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This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

GM Derek W |

Dang, somehow I missed that bit! Ok, so Muteki, moving diagonally you end your movement just in front of Johann. You and the kobold are both unharmed. My apologies Sambar, for a hasty reading of the rules!

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Since I only took a standard action on that turn, can I also move 10to feet (2squares) closer to the kobold? I'll still be in the area of the spell.
reflex: 1d20 + 3 ⇒ (6) + 3 = 9

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Round 2 actions
As the plants wind around his ankles, Johann struggles to get free...
escape artist: 1d20 ⇒ 7
...and fails miserably.
Cursing, he lobs a bomb at the croc, counting on catching the kobold in the blast radius.
ranged touch attack: 1d20 + 4 - 2 - 2 ⇒ (12) + 4 - 2 - 2 = 12 (That ought to hit.)
fire damage: 1d6 + 4 ⇒ (6) + 4 = 10
Anyone in the radius of 5ft takes 5 damage, DC 14 for half
"Ha! Taste my Explodinators!" he crows.

GM Derek W |

So the croc's touch AC is actually higher than 12. does he take splash damage?, since you would have hit the square were you aiming for it?

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Walter made his Ref and activated his travel domain(see above)and he should be standing in the bush to the right of the kobold.
She's must be really worried about her offspring to be able to resist Abadar!
Walter swings his longspear at her: longspear: 1d20 + 4 ⇒ (11) + 4 = 151d8 + 4 ⇒ (2) + 4 = 6
He will also prepare to react to the croc if it draws within reach AoO if it moves in through reach
So I take it we DO mean harm to you then! Your decision!

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Round 2 actions
Sambar will just remain entangled, and attempt to cast Summon Monster 1 for an eagle behind the kobold.
concentration to cast spell: 1d20 + 5 ⇒ (14) + 5 = 19

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No worries. I should be out of the entangle though, I had enough movement with a double move to get out, which would have let the witch take a swipe at me and the croc could have stepped forward to attack me as well. Neither would have hit as my AC would have been 17 for not charging.
Yoshima shakes his head at the Kobold's aggression. He then strikes out at her with a great stroke of his Katana.
Attack 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Damage 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12

GM Derek W |

Ok, I am having serious trouble today. I am sorry for all these mistakes! Walter, I'll make sure to update your position. Muteki, you're right - I forgot to account for a double move. And Johann, I described the crocodile as "large" but it's actually small-sized.
So, if I'm right - Sambar your spell works. Muteki's blow strikes true, deeply gashing the kobold. Walter follows up with a thrust that sends her to the great beyond.
Her AC was 15, with 15hp.
Sambar's eagle appears behind the fallen enemy. Johann's bomb explodes near the croc!
Reflex save: 1d20 + 5 ⇒ (2) + 5 = 7
The crocodile is burned by the fire, but remains undaunted. It snaps its jaws at Muteki!
Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Again, the attack fails.
Round over.
Next up - same order as before - croc is last.

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no worries GM, it is a lot to keep track of in this format...thx!
Walter steps forward to put the croc in reach (10') and attempts a strike!
longspear: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 4 ⇒ (5) + 4 = 9
This didn't need to happen!

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12+6 = 18 HP. She's only at -3, we could stabilize her and demand she be respectful of travelers in the future in exchange for her life.

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Johann is still within the entanglement, so he tries to escape again:
Escape artist: 1d20 ⇒ 3 "Bloody vines!"
Johann decides to lob another bomb, this time aiming at the ground just on the other side of the croc from his teammates. Aiming at a square where the splash damage will hit the croc but not the party.
Bombs away!: 1d20 + 4 - 2 - 2 - 4 ⇒ (15) + 4 - 2 - 2 - 4 = 11 Again, 5 fire damage, DC14 reflex to halve.

GM Derek W |

Muteki's strike glances off the crocodile's tough hide. Walter jabs with his spear, landing a devastating blow that causes the croc to writhe in pain. Johann's bomb explodes.
Reflex Save: 1d20 + 5 ⇒ (4) + 5 = 9
The fire is clearly taking its toll. The croc, still just barely on its feet, slinks back off into the bog.
Combat is over.
Johann, you are right - you can probably stabilize the kobold if you'd someone wants to try.

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Yoshima leans down toward the bleeding Kobold and looks over her wounds.
"She's breathing, bring over one of the Good Berries." he suggests.
Heal Check to stabilize 1d20 + 1 ⇒ (17) + 1 = 18
I believe a DC 15 heal check will stabilize a dying individual. So she should be stabilized. No need for the Good Berry. She's still unconscious.

GM Derek W |

Yes, I think she's stabilized too. Do you guys want to revive her, or let her eventually regain consciouness later?

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"I would favor healing her just enough to wake her up, so that she knows that we did not leave her for dead, but actually genuinely did not wish her death unnecessarily. Maybe get her to realize she can't just attack travelers. Require her to relocate maybe, or perhaps the location of the path needs to be changed. I think also for attacking us with lethal means, she owes us a were-gild given that we spared her."
Johann will also inspect her home, checking for traps and looking for any signs of other kobolds, such as the children she mentioned. Disable device if needed: 1d20 + 6 ⇒ (1) + 6 = 7 Perception for traps or hidden things: 1d20 + 7 ⇒ (10) + 7 = 17

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Yoshima looks at the gnome and shakes his head.
"We encroached on her lands, armed to the teeth. While I do not approve of her aggression, I doubt she will find herself any less justified if we heal her and yell at her," He says gently. "Perhaps if we move her indoors and clean her wounds to prevent infection. She likely can read, judging by her ability to cast spell. Johann would you be willing to pen an explanation of events. Then we can be on our way."

GM Derek W |

The only things in her simple home are her bedding and a few meager possessions. There are no young kobolds about, but you notice a patch of domesticated thistles that is especially well-cared for.

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Anything that could be used to treat her injuries?
knowledge(nature) to notice if the thistles are some sort of unusual breed or plant: 1d20 + 6 ⇒ (13) + 6 = 19
Johann pops out of the log and explains what he finds inside, then says to Muteki, "I don't have a healer's kit with me -- travelling light and all. Anyone have one? I don't think if we just leave her like this, that she'll recover -- these bandages are makeshift and the wounds will start bleeding again. Our choices, as I see them, are to heal her to the point where she is conscious, or leave her wounded which will quite possibly result in slow death. While we could stay her and tend her, I don't want to wait here for her possible allies to gather, nor waste the time when we need to get Mr. Rees to our destination. With time and equipment, I could build a clockwork, alchemically powered, automatic Nursinator, but we've neither."
See the section on Injury and Death -- if we leave her below 0 HP, she will have to make repeated constitution checks to regain consciousness, and will lose HP for every one she fails.

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"I must admit, my desire to see her alive is motivated more from the urge to prove her wrong about our intentions, than any sense of sanctity of humanoid life, but I would argue for healing her nonetheless."

GM Derek W |

You'll have another chance to rest, so I'll GMPC a heal from you, Walter
Walter heals the Kobold, and the party leaves her with a warning not to assault travelers on their journeys.
You head off onto the trail again, and continue walking for about 5 hours. Towards evening you approach a little fishing village on the northern coast of Kortos. After arriving in town and enjoying a hot meal at the inn, you learn that there are three captains willing to ferry you across the channel to Escadar:
Darice Sumore, Small Otti, and Crazy Old Tanner.
The locals seem to know a bit about them, and appear willing to talk further.
I am GMing my first table game tonight, so I won't update here again until tomorrow morning! Go ahead and decide what you'd like to do in "town" and I'll get back with you in the morning. Thnaks for putting up with me while I learn the system!

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No worries you're doing great!
Gather Information Diplomacy 1d20 + 6 ⇒ (6) + 6 = 12
Yoshima approaches a local beggar and offers him a silver.
"My apologies for disturbing you, but I was wondering if you knew anything about Crazy Old Tanner?"

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Walter joins Yoshima, assisting him in any conversations about the three captains.
diplomacy: 1d20 + 6 ⇒ (3) + 6 = 9
Hello, friend, we are looking for safe and private passage to the Escadar area. We have heard there are three captains in port who may fit our request.
Would you happen to know which would be the most favorable?
Walter also offers a silver coin to the bargain...

GM Derek W |

One of the local fisher captains turns to the group over his mug of ale. "Well, sure I know them three well enough. You know, Darice never knew her father, but word 'round 'ere is he was a Pathfinder!
Small Otti values his coin, to be sure. He's got many mouths to
feed — most importantly, 'is own. As for Tanner, he's the best sailor in these parts, but he's a right nutter; take a boat ride with 'im
and you might ride straight into a squall."

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"Thank you, friend," Yoshima replies with a nod. "One last question, if you don't mind? Of all the captains, which would you choose if your life depended on it?"
diplomacy 1d20 + 6 ⇒ (16) + 6 = 22
and when I get his answer
sense motive 1d20 + 5 ⇒ (11) + 5 = 16
To see if he's being honest.

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Sambar will aid the others in their diplomacy.
Aid Another: 1d20 ⇒ 2
0- Detect Magic, Read Magic, Acid Splash
1- Grease, Color Spray, Summon Monster 1

GM Derek W |

"Darice is the best of the three, but just don't tell her you're Pathfinders."
He seems well and truly honest.
You go mmet with Darice, a surly-looking young woman. She is suspicious of you at first, and offers to sail you for 35 GP. after a bit of negotioating, see offers to take you for free, since she was already transporting a shipment anyway.
The journey by ship lasts about 12 hours, and is very scenic but uneventful. You then arrive in Escadar.
I didn't think we had the time to RP a haggle/negotiation scene if we're to keep up our brisk pace. I hope it's OK with you guys that I kind of hand-waved it. As it is, we really need to wrap this one up in a few days if you still want me to run First Steps II before the August 14 deadline. There's one more encounter. If it results in combat, are you ok with me GMPCing you over the weekend if you're unavailable?

GM Derek W |

Escadar is the war port of Absalom, located on the Isle of Erran north of Kortos. It houses Absalom’s navy and is strategically placed away from Absalom’s treacherous Flotsam Graveyard. Furthermore, those nations intent on blockading Absalom must also deal with Escadar, for
word spreads quickly, and Escadar’s armada can come to Absalom’s aid on short order. Along with the primarily military population, Escadar is also home to many gillmen (or Low Azlanti, as they call themselves). These amphibious humanoids have set up an embassy within the town, and it is with this organization the Pathfinder Society plans to trade Azlanti artifacts. The gillmen have agreed to meet you at a waterside tavern called the Grindylow’s Goblet.
The sounds of a busy tavern echo off the wooden walls of this unusual building. Resting precariously over Escadar’s harbor, the Grindylow’s Goblet offers an unequaled view of the water. In the bar’s center, a thick glass aquarium presents a striking display. Within the tank, a coral statue of a goblin with the lower body of an octopus hosts a school of colorful fish that flit about the nooks and crannies of its tentacles.
Map coming soon.

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Yep
Yoshima keeps a hand close to his hilt and keeps a keen eye out for anything undue.
Perception 1d20 + 4 ⇒ (13) + 4 = 17
He turns to his ward and says: "Do you see our bartering partners?"

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Walter seems to be taking in the new town with his usual stoic and stern expression.
He doesn't speak much as the group made their way across the channel and into port.
He does seem to be particularly on guard as they dock.
As they enter the tavern, Walter glances around the common room with purpose, attempting to discern any possible threats to their mission!
He mumbles a prayer just before entering for Abadar's 'Guidance'!
perception: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15

GM Derek W |

I'm going to put things into motion - please let me know if you'd prefer some of your actiosn to be altered.
The group enters the bar in turn, finding no sign of Aspis agents. Sambar and Johann find a table off to the side, to keep their eyes out for trouble while Muteki and Walter escort Nester Rees.
Two human servers busily provide food and drink to the tavern’s half dozen patrons, and a striking woman tends the bar. She is a gillman, as revealed by the thick gills under her pulled back hair.
Soon the gillman party arrives. Smaller and more low-key than the party the Pathfinder Society sent, the gillman contingent consists of only two Low Azlanti, a man and a woman. The male bears a delicately wrapped bundle of cloth, apparently around the Azlanti relic, while the woman acts as bodyguard. The gillmen greet the party and the man carrying the bundle introduces himself as Shoalo; the other, a muscular female gillman, remains silent and stoic. Shoalo sits at a table and places his package before them, offering the seats opposite him to Nester and Walter. The female gillman stands behind him, eyeing the rest of the party suspiciously.
Shoalo invites Nester to place the Society's item on the table for inspection and offers his as well. He takes only a cursory glance at the Pathfinders’ offering.
Nester examines the relic carefully.
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
He says: "Everything appears to be in order. Thank you."
He makes the exchange. Nester turns the object over in his hands one more time. A look of shock creeps onto his face. As the gillman turn to leave, Nester shouts:
"Stop! This relic is a fake!"
The gillman barmaid drops a glass, and on that sound, the other two shut their eyes.
Before you can react, all the bar's torches burst into a brilliant flash of light!

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Will: 1d20 + 2 ⇒ (7) + 2 = 9
"Hey! Who turned on the lights!?"
Gonna hafta look into the rules for fighting blind...

GM Derek W |

Initiative:
Sambar: 1d20 + 12 ⇒ (4) + 12 = 16
Muteki: 1d20 + 3 ⇒ (10) + 3 = 13
Walter: 1d20 + 2 ⇒ (1) + 2 = 3
Johann: 1d20 + 1 ⇒ (5) + 1 = 6
Gillman barmaid: 1d20 + 6 ⇒ (8) + 6 = 14
Gillman warriors x2: 1d20 + 1 ⇒ (15) + 1 = 16
The order:
Sambar, gillman warriors, "barmaid", Muteki, Johann, Walter.

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Will 1d20 + 3 ⇒ (19) + 3 = 22
Makes the save
He will declare smite on the caster and charge if there is a clear line on his turn. If she's not evil disregard the +2 and +1 on attack and damage respectfully.
Attack 1d20 + 7 ⇒ (11) + 7 = 18 so a 16 if I attack a gillman no gets in the way or she's not evil
Damage 1d8 + 5 ⇒ (4) + 5 = 9 and 8 damage if the above is true

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Sambar will try to identify the spell cast, if it was a spell, if not disregard.
Spellcraft: 1d20 + 8 ⇒ (6) + 8 = 14
Will save: 1d20 + 4 ⇒ (1) + 4 = 5
Sambar failed the save. He will attempt to cast grease at the barmaid. I guess a perception check to see if he can target the spell correctly?
Perception: 1d20 + 9 ⇒ (11) + 9 = 20

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will: 1d20 + 5 ⇒ (3) + 5 = 8
Walter is blinded by the light!
He immediately stands with his longspear in hand.
As a swift action, he declares judgment on his foes!
By the authority granted by Abadar, I pronounce judgment on His foes!
He then charges toward the front door, spearing any who happen to get in his way!
longspear: 1d20 + 4 + 2 + 1 ⇒ (6) + 4 + 2 + 1 = 131d8 + 4 ⇒ (8) + 4 = 12
acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16

GM Derek W |

I'm ok with that, since grease is an AOE spell. Any kind of ranged touch would suffer a 50% miss chance.
The spell cast was pyrotechnics.
Just to be sure we're clear, the gillman that were at the table have the artifact, and they are heading towards the exit. You can target whoever you want, but I wasn;t sure if that was clear from my above description.

GM Derek W |

Let's go with this - I think you guys might pull it off with some lucky rolls.
Sambar casts his spell under the barmaid.
Reflex Save DC 15: 1d20 + 4 ⇒ (20) + 4 = 24
She gracefully maintains her balance.
The gillman warriors move towards the door, just reaching the exit.
The casting barmaid uses a grease spell of her own on Muteki.
Muteki Reflex Save DC 15 - +2 ability +3 level: 1d20 + 1 ⇒ (11) + 1 = 12
Muteki charges her, but falls when her spell connects.
Save those hot dice Mutkei! In a normal game you wouldn't have had a chance to roll, so you can keep them for your next attack.
Walter rushes for the door, jabbing at the escaping gillmen:
Miss Chance, under 50 hits: 1d100 ⇒ 20
He stabs the warrior carrying the relic, felling him with a single blow!
Johann, you are up!

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Johann takes a stumbling step forward (5-ft step to the northeast)and throws his bomb as close to the doorway as he can, trying to catch the gillmen with it.
I'm not sure how this would work when blinded, it's not clear how you determine where to throw a weapon if you can't clearly see. I guess he'll do it by sound?
Concealment miss chance: 1d100 ⇒ 7 (that's a miss! but with a bomb I'll still get splash damage)
direction of miss: 1d8 ⇒ 6 (that means a little to the right and past the target)
So, I guess this is GM's discretion as to exactly where the bomb falls. Everyone within a 5ft radius takes 4 points of damage, unless it's within 30 feet which I don't believe it is based on the map.

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Walter stops his movement as he pierces the Gillman. He than attempts to find/pick up the relic.
perception: 1d20 + 9 ⇒ (11) + 9 = 20
you can roll a 'miss chance' for it as I will attempt an 'attack' roll to find it maybe against a touch Ac of relic?...with perception help from hearing where it landed?...grasping blindly at straws here!...lol
Abadar guide my hand!
find relic: 1d20 + 2 + 1 + 1 ⇒ (13) + 2 + 1 + 1 = 17
I added in Str., judgment, guidance as I am treating this like a touch attack...or if not...didn't add anything from a successful perception?

GM Derek W |

So I understand that it's GM discretion whether to favor high or low rolls on the percentile dice. The Core Book even hints a d100 low roll being good. That's not my usual approach, but I took that stance for Walter, so I will give it to you too.
My understanding of fighting blind is that you roll your attack as normal v. the appropriate AC, then roll the miss chance. It's an abstraction that attempt to account for all the different factors in play.
[ooc]Walter, I'm not sure, but with those two rolls I'm going to say that you were able to find the relic and pick it up. It'll be on your next turn, though/[ooc]
Johann's bomb explodes right on the second gillman!
Direct hit damage: 1d6 + 3 ⇒ (5) + 3 = 8
She falls down, motionless, her skin badly charred and burned.
Sambar it's your turn! Only the caster remains.

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I need a DC 10 Acrobatics to stand. I'll roll.
Acrobatics 1d20 - 4 ⇒ (15) - 4 = 11 Made it by the skin of my teeth lol.
Yoshima rises and moves carefully outside of the grease effect.
And that's my turn haha.

GM Derek W |

Sambar points his finger towards where he remembers the caster being and releases a glowing orb of green
Acid Splash attack: 1d20 + 4 ⇒ (13) + 4 = 17
Miss Chance: 1d100 ⇒ 95
Sorry, to be consistent I had to go with over 50 as a miss this time.
The orb flies just by the gillwoman's head and burns the bar.
The gillwoman cast a spell and the aquarium shatters, leaving a hole in the floor opening into the water below. She jumps the counter and moves next to the hole poised to jump in.
Muteki, Walter, Johann!

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Johann actually should be in the square above and to the right of where he is, since he took a 5-ft step, since blindedness doesn't appear to affect 5-ft steps at all.
Johann takes another stumbling step forward, and hearing the shattering glass, turns and lobs a bomb at where he heard it.
Miss chance: 1d100 ⇒ 90 (Now that is definitely a miss.)
direction of miss: 1d8 ⇒ 2 (this would be just to the left of her position.)
Given the 5-ft step that he took this turn and last, she should be within 30 feet of Johann. Therefore, with PBS, minimum damage from the bomb is 5. DC14 reflex halves.