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A couple weeks after the incident in the Blakros Museum, your team is reassembled this time by the request of Venture Captain Ambrus Valsin.
Your team proved yourselves with that strange business over at the Blakros Museum. Dreng can't quite singing your praises.
He pauses and reviews a document on his desk, making sure of the details.
We need a team to head to Tian Xia. We've had a request for assistance from Venture-Captain Bakten in Amanandar. There are not a lot of agents over in Tian Xia right now that aren't already doing important work, so the Decemvirate have decided to send a team currently in Absalom over. I thought of you.
He gives a confident smile to you.
Venture-Captain Bakten is a bit of a living legend in Tian Xia, a samsaran of renown for sure. The request is a bit cryptic and not overly urgent, but important for sure. Bakten wouldn't request assistance unless he truly felt the need.
You'll be in for a long journey, but the timing is right, trade winds and such. You leave in 2 days time. We've booked you passage on a Barkentine, called the Gentle Wind. A ship of the Oppgoka Trading Company. You'll sail from Absalom past Jalmeray, through the Obari Ocean, around the tip of Vudran peninsula, across the Embaral Ocean to Goka.
Once in Goka, you'll meet up with Venture Captain Amara Li at the Lantern Lodge, she will have the details of your overland trip into Amanandar. Hopefully, she'll have more details from Bakten too.
If you need to make any purchases take care of that. Feel free to post here to get started.
Settle any affairs you have and get ready to travel.

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Dot!

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Dot.

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And dot. (Sound FX)

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I might just have the group pick up Elska and Nuk in Goka, at the Lantern Lodge with VC Amara Li, if that's ok. That is where her last adventures were.

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2 days later your team departs Absalom aboard the Gentle Wind.
You find out last minute that Arbiscar will not be joining you, apparently Abadar church business precludes his inclusion in this venture. He'll be replaced by another agent who will meet up with you at the Lantern Lodge.
Aboad the Gentle Wind, the Captain is a middle aged Taldan man, Count Tibbons Percival. He is absolutely as pretentious as he sounds. But he's a good captain and his crew seem to love him well enough. He's always cordial, fully understanding you are well paying customers. The crew is a strange mix of taldens and tians, with a couple burly half-orcs, and 1 extremely agile kitsune. You often observe the kitsune scurrying through the rigging or bounding to or from crow's nest. For the entire journey the weather is very favorable and as your round the Vudran peninsula, you pick up a seasonal trade wind that allows you to traverse the normally unpredictable Embaral Ocean.
After just over a month you arrive in Goka.
You find your way to the Lantern Lodge and are greeted by the Venture Captain Amara Li and a blond hair, blue eyed, and pale skinned human woman.
You have my welcome Pathfinder's well met. says the demure Li
You seem to have made good time from Absalom, so I trust you had a easy journey. Allow me to introduce Elska, she will join your team.
Take as long as you would like to rest up from your travels here as my guests. But let us speak of the mission, the little I know of it.
She unfolds a small strip of parchment and begins to speak again.
As Ambrus would have told you, the samsaran Venture Captain, Bakten Shengrah is a hero of the Tian Xia lands. As is the samsaran way it is believed he will soon transcend, finally leaving the material world behind for good. Apparently, he has some unfinished business and has requested your team to assist him. He sent my this vague note to provide to you.
She hands you the note .
She then adds But before we discuss your overland travel plans, let's take the time to make some proper introductions.
Go ahead and post an introduction for your characters and also feel free to post any questions.

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"I'm Miyako," a short girl with shoulder length brown hair and socks hanging from two large, bronze earrings says. She wears a traveler's outfit that's a mix of yellow and brown colors.
"Nice to meet you." Miyako waves at both Amara Li and Elska.
Great-grandfather: You should also introduce me. They're hot.
Grandma: Dad, no!
Great-grandfather: Alright, alright...
While the deceased relatives that haunt Miyako converse, Miyako herself looks rather absentminded.

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"It is very good to see you again, Bo," the tall, svelte, Kellid woman bows her head slightly, her words almost a whisper. "You are looking well. Who are your friends?" she gestures at the other Pathfinders.
The young mammoth at her side trumpets happily.
"Oh, forgive me. This is Nuk, my mammut. He is saying 'hello.' He is a very good mammut. He might not look like much right now, but he is very big for his age. He will probably grow up to be a very big mammut. Perhaps biggest mammut in the whole world. You can tell by looking at his feet." Elska rubs Nuk behind the ear, which he seems to enjoy immensely.
"Oh, hello Miyako. What interesting earrings you are wearing. I don't think we have anything like that in my homeland."

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"Hah, well met again Elska!" Bo is a rather burly, dark-skinned man with laugh lines clasps Elska by the forearm in greeting,"These companions of mine had a rather good time during a sudden midnight adventure!"
He'll also shake Nuk by his Trumpet and pull out some trail rations, "Who's a good Nuk, are you hungry? Bo offers the trail rations to Nuk's trumpet, clearly he still hasn't learned its his nose.

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"Oh look! I taught Nuk a new trick while you were away." She takes a piece of the trail rations from Bo and tosses it across the room. "Nuk, FETCH!"
Handle Animal: 1d20 + 9 ⇒ (5) + 9 = 14
The pony-sized mammoth scampers across the room and returns with the morsel wrapped gently in its trunk.
"I've also been training in a monastery. I was so impressed with your martial arts, I sought training of my own. The monks, they call it 'kung fu.' Your kung fu is better than mine. Maybe you can teach me?" She brightens at this idea.

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Just in case...
Knowledge (geography): 1d20 + 5 ⇒ (7) + 5 = 12
Knowledge (history): 1d20 + 5 ⇒ (12) + 5 = 17
Knowledge (nature): 1d20 + 5 ⇒ (16) + 5 = 21
Knowledge (religion): 1d20 + 5 ⇒ (8) + 5 = 13

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A small figuer stands slightly behind the massive bowregard, barely vissible in the large man's shadow. The old Gnome looks like he has easily passed 100 years and his small dark eyes jet about the room studying everything intently before seetling on Elska
Greetings Sister Elska. This one goes by the name of MAster Mido.
The Gnome then steps forward and takes the note from the venture captains hand.
Why this sounds interesting, likely an event of historical proportions. Can you tell us anyting more Bakten Shngra before we depart?

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A relatively short human man wearing well-wrought banded mail and a heavy shield enters. "I'm sorry I was a tad late. I was meeting with a smithy about a hammer."
He holds out an exquisitely-wrought light hammer made of adamantine, with a detailed 6-sided dice etched on each side. The handle is wrapped in what appears to be pure white leather, seemingly from some creature as exotic as a unicorn or pegasus.
"I am Giltman Pennywhistle, of the Gintsburg Pennywhistles. Happy to be of service to you, my friend, and the Society. It is good to see several of you again. How's your training going, Bo?"
Giltman bought an adamantine light hammer (3001 gp). He's very proud of his new purchase.

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"Yes, ya know I feel like I'm on the verge of perfecting this new Martial Arts technique. Elska, I am not sure what I can teach you but if I can, I'll try."

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In life and in martial arts there is no such thing as perfection. Irori teaches that while we might seek to become the best, we must always remain humble and aknowledge that even he himself had never achieved perfection!

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After you exchange niceties, Amara Li responds to Master Mido's question.
Well are you familiar with samsarans? For millennia, the samsarans of Tian Xia have shepherded the continent’s humanoid races away from anarchy and suffering and toward harmony, using their long lifespans and multiple incarnations to act with honor and wisdom. Over many lifetimes, a samsaran soul evolves toward karmic balance, ultimately transcending to its afterlife in the Great Beyond.
She pauses a moment before adding.
Over the decades, samsaran Venture-Captain Bakten’s noble deeds have become legend. In his current incarnation he successfully led peasant army against bandit lords of Amanandar, for example.
------
Once you are ready to depart you leave Goka heading east, then south east into and through Lingshen. Then heading north along the Seas of Eels through Shokuro; east along the boarder of Jinn, into Amanandar then to the northeast to the city of New Oppara.
The travel is interesting and uneventful.
Feel free to post in any other questions or last minute purchases.
------
A flurry of cherry blossoms paints the air above the Sanctuary of the Unbound Knot. A chill wind brings the last gasps of winter down from the Zi Ha Mountains, which legends claim to be the cradle of samsaran civilization. Now, in New Oppara, one of their living legends lies dying within his sanctuary. Soon, the sages say, Bakten Shengrah is to transcend to the Great Beyond, taking with him all the wisdom of twelve lifetimes and two millennia of lore beheld firsthand. For Pathfinders, an audience with the reclusive Bakten is a privilege indeed. As the gust of wind subsides, a gray rabbit quietly lopes down the sanctuary steps and across the courtyard.
When the rabbit reaches you, its face elongates to a human girl’s.
Walk-lookers! You! Now! Come! Bakten, friend, good news, dying soon. But woe! Worry and fear. A veiled life. Come!
A picture of the rabbit is posted below the handout. handout_1
What would you like to do.

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While still in Goka Miyako takes her time to visit a couple of the markets and shops. She spends some time making connections for the sale of her marvelous sock earrings, which she claims are a fashion statement.
"And it's not just limited to regular socks, you see. During the winter you can use thick, wool socks that fit nicely with your winter outfit."
Using the opportunity to check the following box on my Faction Journal Card:
"Visit one of the following centers of trade during the course of an adventure: Goka, Katapesh, Katheer, or Kerse."
Sense Motive on bunny girl: 1d20 + 3 ⇒ (10) + 3 = 13
Assuming Miyako doesn't have a reason to distrust the bunny girl:
"Of course we'll come!" Miyako replies once the party's in New Oppara and the bunny girl greets them. "Lead the way."

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... I find myself attracted to a rabbit. I feel awkward. LOL
"Oh, now aren't you an interesting creature. Yes, lead the way, my dear."

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Right, I was like why does this rabbit animorph have-to-have sex appeal?
"Hah, yes we'll follow you little one, be careful not to hop to far away from us though"
Bo will pretty much always have his new Tekko-Kagi(Iron Claw) equipped to his left hand, its almost like a gauntlet of sorts.

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Agreed, why paizo did you give the rabbit cleavage?
The sanctuary features a prominent, gently curved, moss-covered roof which soars over 30 feet into the sky above the single-story building. At the front of the sanctuary, wide stone steps ascend to the outer courtyard, which features a pristine copper bell decorated with intricate knotwork and several pieces of statuary. A pair of staircases on the east and west of the courtyard leads to the interior of the sanctuary, which is modestly furnished. The rabbit leads you to a double doors out of the monastery and into an inner courtyard.
The earthen floor of this tranquil courtyard is perfectly flat and clear of debris. A 20-foot-diameter circle occupies the center of the courtyard, filled with a sand painting depicting intricate, endless knotwork. To the southeast, four fir trees grow in an orderly row, and to the southwest, a small rock garden peeks out from behind a layer of tall bushes.
A tall blue man (samsaran) stands perfectly still as if in deep concentration across the courtyard.
Perception:
Beauregard: 1d20 + 8 ⇒ (7) + 8 = 15
Giltman: 1d20 + 3 ⇒ (20) + 3 = 23
Miyako: 1d20 + 4 ⇒ (17) + 4 = 21
Master Mido: 1d20 + 7 ⇒ (4) + 7 = 11
Elska: 1d20 + 14 ⇒ (8) + 14 = 22
Nuk: 1d20 + 5 ⇒ (18) + 5 = 23
Initiative:
Beauregard: 1d20 + 2 ⇒ (7) + 2 = 9
Giltman: 1d20 - 1 ⇒ (9) - 1 = 8
Miyako: 1d20 + 4 ⇒ (20) + 4 = 24
Master Mido: 1d20 + 3 ⇒ (12) + 3 = 15
Elska: 1d20 + 2 ⇒ (14) + 2 = 16
Nuk: 1d20 + 2 ⇒ (10) + 2 = 12
Ninjas: 1d20 + 3 ⇒ (10) + 3 = 13
Bakten = 10
Giltman, Elska, and Nuk notice two stealthy perched on roof line intently watching Bakten.
Elska and Nuk may act. Clarification: 1 action as in a surprise round.
Surprise Round
Miyako
Elska
Mido
Ninjas
Nuk
Bakten
Beuareguard
Giltman

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Free action: Handle Animal (Defend). "Nuk, VERJA!" Elska points at Batken.
Handle Animal: 1d20 + 9 ⇒ (17) + 9 = 26 (I'm +9, so trained tricks are always success.)
Swift action: Draw a wand of gravity bow from a spring-loaded wrist sheath.
Standard action: Cast gravity bow.
"Um...excuse me...uh...Bo? Who are those two hiding over there?

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The mammut trumpets a warning (SFX) and moves up to stand between Batken and the hiding figures.
Move action: movement, speed 40 ft.

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Since I might not get to post again later today, this will be my turn for the start of the next round (after the surprise round).
No action: 5-ft. step forward.
Full-round action: Full attack—flurry of blows with bow (Zen Archer ability), aiming at the closer of the two (redirecting the second attack if the first attack hits—and I have Precise Shot), using durable arrows.
attack 1: 1d20 + 3 ⇒ (1) + 3 = 4
damage 1: 2d6 + 3 ⇒ (1, 1) + 3 = 5
attack 2: 1d20 + 3 ⇒ (1) + 3 = 4
damage 2: 2d6 + 3 ⇒ (2, 1) + 3 = 6
Hah! That was a LOT of 1's!!!
"I think I need to restring this bow." Elska says, sheepishly.

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@GM: you said that Giltman saw them, but he can't act in the surprise round? Is that right?

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Similarly, Nuk's action for next round is to attack anyone who attacks Bakten, taking a 5-ft. step if necessary. If there are two people attacking Bakten and Nuk can reach both of them (with a 5-ft step) he will split his attacks.
Full-round action: Full attack.
gore attack: 1d20 + 5 ⇒ (19) + 5 = 24 That is a critical threat.
gore damage: 2d6 + 3 ⇒ (3, 1) + 3 = 7
gore critical confirmation: 1d20 + 5 ⇒ (4) + 5 = 9 Nope. Oh well.
gore critical damage: 2d6 + 3 ⇒ (4, 5) + 3 = 12
slam attack: 1d20 + 5 ⇒ (4) + 5 = 9
slam damage: 1d6 + 3 ⇒ (3) + 3 = 6

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@Giltman yes/no, there is a very specific mechanic written here, you will see.
As the ninjas are spotted, Nuk races in front of the venture captain, as Elska casts gravity bow.
Bakten seems to suddenly break from his trance. The ninjas start to stumble and then they fall from the roof and land on there heads, they appear unconscious.
It appears the ninjas are down!
We will however stay in initiative.
Surprise Round
Giltman
Round 1
Miyako
Elska
Mido
Ninjas down?
Nuk
Bakten
Beuareguard
Giltman
Giltman may now act in the surprise round. As well as the other bold in round 1

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Mido approaches wearily studying both the blue man and the ninjas on the ground as he closes the distance.
Double move

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Miyako double moves in the direction of Bakten and the ninjas. "Uhm, hello? Venture-Captain Bakten? We're Pathfinders, sent here by Venture-Captain Amara Li, to aid you. The bunny girl showed us in."
Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25
She looks at the unconscious ninjas. "Did you just take them out? Guess we'll just have to tie them up then."

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Giltman also double-moves toward the VC, very wary of these developments.

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Giltman, Miyako, and Master Mido all move toward the Venture Captain. Elska seeing no further threats scans the area in case another emerges.
Sure enough 4 more ninjas come out of hiding after Batken drops the 2 on there heads.
2 jump from the bushes run forward and throw shurikens at Batken.
attack: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5
damage: 1d2 + 2 ⇒ (2) + 2 = 4
attack: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13
damage: 1d2 + 2 ⇒ (1) + 2 = 3
One of hits the Venture Captain.
Another 2 appear on the roof and throw shurikens at the flat-footed Beauregard.
attack: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22
damage: 1d2 + 2 + 2d6 ⇒ (1) + 2 + (2, 4) = 9
attack: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14
damage: 1d2 + 2 + 2d6 ⇒ (1) + 2 + (5, 1) = 9
One of the shurikens drives into Beauregard's shoulder.
Upon seeing the ninjas, Elska wheels and fires at the closest one, but both arrows are wildly off target.
Round 1 Judge 1_Map
Miyako
Elska
Mido
Ninjas
Nuk
Bakten
Beuareguard 9 dmg
Giltman
Round 2
Miyako
Elska
Mido
Everyone may act.

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Since there are no threats, Nuk will instead delay until Elska's turn.

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Bo takes two shurikens to the kidneys and exclaims in anger at the surprise.
"What? Why me, are you kiddin' me? Elska, take care of those two behind us.
Bo in anger will charge #3
Charging Punch(Non-Lethal): 1d20 + 10 ⇒ (19) + 10 = 29 damage(Non-Lethal): 1d8 + 3 + 2d6 ⇒ (4) + 3 + (2, 1) = 10
Free Intimidate Check thanks to Enforcer: 1d20 + 8 ⇒ (13) + 8 = 21
The DC to Demoralize an enemy is 10 + the number of Hit Dice they have + Wisdom Modifier. If I succeeded then this Ninja is Shaken for 10 rounds!

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Elska takes a step toward the center of the courtyard, and fires her bow at each of the ninjas on the roof behind her.
attack against ninja 1, Point-Blank Shot: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
damage against ninja 1: 2d6 + 3 + 1 ⇒ (5, 1) + 3 + 1 = 10
"Hah! Take that!"
attack against ninja 2, Point-Blank Shot: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
damage against ninja 2: 2d6 + 3 + 1 ⇒ (1, 1) + 3 + 1 = 6
She then turns and points at the other one in the courtyard (ninja 4) and hollers, "Nuk, árás!"
Handle Animal: 1d20 + 9 ⇒ (10) + 9 = 19
Non-action: 5-ft. step.
Full-round action: Full attack, flurry of blows.
Free action: Handle Animal.

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Nuk trumpets, then moves forward to attack his target.
gore attack: 1d20 + 5 ⇒ (11) + 5 = 16
gore damage: 2d6 + 3 ⇒ (6, 2) + 3 = 11
Move action: movement.
Standard action: attack.

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Giltman charges the nearby ninja.
adamantine light hammer, power attack, charge: 1d20 + 8 - 1 + 2 ⇒ (2) + 8 - 1 + 2 = 11
adamantine light hammer reroll: 1d20 + 8 - 1 + 2 ⇒ (2) + 8 - 1 + 2 = 11
damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
BAH!!

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Bah....another double move...swift action Bewilder Ninja number 1
Mido jogs across the battle field with his short legs to get into position for the fight all the while looking to distract one of the assailants with
questions regarding the meaning of life.
What is the point of assaulting one who is about the to step out of this life?
Bluff1d20 + 10 ⇒ (20) + 10 = 30

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Miyako takes her longbow as she moves toward the ninjas on the roof. She takes aim at the westernmost ninja and releases an arrow.
Arrow: 1d20 + 8 ⇒ (14) + 8 = 22 Damage: 1d8 ⇒ 3

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Nuk waits for Elska to give him a command like a good Mammut.
Suddenly Bakten begins to rise in the air, soon he is 20 feet above the ground.
Beauregard charges one of the ninjas delivering a big haymaker. The wallop clearly shakes the ninja.
Giltman charges swinging his shiny new hammer, the ninja ducks under the blow.
Miyako's arrow finds the mark on the westernmost ninja (1) on the roof.
Elska first arrow also nails one of the roof ninjas, while her second shot misses the other ninja on the roof. She then gives Nuk his orders.
Nuk gore barely misses as the ninja leaps backward avoiding the tusks.
Master Mido moves into position, as he goes he attempts to bewilder one of the ninjas. The ninja seemed just ready to jump down from the roof, but instead pauses, as if pondering what was just said. Auto fail v. a 30!
While one ninja(1) ponders the Mido's question. The other ninjas fight back. First, the ninja(2) on the roof jumps down, draws a naginata and advances on Elska.
naginata attack: 1d20 + 5 ⇒ (2) + 5 = 7
damage: 1d8 + 3 ⇒ (4) + 3 = 7
Next, the visibly shaken ninja (3) near Mido and Beauregard also draws a naginata, attempting to fight back against the brawler, before stepping back away from the intimidating pugilist.
naginata attack- shaken: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7
damage: 1d8 + 3 ⇒ (1) + 3 = 4
The fourth ninja (4) steps away from Nuk, draws its naginata and attacks Giltman.
naginata attack: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d8 + 3 ⇒ (4) + 3 = 7
All the ninja blows miss the mark!
Bakten then casts another spell, you now see multiple copies of the venture captain, as if looking at reflections in a mirror.
Round 2 Judge 1_Map
Beauregard 9 dmg
Giltman
Round 3
Miyako
Elska
Nuk
Mido
Ninja 1 13 dmg - bewildered
Ninja 2
Ninja 3 10 non-lethal dmg - shaken till rnd 12
Ninja 4
Bakten
Pathfinder are up.

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Elska takes a step back, and fires her bow at the ninja in front of her.
attack 1, ninja 2, Point-Blank Shot: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
damage 1, Point-Blank Shot: 2d6 + 3 + 1 ⇒ (2, 5) + 3 + 1 = 11
attack 2, ninja 2, Point-Blank Shot: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
damage 2, Point-Blank Shot: 2d6 + 3 + 1 ⇒ (4, 5) + 3 + 1 = 13
"There you go!" she whispers to herself. I detest using my bow in this manner. Too much violence. We could be hunting or fishing today instead, her thoughts drift to her homeland.
She then turns to her mammut,
"Nuk, hlið!"
Full-Round Action: Full attack.
Free Action: Handle Animal.
Edit: Also, are these elves?
Knowledge (local), untrained: 1d20 + 1 ⇒ (9) + 1 = 10
Edit 2: I forgot to roll Spellcraft.
Spellcraft: 1d20 + 5 ⇒ (18) + 5 = 23

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Nuk trumpets his understanding of Elska's command, and steps to the side and readies an attack for when he is flanking (ninja 3).
gore attack+flanking: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
damage: 2d6 + 3 ⇒ (5, 4) + 3 = 12

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Bo will step up into place to flank the Ninja and punch it again. .
attack for non-lethal on N3: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11 damage non-lethal: 1d8 + 3 + 2d6 ⇒ (2) + 3 + (3, 4) = 12
or not!

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Giltman swings again at the ninja near him.
light hammer, PA: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23
light hammer reroll: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8
damage: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Much better that time!

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It's clear that the ninja's are elves!
Beauregard's blow is dodged by the ninja(3), whose more ready for his assault this time.
While Giltman's hammer is on mark, smashing the ninja's (4) side.
Elska's first arrow misses, but the second is on the mark on the elven ninja (2).
Avoiding Beauregard, the ninja is not able to avoid Nuk's gore, as the tusks connect the ninja drops to the ground.
Round 2
Beauregard 9 dmg
Giltman
Round 3
Miyako
Elska
Nuk
Mido
Ninja 1 13 dmg - bewildered
Ninja 2 13 dmg
Ninja 3 22 dmg (10 non-lethal dmg) DOWN - shaken till rnd 12
Ninja 4 8 dmg
Bakten
Miyako and Mido still up

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Miyako puts her longbow back on her back and steps up to the ninja that just jumped of the roof. Fire envelops Miyako's fist when she throws it at the ninja.
Touch of Flame: 1d20 + 7 ⇒ (2) + 7 = 9 Fire damage: 1d6 + 2 ⇒ (6) + 2 = 8

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Mido dashes forward an punches the ninja fighting Giltman in the side.
Attack1d20 + 6 ⇒ (20) + 6 = 26 Damage 1d3 + 3 ⇒ (3) + 3 = 6