
Muriel, The Wanderer |

At the scene of the wagons, Muriel glances around.
Does she know anything useful from Highway Lore? She has a +8
After taking mental note of the position of the bodies and the wagons, Muriel nods. Trusting the rest of the party to capably investigate the scene, she eyes the surrounding woods. She frowns and draws her longbow before heading into the brush.
"I'm going to cover you from the trees. I don't like the look of this."
Muriel is going to hide in the woods and watch for anyone who might come up on the party while they're investigating the wagons.

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@Tjrren: Exploration tactics are things you can do while moving through and searching environments. Those include staying on guard, detecting magic, etcetera - a full list is on page 316 of the playtest rulebook. But for now, it won't matter.
Muriel takes to the undergrowth in case of danger, while the others edge towards the wreckage. Mordack is also already on high alert, and justifiably so - he spots a trio of live minotaurs hiding in foliage across the river. His alertness combines well with that of his teammates and the foe's poor disguise. They are more caught off guard than their would-be prey, and stumble to go on the offensive.
Muriel (Stealth): 1d20 + 10 ⇒ (5) + 10 = 15
Derek: 1d20 + 4 ⇒ (5) + 4 = 9
Tjrren: 1d20 + 11 ⇒ (9) + 11 = 20
Kyra: 1d20 + 10 ⇒ (11) + 10 = 21
Xavier: 1d20 + 5 ⇒ (4) + 5 = 9
Minotaurs: 1d20 + 6 ⇒ (8) + 6 = 14
Round One:
Mordack
Kyra
Tjrren
Muriel
Minotaurs
Xavier
Derek

Tjrren |

Tjrren jumps at Mordack's alert and changes his focus from healing.
"Dagger of the Death Goddess hear me!"
Sweeping his free hand in a wide but narrowing spiral, the halfling points at the nearest Minotaur and casts Spiritual Weapon.Spiritual/Somatic 2 actions
Place the dagger where you think appropriate. Not using my third action.
Spiritual Weapon attack: 1d20 + 10 ⇒ (1) + 10 = 11
spiritual weapon damage: 1d4 + 5 ⇒ (2) + 5 = 7
The weapon appears but because the halfling's view is low and interspersed by river plants the dagger attacks a tree instead of the minotaur that Tjrren had in mind.
Because of the nat 1 on attack? I'm not sure how critical fails impact spiritual weapon.

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Spells and other attacks only have effects on a critical failure if specified somewhere. So the tree doesn't get mad and attack back.
The blade of force is far off target. Pharasma is likely dealing with a backlog of prayers today.
Round One:
Mordack
Kyra
Tjrren
Muriel
Minotaurs
Xavier
Derek

Valen's Pregen |
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Kyra calls upon the fiery glory of her divine patron and hurls a fireball at the assembled minotaur. Because, in this edition, she can!
Center of fireball indicated on map.
Fireball ([[A]] Somatic, [[A]] Verbal): At a range of 500 feet, a fireball explodes in a 20-foot burst, dealing fire damage: 8d8 ⇒ (7, 2, 2, 8, 4, 7, 7, 2) = 39. Creatures in the area must attempt a Reflex save (DC 19), taking half damage on a success, no damage on a critical success, or double damage on a critical failure.
As the smell of charred beef takes to the wind, the cleric smirks, "That ought to raise... the steaks."

Muriel, The Wanderer |

Muriel looks at the blue minotaur on the right for a moment. Using Hunt Target as one action She raises her bow and releases a slew of arrows at him! Hunted Shot for one action followed by Strike for one action
longbow, Hunted Shot: 1d20 + 11 ⇒ (16) + 11 = 27 for piercing, magic: 2d8 + 1 ⇒ (5, 8) + 1 = 14
longbow, Hunted Shot, Flurry: 1d20 + 11 - 4 ⇒ (15) + 11 - 4 = 22 for piercing, magic: 2d8 + 1 ⇒ (6, 6) + 1 = 13
If both of the above shots hit, they combine their damage for purposes of resistances and weaknesses
longbow, Flurry: 1d20 + 11 - 8 ⇒ (4) + 11 - 8 = 7 for piercing, magic: 2d8 + 1 ⇒ (8, 6) + 1 = 15
Note that with Hunted Shot, Muriel ignores the ranged penalty for shooting into her second range increment

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Green Reflex: 1d20 + 6 ⇒ (6) + 6 = 12
Red Reflex: 1d20 + 6 ⇒ (13) + 6 = 19
Blue Reflex: 1d20 + 6 ⇒ (11) + 6 = 17
Green Reflex: 1d20 + 6 ⇒ (17) + 6 = 23
Red Reflex: 1d20 + 6 ⇒ (7) + 6 = 13
Kyra blankets the minotaurs in fire, though one manages to avoid it somehow. He calls out mockingly before being engulfed again with a blast and a scream. His voice comes back more subdued.
"...Déjà moo."
Two of the minotaurs rush across the river, stopped from attacking the fire-slingers by the front line. Muriel shoots the brash one twice as he advances. The third, slower on the mark, is forced to cross by bridge instead. At least it keeps him out of the way of further blasts.
Damage: 2d8 + 10 ⇒ (4, 1) + 10 = 15
Green Gore vs. Derek: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 2d8 + 10 ⇒ (1, 7) + 10 = 18
Round One/Two:
Mordack
Kyra
Tjrren
Muriel
Blue -50
Green -50
Red -41
Xavier -15
Derek -36

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Whoops, I was so excited about the fireballs! I edited the previous post accordingly.

Muriel, The Wanderer |

1: Hunt Target on the Red Minotaur
2: Hunted Shot on the Red Minotaur
3: Sneak to move N 5'
If the Red Minotaur then "fails or critically fails" to Seek Muriel on his turn, then Stalker's Shot will trigger:
STALKER’S SHOT FEAT
Trigger The target you’re hunting fails or critically fails to Seek you.
Requirements You are unseen to the target you’re hunting.
Effect Make a ranged weapon Strike against that target with a –2 circumstance penalty. You then become seen to all who witnessed the Strike (or sensed, if you are invisible or the like).
The way I understand this is that IF my Sneak check is successful and then IF the Minotaur takes an action on his turn to Seek me and then fails, that I will get a free attack on him as a Reaction. After that attack he will see me.
If your interpretation of the situation is that it's impossible for Stalker's Shot to trigger here--or if Muriel is aware that she failed her Sneak attempt--then I would rather just make another attack.
I am aware that, by my reading of the text, the Minotaur has to actively Seek me in order to trigger Stalker's Shot. If he decides to ignore Muriel then all I get for hiding is making him (and the other Minotaurs) flat footed against Muriel's first attack next round
The GM has to roll my Stealth check secretly; Muriel's Stealth modifier is +10
Muriel eyes the Minotaur crossing the bridge, eyes narrowed. She raises her longbow and fires two arrows at him before shifting her position in the brush.
longbow, Hunted Shot: 1d20 + 11 ⇒ (8) + 11 = 19 for piercing, magic: 2d8 + 1 ⇒ (3, 6) + 1 = 10
longbow, Hunted Shot, Flurry: 1d20 + 11 - 4 ⇒ (6) + 11 - 4 = 13 for piercing, magic: 2d8 + 1 ⇒ (4, 1) + 1 = 6
I'm pretty sure the Minotaur was just outside the 50' volley limit of Muriel's longbow before she moved, so she avoids that penalty.
It's interesting how much more info this game gives you about ACs and DCs. For instance, I know their AC has to be at least 18 since Muriel's first arrow last round was not a crit.

Xavier de Ramirez |

Xavier's choices are limited to attacking minotaurs, so this makes the choice pretty simple. He pulls out his greatsword, a family heirloom passed down for generations from a member of the family to the next generation, and attacks the blue minotaur.
Greatsword: 1d20 + 11 ⇒ (10) + 11 = 212d12 + 4 ⇒ (4, 10) + 4 = 18
If that minotaur is still standing, he attacks it again! If it is down he attacks the green minotaur instead.
Greatsword: 1d20 + 11 - 5 ⇒ (6) + 11 - 5 = 122d12 + 4 ⇒ (2, 12) + 4 = 18
Just in case, he attacks the minotaur again unless it is down. If it is down, he then attacks the green minotaur.
Greatsword: 1d20 + 11 - 10 ⇒ (15) + 11 - 10 = 162d12 + 4 ⇒ (12, 7) + 4 = 23

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Both Xavier and Muriel land a hit apiece. The minotaur menacing the big man isn't looking very steady, but the other swings and shots glance off thick hide to negligible effect. Muriel then melts back into the shadows.
Round One/Two:
Mordack
Kyra
Tjrren
Muriel
Blue -68
Green -50
Red -51
Xavier -15
Derek -36

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A few things: Yes, having the weapon attack is an action (taken via an action to concentrate on the spell). Also, I'm not sure if you can chain spellcasting actions from one round to the next. I took a cursory look and couldn't find where it said you couldn't, but I've never seen it done before and it seems useful. Finally, Spiritual Weapon deals 1d8 damage regardless of deity.

Pregenterated Beard |

With one of the minotaurs standing directly in front of him, Derek slides his back foot into Dragon Stance, then brings the same leg around once with a twist of his powerful goblin hips. As he turns out of his kick, he stalls his momentum, then reverses it like a wound cord snapping back around again.
Action 1: Enter Dragon Stance
Actions 2+3: Flurry of Blows (Dragon Tail)
Dragon Tail attack has the Backswing property, so if the first attack misses, the second attack gains a +1 bonus to hit.
If both attacks hit, all damage and enhancements are combined for the purpose of resistances and weaknesses.
Unarmed attacks are magic, and count as cold iron and silver for DR.
Dragon Tail Strike 1: 1d20 + 11 ⇒ (1) + 11 = 12 Damage: 2d10 + 4 ⇒ (6, 7) + 4 = 17
Dragon Tail Strike 2: 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14 Damage: 2d10 + 4 ⇒ (1, 1) + 4 = 6

Valen's Pregen |

His voice comes back more subdued.
Curses! Why must the villains only recite their pun-ishing responses in Jotun? I almost missed this (but I am glad now that I peeked!)
The third, slower on the mark, is forced to cross by bridge instead. At least it keeps him out of the way of further blasts.
Wishing that she had learned Jotun, Kyra moves to clear at clear shot on the third minotaur, before again calling upon the power of the Dawnflower.
Move Action, Somatic Casting, Verbal CastingRanged (fire ray): 1d20 + 7 ⇒ (18) + 7 = 25
Damage (fire): 3d6 + 4 ⇒ (6, 5, 1) + 4 = 16
She gives the beast a grilling, in accordance with the words of scripture, "Well done, good and faithful servant."

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Derek shows good form, but his kicks go wide. Kyra's good aim all but ignores the minotaur's armor and skin, taking him down. Seeing this, the other two drop their axes and drop fighting stances. Not the most certain gesture considering their skill at goring. One speaks frantically.
...And I just realized none of you speak Jotun. Well, they're standing there with hands up. Those remaining in initiative order can act if they want, anyone can speak. Tjrren, you can alter your turn, keeping the weapon's attack roll.
Round Two:
Mordack
Kyra
Tjrren
Muriel
Blue -68
Green -50
Red
Xavier -15
Derek -36

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The standing minotaurs back away, ever so slightly. They don't look like they feel safe or happy about fleeing outright. One attempts a series of hand gestures towards their apparent victors, but speaks to his partner in a derisive tone.
They seem to have surrendered, but aren't fully compliant. You can roll Diplomacy or Intimidation to cow them into being nicer. I'm playing this part by ear, but let's say you can make Society checks to figure out what they're trying to express with the hand signs.
Combat is probably over, but I'll keep initiative here for the moment. No need to act based around it unless taking offensive action.
Round Two/Three:
Mordack
Kyra
Tjrren
Muriel
Blue -68
Green -50
Red
Xavier -15
Derek -36

Valen's Pregen |

Kyra considers the minotaurs gestures.
Society: 1d20 + 5 ⇒ (15) + 5 = 20
She then tries to placate these beasts, "Halt! It would seem that you understand our language. We do not wish to cause you further harm though as you have seen we are quite capable." declares the Pathfinder. "We were warned before coming here that your kind posed a threat, but we do not come seeking your deaths, but information. If you have knowledge of value about those we seek, I believe that both our parties can leave here with someone of worth."
Diplomacy: 1d20 + 9 ⇒ (10) + 9 = 19

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The minotaurs aren't parsing all of Kyra's words, but Derek and Xavier provide a good abridgment. The one attempting gestures keeps at it, and Kyra narrows down the meaning. "We don't know much Taldane, or speak it. We have suffered many losses. Follow, our leader can talk to you if you will help."
One walks to the pile of bodies and slings the two previously slain kinsmen over his back. The other does the same for the burned one. Upon closer inspection, he is still alive, and bears an odd religious symbol around his neck.
Combat over!
Derek -36
Xavier -15
If you succeed, you can make another Religion check, and everyone can roll Society.
You can attempt to open it with a few Thievery checks or Athletics.

Muriel, The Wanderer |

Muriel comes out from the brush and agrees to follow the minotaurs.
Religion: 1d20 + 8 ⇒ (16) + 8 = 24
She points to the religious symbol on the barely-breathing minotaur. "Bamophet." She says to the party. The tag says for everyone to make a Society check and for Muriel to make an additional Religion check. GM, can anyone else also attempt the second check?
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Religion: 1d20 + 8 ⇒ (4) + 8 = 12
Society: 1d20 + 8 ⇒ (19) + 8 = 27

Valen's Pregen |

Religion: 1d20 + 9 ⇒ (11) + 9 = 20
Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Kyra concurs with Muriel's assessment of the holy symbol.
Society: 1d20 + 5 ⇒ (1) + 5 = 6

Pregenterated Beard |

Perception: 1d20 + 4 ⇒ (14) + 4 = 18
"Okay. We go see big hefer. Uhhh...can someone help Derek while we walks? Big mean bull-man hurt Derek pretty bad with nasty horns."
If we don't wanna use healing magic, Derek also has a couple healing potions he could use instead.

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@Muriel: Yes, they can. Kyra got the second one.
Muriel, from her wanderings, notes that the Gorebreather minotaur tribe are the only local worshipers of Baphomet. Kyra also notices his mark and recalls that most of his followers encourage cleverness and secrecy. From a brief look at a rather heretical book, she remembers an aphorism of his: "The beast takes its time."
More to follow.

Valen's Pregen |

"Okay. We go see big hefer. Uhhh...can someone help Derek while we walks? Big mean bull-man hurt Derek pretty bad with nasty horns."
Oh, yeah. I was so busy throwing fire around that I forgot that I was the cleric!
Kyra attempts to staunch the goblin's bleeding. "Don't worry," she tries to reassure the small Pathfinder. "If this doesn't work, then I can always cauterize it with a fireball."
Medicine: 1d20 + 10 ⇒ (20) + 10 = 30
Crit success! Derek gains HP of: 2d10 + 4 ⇒ (7, 4) + 4 = 15
Realizing that the goblin still bears considerable wounds, despite her efforts, the cleric states a quiet prayer the goddess of the sun and flame and then imparts the power of her divine patron by casting fireball channeling a heal spell, making certain to include the paladin within her area of effect.
Allies gain additional HP of: 2d8 + 4 ⇒ (8, 2) + 4 = 14
Noting that bodily fluids are still leaking from the goblin, she retrieves a wand and gives Derek a good whack.
A few more HP of: 1d8 + 4 ⇒ (8) + 4 = 12
"That ought to do it." she concludes.

Pregenterated Beard |

"Awww...why you not fireball for heal? Derek thought that sound cool!" The goblin scratches at the spot where he had previously had a gaping wound. "Still itches. And Kyra hit hard with that wand..."
Many thanks! I'm back to full now!

Xavier de Ramirez |

Xavier looks at the medallion as well.
Religion: 1d20 + 5 ⇒ (5) + 5 = 10
He also considers what he knows about minotaur society based on Muriel's earlier knowledge.
Society: 1d20 + 5 ⇒ (11) + 5 = 16
He looks at the loot and decides he doesn't need any of it. Then he reconsiders and takes one of the shortbows and 20 arrows.

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Mordack's efforts aren't enough to break the sturdy compartment.
I'll take any more attempts, up to two total from each person, before we advance.
The minotaurs resignedly lead their conquerors to the Gorebreather camp, no more than a mile away. It looks forlorn, full of tents despite most being damaged or in the midst of taking down. The biggest and meanest-looking among them is about to leave, surrounded by fellow minotaurs only a bit smaller. She turns to look imperiously at the new arrivals, but the expression falls quickly. Even more so as one of the captured speaks to her in Jotun.
"Hello, I am High Priestess Mildora. I think I already understand the situation," she says in decent Common. "You've roughed up my scouts. Admittedly, I can rest easy knowing they seem to have backed down. Not an easy task for proud ones like us, but we've fallen on hard times. A harpy has taken many humans under his thrall, and we have been attacked and stolen from numerous times as a result."
Mildora snorts in annoyance before continuing. "You didn't strike me as so enchanted - they don't return captives. He and his attacked again recently, and I've given up. I have decided to pledge our tribe's fealty to another. We may one day return and rebuild, and I'd take even their servitude over that of a harpy.
"But what do you want? Clearly you're here for a reason, and I might as well practice my listening. Though you will have to try harder to convince me than my prospective new leader."
You can try to make a request of Mildora using Diplomacy or Intimidation, depending on what sort of tack you'd like to take.

Valen's Pregen |

Athletics, attack: 1d20 + 4 ⇒ (9) + 4 = 13
Athletics, attack: 1d20 + 4 ⇒ (2) + 4 = 6
Kyra attempts to break intobthe compartment, but fails. She considers a more fiery method of getting through it, but decides against it.

Xavier de Ramirez |

Xavier attempts to break it open.
Athletics: 1d20 + 6 ⇒ (17) + 6 = 23
Xavier will talk with the High Priestess Mildora using Diplomacy.
"Your scouts attacked us when we came to the location of our ambushed convoy. We only defended ourselves from their attacks. What is this about a harpy? Why is a harpy attacking you?"
Xavier thinks for a minute and reaches a conclusion.
"This harpy problem, if we solve it for you, would that suffice to get your tribe to stop attacking convoys on the inner caravan route?"
Diplomacy: 1d20 + 9 ⇒ (1) + 9 = 10

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No worries, Muriel. But talking of the diplomatic route, aren't critical failures and way they've changed the dynamic of play interesting?
Mildora doesn't seem to take well with Xavier's request. Maybe she sees his status as a holy hand, and takes issue with it. Perhaps she isn't yet inured to reasonable requests and negotiation. Regardless, something strikes a nerve and she steps back, yelling in Jotun. As if the tone wasn't enough her guards have shifted their grip on massive axes.
Muriel: 1d20 + 9 ⇒ (16) + 9 = 25
Derek: 1d20 + 4 ⇒ (5) + 4 = 9
Tjrren: 1d20 + 11 ⇒ (13) + 11 = 24
Kyra: 1d20 + 10 ⇒ (11) + 10 = 21
Xavier: 1d20 + 5 ⇒ (6) + 5 = 11
Minotaurs: 1d20 + 10 ⇒ (11) + 10 = 21
Round One:
Muriel
Tjrren
Minotaurs
Kyra
Mordack
Xavier
Derek

Muriel, The Wanderer |

ugh. Now I'm even more annoyed the post was deleted. Not only was I before Xavier there but my first sentence was something like:
"Muriel follows along a couple dozen feet behind the party, quietly watching for an ambush."
She would have been in the woods, ready to ambush the minotaurs if things went South like this. I should have stated that as an SOP. Oh well. I'll check the map and post today still.

Muriel, The Wanderer |

Muriel narrows her eyes at the Minotaur on the left. She raises her bow and fires two arrows at it before dodging into the trees to her left.
Hunt Target
Hunted Shot
Sneak
longbow, attack, volley: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 13 for piercing, magic: 2d8 + 1 ⇒ (4, 3) + 1 = 8
longbow, attack, volley: 1d20 + 11 - 2 - 4 ⇒ (12) + 11 - 2 - 4 = 17 for piercing, magic: 2d8 + 1 ⇒ (1, 7) + 1 = 9
stealth, sneak: 1d20 + 10 ⇒ (1) + 10 = 11

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Heading out for the day, but feel free to be in the shadows when the fight breaks out. Place yourself wherever.

Tjrren |

"Wait, we aren't going to talk? I thought... but... oh bother. Armor of the faithful dead attend me!"
Tjrren focuses and whips his hands through a holy spiral while whispering the rules of the grave, then dropping some bone dust onto the ground with a prayer he points towards the Minotaurs in front of him.
A silvery set of armor appears as if stepping out of shadow.
Addressing the armor and gesturing towards the hostile jotun, Tjrren states: "The Minotaur are the enemies of the faithful at this moment. Introduce them to the Queen of Fate."
Senses Perception +2; darkvision
Speed 20 feet
DEFENSES
AC 18 (14 when broken), TAC 12 (10 when broken); construct armor; Fort +6, Ref +2, Will +2
HP 20; Hardness 9; Immunities asleep, bleed disease, death effects, enervated, enfeebled, healing, mental, necromancy, nonlethal attacks, paralysis, poison, stun
Construct Armor As animated broom.
ACTIONS
1A Melee glaive +8 (deadly 1d8, forceful, reach 10 feet), Damage 1d8+3 slashing
1A Melee gauntlet +8 (agile, free hand), Damage 1d4+3 b
STATISTICS
Languages —; Skills +1; Athletics +6
Str +3, Dex –3, Con +4, Int –5, Wis –5, Cha –5
Casting Material Casting, Somatic Casting,
Verbal Casting
Range 30 feet
Duration concentration, up to 1 minute or until dismissed
You summon a level 0 creature from the summon monster list. This creature fights for you until the spell ends. The creature gains the summoned trait. The spell automatically ends if the monster’s Hit Points drop to 0. Summoned creatures have 2 actions per turn (which they use when you Concentrate on the Spell) and can’t use reactions. The creature attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it as part of your action to Concentrate on a Spell, but the GM determines the degree to which it follows your commands.
Heightening the spell increases the maximum level of monster
you can summon. You can always summon a monster of a lower
level than the spell allows.
Heightened (3rd) Level 2.