: 1d20 + 3 ⇒ (15) + 3 = 18
”Black Initiative”: 1d20 + 1 ⇒ (11) + 1 = 12
”Cyan Initiative”: 1d20 + 3 ⇒ (12) + 3 = 15
”Pink Initiative”: 1d20 + 1 ⇒ (19) + 1 = 20
”Creature Initiative”: 1d20 + 1 ⇒ (9) + 1 = 10
Surprise Round - bolded may go!
Quenly looses his enchanted stone, blocking the guard's senses.
Pink
Red
Shel
Flyn
Omrax
Purple
Blue
Cyan
Green
Noke
Quenly
Black
Orange
Creature
Yellow

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Shel moves 20’ toward the guard on the surprise round.
Would someone move me on the map, please?

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Updated Shel on map - not sure if woods count as difficult terrain or not - 20' would put you into the deep dark area and adjacent to foe. I am not exactly sure where darkness starts since it has a large area.

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Noke invokes her patron and then slumber hexes the lone guard.
Swift action: Invoke patron Curiosity: The DCs of the invoker’s hexes and patron spells increase by 2.
Standard action: Slumber hex, DC 26 or asleep 12 rounds.

cmlobue |

Will Save: 1d20 + 6 ⇒ (16) + 6 = 22
Good try, but no. The guard falls asleep. At this point, no one in the camp is awake and you have about a minute of silence before Quenly's spell wears off. If you don't want to stay in initiative, each of you can make a Stealth check with a +20 bonus (because you are "invisible" to the sleepers' ears) to do things around the camp as long as you remain within the spell's radius - though if you touch or attempt to harm any creatures, it's back into initiative.
”Orange Perception”: 1d20 + 15 ⇒ (11) + 15 = 26
”Yellow Perception”: 1d20 + 15 ⇒ (3) + 15 = 18
”Green Perception”: 1d20 + 15 ⇒ (14) + 15 = 29
”Blue Perception”: 1d20 + 15 ⇒ (16) + 15 = 31
”Purple Perception”: 1d20 + 15 ⇒ (14) + 15 = 29
”Black Perception”: 1d20 + 10 ⇒ (2) + 10 = 12
”White Perception”: 1d20 + 10 ⇒ (17) + 10 = 27
”White Initiative because I forgot last time”: 1d20 + 1 ⇒ (3) + 1 = 4
”Cyan Perception”: 1d20 + 4 ⇒ (12) + 4 = 16
”Pink Perception”: 1d20 + 4 ⇒ (7) + 4 = 11
”Creature Perception”: 1d20 + 25 ⇒ (11) + 25 = 36

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With the guard out of commission, Flyn continues with what he was doing, sneaking back to his companions the exact way he came, pausing only to cast detect magic, concentrating on the area around the southern wagon first, then those around the campfire, and finally the area around the northern wagon, in case a nasty magical trap or the like might’ve been cast as a backup plan to their lone guard…
Stealth: 1d20 + 30 ⇒ (13) + 30 = 43
Perception: 1d20 + 27 ⇒ (18) + 27 = 45
Survival (Tracks): 1d20 + 24 ⇒ (9) + 24 = 33

cmlobue |

There do not seem to be any creatures that where part of the caravan that are not present. The northern wagon has only one thing in it: a large chest warded by an audible alarm spell.

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The Silence spell will stifle the Alarm, and I shall cover the sleeping guards with a further casting. Shel, Flyn, perhaps you can work together to open the chest? Be swift.
stealth, invisible, heroism: 1d20 + 17 + 20 + 2 ⇒ (9) + 17 + 20 + 2 = 48
Quenly glides silently over the camp, ready to throw further spells over the sleepers and the creature in the covered wagon.
Shel, Quenly can carry you with him and deposit you by the loot wagon if you like.
Quenly will re-cast Silence to cover the sleepers by targeting the campfire in their centre, and then fly over to the creature-wagon so that the emanation from his stone covers that. I've put a second silence aura on the map: yellow and red emanations are Silence, Cyan is darkness - so our rogues can see to do their disabling and looting.
Noise doesn't wake a person affected by Slumber Hex so we're okay on that front.

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Flyn nods unconsciously as he assumes this alarmed chest holds the Aspis gold for the auction; he makes his way back to his companions, giving the northern wagon a wide berth…
Upon making his way back, he whispers to his comrades. ”It appears the northern wagon has a chest with the gold; however, it is warded by an alarm spell…I’m guessing it’s a proximity alarm or the like?”
Looking at Quenly and Noke in particular, he continues. ”Can one of you dispel the magical alarm around the chest? If so, I should be able to sneak in, secure the chest, and we can get away with none of them the wiser…”

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Quenly ninja’ed me…
Flyn nods to Quenly and motions for Shel to follow…once Quenly has cast his silence spell over the alarm, he makes his way to the wagon, enters, and checks out the chest…
Stealth: 1d20 + 30 + 20 ⇒ (14) + 30 + 20 = 64
Perception: 1d20 + 27 ⇒ (18) + 27 = 45
…if he discovers it trapped/locked, he’ll attempt to disarm/pick it…
Disable Device (if needed): 1d20 + 30 ⇒ (19) + 30 = 49
Disable Device (if needed): 1d20 + 30 ⇒ (11) + 30 = 41
He’ll open it to confirm the gold is there and, if so, he and Shel will carry the gold out of the wagon…

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Shel follows quickly behind the other two. She was amazed as the elf was even better picking locks than she was!
Stealth 1d20 + 25 ⇒ (19) + 25 = 44
Perception 1d20 + 19 ⇒ (5) + 19 = 24

cmlobue |

Whether the alarm goes off or not, nobody knows because the entire camp is silent.
The chest is, in fact, filled with gold bars. You certainly don't have time to empty it without a lot more silence spells. There is nothing else in this wagon.
The scenario does not give a weight for the chest, but describes it as "oversized", so Flyn's 18 Strength alone is not going to be enough.

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Shel is with me as well…but I’m assuming it’s too heavy for the both of us…
Communicating with Quenly thru telepathy. Need help carrying chest, too heavy for me and Shel…if there’s a spell to lighten the load, fine, if not, we need more muscle…

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I will take the chest Quenly announces to the group. Close it securely. I am coming.
Quenly casts another spell upon himself, and lays another Silence spell on the creature-wagon. In the darkness, the elf's flesh warps and twists into something else entirely. The shadow descends upon the treasure wagon. A few moments later, the shadow lifts and reveals a devastated wagon bereft of any items.
I have it. We can leave. Make haste, for I cannot hold this shape indefinitely.
Quenly casts Bulls Strength upon himself, then Silence on the creature wagon. Within his Darkness spell he transforms himself into a Mastodon (Many Forms revelation operating at lvl15 = Greate Polymorph). Still borne on wings of shadow, he tears open the cover of the wagon with tusks and lifts the treasure chest up in his trunk. Quenly's heavy load capacity as a Huge quadruped with Bulls Strength up is 4200lbs, somewhere over 2 tons. A few minutes flight at speed 40' should be enough distance to enable us to divide the gold bullion between us for recovery.
Quenly's ioun stone will continue orbiting his head when he shapechanges, so the Deeper Darkness and Silence stay active.

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Flyn smiles at his fellow Elf and nods, motioning to his companions to follow Quenly quietly…Flyn will play rearguard just in case, keeping alert in case they’re somehow followed…
If needed…
Stealth: 1d20 + 30 + 20 ⇒ (20) + 30 + 20 = 70
Perception: 1d20 + 27 ⇒ (15) + 27 = 42

cmlobue |

Your suddenly large friend can carry the large box of Aspis gold away without a problem. Are you planning to do anything about the other wagon or the people? (If not, there's nothing to do until the overseer calls for the next part.)

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Shel also tries to sneak out with the shape changer, hoping to take advantage of the silence spell.
Stealth 1d20 + 25 ⇒ (11) + 25 = 36

cmlobue |
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The Pathfinders return with a big pile of Aspis gold and leave behind a caravan with no idea what happened to them.
Okay. If you are not doing anything else, you are all on break until the next act is called, which I believe will be Thursday.

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Once clear of the area, Omrax responds
”Aye, a very creative solution. The guards shall be stumped what happened.
Alas, I suspect their Aspis leaders shall be less than happy. But at least we spared their lives to make a choice in direction for their careers. By the Inheritor, this key better be worth the trouble.“

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Noke smiles.
"In the shadows is where I feel most comfortable as well! Well done everyone." she says.

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Quenly, in his usual elven shape and with his ioun stone pocketed for the time being to suppress the darkness emanating from it, smiles and nods at the little wayang.
There is Truth in the Darkness.

GM Ladile |

A white raven begins circling overhead. The bird is Sheila Heidmarch’s signal that you should wrap things up and head back to Heidmarch Manor with or without the Aspis Consortium’s gold.
______________
Table GMs, this is your 24 hour warning. Act Two concludes September 22nd!

GM Ladile |

The next morning, two hours before the auction is slated to begin, Sheila Heidmarch calls everyone back to the theater for another emergency briefing. She appears greatly agitated and her tenor is one of immediacy.
”My friends, we have little time and much work to do, so I’m going to make this simple. While you were dealing with the Aspis Consortium, my informants in the city investigated the individuals you reported on from last night’s gala. It seems a number of them have sufficient funds to jeopardize our efforts. In what little time remains, I need you to prevent as many of them from participating in the auction as possible. My agents will provide each of your groups with a mission brief. Once you complete the task, return here to inform us of the results, and we shall quickly set you upon another mission. Again, we need you to complete as many missions as you can before the auction starts. But remember to keep your efforts clandestine and try not to kill anyone important. We’re still trying to win the auction somewhat legally.”
______________
Table GMs, begin Act Three. Act Three will conclude October 12th!

cmlobue |

You return to the Lodge with a large pile of gold and get a night's rest.
Here are your mission briefings. Two votes to start the first, but feel free to discuss what order to do the rest in to keep things moving.

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Shel puts forth a vote for Underbridge Exports, but will quickly agree with other suggestions, knowing time is of the essence.

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Noke nods at Shel.
"This sounds good! Underbridge Exports!"

cmlobue |

You have no trouble following Heidmarch’s explicit map, and soon arrive at the warehouse in Underbridge. Inside, members of the Vaor family bustle around cases of supplies hauled in from their various business operations. As soon as the doors open, the denizens of the warehouse attack.
”Shel Initiative”: 1d20 + 10 ⇒ (5) + 10 = 15
”Omrax Initiative”: 1d20 + 3 ⇒ (20) + 3 = 23
”Noke Initiative”: 1d20 + 5 ⇒ (2) + 5 = 7
”Quenly Initiative”: 1d20 + 11 ⇒ (4) + 11 = 15
”Red Rats Initiative”: 1d20 + 3 ⇒ (8) + 3 = 11
”Orange Rats Initiative”: 1d20 + 3 ⇒ (5) + 3 = 8
”Yellow Rats Initiative”: 1d20 + 3 ⇒ (20) + 3 = 23
”Green Rats Initiative”: 1d20 + 3 ⇒ (20) + 3 = 23
”Blue Rats Initiative”: 1d20 + 3 ⇒ (16) + 3 = 19
”Purple Rats Initiative”: 1d20 + 3 ⇒ (9) + 3 = 12
”Pink Initiative”: 1d20 + 3 ⇒ (3) + 3 = 6
”Brown Initiative”: 1d20 + 3 ⇒ (18) + 3 = 21
”Cyan Initiative”: 1d20 + 3 ⇒ (18) + 3 = 21
”Black Initiative”: 1d20 + 3 ⇒ (9) + 3 = 12
”Red Wererats Initiative”: 1d20 + 3 ⇒ (3) + 3 = 6
”Blue Wererats Initiative”: 1d20 + 3 ⇒ (9) + 3 = 12
”Gold Wererats Initiative”: 1d20 + 3 ⇒ (13) + 3 = 16
”Violet Wererats Initiative”: 1d20 + 3 ⇒ (8) + 3 = 11
Round 1 - bolded may go
Flyn
Omrax
Yellow Rats
Green Rats
Brown
Cyan
Blue Rats
Gold Wererats
Shel
Quenly
Purple Rats
Blue Wererats
Violet Wererats
Red Rats
Orange Rats
Noke
Pink
Red Wererats
This is not the largest combat I have run for PFS, but it's close.

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Quenly's 12 hour buffs will be up - armour, flight, magic vestment on his shield, and Hunter's Blessing on everyone for +2 initiative, +2 Perception/Stealth, and +2 to hit and damage vs humans.

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Before entering, Flyn would’ve buffed with mage armor and activated a 19-minute infiltrator increment for +2 natural armor: Current AC: 32
Flyn quickly brings up his bow and fires at the nearest foes (armored looking rats?) trying to take out as many as he can…
To Hit: Dex+Base, Magic, Weapon Focus, Greater Bracers of Archery, PBS, Precise Shot, Improved Precise Shot, Rapid Shot, Deadly Aim, Point Blank Master, Manyshot
Damage: Strength, Magic, Greater Bracers of Archery, PBS, Deadly Aim, Clustered Shot
Magic Composite Longbow (Manyshot): 1d20 + 19 + 2 + 1 + 2 + 1 - 2 - 3 ⇒ (18) + 19 + 2 + 1 + 2 + 1 - 2 - 3 = 38
Magic/Cold Iron Damage: 1d8 + 4 + 2 + 1 + 1 + 6 ⇒ (2) + 4 + 2 + 1 + 1 + 6 = 16
Magic/Cold Iron Damage: 1d8 + 4 + 2 + 1 + 1 + 6 ⇒ (2) + 4 + 2 + 1 + 1 + 6 = 16
Magic Composite Longbow (Rapid Shot): 1d20 + 19 + 2 + 1 + 2 + 1 - 2 - 3 ⇒ (20) + 19 + 2 + 1 + 2 + 1 - 2 - 3 = 40
Magic/Cold Iron Damage: 1d8 + 4 + 2 + 1 + 1 + 6 ⇒ (1) + 4 + 2 + 1 + 1 + 6 = 15
Magic Composite Longbow (Iterative): 1d20 + 14 + 2 + 1 + 2 + 1 - 2 - 3 ⇒ (17) + 14 + 2 + 1 + 2 + 1 - 2 - 3 = 32
Magic/Cold Iron Damage: 1d8 + 4 + 2 + 1 + 1 + 6 ⇒ (8) + 4 + 2 + 1 + 1 + 6 = 22
Confirmation on Attack#2: 1d20 + 19 + 2 + 1 + 2 + 1 - 2 - 3 + 3 ⇒ (19) + 19 + 2 + 1 + 2 + 1 - 2 - 3 + 3 = 42
Crit Damage: 2d8 + 8 + 4 + 2 + 2 + 12 ⇒ (6, 2) + 8 + 4 + 2 + 2 + 12 = 36

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Noke cast some spells on herself before they opened the door.
See invisibility, False Life 1d10 + 10 ⇒ (9) + 10 = 19, Heroism

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Omrax scans the overrun warehouse.
”By the Inheritor! These shall be vanquished! “
He quickly draws his long sword and strides into the room to swing with both hands at the first big rat
NoSmite Omrax +2 EO longsword,2h pa: 1d20 + 19 - 4 ⇒ (20) + 19 - 4 = 35
for pa: 1d8 + 6 + 12 ⇒ (8) + 6 + 12 = 26
NoSmite Omrax Confirm: 1d20 + 19 - 4 ⇒ (20) + 19 - 4 = 35
for pa,,: 1d8 + 6 + 12 ⇒ (6) + 6 + 12 = 24
dang…I wish I could save those for later.

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Know. Local 1d20 + 17 ⇒ (19) + 17 = 36
Know. Local 1d20 + 17 ⇒ (11) + 17 = 28
”Looks like there are four natural wererats over there! The others are humans that have been effected by them!”

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Quenly will snag one of those Heroism spells again please :) And also cast his own False Life, which I forgot to do on the first day I think.
False Life: 1d10 + 10 ⇒ (6) + 10 = 16

cmlobue |

Flyn and Omrax splatter a bunch of rats.
A bunch of rats make a bunch of desperate attacks.
Damage: 1d4 ⇒ 2 plus disease
Bite: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d4 ⇒ 3 plus disease
Bite: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d4 ⇒ 2 plus disease
Damage: 1d4 ⇒ 1 plus disease
Bite: 1d20 + 1 ⇒ (9) + 1 = 10
Damage: 1d4 ⇒ 3 plus disease
Bite: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d4 ⇒ 1 plus disease
Bite: 1d20 + 1 ⇒ (5) + 1 = 6
Damage: 1d4 ⇒ 3 plus disease
Brown casts a spell.
Fire Damage vs. Flyn: 3d6 ⇒ (6, 5, 2) = 13, DC 17 Reflex negates
As does Cyan.
Fire Damage vs. Omrax: 3d6 ⇒ (6, 4, 5) = 15, DC 17 Reflex negates
Round 1 - bolded may go
Flyn
Omrax
Yellow Rats
Green Rats
Brown
Cyan
Blue Rats
Gold Wererats
Shel
Quenly
Purple Rats
Blue Wererats
Violet Wererats
Red Rats
Orange Rats
Noke
Pink
Red Wererats
Does someone want to bot Quenly?

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Reflex: 1d20 + 24 ⇒ (4) + 24 = 28
Flyn deftly avoids the incoming magical fire…