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From his vantage point on top of the bench, Pozuket sees the half elf drop. "Jivokun's down!" he announces. He then hops down behind Grogson and begins moving towards his fallen companion. Along the way, he pulls out his crossbow and readies a bolt.
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Move to N16 while pulling out the crossbow, then taking an action to load it. How I wish it made sense to carry the crossbow loaded...
Bardic bonuses continue.
----
Dang crowds. I had my turn all worked out, then realized I couldn't move far enough through them to make it work. So a much less effective turn instead.

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Wincing with pain as the magical bolt drives into him, he takes a quick step to catch back up, then unleashing a slash, cutting into the caster.
Sword: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

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Amris moves at full speed to the cleric, trying to deftly avoid a strike from the half-orc. He pulls his rapier out and attacks the cleric while fighting in a decidedly defensive posture. Archeologist's Luck - let's see a win!
"Ahem! Focus your attention over here young lady."
Acrobtics: 1d20 + 8 ⇒ (13) + 8 = 21
Rapier: 1d20 + 0 ⇒ (1) + 0 = 1
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Armor Class 20, evaded attack of opportunity

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Keeping at it with the orcish attacker, Grogson lets loose with a torrent of inflammatory language related to the girls heritage before laying in hard with edge of his round shield into her squared jaw.
Trip 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19

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Pozuket starts moving to recover Jivokun.
Jarglur channels a heal.
Amris rolls forward to square off against the cleric But given the difficult terrain of the crowd is takes a full move anyhow - so moot attack :)
Jivokun wakes up because of the channel (your move!)
Aranan slew the caster.
Grogsons ruse works on the woman who proffers her chin and catches a shield, which in turn draws a swing from the half-orc 1d20 ⇒ 2, but her blow is too timid and the overall result is her in a heap on the ground.
Jivs can resolve - he's prone, but there's a nasty gnome with a bow nearby!

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HP = 3/16
Jivs barked a quick cough as he woke up from the blackout that was highly related to the two arrows protruding from his chest. He laid still hoping he wouldnt get pincushioned until he could stand up safely.

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The gnome takes aim at the waking Jivokun, but then swaps onto Jarglur as he crosses into view... he asides to Jivokun as he lets the arrow fly at the norseman "Stay down champ, or you get the next one."
Attack on Jarglur.
Attack 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Damage 1d6 + 2 ⇒ (4) + 2 = 6
The arrow hitting home sweetly.
***
The clerical woman with Amris in her face decides to try doing something about it, casting defensively 1d20 + 3 ⇒ (14) + 3 = 17 and the spell goes off safely.
Amris, DC13 will save vs Fear
***
The Half Orc tries to defend herself as she rises, swinging her sword.
Attack will resolve after she gets up
-Amris, if you saved, you can make an AOO on the Half Orc as she rises.
-Grogson, you may take your AOO
Awaiting resolutions, then R3.

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Not heeding his warning, the orc rises and Grogson responds in kind.
Waraxe AoO 1d20 + 7 ⇒ (19) + 7 = 26 DMG 1d10 + 3 ⇒ (6) + 3 = 9

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Archaeologist's Luck
Amris sheaths his rapier and pulls out his whip.
"Guess we have to do it the hard way. Why do you guys all ways force us to do it the hard way?"
Intimidate to Demoralize: 1d20 + 5 ⇒ (2) + 5 = 7
DC = 10 + the target's Hit Dice + the target's Wisdom modifier
I guess I really need to work on my tough guy act

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HP = 6/16
Thanks man.
Jivs acknowledged Jarlgur and rolled to his feet befiore taking cover behind the fruit stand next to him. He was thinking of trying to get around and behind the pesky gnome and his wicked bow.
Move to H.13

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Pozuket steps forward and climbs up on another stall. Once he can see, he calls out: "Amris, down!"
He then follows that shout with another one, this one wordless but filled with crystal shards of solid sound, flying towards the two ambushers and Amris.
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Move action to move to P15, which I'm assuming is a stall where I can stand on something to see out.
Standard action to cast Chord of Shards - 15' cone. 2d6 piercing damage, Reflex DC 15 to negate
Free action to continue bardic performance

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Pozuket casts 2d6 ⇒ (6, 4) = 10 - blasting the area with a sonic boom that ends the fight in this corner. Only a few fleeing market denizens get caught in the blast.
Jarglur manages a heal on Jivokun.
Jivokun crawls to safety, leaving Jarglur in the line of fire...!
Aranan moves further into the combat.
Grogson & Amris rallying Still have your actions, but...
ENEMY 1d20 ⇒ 16
"&%$# this!" The Gnome sees that the game is up, and dives into the last of the fleeing crowd before there is time to engage him, clearly set on getting out of dying today.
Chase ensues if you wish to try hunt him down, or that's a wrap on the battle

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"Hold here. We need to search these bodies for intell. Chase the gnome and we will lose them both. Do a sweep of the area then we will sear ch the bodies. Then we gotta get the guard involved."

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1d20 ⇒ 18 The sleep manages to knock a bunch more shoppers out, but it appears the Gnome is not amongst the fallen...
Now the crowd has dispersed, the silence on the streets is only broken by the occasional moans of pain from market shoppers caught by the area effect spells from the party. Some people burnt, some people lacerated by the flying solid notes, the place is very bloody.
Recovering the situation, you locate:
potions of cure light wounds (2)
scroll of doom,
scroll of obscuring mist;
chain shirt,
elixir of love,
quarterstaff,
silver holy symbol of Nethys,
key to the 'Temple' - bears the symbol of a kneeling human male, his arms raised to the sun.
potion of cure light wounds
splint mail,
tower shield
scimitar
potion of invisibility,
scrolls of magic missile
dagger
Urchins start moving in like jackals to try steal the bodies of the fallen, they are very persistent, and only determined threats keep them at bay.
You show the symbol of the kneeling man to a few of the returning merchants, they confer for a moment and then confirm they know it all too well. ”Yeah we recognize the symbol — we’ve seen it a bunch of times on an abandoned prison in the Bottoms called the ‘Temple’. No one goes to prison in Kaer Maga—those caught committing crimes are either slain by vigilantes or executed by the Ardocs, the Commerce League, or the Duskwardens — the prison was just a trash heap the last time anyone checked”.
The market place starts to re-fill.

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Aran helps gather the gear and hears the report from one of the merchants. "There seems to be a great deal of laws that lead to dead criminals..." He doesn't seem to like this, but it's the law of the land. He cleans his blade of his enemy's blood and then sheathes it smoothly.

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Giving you guys time to sort out your various plans and strategies - time to determine when you attack and any preparations.
The Temple is exactly as described — a trash heap. It may once have been a model of beautiful prison architecture, but its facade is faded and cracked, piles of windblown trash hug its walls in drifts, and what may have once been manicured landscaping has since devolved into a tangled, swampy mess. A single path of cracked, wet bricks links the street to the entrance of the Temple, which appears to be a brand new, iron-braced wooden door. Above the door is a decayed carving of a human man on his knees, his arms raised toward a rising sun.

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"Yes, yes it is. Lets sort this gear. We either use in during our assault, or we hand it back over to the Society. Three cure light wounds potions, so one to each of the ground pounders. Scrolls of doom, magic missile, and obscuring mist... all could be handy. Potion of Love? I am all for diplomatic, but this might go a little too far. Potion of Invisibility would make scouting really nice, too bad there is only one way in or out."

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So we're off to some dank, dark temple that no one's supposedly been using and whoever's hiding out there pretending to be a Pathfinder start up knows we're coming? No sweat.
Jivs took the offered healing from Jarlgur with another nod of thanks and whatever items Amris handed him.
Healing: 2d8 + 2 ⇒ (2, 4) + 2 = 8 - HP=14/16

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Jarlgur takes the key and tries to unlock the door quietly, before opening it and peering in.
Stealth: 1d20 + 2 ⇒ (11) + 2 = 13
Perception: 1d20 + 7 ⇒ (3) + 7 = 10

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Aran looks at his compatriots and then thinks better of it, his hand gripping the hilt of his blade, thinking of drawing it, but decides against it, nodding to Jarlgur.

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Grogson will pull a sachet of flashpowder and hand it to Armis to throw in the door way before making entry. He will also give Jarlgur his periscope to look in with instead of his head.
Grogson stacks on the door opposite of Jarlgur handing him an odd bronze tube which he gestures to look around the corner once the door is open . Gripping his axe and shield,the dwarf nods to Armis to ensure he is ready as slips him a packet of flashpowder , then looks to the Northman for the signal to make entry dynamically or silent.
Given we are walking right in the front door, be ready to have the Sh*& poured on fast. You all should have a missile weapon readied and I will roll in first as point man. Zap magic user, missilemen, melee,in that order. I will seek out the casters first thing combined, we should drop them quickly.Hope a little retcon won't hurt, Shifty.

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Jarlgur accepts the object handed him with a quizzically look, examining it for a moment before nodding emphatically. He is a seeker after all and has a penchant for technology.
He places the periscope to his eye and peers around the corner of the doorway.