
cmlobue |

27 makes the Intimidate DC, so you get to do this the easy way.
"You wouldn't... would you?" He looks at the paladin, who looks like he's just done with all the skulduggery of the day. "Wait... there's no need for that. You found me here, so they can too. I need to get out of here. Can you make it look like something happened to me? And maybe a bit of a disguise, to make it easier for me to get away? I won't be troubling you at your auction any more."
If you want, you can mess up the room and pay the innkeeper a gold or two from your auction funds to compensate him for the damage (and the suddenly missing door). An appropriate low-level illusion or sharing some of your mundane clothing would help him out as well.
Make another Diplomacy check to see if you can get the cash. I don't expect it to be a problem, but I need to see the dice.

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Diplomacy 1d20 + 21 ⇒ (13) + 21 = 34
Shel tries to assuage the inkeeper’s feelings.
Sorry for the shirt post but I’ve got to run a couple errands real quick.

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"Yeah, trust us! We give you what you need! Just leave the deposit!" Noke says with a serious look on her face.
auto aid diplomacy

GM Ladile |

The last of the attendees are shuffled into the Cathedral of Abadar and the crowd eagerly await the beginning of the auction. A portly man takes to the stage, and with a voice like a foghorn declares, "The auction is open!" which sets off a hum through the crowd as people start jostling for position and readying their auction bidding paddles, as though they were cutlasses with which to defeat the auction itself.
Falrig Sneve looks around at the readied crowd with a broken resolve and shakes his head. "Too much competition and too rich for my blood. Fold!"
Before the bidding can get underway Maiveer Sloan calls out, "I don’t have the funds on hand, but let my organization put down credit on the key! I can have the extra funds in a few months and you know we’re good for it!" The auctioneer purses his heavy lips in sympathetic understanding but the proctor interjects, "The rules state this auction would be a fast sell only with coin in hand."
"Sir! I protest!" Maiveer pleads. "I have been victimized and robbed - and though I make no issue of it now I protest that I would have had the coin had it not been so! The rogues, robbers, and conspirators sit right under this very roof and gain from this injustice!" The proctor, having none of it, simply replies, "Contain yourself sir, or the church will have you removed."
Once it becomes apparent that there will be no further distractions or drop-outs, the bidding then begins with fury, paddles being thrust into the air representing thousands of gold at a time. Kresch Vaor is the first to reach her limit as she calls, "Bah, too much for an old key. Proctor, I’m out. Have one of your clergymen transfer my deposit to my personal account."
Though you might have thought the distractions and interruptions were over, you’re proven wrong when a group of toughs barges in and heads straight for Dymal Rinks. "Oi, Rinks! Minvandu wants a little word with you," the ringleader explains with a grim expression. Rinks begins to protest, but two burly half-orcs simply grab an arm each and pick him up and start walking out. As much as some of you might desire to get involved, you know that it would likely jeopardize your whole mission - so for now, you opt to not get involved. On the way out Minvandu’s chief legbreaker pauses and turns to the proctor. "Sorry about this interruption, bit of confusion needing to be dealt with and all. Whatever deposit Rinks tried to put down on the auction belongs to our employer, Mr. Minvandu. I’ll send someone around later to collect it, after the boss has a few private words with Rinks." Rinks is then dragged out of the auction house, kicking and screaming.
The auction begins again in earnest and the number of bidders continues to thin as The Duchesses, distant and mysterious as always, silently signal their desire to tap out. They quickly exit the premises.
Doctor Landis starts to make another offer and then seems to decide against it - some concern playing at the back of his mind no doubt. He lowers his hand, and simply gestures that he’s cut himself off by waving his hand across his throat.
With only Pathfinders and Lady Kaddren remaining in the bidding war, the atmosphere gets tense - it is clear that Lady Kaddren is determined to win. Yet as she is about to bid another breathtaking sum, a runner presents her with a note which she quickly reads. After, she grimaces at the assembled crowd and in a threatening tone says, "This time, you got lucky. From here out, you might want to watch your backs." Then she turns to the proctor and tells him, "You can close my bids out" before tucking the note into her cloak and storming out of the cathedral.
All of the other bidders now gone, the auction proceeds until only one Pathfinder table remains in the running. "Going, going, gone! And sold to Table Five with the red coloured paddle for a final price of forty thousand gold pieces! Table Five, please send one representative to the front of the room to claim your prize!"
A seasoned half-elven Pathfinder who identifies himself as Omrax the Bold strides up to collect. Just as the auctioneer is about to hand Omrax the prize, a tremendous flash of light and smoke appears behind the auctioneer and the very fabric of reality is sliced open! Seconds later, a black-robed figure steps through the rift and pulls a jagged black-bladed dagger across the auctioneer’s throat, sending a shower of blood into the screaming crowd of bidders. The remorseless assassin snatches the Runecarved Key and in a fit of mad laughter bursts into dozens of shadowy black forms, each fleeing from the cathedral in a different direction!
______________
Table GMs, begin Act Four!

cmlobue |

Before
Rinks looks like he couldn't be happier to get away, and agrees to loan you his deposit - and to send Minvandu after you for his payment if they find him.
The innkeeper's shocked expression at the mess and utter lack of door melts away as gold coins appear from the purse you took from Rinks.
Now
Suddenly an ear-piercing whistle sounds. Without warning, the stained glass windows of the cathedral simultaneously shatter inward in a colorful barrage of flying glass.
Everyone takes 6d6 ⇒ (4, 5, 4, 1, 1, 2) = 17 piercing and slashing damage (Reflex DC 23 half) as shards fly at you from all directions.
Amid the rain of glass shards, a horde of Lissalan cultists comes crashing through the now empty cathedral windows. With weapons drawn, they attempt to surround all the patrons inside, blocking their escape
and delaying pursuit of the assassin, one version of whom carries the true Runecarved Key.
”Shel Initiative”: 1d20 + 10 ⇒ (13) + 10 = 23
”Omrax Initiative”: 1d20 + 3 ⇒ (17) + 3 = 20
”Noke Initiative”: 1d20 + 5 ⇒ (4) + 5 = 9
”Quenly Initiative”: 1d20 + 11 ⇒ (14) + 11 = 25
”Red Initiative”: 1d20 + 1 ⇒ (8) + 1 = 9
”Orange Initiative”: 1d20 + 1 ⇒ (10) + 1 = 11
”Yellow Initiative”: 1d20 + 1 ⇒ (18) + 1 = 19
”Green Initiative”: 1d20 + 1 ⇒ (14) + 1 = 15
”Blue Initiative”: 1d20 + 1 ⇒ (5) + 1 = 6
”Purple Initiative”: 1d20 + 1 ⇒ (18) + 1 = 19
”Pink Initiative”: 1d20 + 1 ⇒ (11) + 1 = 12
”Black Initiative”: 1d20 + 1 ⇒ (17) + 1 = 18
Round 1 - bolded may go
Quenly (Reflex save)
Flyn (Reflex save)
Shel (Reflex save)
Omrax (Reflex save)
Yellow
Purple
Black
Green
Pink
Orange
Noke (Reflex save)
Red
Blue

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Reflex 1d20 + 22 ⇒ (19) + 22 = 41 with evasion
Shel deftly avoids the explosion of shards all around them. She grins as she seems the human targets. This will be fun, she thinks to herself.
GM, I can’t see the bottom part of the map on the slide. Which one is the closest to Shel and about how far away? Thanks!

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Reflex: 1d20 + 23 ⇒ (8) + 23 = 31 (Evasion)
Flyn evades the shards of flying glass, quickly draws his bow, moves 5’ NE, and unloads a volley on pink, hoping to clear a path to pursue the assassin…if pink drops while he has arrows left to fire this round, he’ll target yellow…
Quick Draw feat, 5’ step, full attack…and I’m assuming all these Lissalans are evil…
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, Deadly Aim, PBS, Clustered Shot, Holy
Magic Composite Longbow (Manyshot) vs FFAC: 1d20 + 19 + 2 + 1 + 2 + 1 - 2 - 3 ⇒ (14) + 19 + 2 + 1 + 2 + 1 - 2 - 3 = 34
Magic/Cold Iron Damage: 1d8 + 3 + 2 + 1 + 6 + 1 + 2d6 ⇒ (6) + 3 + 2 + 1 + 6 + 1 + (5, 3) = 27
Magic/Cold Iron Damage: 1d8 + 3 + 2 + 1 + 6 + 1 + 2d6 ⇒ (2) + 3 + 2 + 1 + 6 + 1 + (4, 2) = 21
Magic Composite Longbow (Rapid Shot) vs FFAC: 1d20 + 19 + 2 + 1 + 2 - 2 - 3 ⇒ (5) + 19 + 2 + 1 + 2 - 2 - 3 = 24
Magic/Cold Iron/Good Damage: 1d8 + 3 + 2 + 1 + 6 + 1 + 2d6 ⇒ (8) + 3 + 2 + 1 + 6 + 1 + (5, 5) = 31
Magic Composite Longbow (Iterative 1) vs FFAC: 1d20 + 14 + 2 + 1 + 2 + 1 - 2 - 3 ⇒ (3) + 14 + 2 + 1 + 2 + 1 - 2 - 3 = 18
Magic/Cold Iron/Good Damage: 1d8 + 3 + 2 + 1 + 6 + 1 + 2d6 ⇒ (4) + 3 + 2 + 1 + 6 + 1 + (3, 3) = 23
Magic Composite Longbow (Iterative 2) vs FFAC: 1d20 + 9 + 2 + 1 + 2 + 1 - 2 - 3 ⇒ (15) + 9 + 2 + 1 + 2 + 1 - 2 - 3 = 25
Magic/Cold Iron/Good Damage: 1d8 + 3 + 2 + 1 + 6 + 1 + 2d6 ⇒ (4) + 3 + 2 + 1 + 6 + 1 + (4, 2) = 23

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Omrax attempts to avoid shards
Reflex : 1d20 + 16 ⇒ (14) + 16 = 30
”By the Inheritor stop this madness! Can anyone stop the assassin?
We shall not all l ave the hostages to Die here!“
unless his Eaglesoul activated to show any evil outsiders present…
He draws longsword and will strides to smite the cultist to the southwest of him.
”I shall smite thee! “
Omrax +2 EO longsword, smite, 2H pa: 1d20 + 19 - 4 + 7 ⇒ (5) + 19 - 4 + 7 = 27
for Smite, 2H pa: 1d8 + 5 + 12 + 17 + 2 ⇒ (5) + 5 + 12 + 17 + 2 = 41
smite damage included which ignores DR. He will use step up if foe backs away.

cmlobue |

Shel, the map is bigger than the slide, but you should be able to scroll down. There was one thug 2 south and 3 east of you, but Flyn thoroughly feathered it. The next closest is Blue, 35 feet southwest (but with a bench in the way).
Flyn takes out one cultist and quickly focuses on another.
Omrax moves to another and slashes at it, opening a severe wound.
Round 1 - bolded may go
Quenly (Reflex save)
Flyn
Shel
Omrax (-8 HP)
Yellow (-23 HP)
Purple
Black
Green (-41 HP)
Pink
Orange
Noke (Reflex save)
Red
Blue

Quenly's Dragon |
1 person marked this as a favorite. |

Moved you Shel.
reflex: 1d20 + 5 ⇒ (1) + 5 = 6
Another pseudo pseudodragon falls - although it clings to its imitation of life by a thread.
I'm assuming Quenly's dragon is hit too, failing the save puts it at -14, 1hp from death.
Will post Quenly's actions shortly.

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Quenly ref DC23: 1d20 + 16 ⇒ (17) + 16 = 33
Quenly frowns as his interpreter slides off his shoulder. But the same reflexes that protected the elf from the worst of the glass shard spray serve to catch the conjured servant as it falls.
With rapid and complex gestures, Quenly weaves the shadows about his servant, repairing the creature. Dark tendrils reach out to the rest of the pathfinders, speeding their actions.
Cast Blessing of Fervour on everyone, and Quickened Cure Moderate Wounds on the dragon.
cure mod: 2d8 + 10 ⇒ (6, 2) + 10 = 18
Fully restored, the dragon flies up out of harm's way.
The Hunters' Blessing spell that Quenly cast earlier will be giving everyone +2 to hit and damage vs Humans, if any of the Lissalans are indeed human.
Quenly's shield of shadows detaches from his arm and hovers in front of him. Animated shield.

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Blessing of Fervour targets up to 12 individuals "no two of which can be more than 30 ft. apart". I didn't see the map at the start of combat, but Quenly was first in initiative. GM's choice whether to run strict inittative order for Party actions, or posting order.

cmlobue |

I've marked Omrax's starting position on the map. He was well more than 30 feet away from everyone, since he was on the dais to receive the Runecarved Key.
Quenly keeps his new dragon from suffering the fate of the previous one.
Yellow and Black pull out scrolls and begin to read them.
Purple casts a spell, and the exit to the cathedral is covered by a 10 foot tall stone barrier. Light blue line.
Green steps away from Omrax and casts a spell. The area around the paladin fills with slimy, black tentacles. Black circle. Difficult terrain.
Grapple vs. Omrax: 1d20 + 15 ⇒ (5) + 15 = 20
Damage if Successful: 1d6 + 4 ⇒ (6) + 4 = 10
Orange moves into the center of the room and casts a spell. A cloud of green vapor covers most the other Pathfinders, who begin choking on it. Green circle. 5 foot visibility.
Constitution Damage: 1d4 ⇒ 1, Fort DC 22 half, poison immunity applies but holding breath does not
Round 1 - bolded may go
Quenly (Fort save)
Flyn (Fort save)
Shel
Omrax (-8 HP)
Yellow (-23 HP, casting)
Purple
Black (casting}
Green (-41 HP)
Pink
Orange
Noke (-7 HP, Fort save)
Red
Blue
Noke said he might be available Thursday, so will give him a little time before botting.

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Omrax uses step up and takes an AOo on the caster.
”Stand still! “
Omrax +2 EO longsword, smite, 2H pa: 1d20 + 19 - 4 + 7 ⇒ (4) + 19 - 4 + 7 = 26
for Smite, 2H pa: 1d8 + 5 + 12 + 17 + 2 ⇒ (7) + 5 + 12 + 17 + 2 = 43
here’s where pbp is clunky as the caster would see him step up…and maybe change. Tentacles misses cmd28 otherwise .

cmlobue |

Botting Noke
The tentacles never materialize, as Omrax cuts Green down when they try to cast their spell.
Noke Fort Save: 1d20 + 18 ⇒ (15) + 18 = 33
Noke coughs out the first puffs of toxic air before they can harm her.
She magically speeds her allies, then moves into the hallway where she can see both scroll-reading cultists.
Red also pulls out a scroll and starts to read it.
Blue steps away from Shel and, if unmolested, also tries the tentacle trick. Again, difficult terrain within the black circle.
Grapple vs. Shel: 1d20 + 15 ⇒ (6) + 15 = 21
Damage if Successful: 1d6 + 4 ⇒ (1) + 4 = 5
Grapple vs. Noke: 1d20 + 15 ⇒ (5) + 15 = 20
Damage if Successful: 1d6 + 4 ⇒ (2) + 4 = 6
Shel easily slips away, but Noke is not an experienced grappler.
Round 2 - bolded may go
Quenly (haste, Fort save)
Flyn (haste, Fort save)
Shel
Omrax (-8 HP)
Yellow (-23 HP, casting)
Purple
Black (casting}
Green
Pink
Orange
Noke (haste, grappled, -13 HP)
Red (casting)
Blue

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Omrax looks around after dropping his foe.
”If any of thee can pursue the assassin, do so. I shall stay to protect the innocent here and will rejoin when I can. “
double move towards orange

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Fort: 1d20 + 19 ⇒ (17) + 19 = 36
Withstanding the cloud’s noxious fumes, Flyn steps out of it, 5’ SW…he then unleashes on black…if black drops, he’ll target purple…
To Hit: Dex+Base, Magic, Weapon Focus, Greater Bracers of Archery, Precise Shot, Improved Precise Shot, Rapid Shot, Deadly Aim, Point Blank Master, Manyshot, Haste
Damage: Strength, Magic, Greater Bracers of Archery, Deadly Aim, Clustered Shot, Holy
Magic Composite Longbow (Manyshot): 1d20 + 19 + 2 + 1 + 2 - 2 - 3 + 1 ⇒ (12) + 19 + 2 + 1 + 2 - 2 - 3 + 1 = 32
Magic/Cold Iron Damage: 1d8 + 3 + 2 + 1 + 6 + 4 + 2d6 ⇒ (7) + 3 + 2 + 1 + 6 + 4 + (3, 4) = 30
Magic/Cold Iron Damage: 1d8 + 3 + 2 + 1 + 6 + 4 + 2d6 ⇒ (2) + 3 + 2 + 1 + 6 + 4 + (3, 5) = 26
Magic Composite Longbow (Rapid Shot): 1d20 + 19 + 2 + 1 + 2 - 2 - 3 + 1 ⇒ (8) + 19 + 2 + 1 + 2 - 2 - 3 + 1 = 28
Magic/Cold Iron/Good Damage: 1d8 + 3 + 2 + 1 + 6 + 2d6 ⇒ (2) + 3 + 2 + 1 + 6 + (5, 3) = 22
Magic Composite Longbow (Haste): 1d20 + 19 + 2 + 1 + 2 - 2 - 3 + 1 ⇒ (8) + 19 + 2 + 1 + 2 - 2 - 3 + 1 = 28
Magic/Cold Iron/Good Damage: 1d8 + 3 + 2 + 1 + 6 + 2d6 ⇒ (6) + 3 + 2 + 1 + 6 + (5, 2) = 25
Magic Composite Longbow (Iterative1): 1d20 + 14 + 2 + 1 + 2 - 2 - 3 - 2 + 1 ⇒ (10) + 14 + 2 + 1 + 2 - 2 - 3 - 2 + 1 = 23
Magic/Cold Iron/Good Damage: 1d8 + 3 + 2 + 1 + 6 + 2d6 ⇒ (5) + 3 + 2 + 1 + 6 + (6, 6) = 29
Magic Composite Longbow (Iterative2): 1d20 + 9 + 2 + 1 + 2 - 2 - 3 - 2 + 1 ⇒ (11) + 9 + 2 + 1 + 2 - 2 - 3 - 2 + 1 = 19
Magic/Cold Iron/Good Damage: 1d8 + 3 + 2 + 1 + 6 + 2d6 ⇒ (3) + 3 + 2 + 1 + 6 + (6, 5) = 26

cmlobue |

Three of Flyn's arros are enough to take out Black, and one of the other two after he switches targets makes contact with Purple.
Omrax heads toward another foe.
Round 2 - bolded may go
Quenly (haste, Fort save)
Flyn (haste)
Shel
Omrax (-8 HP)
Yellow (-23 HP, casting)
Purple (-29 HP)
Black
Green
Pink
Orange
Noke (haste, grappled, -13 HP)
Red (casting)
Blue

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Shel moves to blue and strikes at him with her kukri. I am assuming I can reach him with a 5’ movement. If not, please just take the first attack.
Attack with favored target and human bane kukri 1d20 + 17 + 2 + 1 ⇒ (19) + 17 + 2 + 1 = 39
Damage 1d3 + 4 + 2 ⇒ (2) + 4 + 2 = 8 plus
2d6 ⇒ (2, 2) = 4 bane
Attack with favored target human 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 20
Damage 1d3 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Attack with favored target and human bane kukri 1d20 + 12 + 2 + 1 ⇒ (17) + 12 + 2 + 1 = 32
Damage 1d3 + 4 + 2 ⇒ (2) + 4 + 2 = 8 plus
2d6 ⇒ (4, 5) = 9 bane
Attack with favored target 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Damage 1d3 + 4 + 2 ⇒ (3) + 4 + 2 = 9
—————-
Possible crit on attack one 1d20 + 20 ⇒ (5) + 20 = 25
Damage 1d3 + 4 + 2 ⇒ (3) + 4 + 2 = 9 plus
2d6 ⇒ (2, 5) = 7 bane

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Everyone is getting +2 to hit and damage against Humans, from Hunter's Blessing.
Fort DC22: 1d20 + 13 ⇒ (12) + 13 = 25
Quenly rises out of the choking fog. Seeing that two of the attackers are still trying to complete spells, and that there is no likelihood of collateral damage, the Lorekeeper sends his own magic to prevent their completion.
Shadow Evocation Fireball: 10d6 ⇒ (2, 6, 4, 1, 1, 4, 6, 4, 5, 4) = 37
Red and Yellow castys get a DC22 Will save to take 20% damage, and a DC22 Ref save for half, as follows:
Pass Will, Fail Ref: 7 dmg
Fail Will, Pass Ref: 18 dmg
Pass both: 3 dmg
Fail both: 37 dmg
Any damage forces a Concentration check of course.

cmlobue |

Shel steps away from the tentacles and slices, dices and Juliennes Blue. It just manages to cling to life.
Quenly hits Red and Yellow with a fake fireball.
Reflex, Red: 1d20 + 7 ⇒ (13) + 7 = 20
Will, Red: 1d20 + 10 ⇒ (2) + 10 = 12
Concentration, Red: 1d20 + 14 ⇒ (12) + 14 = 26
Reflex, Yellow: 1d20 + 7 ⇒ (8) + 7 = 15
Will, Yellow: 1d20 + 10 ⇒ (18) + 10 = 28
Concentration, Yellow: 1d20 + 14 ⇒ (7) + 14 = 21
Red doesn't think it's fake, and the scroll seems to go up in flames. Yellow realizes that it's not real, but it still burns enough that they lose their spell as well.
The toxic cloud drifts away from Orange, putting Quenly and Flyn back in its range and at risk of 1d4 ⇒ 1 Con damage. Orange then tries to magically confine Omrax. DC 18 Will vs. Hold Person.
Yellow tries to cloud the minds of Quenly, Flyn and Noke. DC 19 Will vs. Confusion.
Purple pulls out a scroll of their own.
Round 2 - bolded may go
Quenly (haste, Fort save, Will save)
Flyn (haste, Fort save, Will save)
Shel
Omrax (-8 HP, Will save)
Yellow (-30 HP)
Purple (-29 HP, casting)
Black
Green
Pink
Orange
Noke (-13 HP, haste, grappled, Will save)
Red (-37 HP)
Blue (-60 HP)

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Dangit, I forgot to add Hunter’s Blessing to my previous attack; GM, would a +2 to my fourth attack (making it a 21) made the attack hit for 28 more damage on purple? If it’s too late, no worries…
Fort Save vs DC22: 1d8 + 19 ⇒ (4) + 19 = 23
Will Save vs DC19: 1d8 + 19 ⇒ (5) + 19 = 24
Flyn withstands the noxious cloud and confusion…

cmlobue |

It would indeed. Not enough to drop it, though.
Botting Noke
Will Save: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 32
Noke easily shakes off the spell effect. She invites the spirit of paradise into her miond to help her destroy the tentacles.
Concentration: 1d20 + 18 + 6 ⇒ (2) + 18 + 6 = 26
Dispel Magic: 1d20 + 12 ⇒ (8) + 12 = 20
The spell effect vanishes. She then spreads out to make it harder for the enemy casters.
Red begins casting another spell.
Blue steps away from Shel again and fills the area with fog. Solid fog, specifically. Purple circle.
Round 3 - bolded may go
Quenly (haste, Fort save, Will save)
Flyn (haste)
Shel
Omrax (-8 HP)
Yellow (-30 HP)
Purple (-57 HP, casting)
Black
Green
Pink
Orange
Noke (-13 HP, haste)
Red (-37 HP, casting)
Blue (-60 HP)

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Flyn activates his adaptation ability to increase his natural armor to +2 as he moves outta the cloud so he can fire at purple and try to drop him…
Active AC: 29
To Hit: Dex+Base, Magic, Weapon Focus, Greater Bracers of Archery, Precise Shot, Improved Precise Shot, Deadly Aim, Point Blank Master, Manyshot, Hunter’s Blessing, Haste
Damage: Strength, Magic, Greater Bracers of Archery, Deadly Aim, Clustered Shot, Holy, Hunter’s Blessing
Magic Composite Longbow: 1d20 + 19 + 2 + 1 + 2 - 3 + 2 + 1 ⇒ (12) + 19 + 2 + 1 + 2 - 3 + 2 + 1 = 36
Magic/Cold Iron Damage: 1d8 + 3 + 2 + 1 + 6 + 2d6 + 2 ⇒ (3) + 3 + 2 + 1 + 6 + (2, 3) + 2 = 22
Seeing red is casting, he telepathically communicates with Quenly, Red is casting a spell, can you stop it?

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Omrax will smite and charge orange
”By the Inheritor! I smite thee also! “
Omrax +2 EO longsword, smite, charge, hunter 2H pa: 1d20 + 19 - 4 + 7 + 2 + 2 ⇒ (6) + 19 - 4 + 7 + 2 + 2 = 32
for Smite, 2H pa: 1d8 + 5 + 12 + 17 + 2 + 2 ⇒ (7) + 5 + 12 + 17 + 2 + 2 = 45
he will step up and attack if caster moves…

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Shel starts moving tothe outside, assuming she can pick her way through the fog.
Can still just see the main top of the purple dog circle. Can someone double move Shel towards an exit? Maybe she can try to follow the original baddie.

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GM, Quenly is flying above the level of the fog, per his last post. Unless the ceiling is less than 20' high, but since we're in a cathedral I've assumed not. Please go ahead and roll a Fort save at +13 if the fog (cloudkill I assume) catches Quenly.
Will DC19: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
Heartstone of the Wronged: 1d20 + 14 + 2 + 2 ⇒ (9) + 14 + 2 + 2 = 27
The hag's amulet that Quenly wears protects him from the Confusion spell. Allows a reroll vs Confusion as an immediate action 1/day. It's a chronicle sheet item. (Also boosts Quenly's Many Forms revelation by +2 levels).
I will deal with them, Flyn the Sage answers his fellow elf.
The shadows beneath the enemy caster Red expand and swallow the Lissalan, leaving a gaping whole in the floor.
Casting Shadow Conjuration Spiked Pit. Red gets a DC21 Reflex save to negate, and a DC21 Will save for 20% damage. Possibly if he passes the Will save he's only 10' deep, but that's a GM call. If he fails both saves he's 50' down a hole for 13 rounds.
spiked pit damage: 7d6 ⇒ (6, 6, 1, 5, 6, 4, 4) = 32 5d6 falling + 2d6 piercing.

cmlobue |

Quenly tries to convince Red that it fell into a pit.
Reflex, Red: 1d20 + 7 ⇒ (19) + 7 = 26
Will, Red: 1d20 + 10 ⇒ (17) + 10 = 27
Concentration, Red: 1d20 + 14 ⇒ (14) + 14 = 28
Red recognizes what is happening and does not allow it to disrupt the spell.
Shel leaves through a window.
Omrax hacks at one of the cultists.
Flyn fires an arrow, taking another one down.
Orange tries to back away and cast.
+2 EO longsword, smite, charge, hunter 2H pa: 1d20 + 19 - 4 + 7 + 2 + 2 ⇒ (11) + 19 - 4 + 7 + 2 + 2 = 37
Smite: 1d8 + 5 + 12 + 17 + 2 + 2 ⇒ (1) + 5 + 12 + 17 + 2 + 2 = 39
The beginning syllables of the spell die on its lips (as it dies too). The cloud in conjured continues to drift through the room.
Yellow puts a 10 foot wall between it and Flyn, then retreats. Cyan line.
Round 3 - bolded may go
Quenly (haste)
Flyn (haste)
Shel (escaped)
Omrax (-8 HP)
Yellow (-30 HP)
Purple
Black
Green
Pink
Orange
Noke (-13 HP, haste)
Red (-43 HP, casting)
Blue (-60 HP)

cmlobue |

Noke comes out of the smoke and tries to disrupt red.
Snopwball, Ranged Touch: 1d20 + 10 ⇒ (20) + 10 = 30
Cold Damage: 5d6 ⇒ (3, 1, 5, 3, 1) = 13
Round 4 - bolded may go
Quenly (haste)
Flyn (haste)
Shel (escaped)
Omrax (-8 HP)
Yellow (-30 HP)
Purple
Black
Green
Pink
Orange
Noke (-13 HP, haste)
Red (-43 HP, casting)
Blue (-60 HP)

cmlobue |

Noke comes out of the smoke and tries to disrupt red.
Snopwball, Ranged Touch: 1d20 + 10 ⇒ (2) + 10 = 12
Cold Damage: 5d6 ⇒ (2, 2, 6, 4, 3) = 17
There must have been a rock inside that snowball.
Concentration, Red: 1d20 + 14 ⇒ (6) + 14 = 20
This time, the cultist cannot maintain their spellcasting.
Red teleports itself out of the pit.
Blue tries to capture some Pathfinders in its web. White circle - Reflex DC 19.
Round 4 - bolded may go
Quenly (haste)
Flyn (haste)
Shel (escaped)
Omrax (-8 HP, Reflex save)
Yellow (-30 HP)
Purple
Black
Green
Pink
Orange
Noke (-13 HP, haste, Reflex save)
Red (-60 HP)
Blue (-60 HP)
Cultists are mostly gone. Remember that you need to be outside the building by the end of your turn to be considered "escaped".

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Omrax will attempt to break free of webs.
We need to complete this task quickly. The assassin is escaping whilst we suffer these fools. Sir Flyn, can you drop a few more?
reflex: 1d20 + 16 ⇒ (18) + 16 = 34
with his remaining move (if any) he will head towards the window.

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GM, I’m assuming I can’t shoot thru the webs to hit blue…
Frustrated by all the spells blocking his LOS, ”Not with all these damn spells…think I can take out one, someone needs to take out blue…”
Aided by haste, Flyn moves 70’ south and east… (Counting the spaces with pews and the ones between spews as difficult terrain/obstacles)
…and fires at red…
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, Hunter’s Blessing, Haste
Damage: Strength, Magic, Greater Bracers of Archery, PBS, Deadly Aim, Clustered Shot, Holy, Hunter’s Blessing
Magic Composite Longbow (Manyshot): 1d20 + 19 + 2 + 1 + 2 + 1 - 3 + 2 + 1 ⇒ (17) + 19 + 2 + 1 + 2 + 1 - 3 + 2 + 1 = 42
Magic/Cold Iron Damage: 1d8 + 3 + 2 + 1 + 1 + 6 + 4 + 2d6 + 2 ⇒ (4) + 3 + 2 + 1 + 1 + 6 + 4 + (1, 3) + 2 = 27

cmlobue |

Yes, webs provide cover, and total cover if there are at least 20 feet of them.
With a complaint about the battlefield, Flyn takes down Red.
Omrax also departs.

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Giving the little dragon telepathic instructions to finish off the enemy in the rear and then rendezvous outside, Quenly blasts the visible cultist with his shadow magic...
shadow evocation dragon's breath vs Yellow, acid damage: 12d6 ⇒ (6, 1, 2, 4, 3, 3, 5, 6, 6, 1, 6, 3) = 46
Saves are DC22 as follows:
Pass Will, Fail Reflex: 9 damage
Pass Reflex, Fail Will: 23 damage
Pass both: 4 damage
Fail both: 46 damage
If that drops Yellow, Quenly flies out of the cathedral, but does so close to Shel's exit point so that he can keep an eye on Noke and render assistance if the halfling witch needs it.

Quenly's Dragon |

Following Quenly's instruction, the little dragon flies over towards Blue cultist and breathes a gout of acid over them...
acid damage: 6d8 ⇒ (8, 7, 1, 8, 7, 4) = 35
Saves are DC21, as follows:
Pass Will, Fail Reflex: 7 dmg
Pass Reflex, Fail Will: 17 dmg
Pass both: 3 dmg
Fail both: 35 dmg
The Dragon will be in range of everyone for telepathy I think, except maybe Omrax, in current map positions.

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Hopefully Noke can take out blue if he’s still standing and then Flyn might be able to take out yellow if he’s still up…

cmlobue |

Reflex, Yellow: 1d20 + 7 ⇒ (20) + 7 = 27
Will, Yellow: 1d20 + 10 ⇒ (4) + 10 = 14
Reflex, Blue: 1d20 + 7 ⇒ (10) + 7 = 17
Will, Blue: 1d20 + 10 ⇒ (8) + 10 = 18
Yellow gets out of the way of the unreal dragon breath, letting it cling to life. Blue is not so lucky.
Round 4-5 - bolded may go
Quenly (haste)
Flyn (haste)
Shel (escaped)
Omrax (-8 HP, escaped)
Yellow (-53 HP)
Purple
Black
Green
Pink
Orange
Noke (-13 HP, haste, Reflex save)
Red
Blue

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Seeing the remaining Lissalan is severely hurt, Flyn thinks one more arrow will do it…
Will burn use of Perfect Strike which will hopefully ensure a hit…
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, Hunter’s Blessing, Haste, Perfect Strike
Damage: Strength, Magic, Greater Bracers of Archery, PBS, Deadly Aim, Clustered Shot, Holy, Hunter’s Blessing
Magic Composite Longbow: 1d20 + 19 + 2 + 1 + 2 + 1 - 3 + 2 + 1 ⇒ (1) + 19 + 2 + 1 + 2 + 1 - 3 + 2 + 1 = 26
Magic Composite Longbow (Perfect Strike): 1d20 + 19 + 2 + 1 + 2 + 1 - 3 + 2 + 1 ⇒ (11) + 19 + 2 + 1 + 2 + 1 - 3 + 2 + 1 = 36
Magic/Cold Iron Damage: 1d8 + 3 + 2 + 1 + 1 + 6 + 4 + 2d6 + 2 ⇒ (4) + 3 + 2 + 1 + 1 + 6 + 4 + (3, 5) + 2 = 31
Perfect Strike Uses Left: 4/6
…and, providing yellow drops, the hasted Flyn will head out through the nearest window…

cmlobue |

That is in fact the end of Yellow. The Pathfinders escape on the fifth round.
Long rules post coming...
Flyn Perception: 1d20 + 27 ⇒ (17) + 27 = 44
”Shel Perception”: 1d20 + 19 ⇒ (6) + 19 = 25
”Omrax Perception”: 1d20 + 10 ⇒ (20) + 10 = 30
“Noke Perception”: 1d20 + 17 ⇒ (10) + 17 = 27
”Quenly Perception”: 1d20 + 21 ⇒ (3) + 21 = 24
You make the DC 23 Perception check to find the fleeing assassin.

cmlobue |

You are now in a chase through the streets of the City of Monuments. You begin three blocks away from the assassin. For purposes of ranged abilities (but not movement), each block is 30 feet. On your turn, you may use a move action to attempt to move one block forward, making a check against either obstacle in the block you're leaving, or attempt to move three blocks forward by attempting both. If you do the latter, you move 3 if you make both, 1 if you make one and miss the other by 5 or less, stay if you make one and miss the other by more than 5, or lose your next turn if you fail both. You get a +2 bonus to all checks against obstacles for every 10 feet your movement exceeds 30 feet, and -10 for each 10 feet below 30 (but neither affects how many blocks you can move). You can also cast spells or make attacks, though you have to be in the same square to make a melee attack.
can choose to take another action not directly related to navigating the chase’s course, such as casting a spell or drinking a potion.
A character may attempt to move three squares during his turn by taking a full-round action. That character must overcome both obstacles on the square he is leaving. In this case, if a character fails either obstacle check by 5 or less, he only moves one square forward and his turn ends. If a character fails either obstacle check by more than 5, he cannot move at all that turn. A character unfortunate enough to fail two obstacle checks in a turn becomes mired in his current square. A mired character must spend another full-round action becoming unmired, effectively losing his next turn.
A character can also choose to make a ranged attack or cast a spell during his turn in a chase. If the action is a full-round action, he can’t move at all. Use the number of squares and their established distances (in this case, 30 feet) to determine ranges as necessary. The terrain where the chase takes place might provide the target partial or even full cover or concealment. A character can only choose to make melee attacks against targets that are in the same square.
A creature more than 3 cards away has total cover and total concealment. Creatures 3 cards away have improved cover and concealment. Creatures 2 cards away have partial cover and concealment. Creatures 1 card away only have partial cover.
Flying characters may be able to skip single obstacles, but still need to make checks if trying to move three squares.
Characters with enhanced movement rates receive a +2 bonus on all skill checks made to bypass an obstacle for every 10 feet of movement they possess beyond their initial 30-foot movement speed. Characters with movement rates less than 30 feet receive a –2 penalty for every 10 feet by which their speed is less than 30 feet. Regardless of speed, characters traveling on the ground are still restricted on the number of cards they can move per the rules outlined above.
Alternative skills can be used when it makes sense, but the DC will be higher.
If you fail to move for a turn, you can spend a full-round action the next turn to move 1 block without a roll.
”Shel Initiative”: 1d20 + 10 ⇒ (13) + 10 = 23
”Omrax Initiative”: 1d20 + 3 ⇒ (9) + 3 = 12
”Noke Initiative”: 1d20 + 5 ⇒ (14) + 5 = 19
”Quenly Initiative”: 1d20 + 11 ⇒ (10) + 11 = 21
”Assassin Initiative”: 1d20 + 9 ⇒ (13) + 9 = 22
Round 1 - bolded may go!
Shel
Assassin
Quenly (haste 7 rounds)
Noke (-13 HP, haste 7 rounds)
Flyn (haste 7 rounds)
Omrax (-8 HP)
A crowd has gathered around the cathedral, thanks to the sounds of battle inside. You may try to follow the currents of the throng with Sense Motive or push past them with Overrun.

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Sense motive 1d20 + 9 ⇒ (9) + 9 = 18
Shel runs toward the assassin and tries to follow the easiest way through the throng of people.

cmlobue |

Shel is able to move along with the crowd.
1d20 ⇒ 6
The assassin leaps over a hole in the street.
Round 1-2 - bolded may go!
Shel
Assassin
Quenly (haste 7 rounds)
Noke (-13 HP, haste 7 rounds)
Flyn (haste 7 rounds)
Omrax (-8 HP)

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In his full plate, Omrax has no thoughts of catching the hasted party.
”By the Inheritor! This must stop. I shall arrive by air. “
He activates his helm of the Valkyrie and gives chase.
Mists twist and forms into a large phantom wolf, which the paladin mounts with zeal.
Treat this as phantom steed cast by a 14th-level caster, but with an AC of 24 (–1 size, +8 natural armor, +7 Dexterity) and 100 hit points.
Move fly 100’
standard action to summon. Not sure how that affects obstacles. Can he still make a movement or done?

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With haste, current speed is 70’ (40’+30’) so +8 to movement/obstacle checks); with the assassin 4 squares away, I’ll move 1 square and then fire so the assassin is within 3 squares and won’t have total cover/concealment…
Flyn tries to get a sense of the crowd to make it easier to pass through…
Sense Motive: 1d20 + 10 + 8 ⇒ (5) + 10 + 8 = 23
…and then after moving, he fires at the assassin…
With Improved Precise Shot, Flyn ignores all cover/concealment except for total cover/total concealment
To Hit: Dex+Base, Magic, Weapon Focus, Greater Bracers of Archery, Precise Shot, Improved Precise Shot, Deadly Aim, Point Blank Master, Haste, Elven Ranger Racial Confirmation Bonus
Damage: Strength, Magic, Greater Bracers of Archery, Deadly Aim, Clustered Shot, Holy
Magic Composite Longbow: 1d20 + 19 + 2 + 1 + 2 - 3 + 1 ⇒ (19) + 19 + 2 + 1 + 2 - 3 + 1 = 41
Confirmation: 1d20 + 19 + 2 + 1 + 2 - 3 + 1 + 3 ⇒ (14) + 19 + 2 + 1 + 2 - 3 + 1 + 3 = 39
Magic/Cold Iron/Good/Critical Damage: 3d8 + 9 + 6 + 3 + 18 + 2d6 ⇒ (3, 3, 3) + 9 + 6 + 3 + 18 + (1, 2) = 48

cmlobue |

Omrax, you can travel one block with a move action and a successful check against either of the obstacles in your current location. Your 100 ft. speed gives you a +14 to the check. This bonus may make going for three blocks on your next turn much more obtainable.
Flyn fires an arrow through the crowd. It strikes perfectly despite the bystanders and buildings, but does not bite as deeply as expected. DR
Round 1-2 - bolded may go!
Shel
Assassin (-38 HP)
Quenly (haste 7 rounds)
Noke (-13 HP, haste 7 rounds)
Flyn (haste 7 rounds)
Omrax (-8 HP, move action)
The Pathfinders find themselves in a narrow alley. They can try to move through the gaps with Escape Artist or climb over the obstacles with Acrobatics.