Adowyn

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554 posts. Alias of bluedove.


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Torin, looking for Thonis and Tournament Ceremony

Torin Argentus wrote:

He slowly stood up and walked over to the trio conversing. He nodded to Arthur, and bowed slightly to Ismene. "My apologies for interrupting..." he began, "I wanted to thank lady Adula for her healing before I stepped out."

Smoothing his hand down the front of his tunic toward his coin purse he realizes despite the healing it was still split in a diagonal line across his torso. He paused, briefly poking his chiseled torso to check the jagged wound had been healed without a scar. Finding her work flawless, Torin reaches for a gold piece and hands it to Adula. "I am certain you have already been compensated, but I would not see a cleric of Abadar pushed so far by my hand without recompense." he explains with a knowing look.

Adula smiles brightly with sudden understanding. "Are you one of the faithful, brother? Blessed be! The Tournament is but one of His gifts of civilization to us all. It is a very auspicious omen that you have found victory this day. His will is done!"
Torin Argentus wrote:
He then moves to any changing space provided, and in absence of one tucks himself around a corner out of sight of the ladies to change into his noble's outfit. As he finishes he favors the three with another nod and then goes to look for Thonis. First he checks the stands, and hopefully if he canvases enough area he can find someone who has seen her.

Torin finds his tunic mended when he goes to collect it. Adula praises his noble clothes. "You will make a fine showing at the awards ceremony, Lion Champion." She says with exaggerated formality and grandeur as she bows to him and bids Torin farewell.

He searches for Thonis and eventually finds himself checking at the entrance after following a tip. Someone mentions a shrieking loony, but Torin immediately dismissed that could be Thonis. He thinks he catches sight of her moving away to disappear around the corner of a shop along with another female, but it's hard to be sure as he only catches her profile and the sun is now setting. Still searching, the flash of something reflective catches his eye and he bends to pick it up. It's a woman's hair ornament. In fact, he thinks he remembers Thonis wearing exactly this same one earlier at their lunch. It could simply be a common fashion among the ladies these days, though.

---

Later, when the time for the Awards Ceremony arrives, Torin is received with honors and placed at the top of a tiered platform, proclaiming him highest above the three others who found victory that day. Directly beneath him in the Stallion weight class is a lanky, but very tall Ulfen warrior. The next down was a Tien monk from Torin's own monastery. And lastly stands a young halfling girl with golden curls and a grin that takes up half her face. She holds a gilded bow in her hands and an intimidating looking mastiff stalks at her side and won't be led away from his mistress by any treat.

The Grand Prince himself places the medals around each of your necks, saving Torin for last. "I want you all to know you've made your Emperor very proud this day. Taldor will be strong again with bravery and prowess like our Champions have displayed on the Arena field today. Glory to the Champions!" The Grand Prince lifts his arms and a cheer rises through the thunder of applause.
"Glory to Torin! Hail the Lion Champion!!!"


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After the Tourney match

Arthur Stavian wrote:
"It is good to meet you, Adura. I appreciate all you and Abadar have done for myself and the participants of the arena. Do you know when the awards ceremony will be taking place and if there is anything for second place?" He asks politely.

"Certainly, my Lord. The honors will be awarded after all the matches have been concluded. There are four groups total, including the archers. Though I am afraid that only the top competitor from each class will receive a reward." Adula smiled in sympathy and seems sad she could not give a more favorable answer.


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Recuperating after the Tourney match
The redheaded cleric smiles graciously as she continues her work. After double checking that your opponents are resting comfortably she replies, "It is my very great honor to aid you, my Lord. My hands are guided by Abadar and I am certain He would approve of any healing you may yet require. I am Adula, at your service." She speaks simply and sincerely and clearly seems charmed by her frequent glances and shy smiles at the golden haired Aasimar.

Congrats, you just befriended a Cleric! Decided to give her a name and a face as she will be a good friend to have later.

Thonis, on the hunt

GM Rolls:
1d20 + 13 ⇒ (15) + 13 = 28
1d20 + 7 ⇒ (16) + 7 = 23
1d20 + 6 ⇒ (2) + 6 = 8

Neither Thonis nor Shiyara are able to spot any sign of the creature that attacked her. But some instinct tells Thonis that it has not gone far. It's behavior reminds her of an ambush predator and she suspects that it prefers to catch it's prey unawares.

You ladies can either let the sleeping dog lie or possibly come up with a plan to lure the creature out again as you prefer.


GM Rolls:
1d20 + 6 ⇒ (10) + 6 = 16
Dreggar Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Herr Jaeger Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Restful Spirit Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Thallin Initiative: 1d20 + 6 ⇒ (7) + 6 = 13
Ezren Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Jorah Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
?: 1d20 ⇒ 19

You follow the trail, Dreggar leading the group. The prevalent mists of the area make seeing ahead of you a real challenge. At best, you can make out 20 feet in front of you. Jorah, at the back of the pack, can barely make out Dreggars shape in front.

The narrow path is bathed in shadows thanks to the thick jungle canopy overhead. They seem to flicker and move in your peripheral vision, as if the shadows themselves creep and crawl and hunt in this fell place. A musty smell pervades the air and as you follow the trail, an odor like the burning of wet wood reaches you, warning you that you draw close.

A spongy mass of foliage squelches under Dreggar's boot and a cry from up ahead tells you that you have found the creatures you track.

Dreggar:
A dozen makeshift beds of leaves and palm fronds surround a sickly campfire that barely manages to keep smoldering in the humid air. It produces a thick white smoke that blends with the mists. Upon one of those leaf-beds lounges a strange looking humanoid with tribal tattoos covering her face, she has red eyes and jagged teeth that appear to have been filed down to points. She spots you immediately as you emerge from the mists and cries out as she gets to her feet.

Keep in mind that you can only see 20 feet ahead of you, thus the enemy is only visible to Dreggar thus far. This is a surprise round, so only one move or standard action. Only Dreggar has the option to charge, if he chooses. Everyone is up, but remember that if someone precedes you in initiative, they technically act before you no matter the post order.

Surprise Round Initiative
-------------------------------------
? - cries a warning, stands from prone
Herr Jaeger
Ezren
Jorah
Thallin
The Restful Spirit
Dreggar

Combat Map is updated!


Interestingly enough, the key to those rooms is not listed anywhere in the scenario, but it makes sense that Tygora's right hand Ifrit would have one, at least.

Glaheri is brought back to consciousness with the potion, but both she and the pathfinders you came to rescue are in poor shape. It seems clear that Tygora had not kept them as 'guests' after all, but instead subjected them to a number of tortures to coerce information from them. Though she is weak, Glaheri stands and holds her head high, her manner regal as she speaks.

"I cannot thank you enough for your aid here today, noble Pathfinders. My people have suffered long centuries under Tygora's oppressive hand. We face an uncertain future, but I feel certain your message of freedom and mercy will guide us in the days ahead."

You pull the unconscious Ifrit from the burning trap and search him. He wears a key at his belt as well as +2 full plate, a +1 heavy steel shield, a +1 flaming scimitar, a belt of giant strength +2, and a cloak of resistance +2.
The key unlocks the heavy doors and you find behind them only empty cells. This was where Tygora kept her captives before moving them to the Throne Room in preparation for your arrival.

Glaheri speaks to the Ifrit in their native language and though the seem shocked and uncertain, they make no move to stop you as you gather your people and make your way from Fury's Hold. A great gathering of the Oread are gathered outside the wall and they send up a mighty cheer as you exit the brass doors with your fellows and Glaheri among you. The fiery giants have already sensed that Tygora is gone. They nod to you and then sink into the ground, going on their way, probably back to their own people.

Eurdan Stonemantle heads the pack of Oread and embraces his friend and fellow councilor before shaking each of your hands gratefully.
"You have done it! Crystalcrag is free now, thanks to you!"

That's it, folks! You succeeded and not one humanoid life was lost. I'll get this reported and have Chronicles out to you in the next few days. Feel free to wrap up any RP and don't forget Day Job rolls if you haven't already made them.


The gates open as you approach and two huge beings who seem composed entirely of fire and lava respectively address you in return. The fire being's voice roars and crackles like a great bonfire.

"You are the cause of trouble below. You have come to make amends to Queen Tygora for your actions." It is said with the certainty of a statement of fact, not a question.

They will allow you to pass, but I wouldn't lean up against them if I were you... ^_~


The Ifrit do not say anything further except to scoff openly when Popol suggests that they should get to know the Oread better.
Sorry Rae, you're asking for something beyond the scope of what the scenario details. Suffice it to say, the rules are "do as Tygora says or suffer the consequences".

The alchemist nods, sensing your confusion about the whole situation. "You must think I am a stubborn old fool to not give them what they demand, even though they threaten to destroy my livelihood. But they do not want money and things are worse than you might suspect. Did you know we are not permitted to leave Crystalcrag? I have to trust Tygora's minions to procure rare substances for my work. And they refuse to look for anything that does not have some combative use. Tygora wants me to make explosives for her and other formulas with terrible effects that can only be used to do harm. I have analyzed their intentions, and I fear they mean to attack and enslave some nearby community. I accept that we must serve Tygora, but I won't be made a tool by which she will further her power to oppress more people. She is a megalomaniac of the highest order! I believe she was banished by her own kind for just this sort of aggression and tactical maneuvering. If you have the power to stop her, I beg you to try. Else she will bring the fight to your own people far too soon!"

Morak has given you what aid he can. The curfew draws near and the Oread stand ready to aid you how they can.

A 500-foot road extends up from Crystalcrag to Fury’s Hold, giving the structure a commanding view of the whole town. The curtain wall around the palace’s courtyard is 20 feet high and sealed with an immense, barred bronze door.

Please give me marching order and decide upon how you will approach the gates.


The alchemist relaxes visibly after the Ifrit have gone. "I am Morak and I can't thank you enough for stopping them. If they had set fire to the place it would have spread quickly and quite possibly caused a chain reaction! Alchemical reagents should not be exposed to open flame. Here, I'm sure I have something I can give you for a reward, just a moment!" He rummages for a bit and comes back carrying a caddy with several potions.

"Here we are! These are bound to be helpful if you must tangle with the Ifrit while you are here. This last one is really something special, if I do say so myself." He boasts proudly. "Now, was there something else you needed?"

Morak gives you all 1 potion of resist fire and 4 potions of cure moderate wounds and 1 potion of fire shield (CL 7th; chill shield)


This wood-and-stone structure sits on a busy street corner, red and orange paint brightening its exterior. A sign depicting colorful vials and a beaker hangs above the door.

The Everburning Flame is actually just the storefront for a collection of structures dedicated to transforming the Zho Mountains’ many minerals and hardy plants into a wide variety of alchemical remedies, tools, and weapons.

The compound’s foundations and lower walls are stone; the upper half of the walls is made of wood and has numerous small windows and chimneys to vent fumes before they reach dangerous concentrations. A small garden full of rare herbs extends behind the building.

Your party enters, and Dailung is about to interrupt the alchemist with a polite cough, when she realizes this is no benign interaction. The alchemist seems very upset as he apparently argues with four Ifrit. He raises his hands in protest just as they begin smashing flasks against the wooden structures of the buildings. Your noses tell you that whatever the substance is, it is as flammable as this situation is incendiary.

One of the Ifrit notice your entrance and glares with his fiery eyes. "We are here on Queen Tygora's orders! Do not interfere!" he warns.


This attempt seems much more satisfactory. Dropping Eurdan's name sends a cascade of whispers through the crowd and goes a long way toward a much more desirable result. The oread do their best to answer Rae's questions.

Rae Alain Paight wrote:
"We want to help you, but perhaps you could tell us what sort of capabilities you have to bring to the fore?"

They glance between each other with uncertain looks on their faces. "We are not warriors. We are builders and craftspeople, merchants and scholars. The Ifrit serve as Tygora's soldiers."

Rae Alain Paight wrote:
"What sort of information, if any, do you have about Tygora's fortress? Do any of you work there? Are there alternate routes in? Are prisoners held there, or put to work there?"

A chorus of shaking heads answers in the negative. "It is written the palace grew up of her magic when she cast the wish. No oread sets foot inside, but the Ifrit might tell you. If you could convince them."

Rae Alain Paight wrote:
"You mentioned Valsog might be a slave, but not you... are they chained to their workplace?"

Delgur answers this question personally as the oread who mentioned him now looks embarrassed at having said anything. "Valsog is a slag giant. Tygora captured him and brought him here against his will, but he has become a good and stable member of our community. She placates him by providing all he needs to his forge, but it's hard to imagine he is truly happy in his role."

Delgur continues, "Make no mistake... if your people are still alive within the palace, and you mean to free them... it will come to a fight. There's no doubt about that. But we may be able to provide the distraction you are looking for. If we merely oppose the curfew en masse, Tygora would surely send the Ifrit to bring us to heel. We might be able to hold them back from the fray when you decide to make your move." This draws a wave of assent from the tavern's clientele. They are not eager to harm their kin, but a silent protest and blockade is much more their speed.


Many of the Oread seem downright alarmed at the swift manner with which the Pathfinders leap into their diatribes. Voices of dissent from the more vocal members ring out among the crowd, resistant to the heavy handed approach.

"Who are you calling slaves? We're not slaves! Maybe Valsog could be considered a slave, but not me!"

"We try to stay hidden here. Is it our fault some folk can't keep their noses out of other people's business?"

"We shouldn't even be talking about this... Tygora wouldn't like it..."

"What are they saying? Are they going to hurt our children? It's not their fault how they were born..."

Rae's vague story and challenge seems to confuse some. The oread seem to respond more positively to Lars' approach, looking thoughtful and grim at his words. And many gaze at Popol's manifestation of Golarion with wistful wonder in their eyes. Overall, the oread in the tavern are paying very close attention to what you say. Some look fearful, some stubbornly resistant, but most have a look of grave determination in their stony faces. The bartender is one of these latter.

"Now then, lets all just be calm now." He rumbles in his deep voice to the agitated oread. Turning to you he says, "I am Delgur. I hear what you are saying, but perhaps my patrons would feel better about things if they had a clearer idea of what it is you intend to do here. And what you expect from us."

Just to be clear, you have succeeded in influencing the Oread here, but like all crowds there will be some individuals who are unmoved. I think you should be a bit less general and more specific about your plans before moving forward. You all seem to be saying, "So things are bad here. We should do something about it." Without really saying what that thing you wish to do is...


As you part ways with Eurdan he offers one last piece of advice. "If you recieve an invitation to the palace, be on your guard. The last group of your people were never seen again after accepting such..." And with that, he is on his way.

The Fifth Facet is a square, two-story, stone tavern that sits on the main roadway of Crystalcrag. The smell of charred timber and cooked food waft gently out of multiple windows hewn into the building’s facade.

As you enter, much raucous conversation goes quiet as you are noticed. Many of the oreads watch you surreptitiously while others do so with open curiosity. Then the rumble of quiet voices resumes and now you feel quite certain that many groups are now discussing you, if they were not before.

A very sturdy looking oread behind the bar smiles and addresses your group in the strange grinding, clacking language of his kind. Then he seems to realize his mistake and laughs, sounding like a small avalanch of guffaws as he begins to pour stone tankards of ale. "Forgive me, strangers. I forget myself. Please, come and sit and have a drink on the house. I am eager to hear your stories of the outside world, the farther the better!" He grins as he finishes pouring and settles on his elbows with a wistful look on his face. Several other oread lean in closer to listen as you approach the bar.


Glad you made it, Belondia. You might want to change your face to one of Valeros' many images. You still look like Jirelle. =P

Popol wrote:
That... a pretty short resume you have give us, Dear venture-captain. Would you explain the context a bit more. They are a lot of thing, I would wish to know more. Who where in this team. What are your link about Ven Lovorox old faction and their interest in this? The only "desert place" I went is Osirion and I suppose there difference here.

The VC gives a deep sigh. "Would that I knew more to tell you. These notes contain the names and descriptions of our missing people. There should be enough detail to identify them if you should find them... no matter what state you find them in. You will have a copy of the same map they were given. The map we received six years ago corresponded with rumors of a great treasure that was said to lie hidden in the Zho Mountains. The mountains are also ill documented, making them a natural subject for Pathfinder investigation. Not many people have been truly able to settle in those mountains. Those who try either never return or return badly hurt and scarred forever. Expect the worst on those mountain trails."

Rae Alain Paight wrote:

"Primary goal is rescue or, if necessary recover, our fellow Pathfinders. I've been on a couple of these, do we have any storage resources available and are we authorized to disrupt any place of rest that may have been built for them, or are we to document said locations so that another retrieval team may remove them?"

Rae pauses a moment for any answer there.

"The Shadow Lodge has had good people in it, though they were sometimes misguided in their efforts. But yes, they have their fair share of folks who don't look at everything when they're out in the field."

"How soon do we need to be back?"

“Yes, many good people, indeed. The original Shadow Lodge was an underground resistance movement created by Grandmaster Torch and several co-conspirators who were unsatisfied with the detached attitude of the Decemvirate toward the common agent. Its mission quickly took a violent turn, and we were able to cleanse it of rogue elements with the Society’s help. Although Torch has since left us, many of us remain loyal to the lodge’s ideals: hold the higher-ups accountable, and assist the common Pathfinder when disaster strikes. Bring them home, however you must. No Pathfinder left behind!”

On that note, he provides you with a package containing the notes he mentioned as well as a potion of remove curse, a potion of cure serious wounds, six potions of endure elements, and 2 doses of oil of taggit

"Horses have been secured for you, they are waiting outside. It will take many days to reach the questionable area, please, make haste and come back safely. May the wind be at your back and fortune at your side."

I'll leave it til morning to finalize purchases and then we will push onward. Please make perception and/or survival rolls to help find your way.


Once you are all assembled, you are shown into a well-ordered and handsomely decorated office. Venture-Captain Esmayl ibn Qaradi sits behind his immaculately clean desk with his head in his hands. He sighs, takes a deep breath, and rises to address his guests.

“Originally, I wasn’t planning on sending a team back out to the Zho Mountains. The risk of losing another team is, frankly, too high. If that weren’t enough of a reason, the Society’s assault on the Worldwound has left the lodge’s coffers much lighter— too light to fund another expedition into dangerous territory so soon. However, following some conversations with fellow agents, I am reminded that all Pathfinders must come home— no matter the cost, no matter the danger. The lessons of the Shadow Lodge still resonate.” He nods toward a Pathfinder who stands silently in the corner. “In fact, the recent disappearance in the Zho Mountains has brought a surge of monetary support from the onetime disciples of Grandmaster Torch. It was enough to finance your voyage here, and I would happily provide you the remainder if you succeed.”

The venture-captain takes a few steps toward a map of Qadira hanging from his wall. “Six years ago, a team of Pathfinders received a map of an unexplored area in the Zho Mountains, and ever since they have stayed busy surveying the region and sending me updates. Until recently, they had uncovered only a few dozen small sites and a plethora of new plant and animal species, but their most recent update referenced a large illusory barrier. Since then we have not heard from them, and I believe they found something dangerous beyond.

“I ask that you use what notes I have on file to track down these agents and make sure they return safely. Investigating the nature of this illusory... field, barrier, shield... is secondary at best. Esmayl pauses for a moment before continuing. “If you have any questions, I shall answer them as best I can, though most of what the Society knows about the mountains is in the logbooks of those agents.

Please be sure to have any pending level-ups completed and recorded on your updated character sheet. If you have any purchases to make, resolve them quickly as we will be getting underway as soon as the briefing is finished and all questions are answered.


Zamir's expression becomes more thoughtful as the smug look drains from his features. He looks around at his finery and suddenly seems to see his close quarters for what they really are, a cell. A gilded cage for an exceptional and treacherous creature... but a cage all the same. His eyes drop and he strokes the young tiger's fur as he begins to reply, slowly... hesitantly. "If I turn my back on the Consortium... I... We will need stalwart allies, indeed. I can see now that is what you are. I had loyal friends of my own once. But the Aspis just kept pushing us... demanding more and more raids. They fell one after another. Soon I had pay for replacements and when the money ran low, I had to force them into service. I grew bitter and angry at the Pathfinders for slaying my men... we only wanted the cargo, I couldn't understand why they fought so fiercely. Soon I wanted to best the Society any way that I could. I see now that I was rash. Do you really think it is possible I might be forgiven my crimes and become a respected member of your organization? I have heard that you chronicle your deeds and record them for posterity... is that true?"

His spirits lift as he sees more and more potential advantages of allying with the Pathfinder Society. He retrieves a box of assorted components and riches along with the key to the captive wizards chains. "Here, take this with my gratitude and carry the wizards with you back to their homes. Lesser men... and women," he corrects himself, ducking his head to the ladies in the party. "Lesser folk would have carried my head back in revenge for the things I have wrought. I hope that if we should meet again, it will be on better terms to begin. I will disband this place and come to meet with your Venture-Captain when it is done. You may know this already as you seem to have found us easily, but Waman, the porter, is an Aspis spy. It was he who killed the late VC, he thought she suspected him and I told him to take care of it before we lost our advantage. For that I am truly sorry now." He seems sincere in his change of heart and his regret for his misdeeds, your fair words having shown him the error of his ways.

That's it, folks! You did it! Feel free to wrap up in character and I will get us reported and your chronicles emailed as soon as I can. If you use the faction journal cards, I think a few conditions are met here. Freeing captives, making new friends, turning an enemy to your cause... I forget what all is on the various ones. Good game, group! It's been a pleasure to run for you! ^_~
I even learned something...

☙☙☙☮❧❧❧


Zamir cocks a dubious eyebrow when Killia begins speaking like a silver-tongued devil rather than reaching for his blades. "So I have impressed the Society enough that they want to recruit me now... interesting. But you seem to missing something. Look around you. Here I am the master of my own fortune. My men answer to me. Why would I deign to bow and scrape and do some venture-captain's bidding? Infamy may not be the highest form of renown, but at least I am my own man. What can the Society offer me that is worth more than that?"

Things are going well, you clearly have his attention. I'll go ahead and explain that you need to move his disposition three steps to succeed in bringing him into the fold. Step one is accomplished. If you should make a well reasoned argument but only a lack-luster roll, I may grant bonuses to get you over the hump.


As you take a moment to catch your breath, the venture-captain's words come back to you on the wings of memory...
"Zamir is an arrogant man whose loyalties lie with whoever can make him famous to the people of Jalmeray. Right now he believes the Aspis Consortium is the answer. You will either convince him that the Society is the answer — as he could be a very powerful ally in the region — or you’ll end his operations for good."

With your wounds healed and your plan refreshed in your minds, you make ready to carry out your mission. Given the racket made by your battle with the construct, stealth seems laughable at this point. With a steadying breath, you open the door to see what awaits you in the next chamber.

The room is nicely decorated and comfortably furnished, unlike the rest of the complex. Cushioned chairs create a comfortable sitting area, and a large tapestry depicting a battle of dozens of dervishes in a bright yellow sandy desert adds color to the room. The air is scented with cinnamon and trophy heads and animal skins decorate the floor and remaining walls.

A fairly handsome man stands at the back of the room near the tapestry with a smug look on his face. He holds a familiar scepter in his hand and has it pointed at you in a threatening posture. A young tiger lounges on a sofa beside him and opens his jaws to voice a rattling feline growl at your approach.
"Easy Jumra. We don't want to be impolite to our guests. Let me guess, you are the intrepid Pathfinders, here to take back your precious artifact... Well, I'm afraid we can't accommodate your needs today. You'd best run along now, and be sure to give your new venture-captain my regards!" He gives a throaty chuckle, amused by his own joke.

Feel free to move into the room in whatever order you prefer. Zamir is not friendly but he is not outright hostile either. You suspect he will hear what you have to say.


The guards look ready to draw down on Peribras, but pause long enough to hear what the rest of you have to say.
Killia's diplomacy was plenty sufficient on his own. Applying Kit's aid as the second diplomacy roll, with other aids augmenting her attempt.

The men nod in agreement after hearing your argument. "Alright. This job doesn't pay enough to risk our necks, but if it's all the same to you, we'll stick around and see how things go. We don't have the key to the irons... I guess Zamir doesn't trust us not to set them free when no one's looking. I sure never signed on to be anyone's captor..." He frowns unhappily and the female wizard gives him an appreciative smile. "Anyway, Zamir destroyed their spellbooks so they'd basically be helpless and have no choice but to dismantle the magic items he brings them for their rations. We won't leave them unguarded, but you can pass through. Watch out for the training room. The tiger statue packs a punch."


GM Rolls:
1d20 + 7 ⇒ (20) + 7 = 27
1d20 + 7 ⇒ (3) + 7 = 10

This large basement room is set up as a workshop. Four workbenches are covered with odd tools. Three men and one woman work at the benches, each chained in place by a heavy iron collar. Two bandits are on guard in this room, one of which is highly alert. Despite your efforts at stealth, he looks right at your group as you come down the stairs.

"You lot shouldn't be here. You better get out if you don't want trouble."

Captive wizards are outlined in Black, Guards are in Red and Blue.


Peribras is stunned, dropping his sling-staff as Lyan moves into a flanking position. He leaves himself vulnerable as he moves past the monk and gets a cuff on the ear for his trouble. Lyan takes 2 damage.

Jirelle fires a well aimed crossbow bolt but is surprised when the monk slaps it out of the air without even a scratch. Antonella delivers her own stunning fist attack, but though she connects, the monk is not stunned. He makes no response to anything she has said, in fact, he does not even seem to have understood her. Darkpaw steps over the prone form of the other monk to defend his master, but he catches only air with his teeth.

The monk steps away from the snapping wolf, but continues to pummel the stunned halfling with a flurry of blows. Fortunately, he only connects once with a glancing blow. Peribras takes 2 damage.

Initiative Order - Surprise
-------------------------------------
Peribras - steps and slings, striking Blue for 13 damage
and Darkpaw - steps, readies bite, striking Blue for 8 damage
Monk(Red) - charges, strikes Peribras with stunning fist for 5 damage
Monk(Blue) - charges, falls unconscious from wounds
-------------------------------------Round 1
Lyan - double move, provokes AOO
_ Unarmed AOO vs Lyan: 1d20 + 5 ⇒ (18) + 5 = 23 Damage: 1d6 ⇒ 2
Jirelle - fires crossbow bolt, which the monk deflects
Antonella - moves and attacks with stunning fist for 7 damage
_ Fort Save: 1d20 + 4 ⇒ (16) + 4 = 20
Peribras - is stunned
and Darkpaw - bites at the monk, misses
Monk - Flurry of Blows vs Peribras: 1d20 + 4 ⇒ (11) + 4 = 15 Damage: 1d6 ⇒ 1 Miss!
_ Flurry of Blows vs Peribras: 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d6 ⇒ 2
Kitoro
Killia

-------------------------------------Round 2
Lyan
Jirelle
Antonella
Peribras
and Darkpaw

Everyone is up!


Peribras scores a hit as he alerts his comrades to the danger. Darkpaw makes ready to defend his master. Then, as one, two of the statues seem to spring to life and charge to attack the halfling. One of them delivers a resounding punch to the ranger's face, but the other does not make it that far as the wolf falls on him as he draws close. He sinks to the flagstones, bleeding from the wound on his leg.

Initiative Order - Surprise
-------------------------------------
Peribras - steps and slings, striking Blue for 13 damage
and Darkpaw - steps, readies bite, striking Blue for 8 damage
Monk(Red) - charges, Stunning Fist vs Peribras: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 Damage: 1d6 ⇒ 5
Monk(Blue) - charges, falls unconscious from wounds
-------------------------------------Round 1
Lyan
Jirelle
Antonella
Peribras
and Darkpaw

Monk
Kitoro
Killia

Peribras must succeed a Fortitude Save DC 14 or be stunned for one round. A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).
Characters in bold are up!


GM Rolls:
1d20 + 6 ⇒ (19) + 6 = 25
1d20 + 6 ⇒ (9) + 6 = 15

Lyan: 1d20 + 5 ⇒ (18) + 5 = 23
Antonella: 1d20 + 2 ⇒ (16) + 2 = 18
Peribras: 1d20 + 6 ⇒ (11) + 6 = 17
Kitoro: 1d20 + 3 ⇒ (11) + 3 = 14
Killia: 1d20 + 4 ⇒ (5) + 4 = 9
Jirelle: 1d20 + 6 ⇒ (12) + 6 = 18
1d20 + 2 ⇒ (13) + 2 = 15

Peribras:

Darkclaw sniffs the air and gives a low growl, turning his head toward the northern end of the courtyard. You turn to scan the statues and a slight twitch draws your eye. One of those statues appears to be looking right at you. Then you realize it's no statue at all, two of them are living men dressed in grey robes and masks that resemble the other statues.
Only you and Darkclaw can act in this surprise round, only one move or standard action for each of you. Charge is an option here.


Overcome by your offer of freedom and charm, the guarding archer stands down. He calls to his fellows on the other walls. "Come, my brothers! I see something to the west that requires our attention." At his words, three other archers come out from hiding and exit, stage right. Leaving you to explore the ruins at your leisure.

This open courtyard is paved with flagstones and relatively free of debris. Statues ring the central open area, each depicting a tiger-headed man in a martial arts stance. Behind the statues are four sets of stairs. The stairs to the north descend into darkness, and the stairs on the south side once led upward, but have collapsed in a heap.

Cool images, Antonella. Very nice touch!
Determine your marching order and method of approach. (ie stealth or no stealth)


The man's head jerks and he whirls around at being addressed so suddenly, bringing his bow up. He does not look completely convinced, but he is hesitating.

Hostile characters are a DC 25 diplomacy check to improve their attitude to Unfriendly. Then you will also need a DC 20 check after that to improve their attitude to Indifferent in order to negate this combat. I'll allow the others a chance to aid Jirelle's attempt before deciding the outcome of this.


Kitoro is correct, they have a fairly uniform dark cloak that they wear. I know I painted them in colors during combat but that was just to help differentiate.

The captive bandit nods at Jirelle. "The Thakur's justice is not known to be merciful, but if you can stop Zamir, he may consider your plea. You will not need their names... indeed, they may be mistrustful if you try to call them by name. But if you can convince the guards that you have a better deal that's in everyone's best interest, they will let you pass. Be sure to approach from the north, that will give you the best chance to get close enough to talk before arrows are flying. Good luck!"

~~~

After allowing some lead time, as instructed, you use the wayfinder to point you in the right direction. Following the bandit's suggestion, you loop around to the north side of the ruins before you approach, using whatever means you can to conceal yourselves. The path appears to be a game trail and it is well concealed by the overhanging leaves and vines.

Bushes and debris litter the nearby hillside with the remains of the outer walls of an ancient stone structure visible above the foliage and reaching a height of about fifteen feet. The shattered stone remains of a taller building are visible inside the walls.

GM Rolls:
Lyan Stealth: 1d20 - 3 ⇒ (19) - 3 = 16
Jirelle Disguise+aid+bonus: 1d20 + 2 + 2 + 2 ⇒ (11) + 2 + 2 + 2 = 17
1d20 + 7 - 10 ⇒ (9) + 7 - 10 = 6
Lyan: 1d20 + 9 ⇒ (16) + 9 = 25
Antonella: 1d20 + 7 ⇒ (1) + 7 = 8
Peribras: 1d20 + 10 ⇒ (8) + 10 = 18
Darkpaw: 1d20 + 6 ⇒ (7) + 6 = 13
Jirelle: 1d20 + 10 ⇒ (18) + 10 = 28
Kitoro: 1d20 + 7 ⇒ (3) + 7 = 10
Killia : 1d20 + 6 ⇒ (6) + 6 = 12

Lyan, Peribras and Jirelle:
You can just see a man's head above the intact ramparts. He does not appear to be keeping a very close watch and does not seem to have noticed your group at all... yet.

Apologies for my delay, had a visitor I had to pay RL attention to.


Once he and Ash are healed, Peribras mounts up and spurs his pony into pursuit in the direction he decides is best. But despite his best efforts, the trail quickly goes cold and he is unable to follow further. Even Darkpaw can detect no sign of their scent. Perhaps this is the reason the scepter ruse has proven necessary.

~~~

Back at the camp, interrogations are proving more productive. As he comes back to consciousness surrounded by a small, very angry crowd, the bandit quickly realizes he must act in his own best interest.

"Alright! No need to part me from my hands, ladies. I've got no loyalties to that shape-shifting bastard. He pressed my band into serving him by threatening blackmail. I think the only people who do serve him loyally are those crazy Tiger's Eye monks..."

He goes on to describe the ruined monastery where Zamir has set up his operation. He confirms that the man himself can transform into a tiger, somehow, as well as keeping one for a pet. An archer is kept atop each wall of the monastery and the grounds are defended by monks. He cannot give you firm numbers as he does not know who will be present when you arrive. At least four archers and five monks and/or bandits will be on guard throughout the monastery. Zamir is generally to be found in the basement. You do not sense any duplicity in what he tells you.

I think that's all the questions addressed, let me know if there are any more or any other business before we move along. When you are ready, post a stealth roll for approaching the monastery.


Peribras Sandlock wrote:
Peribras will eat the two AoOs. Full round action to still be prone is insane.

The RAW is indeed limiting, hence the reason tripping can be so effective. By my interpretation of the rules for crawling and acrobatics, it might be reduced to one move action to crawl 5 feet while tumbling, but it would add 10 to the DC for moving at "full" crawling speed. I didn't bring it up earlier since you would not have made such a daunting check and gotten the AOO's anyway, but for future reference. *shrugs*

Anywho, retroactive AOO's served fresh!
Red Battleaxe AOO vs Peribras: 1d20 + 5 ⇒ (19) + 5 = 24 Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Purple Battleaxe AOO vs Peribras: 1d20 + 5 ⇒ (5) + 5 = 10 Damage: 1d8 + 2 ⇒ (5) + 2 = 7 Miss!

@Jirelle, you had said you were sleeping in armor, so I had assumed you to be already wearing the buckler. But normally it would take a move action to draw the buckler, which you could combine with a regular move, and a move action to don it. I am still learning the hybrid class features, Kip Up does indeed negate the 12 damage you took by AOO.

Peribras, having received a blow as he found his feet, but only a moderate one, takes another step back and loads his sling-staff. He flings it with terrible force and catches the bandit in his throat. The man cuts his eyes toward those searching the cargo with worry and impatience clear in his eyes. He does not look like he can take another bullet. Ash continues to try and strike a bandit with his hooves, but to no effect. Peribras took 6 damage in round 1.

Jirelle heeds Killia's advice and steps into a flank, delivering a deep stab wound to her opponent with her deft rapier. Kitoro draws her whip and lashes out with it at one of the most troublesome bandits and handily relieves him of his footing. One of her merchant admirers sends up a cheer for her well placed trip.

At last, Lyan lands a blow and it's a strong one. His bastard sword slices deeply into the leg of his avid attacker, taking some of the zeal out of his eyes. Antonella steps into a flank and pummels the now prone man. Killia delays to make the best use of his position. He strikes quickly with his blades, sending the Pink bandit to his knees, clutching at the wound before he crumples to the jungle floor. The tiefling then turns his blade-work on the prone man who started all this trouble and slashes his throat open. The man's life gushes out in a font of red and he moves no more.

The merchants continue to hack away at their opponents, one scoring a negligible nick while the one flanking with Killia delivers a nasty strike. But with no one left to fight, Samarjit drops his pack and begins rummaging in it quickly.

You all brace yourself for another assault, but just then a cry goes up from those digging in your cargo and the bandits, well... those who are able, immediately withdraw from combat. They spin off in many different directions and melt back into the dark, dense foliage of the surrounding jungle.

Summary:
Initiative Order - Surprise
-------------------------------------
Bandits - begin searching cargo
Jirelle - fires from prone at yellow bandit for 4 damage and raises the alarm!
Killia - throws shuriken at yellow bandit for 5 damage
-------------------------------------Round 1
Bandit(Red) - draws weapon, Battleaxe attack vs Ash for 6 damage
Bandit(Orange) - draws weapon, Battleaxe attack vs Lyan for 5 damage
Bandit(Yellow) - draws weapon, 5 ft step, Battleaxe attack vs Samarjit for 12 damage
Bandit(Blue) - double move to cargo
Bandit(Pink) - moves in, drawing weapon, Battleaxe attack vs Jirelle for 5 damage
Bandit(Cyan) - moves in, drawing weapon, Battleaxe attack vs Killia Miss!
Bandit(Green) - double move to cargo
Bandit(Purple) - moves in, drawing weapon, Battleaxe attack vs Ash Miss!
Peribras - stands, (provoking AOOs) steps and ranged attacks Purple for 9 damage
_takes 6 damage from Red's AOO
and Ash - counter attacks, misses
Jirelle - stands, drawing weapon, attacks Pink for 5 damage
_provokes Battleaxe AOO for 12 damage from Pink
Kitoro - stands, begins Bardic Performance: Inspire Courage
Lyan - draws weapon and attacks from prone, misses, Activates Resiliency
Killia - draws weapons, attacks Pink for 4 damage
Antonella - stands, moves to flank yellow
Merchant 1 - stands, moves to threaten orange, drawing weapon
Merchant 2 - stands, moves to threaten orange, drawing weapon
Merchant 3 - stands, moves to flank Cyan, drawing weapon
_provokes Battleaxe AOO for 12 damage from Cyan
Merchant 4 - draws weapon and Shortsword attack vs Yellow Miss!

-------------------------------------Round 2
Bandit(Red) - searches cargo
Bandit(Orange) - Battleaxe attack vs Lyan for 6-2= 4 damage
Bandit(Yellow) - steps out of flank, Battleaxe attack vs Samarjit for 6 damage
Bandit(Blue) - searches cargo
Bandit(Pink) - Battleaxe attack vs Jirelle Miss!
Bandit(Cyan) - Battleaxe attack vs Killia Miss!
Bandit(Green) - searches cargo
Bandit(Purple) - steps, Battleaxe attack vs Peribras Miss!
Peribras - steps, loads and ranged attacks Purple for 10 damage
and Ash - attacks and misses
Jirelle - steps and attacks Pink for 10 damage
Kitoro - draws whip and trips Yellow
Lyan - attacks Orange for 14 damage
Antonella - steps and attacks Yellow with flurry of blows for 5+7= 12 damage
Killia - strikes Pink down and then kills Yellow permanently
Merchant 1 - Shortsword attack vs Orange: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6 Damage: 1d6 + 1 ⇒ (3) + 1 = 4 Miss!
Merchant 2 - Shortsword attack vs Orange: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25 Damage: 1d6 + 1 ⇒ (1) + 1 = 2
_Shortsword crit confirm?: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7 Damage: 1d6 + 1 ⇒ (4) + 1 = 5 No
Merchant 3 - Shortsword attack vs Cyan: 1d20 + 4 + 2 + 1 ⇒ (10) + 4 + 2 + 1 = 17 Damage: 1d6 + 1 + 2d6 ⇒ (5) + 1 + (6, 3) = 15
Merchant 4 - begins digging in pack
-------------------------------------Round 3
Bandit(Red) - withdraws
Bandit(Orange) - withdraws
Bandit(Yellow) - falls dead
Bandit(Blue) - withdraws
Bandit(Pink) - prone, unconsious, dying Con check: 1d20 + 1 ⇒ (4) + 1 = 5 stabilized!
Bandit(Cyan) - withdraws
Bandit(Green) - withdraws
Bandit(Purple) - withdraws

GM Accounting:

Yellow: 4 + 5 + 5 + 7 + 15 = 36
Pink: 5 + 4 + 10 + 7 = 26
Purple: 9 + 10 = 19
Orange: 14 + 2 = 16
Cyan: 15 = 15
Ash: 6 = 6
Lyan: 5 + 4 = 9
Samarjit(M4): 12 + 6 = 18
Jirelle: 7 = 7
Peribras: 6 = 6
M3: 12 = 12

END OF COMBAT!


@Peribras, about tumbling while prone:

PRD(Acrobatics) wrote:
In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move through an enemy's space and fail the check, you lose the move action and provoke an attack of opportunity.

So you may indeed tumble 5 feet while prone, but it will use a full round to do so, and you are still prone once you get there since you have no move action left to stand up, nor a standard with which to attack. You may instead choose to remain in your starting square and use a move action to stand, eat the two AOO's coming your way, then take a 5 foot step and make your ranged attack. Let me know which you prefer.

@Jirelle, Combat Reflexes allows you to make additional attacks of opportunity including when your character is flat-footed. Normally a character is only allowed one and must not be flat-footed to do so. But the AOO's must still be provoked in order to be taken advantage of.

PRD(Combat) wrote:
Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing certain actions within a threatened square.

Unfortunately, moving into a threatened square does not provoke an attack of opportunity. I will, however, apply the AOO you rolled as your regular attack. You can read more about AOO's here: Attacks of Opportunity

@Killia, even with the Two-Weapon Fighting feat, attacking with both weapons still requires a full attack. As you expended a move action to draw your weapons, I applied the first attack without the TWF penalty.

GM Rolls:
1d3 ⇒ 1

As Jirelle stands, the bandit standing over her takes the opportunity to deliver a crippling strike with his axe. Clenching her teeth through the pain, she manages a returning stab with her rapier. Ash rears up and strikes out at one of his attackers, but his hooves find no purchase. Jirelle takes 12 damage!
Lyan draws his sword and swipes at bandit leering over him, but the angle is awkward and he is unable to connect. Killia draws his blades and stabs at the Pink bandit who just wet his axe in Jirelle's blood, scoring a wound. Kitoro and Antonella are able to get up unmolested and do what they can to contribute to the fight.

The merchants rise from their bedrolls and move to join the battle, pulling shortswords into their hands. Phalgun and another move to threaten the bastard looming over Lyan while a third moves into a flanking position with Killia, provoking a vicious attack as he moves past the bandit. Samarjit draws his shortsword and tries to strike back at his attacker, but the shock of his wound has left him rattled and he is badly off the mark.
Peribras command is obeyed, oddly enough, as the bandits leave off the pony. One of them comes after him instead but fortunately, his swipe is ineffectual. The other turns back to the cargo he was initially searching and resumes his efforts. The bandit threatening Lyan swings his axe again, but the Inquisitor's judgement relieves him some of the damage. Lyan takes 6 damage, reduced to 4
The Yellow fellow steps out the flank he was caught in and strikes at Samarjit again, landing another slash. The bandits slash and swipe at Jirelle and Killia, but they slice only air. The remaining bandits root through the cargo feverishly, scooping items into bags with swift hands.

Initiative Order - Surprise
-------------------------------------
Bandits - begin searching cargo
Jirelle - fires from prone at yellow bandit for 4 damage and raises the alarm!
Killia - throws shuriken at yellow bandit for 5 damage
-------------------------------------Round 1
Bandit(Red) - draws weapon, Battleaxe attack vs Ash for 6 damage
Bandit(Orange) - draws weapon, Battleaxe attack vs Lyan for 5 damage
Bandit(Yellow) - draws weapon, 5 ft step, Battleaxe attack vs Samarjit for 12 damage
Bandit(Blue) - double move to cargo
Bandit(Pink) - moves in, drawing weapon, Battleaxe attack vs Jirelle for 5 damage
Bandit(Cyan) - moves in, drawing weapon, Battleaxe attack vs Killia Miss!
Bandit(Green) - double move to cargo
Bandit(Purple) - moves in, drawing weapon, Battleaxe attack vs Ash Miss!
Peribras - decision pending
and Ash - counter attacks, misses
Jirelle - stands, drawing weapon, attacks Pink for 5 damage
_Battleaxe AOO vs Jirelle: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 Damage: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Kitoro - stands, begins Bardic Performance: Inspire Courage
Lyan - draws weapon and attacks from prone, misses, Activates Resiliency
Killia - draws weapons, attacks Pink for 4 damage
Antonella - stands, moves to flank yellow
Merchant 1 - stands, moves to threaten orange, drawing weapon
Merchant 2 - stands, moves to threaten orange, drawing weapon
Merchant 3 - stands, moves to flank Cyan, drawing weapon
_Battleaxe AOO vs M3: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21 Damage: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Merchant 4 - draws weapon and Shortsword attack vs Yellow: 1d20 + 4 + 2 + 1 ⇒ (1) + 4 + 2 + 1 = 8 Damage: 1d6 + 2d6 ⇒ (6) + (5, 4) = 15 Miss!
-------------------------------------Round 2
Bandit(Red) - searches cargo
Bandit(Orange) - Battleaxe attack vs Lyan: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 Damage: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Bandit(Yellow) - steps out of flank, Battleaxe attack vs Samarjit: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19 Damage: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Bandit(Blue) - searches cargo
Bandit(Pink) - Battleaxe attack vs Jirelle: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 Damage: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8 Miss!
Bandit(Cyan) - Battleaxe attack vs Killia: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d8 + 2 ⇒ (2) + 2 = 4 Miss!
Bandit(Green) - searches cargo
Bandit(Purple) - Battleaxe attack vs Peribras: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 Damage: 1d8 + 2 ⇒ (3) + 2 = 5 Miss!
Peribras
and Ash
Jirelle
Kitoro
Lyan
Killia
Antonella

Merchant 1
Merchant 2
Merchant 3
Merchant 4

GM Accounting:

Yellow: 4 + 5 = 9
Pink: 5 + 4 = 9
Ash: 6 = 6
Lyan: 5 + 4 = 9
Samarjit(M4): 12 + 6 = 18
Jirelle: 7 + 12 = 19
M3: 12 = 12

Everyone is up!


The quiet is broken by Jirelle's call to arms and an answering cry of pain as one of the bandits is struck by a crossbow bolt and a shuriken in quick succession. The wounded bandit calls out in Vudrani, apparently an order to move in as yet more bandits pour into the camp from the surrounding darkness. Several draw battleaxes and begin attacking the pathfinders and their allies, but a few seem more focused on rooting through the cargo containers and move to resume the search.

Two of the bandits who were searching leave off the chore as Lyan, Peribras and Ash, his war pony stir right beside them. Ash is flat-footed as he becomes aware of the threat near his master, and a slash from the battleaxe scores his breastbone, drawing a whicker of pain from the pony. Lyan opens his eyes to see a wicked gleam come into the eyes of the bandit standing over him, as if he takes particular relish in attacking the prone human. He slashes Lyan's leg with a zealous fury. Yet another bandit moves in to flank the pony, but his strike rebounds off Ash's barding. Ash takes 6 damage and Lyan takes 5!

The wounded bandit steps forward and attacks Samarjit viciously, slashing his unwary back with a punishing blow. Clearly, karma is not quite as forgiving as Killia. Two more bandits move in from the northeast and engage Killia and Jirelle. Killia easily dodges his foes' clumsy strike but as Jirelle is still prone, she can do little to avoid the heavy slash of the battleaxe arcing down toward her which slices into her leg. Samarjit(Merchant 4) takes 12 damage and Jirelle takes 5!

GM dice:

1d20 + 6 ⇒ (15) + 6 = 21
1d20 + 6 ⇒ (17) + 6 = 23

Lyan : 1d20 + 5 ⇒ (4) + 5 = 9
Antonella : 1d20 + 2 ⇒ (2) + 2 = 4
Peribras: 1d20 + 6 ⇒ (11) + 6 = 17
Kitoro: 1d20 + 3 ⇒ (13) + 3 = 16
1d20 + 2 ⇒ (1) + 2 = 3

Initiative Order - Surprise
-------------------------------------
Bandits - begin searching cargo
Jirelle - fires from prone at yellow bandit for 4 damage and raises the alarm!
Killia - throws shuriken at yellow bandit for 5 damage
-------------------------------------Round 1
Bandit(Red) - Battleaxe attack vs Ash: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Bandit(Orange) - Battleaxe attack vs Lyan: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 Damage: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Bandit(Yellow) - Battleaxe attack vs Samarjit: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 Damage: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Bandit(Blue) - double move to cargo
Bandit(Pink) - Battleaxe attack vs Jirelle: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 Damage: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Bandit(Cyan)(light blue) - Battleaxe attack vs Killia: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d8 + 2 ⇒ (5) + 2 = 7 Miss!
Bandit(Green) - double move to cargo
Bandit(Purple) - Battleaxe attack vs Ash: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 Damage: 1d8 + 2 ⇒ (3) + 2 = 5 Miss!
Peribras
and Ash
Jirelle
Kitoro
Lyan
Killia
Antonella

Merchant 1
Merchant 2
Merchant 3
Merchant 4

GM Accounting:

Yellow: 4 + 5 = 9
Ash: 6 = 6
Lyan: 5 = 5
Samarjit(M4): 12 = 12
Jirelle: 7 = 7

Everyone except Killia, Samarjit, and Ash are prone from having been asleep. I'll have the merchants act as one just before the enemy's turn again. Calling for everyone's action now.


The noises of the jungle ebb and flow around you, the sounds of nature lulling you to uneasy sleep and restless dreams. The midnight hour comes and goes and the camp remains quiet save the rhythmic breathing of your sleeping comrades. Killia has been on watch for some time now and creeps slowly toward Jirelle to wake her for her turn at look-out. Samarjit has also been on watch-duty and though he has not returned to staring at the tiefling pointedly, he seems to have resorted to looking anywhere else to avoid it, which is frankly making him a very poor guard indeed.

Killia has only begun to try and stir Jirelle from sleep when the soft crunch of an insect under-heel draw both of their ears. Killa freezes like a statue to be double sure that he wasn't the one who made the sound as Jirelle's eyes pop open wide immediately. Someone is moving around the camp, their instantly alert gazes communicate to each other as their eyes meet. A beat more and they hear the soft rustling of nimble hands sorting through an array of items.

GM dice:

1d20 + 10 ⇒ (17) + 10 = 27
1d20 + 10 ⇒ (16) + 10 = 26
1d20 + 10 ⇒ (9) + 10 = 19
Killia Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Jirelle Perception: 1d20 + 10 ⇒ (14) + 10 = 24
Samarjit Perception: 1d20 + 6 ⇒ (4) + 6 = 10

1d20 + 6 ⇒ (16) + 6 = 22
1d20 + 6 ⇒ (1) + 6 = 7
1d20 + 6 ⇒ (17) + 6 = 23
Killia Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Jirelle Initiative: 1d20 + 6 ⇒ (10) + 6 = 16

Initiative Order - Surprise (Only one action, standard or move, bold is up now! Everyone else is currently sleeping.)
-------------------------------------
Bandits - begin searching cargo
Jirelle (prone on bedroll)
Killia


Killia wrote:
"Hmm yes, a Weretiger, or even a Rakshasa - though these rumours are whispered by afeared tongue. This mission seems adequate, let us see our route then, where do you think it will be likely for us to be ambushed?"

Mihir nods in approval, "I am glad to know you have come informed and prepared. If you need supplies, be sure to acquire them before you leave the safe-house."

He then turns to Killia to answer his question. "I cannot be sure where the ambush will take place, but the most likely spot is one of the areas where Waman directs you to make camp. The attacks have frequently occurred there, which is one of the reasons I came to suspect him and began leaking specific information to confirm my suspicions. Remember, he is unaware that I am onto him, do not let on that you know. Safe journeys, Pathfinders."

~~~

A young man with a slender build and an appraising look in his eye meets you as you finalize your business and head for the door. You notice his dark eyes flicker between your faces and your more prominent items on display, lingering especially on your weapons and any magical items you wear. "Greetings Pathfinders! I have the map for your travels and I have taken the liberty of marking the best spots to camp along the way. You'll find some tents in with your caravan supplies along with the merchandise you'll be transporting outside."

Survival DC 15:
Looking over the map, you notice the path Waman wants your team to travel is the long way to Niswan. A journey southeast along the coast would circumvent the jungle and save you at least two days of travel.

Once again, this is the last stop for shopping before we get underway. Your journey will last several days so you'll need to have rations and whatever camping supplies you expect to need. Kitoro, if you could pop over to discussion and fill out my little form, I'd appreciate it.


The city of Padiskar near the northern tip of the Isle of Jalmeray is not so much a city as a ring of small villages surrounding a massive, howling ruin, from which terrifying screams of whatever the Vudrani Maharaja Khiben-Sald left there in ancient times can still be heard. The new Venture-Captain Vasuman Mihir maintains a small safe house for the Pathfinder Society here, taking over from Padiskar’s longtime Venture-Captain Aamina Shahrazad, who was recently murdered by men loyal to Zamir, a bandit lord and rumored Aspis Consortium agent who operates out of the nearby jungles.

Venture-Captain Mihir’s briefing is short and serious.
“This is a fake scepter of the arclords,” he said, hefting a bejeweled staff in his hands bearing glowing runes across its surface. “You will lead a caravan toward Niswan carrying this false relic and several crates of minor magical items. My porter, a young boy named Waman, will give you a detailed travel itinerary, which you must follow with care. Except that it is almost certain that you will be ambushed before you reach your destination, since young Waman is a spy for the Aspis Consortium and has sold out and murdered a dozen or more of our brethren and associates, including our former venture-captain — I’m sure of it. The scepter is bait in a trap, and you are the teeth. Do not let on to Waman that you know of his transgressions — we need him to lead us to his master, the bandit lord Zamir. We’ll either make Zamir our man or disrupt his business permanently. I’ll deal with Waman myself once this affair is resolved.”

Venture-Captain Mihir held up a second item, a plain-looking but easily recognizable wayfinder. “This wayfinder is also a fake, although unlike the scepter, it does have real power. The dial always points to the scepter.” Mihir demonstrates, moving the wayfinder in a circle around the scepter, the needle pointing unerringly at it. "Make sure to keep the wayfinder on one of you. It must not be taken along with the scepter or this is all for naught."

“Waman gave Zamir information that enabled the bandit fool to steal artifacts from dozens of our caravans and even from safe houses such as this one. Zamir has a method of disassembling the artifacts so that he can smuggle them off the island with ease, bound for ports of call in Cheliax. What we do not know is where Zamir is, since he never attacks with his men.”

“I gave Waman the information about your journey, so at some point along the route, Zamir’s bandits will ambush you. Very likely at one of the recommended camp sites. Previous experience indicates that his bandits will not kill if they don’t have to. Let them steal the scepter. You must put up a small struggle, maybe even kill or injure several of his men, but most importantly you must let them escape and they must escape with the scepter."

“Give them a few hours lead after the ambush to escape and then use the wayfinder to track Zamir to his hideout. Zamir is an arrogant man whose loyalties lie with whoever can make him famous to the people of Jalmeray. Right now he believes the Aspis Consortium is the answer. You will either convince him that the Society is the answer — as he could be a very powerful ally in the region — or if you cannot, you’ll end his operations for good. How you handle it, I leave to you. Good luck on your journey and may the gods guide your hand. If you have any questions, now is the time.”

Gather Information or Knowledge(local) DC 15:
Zamir is much feared, it seems. Those who will speak of him say in hushed tones that he is rumored to be a weretiger or perhaps a rakshasa.

Gather Information or Knowledge(local) DC 20:
The Pathfinders are not the only ones interested in Zamir and his band. He is wanted by the Thakur (the leader of Jalmeray) for his activities as an unlawful revolutionary.

You may roll Diplomacy checks to Gather Information and/or Knowledge Local checks and look at the spoilers above if you meet or beat the listed DC. It will be up to you if you share that information with the party. You may also make purchases from the Pathfinder safe-house and ask any questions before the adventure gets underway.


Round 1
---------------------------------
Qualif – casts haste (lasts til round 6)
_and Verna'th - stabs Blue for 16 damage
Enemy:
Red – drinks potion and disappears!
Blue – slams at Verna'th, misses
Slam Verna’th: 1d20 + 9 ⇒ (16) + 9 = 25 Damage: 1d8 + 10 ⇒ (6) + 10 = 16

Odo – smites Blue for 16 damage
Shardra – hexes Red with misfortune, but Red saves
_Red Will: 1d20 + 9 ⇒ (13) + 9 = 22
Yoon – blasts Blue for 19 damage
_Blue Reflex: 1d20 + 5 ⇒ (3) + 5 = 8
---------------------------------Round 2
Qualif
_and Verna'th

Enemy
Odo
Shardra
Yoon

If your actions need to be altered now that Red is invisible, please redirect. Qualif and Verna’th are up!

GM accounting:

Blue Damage: 16 + 16 + 19 = 51


The path travels through slippery, winding passages before it joins with another and then opens into the finished chamber ahead. At first glance, the room seems empty save for the flickering torches casting weirdly warped shadows that chase each other around the strange luminescent boulder. The party moves slowly and carefully forward and as the light shifts, you notice a pale and gaunt man standing just beside the great rock. His eyes flicker your way as Odo's words have attracted his attention. Most of you cannot yet see, but there is a heavy dragging sound coming from around the corner up ahead as well.

"So the Pathfinder fools have finally sent someone to check after poor Wuthers... I'm afraid you'll find him a changed man. My Lord's blessings have that effect on people." He smiles wickedly and tilts his head, seeming amused by your appearance.

Odo:
A sharp burst of pain leaves your temples throbbing and the taste of ash and grave dust in your mouth. The boulder emanates a strong aura of evil, it is more than you have ever encountered.

GM Rolls:

Enemy Init: 1d20 + 3 ⇒ (18) + 3 = 21

Odo: 1d20 + 3 ⇒ (7) + 3 = 10
Shardra: 1d20 + 1 ⇒ (8) + 1 = 9
Yoon: 1d20 + 4 ⇒ (1) + 4 = 5
Qualif: 1d20 + 5 ⇒ (20) + 5 = 25

Round 1
---------------------------------
Qualif
_and Verna'th

Enemy
Odo
Shardra
Yoon

I'm inferring that is a direct and non-stealthy approach. Bold is up!


Stage:
The wooden stage is painted black and currently decorated to look like a jungle underworld, with fake plants, vines, and a backdrop of jungle scenery. An orchestra pit separates the stage from the main opera house and a thick, red velvet curtain conceals the main doors to the back stage area.

2 Back Stage:
The backstage area is crowded with the various and sundried clutter of the theater. The floors are painted black and the walls are covered in dozens of painted handbills and posters of previous operas performed here. Dozens of costume racks and painted backdrops are set up here to be wheeled out on stage for the proper scenes. There are doors that lead to actor's dressing rooms on either side as well as spiral staircases that descend beneath the Opera House.

Taking your cue, you take the stairway down to the basement level below.

Used primarily to store larger set pieces no longer used, this musty basement is now the home to a dig project that extends into the bedrock east of the room. This room is well lit by standing lamps.

Glistening with water, the slick walls and floor of these tunnels were recently carved from the thick bedrock beneath Oppara. Well lit by standing lamps, the tunnels stretch into an adjacent chamber, seemingly carved from the bedrock as well. However, the adjacent chamber is made of smooth walls, covered in strange glyphs, and also lit by the same standing lamps. At the center of that chamber stands a tall stone dais. In the middle of the dais is a huge boulder which, by all appearances, fell a great distance before crashing here. The boulder glows with an eerie green light.

The path travels through slippery, winding passages before it joins with another and then opens into the finished chamber ahead. The stealthier members of the party move slowly and carefully forward and as the light shifts, you notice a guard on the steps and a pale, gaunt man standing just beside the great rock. His eyes flicker your way as some subtle sound has attracted his attention.

GM Rolls:

EP: 1d20 + 2 ⇒ (1) + 2 = 3
Enemy Init: 1d20 - 1 ⇒ (16) - 1 = 15

Ukou Xaio: 1d20 + 4 ⇒ (16) + 4 = 20
Phineas: 1d20 + 4 ⇒ (7) + 4 = 11
Caladin: 1d20 + 4 ⇒ (8) + 4 = 12
Aznive: 1d20 + 3 ⇒ (8) + 3 = 11
Zoge Hane: 1d20 + 3 ⇒ (9) + 3 = 12

Round 1
---------------------------------
Ukou Xaio

Enemy

Caladin
_and Serene
Zoge
_and Sieshin
Phineas
Aznive

Ok, finally carved out some time to get this up. Ukou is up! Have moved the basement to the first slide on the encounter map.


Stage:
The wooden stage is painted black and currently decorated to look like a jungle underworld, with fake plants, vines, and a backdrop of jungle scenery. An orchestra pit separates the stage from the main opera house and a thick, red velvet curtain conceals the main doors to the back stage area.

2 Back Stage:
The backstage area is crowded with the various and sundried clutter of the theater. The floors are painted black and the walls are covered in dozens of painted handbills and posters of previous operas performed here. Dozens of costume racks and painted backdrops are set up here to be wheeled out on stage for the proper scenes. There are doors that lead to actor's dressing rooms on either side as well as spiral staircases that descend beneath the Opera House.

Taking your cue, you take the stairway down to the basement level below.

Used primarily to store larger set pieces no longer used, this musty basement is now the home to a dig project that extends into the bedrock east of the room. This room is well lit by standing lamps.

Glistening with water, the slick walls and floor of these tunnels were recently carved from the thick bedrock beneath Oppara. Well lit by standing lamps, the tunnels stretch into an adjacent chamber, seemingly carved from the bedrock as well. However, the adjacent chamber is made of smooth walls, covered in strange glyphs, and also lit by the same standing lamps. At the center of that chamber stands a tall stone dais. In the middle of the dais is a huge boulder which, by all appearances, fell a great distance before crashing here. The boulder glows with an eerie green light.

The path travels through slippery, winding passages before it joins with another and then opens into the finished chamber ahead. The stealthier members of the party move slowly and carefully forward and as the light shifts, you notice a guard on the steps and a pale, gaunt man standing just beside the great rock. His eyes seem fast focused on the glowing rock.

GM Rolls:

EP: 1d20 + 2 ⇒ (10) + 2 = 12
Enemy Init: 1d20 - 1 ⇒ (16) - 1 = 15

Mira: 1d20 + 4 ⇒ (12) + 4 = 16
Hanzo: 1d20 + 2 ⇒ (16) + 2 = 18
Frost: 1d20 + 3 ⇒ (2) + 3 = 5
Quinn: 1d20 + 5 ⇒ (20) + 5 = 25
Vinny: 1d20 + 4 ⇒ (13) + 4 = 17
Maedhros: 1d20 + 2 ⇒ (1) + 2 = 3

Surprise Round (Remember one standard or move action during surprise only, unless you can charge)
---------------------------------
Quinn
_and Bacchus
Mira

---------------------------------Round 1
Quinn
_and Bacchus
Hanzo
Vinny
Mira

Enemy
Frost
Maedhros

Ok, finally carved out some time to get this up. Bold is up! Have moved the basement to the first slide on the encounter map.


The path travels through slippery, winding passages before it joins with another and then opens into the finished chamber ahead. At first glance, the room seems empty save for the flickering torches casting weirdly warped shadows that chase each other around the strange luminescent boulder. The party moves slowly and carefully forward and as the light shifts, you notice a pale and gaunt man standing just beside the great rock. His eyes flicker your way as if some subtle sound has attracted his attention. Most of you cannot yet see, but there is a heavy dragging sound coming from around the corner up ahead as well.

GM Rolls:

EP: 1d20 + 3 ⇒ (19) + 3 = 22
Enemy Init: 1d20 - 1 ⇒ (11) - 1 = 10

Cirri: 1d20 + 1 ⇒ (10) + 1 = 11
Random: 1d20 + 2 ⇒ (5) + 2 = 7
Necress Nyx: 1d20 + 0 ⇒ (18) + 0 = 18
Morvius: 1d20 + 0 ⇒ (14) + 0 = 14
Ryskovich: 1d20 + 2 ⇒ (3) + 2 = 5
Sifvery Moon: 1d20 + 4 ⇒ (16) + 4 = 20

Round 1
---------------------------------
Sifvery Moon
Necress Nyx
_and Minion
Morvius
Cirri

Enemy
Random
Ryskovich

Ok, finally carved out some time to get this up. Bold is up! Have moved the basement to the first side on the encounter map.


Qualif accurately fires a glob of acid as Verna'th runs the woman in the blue bandana through, ruthlessly skewering her upon the spear and a red font flows from her open mouth. A terrible sound issues from her bloody lips, bubbles of gore spraying forth as she tries to form the words. "Fell will rise... from the depths... and Zyphus' great harvest will pour from this... heretic house and He will consume us ALL!" Horrifically, she seems to gain strength as she speaks and begins to step forward, sliding along the spear embedded in her torso and raising the massive, bloodied bone pick before Verna’th is able to pull her weapon free.

Then Yoon releases her blast and blue flames engulf the lot of them.

_Green Reflex: 1d20 + 3 ⇒ (15) + 3 = 18 (Saves, half damage)
_Blue Reflex: 1d20 + 5 ⇒ (1) + 5 = 6
_Orange Reflex: 1d20 + 3 ⇒ (16) + 3 = 19 (Saves, half damage)

_Green Reflex: 1d20 + 3 ⇒ (10) + 3 = 13 (Failed, On Fire)
_Orange Reflex: 1d20 + 3 ⇒ (4) + 3 = 7 (Failed, On Fire)

Fire damage: 1d6 ⇒ 4
Fire damage: 1d6 ⇒ 5

The two men seem to dodge away from the worst of it, but the woman is going nowhere fast. She is basted in her own blood and is flash-burned to a crisp before your very eyes and falls to pieces. Her fellows quickly drop to the ground to smother the flames and beg for mercy before they fall unconscious from their burns.

Save your misfortune, it’s clear they are done for. Out of Combat!

A quick search of your most recently slain assailants reveals a potion of cure serious wounds, +1 full plate armor, +1 heavy pick, 2 suits of half-plate armor, 3 heavy steel shield, 3 masterwork shortbow with 20 arrows each.

In the interest of time I am going to handwave interrogation and frogmarch you into the final combat. Please claim any treasure you want to make use of and make stealth rolls if you intend a stealthy approach.

The next room is a gaudy, marbled hallway with finely carved pillars, the white floor here is split by a deep violet carpet. This entrance is reserved for the king and anyone he considers to be part of the royal court.


The Pathfinders move to advantageous positions when suddenly the door bursts open and three warriors charge in, their white bone picks glistening with fresh, red blood.

Two of the three charge forward to engage the first person they lay eyes on, in this case, the halfling knight. The man in green scores a nasty hit as he charges in.

"More bodies to add to the count, my brothers! Fel will be pleased!" The rough looking warrior woman in a blue bandana swings her pick as well, but Odo's armor repels the strike.

The warrior trailing behind the others carries a shortbow and fires at the intimidating looking eidolon, but the arrow simply bounces off her magically armored scales.

Round 1
---------------------------------
Qualif – casts barkskin on Verna’th
_and Verna'th – moves, readies spear
Yoon – gathers power
Odo – draws wand, moves
Shardra – casts detect undead, nothing detected
Enemy:
Green – charges Odo, strikes for 10 damage
Pick attack, charging: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20 Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Blue – charges Odo, misses
Pick attack, charging: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19 Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Orange – fires shortbow at Verna'th
Shortbow attack: 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d6 ⇒ 1
---------------------------------Round 2
Qualif
_and Verna'th
Yoon
Odo
Shardra

Enemy

Apologies again for the delay. Want to hear God laugh? Just explain your plans...
Party is up!


Zoge Hane wrote:
I hope that since we archers were ready we can get a shot off before the Melee guys jump in the way ...not that is mattered. ..so changing this guy up

In order to ready an attack, you must use a standard action to set it up like Caladin did. Your standard action was used to cast a prep spell instead.

The man clad in Green was first through the door and first to fall as Caladin's arrow strikes him soundly in the throat, leaving him shocked and weakened as a barrage of attacks catch him unaware and send him crashing to the floor.

Turan steps over his body to reach the woman behind him and cracks her with two swift blows, handily knocking her unconscious. Left without a target, Phineas steps over the woman and strikes at the fellow in Orange, but misses. He drops his shortbow and draws his bone pick, swinging for the half-elf but missing badly.

Round 1
---------------------------------
Ukou Xaio – double move
Zoge – cast magic weapon, knocks arrow
_and Sieshin - delays
Turan – ??? move, defensive
Caladin – knocks arrow, readies to fire, strikes Green for 10 damage
_and Serene - casts Guidance
Phineas – double move
Aznive – attempts to hide
Enemy:
Green – steps inside, attacks Turan
Blue – aids Green’s attack
Orange – fires shortbow, misses
---------------------------------Round 2
Ukou Xaio – AOO for 8 damage on Green, bringing him down
Zoge – fires and misses
_and Sieshin - delays
Turan – flurries Blue for 23 total damage, bringing her down
Caladin – fires at Orange, misses
_and Serene - casts Guidance
Phineas – steps after Orange, misses
Aznive - refund
Enemy:
Green – dead
Blue – unconscious, dying
Orange – drops shortbow, draws Pick, attacks P.T. Pick attack: 1d20 + 2 ⇒ (8) + 2 = 10 Damage: 1d6 ⇒ 6
---------------------------------Round 2
Ukou Xaio
Zoge
_and Sieshin
Turan
Caladin and Serene
Phineas
Aznive

Enemy


Hanzo strikes a blow on the fellow in Green so that when Bacchus swoops in and rips with a talon, he no longer stirs. Frost strikes a blow, but it is not enough to stop the woman in the blue bandana. She rises, unsteadily, to her feet and strikes back with her great heavy pick composed of bone. Frost takes 4 damage unless AOO's take the woman out completely. Frost, Bacchus and Hanzo get AOO's on Blue as she stands up from prone.

The one attacking Mira just barely misses the wily gunslinger, but she feels the wind off the forceful blow she has just narrowly avoided.

Round 1
---------------------------------
Mira – double move to threaten the doorway
Quinn and Bacchus – knocks arrow, casts guidance on self
Vinny - delays
Hanzo – moves and readies attack, strikes Green for 8 damage
Maedhros – readies to cast grease
Frost – moves and readies attack
Enemy:
Green – charges Frost, slips down in grease
Blue – charges Frost, slips down in grease
Orange – attacks Mira, misses
---------------------------------Round 2
Mira – slashes at Orange, misses
Quinn – fires on Orange, misses
_and Bacchus – flies to flank, claws Green for 8 damage, bringing him down
Vinny – delay
Hanzo – strikes and misses
Maedhros – summons eagle
Frost – strikes Blue for 6 damage
Enemy:
Green – unconscious, dying
Blue – stands up from prone, provoking AOO’s, and attacks Frost for 4 damage Pick attack: 1d20 + 5 ⇒ (12) + 5 = 17 Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Orange – attacks Mira, misses Pick attack: 1d20 + 2 ⇒ (14) + 2 = 16 Damage: 1d6 ⇒ 6
---------------------------------Round 3
Mira
Quinn
_and Bacchus
Vinny
Hanzo
Maedhros
Frost

Enemy

Party is up!


Turan, I don’t see your speed listed on your sheet. Did you single or double move? Map was a bit askew when I checked so did my best to position everyone after fixing it. Feel free to reposition if I got it wrong.

The Pathfinders rush to advantageous positions when suddenly the door bursts open and three warriors jostle to move in, their white bone picks glistening with fresh, red blood. Green draws AOOs from everyone threatening.

Their charge is brought up short by Turan, having placed himself to intercept.

"More bodies to add to the count, my brothers! Fel will be pleased! Now get in there!" The rough looking warrior woman in a blue bandana gives the man in front of her an encouraging shove, but with his momentum halted, his strike is unbalanced and does not even come close to the mark.

The warrior behind the woman tries to fire a shortbow through the doorway, but misses badly.

Round 1
---------------------------------
Ukou Xaio – double move
Zoge – cast magic weapon, knocks arrow
and Sieshin - delays
Turan – ??? move, defensive
Caladin – knocks arrow, readies to fire
and Serene - casts Guidance
Phineas – double move
Aznive – attempts to hide
Enemy:
Green – steps inside, attacks Turan Pick attack: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6 Damage: 1d6 ⇒ 2
Blue – aids Green’s attack Aid attack: 1d20 + 2 ⇒ (18) + 2 = 20
Orange – fires shortbow, misses Shortbow attack: 1d20 + 1 ⇒ (7) + 1 = 8 Damage: 1d6 ⇒ 4
---------------------------------Round 2
Ukou Xaio
Zoge and Sieshin
Turan
Caladin and Serene
Phineas
Aznive

Enemy

Party is up! If you have an AOO or a readied attack, remember to roll it as well as your round 2 actions.


I think there was still some confusion as to what door, so I repositioned some PC's based on intent.

The Pathfinders rush to advantageous positions when suddenly the door bursts open and three warriors charge in, their white bone picks glistening with fresh, red blood. Drawing one AOO from Mira as they pass her by. Dealer's choice.

Two of the three charge forward to engage the first person they lay eyes on, in this case, the Ulfen beauty with braids of gold. Frost stands ready to face them, and strikes as soon as they come in range. Triggering Frost and Hanzo’s readied attacks, please remember to roll this as well as your round 2 attack.

"More bodies to add to the count, my brothers! Fel will be please-DAHH!" The rough looking warrior woman in a blue bandana has her words cut short as Maedhros' spell goes off and a patch of grease appears beneath her (and Green's) feet and they both slip down on the hard marble floors.

The warrior trailing behind the others notices Mira and decides the young woman looks like easy meat. He moves to engage her, swinging the great pick, but cutting through only air as Mira easily dodges the blow.

Round 1
---------------------------------
Mira – double move to threaten the doorway
Quinn and Bacchus – knocks arrow, casts guidance on self
Vinny - ???
Hanzo – moves and readies attack
Maedhros – readies to cast grease
_Green Reflex: 1d20 ⇒ 7
_Blue Reflex: 1d20 ⇒ 1
Frost – moves and readies attack
Enemy:
Green – charges Frost, slips down in grease
Blue – charges Frost, slips down in grease
Orange – attacks Mira, misses Pick attack: 1d20 + 2 ⇒ (11) + 2 = 13 Damage: 1d6 ⇒ 4
---------------------------------Round 2
Mira
Quinn and Bacchus
Vinny
Hanzo
Maedhros
Frost

Enemy

Both Blue and Green are prone, party is up!


Looking back, I realize I failed to roll twice for ill omen once she finally made a d20 roll to cast defensively, the spiritual weapon should have failed to cast.

The woman ducks and dodges the missiles and blows aimed at her and then reaches out to touch Ryskovich, but the fortunate duelist avoids her groping hand.

Surprise Round
---------------------------------
Necress Nyx and minion – moves in / charges Green for 3 damage
Ryskovich - charges Green for 6 damage
Morvius – focused trance
Random – moves in
Cirri – moves in
Sifvery Moon – fires arrow on Blue, misses
---------------------------------Round 1
Necress Nyx and minion - casts ill omen on Blue / strikes Green for 6 damage
Ryskovich – slashes Green for 7 damage, bringing it down
Morvius – moves, attacks yellow with glaive for 18 damage, bringing it down
Enemies:
Blue – steps back, casts cause fear on Cirri, who succumbs
Yellow – steps up and slams at Ryskovich, misses
Random – fires arrow on Blue, misses
Cirri – runs away (1st round of 3)
Sifvery Moon – casts ray of frost on Blue for 4 damage
---------------------------------Round 2
Necress Nyx and minion – slings a stone, misses / moves
Ryskovich – moves, strikes, misses
Morvius – charges blue, strikes for 18 damage
Enemies:
Blue – steps back, casts cure moderate on self, healing 10 hp
Random – readies hydraulic push
Cirri(frightened) – runs some more (2nd round of 3)
Sifvery Moon – fires arrow, misses
---------------------------------Round 3
Necress Nyx and minion – slings a stone, misses / strikes at Blue, misses
Ryskovich – steps and full attacks Blue for 7 damage
Morvius – strikes at Blue, misses
Enemies:
Blue – casts but loses spell

Random – moves to watch over Cirri
Cirri(frightened) – runs yet more (Last round of fear)
Sifvery Moon – fires arrow, misses
---------------------------------Round 4
Necress Nyx and minion – slings a stone, misses / strikes at Blue, misses
Ryskovich – full attacks, misses
Morvius – strikes, misses
Enemies:
Blue – reaches to touch Ryskovich, misses Melee Touch attack: 1d20 + 3 ⇒ (8) + 3 = 11

Random
Cirri
Sifvery Moon

---------------------------------Round 5
Necress Nyx and minion
Ryskovich
Morvius

Enemy

Party is up! One more solid hit should finish this fight.


Shardra, the misfortune hex uses a standard action to target one creature. It won’t “hit entire clump of bads” just because you cast it on Blue and have been using chant to extend it.

Odo strikes true and scores a serious wound on the horrid woman as Verna'th continues to unleash her wrath on the red-furred zombie. Shardra chants to maintain her hexes and moves up. Yoon is not dissuaded by the barrage of blows and the evil woman's chilling, draining touch and keeps after her target. A final slash of her flame blade and the woman in the once fine cloak sinks to the marble floor, still aflame.

The red zombie follows after Yoon, still swinging at her, but missing while the others fumble at Verna'th uselessly.

Surprise Round
---------------------------------
Odo – casts knight's calling on Blue
Qualif and Verna'th – mount up / charges in, skewering green and bringing it down
Shardra – casts misfortune on Blue
Yoon – torches Yellow with fire blast, bringing it down
---------------------------------Round 1
Enemies:
Blue – double move to answer call, Odo strikes, missing
Red – moves
Purple – charges Verna’th, slams for 8 damage
Orange – moves
Odo – strikes with scimitar, missing
Qualif and Verna'th – casts acid splash on Blue for 2 damage / stabs Red for 6 damage
Shardra – gives Blue the evil eye
Yoon – flaming blade scorches Blue for 18 damage
---------------------------------Round 2
Enemies:
Blue – steps back, casts cause fear defensively (Fails, loses spell)
Red – steps up, strikes Verna’th, missing
Purple – steps up, slams Verna’th, missing
Orange – slams Verna’th, missing
Odo – steps, strikes with scimitar, missing
Qualif and Verna'th – holds on / claws Red for 10 total damage
Shardra – chants, casts protection from evil on Odo
Yoon – flaming blade scorches Blue for 10 damage
---------------------------------Round 3
Enemies:
Blue – touches Yoon for 19 damage and steps
Red – strikes Yoon for 6 damage
Purple – slams Yoon, misses
Orange – slams Verna’th, misses

Odo – strikes with scimitar for 10 damage on Blue
Qualif and Verna'th – holds on / claws Red for 8 total damage
Shardra – chants, moves
Yoon – flaming blade scorches Blue for 11 damage, bringing her down
_Blue Reflex save: 1d20 + 3 ⇒ (10) + 3 = 13 (Fails)
---------------------------------Round 4
Enemies:
Blue – unconscious, dying, on fire
Red – steps up, strikes Yoon, misses Morningstar attack: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 Damage: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Purple – slams Verna’th, misses Slam: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19 Damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Orange – slams Verna’th, misses Slam: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13 Damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Odo
Qualif and Verna'th
Shardra
Yoon

---------------------------------Round 5
Enemies


Botting Ryskovich so we can move along...
Gotcha, Sifvery. I looked online and this was one of the times the d20pfsrd was not accurate, was listing a curse arcana instead.

Random makes ready to protect the patrons with his magic, but the woman in the fur-lined cloak looks more concerned with keeping her back to the wall and her defenses up than terrorizing the bystanders.

Sifvery and Necress miss their shots, as do the minion and Morvius miss their melee strikes. Ryskovich steps up and slashes the woman with his Falcata, drawing a serious wound.

Weakened and cornered, the woman cries out to her deity. "Zyphus, grant me your arms to slay my enemies!" A dark image of a bone-pick like the one she carries appears, free-floating beside her as if wielded by an invisible hand. It arcs down toward the halfling duelist, but he ducks it easily.

Surprise Round
---------------------------------
Necress Nyx and minion – moves in / charges Green for 3 damage
Ryskovich - charges Green for 6 damage
Morvius – focused trance
Random – moves in
Cirri – moves in
Sifvery Moon – fires arrow on Blue, misses
---------------------------------Round 1
Necress Nyx and minion - casts ill omen on Blue / strikes Green for 6 damage
Ryskovich – slashes Green for 7 damage, bringing it down
Morvius – moves, attacks yellow with glaive for 18 damage, bringing it down
Enemies:
Blue – steps back, casts cause fear on Cirri, who succumbs
Yellow – steps up and slams at Ryskovich, misses
Random – fires arrow on Blue, misses
Cirri – runs away (1st round of 3)
Sifvery Moon – casts ray of frost on Blue for 4 damage
---------------------------------Round 2
Necress Nyx and minion – slings a stone, misses / moves
Ryskovich – moves, strikes, misses
Morvius – charges blue, strikes for 18 damage
Enemies:
Blue – steps back, casts cure moderate on self, healing 10 hp
Random – readies hydraulic push
Cirri(frightened) – runs some more (2nd round of 3)
Sifvery Moon – fires arrow, misses
---------------------------------Round 3
Necress Nyx and minion – slings a stone, misses / strikes at Blue, misses
Ryskovich – steps and full attacks Blue for 7 damage
+1 Falcata and +1 Buckler: 1d20 + 8 ⇒ (11) + 8 = 191d20 + 5 ⇒ (8) + 5 = 13 for Falcata damage: 1d6 + 4 ⇒ (3) + 4 = 7 Buckler damage: 1d2 + 1 ⇒ (1) + 1 = 2
Morvius – strikes at Blue, misses
Enemies:
Blue – casts Cast Defensively: 1d20 + 9 ⇒ (11) + 9 = 20
Weapon Attacks Ryskovich: 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Random
Cirri(frightened) – runs yet more (Last round of fear)
Sifvery Moon
---------------------------------Round 4
Necress Nyx and minion
Ryskovich
Morvius

Enemy


Odo’s luck continues to elude him as he strikes and misses again. Qualif holds onto the jostling saddle as Verna’th drops her spear and slashes at the red-furred zombie. It’s dead flesh gives way more easily beneath her claws, but the creature still stands strong. Shardra increases Odo’s protections and keeps up her chanting. Yoon keeps the pressure on with her flame blade, searing the woman yet again.

The pyro-kinetic youth has drawn the full attention of her target now, and the woman in the fine cloak with fur edging now scorched black smiled as she reaches to stroke Yoon beneath her chin with a cold, bejeweled hand in a cruel parody of a loving caress. ”Naughty little thing, we shall have to punish that fiery temper.” The hand grows colder before it leaves her skin, sapping Yoon of warmth and life. The woman’s smile turns to a sneer and she shouts to her undead minions. ”Kill the child!”

The two that can reach her, swing for the young girl while the last one just continues trying to pummel Verna'th. The red-furred zombie strikes Yoon with it's morningstar but it's lesser kin grope uselessly at their opponents armor.
Yoon takes 26 total damage!

Surprise Round
---------------------------------
Odo – casts knight's calling on Blue
Qualif and Verna'th – mount up / charges in, skewering green and bringing it down
Shardra – casts misfortune on Blue
Yoon – torches Yellow with fire blast, bringing it down
---------------------------------Round 1
Enemies:
Blue – double move to answer call, Odo strikes, missing
Red – moves
Purple – charges Verna’th, slams for 8 damage
Orange – moves
Odo – strikes with scimitar, missing
Qualif and Verna'th – casts acid splash on Blue for 2 damage / stabs Red for 6 damage
Shardra – gives Blue the evil eye
Yoon – flaming blade scorches Blue for 18 damage
---------------------------------Round 2
Enemies:
Blue – steps back, casts cause fear defensively (Fails, loses spell)
Red – steps up, strikes Verna’th, missing
Purple – steps up, slams Verna’th, missing
Orange – slams Verna’th, missing
Odo – steps, strikes with scimitar, missing
Qualif and Verna'th – holds on / claws Red for 10 total damage
Shardra – casts protection from evil on Odo
Yoon – flaming blade scorches Blue for 10 damage
---------------------------------Round 3
Enemies:
Blue – touches Yoon for 19 damage and steps
Melee touch attack: 1d20 + 5 ⇒ (19) + 5 = 24 (Roll again, misfortune)
Melee touch attack: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 3d8 + 6 ⇒ (6, 1, 6) + 6 = 19
Red – attack Yoon Morningstar attack: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26 Damage: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Purple – slams Yoon, misses Slam: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20 Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Orange – slams Verna’th, misses Slam: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 Damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Odo
Qualif and Verna'th
Shardra
Yoon

---------------------------------Round 4
Enemies

Party is up!


Sifvery Moon wrote:
Using a spell with Cold descriptor adds +1 AC for 1d4 rounds. Does natural armor stack?

How is that? Tried to look it up myself and found no basis for this. Whether something stacks depends on what kind of bonus it is. Also, shield and mage armor are only helpful vs incorporeal touch attacks, so her touch AC is still 12 unless facing incorporeal opponents.

Morvius moves in and brings the last zombie to a quick end, slicing down with his glaive. Sifvery hits the woman in the fur-lined with a frosty ray but as the rest of the Pathfinders close in on her, but they fail to finish her off.

The woman roars at the opera frightened crowd to "Get back!" and the shrieking female opera patron moves away from her with a yelp. She then casts, healing herself.

Surprise Round
---------------------------------
Necress Nyx and minion – moves in / charges Green for 3 damage
Ryskovich - charges Green for 6 damage
Morvius – focused trance
Random – moves in
Cirri – moves in
Sifvery Moon – fires arrow on Blue, misses
---------------------------------Round 1
Necress Nyx and minion - casts ill omen on Blue / strikes Green for 6 damage
Ryskovich – slashes Green for 7 damage, bringing it down
Morvius – moves, attacks yellow with glaive for 18 damage, bringing it down
Enemies:
Blue – steps back, casts cause fear on Cirri, who succumbs
Yellow – steps up and slams at Ryskovich, misses
Random – fires arrow on Blue, misses
Cirri – runs away (1st round of 3)
Sifvery Moon – casts ray of frost on Blue for 4 damage
---------------------------------Round 2
Necress Nyx and minion – slings a stone, misses / moves
Ryskovich – moves, strikes, misses
Morvius – charges blue, strikes for 18 damage
Enemies:
Blue – steps back, casts cure moderate on self, healing 10 hp
_CMW: 2d8 + 3 ⇒ (3, 4) + 3 = 10

Random
Cirri(frightened)
Sifvery Moon

---------------------------------Round 3
Necress Nyx and minion
Ryskovich
Morvius

Enemy

Party is up! Shuffled actions to Blue once Morvius downed Yellow, but misses still miss.


The woman in the fur-lined cloak looks surprised to find herself surrounded by Pathfinders. Odo strikes at her with his scimitar, but finds she is well protected by some armor she wears beneath her clothes.
But it doesn't protect her from Qualif's acid splash. Verna'th continues to impale the undead meat before her, steadily tenderizing them.
Shardra continues to taunt the woman, hexing her with the evil eye as Yoon forms a blade of pure flame and strikes the woman, burning her badly and scorching her fine cloak. Sucking air through clenched teeth from the pain, she steps as far from the young kineticist as she can and begins casting while trying to avoid the eidolon's spear. But she errs on the side of caution and the spell fizzles.
The undead step up to pummel Verna'th but her tough hide and magical armor resist the clumsy blows.

Surprise Round
---------------------------------
Odo – casts knight's calling on Blue
Qualif and Verna'th – mount up / charges in, skewering green and bringing it down
Shardra – casts misfortune on Blue
Yoon – torches Yellow with fire blast, bringing it down
---------------------------------Round 1
Enemies:
Blue – double move to answer call, Odo strikes, missing
Red – moves
Purple – charges Verna’th, slams for 8 damage
Orange – moves
Odo – strikes with scimitar, missing
Qualif and Verna'th – casts acid splash on Blue for 2 damage / stabs Red for 6 damage
Shardra – gives Blue the evil eye
_Blue Will save: 1d20 + 8 ⇒ (16) + 8 = 24 (Roll again, misfortune)
_Blue Will save: 1d20 + 8 ⇒ (7) + 8 = 15 (Fails)
Yoon – flaming blade scorches Blue for 18 damage
_Blue Reflex save: 1d20 + 3 ⇒ (8) + 3 = 11 (Fails)
---------------------------------Round 2
Enemies:
Blue – steps back, casts cause fear defensively Concentration: 1d20 + 11 ⇒ (1) + 11 = 12 (Fails, loses spell)
Red – steps up, strikes Verna’th Morningstar attack: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 Damage: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Purple – steps up, slams Verna’th Slam: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24 Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Orange – slams Verna’th Slam: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7 Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Odo
Qualif and Verna'th
Shardra
Yoon

---------------------------------Round 3
Enemies

Party is up!


Zoge fires on an undead foe, but finds his blunted arrow bounces off harmlessly. Phineas and Caladin charge in, making short work of the first zombie. Aznive moves in, followed by Turan and once they get into position, she kicks and he squashes, ending the second.

Now standing alone, the woman in the fur-lined cloak casts at the half-orc fighter drawing near to her, but it fizzles uselessly as his will resists.

Surprise Round
---------------------------------
Turan – moves in
Aznive – moves in
Zoge – fires on zombie, to no effect
Caladin and Serene – charges green for 11 damage / casts guidance
Phineas – charges green for 8 damage, bringing it down
Ukou – moves in
---------------------------------Round 1
Turan – squashes yellowAttack: 1d20 + 8 ⇒ (6) + 8 = 14 Damage: 2d8 + 10 ⇒ (7, 5) + 10 = 22
Aznive – strikes yellow for 4 damage
Zoge - ?
Caladin and Serene - ?
Enemy - casts cause fear on Ukou
_Will save: 1d20 - 1 ⇒ (20) - 1 = 19 (Saves)
Phineas
Ukou

---------------------------------Round 2
Turan
Aznive
Zoge
Caladin

Enemy
Phineas
Ukou

Botted Turan, hope we hear from him again soon. Party is up!

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