
GM Watery Soup |

In 4718 AR, Venture-Captain Roderus, the most senior and arguably most beloved of the Katapeshi venture-captains, retired to sell the Winding Road inn. During the turmoil that followed, two of the remaining venture-captains, an unscrupulous half-orc named Phlegos Dulm and the human seer Wulessa Yuul, fought for control of Roderus’s territory. The conflict revealed Phlegos to be a traitor and slave trader, thanks in part to the assistance of a goblin merchant named Yigrig Moneymaker.
Yigrig’s family made arrangements to fund and oversee the building of a bridge across the Elemion River as part of a trade agreement the goblin brokered between the leaders of two cities; Solku, which is part of the nation of Katapesh, and Oenopion in Katapesh’s southern neighbor, Nex.
The bridge remains the focal point of the trade agreement, as without it, negotiations are likely to die out before they even begin. Trade between Solku and Oenopion depends upon reliable passage across the Elemion that does not require extended stops for passengers to rest or load cargo that would leave these shipments vulnerable to attacks by bandits or nearby predators. If Yigrig can build and maintain the bridge, he and his family stand to gain significant wealth by garnishing a cut of the profits generated by trade between these cities.

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Hookie, a slight goblin in an oversized helmet, with a battered holy symbol of Saranrae around his neck, totters into the room. He snaps to salute, causing his helmet to knock forward on his head. "Hookie am reporting for duty, sir yes sir!"

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"Sup bro." The human pulls his hand down for a shake. "Name is Manny. Short for Emmanuel Holysmith. Let's rock."
Performance: 1d20 + 7 ⇒ (6) + 7 = 13
Manny pulls out his lute for a quick flourish.

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A dour-looking halfling enters the meeting space. He wears simple reddish robes, and small motes of golden light follow him as he walks. "Hamve Pellory," he introduces himself curtly. "Pleased to make your acquaintances. Have either of you heard what we're here to do?"

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A smiling goblin goblin with an oversized head and nearly glowing red eye in a comically oversized lab coat starts to introduce himself before double checking a hastily folded map "ahh yes, Dr. Ripfang here. I've been assured that the Absalom dental licensing board has no say here so Dr. it is."
Dr. Ripfang takes a moment to introduce his valet/assistant, a large hulking human with a supply of shovels and other sturdy tools "Oh ya, meet Bob, he doesn't talk much, but is surprisingly handy..."
Bob nods, looking more like a grave digger than a medical assistant.
Turning to Hamve "I think we help out Goblin cousin who helped out fleeing Pathfinders and others from big shh shh tyrant guy."

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A varisian dressed in bright clothes bounces into the room - having heard the music outside! - and seeing Hookie, begins dancing in the "different style" he showcased not two weeks ago at the Post-Balgirdtrek Feast - awkward movements of the neck thrashing with arms flailing and feet leaning forward on toes, whole-body jumps in seemingly random directions inspired vaguely by the differentiating volume of various notes!
Altogether, a perfect "dance" to "rock" to! She is immediately saddened when Manny suddenly stops - and crashing into a chair, picks herself up, straightens it back, and tells everyone "Thes called the Hookie Lookie if'n ya wanna learn it later I kin teach ye!" adding after a pause, to emphasize "'Bro'" Trying the expression on her tongue, and quickly deciding that it doesn't really suit.
"I'm Tao, and yea, who we s'posed ta meet here?" She walks by Bob, giving him a second curious look, and towards Hamve to say "Somewhat 'bout a bridge I heard?" half-answering half-asking "Guess we'll see!"

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A halfling with swirling symbols painted on his dark skin and feathers adorning his braided hair walks into the room. He assesses everyone with alert, intelligent eyes before nodding to himself.
"Ya, I think I found de right room. Pathfinders, aye? I'm Kappa, just a simple farmer from de Expanse. But don't you worry. I do have some skills besides knowing what kinda fertilizer to put on me yuccas. I be a wizard too, Maagambayan taught and trained."

GM Watery Soup |

Yigrig Moneymaker, the powerful goblin merchant, slumps in a large chair. His face, normally so proud and assured, looks troubled. “It’s good to see you, Pathfinders! I have a lot of respect for the Society. You’ve been good to me in the past, and my family has aided you in return. But today I come before you, my hat in my hands, in need of help."
He snaps his fingers and servants bring out six cups of a pickle-smelling liquid, one for everyone. The servants bring him a comically oversized goblet of the same.
“My family and I have almost brokered a trade agreement between the cities of Solku and Oenopion. It’s a beneficial deal, one where Solku gains the materials it needs to defend itself, Oenopion gains a new trading partner, and everyone stands to make a heap of coin. There’s only one issue standing in the way of the negotiation being finalized: a bridge must be constructed over the Elemion River to facilitate safe travel between the two cities. My family is responsible for building
and maintaining this bridge. It should have been a simple job ... easy to pull off."
He pauses wistfully and takes a big swig from his cup.
“It has been anything but easy.”
The old goblin leans forward. “Every morning at the work camp, it is discovered that more of my children have been pulled from their beds in the night, presumed dead. Every shipment of aid I send gets attacked. The last one I sent did not even arrive."
He takes another big swig. Servants immediately rush over to refill his drink.
“There is a lot of money riding on this deal, but I admit this isn’t about money anymore. This is personal. Someone is harming my family and I can’t sit by and let that happen."
“I have contracted the Pathfinder Society to protect the bridge and surrounding work camp while construction is completed. I have a caravan ready to leave, filled with new workers and supplies for the bridge site. I want you on it. When you see it safely to the bridge site, I need you to stop the attacks on the camp by any means necessary until the job is complete. When you get to the work camp, you will meet my son Zig, the overseer of the project. Sweet kid ... takes after his old man. He’ll be your liaison with the workers and see to your needs."
He points a finger at the Pathfinders, forgetting he's holding a cup and sloshing its contents all over the floor. One servant comes running over to refill, while another brings a mop to clean up the mess.
“Nothing is more important than family. Nothing. And so, I’m asking you to take care of mine. Our future is in your hands."
Questions?
Let me know if you'd like to Recall Knowledge (Nature). A reminder to make sure your taglines are updated, and to post your Perception and Nature modifiers on Slide 2.

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Hamve takes a cautious sip out of courtesy...
Fortitude: 1d20 + 8 ⇒ (3) + 8 = 11
...and immediately regrets it. Respect isn't worth enough, even if the halfling had managed it without vomiting a little on his robes. He starts cleaning his clothes off with magic, then gets ready to do so for others if they take the plunge after him.
He speaks, if only to get the conversation moving away from that spectacle. "So, all but the most recent shipment of supplies have shown up. Do the previous transports know what attacked them, or what form it took? For another matter, how long do you expect the bridge to be finished in, assuming we fend off all trouble? That remains an option if we can't track down the aggressor directly."

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"Ain' thet the truth!" Tao resounds to the goblin's comments about Family. Her thoughts momentarily shift to her own back home, deciding she'll probably pay a visit to see them after she finishes here in Katapesh...
Fortitude: 1d20 + 7 ⇒ (16) + 7 = 23
Curious, she has been drinking the brine, trying to keep up with Yigrig (and succeeding it seems) while mentally tracking the tasks he lays forth.
Ok:
1) Guard the Caravan
2) Stop Attacks on Camp
3) Find Zig
Got it!
Nature (trained) +3

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Dr Ripfang takes a big swig of pickle brine, and then a second as well.
"Yum!" exclaims Dr. Ripfang between gulps before getting down to business.
"Dr. Ripfang hate to ask stupid question, well that's' not strictly true... But ummm, who or what is attacking the camp and caravan."
No recall via nature for me.

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Fort: 1d20 + 5 ⇒ (19) + 5 = 24
"Now that's some good drink!" Manny chugs the liquid in one go.
He nods and listens to the merchant's tale. "Man, that sucks, bro." He slumps into a chair. "Even if the bridge was finished tomorrow those attacks won't stop. What's the point of a bridge between cities if it's under attack?"
"Hey Yigrig, any known enemies? Maybe your biggest rival decided if they can't build this bridge, no one can."
"Any messages you want me to give to Zig? When Holysmiths meet they always exchange messages from distant relatives."
Manny isn't trained in Nature. He has a +5 to Perception. Slides were updated.

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Kappa is trained in Nature +5
Kappa sniffs the pickle brine, then politely declines a drink.
"You folks have some good questions," Kappa says, nodding approvingly. "I can't think of anything to ask, but I do wanna promise dat we will be doing everything we can to protect yer family."

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Hookie happily swigs the pickle juice and anyone elses' who decide not to drink. He smacks his lips loudly.
"Hookie am happy to help! Hookie am not knowing much about what plants are called, but he am good outside, yes yes!"

GM Watery Soup |

“Since the attacks began, information has been spotty getting out. However, I know that some sort of large animals have been attacking the work camp during the night, and something else has been aggressive toward anyone that tries to leave or enter the site, no matter what time of day. Bandits? Animals? Accounts have been conflicting, but whatever they are, they’re dangerous.”
Tao interjects with a little detail. She knows the area is home to such as lions, panthers, dire wolves, and more. Such creatures might be responsible for the attacks on the camp.

GM Watery Soup |

"Tell him he won't live to his 10th birthday if the next dog he sends me tastes as bad as the last one he sent! Ha, ha, ha!"

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"Oh my!"

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Kappa whispers to Tao, "Do ya think he means dat literally?"
The wizard gathers up his back and moves to the door. "We will be returning, Moneymaker," he says, waving back to the goblin leader.

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"Wild animals can be dealt with, at least," Hamve smiles thinly. "But whatever is causing these problems will be made to see reason one way or another. We'll send word as soon as the job is done."

GM Watery Soup |

Yigrig leads the Pathfinders to a goblin caravan. The goblin caravan consists of 4 Huge wagons and 20 nervous goblin workers. It also contains a trove supplies including wooden beams and food. The leader of the caravan is a goblin named Muckmuck.
Because many goblins loathe horses recognize horses are digusting, slimy beasts, the caravan’s wagons are pulled by camels.
Muckmuck laughs when he sees you.
“You longshanks think you can protect us? You can’t save Muckmuck. You’re weak. Face facts. We’re all going to die.
You sit there in the back and talk to the workers. We’re all scared. Doesn’t matter what we do. We’re all going to die.
Tell you truth, I don’t want to go. Yigrig reads too many books. He’s lost his mind. We all think about leaving before he gets us killed. Not help that the minstrel lost hand in teeth-brushing accident. Much blood. Can’t play lute anymore.
Tell you what. You want to help? You be the minstrel. Make fancy music. Make goblins feel less likely to run away. Convince them we’re not all going to die.”

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"You don't think our actions matter? Then quit whining," Hamve replies. Hoping what little he knows of goblins is true, he conjures up a little ball of fire. "You're here to work, and we're here to let you. We'll keep any of you safe who aren't so busy romanticizing your own doom to listen. Keep to that and there won't be any injuries. Speak up, goblins, is Muckmuck always like this?"
Deception?: 1d20 + 11 ⇒ (18) + 11 = 29
Being surrounded by goblins seems like an appropriate time to cast produce flame. If that's all right, +1 to Deception via Blood Magic. If Performance is more appropriate, Hamve will try an awkward fire-juggling routine. That'd be a -7 to the above roll.

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Dr. Ripfang Muk Muk stares down Muckmuck
Silly face has too many 'c's in his name.
"Who ya callin' longshanks, should change yer name to Dumbdumb. Good dental hygiene is important though. If anybody needs their fangs sharpened on the trip just let me know."

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Tao obeys the Muck.
She draws her pan flute, and looking towards her new "bro", strikes up an interlude, which, musically, would serve as a perfect bridge for someone to, say, jump in and "wail"...
♪♪ Performance +6 ♪♪

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Play music?
Inspire my allies to move on?
Pan Flute duo?
Tao's cue is too tempting to resist. He pulls out his lute and strikes up some energetic tunes to accompany her melody.
+7 Performance, let's rock!

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Kappa hops into the back of the cart.
"Hearing me sing will not be improving da morale. I am a spellcaster tho' an protecting people is my specialty. Tao n' Emmanuel will keep ya all entertained an' I will be happy to protect ya with my wizarding."
Kappa uses his mage armor to enhance his defenses and then keeps an eye out for any signs of danger.

GM Watery Soup |

"You don't think our actions matter? Then quit whining," Hamve replies. Hoping what little he knows of goblins is true, he conjures up a little ball of fire. "You're here to work, and we're here to let you. We'll keep any of you safe who aren't so busy romanticizing your own doom to listen. Keep to that and there won't be any injuries."
The goblins howl with laughter, although Hamve isn't entirely sure why until Muckmuck comes back. "Quit whining," he says, in a voice very similar to the one Hamve used. "You're here to work."
+2 Morale
"Who ya callin' longshanks, should change yer name to Dumbdumb. Good dental hygiene is important though. If anybody needs their fangs sharpened on the trip just let me know."
"Ooo, I want my teeth sharpener! Muckmuck first!"
Crafting to sharpen Muckmuck's teeth.
She draws her pan flute, and looking towards her new "bro", strikes up an interlude, which, musically, would serve as a perfect bridge for someone to, say, jump in and "wail".
Tao's cue is too tempting to resist. He pulls out his lute and strikes up some energetic tunes to accompany her melody.
Tao: 1d20 + 6 ⇒ (14) + 6 = 20
Manny: 1d20 + 7 ⇒ (3) + 7 = 10The goblins clap along to the pan flute, but they seem rather lukewarm to the lute.
+1 Morale
Kappa hops into the back of the cart.
As Kappa hops into the back of the cart, the goblins applaud politely, and yell, "More! More!"
Acrobatics to impress the goblins.

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crafting: 1d20 + 8 ⇒ (5) + 8 = 13
This is probably going to be the only time I actually get to do dental work, so lets nail it.
hero point reroll: 1d20 + 8 ⇒ (15) + 8 = 23
Dr Ripfang pulls out his files and goes to work giving Muckmuck the sharpest teeth he can manage.

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"Well, I guess if you'd like me ta give ya a little jig, I could oblige."
The little painted wizard hops off the wagon and attempts a somersault before getting back to his feet and shaking his rump with enthusiasm.
Acrobatics: 1d20 + 5 ⇒ (18) + 5 = 23
"Watch and learn! I'm gonna show you an authentic harvest dance of da Songo people! We call dis number "Da Jumping Sweet Potato!"

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...Tao adjusts tempo to match Kappa's rump-shaking, stepping around him so he is now in the "middle" of a slowly-forming circle...

GM Watery Soup |

Dr Ripfang pulls out his files and goes to work giving Muckmuck the sharpest teeth he can manage.
"Ooo ... is very sharpened!"
+1 Morale
"Watch and learn! I'm gonna show you an authentic harvest dance of da Songo people! We call dis number "Da Jumping Sweet Potato!"
+1 Morale
The revelry lasts long into the night, with additional acts, both planned and improvised. Eventually, the Pathfinders have to insist on getting a full night's rest so they're fully prepared for the next day.
The travel songs are jovial and riff on the many rump-shaking beats of the previous night.
Please place your icons on Slide 3 next to (or on top of) one of the wagons.

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I have +5 Acrobatics, if I'm not too late to join in.
"Man, Tao. You've got a way with the flute. I could pick up a few tips!" Manny congratulates her on the tune and falls into step with her.
Parties go on into the night, and Manny dances until he can dance no more. He falls asleep in wagon with a big smile on his face.

GM Watery Soup |

The caravan careens across the landscape, and the bridge site comes into view.
Perception (Hamve): 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Perception (Hookie): 1d20 + 9 ⇒ (17) + 9 = 26
Perception (Tao): 1d20 + 3 ⇒ (20) + 3 = 23
Perception (Dr. Ripfang): 1d20 + 4 ⇒ (19) + 4 = 23
Perception (Emmanuel): 1d20 + 5 ⇒ (1) + 5 = 6
Perception (Kappa): 1d20 + 5 ⇒ (11) + 5 = 16
Perception (Wolf 1): 1d20 + 7 ⇒ (17) + 7 = 24
Perception (Wolf 2): 1d20 + 7 ⇒ (8) + 7 = 15
Hookie hears some snarling, and catches sight of some wolves approaching menacingly.
Round 1!
Hookie
Red Wolf
Yellow Wolf
Dr. Ripfang
Tao
Kappa
Green Wolf
Blue Wolf
Hamve
Emmanuel
Relevant Recall skill is Nature. I will try to get better icons up for them later today.

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Hookie's ear perk up under his overlarge helmet. "Ooo, ooo! Hookie am seeing wolves and wolves am looking ANGRY there there!"
One action to point out the danger. One action to slide off the wagon. One action to draw my scimitar!

GM Watery Soup |

Red Wolf and Yellow Wolf run towards the caravan (stride, stride). Rather than attacking the defenders - or the fleeing goblins - they snap at the wagon!
The wolves light the wagons on fire!
Yellow Fire: 1d6 ⇒ 4
A character adjacent to a wagon can spend 1 action and attempt a DC 14 Reflex save to Interact with the wagon to put out a fire using
blankets, water, or some other appropriate tool.
Round 1!
Hookie
Red Wolf
Yellow Wolf
Dr. Ripfang
Tao
Kappa
Green Wolf
Blue Wolf
Hamve
Emmanuel
---
Red Wagon
Yellow Wagon (-4 hp)
Green Wagon
Blue Wagon

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I think I'm misunderstanding something. How did the wolf snapping at the wagon cause it to catch fire?
Dr. Ripfang calls out "Boing! as a patchwork monkey hops out of his bag with some sort of vial and does its best to apply it to the good Doctor.
Dr. Ripfang then hops down from the red wagon and does his best to splash chilling reagents on the burning yellow wagon.
reflex to firefight: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Familiar(Draw/apply Quicksilver Mutagen), Stride, Firefight.

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Yep, the wolf set the wagon on fire with it's teeth. And Kappa is going to find out how. Kappa has a +7 in Occultism and Arcana and a +5 in Religion and Nature.
Kappa searches his brain for any stories he's heard of fiery canines.
Kappa then hops off the wagon and begins to form a protective ward around himself.
Recall Knowledge, 1 action to leave wagon, 1 action to cast protective ward, which grants a +1status bonus to AC for everyone within 5 feet.

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Anticipating a choke point, Tao reacts to stem it, drawing her staff, and raising a ward of defense against the anticipated attack!
(◆) Stride
(◆) Interact to Draw staff
(◆) Shield spell
"I'll hol' 'em off here, if one'a'ya wants ta tend those flames?" she suggests, hopefully helpfully.

GM Watery Soup |

@Ripfang: can you link me to firefight? I'm not familiar with it.

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Tao's AC is currently 20, because the wards stack! (status + circumstance)

GM Watery Soup |

LOL, I just assumed it was an alchemical item called Firefight that I hadn't heard of.
Ripfang succeeds at fighting the fire.
1d6 ⇒ 2
He puts out half of the fire.
As for the wolves ...
... Kappa shrugs.
Looking carefully, though, Kappa notices that they have a faint outline of fire around their maws.
Kappa and Tao defend the gap.
However, the wolves don't appear to be interested in murdering the party. The Green and Blue Wolves go for the Green Wagon, both snapping at it, and setting it ablaze.
Damage: 1d6 ⇒ 1
Round 1/2!
Hookie
Red Wolf
Yellow Wolf
Dr. Ripfang
Tao
Kappa
Green Wolf
Blue Wolf
Hamve
Emmanuel
---
Red Wagon
Yellow Wagon (-4 hp, 2 persistent)
Green Wagon (-1 hp, 1 persistent)
Blue Wagon

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Hamve hurries over and empties his waterskin over the nearest wagon.
Reflex (Green Wagon): 1d20 + 7 ⇒ (19) + 7 = 26
Some of the flames he siphoned away appear in his eyes as he calls out to Hookie. "Rid us of these nuisances before they scuttle us! Yigrig will surely show his gratitude with his coinpurse."
Diabolic Edict! Hookie gets a +1 status bonus to attack rolls (and skill checks) related to getting rid of the wolves.
◆ Stride
◆ Interact with fire
◆ Diabolic Edict

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"Man, these wolves are hot." Manny grabs a blanket and tries to smother the flames on the Green wagon.
Reflex Save: 1d20 + 5 ⇒ (10) + 5 = 15
He then draws his lute and starts playing a tune.
"The wolves are on fire! The wolves are on fire! We need lots of water, don't let these wagons burn!"
* Interact with the fire
* Draw Lute
* Inspire Courage +1 morale bonus to attack and damage

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Hookie strides to the Red Wolf and strikes twice!
Scimitar: 1d20 + 7 ⇒ (3) + 7 = 10 for 1d6 + 2 ⇒ (6) + 2 = 8 damage!
Scimitar: 1d20 + 7 - 5 ⇒ (20) + 7 - 5 = 22 for Forceful: 2d6 + 4 + 1 ⇒ (5, 5) + 4 + 1 = 15 damage!
"No no firewolf! No biting wagons!"

GM Watery Soup |

Hamve throws some water on the wagon. It makes some noise, a sizzling noise, as it goes out.
Manny brings out his lute and stomps on the ground for a beat.
Hamve put the fire out completely. You can revise your action.
Hookie, don't forget Diabolic Edict and Inspire Courage. Hamve and Manny are giving you more than you supposed to get.
Hookie brings his scimitar down with a devastating blow. The wolf throws its paws in the air, it waves them like it doesn't care.
Disregarding their personal safety, the Red and Yellow Wolves run around Hookie to the Red Wagon. They snap at the wagon, setting it on fire.
1d6 ⇒ 1
Round 2!
Hookie
Red Wolf (-15 hp)
Yellow Wolf
Dr. Ripfang
Tao
Kappa
Green Wolf
Blue Wolf
Hamve
Emmanuel
---
Red Wagon (1 persistent)
Yellow Wagon (-4 hp, 2 persistent)
Green Wagon (-1 hp)
Blue Wagon

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Jamming out to Manny's wolfsong, Tao steps towards the Green Wolf, thrusting forward with the left side of her staff, then shifting footwork to pivot a little twirl, spiraling around to snap with right side of her staff.
(◆) Step
(◆) Strike Staff Thrust: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 121d10 + 3 + 1 ⇒ (7) + 3 + 1 = 11
(◆) Strike Staff Snap: 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 101d10 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Looks like Tao'll keep dancing by herself...