
![]() |

The hobgoblin raises an eyebrow.

![]() |

So far, Balagos has been happy to just follow around the group and laugh at their antics. Now, with the option to pick a destination, he decides to continue riding this adventure and let the fates guide him instead of forcing his path.
I've also played this one, so go ahead and choose a route!

![]() |

It looks like it is going to be Nex - unless someone else has a better idea.
Lendaru hasn't spoken yet and they are suddenly the focus of six pairs of eyes (or whatever substitutes)

![]() |

BK twils around with his eyes close, stops, opens his eyes, and points.
"OK, let's go then."
Whether or not it is the right direction he starts off in that direction, though he will stop if by some random chance, nobody comes with him because it is not the right way.

![]() |

So, off to Heidmarch Manor you go - although it's not that simple. To navigate the Maze to get to a spacific location, you need to spend 10 minutes following instructions given to you.
Attempt a Survival check to Sense Direction, a Scouting Lore check, or another skill check which the text specifies can be used in place of Survival. In this case, it's Pathfinder Society Lore, Society or Athletics

![]() |

Scouting lore: 1d20 + 8 ⇒ (19) + 8 = 27
Follow me, soldiers.

![]() |

pathfinder lore: 1d20 + 5 ⇒ (17) + 5 = 22
Out of sheer luck, BK heads off in the right direction and even spots a few of the 'signposts' along the way.

![]() |

When you get to the other end - which is indeed Heidmarch Manor, as indicated by the coat of arms above the main door, Horul notices a distinct lack of security. Could something be wrong?
Everyone gets +2 to their next initiative check

![]() |

The hobgoblin turns towards his companions: Soldiers, be prepared. Something is going wrong here.
He draws his breaching pike.

![]() |

"You don't say..." Nykor looks around for some rats to speak to.

![]() |

”Are you okay?” Hyphy asks... whomever ought be at the door... ?

![]() |

There is no one there for Hyphae to ask.
Taiwalei and Horul immediately feel something is off from the eerie silence. The venture-captain draws his weapon and uses the Pathfinder Society’s universal sign language, Napsu-Sign, to communicate that you should check out the display room whose doors have been left ajar while he goes to search for those who were supposed to be guarding the place.
The building the PCs enter has a single story and the rooms are about ten feet tall, with a small stone tower. Everything else is made of wood.
Initiatives:
Nykor (Stealth): 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Lendaru (Stealth): 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Horul (Stealth): 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Banterknell (Scout): 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Balagos (Investigate): 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Hyphy (Investigate): 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Directly opposite the main door on the wall is the coat of arms of the lodge, which all of you recognize. Heidmarch Manor’s is blue and white featuring a wall with two shields with three stars hanging overhead.
There is no sign of opposition yet. What do you do?

![]() |

Nykor approaches cautiously, wondering why there aren't any guards around...
Perc +6

![]() |

Expecting the worst, BK begins a lingering performance to inspire courage, then casts inspire courage and shield.
lingering performance check: 1d20 + 8 ⇒ (13) + 8 = 21
Carefully he tries to sneak forward and become one with one of the pillars.
stealth: 1d20 + 7 ⇒ (6) + 7 = 13
o lingering performance
* inspire courage
* shield
* sneak

![]() |

Hyphy copies Nykor, unsure of himself.
”I said, are you okay?” into the darkness...

![]() |

The hobgoblin follows his soldiers ready to engage in battle.

![]() |

Balagos spots faint tracks left behind by four different shoe-wearing Medium humanoid creatures, all of which head toward the northern-most doorway.

![]() |

The alchemist is also ready to act with his breaching pike in hand moving forward along the wall.

![]() |

Anyone using Perception to Search?

![]() |

Hyphy goes to look.
Perception (Trained): 1d20 + 5 ⇒ (12) + 5 = 17

![]() |

Avoid notice here

![]() |

Anyone using Perception to Search?
Yes, BK uses the Scout exploration activity which is perception based. Or are you asking if we are searching the room before heading on?

![]() |

If anyone is using the Search activity, please roll Perception

![]() |

You follow the tracks and open the door. This large exhibition room is lined with 3-foot-tall shelves. A center display stands on a 1-foot-tall platform. On the far end of the room is a set of stairs that goes up three feet to an elevated corridor, which is fenced off by 2-foot tall guard rails. At a glance, most items on exhibit are tastefully expensive.
Some robbers are ransacking the place.
Nykor (Stealth): 22
Lendaru (Stealth): 26
Horul (Stealth): 14
Banterknell: 23
Balagos (Investigate): 10
Hyphy (Investigate): 25
Red: 1d20 + 7 ⇒ (10) + 7 = 17
Blue: 1d20 + 7 ⇒ (12) + 7 = 19
Green: 1d20 + 7 ⇒ (3) + 7 = 10
Cyan: 1d20 + 5 ⇒ (18) + 5 = 23
Magenta: 1d20 + 5 ⇒ (9) + 5 = 14
Lendaru and Hyphy get to act first before Cyan

![]() |

"STEALING!?"
Hyphy's bright and chipper demeanor exits abruptly - a Demonic voice echoes from his mouth as his face transforms into a Twisted Landscape of Anger and Rage. His eye darkens in shade then dilates to ten times it's diameter, and dark purple occult energy flows from it. Like a twin dagger, a psychic chip hurls itself at the Pink Thief, assaulting her mind and body!
Pink Thief to Will Save vs DC: 18 = 18
Range 30 feet
Defense Will
Targets 1 creature
Duration sustained up to 1 minute
Target is sickened 1 if it fails (sickened 2 w/ critical failure). This condition can't be reduced below 1 while the spell is active and you can see the target.
◆) Evil Eye
◆◆) Phase Bolt
Phase Bolt (piercing, 30-ft, ignores +2 circumstance to AC) vs Pink Thief: 1d20 + 8 ⇒ (8) + 8 = 163d4 ⇒ (3, 1, 1) = 5

![]() |

Is the inspire courage still active? If so there is a +1 to those rolls.

![]() |

will(pink): 1d20 + 3 ⇒ (6) + 3 = 9
Eeeeep. It's a Witch (Pink: -5)
I'm gonna BURN it replies Cyan.
So saying, Cyan double moves to the door where the Pathfinders are still stacked up and punches Hyphae
fist: 1d20 + 7 ⇒ (16) + 7 = 23 bludgeoning: 1d4 + 1 ⇒ (4) + 1 = 5
Nykor and BK are up before Red, Blue & Magenta/Pink

![]() |

Nykor shoots at green point blank twice and then moves back.
"Make them come to us..." he says.
Bow: 1d20 + 7 ⇒ (19) + 7 = 26Piercing w/ Sneak attack: 1d6 + 1d6 ⇒ (3) + (6) = 9
Bow: 1d20 + 7 ⇒ (8) + 7 = 15Piercing: 1d6 ⇒ 5

![]() |

Since Green is off kilter (or whatever flat foot is now), that's a crit and a hit. Green goes down.
((Green - point blank??? - not according to the map you didn't - and is that door open? Please remember to move your tokens accordingly))

![]() |

If the lingering inspire courage is not active, BK will start a performance. If it is active he will cast shield. See question posted 12/12 06:57 pm.
BK holds his position and starts playing his flute. As he does a shimering barrier appears around him and with a flourish to the left he sends aDC 18 Daze spell towards Blue for 4 points of damage.
*shield or inspire courage
**daze spell

![]() |

will(Blue): 1d20 + 6 ⇒ (1) + 6 = 7
Blue and Red move then both throw two daggers at Horul through the doorways.
dagger: 1d20 + 7 ⇒ (17) + 7 = 24 piercing: 1d4 ⇒ 4
dagger: 1d20 + 3 ⇒ (18) + 3 = 21 piercing: 1d4 ⇒ 4
dagger: 1d20 + 7 ⇒ (6) + 7 = 13 piercing: 1d4 ⇒ 1
dagger: 1d20 + 3 ⇒ (17) + 3 = 20 piercing: 1d4 ⇒ 3
Magenta spends all three actions moving.
((Blue:8, Magenta:5))
Horul, Balagos, Lendaru and Hyphy get to act before Cyan

![]() |

How long does BK have left on his 3 round lingering composition?

![]() |

What poor soldiers the hobgoblin has with him. Opening a door before to leave. But the enemy also has a tactic difficult to understand. Being in melee they choose to throw daggers towards someone farthest. Weird.
But enough thought. The chief strikes the cyan one.
+1 Breaching pike: 1d20 + 8 ⇒ (18) + 8 = 26
Damage, weapon siphon (fire): 1d6 + 1 + 1d4 ⇒ (5) + 1 + (4) = 10
And Poison: Black Adder Venom : DC 18 Fortitude; Maximum Duration 3 rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d6 poison damage (1 round)
Then he cast a spell upon both red and blue.
Electric arc: 1d4 + 4 ⇒ (3) + 4 = 7
reflex DC 18

![]() |

Cyan dies outright. Yeah, it does seem that some of them are quite new at this sort of caper.
ref(blue): 1d20 + 7 ⇒ (2) + 7 = 9
ref(red): 1d20 + 7 ⇒ (7) + 7 = 14
((Blue:15, Magenta:5 Red:7))
((This is Round 2))
Lendaru and Hyphy still to go, and with Cyan down, Nykor and BK are up.

![]() |

BK plays his flute vigorously, inspiring his comrades and sending a piece of debris at red.
to hit TK projectile, inspire courage: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
damage, inspire courage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
*inspire courage +1
**TK projectile

![]() |

The inventor strikes twice the blue.
Greatpick:1d20 + 9 ⇒ (19) + 9 = 28
Damage:1d10 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Damage if crit:3d12 + 6 + 4 ⇒ (4, 12, 7) + 6 + 4 = 33
Greatpick:1d20 + 9 - 5 ⇒ (20) + 9 - 5 = 24
Damage crit:3d12 + 6 + 4 ⇒ (12, 9, 3) + 6 + 4 = 34
Then he casts shield.

![]() |

BK scores a crit on Red which takes them down.
Lendaru turns Blue into an organic sticky mess.
Only Magenta/Pink is left and she looks like she wants out of here.
Hyphy and and Mykor still to go.