
2.1 Chapter 1: Into the Stolen Lands
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Now is the time for heroes to rise, to wield their weapons and magic with purpose, and to bring justice to those who prey upon the innocent. The time has come to reclaim the stolen lands, Retake our roads, our trade routes, and restore peace to our once-thriving lands.
The Stag Lord has entrenched himself in hidden strongholds, amassing ill-gotten wealth and ruling with fear. Their gangs of cutthroats and thieves harass and rob the common folk, leaving a trail of despair in their wake. It is up to you, valiant heroes, to step forward and challenge these lawless tyrants.
Gather your allies, sharpen your swords, and harness your mystical abilities. Assemble a fellowship of honor and embark on a noble quest to hunt down the Stag Lord and claim the Stoten Lands in the name of Brevoy.
Answer this call, mighty heroes! Embrace the challenge and let your names be etched in the annals of legend as rulers who tamed the Stolen Land. The time to rid our lands of the Stag Lord is now!

"let steal"
Rolls
Decp - (1d20+7-2)
(18) + 5 = 23
Action 1
Action 2
Action 3
Rolls
Steal stuff - roll ... - (1d20+4+3-2)
(20) + 5 = 25

Rolls
Performance for dancing - (1d20+1)
(17) + 1 = 18
Rolls
nobody notices me getting ready for a fight [theivery skill] - (1d20+2)
(7) + 2 = 9
Stealth check for totally smooth escape!
D20 +7 - 2
Rolls
Escape, - (D20+7-2)
(7) + 5 = 12
As the tavern door swings open with a sudden force, a group of ruffians bursts in, their entrance accompanied by a chilling silence that spreads like wildfire throughout the room. Clad in worn leather and draped in an air of menace, their eyes scan the space, their intentions clear to all who dare to meet their gaze.
The boisterous laughter fades, replaced by uneasy whispers and the shuffling of patrons inching away from the oncoming threat. The tavern's regulars, once emboldened by spirits, now hunch in their seats, their expressions etched with a mix of caution and apprehension.
The ruffians advance further into the tavern, their presence commanding attention and unsettling the atmosphere. The clattering of their heavy boots on the wooden floorboards echoes through the room, as if marking each step with a warning to those in their path.
A flicker of defiance sparks in the eyes of a few patrons, their hands tightening around mugs or weapons hidden beneath their cloaks. But their bravado is swiftly quelled as the ruffians exude an aura of raw aggression, a force that renders even the bravest souls hesitant to challenge them.
The tavern's proprietor, a weathered figure known for his unwavering resilience, steps forward to confront the intruders. With a voice that carries a hint of both authority and trepidation, he tries to defuse the tension and restore order. But his words fall on deaf ears as the ruffians remain unyielding, their intentions concealed behind grim expressions and clenched fists.
The air crackles with anticipation, the brewing storm threatening to unleash its fury upon the tranquil haven of the tavern. Patrons exchange nervous glances, bracing themselves for the inevitable clash that hangs like a heavy fog in the air.
In that moment, the tavern becomes a stage set for a confrontation, where the fates of the patrons and the ruffians intertwine, each holding their breath, waiting to see how this volatile encounter will unfold. The tranquility of the evening shattered, the tavern is now gripped by an unnerving stillness, as all prepare for the storm that is about to break.
The ruffians eye McTarget, before looking at Tassle
McTarget nervously eyes the ruffians , before looking at Tassle
Performance check to look just like a busking entertainer and not suspicious thief!
Rolls
Performance not thief - (D20+4-2)
(11) + 2 = 13
The lead ruffian put her hand on a her dagger, "oy what is the meaning of this McTarget, you call this low-key"
Rolls
Perception - (D20+3)
(20) + 3 = 23
D20+3
(19) + 3 = 22
D20+3
(10) + 3 = 13
D20+3
(3) + 3 = 6
D20+3
(8) + 3 = 11
D20+3
(14) + 3 = 17
D20+3
(4) + 3 = 7
D20+3
(2) + 3 = 5
D20+3
(1) + 3 = 4
D20+3
(20) + 3 = 23
D20+3
(8) + 3 = 11
D20+3
(14) + 3 = 17
D20+3
(15) + 3 = 18
D20+3
(17) + 3 = 20
Rolls
Acrobatic backflip - (D20+7)
(10) + 7 = 17
Lord McTarget's eyes are locked on the ruffians, until his gaze is broken a Tassle energetically flips away from him … and slightly towards the group of thugs.
"Gnomish ATTACK!" shouts one of the thugs as she whips a loaded crossbow from under a cloak. Before the ruffian leader can shout "wait" there is a "thwang". The bolt flies into McTarget, dropping him to his knees.
The warriors in back become obviously upset.
Rolls
Initiative /perception - (D20+3)
(3) + 3 = 6
Rolls
Justifiable, if indiscriminate, violence - (1d20+3)
(7) + 3 = 10
Note, I gave Seline, Dalia, and Octavius +5 as you we ready.
Tassle, you backflipped to safety. You'll have cover between the chair and table, but you are not hidden. You can use an action to try to hide (roll stealth)
Seline, if you want to have your Leshy do something. Use 1 action to get 2 Leshy actions. Note it is not for attacking
Also, note. Note everyone on the list is hostile.
Character | Initiative | Acted | Status |
Seline | 25 | ||
Leshy (Seline) | |||
Dalia | 15 | | |
Octavius | 15 | | |
Bar patrons | 15 | ||
Thug Leader | 13 | | |
Thug Crossbower | 13 | Frightened 1 | |
Thug 2 | 13 | | |
Thug 3 | 13 | | |
Thug 4 | 13 | | |
Tassle | 6 | ||
Backroom Goon 1 | 6 | ||
Backroom Goon 1 | 6 | ||
Backroom Goon 1 | 6 | ||
McTarget | 0 | incapacitated |

A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target's AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. The flame deals fire damage equal to 1d4 + your spellcasting ability modifier.
Rolls
Produce flame attack 1 - (1d20+7)
(6) + 7 = 13
Produce flame damage 1 - (1d4+7)
(2) + 7 = 9
Produce flame attack 2 - (1d20+7)
(3) + 7 = 10
Produce flame damage 2 - (1d4+7)
(2) + 7 = 9
Now is a good time to talk about actions, spells, and attacks
You have 3 pf2e actions, however some "actions" take more than 1 pf2e actions.
Spells vary. Sometimes you can vary the cast time to varying the power. Protector Tree and Produce flame both double actions. So Jen could only do one. See graphic.
Now, produce flame is an attack spell. "Normal ranged attack". In pf2e every attack get you an -5 on the next attack. So her "quickened" flame attack would have gotten 13 (which would miss) and then 10-5 = 5 (which is a critical miss cause it 10 less than the thugs AC)
Jen, why don’t you take another action. The tree is awesome btw

For summoned creatures they have 2 actions, and require the caster to use 1 spell sustain action on their turn.
…. However Protector Tree is not summoned. You just grew a tree. A tree that soaks damage. Primal is awesome.
[trying to judge how much ass kicking they require]
Rolls
Stealth the fuck out this - (D20+7)
(9) + 7 = 16
Rolls
Sling attack - (1d20+5)
(20) + 5 = 25
Sling damage (bludgeoning) - (1d6)
(1) = 1
Rolls
More damage! - (1d6)
(1) = 1
Gentlemen, ladies. There is no need for this violence. I am a priestess of Calistria, and if you will permit me, I will heal this feline fellow. Then if it would please both side I would be willing to act as an impartial mediator for this disagreement. I a sure that we would be able to achieve an agreeable end to whatever grievance lay between you both.
Rolls
Diplomacy - (1d20+6+1)
(8) + 7 = 15
Rolls
Intimidation, so the scum understand the alternative to Dalia's suggestion - (1d20+5)
(12) + 5 = 17
As on que, the bar patrons calmly scramble for cover, brawls are common in the seedy "Dancing Kobald". Except the orc bartender, who continues "cleaning" glasses at the bar.
In the chaos the Thug Leader, a halfling with unkempt hair shouts "Stop, we are not here for here for you lot" Gesturing he commands, "Grab this mook, we are out of here. Now!"
Two lurch forward and grab McTarget, dragging him back to the door. One grumbling about a sling pellet that wacked her in the eye.
The other two, load and aim their crossbows at the crowd. "Watch the gnome, they are unpredictable" one whispers
Round 1
Character | Initiative | Acted | Status |
Seline | 25 | Y | |
Leshy (Seline) | Y | ||
Dalia | 15 | Y | |
Octavius | 15 | Y | |
Bar patrons | 15 | Y | |
Thug Leader | 13 | Y | |
Thug Crossbower | 13 | Y | |
Thug 2 | 13 | Y | -2 HP |
Thug 3 | 13 | Y | |
Thug 4 | 13 | Y | |
Tassle | 6 | ||
Backroom Goon 1 | 6 | ||
Backroom Goon 1 | 6 | ||
Backroom Goon 1 | 6 | ||
McTarget | 0 | incapacitated |

Tassle whips out his crossbow loads and shoots the mouthy one
Rolls
Fuck it. Also ARROWED! - (D8+5)
(1) + 5 = 6
It looks like Tassle rolled a D8 instead of a D20. Can you re-roll
Use D20+5 in the roll command part
Both Thug with hand crossbows readied an action to shot if anyone tried anything
https://2e.aonprd.com/Actions.aspx?ID=82
Thug CB rolled a 17 (+6) which bets Tassle's of 15 (+2 cause she backflipped into cover)
Thug 2 rolled a 11 (+6) which misses (barely)
Damage is absorbed by the protector tree
https://2e.aonprd.com/Rules.aspx?ID=459
The goons are just using their move actions, 25ft per action x3
Except the one with the crossbow, he attacked and rolled a 1 (+6) which is less than McTargets' AC of 12. A failure, except for the 1. Rolling a 1 lowers the degree of success to a critical failure.
https://2e.aonprd.com/Rules.aspx?ID=319#:~:text=The%20rules%20for%20critical%20failure,would%20be%20by%20numbers%20alone.
McTarget is not doing well
https://2e.aonprd.com/Conditions.aspx?ID=11
Character | Initiative | Acted | Status |
Seline | 25 | ||
Leshy (Seline) | |||
Dalia | 15 | | |
Octavius | 15 | | |
Bar patrons | 15 | ||
Thug Leader | 13 | | |
Thug Crossbower | 13 | | |
Thug Crossbower 2 | 13 | -2 HP | |
Thug 3 | 13 | Grabbing | |
Thug 4 | 13 | Grabbing | |
Tassle | 6 | ||
Backroom Goon 1 | 6 | ||
Backroom Goon 1 | 6 | ||
Backroom Goon 1 | 6 | ||
McTarget | 0 | dying 1 | |
Protector Tree | 0 | -2 HP 9/10 round |

Roll for acid splash just in case theyre stupid
You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.
Rolls
Intimidation - (1d20+4)
(10) + 4 = 14
Acid splash to hit - (1d20+7)
(3) + 7 = 10
Acid splash damage - (1d6)
(2) = 2
[ooc]healing spell using 2 actions, so 30 ft range[ooc]
Rolls
Healing Mctarget - (1d10+8)
(1) + 8 = 9
Meanwhile the Leshy dives on an abandoned plate. Seline you feel a psychic "SNACK!!!!" Resound from the Leshy.
DC to initidate was 15. So the check failed
Similarly, the thug AC is 15
Use an action for better result on Leshy order
Now McTarget is merely wounded
Also, feel free to be creative on the 3 action. Move to flank, mock or intimidate your enemies, etc
Character | Initiative | Acted | Status |
Seline | 25 | Y | |
Leshy (Seline) | Y | ||
Dalia | 15 | Y | |
Octavius | 15 | | |
Bar patrons | 15 | ||
Thug Leader | 13 | | |
Thug Crossbower | 13 | | |
Thug Crossbower 2 | 13 | -2 HP | |
Thug 3 | 13 | Grabbing | |
Thug 4 | 13 | Grabbing | |
Tassle | 6 | ||
Backroom Goon 1 | 6 | ||
Backroom Goon 1 | 6 | ||
Backroom Goon 1 | 6 | ||
McTarget | 1 | Wounded 1 | |
Protector Tree | 0 | -2 HP 9/10 round |
Rolls
Shank a mofo - (1d20+5)
(6) + 5 = 11
Rolls
because the first time was fun - (1d20+5-5)
(20) = 20
and if I hit, it hurts him this much - (1d4+2)
(4) + 2 = 6
Fun fact, the Main Gauche would only take a -4 due to the Agile Trait
https://2e.aonprd.com/Weapons.aspx?ID=32
21 bets an AC of 15, a success that is bumped to a critical success as you rolled a 20. Double damage
Also, didn't see the yellow arrow
Octavius you feel your a throbbing pressure attempt to cloud your mind ...
Action 1: Casts Shield (1 round spell)
Action 2/3: Cast Daze on Octavius
Steve please roll a will save DC 15
https://2e.aonprd.com/Spells.aspx?ID=61
Thug CB 1 & 2 load and loss two crossbow blots, which fly randomly through the tavern. Thug CB 2 reloads, while Thug CB 1 drops the handcrossbow and draws a sap.
Round 2
Character | Initiative | Acted | Status |
Seline | 25 | Y | |
Leshy (Seline) | Y | Snacking | |
Dalia | 15 | Y | |
Octavius | 15 | Y | Resisting Daze? |
Bar patrons | 15 | Y | |
Thug Leader | 13 | Y | |
Thug Crossbower | 13 | Y | |
Thug Crossbower 2 | 13 | Y | -2 HP |
Thug 3 | 13 | Y | Dying ? |
Thug 4 | 13 | Y | Grabbing |
Tassle | 6 | ||
Backroom Goon 1 | 6 | ||
Backroom Goon 1 | 6 | ||
Backroom Goon 1 | 6 | ||
McTarget | 1 | Grabbed, Wounded 1 | |
Protector Tree | 0 | -2 HP 9/10 round |

Rolls
Will Save dc 15 for my brain - (1d20+3)
(1) + 3 = 4
The protector tree's branches outstretch in a way such that they give Octavius a quick head massage as he recoils from horrid mental echoes.
You would take 3 mental damage and are Stunned 1 for one round. That means you lose an action need turn, for a total 2 actions.
Also, forgot the map.
Yes, he would be next to the Protector Tree. Usually it is only against strikes. But Ill allow it to soak mental damage this time

Round 2
Character | Initiative | Acted | Status |
Seline | 25 | Y | |
Leshy (Seline) | Y | Snacking | |
Dalia | 15 | Y | |
Octavius | 15 | Y | Stunned 1, |
Bar patrons | 15 | Y | |
Thug Leader | 13 | Y | |
Thug Crossbower | 13 | Y | |
Thug Crossbower 2 | 13 | Y | -2 HP |
Thug 3 | 13 | Y | Dying ? |
Thug 4 | 13 | Y | Grabbing |
Tassle | 6 | ||
Backroom Goon 1 | 6 | ||
Backroom Goon 1 | 6 | ||
Backroom Goon 1 | 6 | ||
McTarget | 1 | Grabbed, Wounded 1 | |
Protector Tree | 0 | -5 HP 9/10 round |
Rolls
Arrows! - (D20+5)
(5) + 5 = 10
Shoot again at -5? Or do something to put them in a bad position, like intimidate? Run a knowledge check, then mock them for their terrible shoes?
You 3 actions, you have used them 1
Shoot again at -5? Or do something to put them in a bad position, like intimidate? Run a knowledge check, then mock them for their terrible shoes?
You 3 actions, you have used them 1
Can I throw food while intimidating?
1 action interact with the food
1 action intimidate +1to4 to the roll depending on how funny/intimidating it sounds
'Drop mctargett or im a make me a thug sammich!'
Rolls
Intimidating sammich! - (D20)
(8) = 8
a successful demoralize, 2 thugs are demoralized
https://2e.aonprd.com/Conditions.aspx?ID=19
Action 1: Interact to put something away
Action 2: Interact to get a new object
Action 3: Interact to blow the horn
Action 1: Move
Action 2: Attack with a 5+6 < 17
Action 3: Attack with a 7+6-5 < 17
Action 1: Move
Action 2: Attack with a 17+6 > 15-2 damage 4
Action 3: Attack with a 10+6-5 < 15-2
Round 3
Character | Initiative | Acted | Status |
Seline | 25 | | |
Leshy (Seline) | Snacking | ||
Dalia | 15 | | |
Octavius | 15 | Stunned 1, | |
Bar patrons | 15 | ||
Clamorous boot sounds | 14 | ||
Thug Leader | 13 | | |
Thug Crossbower | 13 | frightened 1 | |
Thug Crossbower 2 | 13 | -2 HP frightened 1 | |
Thug 3 | 13 | Dying ? | |
Thug 4 | 13 | Grabbing | |
Tassle | 6 | ||
Backroom Goon 1 | 6 | ||
Backroom Goon 2 | 6 | ||
Backroom Goon 3 | 6 | ||
McTarget | 1 | Grabbed, Wounded 1 | |
Protector Tree | 0 | -5 HP 8/10 round |

1 action to attack with sling
Rolls
Sling attack - (1d20+5)
(9) + 5 = 14
Hopefully damage - (1d6)
(4) = 4
Rolls
Medicine check - (1d20+6)
(8) + 6 = 14
"Blasted foliage!" shouts Betrayious as he stubbles. Leaving him exposed for a sling pellet.
Jen spent 2 actions to command so the leshy get 3 actions.
Action 1: Climb - roll 16+4 > 10DC
Action 2: Move 25ft
Action 3: Aid - roll acro 20+4 Crit success
. Going to say Betrayious is flat-footed -2 AC because of the crit
. & Reaction: Aid +2 to Seline's attacks. So 14+2 > 17-2 Hits!
https://2e.aonprd.com/Actions.aspx?ID=75
https://2e.aonprd.com/Conditions.aspx?ID=16

A successful stabilize medicine check
Character | Initiative | Acted | Status |
Seline | 25 | Y | |
Leshy (Seline) | Y | | |
Dalia | 15 | Y | |
Octavius | 15 | Stunned 1, | |
Bar patrons | 15 | ||
Clamorous boot sounds | 14 | ||
Thug Leader | 13 | Flatfooted -4hp | |
Thug Crossbower | 13 | frightened 1 | |
Thug Crossbower 2 | 13 | -2 HP frightened 1 | |
Thug 3 | 13 | Incapacitated 0HP | |
Thug 4 | 13 | Grabbing | |
Tassle | 6 | ||
Backroom Goon 1 | 6 | ||
Backroom Goon 2 | 6 | ||
Backroom Goon 3 | 6 | ||
McTarget | 1 | Grabbed, Wounded 1 | |
Protector Tree | 0 | -5 HP 8/10 round |

Rolls
For Justice! - (1d20+5)
(17) + 5 = 22
how much can it possibly hurt? - (1d6+2)
(4) + 2 = 6
Thug 4, the one holding McTarget. Draws a dagger close to the catfolks' throat, defiantly shouting "Say back, or this lowtime noble gets it! We will not back down! This is our turf now!!!" The thug looks ready to strike at anytime.
The bloodied thug leader, looks to be getting ready for a rousing speech before starting to fade away, as he turns to run
Meanwhile the thug crossbowers turn and bolt.
Octavius can use his reaction to hit Betrayius or the Crossbower, full attack
Btw, Octavius did hit.
Thug 4
A1: Grapple McTarget more
A2-3: Ready action
Betrayius
A1-2: Cast Invisible (maybe? Octavius can disrupt)
A3: Move
Thug 3:
A1: Move? (maybe? Octavius can disrupt)
A2-3: Move it
Thug 4:
A1-3: Move it, Move it, Move it

Rolls
Attack of Opportunity [being a fighter is fun] - (1d20+5)
(4) + 5 = 9
oh, the pain - (1d4+2)
(3) + 2 = 5
9 < 17-2 AC, so it is a miss
Tassle your up
Character | Initiative | Acted | Status |
Seline | 25 | Y | |
Leshy (Seline) | Y | | |
Dalia | 15 | Y | |
Octavius | 15 | Y | |
Bar patrons | 15 | Y | |
Clamorous boot sounds | 14 | Y | |
Thug Leader | 13 | Y | Hidden, -10hp |
Thug Crossbower | 13 | Y | |
Thug Crossbower 2 | 13 | Y | -2 HP |
Thug 3 | 13 | Y | Incapacitated 0HP |
Thug 4 | 13 | Y | Grabbing |
Tassle | 6 | ||
Backroom Goon 1 | 6 | ||
Backroom Goon 2 | 6 | ||
Backroom Goon 3 | 6 | ||
McTarget | 1 | Grabbed, Wounded 1 | |
Protector Tree | 0 | -5 HP 8/10 round |
Rolls
Bad hair day - (D20)
(1) = 1
Outside the door you see armed guards appear, dress similar to the backroom goons. Some start to chase the running Thugs while other approach the hostage situations. Blocking the exit in the process.
The two goons close to McTarget lower their weapons. The closest says, "whooa, calm down. No one has to get hurt." Just then the incapacitated Thug wheezes. The goon continues ".... any more than they have too"
I am going to call that an end to combat.
Let's continue to the story in a social encounter
Rolls
Preaching to the masses (performance) - (1d20+6)
(3) + 6 = 9
Those in the back, who you thought were simple goons, turn out to be guards themselves. They eye Tassle, Seline, Octavius, & Dalia with suspicion and confusion, however remain focused on the thug holding a dagger to McTargets throat.

You are in a social encounter, use your skills and roll playing to solve challenges.
Challenge 1: avoid heat from being involved in the fight and stealing the crown (no one has haven't noticed yet ... or have they)
Challenge 2: get out of the tavern
Challenge 3 (optional): save Target McTarget
Challenge 4 (optional): doom Target McTarget
https://2e.aonprd.com/Rules.aspx?ID=517
Tassle is built for talking her way out of these exact situations, btw
(or throw a punch and start combat again, there are only, like 10 guards)
Something is off with these guards
I rolled a 'secret' recall knowledge check,
Most time I will keep them secret in case you fail and will meta-know that the answer I give is nonsense
Recall knowledge Society: roll 10+6 > DC10, so you pass
https://2e.aonprd.com/Rules.aspx?ID=563
It's odd for street gangs to be together.
Recall knowledge society
18+4 > DC15
Ps if you give your familiar speech they can help you with these checks
https://2e.aonprd.com/Actions.aspx?ID=75
Rolls
'secret secret hush hush hush' - (D20+7+1)
(9) + 8 = 17
Tassle eventually runs out of tables to provide cover. There are four exits to the tavern. The main door and stable door have guards and thugs stand besides them. The the kitchen door is behind the bar, the grumpy bartender is kinda in the way. There is a clear path to door to the inn rooms. This path has no cover, and goes past stairs up and down. Some ladies sit on the stairs, peeking out to see the action.
Stealth roll successful
Dalia is only one who noticed
Rolls
Intimidating the silly rogue - (1d20+3)
(7) + 3 = 10
Then I use my recall knowledge skill for nature or society (they have the same bonus) to figure out what's on those paw tattoos.
Rolls
Knowing the stuffs - (1d20+4)
(8) + 4 = 12
"Couldn't find the boss to bite" Filbert whispers. Of coarse, Selene realizes, they are like bees without a queen. What do they call it, a Sarg? Yes, they are are missing the loud annoying Sarg.
The leshy has a snoop ability that would allow it to help. So it did
Rolls
Stealth check - (D20+7+adorationdistraction)
(2) + 7 = 9
Tassle is in the dull grey hallway. There is a small window to your right (same side of the front entrance). To your right is a hallway the leads to a T. There are also three doors to rooms nearby
ones misdeeds and errors, one gives their spiritual selves over to the righteous path and all the pleasures and blessing to be attained within. One should never walk the a path of only self gratification as the greatest pursuits and joys can only attained in giving aid and thus receiving aid to achieve the highest rewards of any of the realms of being. Be that ones of flesh or those of spirit. Do you not agree Mctarget? Why not unburden yourself and make ammends with Betrayous."
Dalia turns to stare at Mctarget with quiet intensity
Rolls
Perception - (D20+3)
(6) + 3 = 9
Tassle sneaks down the hallway to peak inside
Rolls
More stealth - (D20+7)
(11) + 7 = 18
Rolls
Knowing about the peoples - (1d20+4)
(3) + 4 = 7
If anyone has the Skill Feat Recognize Spell, feel free to roll
https://2e.aonprd.com/Feats.aspx?ID=834
Tassle, the small room is unlocked. It is kind of a storage closest with shelves full of goods for the tavern on one side, and a large worn bed on the other.
Options:
GM recommends taking a nap
or you could search the room
or you could leave
Give me two perception rooms
Give me a group social roll if you want to leave before things have truly settled down.
Give me two perception rooms
Rolls
Perceptive - (D20+3)
(13) + 3 = 16
Perception - (D20+3)
(20) + 3 = 23
The search is cut short when Tassle's 'thiefy' hearing picks up the sound of heavy breathing approaching over the ruckus that is going on in the main room. She quickly ducks out the room and glides down the hallway to come face to face with a raging Orc bartender
"Thar y'ar! Tabbreaker!" he grunts "Tho'ght u can skip the BILL!". The bartender looks around not knowing where you came from, then calmly "12 copper, pluse"

12copper is 0.12 gold, not much you could pay the guy
You try to talk your way out of it (roll diplomacy), though he does not look impressed
You could create a distraction then run (roll deception and then athletics),
ps the healing potion you swiped from is worth 4 gold
'My good sir! An attempt to find the facilities to freshen us is NOT skipping out! Also one does not vomit in the barroom!
Rolls
Diplomatic misdirection - (D20+6)
(17) + 6 = 23
"My good ladies and gentlemen, you may return now the excitement has ended. Let us continue with what was a pleasant conversation now."
And then she takes a seat.
The Orc looks at Tassle like she has grown him a new tusk. Not vomm't in the tav'rn? Whut? That a thing?"
The orc steps pass her, obviously confused, muttering "but whars its vomm't?"
Tassle is free to go
The guard leader (at least the one calling the shots) side-eyes the three adventures as they sit down for the next round pints after a harrowing ordeal. "Wait, what..." the guard stammers before being cut of by the strange new Gnome.
"Don't worry, adventures were here to save the day. You guards do your guards thingies :) " the Gnome says in his most macho, yet effeminate voice.
The guard leader get red in the face, before calming. "Er, right. Let get out of ... eh get these trouble makers out here"
McTarget moans "Sigil ... " while holding his head
"Ya ya, you're an important noble we will get you home " the guard leader mutters as they hall McTarget out.
Rolls
Who tf is this dude? - (1d20+4)
(9) + 4 = 13
Yes
Your familiar has snoop, independent, and speech right? Snoop gets a free reaction to aid diplomacy, which automatically succeeds. Independent gets it a free action, which with speech means it can freely engage in the conversation
It can help twice ie +2
Greetings... I must apologize I missed your name good sir.
Thank goodness you showed up when you did or this standoff could have turned ugly again. I am curious though to what we owe the pleasure of your company?
The words from the stately gnome flow smooth and he greets everyone with the warmth of glowing hearth. Seline as far as you can tell Tartuccio is being straight with you.
Or you do want roll in initiative now?
Or you do want roll in initiative now?
Everyone can you give me a roll on society or lore history/region (if you have it). This would be a recall knowledge check
Also, you can give me a roll on your favourite social skill to pull more info from the gnome.
Seline, your familiar can help
Speaking of gnomes, what is Tassle doing? @Tassle
Rolls
Society - (1d20+1)
(20) + 1 = 21
Performance "fluffing his ego" - (1d20+6)
(7) + 6 = 13
Rolls
Society knowing stuff - (1d20+4)
(8) + 4 = 12
Social skills are hard - (1d20)
(3) = 3
Rolls
Society because I come from Quality - (1d20+6)
(17) + 6 = 23
Diplomacy for finding out the fiddly details of this deal - (1d20+5)
(8) + 5 = 13
From stories and memories you recall that the Stolen Lands have spanned the southern border of Brevoy. Over the generations, there have been many attempts settle them, but to date, none have succeeded. Making these 35,000 square miles of wilderness the largest swath of unclaimed land in the entire River Kingdoms.
It is well known fact that tensions are mounting tensions mount in Brevoy. What you do recall is that Jamandi Aldori, one of Rostland’s swordlords hopes to change that fact; she plans to issue charters to several groups of adventurers, sending them south into the Stolen Lands to reopen old trade routes and defeat the bandits and monsters who have made them too dangerous to use.
By sending free agents south, this Swordlord of Rostland hopes to create new allies without sacrificing her own position of power in Brevoy.
A most complex and brilliant plan.

The conversation ends with an impassioned rant on how Tartuccio is the be Lord for the job. "..., So are you three in?"
Tassle you try a few doors but find them locked. Before you can really do anything the Bartender is back on you, hounding you with a puke.
"Oy, dont go in thar! Yo can Puke tavern, peopl' do that all the time." he grunts smugly "Easier clean. itis thad way"
He looks around at the seedy tavern squinting his eyes "There a feast tonight, with better wine. (In lege bar yndied). We should get going, service here is terribly slow"
However, when Tassle joins the party Tartuccio is visibly shocked and spills his wine "oh of coarse you are four! More the merrier!

Under his breath he whispers "10 of the shiniest gold piece to whoever makes her go away"
Dalia waves to Amiri. Do not worry my new friend we were just finishing up discussions before we go to the feast.
(Snort) "These don't look like strong fighters, except maybe the fancy on one" She says as she swipes at Octavius' silk. "What's your deals"
https://pathfinderwiki.com/wiki/Gorum
"eh ... which will of coarse be me, Tactuccio the great and natural leader!"
With a bright smile, limited by the scar on Amiri face, the barbarian says "A real leader takes actions ..." before grabbing the gnomes cape and dragging him to door.
"No tricks this time, the oxen in this city are a bit weak anyway"
He sighs "I know of this bounty you speak of, I can lead you there now without the need for violence"
With that the dwarf starts plotting off.

The NPCs are off, let me know if you are following them.
The feast, the bandit bounty, the kingdom charter, and all related. The feast is the kickoff
Tactuccio, Amiri & the dwarf are heading to feast now.
Shall we? It would appear there is no time to waste.
Let me know if you want a wider array of bad ideas … er, I mean plot hooks
A cobblestone path, bordered by regal oak trees and well-manicured hedges, winds its way up the hill for nearly a mile, past a two-story guard barracks, the stables, and a dozen thatched-roof cottages that house the families of the manor’s servants and retainers. The manor itself is a sprawling, three-story structure constructed of light gray mortared stone, surrounded by hedge-lined rose gardens and ancient oak trees.
The guards let you in without issue, or deference to Tartuccio. There are many hero's here for Lady Jamandi’s "Call for Heros", and the feast has already started. You are quickly rushed to the Manor's east room and issued sparta quarters with four beds. Amiri, Harrim, and Tuctuccio are given different quarters.
You arrive to the feast just in time to hear Lady Jamandi giving a speech

The man speaks first. "Greetings, heroes! I am Ioseph Sellemius, lord mayor of Restov. And this," he gestures to the woman beside him, "is Lady Jamandi Aldori. We both thank you for answering her call for heroes. You may be few, but we need only the best for this great task."
Lady Jamandi offers the room a broad smile before she speaks. "South of here, beyond Brevoy’s border, lie the Stolen Lands. This disputed territory has been claimed time and again by would-be settlers, but because the area has been a haven for bandits and monsters, it has never been held for long. Restov intends for this to change."
"If you have enough courage to drive off the dangerous denizens of the Stolen Lands, you can seize territory for yourselves and name yourselves baronesses or barons. Restov intends to recognize the legitimacy of the new rulers of this land, and none of the other neighboring realms care enough to challenge you. We are prepared to provide backing as a trade partner and military ally. If you claim the land, you will have my—indeed, all of Restov’s— support!"
Lady Jamandi raises her goblet. "But the details of your individual missions and charters into the Stolen Lands can wait. I raise my glass to you, brave heroes! For now, let us eat and enjoy the evening. Tomorrow promises to be a very busy day."

As the feast enters it's stride the speeches clapping and formalities die down and the guest begin to mingle
Let start a social scene. Challenges could include
• gathering more information
• recruiting ally's
• convincing people you should be kingdoms leader
• embarrassing an NPC you don't like
• casing the joint
• getting drunk and eating all the food.
• etc
Lady Jamandi Aldori & Mayor Ioseph Sellemius are together, they are surrounded by a gaggle of minor nobles. It looks like it is difficult to get the two head honcho's attention.
Amiri is aggressively challenging people to drinking/wrestling contests
Tartuccio is boasting about how great he is.
Harrim is talking religion with what appears to be an undead elf (Jaethal)
A ruggedly handsome swordlord (Maegar) is attempting (and failing) to flirt exceptionally beautiful warrior (Valerie).
A very excited halflling (Linzi) is perkily chatting with anyone she can find, and occasionally writing in a large leather-bound journal
The room is fill from many other nobles, adventures, and officials as well
Also, there are two ways to handle a scene like this. ROLE playing or ROLL playing.
For Role play you would interact with the other characters directly. A back and forth interaction
For Roll play you would use your character's skills in board terms. Eg, "Seline would like to yell at Tartuccio until he cry's, Roll 1d20+3"
We can also a hybrid of both.
Rolls
Diplomacy 1 - (1d20+5)
(19) + 5 = 24
Diplomacy 2 - (1d20+5)
(7) + 5 = 12
Diplomacy 3 - (1d20+5)
(16) + 5 = 21
Linzi is overjoyed about the cute talking Leshy. Cheerfully she tells a tale of her origins in the revolution-ravaged country of Galt and her plight to the oppressive regime of Pitax, where learned the bardic arts. She is keen to record every detail of this feast of heroes to go into her epic book. "The bandits are big meanies, no doubt we will defeat them as in the tales of old"
interests: Write an epic book
opinions/strategies: use the strategies that are described in epic tales
leadership: will follow the most epic person
Maegar brags that he is being assigned to assigned to Nomen Heights and about how he’s already got plans for anew village called Varnhold drawn up back at his home. He already has a team lined up for time. Maegar is the third son of a Brevic baron ,and as such, he doesn’t stand to inherit his father’s title and holdings. The opportunity to make a name for himself by answering the call for heroes is, he believes, his best chance to make his fortune
interests: create a new village called Varnhold
opinions/strategies: will deal with the bandits with a series of hit and run tactics
leadership: Seeks to lead
interests: Valerie is very reserved, she seems to want to be left alone
opinions/strategies: battles with defense in mind
leadership: will follow anyone honorable

Rolls
Heraldry to recognize Varn [or Society at the same bonus] - (1d20+6)
(12) + 6 = 18
Kassil does notice Octavius' family crest and perks "Oh, the Lady is good is on terms with your house. A lessor son you said, you haven't been exiled?" there is a pause as the room is filled with boasting cheers, as apparently Amiri is doing something stupid/heroic "No matter, the Lady will be excited by the news. Let's talk when it is quieter. I will see to it that you get preferential treatment over more ... uncouth adventures"
To Meagar: "My thoughts exactly. I do believe we shall be good friends in the future. I shall take efforts to remain in contact with you, but for now, we should both make the social rounds to get a idea of our other potential neighbours."
The silver ware is quite nice, but bulky and low value
There is a throne near the back with some ornate gems embedded. Two guards stand by the throne
Similarly there are guards posted on the exits and entrance
Rolls
Occultism because I know magic things that paladins don't - (1d20+7)
(6) + 7 = 13
The silver ware is quite nice, but bulky and low value
There is a throne near the back with some ornate gems embedded. Two guards stand by the throne
Similarly there are guards posted on the exits and entrance
As a gnome rogue Tassle is practiced at the art of unobtrusive backstabbery like this! (mmhm mhmmm nods a bunch eats appetizer while really listening to the more interesting conversations behind you.)
She does skip one silver fork in a pocket simply as a memento as well
Rolls
Stealth listening? - (D20+7)
(19) + 7 = 26
Rolls
Making friends (diplomacy) - (1d20+6)
(15) + 6 = 21
It is no secret that the swordlords of Rostland are chaffing under house Surtova rule of Brevory. In fact Lady Jamandi "Call of Heros" gambit is in part to secure loyal allies to the south from Nations curved out of the Stolen Lands.
Noleski Surtova the head of house Surtova and ruler of Brevey was seen personally and (supposedly) entering House Lebeda's manor a few days prior. "Scandalous" as House Lebeda is suppose to be an ally of the Swordlords. House Lebeda only and prominent son, Lander Lebeda is in attendance at the feast.
You also encounter a well armoured adventure Hannis Drelev leader of the Iron Wraiths. They are quite established and will be getting a charter. "We’ve been charged with dealing with the Tiger Lords and, then, establishing diplomatic contact with Pitax to work out border issue", Drelev whispers to one of his follow adventures. Lady Jamandi made a few enemies in her bit to take the (disputed) stolen lands. Chief among these enemies is King Castruccio Irovetti, the ruler of the River Kingdom of Pitax on the StolenLands’ southwestern border
The Iron Wraiths are a well know adventuring and organized party, their leader Hannis Drelev is bragging how he will take the Stolen Lands
Maegar Varn is eager to lead. You over hear a grizzled wizard Cephal Lorentus recruiting people to Varn's side. He is mildly dismissive of Meagar buddying up to Octavius
Tactuccio, while slimy, is very charming and is activity recruiting people to his side.
You overhear that Lander Lebeda, a high regarded Brevory noble, is intending to slip into the Stolen lands kingdom race. He is waiting to the last minute to announce this, to avoid spies like the famed diplomate Shandra Mervey
Harrim "... yet Urgathoa will fade in the end, as with everything. It is as simple as life and death, a cycle."
Jaethal "It is never that simple" the elf pauses as if afraid to say the next word "Pharasma lasted through the last end that is a well known fact."
Noticing Dalia approach she snaps anxiously at the stonic dwarf "Ah a new guest, we should talk to her ... that is what people do at parties"
The subtly undead elf is seemly eager to chat with Dalia, who is not a stubborn dwarf cleric. Over the night Jeathal opens up the Dalia. telling a tale of how she was exiled from Kyonin after a tragedy, and she hopes to find a place in a new society. A nascent nation like the one that may soon grow in the Stolen Lands is an excellent opportunity for such a fresh start. She also sees Lady Jamandi’s call for heroes as an opportunity to mingle with the living once again and possibly to atone for some of her past deeds.4
"You offers of kindness are much appreciated. Perhaps we can build something that is more accepting of those who made mistakes in the future."
"Pay attention!!" shouts Kassil as the music stops and the crowd hushes
"My friends," Lady Jamandi begins, "I hope you have enjoyed the food and drink this evening!" Her words are quickly met with a round of cheers and the enthusiastic tapping of several dozen mugs and goblets. It takes a few moments for the room to grow quiet again.
Smiling broadly, she continues. "You honor me, truly, but this night is for you! As heroes, you have responded to my call, and I can’t wait to hear tales of your exploits in the weeks and months to come.
"Tomorrow, I shall speak with you all about your individual charters. I suspect it will be a busy day, so I suggest we make an early evening of it. After all, you have kingdoms to plan!" Lady Jamandi’s words are met with an even louder round of cheers and drinkware-tappings. A few goblets even shatter thanks to overeager hands.
Lady Jamandi gestures to the large double-doors to the east and west. "Of course, I’ve arranged bedchambers for all of you. My guards will escort you to them now. I hope you find them restful. We shall speak further tomorrow when we meet back here at sunrise."
Other guards begin to escort groups of revelers to their rooms for the night.
You are escorted the east wing of the manor. The attendants have set up a 5th bed and the guards escort Ralf the wizard to the room
'we totally need to sabotage those iron wraiths punks'
Let me know what you want to do?
You are in the room alone. Sleep is an option.
I spoke at length with Meager Varn. His situation is like mine. No chance of inheritance, so he's making his own. If our goals and his are compatible with building his fief, he will be a valued ally. But he will not risk his place for others if the potential gain is not extraordinary. And should we harm his potential, he will seek vengeance, if for no other reason than to remove a known threat
While talking tassle starts trying to craft a better weapon out of the fork and fidget spinner (and maybe some other forks that were picked up)

Rolls
Be afraid crafting - (D20+3)
(9) + 3 = 12
Maegar had business to attend to in Restov. He will be back tomorrow
The iron wraiths were mocking the guards about how they had a better place in town
You noted that Linzi, Amiri, Harrim, and Valerie are in a room down the hall. Amiri and Linzi are quite loud.
Tartuccio and Jeathal was taken to the west wing.
The Adori’s would be in the main building.
Rolls
Crafting with magic - (1d20+7)
(3) + 7 = 10
A tired guard knocks on the door, "everything ok in there?"
Seline takes 1hp fire damage
Tassle takes 1hp piecing damage
You have a 1d4p weapon with +1 to feint attempts, because it is distracting.
Sure. I’ll give it a 1 & 4 chance to give +1 damage to the wielder
Sure. I’ll give it a 1 & 4 chance to give +1 damage to the wielder
Sure. I’ll give it a 1 & 4 chance to give +1 damage to the wielder
If you say a cool phrase while wielding the ‘weapon’ you can have +1 to intimidation
"Get up, there is trouble! Get up!"
A few minutes of a panicked Leshy pass, until you hear a muffled scream outside the door.
"Get up, there is trouble! Get up!"
A few minutes of a panicked Leshy pass, until you hear a muffled scream outside the door.
" To arms, to arms" he whisper yells.
She sneaks up and looks through the crack in the door trying to listen and figure out whats going on. The forkstar is ready to stab or throw, prepared to forkinate any bad guys!
Rolls
Wtf is this about? - (D20+3)
(8) + 3 = 11
….This way. There is a group resisting. We need to take them out before they sound the alarm ….
Same as a person
Broken by a close whisper outside the door "Hey, did we get this room?"

The troublemakers were delayed, you had about a minute to prepare and get ready.
See Map for full layout
Shield and sword ready.
Glen since you had loaded crossbow aimed at the door you can take a shot.
Also, everyone give me initiative.
Ie roll perception or stealth
Rolls
Perception 3, Improved Initiateve +2 - (1d20+5)
(3) + 5 = 8
Rolls
Groin shot - (1d20+4)
(12) + 4 = 16
Damage if required - (1d8)
(6) = 6


We are still waiting for Chris.
... however the NPC rolled low and you had a +4 ambush bonus.
Everyone can just go, and I will pause for Chris when we get to the cuttroats
Glen your up.
Rolls
Shoot the sleep disturber - (1d20+4)
(11) + 4 = 15
Damage? - (1d8)
(1) = 1
Rolls
Stabby stabby - (D20+1)
(20) + 1 = 21
Damage - (1d4+1)
(1) + 1 = 2
The lead cutthroat drops screaming "Fork you". The ones behind him yelp and they are impaled by a shower of cutlery.

The yellow square is difficult terrain. Covered in pointy fork, you have to move 1/2 speed to avoid the forks through this square.

Rolls
Wtf was that? - (D20+6)
(16) + 6 = 22

There are no lemons around. Bob has also stopped twitching and has at least 3 angry friends outside the door.
I will take the liberty to see if Tassle knows of anything nasty in Ralf's spell component pouch.
Rolls
Arcana - (1d20+3)
(12) + 3 = 15
Rolls
Not the face! - (1d20+5)
(11) + 5 = 16
Yes, right in the face - (1d6+2)
(5) + 2 = 7
Stick him like a pig - (1d20+5)
(6) + 5 = 11
How much pig is stuck - (1d6+2)
(1) + 2 = 3
Well if one doesn’t get to murdering who will? He thought
As Jim peaks around there corner …. Stab to the Face.
Jim was very unsure of him day.
Can someone ping Chris
I’ll assume Ralf is still asleep after 18hr
Action 1: Strike @ Octavius (fails)
Action 2-3: interact to stop bleed damage (fails)
dies of 1d4 bleed damage
Action 1: Command
Action 2: Stride 25ft
Action 3: Stride 25ft
After a moment of thought, "This is dumb" and the other cutthroat starts running away, to the nearby stairwell. A that time the manor is shock by a loud repeating clank. The internal portcullis of the manor drop in unison. The cuttroat dives underneath, Indiana Jones style. Unfortunately, his clothing get caught under the pin of the portcullis' spikes, pinning him.
Action 1: Draw Weapon
Action 2: Strike @ Octavius (fails)
Action 3: Stride 25ft
Ps, you have bodied them and the rest are fleeing


"Oh no you don't get to escape that easily by dieing, we have some questions."
Rolls
Medicine check - (1d20+6)
(1) + 6 = 7
Jim is only dying 2.
You can try again, or a heal spell will snap them out of it to consciousness.
"Wuzip! Hownah? Oh. It's assassins again. Are there any left for me or is it just these two?"
Ralf sits up in bed with the best/worst case of bedhead you've ever seen.
"Um ... CawCaw!"
[I'm assuming that pommels do a d4+str blunt damage]
Rolls
BASH! - (1d20+5)
(4) + 5 = 9
bash? - (1d6+2)
(2) + 2 = 4
Dirty infighting skills on display - (1d20+5)
(14) + 5 = 19
"Aigh! My organs!" says the foe - (1d4+2)
(4) + 2 = 6
I assume you'll use your attack of opportunity reaction when he moves?
"Wuzip! Hownah? Oh. It's assassins again. Are there any left for me or is it just these two?"
Ralf sits up in bed with the best/worst case of bedhead you've ever seen.
I assume you'll use your attack of opportunity reaction when he moves?
Meanwhile the cutthroat under the gate is desperate trying to shed his pinned clothes.
The three cutthroats by the door are bleeding out due to fork related injuries
Ps combat has ended
Meanwhile the cutthroat under the gate is desperate trying to shed his pinned clothes.
The three cutthroats by the door are bleeding out due to fork related injuries
Ps combat has ended
Rolls
why would WE be forked - (D20)
(5) = 5
To bring them to consciousness you can attempt to
-'Shake' them awake, roll a physical skill like athletics
-'load noise' them awake, roll a charisma skill like intimidate or performance
-or cast a heal spell (only one is needed)
"Perhaps the 'highnesses' want a red carpet, as they couldn't be bothered stepping past a few forks?" Sparky snarks
"Oh, it is already pretty red from the human sap" Filbert replies innocently
Sounds of battle and magic echo in the distance.
roll athletics to grab or tip
or attack to strike
Rolls
Grab his parts and pull hard - (1d20+5)
(1) + 5 = 6
Rolls
bullseye or bullshit? - (1d20+4)
(9) + 4 = 13
and the final score? - (1d4)
(1) = 1
As he runs out he shouts "Haha, you'll catch Di Ceroller!. Black tears for-eeeevvveerrr ....
His words tail off as he stumbles, collapsing and crashing into a bush. The naked cutthroat is out of sight, but you can hear him snoring.

-The team is in the A2 area, A1 is your room.
-The crash/scream came from the A5-ish area.
-A2a, A2b, A2c, lead outside and down/upstairs, but are blocked right now
-Di Ceroller left through A2a
-A11 is a kitchen area that leads to the main hall. You were led through there yesterday.
He quickly runs back. "Doors are closed, too heavy to open. We are trapped here"
Rolls
Sneaka sneak - (1d20+6)
(20) + 6 = 26
The door on the other side slams open and a large ogre pops its head trough, sniffing the air. It is dressed in matted fur and shows signs of recent battle, notable a large gash the has hit both eyes.

Ralf seamless slips behind some lush bushes and remains still. After a moment the orge bellows "Будь ты проклят! Больше не обманывай меня, я найду тебя и разобью твои глаза!" before leaving and slamming the door.
If anyone speaks Jotun he said
With a whispered voice the halfling pleas "Heros! You thank Iomeday you are here. There is a crazed ogre killing everyone, we must rush in unprepared and save them...."
The halfling pauses to take stock of the saturation, then after brief moment of shock and horror starts edge towards the door he came in.


Betrayius
Known Facts:
•Ancestry: Halfling
•Class: Spellcaster?
•Location: Restov's Slums
•Personality: Leadership role in a gang in Bevory, the "paw boys".
•Interactions: You stabbed him in the face and ruined his deal with McTarget
Rolls
Magical fire related incident - (1d20+7)
(18) + 7 = 25
Produce Flame - (1d4+4)
(2) + 4 = 6
Dalia cautiously enters the room with the ogre.
"There, there, big guy, those look like some very nasty cuts, would you like to let me heal them for you.
Rolls
Being my charming self (diplomacy) - (1d20+6)
(18) + 6 = 24
Follow the ladies into the next room, readying more fire as needed.
The far door remains ajar and Dalia and Selene approach to the enraged ogre in the hallway. He is pressed against the wall with his club raised and ready to strike near a ajar door to the right. Stealthily he mutters "I am going get you, eat your bones, crush you eyes!."
When Dalia speaks the ogre slams his club down as if he something in his trap. There is a tense moment as he sniffs the air and tries to make out who is speaking. Relaxing he again raises his club over the door. "You better!" he snarks at Dalia
"Useless black tears. Act tough and but run from one little crazed human. Gromag do all the work, look around all blood made by Gromag!" he rants proudly. Then as if he had a brilliant idea, he orders "Get in there and flush out halfling. She tricky, so me squash you if you leave"

to the other side
Dalia approaches Gromag and reaches out to touch his bicep.
Rolls
Pretty lady so distracting, ha deception - (1d20+6)
(12) + 6 = 18
Charming touch spell - (1d20+6)
(12) + 6 = 18
The ogre fumbly opens the door. "It no fair Gromag take all fun. You get halfling. Gromag guard door."
Rolls
Find that fucker - (1d20+4)
(18) + 4 = 22
Rolls
Ralf Perception - (1d20+4)
(1) + 4 = 5
Sparky Perception - (1d20+5)
(1) + 5 = 6

Unfortunately, his master had step through the door just as Sparky dove. Sparky furiously flapped his wings and flailed he talons to prevent a serious impact to his masters' face. After a brief moment of flapping and flailing in Ralf's face Sparky manage to regain his composure and settle on Ralfs' shoulder.
"The ogre doesn't have any halflings on him" Sparky whispers proudly.
Rolls
Splash splash mofo - (1d20+7)
(9) + 7 = 16
Water hurts - (1d4+4)
(1) + 4 = 5
For targeting the invisible creature roll a d20 (DC=11), Area is fine assuming they havent moved
https://2e.aonprd.com/Conditions.aspx?ID=22
Also, you can seek invisible creatures to pinpoint them.
Dalia quickly slips into the next room and shuts the door.
Whispers " don't be afraid I won't hurt you." To the halfling bard in the room. " I need you to give me a convincing death scene, and then stay hidden."
Then Dalia knocks some things over to make it sound like there is a violent struggle.
In the room is the young halfling named Linzi that you meet at the feast. She is not well hidden, dressed in bright colorful clothes. She states at Dalia, muttering, shifting for a moment, before noticeability relaxing. "Ok, I can help" she whispers
Sure. Let us assume that tassle has an precarious agglomeration of shiny sand and tape.
Give me two d20 rolls.
Also Ill assume you run closer
Rolls
Glitter - (D20+?)
(13) = 13
Glitter - (D20+?)
(4) = 4
The agglomeration lobs lopsided and lands near the shimmering figure, a spray of shiny dust outlining Betrayius's ugly mug. The glitter outline slowly fades and the shinny dust transfers from on to permanently worn and is adsorbed by the magic powering invisibility. Betrayius is now sprinting towards the door by Selene.
Rolls
Because hes an ass - (D20+?)
(7) = 7
Rolls
Produce Flame 1 - (1d20+7)
(7) + 7 = 14
Damage 1 - (1d4+4)
(4) + 4 = 8
Produce Flame 2 - (1d20+2)
(18) + 2 = 20
Damage 2 - (1d4+4)
(1) + 4 = 5
Avindale you would be correct, -5 on each attack per round. Though I am going to say that it took a moment for Betrayius to realize that he is not invisible, he was trying to sneak initially, so two rounds to act is reasonable.
Selene, a glittery (fiery?) silhouette is charging right at you. What do you do?
Octavius, you would be in the room by now and could take an action
He'll then take a moment to inquire of his friends what specifically is going on, and who, if anyone, is friend, foe or victim of the assassins.
Rolls
twang goes the crossbow - (1d20+4)
(20) + 4 = 24
thwack goes the bolt - (1d8)
(7) = 7
Rolls
bonus pain for 20! - (1d8)
(3) = 3
Betrayius prepares to leaps into the air in an attempt to jump past the tall elf. Mid jump a bolt lands solidly into the back of his neck, followed by a second bolt of fire into his hair. Causing the halfling to roll limply towards Selene.
Jen, give me a reflex save to avoid a flaming, glittering, halfling ball
Rolls
Glitter is the worst jump - (1d20+5)
(16) + 5 = 21
Gromag is visibly confused, swinging his head, sniffing towards the library and towards the gardens. "What this! Where is halfling!! Bring me Halfling HEAD!!! "
Invisibility
Duration 10 minutes
Cloaked in illusion, the target becomes invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed.
and wraps a piece of colorful fabric around their neck like a scarf, and one in a pocket, before grabbing the fake bards arms and pulling them out to Gromag.
"Ha here you go my valiant warrior, your snack, I apologize for being unable to remove the head. Quickly now I need you to retreat back to the hideout, so that I might continue to play my part. Unfortunately for me your presence, will be hard to explain in the story I must weave to further our goals. Go quickly and I will return as soon as possible."
Rolls
Deception - (1d20+6)
(4) + 6 = 10
Rolls
Show me where you are water - (1d20+7)
(5) + 7 = 12
Ouch water - (1d4+4)
(4) + 4 = 8
Also, lucky that Jen doesn't actually need to roll for Sprout. The NPC would roll a Reflex save.
"ha ha ha, I eat your eyes" Gromag shouts cheerfully before gruesomely crunching into bodies head. "You strong leader. Get this on shire as tribute to you. Then heal!"
Gromag fumbles over to the pile of body. A moment later he screams "Who mess my shrine! Ok. Gromag fix. How many in pile 1, 2, oh me remember this, good bite, um where was I. 4, 5 ..
A silent message enters Dalia’s head. "We need to go"
Some spells use
1d20 attack Vs AC
Others spells use your DC Vs a 1d20 will/reflex/fort save
Just roll. I can put the d20 in the right place.
"The main hall is this way" Linzi whispers pointing frightfully west.
Lots of options, you could jump Gromag. Not sure if still want to be friends after the charm wears out but you could try.
You could also walk away. Betrayius won’t be that heavy if you drag him.
Or, you can go back the way you came. Could be loot?
In the not-so-distant library Gromag grunt "Where'd you go? Come back here, Sac is ready"
"Let's go" Linzi nervously says, flinging open the kitchen doors.
Unfortunately the massive frame of a small frost giant sits with his back against the doors leading to the Great Hall holding the remains of a shattered spear. He appears to be severally wounded from a recent battle. Peaking in the kitchen you can see other downed guards and adventurers. He’s riddled with crossbow bolts and sword wounds, and his left arm has suffered a particularly brutal blow. He’s seems to slipping in and out of consciousness.

The giant notices the adventurers, he gurgles in rage as he staggers to his feet and prepares to fight yet more foes, this time with his bare knuckles
[on my initiative, of course]
The giant isnt attack at the moment. Feel to start by rolling initiative.
Rolls
Initiative - (1d20)
(10) = 10
Rolls
Initiative - (1d20)
(5) = 5
Rolls
who is first - (1d20+2)
(17) + 2 = 19
Each character gets 15g for starting equipment. Without looking, casters (Seline, Dalia, & Ralfshould have 8-10g because they are equipment light. Tassle should have 5ish as light armour is cheap. Octavius should have 0ish because he is equipment dependent fighter. So about 30g
Though healing might be more valuable at this point in time. There is a lot of frosty blood on the floor
Each character gets 15g for starting equipment. Without looking, casters (Seline, Dalia, & Ralfshould have 8-10g because they are equipment light. Tassle should have 5ish as light armour is cheap. Octavius should have 0ish because he is equipment dependent fighter. So about 30g
Though healing might be more valuable at this point in time. There is a lot of frosty blood on the floor
Rolls
Light him up. - (1d20+7)
(3) + 7 = 10
Damage - (1d4+4)
(2) + 4 = 6
He's a murderer. - (1d20+2)
(7) + 2 = 9
Damage - (1d4+4)
(1) + 4 = 5
With the smoothness of a veteran warrior Jurgrindor dives over the kitchen table and takes a wild swing at Ralf. Missing but leaving a dent in stone wall behind Ralf's head. The giant then retreats into a nearby washroom, his frame filling the doorway and his fists up defensively.
All the while she is singing a catchy tune.
"You lost faith in the human spirit
You walk around like a ghost
Your star-spangled heart
Took a ...."
This is a bard song, while she sings:
You gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
https://2e.aonprd.com/Spells.aspx?ID=386
Most spells are two actions
like Produce Flame
https://2e.aonprd.com/Spells.aspx?ID=236
Or Electric Arc
https://2e.aonprd.com/Spells.aspx?ID=97
Cantrips make up for the two actions by scaling nicely and giving versatility to 'pokemon' monsters.
Note, some spells are one action or even an reaction. Usually defense spells like
Shield
https://2e.aonprd.com/Spells.aspx?ID=280
Or Eat Fire
https://2e.aonprd.com/Search.aspx?q=Eat%20Fire%20
Rolls
Attack of Opportunity - (1d20+5)
(7) + 5 = 12
And the consequences... - (1d8+2)
(4) + 2 = 6
Rolls
have at you, knave - (1d20+7)
(9) + 7 = 16
I shall lay you low, villain - (1d8+3)
(3) + 3 = 6
And again! - (1d20-2)
(16) - 2 = 14
Yield, cur - (1d8+3)
(3) + 3 = 6
Weapons with "backswing" or "sweep" give bonus to attracks
Rolls
Produce Flame - (1d20+7)
(16) + 7 = 23
Damage - (1d4+4)
(4) + 4 = 8
Rolls
Fire away - (1d20+4)
(12) + 4 = 16
Damage she asked enquiring - (1d8)
(2) = 2
Rolls
It burns not with fire - (1d20+7)
(8) + 7 = 15
The burning - (1d6)
(6) = 6
Tassle loads his crossbow and shoots the giant praying the dice gods got the terrible rolls out of their system on initiative
Rolls
D20 +? Arrowd! - (D20)
(3) = 3
Jurgrindor rolled well. 14 dam to Octavius, also critical misses on attacks (targets AC) might hit Octavius.
Steve, you are grabbed. Roll an attack to break free
https://2e.aonprd.com/Actions.aspx?ID=35
Rolls
Unhand me, cur! - (1d20+5)
(11) + 5 = 16
Rolls
Fire for you! - (1d20+7)
(6) + 7 = 13
Fire hurts - (1d4+4)
(4) + 4 = 8
Steve you still have an action. Attacks will have the -5 multiple attack penalty though
"Found someone noom moon mmmm" he shouts as he chews on thick ropes
Rolls
Con-stab-ulations - (1d20+1)
(5) + 1 = 6
Egad! The pain! - (1d8+2)
(1) + 2 = 3
Rolls
Produce Flame - (1d20+8)
(11) + 8 = 19
Damage - (1d4+4)
(2) + 4 = 6
The three adventures were Harrim who was restrained, and Valerie & Amiri who were unconscious/dying. Harrim and Linzi use their last healing spells to bring them to consciousness.
Scanning the bodies there are odd coin purses, jewelry, weapons, and bling that could be taken. Of note is a blood soaked coyote cloak. Oddly, Betrayius and Jurgrindor seem absent of items or anything that would identify them.
On the door to east wing you hear heavy breathing sniffing. "This the door, me sure of it" an ogre grunts.
"Friends, I am quite poorly and would rather not take the front line. I have plenty of darts and bolts and can make their lives short from here, if someone will take the fore."
He will then lay his crossbow in easy reach and draw two of his darts for throwing.
Octavius will then take a defence position at the East wing door, stow his darts and ready his glaive.
"Oy, what on the other side?" Amiri asks drawing her overlarge sword ready for battle "Sounds dangerous, let open the door and take it down"
"It an ogre, don't open that door" Linzi panicky shouts.
The NPCs are around 10% health, or 0% for the unconscious guard
The NPCs are around 10% health, or 0% for the unconscious guard
Npcs are disposable.
'are you union? Why do you think that not fighting is a good choice here? If this gets out no one will ever hire you guys as guards again. Starving is a terrible career choice
Rolls
Diplomacy? Intimidation? Either way the bonus is the same! - (D20+6)
(12) + 6 = 18
Muffled voice shout through the door. "We have a feudal oath to the Aldori. Who are you talking too? Did people survive the attack?"
"This could get ugly, everyone not up to fighting strength should stay behind us. We are about to have one confused ogre on our hands.
Six guards stand at the door armed with bows and swords, ready to fight. They seem relieved to see potential allies. The taller one, a lieutenant by his markings, shouts "Alright, lets secure this ..."
He is interrupted as the filthy ogre bursts through the door. Lucky as everyone is ready Gormag is filled with arrows, blades and deadly magic. Falling quickly with only a few wild swings.
"The fire is a concern. The hallway leading from the Great Hall and several of the guest chambers next to it are ablaze. We think in local to the hallway, as we heard fighting coming from the west wing recently" He says with grim resolve.
"The fighting is our bigger worry. Lady Jamandi took a squad with her and to clear out the West Wing. It has been too long" He says with a worried tone. "We could use some help in reinforcing her, a push in the west wing would give me time to direct servants at the fire."
"Shall we then. In for a copper, in for a gold, and all that."
Tassle starts searching pockets for tasty sausages or marshmallows...
4 gold coins
5 smooth grey pebbles, which he is reluctant to give up but insists go in the backpack
An assortment of rings, pendants, and necklaces (est 15-20gold)
And a scroll that he used to carry it all, divine spell scroll you think
Sparky gathers "All the best shiny objects"
5 coin purses containing 24 gold 13 silver and 7 copper
Roll religion DC 17 to figure out the spell
Also, I am assuming Sparky has "independent" load
Rolls
Religion for the scroll - (1d20+6)
(13) + 6 = 19
Seline get distracted by the section on mushrooms
https://2e.aonprd.com/Spells.aspx?ID=266
His guards ready themselves and open the doors to the West Wing. This wide hallway is filled with billowing smoke. Further ahead, on either side of the hall, several open doorways are illuminated by flickering flames.
"If you can meet up with Lord Adori she will reward you greatly. Thanks to you we have access to water from the east wing kitchen ... cough cough" He says, inhaling a wift of smoke "cough... I am sure we can get the fire under control if we are not being attacked"

Once you get some more gold you can hire people or animals to carry your stuff
https://2e.aonprd.com/Animals.aspx
https://2e.aonprd.com/Equipment.aspx?ID=67
Now if you want to get really fancy you can invest feats to get a magic infused animal.
Eg a familiar with the Valet feature
https://2e.aonprd.com/Familiars.aspx?ID=38
Or animal companions like a trained monkey
https://2e.aonprd.com/AnimalCompanions.aspx?ID=16
Or ooze :)
https://2e.aonprd.com/AnimalCompanions.aspx?ID=55
The room are burning, so doors need to be kicked down to get to the fire. Casting sprout will reduce the fire effectively thought
If you enter the hall with the smoke give me a fortitude save to resist.
Rolls
Fort save - (1d20+3)
(10) + 3 = 13
Rolls
Fortitude save - (1d20+4)
(1) + 4 = 5
Rolls
Please don't suck - (1d20+6)
(3) + 6 = 9
Due to the will of nature Selene is unaffected by the smoke. Fire diminishes as she calls forth the waves. Filbert plant nature reduces the effect of smoke, though the soot slows him down as he looks a bit ill
Octavius' filters are somewhat effective. Though air is ill and leaves him with a sickened feeling
Dalia inhales way to much smoke to be pleasurable. It is sickening and she feels her lungs reduced
Ralf inhales a whiff of smoke, then a thicker cloud while he is coughing. He is lungs feel covered in soot and you enter a coughing fit when you get out. Sparky fairs better but has elected to rest on Ralfs shoulder rather than fly.
Just waiting for @Tassle to act
Filbert, Sparky, Octavius, and Dalia are Sickened 1
Dalia takes 2 non-lethal damage
Ralf is Sickened 2 and takes 4 non-lethal damage. Also give me a 1d20 roll to see if you can stop violently coughing.
The guard in the great hall start to organize a bucket brigade to slow the fire.

Laura-lee is down with a nasty flu. I've talked to her and I'll move Tassle along for the next week.
Tassle is Sickening 1, with 1 point of non-lethal smoke damage
ps. you can spend a round 'retching' to try to remove the condition (roll a fort save)
https://2e.aonprd.com/Conditions.aspx?ID=34
Ralf, you feel as sick as before. However, after a chuck of what you think is lung and soot is dislodge you no long feel like things are getting worse.
Filbert is no longer sickened
Ralf takes 2 points of smoke damage. He is still sickened 2, however the persistent smoke damage is done.
Rolls
Fortitude - (1d20+6)
(20) + 6 = 26
Rolls
Hack gag hurk ack phnort honk gagk - (1d20+3)
(16) + 3 = 19
Spinning to the North door of the art gallery you see a Black Tear thug, dagger draw and glistening with poison, coughing at the faint smoke drift from the hallway. "Damnit" he says as he slams the door.
Please take an action to prepare and roll initiative
Rolls
Initiative - (1d20+6)
(18) + 6 = 24
Rolls
Do I go more first? - (1d20+5)
(8) + 5 = 13
Rolls
Initiative - Stealth - (1d20+5+4)
(19) + 9 = 28
In front the door stand 4 Black Tear Cuttroats. There is a grey haired one in the back that is clearly better dressed and armed then the others. "You know the orders, leave no surviving heros" He barks weapons ready.

Rolls
Acid melty - (1d20+7)
(13) + 7 = 20
Acid damage - (1d6)
(4) = 4
You need to squeeze by the door to get all of them.
BTC1,BTC2,Nishkiv save and take 1/2 damage
BTC3 fails & takes full damage
BTC1 takes 4 acid damage
BTC1, BTC2, and BTC3 take 1 acid splash damage

Rolls
Damage - (2d6)
(45) = 9

Burning hands is 2-actions so with the move you wouldn't have enough action ... hoverer you don't need to
Nishkiv the Knife, failure - 9 dam
BTC3 - success (1/2) damage- 4 dam and is down
BTC2 - Critical Success
These thugs do not have much staying power....
He will then lay it on the chair to his left, draw his sword and shield to be ready for battle.
Rolls
Twang! - (1d20+4)
(1) + 4 = 5
Thwack! - (1d8)
(7) = 7
"Arrowed!" she shouts as she wild flings an arrow towards the other goon which deflect of Octavius' shield into the goons neck.
The parlor room is now secure. One thing you notice is a guest from the party, Jaethal bound and gaged in the corner of the room
Tassle rolled really well. This moderate challenge clear very easy
The window, like all windows of the manor, has a fox iron grate that prevents exit or entrance. Rector is no stranger to strife and political intrigue
Give me 3 fort saves, DC18
Rolls
Fort Save - (1d20+2)
(16) + 2 = 18
Fort Save - (1d20+2)
(9) + 2 = 11
Fort Save - (1d20+2)
(2) + 2 = 4
A medicine check (DC 18) could help
"Thank the great tree, I was sure this would have been my actual end" she says when you remove the gag "This act will be remembered, in my everlasting days"
Rolls
Some of that sweet healing magic - (1d10)
(5) = 5
Medicine check for Ralf - (1d20+6)
(10) + 6 = 16
For helping Ralf, you aid is enough to reduce his cough and sickness
"I’m up for causing trouble, not finding it"
Give me a roll to search the room. Perception or a skill you think is appropriate
You can always use a hero point to re-roll
Dalia moves towards the armory.

The door is now guarded
No magic detected.
The fancy gnome that lead Octavius and crew to the manor, Tartuccio, lies sprawled on the floor near one of the statues. Unmoving.
Two large doors lead onward.

You can hear yelling on the other side of the double doors.
Lady Jamandi uses this room to practice her swordplay and host sporting duels with local officers and nobility. Racks containing practice blades and stands holding suits of padded armor line the north and south walls. There is a recessed area that serves as the dueling court—a 2-foot-deep rectangular arena with steps at its north and south ends. Now, though, bodies litter the floor. Eight of Lady Jamandi’s guards lay dead among the cloaked corpses of 11 Black Tears cutthroats and two dead ogres
At the same time, five more Black Tear cutthroats enter the room from the door to the southwest. One dressed with authority and power.
Lady Jamandi spots the party and points out the powerful cuttroart, yelling, "Just in time! That’s their leader; take her out while I deal with these oafs!"

ps Laura is still down. But I think she would yell that
Rolls
Initative - (1d20+5)
(18) + 5 = 23
Though I shall encourage our more blast-radius inclined to go ahead of me lest I be in the way
Rolls
firstness in battle - (1d20+2)
(17) + 2 = 19

1d20+7
-2 2rd range increment
vs AC 15
-2 flat footed (surpise attack)
+2 cover (Octavius and Dalia
A hit
Rolls
Arrow attack - (1d20+7-2)
(11) + 5 = 16
Sneaky Damage - (1d6+1d6)
(5) + (2) = 7
Rolls
Lawndart that mofo - (120+4)
() + 124 = 124
the result that got them banned - (1d4+2)
(2) + 2 = 4
well, THIS is the to hit roll since the other was a mess - (1d20+4)
(19) + 4 = 23
BTC 1, sporting a fresh dart wound dashes into the pit, climbing ready to face Dalia's charm with steel
Volomdyra angerly circles the fighting pit, thrashing her mighty greataxe at the ground and other objects, before stopping and pointing in at Dalia.
Volomdyra attempt to be scary.
https://2e.aonprd.com/Actions.aspx?ID=53
It was not scary
Rolls
Demoralize (Dalia Will DC18) - (1d20+2)
(12) + 2 = 14
She says something clever and cool, but a loud crash from a frost giant blow muffles the awesomeness.
He leap forward, running to the edge of the pit and yell "You will fall, and my cousins will eat your bones!" at the cutthroat near Dalia
Unfortunately the cut throat pays no mind to the little Leshy
Rolls
Demoralize (BTC will DC 12) - (1d20+5)
(6) + 5 = 11
Rolls
Produce Flame - (1d20+4)
(18) + 4 = 22
Damage - (1d4+4)
(4) + 4 = 8
Not wanting to end up bbq the remaining three cuttroats draw crossbow and let loose a volley.
Most fly wild, however on lands true on the toy making wizard. A minor scratch!
Rolls
BTC 2 -Crossbow (Ralf) - (1d20+6)
(14) + 6 = 20
BTC 3 -Crossbow (Seline) - (1d20+6)
(1) + 6 = 7
BTC4 -Crossbow (Ralf) - (1d20+6)
(1) + 6 = 7
(Ralf) Hit - (1d6)
(1) = 1
Enraged the other giant fights on with renewed vigor, with the lady dancing and weaving to avoid his mighty blows.
"Arrowed!!!" she yells
ps forgot I was controlling her. Yes LL is still sick
Rolls
Attack BTC2 (AC15-2) - (1d20+7)
(17) + 7 = 24
Crit with sneak attack - BTC2 - ((2d6)*2)
(33) + 2 = 8
Attack BTC3 (AC15) - (1d20+7-5)
(17) + 2 = 19
Damage - BTC3 - (1d6)
(5) = 5
Drawing a second dart, he shall let fly at Volodymira, then draw his sword and wait, planning to defend himself against her inevitable charge, then counterattack.
Rolls
Dart! - (120+4)
() + 124 = 124
thwok! - (1d4+2)
(2) + 2 = 4
Rolls
just fucking work - (1d20+4)
(9) + 4 = 13
Dalia, I had you ready an action so you hit when the BTC move. Rather than being expose. Hymn has short range
Octavius ... lucky
Rolls
Fort Save (HM DC 16 - (1d20+11)
(3) + 11 = 14
Attack Octavius (AC18) - (1d20+9)
(2) + 9 = 11
Attack Octavius (AC18) - (1d20+9-5)
(14) + 4 = 18
Octavius ... lucky
[/ooc]
Octavius ... lucky
[/ooc]
The Leshy nervously yells at the angry lady "Fall like your goons", but only receives a dismissive snort from the Black Tear Leader.
Then backflips into the fighting pit to create a distraction ... tripping and falling face first. "I need a bandaid!"
Volodmyra has 18AC +1 for cover cause Steve is in the way, so yes 16 is a miss
Rolls
Demoralize - (1d20+1)
(13) + 1 = 14
Acrobatic - (1d20+2)
(5) + 2 = 7
Rolls
Produce Flame - (1d20+7)
(10) + 7 = 17
Damage - (1d4+4)
(1) + 4 = 5
A1: Attack
A2: Move
A3: Take cover
Also ouch
Rolls
Attack Avindale - (1d20+6)
(17) + 6 = 23
Hit - (1d6)
(6) = 6
Undaunted the gnome yells "Look out, frosty meatball" before loosing an arrow an arrow from her bow. While not phased by meatballs, frosty or not, Volodmyra still zags into the arrow. She should have zigged.
A1: Demoralize
A2: Create a Diversion
A3: Attack
Rolls
Demoralize (Volodmyra DC17) - (1d20+6)
(6) + 6 = 12
Deception (Volodmyra DC 17) - (1d20+6)
(6) + 6 = 12
Attack (Volodmyra AC18+1 cover) - (1d20+7)
(14) + 7 = 21
Damage - (1d6)
(6) = 6
And then he stabs Volodymira like a serial killer.
Rolls
Stab! - (1d20+5)
(14) + 5 = 19
Chonk! - (1d6+2)
(5) + 2 = 7
Hack! - (1d20+1)
(11) + 1 = 12
Chunk! - (1d6+2)
(3) + 2 = 5
Slash! - (1d20-3)
(15) - 3 = 12
sounds like a casaba melon - (1d6)
(5) = 5
Rolls
Arrow - (1d20+4)
(13) + 4 = 17
Damage - (1d8)
(5) = 5
Dalia, drawing and firing a crossbow. That about 2 actions. You still have an action for something else. A quick sermon (Intimidate +3)? Move away from the front line? Reloading?
Octavius, Volodmyra is going to trigger your reactive strike reaction. Roll an attack (if you want a free attack, you don't have to. No obligations.)
Have at you, Wench!
Rolls
And one for milady - (1d20+5)
(11) + 5 = 16
yeaargh - (1d6+2)
(5) + 2 = 7
"Arrowed!, How about Axed" She yells as she slams her greataxe into Tassle' chest. Nearly felling the shiny gnome
She looks at Octavius "you want a piece too" as she swings her greataxe back at Octavius.
'
A1: moves to 1609
A2: Attack Tassle
A3: Attack Octavius
Rolls
Attack Tassle (AC17) - (1d20+9)
(14) + 9 = 23
Attack Octavius (AC17) - (1d20+9-5+1)
(3) + 5 = 8
Damage Tassle - (1d12+4)
(12) + 4 = 16
Rolls
Produce Flame - (1d20+7)
(4) + 7 = 11
Damage - (1d4+4)
(1) + 4 = 5
Landing a solid blow, luckily the protector tree grows quickly adsorbing the damage.
The leader has the attack of opportunity reaction. Triggered by (most) spellcasting and (non-step) movement. Luckily it is once per round.
https://2e.aonprd.com/Feats.aspx?ID=145
Rolls
Reactive Strike - (1d20+9)
(11) + 9 = 20
Secret Roll
Axe Damage - (1d12+4)
(4) + 4 = 8
Luckily Ralf has drop into the pit, giving the BTC a poor angle on Ralf. The bolt deflects off the floor into an odd direction.
Rolls
Secret Roll
Rolls
Deception - create a diversion (DC 17) - (1d20+6)
(8) + 6 = 14
Volodmyra is not fooled and knocks the arrow out of the air.
Rolls
Deception - create a diversion (DC 17) - (1d20+6)
(4) + 6 = 10
Attack (AC18) - (1d20+7)
(5) + 7 = 12
Rolls
Uno! - (1d20+5)
(14) + 5 = 19
dinner for m'lady - (1d6+2)
(4) + 2 = 6
Dos! - (1d20+1)
(6) + 1 = 7
a second helping of suffering - (1d6+2)
(6) + 2 = 8
Tres! - (1d20-3)
(8) - 3 = 5
and for dessert - (1d6+2)
(4) + 2 = 6
Noticed some differences between your character sheet and the one I recreated in Foundry
1. There seems to be a missing +1 to you attributes. Please pick one to add +1
2. You can add strength to your weapon attacks, so +7 instead of +5
Posted in occ
Rolls
Arrow 1 - (1d20+4)
(6) + 4 = 10
Damage 1 - (1d8)
(1) = 1
Arrow 2 - (1d20+4)
(8) + 4 = 12
Damage 2 - (1d8)
(7) = 7
All the while screaming with impotent rage. "Die 20 rolling deaths"
Rolls
Attack Octavius (AC16) - (1d20+9)
(7) + 9 = 16
Attack Dalia (AC14) - (1d20+9-4)
(15) + 5 = 20
Attack Seline (AC15) - (1d20+9-9)
(6) = 6
Damage Dalia - (1d12+4)
(2) + 4 = 6
The axewoman is able to see the spell coming and lashes out as Seline gathers the fury of ice and snow.
The protector tree uses the last of its strength to place its branches in front of Seline. Barely slowing the hefty axe.
7 dam to BTC
9 dam to Seline
Rolls
Secret Roll
Attack of opportunity (AC 15) - (1d20+9)
(7) + 9 = 16
Damage - (1d12+4)
(7) + 4 = 11
Rolls
Athletics - (1d20+1)
(6) + 1 = 7
Rolls
Produce Flame - (1d20+7)
(9) + 7 = 16
Damage - (1d4+4)
(3) + 4 = 7
"Vragar give me hand with these chumps" Volodmyra shrikes as her last goon falls
Before jumping back in shouting "Arrowed Sucker"
The arrow slices the Black tear's check, only making her madder.
A1: Stride
A2: Hide (off guard & sneak attack if successful)
A3: Attack
Rolls
Hide - Stealth (DC 17) - (1d20+7)
(10) + 7 = 17
Secret Roll
Secret Roll
Secret Roll
Attack (AC18-2) - (1d20+7)
(9) + 7 = 16
Secret Roll
Rolls
Across the front - (1d20+7)
(16) + 7 = 23
Short sword - (1d6+2)
(4) + 2 = 6
Backswing - (1d20+3)
(13) + 3 = 16
It not the size - (1d6+2)
(5) + 2 = 7
and thrust into the chest - (1d20-1)
(14) - 1 = 13
its how you use it - (1d6+2)
(4) + 2 = 6
Rolls
Arrow - (1d20+4)
(11) + 4 = 15
Damage - (1d8)
(6) = 6
Quickly she reaches in her belt pack and pulls a red liquid potion. Uncouthly chugging it, ending with a fearsome revitalizing bleach
Free: Let go of weapon (holding 2H by 1H, will cost her an action to ready weapon later)
A1: Trip
A2: Draw potion
A3: Interact (Drink potion)
https://2e.aonprd.com/Actions.aspx?ID=40
Rolls
Trip (Athletics vs Reflex DC 16) - (1d20+9)
(15) + 9 = 24
Secret Roll
Lessor Healing Potion - (2d8+5)
(51) + 5 = 11

Note Octavius, your on the ground
https://2e.aonprd.com/Conditions.aspx?ID=31
Also, Volodmyra is not ready to attack with her axe.
BTC uses her reaction to do an improvised attack. Also she take 7 fire damage.
Steve, Octavius is on the ground. But can still attack at -2. You could use your reactive strike for all this potion manipulation
Rolls
Attack improvised (AC 17) - (1d20+9-4)
(7) + 5 = 12
Rolls
Stab her in the undercarriage - (1d20+7-2)
(10) + 5 = 15
right in the soft bits - (1d6+2)
(5) + 2 = 7
Miss, even with flanking
Rolls
Produce Flame - (1d20+7)
(18) + 7 = 25
Damage - (1d4+4)
(1) + 4 = 5
Aldori uses this opportunity to free herself from the tangles of the mangled weapon rack. Moving with lighting speed behind the giant, ready for the next attack.
But the next attack is directed at the wizard hiding in the pit. The giant's might axe take a chunk of the pits edge before landing solidly on Ralf, flinging his limp body across the room.
The giant then leaps across the room with lumbering strides. Taking a deep breath he spews cold icing frost over Dalia, Seline, Octavius, and Volodmyra.
Aldori
A1: Stand
A2: Stride
A3: Parry
Giant
A1: Strike (Ralf, crit with 2d12+12 x2 damage btw)
A2: Stride
A3: Chill Breath
https://2e.aonprd.com/Monsters.aspx?ID=222
Rolls
Attack Ralf (AC14+2) - (1d20+21)
(20) + 21 = 41
Chill Breath (DC28 Reflex save) - (4d6)
(4414) = 13
Secret Roll
Axe Damage - Crit - (4d12+24)
(51059) + 24 = 53
Volodmyra crit fails her save. 26 cold damage
Let check if the rest of you stay active. Please give me a Reflex Save
Octavius you need to roll 16 or higher
Dalia you need to roll a nat 20
Seline ... you succumb to the cold, Filbert is not in the cold of cold
Rolls
Secret Roll
Reflex Save (DC28) - (1d20+9)
(4) + 9 = 13
Rolls
I find the outcome predictable - (1d20+6)
(5) + 6 = 11
Filbert
".... then I kicked the frost giant and he died" The leshy chimed triumphantly, chewing some stolen rations
Sparky
"Wait, what!? You DID not take down that giant." The raven scoffs
Filbert
"Of course I did, kicked in the head good" hums Filbert
Sparky
"Right … the head. It was a flying kick?." Sparky mocks
Filbert
Immune to any mockery "No no, the giant was lying down at the time"
Sparky
Adding extra sarcasm "That sounds like he was already dead? Perhaps because of Lady Aldori? Hmmm"
Filbert
"The flaming sword lady helped. Made him lay down" Filbert says as he crunches on old bread "I accidentally healed the giant when I healed my lady. Had to put him back down"
Sparky
"Now I know you’re lying. You're not a healer. How in the Nethys did you heal everyone?" The raven says inquisitively.
Filbert
"I don’t know, I just did. Had to do something, better than fleeing like you" Filbert shrugs "Oh, wait. I remember one. I watered your master with a red bottle. That stopped him leaking sap."
Sparky
"I was getting help! Being actually useful" the raven squawks. "What do you mean watered? You gave him a healing potion? Those are supposed consumed ... to be taken internally."
Filbert
"He can drink with his feet right? No mater, much of his insides were on the outside. So it worked out." The Leshy squeals "Look! they are awake!"
"Also, check if the fifth one is up, the bright haired gnome" the lieutenant asks a healer. "Speeches are starting soon"
Tartuccio whips off his blankets, revealing that he is somehow already dressed and groomed. "Lets go, MY destiny awaits!"
He quickly leaps out of bed and strides off. Servants and guards in tow
Rolls
I'm finding Tassle and you, servant shall assist - (1d20)
(4) = 4
Rolls
Find that gnome - (1d20+1)
(4) + 1 = 5
Lieutenant Ivenzi assure everyone that "Only House Aldori are allowed to go to the West Wing. The Manor has been thoroughly swept for hidden traitors and spies. I am sure your friend is already with the other adventurers.
The heros are brought to the great hall that is filled with adventurers who survived the assault or others who stayed outside. Some who had missed the feast entirely last night. The adventurers companion Tassle does not appear to be in the hall. Even with these newcomers, though, there are far fewer heroes in the hall than there were the previous evening, and the atmosphere is serious and somber as Lady Jamandi steps up to speak.
"The first charter we would like to bequeath goes to the group called the Iron Wraiths," she states, with a wave towards a band of four well-armored adventurers. "The tales of your adventures have thrilled many Brevic nobles, and I’m excited to see what you can do with the exploration of the Glenebon Uplands. Your charter is to establish a base for Brevoy there after dealing with the Tiger Lords and then to open diplomatic relations with Pitax from a point of strength."

"Baron Hannis Drelev, as per our previous discussions, your charter is one of specific importance for Brevoy. Securing the southern trade routes along the East Sellen River and establishing a base for merchant caravans and barges alike is of utmost importance! Hooktongue Slough will be your base of operations."
A dour-looking nobleman takes his charter from Lady Jamandi with a crisp bow that’s barely more than a nod, then walks from the room. He has a slight sneer on his face and does not talk to anyone.

Maegar Varn walks up to accept his charter from Lady Jamandi. As he leaves the Great Hall, he passes by the Octavius’ table and smiles at them. "Once you get established, I would love to have you come visit so we can set up trade relations. Good luck!" With a swish of his cape, he turns and leaves.
Lady Jamandi hands each of the remaining adventurers copies of the same charter. Tartuccio is the most vocal of the group and brags "I’ll have my own kingdom carved out before you all are done wrestling in the dirt with bandits!" while staring intently at Ralf

"I wanted to thank you for your bravery last night, without your aid the assassins' might even have succeeded" She says regally. As a reward, I would like you provide an advance of 200 gold, plus other supplies to hurry your fulfillment of the charter. I would ask that you start at a trading post run by Oleg Leveton. This would be a good base of operations for excursions into the wilderness"
Her Courtiers bring 4 bags with 50g, 2 minor healing potions, and also a single map of the 'stolen lands'
"There is one more issue of concern ..." Lady Aldori says tensely "What do you know of the gnome Tassle?"
Turning the adventures, locking eyes. "Let's cut to the chase, last nights attack was the direction of Pitax spies" her eyes twitch at the name "Your companion has fled the manor sometime last night, she is a prime suspect"
https://pathfinderwiki.com/wiki/Pitax
"Now these Black Tear are wannabes. A bunch of gangs up north in New Stetven and Port Ice joined together, so far dabbling in kidnapping, extortion, assassination, and the sale of illicit substances." She says drawing and examining one of the black tears' ebony handled daggers "We think they took a the raid job for a chance to bolster their criminal fame. It tough to get a straight story from the captured prisoners, the Tears are almost fanatically loyal."
She looks over to a new courtier holding a stack of papers. "Speaking of which, I have urgent matters to attend to." She says politely as guard impolitely motion you to leave.
Ps
When you leave, you'll find other NPC milling around. Great opportunity to recruit or harass.
Notably you recognize;
Harrim, Cleric of Groetus
Jaethal, Inquisitor of Urgathoa
Amiri, Kellid Barbarian
Linzi, Bard Extortionate
Valerie, Ex-paladin fighter
Tartuccio, Sorcerer of 'great' power
There are also 10 other adventures that Octavius doesn't recognize
Tartuccio is busy recruiting with anyone who will listen about how he will be the more victorious. Almost anyone, he gives Octavius the stick eye.
Octavius probably could track Maegar down in the town. Give me a society or diplomacy roll
Rolls
calculating - (4d4)
(2224) = 10
Linzi is overexaggerately impressed when Seline Filbert tells the tale. "You fought with THE Lady Jamandi Aldori?!? An another frost giant?" she squeals as she start franticly writing in her book
"You must be the real heros!" she exclaims, drawing attention of others and more stick eye from Tartuccio
After listening to Filbert's epic tale, you will now have difficulty getting her NOT to follow you.
Seline, give me a deception or stealth check to lose her.
You may consider taking away Filberts speech privileges next time you rest.
[society roll to do this right in letter writing and politeness]
Rolls
write a nice letter - (1d20+7)
(17) + 7 = 24
Jeathal seems unphased by the attack or Dalia's accidently heal, replying dismissively "It is not the the first time someone has tried to end me, with intent or not" pausing to reflect on her plans she replies with faint glimmer of hopeful emotion "I will go where I can find a home that can accept me, my best option seems to be carve one out in the so called stolen lands"
A simple pleasant ask will get her to join
Filbert might lose the ability to talk for a bit if he can't stop tall tales.
Jeathal is more of a rogue with some cleric magic
For pre-named NPCs you have
Amiri (Barbarian),
Harrim (warpriest cleric),
Valerie (Fighter)
Tartuccio (Sorc).
Also, if wanted a different class-type I could make one up from the extras. If looked in crowd you could find
- A gnome alchemist (bomber) who is looking to map the region
- A Tiefling kineticist (water) who is looking for a new home
- A human ranger (archery) who seeks revenge
On politely asking Valerie politely accepts to join. Harrim seems neutral on the matter, though agrees to come as he doesn’t have anywhere else to be until the end times come.
Also, you get the sense that Amiri considers Tartuccio weak and annoying
A feat of strength would convince her to join
Tartuccio is an attention hound. and squishy. i doubt his courage if it doesn't gain him fame and applause.
"You may join me, Tartuccio, the one true king of the stolen lands. Riches and glory await!
Of course, you must renounce your current band of misfits and do an act that shows your loyalty.
Choose you density. A loyal agent of a fabulous king or a meandering tour down the river of souls.
Tartuccio the magnificence"
Tartuccio is quite loud and center
Have Ralf try a deception or diplomacy check to get his attention
...or have Sparky do a deception or stealth check for Ralf
Rolls
LIes. Lies and slander. - (1d20+1)
(14) + 1 = 15
Alone, Tartuccio whispers "Ah, I see you have chosen wise. A king that is wise enough to see that you were merely assigned a room with that band of misfits who think they can dare to rival The Magnificence."
The Gnome pauses and pulls a broach from his pocket "Of course I am benevolent king willing to share the wealth and glory. " He says as he hand the broach to Ralf "Rumor has it you could use extra protection"
Looking around he gleefully exclaims "Duties call, meet me in in the UnBalanced Blade inn tonight and we can discuss your application" before turning to leave
Brooch of Shielding
https://2e.aonprd.com/Equipment.aspx?ID=418
I pretty sure it’s on the level. No need to look for social cues or inspect throughly.
-How much more silver if we all go in on bulk rations?
-what do you mean by 'ride in relative comfort'? Horses? Horse and cart? Wagons?
-Should we have a few days of shopping? I would like to upgrade some of my gear.
-Should we consider hiring guards and useful servants to mind our stuff and guard our camp?
If you are taking a few days to outfit you could use diplomacy to negotiate some bulk discounts for food and horses. Everyone who is trained in diplomacy could try as a group effort
Similarly a good diplomacy roll would reduce the price for personal equipment.
Rolls
Show me the discount - (1d20+7)
(18) + 7 = 25
Let me know the items and roll
Between Dalia’s efforts and a bill discount you can get a 20% discount on horses, carts, tack, and saddle bags.
Additionally you find an amazing deal on a bag of holding. A gnome in an alley is offering it for 5g, normally these are 75g. The gnome is nervous when you test it, but it seems to be a real extra dimensional bag. Does Dalia take it?
Dalia had a good roll
Ps let me know if you want the "bag of holding"
-a Chain Shirt [5gp]
-a Steel Sheild [2gp]
-with added Sheild Boss [5sp]
-20 Darts [20cp]
-2 sets of Ordinary Clothing [2sp]
-1 set of Fine Clothing [2gp]
-1 set of Winter Clothing [4sp]
-1 Chest [6sp]
-1 Writing Set [2gp]
-extra ink and paper [1sp]
Total 13 gold 3 silver
Rolls
Diplomacy for deals - (1d20+6)
(5) + 6 = 11
The trading post is located in the southwest of the Rostland Hinterlands along the South Rostland Road. This grassland wilderness sits just outside the border of Brevoy. While not technically part of the nation, its proximity to Brevoy and relative lack of valuable resources means that banditry is relatively light. South Rostland Road was built ages ago by eager engineers, but money eventually ran out, leaving the road to slowly degrade into little more than a glorified trail.
The old trapper tells a story about Oleg and Svetlana;
The daughter of a minor noble in Restov, Svetlana Beyavin grew up amid wealth and splendor but hated every minute of it. Without the skill at swordplay that might have allowed her to make a name for herself, she was forced to learn to navigate the lavish parties and decadent gatherings of her peers just to fit in. But where she hoped to find friendship, she found only manipulation, and her efforts at kindness and honesty served her poorly in the world of politics. Finding her life in the city stultifying, she longed for something more suited to her sensibilities. She found what she was seeking when she met Oleg Leveton.
The son of a carpenter, Oleg Leveton grew up in a small village before heading to Restov to make his fortune, but his stubborn pride made success difficult. He refused to compromise his work or try to appear humble to curry favor with the nobility. The gentry had no qualms about cheating him, or even refusing to pay for work, leaving him sullen and angry. Despite his best efforts, the success he desired never materialized as the years passed. Afraid he was failing, he longed for a chance to make something of himself.
When Svetlana was tasked by her father to find a gift that could swing a trade deal in her family’s favor, her search led her to Oleg, whose work gave Svetlana’s house a crucial edge in the hotly contested deal. It led to further work for Oleg, which led to a friendship with Svetlana and eventually—to the delight of both—to love.
It wasn’t long before the couple realized that life in the city wasn’t for them, and they eloped and left Restov after securing the rights to an old fort in the hinterlands. They managed to rebuild the fort into a proper trading post before long.

This is my list:
ordinary clothing 0.1
winter clothing 0.4
fishing tackle 0.8
grappling hook 0.11
rope 50 ft 0.5
sling bullets x30 0.03
1.93 gp total
Rolls
makin' deals - (1d20+6)
(2) + 6 = 8
Armour comes in a set. So the chainmail you bought would include a helmet, gauntlets, graives etc.
"Oh you look fabulous, but what this? Armed to the teeth" noting the crossbow and weapons Dalia is carrying "This wont do for one of the cloth, we have to look our best."
With that she seductively tosses Dalia a gold ring covered in runes before continuing with her business.
Dalia now has a Ring of Discretion
https://2e.aonprd.com/Equipment.aspx?ID=2345
Rolls
Maybe this is good at shopping - (1d20+1)
(18) + 1 = 19
Also, I'd like to know how many horses, carts and such we now possess, and ensure that our new allies are similarly equipped.
Also, I'd like to know how many horses, carts and such we now possess, and ensure that our new allies are similarly equipped.
Everyone write down what you have in resources and I will make it nice
Also, I'd like to know how many horses, carts and such we now possess, and ensure that our new allies are similarly equipped.
Everyone write down what you have in resources and I will make it nice
-chalk [ 10]
-rations [ 2 weeks ]
-torches [ 5 ]
-waterskin [1 day]
-1 unit of soap
-50ft of rope
-flint/steel
-bedroll
-a backpack to carry shit
-20 spare darts
-15 spare crossbow bolts
Checking the bag, it still remains as an extradimensional bag. However, any item placed inside seems to disappear.
The party now has a "Fuck it Bucket"
https://m.facebook.com/reel/607983834681417/
As requested.
Everyone write down what you have in resources and I will make it nice
Yes
Also, did anyone need help with leveling?
@Avindale Ready?
The band of misfits loads the carts and preps the horses on the outskirts of Restov, southern Brevoy cultural center. Spring is pushing it's way into the region and our heros are bless with a warm day of early spring travel.
The landscape in Southern Brevoy consists of sparsely populated farmlands. A single road runs along the country’s southern border; following the Shrike River. Of note, Nivakta’s Crossing is the southernmost village in Rostland. A center for traders, hunters, fishers, and trappers.
The road turns away from the Shrike River at a set of roaring waterfalls. Past this point the terrain become significantly more wild, and the road more rough. It is a known fact that Brevoy's patrols rarely enter this grassland wilderness, despite being claim by the nation.
Travel is uneventful, before the sun sets on the third day of travel. You see a 4 point wooden fort in the distance, catapults defending each point.

ps let me know if you want to stop and do anything along the way.
https://2e.aonprd.com/Familiars.aspx
https://www.youtube.com/watch?v=_qe-4lch0ds
As long as you have fresh herbs you can get a +1 to you medicine and cooking checks

The trading post is surrounded by 10-foot-high wooden palisade and appears to be a renovated of some border fort. The single 30-foot wide wooden gate remains open.
"Who goes there| he says warily

As you enter the trading post you are greeted warmly by a fair woman.
"Ah, you are the help sent from Restov, yes? Finally they respond to our letters. Come in, you have travelled long? There is a stew on"

Svetlana sends him a piecing look and pleasantly relies "Now now, he our friend. He is the local alchemist"
In the distance you hear Harrim ponder "Local to what? We are in the middle of nowhere"
Cutting the pleasantries Oleg cuts in "So .... what exactly our you here for? When we called for aid we expected a patrol to deal with the bandits. Lady Jamandi replied that she is sending adventures. That smells of Brevoy politics."

I am hopeful to make something better of myself in status for the sake of my family name. I suspect though, adventurers were sent simply because we cost little to risk much and often have unusual skills and methods that the bandits may not be ready for. We are also not of a mood to end a search quickly and return to our homes. We are here to see this to its end, ours or the bandits."
Jeathal pipes in "We take they are not of a legitimate realm?"
Sheepish fidgets her empty fingers, in an almost hush tone "Yes, they are bandits under the 'rule' of the Stag Lord, they have been harassing us for a while. Coming every month to collect"
With a cold glare Svetlana says "What are you talking about?!? You cried for a week after Kessle took my wedding ring!"
Oleg seems to go pale at the name Kessle, through his wine glass he says "Kessle is there leader, she is ... ambition"
With a cold glare Svetlana says "What are you talking about?!? You cried for a week after Kessle took my wedding ring!"
Oleg seems to go pale at the name Kessle, through his wine glass he says "Kessle is there leader, she is ... ambition"
"That right! Last few times she sent that crude and foul-mouthed lacky Happs and half of her goons. Only six, eh seven scumbags" Oleg smiles "You strong soon-to-be autocrats like you could take them easy in an ambush!"
"And to make the bandits to pay" Oleg adds, starting a toast
Meanwhile Jeathal leans over to Silene "I don’t think Tribbles are a thing"
"Nor are trolls a suitable mount" Valerie adds, seriously considering the tactical implications of Linzi’s song
Thorn River Bandits
• The bandits harassing the tradepost have a camp somewhere in a the Thorn River to the south of here
• There are about 14 of them, including there leader Kessle, and their 2nd in Command, Happs
• Both Kessle and Happs are jerks, Kessle is described as clever and ambition. Happs will be described as cocky, smug, and overconfident
• At the first trip, Kessle stole the Svalana's wedding ring ... she would be grateful if she could get it back
• Happs & about 1/2 half the bandits typically make the "tax collection" trip, this has been going on 6 months
• "Taxes" are due on the 1st, you should have 1 day to prepare.
Stag Lord
• He has a fortress to the south, rumors say its near the Tuskwater lake
• From the fortress, he rules his own little bandit kingdom
• He always wears a stag scull as helmet, complete with antlers.
• He is also rumored to be a crack shot
Let me know if there was something specific you are looking for
Jeathal would note that "Catching them on the way would be tricky, we could hit them on the way back while they are ladened with cargo"
Replied by Oleg: "They are cowards and will run when they see anything armed. The cocky bastards are spread out when they are loading our stolen goods, best time to get them all"

In the distance you hear a faint argument
Oleg: "I still don't understand why we didn't charge them board?"
Svetlana: "They are taking down the bandits, when worth far more then board..."

In the morning you will have some time to prepare.
(probably, the Levetons did insist that the bandits have been coming on the 1st of the month routinely the past 4 times)
Jen mentioned ambush on the way in. For that you would need some scouting. With 4 riding horse you can cover lots of ground.
Glen mentioned create a fat target. You have carts and cargo from the trading post that you could fashion into something.
I am going to suggest some preparation activities.
• Scouting, time: ~4 hours, roll: Survival, Lore; eg warcraft, or Stealth. Double range on horse back
• Craft Deception, time: ~4 hours, roll: Deception, Crafting, or Lore: eg Merchant
• Watch, time: 4 hours/shift, roll: Perception
• Gather Information, time: 0.5 hours, roll: Perception, Diplomacy, warcraft, etc
Also, you have 4 NPC that can be directed.
Which reminds me.
Prepared casters: Let me know your standard "Spellbook"
FamiliarMaster: Let me know the choosen abilities
These can be changed daily
I'm fine with either plan, but i naturally suspect betrayal.
My spells are
Cantrips:
Prestidigitation
Light
Ignition
Detect Magic
Phase Bolt
Telekinetic Hand
Message
Level 1
Sleep
Breath Fire
Pocket Library
Let me know you actions
"This were we keep the goods" Oleg says sadly "not much now, they will also look in the stables where we keep overflow and the house were we used to have finer goods"

Octavius is formulating an ambush. With answers, he will inquire with his comrades on any specific skills, spells or abilities that would prevent escape. I'm assuming that Valerie and I will be the ones expected to eat shit when it comes to physically intercepting goons. I'd prefer Harrim to pair up with someone squishy [he strikes me as hearty]. Silene's Guardian Tree would also be good on the defence, so perhaps Silene with two of either Ralf, Linzi or Dalia, and Harrim with the other solo. If Linzi is squeemish about a stand up fight or murder in the halls, I'll happily accept where she feels she's most useful.
Dalia is handy with a crossbow, and I don't expect to use mine in this fight [too close in]. I'm happy to lend it or conceal it somewhere for easy access. Perhaps above the gate for sniping fleeing mooks.
As for our hosts, I'd prefer they disappear into a safe area once the killing starts. Plausible Deniability for their long term safety since mean and violent adventurers threatened them if they didn't comply [wink wink].
There is a load crack from one of the ballasta as wood shards spray over the stable. Soon Harrim & Valerie returns from the wall. "The Ballasta is are pour shape." Harrim grunts. "Though the one by the guest house might be fixable, it will take at least a day."
Jeathal & Linzi return from a walk around fort "Oleg, the gate won't close all the way" Linzi yells.

-it will take a full day
-it costs 15g in metals, gems, or herbs.
-with Silene’s herb collection. I’ll say 5g in coins, and the full bag of herbs
-you need an object. The Levetons have a hand mirror you can borrow.
-roll Arcana or Occult (then we will see the result)
-Filbert can roll a assist roll
-Ralf, being a wizard could also assist

I take it you do not take food, or require some other sustinence? I am loathe to leave a comrade unsustained by ill provisioning.

Let me know who is where.
Snare can be crafted within 1 minute of crafting, the downside is they are expensive. They follow different crafting rules .... more like deploying than crafting.
https://2e.aonprd.com/Rules.aspx?ID=743
Also, have you picked your free archetype yet? Snarecrafter makes them deployable in combat. Also gives you free snares.
https://2e.aonprd.com/Archetypes.aspx?ID=78
Thats a good role, rituals are difficult
Let me know if anyone is helping you.
Give me some rolls when you have a chance.
Early the next morning Sparky spots horse riders on the horizon.
Moving the plot along
Let me know where and what snares have been set.

Snare can be crafted within 1 minute of crafting, the downside is they are expensive. They follow different crafting rules .... more like deploying than crafting.
https://2e.aonprd.com/Rules.aspx?ID=743
Also, have you picked your free archetype yet? Snarecrafter makes them deployable in combat. Also gives you free snares.
https://2e.aonprd.com/Archetypes.aspx?ID=78
Excellent.
Filbert would also have helped. Technically he is the one who knows how to do the ritual, not Silene. A witch thing.
Rolls
Hiding with stealth - (1d20+1)
(6) + 1 = 7
Let me know if you have a preference on you position
Also, you have a bit of time. You can roll a deception roll to re-hide.
Rolls
Re hiding with deception - (1d20+7)
(18) + 7 = 25
Does Valerie have any ranged weapons? I have darts to spare.
Did we manage to bring down or block any of the ladders up to the walkways?
Linzi will be up on the walkways, south of the guest house. She will cast sleep on anyone trying to run. Also small and less noticeable.
Harrim will be near Silene behind the storage.
Jeathal will hide near the main house with Dalia.
Ralf @Avindale do you want to be on the walkway? Hide behind a Ballista
Ladders can be removed and bound.
Last check if anyone is lacking in ranged weapons. I can't carry all my gear effectively in combat and wouldn't mind lending. Otherwise I'll leave it and a ten pack of bolts on the gate sided walkway if I need to shoot escapees.
Very soon, the crispy voice of a bound element picks up in the back of everyone's head
"Mistress a large beast has entered the fort"
"Mistress a tall creature has entered the fort"
pause
"Mistress a large beast has entered the fort"
"Mistress a tall creature has entered the fort"
"Mistress a large beast has entered the fort"
"Mistress a tall creature has entered the fort"
pause
"Mistress a large beast has entered the fort"
"Mistress a tall creature has entered the fort"
"Oleg!" Booms a bratty voice "Get out here! You dues are Due. Hahaha!"
"Mistress a large beast has entered the fort"
"Mistress a tall creature has entered the fort"
"Ha! Not our problem, load em up boys. The boss needs us back right away, before the big shipment to our Staggy Lord" " The voice replies arrogantly, pausing "Eh Oleg, why you holding a bolt? You going to try an stab me with it?"
The busy activity is paused when a bandit is impaled by Silene's spike snare, screaming in pain.
Rolls
Bring down the wrath in - (1d20+7)
(10) + 7 = 17


Sometimes you can roll Stealth for initiative, eg in an ambush. It gives you a +4 (for cover) and can surprise you enemy. If there was advatage for stealth I updated the initiative roll.
Rolls
Phase Bolt - (1d20+8)
(19) + 8 = 27
Damage - (3d4)
(114) = 6
Luckily Happs Bydon's attention is draw to house. Jeathal pushes her way past the Levetons, knocking Svetlava over. Her Scythe glinting in the morning light, she rushes to the bandit and take a mighty swing. The scythe singing in the air as it sails past the bandit leader.
"Get them!" he screams
Rolls
Attack - Scythe - (1d20+3)
(4) + 3 = 7
Rolls
Attack - Ralf (AC15+2) - (1d20+6)
(3) + 6 = 9
Readying his holy flail he runs in to the forts courtyard and calming states "The end is inevitable" while starting at the bandit with the blue headband. The bandit is unimpressed
Rolls
Demoralize (Blue Bandit DC17) - (1d20+1)
(14) + 1 = 15
"Thorn River Bandits for life!"
Sliding the dagger into the dwarf's shoulder.
Rolls
Attack Harrim (AC17) - (1d20+5)
(15) + 5 = 20
Damage - (1d4+1)
(3) + 1 = 4
As the elf drops to the ground Bydon pulls out his dagger and takes an opportunities stab. Missing her in the process
Rolls
Trip (DC19) - (1d20+4)
(18) + 4 = 22
Attack Jeathal (AC15) - (1d20+6)
(6) + 6 = 12
Rolls
First bolt - (1d20+5)
(17) + 5 = 22
First damage - (1d8)
(1) = 1
Second bolt - (1d20+5)
(20) + 5 = 25
Second damage - (1d8)
(7) = 7
Dalia is up


I did miss it.
Rolls
Have at you! - (1d20+8)
(4) + 8 = 12
Egad! The wounds! - (1d8+2)
(7) + 2 = 9
ps a reach weapon will go well with you reactive strike.
ps a reach weapon will go well with you reactive strike.
The non-impaled bandit attempts to get out of the way. Unfortunately he is too slow and smokes with magic fueled chemistry. "It burns" they scream.
Rolls
Acid (DC16) - (1d20+6)
(9) + 6 = 15
Due to the distance, only Octavius can really make it out at this point in time.
Courageous Anthem
+1 status bonus to attack rolls, damage rolls, and saves against fear effect
Silene is however, on a diet and the blade misses.
Rolls
Attack (AC14) - (1d20+6)
(2) + 6 = 8
Rolls
Phase Bolt - (1d20+8)
(5) + 8 = 13
Bolt Damage - (3d4)
(122) = 5
The arrow flies true into the wizards chest.
Bandit - no colour
A1: Step 1 square (no reactive strike with Steps)
A2: Attack
Free: Drop weapon
A3: Draw weapon
3 damage to Ralf
Rolls
Attack (Ralf AC15) - (1d20+6)
(16) + 6 = 22
Damage - (1d4+1)
(2) + 1 = 3
Happs is perturbed by Jeathal taunt, enough that he does notice her trip attempt in time and is knock to the ground. "Enough of this!" He shouts, scrambling to his feet and focusing all his effort on attack the undead Elf. Jeathal easily dodges, mockingly replying "ศีลธรรมโง่ๆ" ("Silly moral" in Elfish)
Jeathal
A1: Demoralize - Success
A2: Trip - Success
A3 - Standup
Happs
A1: Standup
A2: Focused Target (like Hunt Prey, but for NPCs)
A3: Attack - miss
Rolls
Demoralize (Will DC16) - (1d20+4)
(14) + 4 = 18
Trip (Ref DC17) - (1d20+3)
(14) + 3 = 17
Attack (Jeathal AC17) - (1d20+5)
(7) + 5 = 12
The bandit jumps over the ball and chain of the flail. Smugly smirking "Me dagger is a sundial and the time it read is death", however is his horrified about how stupid the word out of his mouth sounded. The bandit then unleashes an wild flurry on the Dwarf,
Harrim
A1-2: Cast Forbidding Ward
A3: Trip - failed
Bandit Blue
A1: Demoralize - Critical Fail - Lesson never fight a mindwar with a dwavern cleric
A2: Attack - Hit
A3: Attack - Miss
Rolls
Trip (Fort DC15) - (1d20+5)
(1) + 5 = 6
Demoralize (Harrim Will DC18+1) - (1d20+2)
(5) + 2 = 7
Attack Harrim (AC17+1) - (1d20+6-1)
(17) + 5 = 22
Attack Harrim (AC17+1) - (1d20+6-1-4)
(9) + 1 = 10
Damage - (1d4+1)
(1) + 1 = 2
2 near the gate go for the gate
2 near the stables buck around wildly
1 near filbert bolts for the gate ... through Valarie. Knocking her over


Rolls
Dodge scared horse - Val (Ref DC17) - (1d20+5)
(5) + 5 = 10
Rolls
Lancing the wound - (1d20+7)
(19) + 7 = 26
Damage - (2d4)
(24) = 6
A 26 is a critical hit on these bandits. 12 damage and the red bandit in front of Silene is down
Rolls
Glaive, with Linzi's help - (1d20+9)
(11) + 9 = 20
pain is a lesson - (1d8+3)
(2) + 3 = 5
Glaive on the backswing - (1d20+10)
(3) + 10 = 13
I am your teacher - (1d8+3)
(6) + 3 = 9
Rolls
Unlikely damage - (2d6)
(54) = 9
Glen knock the one in front of you with Divine Lance. Still lots of bandits in range
12 would not hit, you would need a 13. Did you roll 12?
Pathfinder is going through a revision at the moment. Haven't updated the online yet. Feel free to use the old or new versions.
Rolls
Calm horse (DC 15) - (1d20-2)
(19) - 2 = 17
Soon, despite a gapping wound from Octavius's glaive, the bandit by the wagon is swayed by Linzi's tune. Yawning, his eyes close and his falls asleep.
A1: Cast Courageous Anthem
A2-3: Cast Sleep - Bandit fails hard
Rolls
Save Bandit (DC16+1) - (1d20+2)
(3) + 2 = 5
12 would not hit, you would need a 13. Did you roll 12?
Pathfinder is going through a revision at the moment. Haven't updated the online yet. Feel free to use the old or new versions.
There is a +6 to your attack rolls. You hit.
There is a +6 to your attack rolls. You hit.
https://2e.aonprd.com/Spells.aspx?ID=236
Rolls
Phase Bolt - (1d20+8)
(8) + 8 = 16
Damage - (3d4)
(444) = 12
Engaged in combat with Jeathal, Happs doesn't even have time to react. His fate is further sealed as Jeathal delivers a mighty death blow as Happs falls. "See what happens to those who defy my will!" Jeathal screams as the fallen bandit.
The bandit engaged with Harrim, already frightened, attempts to flee. Harrim swings his might chain, but misses. The bandit it is off like a deer. Which is in stark contrast to the heavily armored dwarf.
While running the bandit decks past Octavius ... will the fighter strike
Octavius roll an reactive strike attack. A crit will stop him running (and maybe kill the bandit)
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Trip - Bandit (DC15) - (1d20+5)
(3) + 5 = 8
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Rolls
Clothesline, muddafucka - (1d20+9)
(4) + 9 = 13
HACK! - (1d8+3)
(5) + 3 = 8
The bandit (Blue) makes it to the gate, a jittery horse prevent him from slipping outside.
Also, the sleeping bandit stirs in he sleep.


Rolls
Waking up (DC13) - (1d20-2)
(1) - 2 = -1
Rolls
Attack spell - (1d20+7)
(9) + 7 = 16
Damage - (3d4)
(141) = 6
The bandit is about 30ft away from Octavius
You could run with 1 action up and attack x2 (yay reach)
Or run a little closer with 2 actions and do other things ... like tackling (Athletics skill)
Rolls
glaive of Justice - (1d20+9)
(10) + 9 = 19
damage - (1d8+3)
(4) + 3 = 7
once more with feeling - (1d20+9)
(3) + 9 = 12
feeling pain, that is - (1d8+3)
(5) + 3 = 8
Following that Valerie uses her gauntleted fist to put the sleeping bandit into a more sound unconscious state. Followed by finding rope and secure him.
"We won!" Exclaims Linzi proudly
Is there anyone else in your group waiting nearby?
When are you expected back?
Are there other patrols in the area?
How many bandits in camp?
Directions to camp?
Layout of camp?
Defenses of camp and surrounding area?
Is there anyone else in your group waiting nearby?
"Whut? There is not one else. You think we needed a guard to shakedown the Levetons?"
When are you expected back?
"I don't know. A day or so. The fool Happs was the one leading us."
Are there other patrols in the area?
"Like the Brevoy boys? I don't know. They too lazy to come out this far."
Directions to camp?
"Look I'll show you. I lead the way. You just gotta let me live. Give me a head start to run from Kessle. She be mad as monkeys"
Layout of camp?
"It is a camp. What do you want from me"
Defenses of camp and surrounding area?
"Oh right defense. You be too tactical, who are you? Queen of Kyonin. Smells like it. Ok ok ok. Don't hit. We have a bunch of towers for look out. An Kessle, she is scary"
Dalia gently pats the bandits cheek.
Rolls
Diplomacy maybe? - (1d20+7)
(10) + 7 = 17
Removed from the bandits are 5 silver amulets, that depicts an open-faced helmet made from the skull of a fanged predator, with antlers extending from the top of the helmet down either side.
The bandits have not but a few coppers on them. Luckily the Levetons are thankful for the help. Oleg offers the group 12 gold for their trouble, plus all the potions and alchemical elixirs from his stockroom (two minor healing potions, one lesser antidote, one lesser antiplague). Svetlana tells the heros that they’re welcome to stay in the guest house free of charge as long as they want, with meals provided for free.
Ok people, as much as it behooves me to instigate more violence, we need to move quickly now to deal with the bandit camp before Kessle has a chance to realize something has gone wrong. So let us lay our thoughts on the table and decide on a sound strategy for retribution and victory over our naughty little band of bandits.
Silene > You can't reset the traps. You can find new material and make new ones.
"Still" he says pensively "My kin are not know for stealth, I would be better suited saying to fortify this post"
Travel to the bandit normally take a day and a half by horseback through rough wild terrain. Traveling at night, with Marcus not being the best guide make the going rough.
Give me a set of Survival rolls for navigation. (or intimidation to help get more information from the hurt and scared bandit)
Also give me a set of Nature rolls for managing the horses.
Rolls
scare an alignment change in to Marcus - (1d20+6)
(11) + 6 = 17
don't get lost - (1d20+4)
(15) + 4 = 19
don't wreck the horse - (1d20+2)
(11) + 2 = 13
Rolls
Survival - (1d20+3)
(9) + 3 = 12
Hoping the horse is friendly - (1d20+3)
(18) + 3 = 21
The "bandit scum" known as Marcus describes the camp warning "Oy, they have two watch towers for achrcies and such"

Filbert details the layout of the camp. Particularly, where they keep the food stuffs.

FYI, Dalia I’ll wait for more rolls before making the scene
Rolls
Go filbert - (1d20+11)
(9) + 11 = 20
Rolls
Initiative to go firsterest - (1d20+8)
(8) + 8 = 16
crossbow impalement [Vlad approved] - (1d20+7)
(16) + 7 = 23
Octavius does not have to travel long until he spots an disheveled make in the same dress as the captured bandit, shortbow readied to strike. With years of training Octavius triggers his trusty crossbow, bolt flying through the trees to nick the bandit. "" an while an arrow swishes past his ear.
"Troub at the Fork!" the bandit screams


Rolls
Readied Shortbow (AC15) - (1d20+6)
(8) + 6 = 14
"Go team nature" Shouts Filbert
Rolls
Arrow 1 - (1d20+5)
(15) + 5 = 20
Damage - (1d8)
(1) = 1
Reload and arrow 2 - (1d20+5)
(7) + 5 = 12
Damage 2 - (1d8)
(2) = 2
An unceremoniously arrow thuds into Octavius
4 damage to Octavius
Rolls
Attack Oct (AC15) - (1d20+6)
(13) + 6 = 19
Damage - (1d6)
(4) = 4
His eyes widen. "The bandit is behind us!" turning to point towards tall dark figure charging down the approach used to sneak into the camp "Metal the Bandit! Do it quick!"

Rolls
Seek - (1d20+6)
(1) + 6 = 7
Also, Filbert rolled a Nat one by the way (thumbs-up)
Sparky SQUACKs as he dips sharply to avoid the spray of shards.
"It me!" snarls Jeathal from the dirt.
As he wonders over to hide behind Silene Ralf shouts "Come out! Come out! wherever your are! Uncle Ralfy wants to Play!"
Sparky raises to the sky, but doesn't call out.
Rolls
Seek (DC15) - (1d20+4)
(9) + 4 = 13
Intimidation - (1d20-2)
(12) - 2 = 10
Roll included if someone to murder
Rolls
If there's someone worth killing - (1d20+7)
(2) + 7 = 9
pain - (1d8)
(6) = 6

Meanwhile two bandits (Green, Blue) come charging up along the river bank. Seeing Silene and Ralf then let arrows fly.

Dalia you can shoot at the Red bandit with your readied crossbow
Octavius could use shield block if the arrow hits
Will finish enemy actions after you act
Rolls
Red Bandit Attack Octavius (AC17) - (1d20+6)
(17) + 6 = 23
Blue Bandit Attack Silene (AC16+2cover) - (1d20+6)
(2) + 6 = 8
Green Bandit Attack Ralf (AC17) - (1d20+6)
(13) + 6 = 19
Damage Oct - (1d8)
(5) = 5
Damage Ralf - (1d8)
(2) = 2
Round 2


5 damage to Octavius, which he can block
Filbert stares warily at Jeathal, claw still on the ground. "She thumps like a bandit?" He whispers confused
Rolls
Filbert - (1d20+6)
(1) + 6 = 7
Ralf (Bandit Will Stave) - (1d20+2)
(14) + 2 = 16
Daze Mental Damage - (1d6)
(1) = 1
Rolls
Darts - (1d20+7)
(8) + 7 = 15
Damage - (3d4)
(134) = 8
Rolls
swordings - (1d20+8)
(10) + 8 = 18
damage - (1d6+2)
(3) + 2 = 5
They don't notice Dalia daintily following the screaming fighter. Until metal leaps from her hand turning one of the bandits to slag. By the time Octavius reaches the bandit he bleeding out on the ground. Deftly, he turns and buries his sword into the nearest, oddly well dressed, bandit.
Rolls
Attack Oct (AC17+2cover due to horses) - (1d20+6)
(9) + 6 = 15
Attack Oct (AC17+2cover due to horses) - (1d20+6)
(13) + 6 = 19
Rolls
Green Attack Seline (AC 16) - (1d20+6)
(6) + 6 = 12
Blue Attack Jeathal (AC 16) - (1d20+6)
(7) + 6 = 13
Blue Attack Jeathal (AC 16) - (1d20+6-5)
(4) + 1 = 5
On que a nearby drops her bow and draws an dagger "For Jim-Bob" She screams as she runs to Octavius lunging her dagger.
Taking advantage of the distraction Kessle mocks Octavius' clothes before attacking with a flurry of blows "Your mother was a hamster and your father smelt of elderberries"
It is a little off-putting
Also give me a fortitude save for Octavius DC17
Rolls
Attack purple to Oct (AC17) - (1d20+6+2)
(20) + 8 = 28
Damage Purple (Crit) - ((1d4+1)*2)
(3) + 3 = 6
Intimidation Oct (DC15) - (1d20+7)
(16) + 7 = 23
Kessle Attack Octavius (AC17-2-1) - (1d20+8)
(6) + 8 = 14
Kessle Attack Octavius (AC17-2-1) - (1d20+8)
(20) + 8 = 28
Kessle Attack Octavius (AC17-2-1) - (1d20+8-4)
(1) + 4 = 5
Damage Octavius (Crit) - ((1d6+3)*2)
(1) + 5 = 6
Rolls
Yellow Attack Dalia (AC15+2cover) - (1d20+6)
(8) + 6 = 14
Yellow Attack Dalia (AC15+2cover) - (1d20+6-5)
(6) + 1 = 7
Also give me a fortitude save for Octavius DC17
Rolls
Fortitude save - (1d20+6)
(2) + 6 = 8
Green is have cover FYI (+2AC)

Octavius & Dalia are up
Also gave updated Filberts Icon for visibility ... a silver ring so he is not so camo.


Then follow it up with a downward slash across her face. And as a final insult, smash her now [hopefully bloody] face in with my shield.
Rolls
Stab her in the guts - (1d20+8)
(10) + 8 = 18
the gore of justice - (1d6+2)
(5) + 2 = 7
Rolls
Slash her face - (1d20+4)
(7) + 4 = 11
how she got those scars - (1d6+2)
(1) + 2 = 3
BASH! - (1d20-2)
(12) - 2 = 10
the Boop of Sadness - (1d6+2)
(2) + 2 = 4

Rolls
Heal the fancy man - (1d10+8)
(8) + 8 = 16
Kessle would be the black bandit
Then the bandit continues to the surprisingly frightened fighter. Along with the leader Kessle in a flurry of hatchets "Die ant!". Octavius valiantly defends, however a few dagger and hatchet blows get through.
He take 5+4+7 = 16 damage, unless he shield blocks one
Rolls
Intimidation Oct (DC15) - (1d20+2)
(15) + 2 = 17
Green B Attack Octavius (AC17+2-2-1=16) - (1d20+5)
(15) + 5 = 20
Green B Attack Octavius (AC17+2-2-1=16) - (1d20+5-4)
(18) + 1 = 19
Kessle Attack Octavius (AC17+2-2-1=16) - (1d20+8)
(8) + 8 = 16
Kessle Attack Octavius (AC17+2-2-1=16) - (1d20+8)
(12) + 8 = 20
Kessle Attack Octavius (AC17+2-2-1=16) - (1d20+8-8)
(13) = 13
Kessle Attack Octavius (AC17+2-2-1=16) - (1d20+8-8)
(6) = 6
Damage Green B - Knife - (1d4+1)
(4) + 1 = 5
Damage Green B - Knife - (1d4+1)
(3) + 1 = 4
Damage Kessle - Hassle - (1d6+3)
(4) + 3 = 7
The words and arrows fall short
Rolls
Demoralize Dalia (DC19) - (1d20+2)
(8) + 2 = 10
Attack Yellow B Dalia (AC15+1soft cover) - (1d20+6)
(8) + 6 = 14
Attack Yellow B Dalia (AC15+1soft cover) - (1d20+6-5)
(7) + 1 = 8
Round 4
Seilene is up

Rolls
Intimidation - (1d20+7)
(8) + 7 = 15
bash - (1d20+8)
(18) + 8 = 26
boss to the face? - (1d6+2)
(1) + 2 = 3
Rolls
Sweep the leg - (1d20+4)
(10) + 4 = 14
leg comes off? - (1d6+2)
(3) + 2 = 5
26 is crit on Kessle, she take 5+1d6 damage (please roll)
Also, you shield blocked the last damage?
Dalia is up next
Rolls
Heal the fancy man - (1d10+8)
(6) + 8 = 14
Also, you shield blocked the last damage?
[/ooc]
With a practiced maneuver the purple bandit dives to his knees at the same moment that Kessle attempts to body check Octavius. Octavius trips over the purple bandit, who laughably attempts to grab him on the ground.
As Octavius falls, Kessle whips a hatchet past Dalia's head and then pull out a healing potion.
Rolls
Secret Roll
Trip Helping Purple - (1d20+5)
(12) + 5 = 17
Secret Roll
[Everything Hidden] Trip Kessle - Octavius (DC17-1) - (1d20+8)
(17) + 8 = 25
Grab Purple-Octavius (DC17-1) - (1d20+5-5)
(9) = 9
Attack Kessle-Dalia (AC15) - (1d20+7-4)
(3) + 3 = 6
Rolls
Attack Yellow B Dalia (AC15+1soft cover) - (1d20+6)
(4) + 6 = 10
Attack Yellow B Dalia (AC15+1soft cover) - (1d20+6-5)
(10) + 1 = 11
Attack Yellow B Dalia (AC15+1soft cover) - (1d20+6-5)
(16) + 1 = 17

Rolls
Intimidate the Purple - (1d20+7)
(16) + 7 = 23
Hack at Kessel [exacting] - (1d20+8)
(13) + 8 = 21
anime spray - (1d6+2)
(3) + 2 = 5
Rolls
Finish her - (1d20+4)
(8) + 4 = 12
HACK! - (1d6+2)
(5) + 2 = 7
Doesn't matter as it is enough to take down Kessle
"Now the your leader has fallen, your crew has scattered, if you were to lay down your arms and surrender I could speak on your behalf. We would spare you this day and you would be given the chance to attone for the sins of the past and perhaps find pleasure in a days honest work, building a kingdom we could all be proud if.
Rolls
Diplomacy - (1d20+7)
(11) + 7 = 18
With distained the (yellow) bandit shouts "Sam, you coward!", before popping arrow to her back and running like a frightened rabbit.
Rolls
Yellow attack Purple (AC14-2) - (1d20+6)
(2) + 6 = 8
The yellow bandit is running with a bit of a lead. Also, you have a prisoner now to deal with. (and also 3 dying/dead bandits).
Jeathal and Ralf are at least 150ft away by the river dealing/dealt with 2 bandits
Please let me know what actions your characters want to talk, with rolls if appropriate

"Octtie, would you be a dear and please disarm and bind up our unconscious friends so that they are not going to be unreasonable when they wake. Thank you.
Rolls
Medicine check 1 - (1d20+7)
(6) + 7 = 13
Medicine check 2 - (1d20+7)
(1) + 7 = 8
Medicine check 3 - (1d20+7)
(17) + 7 = 24
Dalia applies emergency medical treatment, saving Kessle, the bandit leader from grievous wounds in the process. She looks angry, even as she lay unconscious. The other two bandits were too far gone for a meaningful recovery ... without divine intervention at least.
Octavius manages to calm and ready the slightly emancipated horse, they seem to respond cautiously to kindness. A quick glance at the camp shows most of the loose useful items we with the bandits. There are many boxes, crates, and bags oddly prepped for transport.
A few moments later Jeathal is seen sludging towards the group, she is unhappily soaked head to toe.
For the bandit you can either give an athletics/acrobatics roll to go charging after her, or regroup and do a search (ie survival or something)
"Oh Octtie, if they are never shown another way how can we assume that they are the way they are because of a desire to live that way. Now if they fail in choosing a better path , once shown then we rain down retribution and vengeance upon them before we send them on to their eternal punishment.
Ralf eventually returns, bloodied and covered in mud & thorns "My bandit escaped" he says with a hint of shame
The more valuable items are hidden under mundane supplies like food, firewood, and tents. From their stash you find 9 gp, 121 sp, a pair of silver earrings worth (~15 gp), a wooden music box worth (~8 gp). Additionally you take 3 hatchets, 2 daggers, 2 shortbows, and 25 arrows from the fallen/captured bandits.
Jeathal also runs back to get the horses and bandit prisoner. However on return the bandit is dead "He tried to escape" she asserts
I vote we take the supplies back to the trading post to secure them and then hunt down the stragglers. Better than waiting in the camp for them to come stab us.
Adrenaline from last nights chase and this mornings battle fades with the first rays of the rising sun. Fatigue creeps in to you mind and bodies.
Fatigued: You're tired and can't summon much energy. You take a –1 status penalty to AC and saving throws. You can't use exploration activities (like scouting for ambushes) performed while traveling,
Also, you could not see a statue in the loot. Place an order with Oleg?
The team takes a few hours to rest after the nights activities. Looting the camp food for breakfast and lunch is found, as well as tack for the horses. The watch is able to prepare the valuable gear for transport onto the horse, with the extra on used as pack animals. The watch is also able to lay the fallen bandits to rest.
During this time there is not sign of the 2 escaped bandits. The lone prisoner, the bandit leader remained unconscious as she recovered from her injuries. She begins to stir, muttering profanities

Horses packed and bandits gagged & guarded, the trip back to Olegs is uneventful.
You arrive last at the trading post to a closed gate, a lone figure calls from the ramparts
"Who goes there snorts" Harrim snorts
It takes a few minutes to 're-jam' the gate to an open position. By the light of touches the cargo is unloaded, horses are stabled, and a light supper is made.

The rest of us should organize watches just in case the bandits find others of their crew who were encamped elsewhere and track us back here for vengeance.
"One can never be too careful, when giving a sinner a chance at atonement. For the way back to the pleasure of an honest life, is one of great struggles for some and those who fail to achieve redemption, shall alas have to try it again in the afterlife."
Dalia stares solemnly at Kessel.
"Though I do not have high hopes in this instance."
Luckily the watch order had already been set by Linzi, Harrim, and Valerie. With extra help from the well rested Filbert and sleepless Jeathal, coverage of the prisoner will not be a problem. Linzi even had a set of manacles on hand. The Leveton mention that she can be transferred to on the rare patrols when then come by.
Svetlana steps in, calming the excitement "Let us let the PCs rest" she says calmly "We will prepare feast for this victory tomorrow"
"Ah!" chimes in Harrim "Rest, plans are best discussed under clear heads. Our inevitable end is not here yet. The bandit lord in the south may bring that about, but it will take time for news to reach his ears"
In the dead of the night, Silene is woken to a faint distances voice "Mistress ... something has entered the fort".
Awakened, yet under incredible haze Silene can make out the form of a creature. A nymph of some sort, with dark green skin, sparkling eyes, and draped in large folding leaves. With a whispered dreamlike voice she says "Hear me ... please hear me, can you hear me... please help ..."

There is a loud thump at door of a tiny body slamming into guest room door, followed by scratching of the door and handle. The noise is loud enough that Octavius and Dalia are awakened, yet still unnaturally hazy.
The nymph continues, now stifling a frown "be warned, the bandit lord stands behind ragtag armies and natural dangers of my forest" and with smile return she says "... and others ... despoilers ... seek to claim your crown ..."
Muttering woe unto the fool who would disturb a lady's beauty sleep.
The nymph disappears, seemingly with a trace, as Dalia and Octavius push to break the haze
Soon Valerie comes huffing to the storeroom, hand resting on her sheathed sword "Is something wrong? She says with concern
Turning towards the door to leave Dalia pauses and turns back to Kessel.
" I do apologize for disturbing your slumber, my dear. Please relax and sleep well. I do hope you have pleasant dreams and perhaps we can have a nice chat in the morning. "
Before heading off to her own room once more.
Turning towards the door to leave Dalia pauses and turns back to Kessel.
" I do apologize for disturbing your slumber, my dear. Please relax and sleep well. I do hope you have pleasant dreams and perhaps we can have a nice chat in the morning. "
Before heading off to her own room once more.
Oleg is the first to break the silence "So, the bandits deal with, yes? The thorn river punks at least, what are your plans for the Stag Lord?"
"Let them finish breakfast at least" Svetlana interjects
"This is important, the bandits could retaliate any day now" Oleg says nervously
"That is not how they work, they are not that organized. We have time and our heros will be around. Right?" Svetlana says calmly

We definitely need to reinforce the fort here so it can very easily defended before bpwe head out to defeat the stag lord. I think with some work I may be able to make some connections to the nymph or other nature spirit's to help guide us. He is hurting their forest so they want him gone. We shouldn't delay long.
"Perhaps you should have stole an fortress from the old dwarven trade route?" Harrim responds with a monotone tone "We will need parts to properly repair the gate or ballista"
Cutting Oleg off Svetlana replies "Hunters have reports such places, but they are too deep in the forest to be useful. Oh, they also tell tales of a great tree and a lost 'elk' temple. Maybe there more fey in these places to aid. Get them being helpful for once"
"Real help should be on the way" Oleg interjects "In our last letter from lady Jamadi she mention that she would send hero, which I guess she did. But also guards from Brevoy. It is just slow to organize anything in that confounded nation. Still, should be faster than disorganized bandits. There should be time to scout and maybe strike at that cocky bastard before the bandits get their act together"
"Also, we would offer you and your people free room and board at our trading post. That should give the bandits pause." Svetlana beams
All I can do is be patient and try.
Dalia gathers up some of the less messy, when thrown food and goes to see Kressle.
Rolls
Trying to find the good in Kressle - (1d20+7)
(20) + 7 = 27
A career bandit, she grew up in the River Kingdoms. Never spending more than a week in one spot when growing up, Kessle has banditry in her blood—as a child, she was already helping her parents rob travelers and rough up pilgrims for some quick cash. When her parents were killed during a botched roadside ambush, Kessle fled north from Mivon and into the Greenbelt. She made her way through the region with a bit of luck, only to be caught by the Stag Lord’s bandits. When two of them lost fingers to her hatchets, their thoughts turned from robbery to escape, and she followed the maimed and frightened bandits right up to the Stag Lord’s fort. Impressed with her skill and bravery, the Stag Lord executed the cowards who’d lost fingers and recruited Kessle on the spot. After serving at the fort for a few months, the Stag Lord sent her north to run the Thorn River bandit camp; she has enjoyed the resulting mix of freedom and responsibility. Her "arrangement" with Oleg is only the latest of her initiatives enacted since her arrival in the area.
She tells you that the Stag Lord's fort is a big obvious wooden palisade on the north side of Tuskwater lake, near the Sellen river. Kessle seems open to more questions.
Looking into the distance "Oh man, the boys are going to suffer when he finds out you took his booze that we had at camp. Hopefully the ones I like will be out on jobs. Most of his people are out and about 'collecting'. Hopefully the staglord punches someone deserving"
"Fey are not known for their helpfulness" Harrim interjects, stirring from his hidden guard post.
"It is a though" Svetlava replies, side-eying Kessle she continue "I do have one request, did you find a wedding ring, this brute stoled it off my hand last month."
Filbert digs through the collected loot, but there is no wedding rings.
Dalia also suggests to the group that perhaps a frontal assault on the stag lord is not the best use of resources. Kessle has told us of his love of the sauce. If he and his band of unhappy men were to acquire a wagon load of cheap ale and a crate of quality spirits. He would definitely keep the high quality stuff for himself and share out the cheap ale to the men to celebrate such a stroke of luck and if such ale and spirits were laced with a subtle sleeping draft then it may not raise any alarms as the keep falls into slumber, leaving the place an easier target for a small group to sneak in.
I bet I could find us some herbs that could do the trick of putting everyone to sleep. I'll go look around the forest by the fort with Filbert (I got 20 on my herbalism check)
I bet I could find us some herbs that could do the trick of putting everyone to sleep. I'll go look around the forest by the fort with Filbert (I got 20 on my herbalism check)
Dalia also suggests to the group that perhaps a frontal assault on the stag lord is not the best use of resources. Kessle has told us of his love of the sauce. If he and his band of unhappy men were to acquire a wagon load of cheap ale and a crate of quality spirits. He would definitely keep the high quality stuff for himself and share out the cheap ale to the men to celebrate such a stroke of luck and if such ale and spirits were laced with a subtle sleeping draft then it may not raise any alarms as the keep falls into slumber, leaving the place an easier target for a small group to sneak in.