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"We need to wake one of them so I can interrogate them. But let me attend to the wounds."
Treat Wounds Enrax: 1d20 + 9 ⇒ (15) + 9 = 24 Heal: 2d8 ⇒ (1, 3) = 4
Treat Wounds Nal: 1d20 + 9 ⇒ (15) + 9 = 24 Heal: 2d8 ⇒ (8, 1) = 9
Luz then treats wounds on Red.
Treat Wounds Red: 1d20 + 9 ⇒ (7) + 9 = 16 Heal: 2d8 ⇒ (1, 7) = 8
Once away Luz begins to ask question him using a Pointed Question This is a class feat
"Who sent you and why?"
Pointed Question (Diplomacy): 1d20 + 6 ⇒ (13) + 6 = 19

Salera, the Reformed |

Salera grins.
Intimidation(Aid): 1d20 + 7 ⇒ (2) + 7 = 9
But she's not as scary as she wishes she could be.
Jiggo spends some time casting stabilize on the bleeding person.

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Red responds: I don't know why. Tilasti got the group of us together and said we could get paid for rampaging through the Pathfinder vaults. It sounded good to me. Tilasti didn't say who hired us and we didn't ask.

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After ensuring that Tilasti is thoroughly bound, she holds a dagger to his neck. "We can interrogate this one now, but make it quick. We need to stop the others."

Salera, the Reformed |

"Something tells me we'll get better answers if we keep moving." Salera ducks and begins to Avoid Notice.
Salera will use Avoid Notice as her exploration activity. Stealth +9
Jiggo closes the guard's eyes and falls in line behind her.
Jiggo will Avoid Notice. Stealth +6

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With Tilasti revived, Luz goes to work on him.
"Why have you done this and who are you working with?"
Pointed Question: 1d20 + 6 ⇒ (14) + 6 = 20

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We are merely a band of mercenaries hired to attack the Pathfinder lodge and cause as much chaos as possible.
When you are tying up Tilasti, you find a partial, charred drawing of an ornate chest. New slide 7
Azrael's Perception (T): 1d20 + 4 ⇒ (7) + 4 = 11
Hadega E. Scrimsworth's Perception (E): 1d20 + 6 ⇒ (3) + 6 = 9
Enrax's Perception (E): 1d20 + 7 ⇒ (15) + 7 = 22
Jiggo's Perception (E): 1d20 + 8 ⇒ (12) + 8 = 20
Nal's Perception (E): 1d20 + 9 ⇒ (2) + 9 = 11
Luz Lumino's Perception (E): 1d20 + 8 ⇒ (18) + 8 = 26
Tilasti is concealing some aspect of their mission.
Pontrius doesn’t want anyone to know he is looking for the object in the drawing; this includes his own allies.
A group of guards comes by and collects your prisoners so you can continue the hunt.
A few minutes later, you round a corner and catch sight of several intruders heading down a hallway, about to make their way out of an exit to the surface.
Noticing you, one of the Devil’s Claws shouts something. While turning, they place a device on the ground in the middle of the 10-foot-wide hallway, and with a gentle motion, move what looks like the big hand on a clock. The sound of a slow ticking fills the hallway as the mercenaries duck around a corner toward their escape. To pursue the mercenaries, you must make their way through the hallway and past the strange device.
Enrax's Arcana (T): 1d20 + 5 ⇒ (1) + 5 = 6
Nal's Arcana (T): 1d20 + 6 ⇒ (17) + 6 = 23
Luz Lumino's Arcana (T): 1d20 + 8 ⇒ (3) + 8 = 11
Azrael's Occultism (T): 1d20 + 5 ⇒ (4) + 5 = 9
Hadega E. Scrimsworth's Occultism (T): 1d20 + 6 ⇒ (11) + 6 = 17
Luz Lumino's Occultism (T): 1d20 + 8 ⇒ (13) + 8 = 21
Nal, Hadega and Luz realize this is a hazard
Disable DC 18 Thievery or Crafting to interfere with the metronome’s mechanisms,
DC 22 Athletics to grip the hand and prevent it from moving, or
DC 22 Arcana or Occultism to interpret the magic runes on the metronome and counteract its effects.
AC 16; Fort +11, Ref +5
Hardness 7; HP 30 (BT 15); Immunities critical hits, object immunities, precision damage
Enchanting Beat (auditory, occult) [reaction] Trigger A creature starts the metronome;
Effect During the next 10 minutes, any creature who approaches within 30 feet of the metronome,other than the one who activated it, must attempt a DC 18 Will save, with the following effects.
Critical Success The creature is unaffected by the metronome and acts normally.
Success The creature is fascinated for as long as it can hear the metronome and remains within 30 feet of it.
Failure The creature is slowed 1 and is fascinated for as long as it can hear the metronome and remains within 30 feet of it. While fascinated in this way, the creature can’t willingly move more than 30 feet away from the metronome until it stops ticking. The creature is then fatigued for 1 hour.]/b]
[b]Critical Failure The creature is slowed 1 and is fascinated for as long as it can hear the metronome and remains within 30 feet of it. While fascinated in this way, the creature can’t willingly move more than 30 feet away from the metronome until it stops ticking. The creature is then fatigued for 2 hours.
"Initiative" to track who has acted.
Manipulator's Metronome: Round 1
Luz Lumino 38/38 HP
Nal 48/52 HP
Jiggo 47/47 HP
Enrax 27/36 HP
Azrael 20/20 HP
Hadega E. Scrimsworth 8/8 HP

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"Is that all?" Jiggo raises an eyebrow. "Your lack of cooperation will be noted." He shakes his head. "We're losing too much time. We'll figure out what these mercenaries were after if we keep moving."
The Manipulator's Metronome clicks in a hypnotic rhythm. Salera looks at it. "Jiggs, stay back, I got this."
Salera's Will Save: 1d20 + 8 ⇒ (18) + 8 = 26
She approaches the device... and stands there, fascinated.
Jiggo moves up right behind her (should be at 35 feet, but here's a save just in case.) and tries to shake her out of the fascination.
Jiggo's Will Save: 1d20 + 8 ⇒ (12) + 8 = 20
Regaining her wits, Salera nods. "Right, how about we coordinate this. If I get distracted again, you wake me up, then I'll go in."
Salera Strides, gets fascinated
Jiggo Strides behind Salera, breaks fascination
Jiggo can spend 2 actions to Stride up to anyone else who is fascinated and break them out of it.

Salera, the Reformed |

Thank, you GM. I always confuse this with 1e Fascination.
Salera's attention is consumed by the clock... but she continues anyway.
She's close enough to the clock to attempt to disable it.
Thievery: 1d20 + 9 ⇒ (13) + 9 = 22
"Alright... I think I made some progress here..." Salera mumbles to herself.
Act Together: Salera takes 3 actions, Jiggo gets a bonus action
◆ Salera Strides
◆◆ Salera Disables Device
◆ Jiggo Strides within 35 ft of the device

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DC 18 Will save: 1d20 + 9 ⇒ (9) + 9 = 18
"Fascinating." Nal has no idea she's made a pun.
Thievery DC 18: 1d20 + 12 ⇒ (14) + 12 = 26

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You have two Successful deactivations. The device is still active.
Bold may act
Luz Lumino 38/38 HP
Nal 48/52 HP
Jiggo 47/47 HP
Enrax 27/36 HP
Azrael 20/20 HP
Hadega E. Scrimsworth 8/8 HP

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Three Successes. The Metronome is showing stress, but is still ticking.
Bold may act
Luz Lumino 38/38 HP
Nal 48/52 HP
Jiggo 47/47 HP
Enrax 27/36 HP
Azrael 20/20 HP
Hadega E. Scrimsworth 8/8 HP

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Enrax and Hadega move up and try to disable the Metronome, but dont' make any progress.
In the meantime, I still need Will saves from Azrael and Enrax. If you fail this save, even when the Metronome is disabled, you will be Fatigued for one hour afterwards.
Since Hadega Critically Failed the save, she will be Fatigued for two hours afterward

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Luz approaches....
Will Save: 1d20 + 9 ⇒ (17) + 9 = 26
Fascinated by the device, he attempts to decipher the arcane writings to counter-act its effects.
Arcana: 1d20 + 9 ⇒ (15) + 9 = 24

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Luz manages to take the last action to disable the Metronome (final success, just in time)
Following the rearguards’ trail, you make their way to a service entrance and out onto a side street.
You hear Venture-Captain Brackett and Valor shouting in the distance as they engage another group of mercenaries nearby. Your foes are visibly nervous—it is clear their group has been surrounded.
Uncle Jeb the Cleric Initiative: 1d20 + 7 ⇒ (5) + 7 = 12
Black Rogue: 1d20 + 4 ⇒ (10) + 4 = 14
Blue Rogue: 1d20 + 4 ⇒ (15) + 4 = 19
Red Rogue: 1d20 + 4 ⇒ (14) + 4 = 18
Azrael's Initiative Using Searching: 1d20 + 4 ⇒ (20) + 4 = 24
Hadega E. Scrimsworth's Initiative Using Searching: 1d20 + 6 ⇒ (11) + 6 = 17
Enrax's Initiative Using Search: 1d20 + 7 ⇒ (11) + 7 = 18
Jiggo's Initiative Using Search: 1d20 + 8 ⇒ (2) + 8 = 10
Nal's Initiative Using Scout: 1d20 + 9 ⇒ (9) + 9 = 18
Luz Lumino's Initiative Using Investigation: 1d20 + 8 ⇒ (15) + 8 = 23
Alley: Round 1
Bold may act
Azrael 20/20 HP, Fatigued
Luz Lumino 38/38 HP
Blue Rogue - HP
Red Rogue - HP
Nal 52/52 HP
Enrax 36/36 HP
Hadega E. Scrimsworth 8/8 HP, Fatigued
Black Rogue - HP
Uncle Jeb the Cleric Red Border - HP
Jiggo 47/47 HP

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Azrael rushes out into the streets. "The guards all have you surrounded. GIve up this nonsense." Holding her hand out she breaths a find dust into their midst.
Cast sleep (Marked on the map) DC 18 Will Save
◆ Stride
◆◆ Sleep
HP 20/20
AC 16 (17 w/ Shield)
Focus Points 2/2 (Can regain 2 w/ refocus)
Amped Shield Layers (Hardness 5/7/10) Azrael Shield 3/3 |
Spells (1st) 1/2
Battle Medicine:
Hero Points 2/3

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Red Rogue Will Save: 1d20 + 6 ⇒ (1) + 6 = 7
Black Rogue Will Save: 1d20 + 6 ⇒ (18) + 6 = 24
Uncle Jeb Will Save: 1d20 + 11 ⇒ (12) + 11 = 23
The Red Rogue starts gently swaying, asleep on their feet.
Uncle Jeb and the Black cloaked rogue are relatively unaffected.

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Luz, having seen the escaping rogues, sets them as the subject of his new lead as he disables the metronome.
DaS on bllue: 1d20 ⇒ 11
Luz advances a readies a whip trip on Blue if he gets in range
Readied Trip (Athleticist): 11 + 11 = 22
.

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The Blue Rogue replies: We'll see who gives up
◆ Interact to wake up Red
◆ Draw dagger
◆ Advance toward the party
As Blue moves forward, Luz uses their whip to trip them
The now awake Red trimmed Rogue
◆ Draws dagger
◆ Advance toward the party
◆ Stabs at Azrael
dagger attack (agile, finesse): 1d20 + 7 ⇒ (3) + 7 = 10
Piercing Damage: 1d4 + 2 ⇒ (4) + 2 = 6
The Red trimmed Rogue still has sleep in their eyes.
Alley: Round 1
Bold may act
Azrael 20/20 HP, Fatigued
Luz Lumino 38/38 HP
Blue Rogue - HP, Prone
Red Rogue - HP
Nal 52/52 HP
Enrax 36/36 HP
Hadega E. Scrimsworth 8/8 HP, Fatigued
Black Rogue - HP
Uncle Jeb the Cleric Red Border - HP
Jiggo 47/47 HP

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"What an odd device..." Jiggo looks at the metronome as it winds down. "Well, time to move on, let's see if we can catch up."
The fight spills out into the street as Salera keeps up the pace. Jiggo is a bit too slow to react to the noise about him.

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Nal dashes around to flank red with Azrael, knowing full well that she's being reckless, and tries to hamstring them.
Shortsword (S), nonlethal: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 281d6 + 4 ⇒ (3) + 4 = 7
Sneak Attack: 1d6 ⇒ 1
Crit damage (incl. sneak attack): 2d6 + 4 ⇒ (3, 1) + 4 = 8
◆ Stride, ◆ Stride, ◆ Strike

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Enrax moves up and instantly kills the Rogue in Blue trim.
Nal moves up and whacks Red with the flat of her shortsword, sending him back to dreamland for a longer stay this time,
Alley: Round 1
Bold may act
Azrael 20/20 HP, Fatigued
Luz Lumino 38/38 HP
Blue Rogue -24 HP, Dead
Red Rogue -16 HP, 16 NL, Unconscious
Nal 52/52 HP
Enrax 36/36 HP
Hadega E. Scrimsworth 8/8 HP, Fatigued
Black Rogue - HP
Uncle Jeb the Cleric Red Border - HP
Jiggo 47/47 HP

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Hadega begins to comment on form and posture, trying to shake the fatigue from her. She then finds some loose debris and slings it at the last rogue.
◆ Inspire Courage ◆◆ TKP
TKP, fatigued: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14
DMG B: 1d6 + 5 ⇒ (6) + 5 = 11

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Hadega's mentally thrown rock misses the Rogue
The Black trimmed Rogue
◆ Draws dagger
◆ Advance toward Nal
◆ Stabs at Nal
dagger attack (agile, finesse): 1d20 + 7 ⇒ (20) + 7 = 27
Piercing Damage: 1d4 + 2 ⇒ (1) + 2 = 3
That has to be one of the worst crits ever
Uncle Jeb the cleric steps forward and casts a spell
◆ Step
◆◆ Cast Spell Sound Burst to catch Nal and Azrael (DC 20 Fort Save, deafened on failure, stunned on crit failure)
Sound Burst damage: 2d10 ⇒ (3, 3) = 6
Alley: Round 1 into 2
Party Conditions: Inspire Courage +1 ATk/DMG
Bold may act
Azrael 20/20 HP, Fatigued, DC 20 Fort save for 6 damage
Luz Lumino 38/38 HP
Blue Rogue -24 HP, Dead
Red Rogue -16 HP, 16 NL, Unconscious
Nal 46/52 HP, DC 20 Fort save for 6 damage
Enrax 36/36 HP
Hadega E. Scrimsworth 8/8 HP, Fatigued
Black Rogue - HP
Uncle Jeb the Cleric Red Border - HP
Jiggo 47/47 HP

Salera, the Reformed |

"Jiggs. Jiggs!" Salera finally gets Jiggo's attention. "Come on."
"Whoops, sorry! Everything moved so fast. How about you help clear the field?" He casts Boost Eidolon and Salera moves into flanking against the Black-clad rogue.
"And don't kill them!" Jiggo shouts, causing Salera to sigh. "Like they would give you the same mercy."
Claw, Inspire Courage, Flanking Black: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Nonlethal Slashing Damage, Inspire Courage, Boost Eidolon: 1d6 + 1 ⇒ (5) + 1 = 6
+1 Good damage against evil or those weak to Good damage
Jiggo casts >Boost Eidolon< on Salera
Salera Strides twice
Salera Strikes Black

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That has to be one of the worst crits ever
Oh my gosh yes, but it makes me happy.
DC 20 Fort Save vs. Sound Burst: 1d20 + 8 ⇒ (8) + 8 = 16
Failure for 6 damage and deafened for 1 round
The world goes silent, but Nal can still KO bad guys. She spins around with the flat of her blade and takes a swipe at the foe between her and Salera.
Shortsword (S), nonlethal: 1d20 + 10 ⇒ (8) + 10 = 181d6 + 4 ⇒ (5) + 4 = 9
Sneak Attack: 1d6 ⇒ 3
Shortsword (S), MAP, nonlethal: 1d20 + 6 ⇒ (3) + 6 = 91d6 + 4 ⇒ (5) + 4 = 9
Sneak Attack: 1d6 ⇒ 6
Shortsword (S), MAP, nonlethal: 1d20 + 2 ⇒ (2) + 2 = 41d6 + 4 ⇒ (6) + 4 = 10
Sneak Attack: 1d6 ⇒ 5
◆ Strike, ◆ Strike, ◆ Strike

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Fort DC 20: 1d20 + 4 ⇒ (13) + 4 = 17 6 damage
Azrael's ears hurt from the burst of sound all around her. SHe stumbles forth, her scythe spilling out all manner of color into Uncle Jeb.
◆ Stride
◆◆ Color Spray (Will DC 18)
HP 14/20
AC 16 (17 w/ Shield)
Focus Points 2/2 (Can regain 2 w/ refocus)
Amped Shield Layers (Hardness 5/7/10) Azrael Shield 3/3 |
Spells (1st) 1/2
Battle Medicine:
Hero Points 2/3

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Salera and Nal quickly drop the Rogue in the Black trim.
Nal, Black dropped after your first blow, so you can RETCON your last two actions.
Uncle Jeb Will save: 1d20 + 11 ⇒ (15) + 11 = 26
Uncle Jeb is Dazzled for 1 round
Alley: Round 1 into 2
Party Conditions: Inspire Courage +1 ATk/DMG
Bold may act
Azrael 14/20 HP, Fatigued
Luz Lumino 38/38 HP
Blue Rogue -24 HP, Dead
Red Rogue -16 HP, 16 NL, Unconscious
Nal 40/52 HP, RETCON 2 Actions
Enrax 36/36 HP
Hadega E. Scrimsworth 8/8 HP, Fatigued
Black Rogue -18 HP, 18 NL
Uncle Jeb the Cleric Red Border - HP, Dazzled
Jiggo 47/47 HP

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RETCON 2 actions:
As soon as her target drops, Nal hops over him to close in on the spellcaster, taking a swipe at Uncle Jeb.
Use Nal's second strike from her previous post, which unfortunately will miss.
◆ Stride, ◆ Strike

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Luz advances and trips the enemy cleric
Alley: Round 1 into 2
Party Conditions: Inspire Courage +1 ATk/DMG
Bold may act
Azrael 14/20 HP, Fatigued
Luz Lumino 38/38 HP
Blue Rogue -24 HP, Dead
Red Rogue -16 HP, 16 NL, Unconscious
Nal 40/52 HP
Enrax 36/36 HP
Hadega E. Scrimsworth 8/8 HP, Fatigued
Black Rogue -18 HP, 18 NL, Unconscious
Uncle Jeb the Cleric Red Border - HP, Dazzled, Prone
Jiggo 47/47 HP

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Enrax moves up and soundly whacks Uncle Jeb the cleric, but Jeb still has some fight in him.
Alley: Round 1 into 2
Party Conditions: Inspire Courage +1 ATk/DMG
Bold may act
Azrael 14/20 HP, Fatigued
Luz Lumino 38/38 HP
Blue Rogue -24 HP, Dead
Red Rogue -16 HP, 16 NL, Unconscious
Nal 40/52 HP
Enrax 36/36 HP
Hadega E. Scrimsworth 8/8 HP, Fatigued
Black Rogue -18 HP, 18 NL, Unconscious
Uncle Jeb the Cleric Red Border -19 HP, Dazzled, Prone
Jiggo 47/47 HP

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Hadega continues to 'inspire' her fellows.
She tosses an unseemly piece of debris at Jeb.
◆ Inspire Courage ◆◆ TKP
TKP, fatigue: 1d8 + 8 - 1 ⇒ (4) + 8 - 1 = 11
DMG: 1d6 + 5 ⇒ (5) + 5 = 10

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Hageda's attack misses the prone cleric.
Uncle Jeb
◆ Stand up
◆ Step back
◆ Cast Harm at 2nd level on Nal
Harm spell damage: 2d8 ⇒ (3, 6) = 9 DC 20 Fort save
Flat check for dazzled DC5: 1d20 ⇒ 19
Alley: Round 1 into 2
Party Conditions: Inspire Courage +1 ATk/DMG
Bold may act
Azrael 14/20 HP, Fatigued
Luz Lumino 38/38 HP
Blue Rogue -24 HP, Dead
Red Rogue -16 HP, 16 NL, Unconscious
Nal 40/52 HP, DC20 basic Fort save 9 damage
Enrax 36/36 HP
Hadega E. Scrimsworth 8/8 HP, Fatigued
Black Rogue -18 HP, 18 NL, Unconscious
Uncle Jeb the Cleric Red Border -21 HP
Jiggo 47/47 HP

Salera, the Reformed |

"Oh, come on. Now you're just wasting our time." Salera runs around Nal to flank the cleric.
Claw: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
Nonlethal Slashing Damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
+1 Good damage against evil or those weak to Good damage
Tail: 1d20 + 10 - 4 + 1 ⇒ (14) + 10 - 4 + 1 = 21
Nonlethal Bludgeoning Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
+1 Good damage against evil or those weak to Good damage
Act Together: Salera takes 3 actions, Jiggo takes a bonus action
◆ Salera Strides
◆◆ Salera Strikes Twice
◆ Jiggo Strides

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Azrael rushes Uncle Jeb and slashes her scythe past Nal. "Duck!"
Mind Weapon: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage (Bludgeoning): 1d10 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Mind Weapon: 1d20 + 7 + 1 - 5 ⇒ (7) + 7 + 1 - 5 = 10
Damage (Bludgeoning): 1d10 + 2 + 1 ⇒ (6) + 2 + 1 = 9
◆ Stride
◆ Strike
◆ Strike
HP 14/20
AC 16 (17 w/ Shield)
Focus Points 2/2 (Can regain 2 w/ refocus)
Amped Shield Layers (Hardness 5/7/10) Azrael Shield 3/3 |
Spells (1st) 1/2
Battle Medicine:
Hero Points 2/3

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With Salera's two attacks, Uncle Jeb falls unconscious.
VC Brackett and Valor approach as you clean yourselves up from your last fight and finish questioning any survivors.
Brackett says I am relieved that you seem to have fared well. Thank you for your quick thinking and action. It was good that you disabled Junior instead of destroying it, as that was a good demonstration that violence is not always the answer.
Finally, Valor asks if they may have a moment of everyone’s time.
Valor says I am also impressed by your actions and I am very concerned about this new Chelaxian threat.
I was surprised by your success at convincing the Council representatives that the Pathfinder Society should retain the Cathedral. I admire your thoughtful and convincing arguments that led to your achievement. I acknowledge that I had some assumptions about the Pathfinders that were proven wrong. Things were shifting in your favor when you left the Golden Cathedral this morning, and it was apparent that your efforts were beginning to succeed.
“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.”
]I’ll leave the game open for a few days, so if you have any questions for the prisoners or VC Brackett, you can ask them.
I will be generating the Chronicle sheets and reporting shortly.

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DC 20 Fort: 1d20 + 8 ⇒ (3) + 8 = 11
Failure for 9 damage.
"Ow. Good work, team." Nal looks a bit worse for the wear, but she stands proudly and respectfully as Valor speaks. Once he's had his say, she informs VC Brackett: "We did our best to keep as many of them alive as possible for interrogation. What happened at the hearing after we left?"

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The subcommittee of the People's Council recommended the Pathfinders retain control of the former Cathedral of Aroden. The vote was unanimous.