
GM Watery Soup |

On the plus side, I don't need to correct anything. On the minus side, it's because my big morning post got eaten so ... argh.

GM Watery Soup |

Yes, I forgot to update the tracker with Elariel's damage. Plus Inspire, plus splash, Red is defeated.
Crunch crits with the warhwammer, and knocks enough cracks in the floorboards that all the baby spiders fall through and scatter.
I'll revise Barashk's movement to head towards Yellow, then.
The Yellow Spider fires a web at Barashk.
Web, frightened 2: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
Barashk is immobilized!
It scampers north, and then fires another web at Elariel.
Web, frightened 2, MAP: 1d20 + 7 - 5 ⇒ (13) + 7 - 5 = 15
Elariel is immobilized!
Round 2!
Universal conditions: 20' of normal light, 20' dim light beyond; +1 to attack and damage (Inspire Courage round 2/3); Immobilize Escape DC 17
Red Spider (-16 hp)
Yellow Spider (frightened 1)
Elariel (immobilized)
Xun
Maldlethu
Reev
Green Swarm
Blue Swarm (-16 hp)
Crunch (immobilized)
Barashk (immobilized)

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On the plus side, I don't need to correct anything. On the minus side, it's because my big morning post got eaten so ... argh.
Aw, man, that sucks. When the map changed, but there wasn't a post here, I wondered...

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Reev scuttles across the uneven floor toward the remaining adult spider, whirling dogslicers at his quarry and ears flapping. He makes one broad slice with each sword, first Terror, in his left hand, striking high, then Harriet, in his right, striking low.
◈ Stride
◈◈ Twin Feint
dogslicer attack, IC: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
dogslicer damage, IC: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
dogslicer sneak attack, IC: 1d20 + 7 - 4 + 1 ⇒ (15) + 7 - 4 + 1 = 19 vs flat-footed
dogslicer damage plus sneak attack plus precision, IC: 1d6 + 4 + 1d6 + 1 + 1 ⇒ (4) + 4 + (1) + 1 + 1 = 11
"See?" the goblin thief explains to no one in particular, "Harriet much more dangerous than Terror."
@GM: So, did Barashk hit the yellow spider? I really don't mean to be a bother; I just want to know what happened. Also, yes, the Forumbeast is voracious sometimes. I feel ya.

GM Watery Soup |
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Baraskh attacked the Green swarm but it has resistance.

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"Elariel, trust in the magic that flows through you!" Maldlethu extols. Flame dances around his fingertips before leaping at the host of tiny spiders. "See it, feel it, become one with it!"
Produce Flame, IC: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Fire damage, IC: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Casting guidance on Elariel [A] and produce flame on Green [AA].

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When the web hits her, Elariel makes a high-pitched squealing noises and starts thrashing about. "EW. BLECH!"
Acrobatics: 1d20 + 5 ⇒ (2) + 5 = 7
She squeals again and thrashes about some more. Acrobatics: 1d20 + 5 ⇒ (15) + 5 = 20
Elariel gags a little, then shudders and manages to cast Shield on herself, too distracted to think through anything more tactical than that.

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Xun looks at Elariel being swarmed by the spiders and decides that this is the time to move.
With the music still heard with a steady beat, he siphons some of the loas magic and reaches out to touch the spiders. The spirits of the dead begin to moan and Xun hands begin to shine. It is like the bones within his body are more prominent and green energy spills on the spiders
Chill touch, ic: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8
1st action: move
2nd and 3rd: casting Chill touch DC 18 Fortitude save

GM Watery Soup |

Reev runs up and slices twice. The first swing is a little high, but it was only a ploy to get the spider to duck so the second swing would hit.
Maldlethu calls forth fire, which scorches the individual spiders, but doesn't do area damage. A few baby spiders die, but the swarm is not very affected as a whole.
Elariel, unfortunately, Escape has the Attack trait, which means it suffers from the Multiple Attack Penalty. You take a -5 to your second attempt, changing it from a Success to a Failure.
Elariel shields herself.
Xun reaches out to touch some baby spiders with negative energy. Much like Maldlethu's fire, a few die, but not enough to affect the swarm as much as he had hoped.
Fortitude: 1d20 + 3 ⇒ (8) + 3 = 11
The Green swarm moves forward, biting both Elariel and Crunch.
Piercing: 1d4 - 1 ⇒ (3) - 1 = 2 plus DC 13 basic Reflex save
Elariel, just to point out: you can use your Shield Block reaction to block the damage, but not the poison; also, using Shield Block will dismiss the spell and prevent you from using Shield for 10 minutes.
You can choose whether to use the reaction or not.
Round 2! Crunch and Barashk (plus Elariel's save)
Universal conditions: 20' of normal light, 20' dim light beyond; +1 to attack and damage (Inspire Courage round 2/3); Immobilize Escape DC 17
Red Spider (-16 hp)
Yellow Spider (-11 hp, frightened 1)
Elariel (-2 hp, DC 13 basic Reflex; poisoned?; immobilized)
Xun
Maldlethu
Reev
Green Swarm (-4 hp)
Blue Swarm (-16 hp)
Crunch (-2 hp, DC 13 basic Reflex; poisoned?; immobilized)
Barashk (immobilized)

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escape action, athletics: 1d20 + 6 ⇒ (11) + 6 = 17
Barashk breaks free of the webbing and moves to the far side of the spider.
He brings his claws around taking advantage of the positioning. Got'em flanked
claws-MAP: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 131d6 + 3 ⇒ (2) + 3 = 5 slashing
sneak attack: 1d6 ⇒ 3

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Also, remember that the swarm's venom also allows a Fortitude save to resist or negate.
Moving around the mass of spiders enveloping his companions, Maldlethu conjures more fire and flings it at the swarm with reckless abandon. "Yes, feel the magic burn you from the inside out!" he preaches, eyes wild. "It will consume you, envelop you, and leave you with nothing but ashes!"
Produce Flame, IC: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Fire damage, IC: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Stride [A] and cast produce flame [AA].

GM Watery Soup |
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You're right, all the spells should have done full damage. The Green swarm is dead, which means they didn't attack. Anyonr who acted can revise, I'll revise the map later tpday.

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Crunch attempts another leap to get out of the webbing.
Athletics 17: 1d20 + 7 ⇒ (17) + 7 = 24
Free from its grasp, they lumber across the broken floor and swing at the remaining spider.
Warwammer: 1d20 + 7 + 1 - 5 ⇒ (8) + 7 + 1 - 5 = 11 for 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 bludgeoning.
If the table on the map image is difficult terrain, will be just SE of Reev with Shield Up instead.

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Thank you for the clarification on the multiple attack penalty for the escape. I didn't put that together.
Listen! Get ahold of yourself. It's just harmless spider silk! Elariel steadies herself and tries to think clearly. Seeing that the rest of the group seems to have the situation under control, she chooses not to use one of her stronger spells, despite an urge to destroy the spiders as powerfully and quickly as possible.
She conjures another ball of acid and flings it at the remaining spider.
Acid Splash: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 101d6 + 1 ⇒ (4) + 1 = 5
She refreshes shield as well.

GM Watery Soup |

Sorry for the delay ... it's absurdly hot here so we've been trying to find outdoor spaces that are cool/shady but not crowded, and somehow manage to entertain the kids. Internet connectivity is ... not a priority. :)
As I noted yesterday, someone pointed out that I've been doing swarms wrong. I apologize - probably a holdover from PF1, although I'll be honest ... I didn't know the rules of PF1 very well either. The spells should have done full damage, which knocks out Green. Because Green never attacked, nobody needs to make the poison saves, which should have been Fortitude, not Reflex. (There was a Reflex save for the damage, plus a Fortitude for the poison, which I conflated.) Elariel and Crunch were both still immobilized, but neither took damage.
Barashk breaks free of the web and flanks the Yellow spider, but cannot hit the wily spider.
Crunch also breaks free of the web and moves up, but cannot hit either.
The remaining spider, seeing its partner and babies all murdered, runs back to the tower and scurries up its web.
Combat officially over, although if you'd like, you can take parting shots at the spider. It's 45' off the ground. It won't attack again if you leave it.
Final damage:
Elariel (immobilized)
Xun
Maldlethu
Reev
Crunch
Barashk
Elariel will break free eventually, no need to roll.
---
In the tower, a body wrapped in spider webs has a minor healing potion on its person.
Looking down into the cellar where Crunch knocked the baby spiders, someone catches a glimpse of a chest. The iron chest in the cellar contains a +1 shortsword and a 6-inch-tall golden statue of a woman with outstretched hands, flowing hair, and a chilling expression on her face. This trove is worth 2 Treasure Bundles.
More importantly, though, the chest also contains a journal in the chest that describes a cult of the Golden Daughter that tried to gain control of the region. Napsunar and her agents vehemently fought against the cult but unfortunately most the villagers were seduced to join the flock of the Golden Daughter, who claimed to be a god made flesh. While the Golden Daughter did manifest strange powers, Napsunar was skeptical of her godly origin. The Golden Daughter led her followers on a pilgrimage toward the west and Napsunar apparently lost track of her; at least, no records specifying the Golden Daughter’s fate are included in the journal.
Napsunar abandoned the lodge when the village begun to die out due to hostile environment rife with bandits and monsters. The villagers that were left behind settled nearer to the Sellen River. One of the Pathfinder agents, Pavo Crispin, found a wife among the villagers and stayed behind with her when the other agents left with Napsunar.
The journal also includes a list of Pathfinder agents that operated in the lodge.
By the time the Pathfinders finish scouring the Lodge, it's dark. You have the option to rest here, or explore the rest of the village in the waning hours of the day.

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"Hm, this is interesting and definitely will help" Barashk says holding up the journal.
It is getting dark. Let's rest here for the night and look through the rest of the village in the morning. I'll start us a fire." He says dropping his bag, pulling out his flint and steel, and head towards the fireplace.
I think I saw one on the map

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Once Elariel frees herself, she casts prestidigitation on herself about 18 times.
Slowly she regains her composure. "I...guess we can stay in this horrible place. Is there really no other place we can go? If only I was more skilled, I could conjure us a shelter. Are you familiar with such spells, Maldlethu? They are truly incredible! I was lucky enough to sleep in one once!
As long as we are stuck here, I would like to look over that journal more carefully. What do we make of this "Golden Daughter"?
She'd like to do Recall Knowledge on the Golden Daughter. She has +7 in arcana, occultism, and society. Do I pick one, or does the GM advise on which is most relevant?

GM Watery Soup |

It would probably be Society that's the most relevant, but to be honest, learning more about the Golden Daughter is outside the scope of the adventure. Little cults like this are probably a dime a dozen, with isolated villages easily falling prey to a single charlatan or charismatic leader.
---
The Pathfinders settle in for the night. Barashk lights a fire in the fireplace, and Xun sings a lullaby. Everyone rotates through some kind of watch system, and the dawn breaks uneventfully.
Barashk (Perception): 1d20 + 6 ⇒ (3) + 6 = 9
Perception (Crunch): 1d20 + 3 ⇒ (13) + 3 = 16
Perception (Elariel): 1d20 + 4 ⇒ (11) + 4 = 15
Perception (Maldlethu): 1d20 + 7 ⇒ (16) + 7 = 23
After daily preparations, the group heads out to explore the village some more. Maldlethu and Crunch spy a pouch, as well as a scroll case. The pouch is filled with some coins and gems. 1 Treasure Bundle.
A burly, red-haired man watches the Pathfinders gloat over the found treasure.
"You have what you hold," he quotes. "But I don't think you're going to find anyone who can legitimately claim that."

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Xun spends the night well given the circumstances. He looks at the sword, swinging it a couple of times.
"A formidable weapon it is. "
Xun turns towards the men watching them
"Who are you, friend? We were certain this place was abandoned." asks carefully, knowing very well that different creates might look like a man at first glance.

GM Watery Soup |

"This place was abandoned," the man continues. "Has been for as long as I can remember. So whoever that pouch belongs to is long gone."
He notes the blank stares.
"Guess you aren't from these parts. If you're gonna take something that belongs to someone else, you better have the decency to put a dagger im their side first."
Insert reminder about the River Freedoms here.
He hops down.
"That pouch don't belong to nobody, though, so finders keepers. You can call me Chops, at least until the revolution ... then I guess I'll be Sir Chops."
A few polite chuckles emanate from some ramshackle buildings, still standing upright on a patch of slightly drier ground. The largest one looks like a barn with a silo tower. The doors have long since rotted away.
What are you foreigners doing here? Are you for or against the king?" he asks with a deadly seriousness.
Please elect a single person to plead your case and make a Diplomacy or Deception roll (depending on the nature of your case).

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Crunch bristles a little at the implication of thievery, though they are admittedly still struggling to remember more than half of the Freedoms.
You have what you hold. Right. And, hmm, Say what you will, I will sail any river? Argh!
They offer their hand to Chops nonetheless, and attempt to project a normal voice when introducing themselves, rather than their scratchy growl of a baritone.
"Morning, Chops. Torag's strength be with you this day. I am Crunch."
For the moment, they do not answer the man's questions, as they expect the more silver-tongued bard has a better chance of explaining that not being against the king isn't the same as being for him.

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Reev simply nods at Chop.
Interesting name, he muses to himself and grins. Me sure others think same about 'Reev.'

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Xun looks at Crunch and then eyes his allies
"My name is Xun, this is Reev, Elariel, Barash and Maldlethu. We are pathfinders on a mission to investigate their old lodge that happens to be in this place. We came here yesterday and assumed the place was abandoned."
Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25
"With regards to the king, as you have noted we are not from here. And we take no interest in local politics. From what I know, we have a stance on the matter. But I am a bard and storyteller as such I would appreciate learning your point of view, as stories about kings and revolutions are usually well received."
If we want to make some other claim as well, feel free to suggest it and I will back it up. I told the truth so far but we still can take it wherever we like ;)

GM Watery Soup |

"Sounds good to me," Chops declares. "But I'm just a squad commander. You'll need to tell that to Nalla in person. Come with us."
A few rebels trickle out of the broken buildings, to emphasize the "request."

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"Who Nalla? Do them has lunch for us?" Reev asks Chop as he follows the squad commander and his cadre of rebels.
@GM if Initiative breaks out, I would like the opportunity to use Deception for Reev if I may. Mechanically, that's why he's asking inane questions about lunch.

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Xun nods to what is said. His yellow eyes scanning the surrounding.
"Let us come and see Nalla then." says Xun, hoping that none of his allies objects.

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As the group walks along, Crunch will give a wry grin to Chops and some of the others, jerking a thumb back at the building.
"Dealt with spider problem last night. Big one ran away somewhere - she not in great shape."
They look almost-thoughtful for a moment, then add, "Surprised didn't draw your attention."

GM Watery Soup |

Chops chuckles, "To be honest, we haven't explored much of the village. We're only here while we're making plans."
He and the other rebels lead the Pathfinders to the waterworks, a series of canals and vaults carved into the feldspar cliffs under the Gildtmede Keep. Water is redirected from the Sellen River itself while the rest comes from an underground tributary that flows through the cliffs. With the help of underground dams, the gnome engineers can adjust the output of the waterwheels according to the needs of the docks.
Several canals meet up in a large underground chamber partly lit with lamps on the walls. Two great waterwheels turn under waterfalls that flow on the eastern side of the chamber. Clusters of barrels and crates are set around the chamber.
See Slide 5. You are not in combat. I've split the party between the two platforms, you can rearrange yourselves however you want to present yourself.
Chops motions for the Pathfinders to stay on the lower platforms. He walks up to Nalla and whispers something in her ear, and then leads his men out silently.
"So," Nalla begins. "Chops says you claim to have no interest in politics. So, what brings you here?"
Most of the checks here are going to be secret rolls, so just roleplay and I'll make the appropriate secret rolls. I'll assume that everyone is Sensing Motive all the time.
Perception (Xun): 1d20 + 7 ⇒ (10) + 7 = 17
Perception Expert(Barashk): 1d20 + 6 ⇒ (3) + 6 = 9
Perception (Crunch): 1d20 + 3 ⇒ (1) + 3 = 4
Perception (Reev): 1d20 + 4 ⇒ (13) + 4 = 17
Perception (Elariel): 1d20 + 4 ⇒ (5) + 4 = 9
Perception (Maldlethu): 1d20 + 7 ⇒ (2) + 7 = 9
Religion (Crunch): 1d20 + 3 ⇒ (8) + 3 = 11
Religion (Maldlethu): 1d20 + 7 ⇒ (13) + 7 = 20
I consider the information on the PathfinderWiki page to be open information. Basically, Razmir is mortal (but a self-proclaimed deity), has a large cult, and runs the neighboring country of Razmiran.

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"Are we really not have lunch? This talk be better with food." Reev suggests, while keeping a keen eye on Chop, Nalla, and the other rebels.

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okay where I am at.
"As we told the guy, Chops, was it? We are here to investigate an old Society lodge. Your politics have no bearing on the mission we are on."
Barashk looks around looks around at the others.
Hm standard protection formation
"We have no need to interfere with your business or for you to interfere with ours. So unless you know anything about the former lodge, I would like to be on my way."
Definitely some political turmoil. We should report this back to Smine. Hopefully before we get ourselves involved
^^subtle reminder about keeping an ear out for trouble in town

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"Indeed - our true calling is the search for magic," Maldlethu adds. "This humble seeker is called Maldlethu - tell me, how may we address you and your priest of the Living God who accompanies you? Is he here in search of magic as well?"

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Xun steps away from his allies. 'It is better not to be so clumped together'. The platforms feel odd.
Xun listens to his allies and he understands their irritation
"Lady Nalla, my name is Xun Saburo and I am a storyteller. As we shared with Chops we are Pathfinders and were examining the abandoned lodge as we bumped on your men. We are as well looking for any information about Kerinha Napsunar. If you have any information about those two subjects we would be interested in hearing them. If you like to complain about the current king, we could listen to those during the meal. But we are outsiders, after this mission, we will probably leave this place." speaks the bard

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Crunch's ears prick up a Maldlethu's statement.
They whisper in their raspy voice, "A Razmiran, here? Interesting. Was in their country, setting up lodge, before this."

GM Watery Soup |
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"tell me, how may we address you and your priest of the Living God who accompanies you? Is he here in search of magic as well?"
"You may call me by my name - Nalla."
Nalla is a bit surprised at this accusation against Harsus, and looks at Harsus a little more carefully.
"Even if he is a priest of the Living God, he is free to say what he will; we all live free."
---
It sounds like Elariel and Barashk are trying Intimidation, Maldlethu and Xun are attempting Diplomacy, Crunch is referencing Society, and Reev is trying to distract (Deception). I'm open to alternatives if you think there's an alternative fit; also, giving you the opportunity to change tactics if you want to steer the conversation.
After this next interaction, I'll ask you to select three people to make open rolls of the listed skills. This is just kind of a heads up on what's happening.
---
"We already told Chops why we are here. Why do you need to know?"
"We have no need to interfere with your business or for you to interfere with ours. So unless you know anything about the former lodge, I would like to be on my way."
"Unfortunately," says Nalla, "We can't just let you go and trust you won't say anything. Foreigners don't understand the punishment for oathbreaking."
"We should just kill them now and be done with it," Harsus advises.
"We could," replies Nalla, "We could also just tie them up until our mission is completed."
"Indeed - our true calling is the search for magic,"
"We are as well looking for any information about Kerinha Napsunar. If you have any information about those two subjects we would be interested in hearing them. If you like to complain about the current king, we could listen to those during the meal. But we are outsiders, after this mission, we will probably leave this place."
"There are many things of importance, but few as important as dying for -" Nalla begins.
"- or killing for -" Harsus interjects.
"- the freedoms that we enjoy," Nalla concludes. "Surely the Pathfinder Society has an interest in deposing tyrants. Would you consider joining us?"
"Are we really not have lunch? This talk be better with food."
"There are more important things than one's stomach to think about at a time like this! Our freedoms are at stake!" retorts Harsus.
"A Razmiran, here? Interesting. Was in their country, setting up lodge, before this."
"Recruiting spies, no doubt," sneers Harsus. "Turning the people of Razmiran against one another, pitting their loyalties against one another. These outside agitators are here to bring chaos and instability to the River Kingdoms, so they can pretend to save the day.
The people of Artume will welcome with open arms those who would plunder the city."---
Perception (Xun): 1d20 + 7 ⇒ (7) + 7 = 14
Perception Expert(Barashk): 1d20 + 6 ⇒ (12) + 6 = 18
Perception (Crunch): 1d20 + 3 ⇒ (2) + 3 = 5
Perception (Reev): 1d20 + 4 ⇒ (11) + 4 = 15
Perception (Elariel): 1d20 + 4 ⇒ (1) + 4 = 5
Perception (Maldlethu): 1d20 + 7 ⇒ (9) + 7 = 16

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@GM: thank you for checking in. Yes, Reev is trying to distract (Deception).
"Reev not like tyrants," he spits on the floor. "Happy to depose. First some lunch? 'Nough talk of politics and living gods. Let's eat! It almost noon already!"

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"Nalla. You friend here seems to be all for killing and chaos. While I am not opposed to fighting for self defense or for cause, he seem to be just content shedding blood." Barashk says before cutting a glance towards the Razmirin.
Turning back to Nalla, "I am no fan of Tyrant's that is for certain, but with not being familiar with you situation, I can not just take your word for it"
"If you do not trust us to leave. I can not speak for everyone, but, we could stay down here until you return. No need for the rope though."
I was not really trying for intimidation, more diplomatic as I thought. I will leave a die roll, an you can decide whether it is dipl or intimidate
Dice: 1d20 ⇒ 19 It is +5 either way

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”A tyrant? Does he have this country in the iron grip of fearsome magics like the Whispering Tyrant?” Maldlethu asks with interest. ”Is he using magic to cloud the minds and hearts of the people?” He pauses in thought for a moment. ”Do the people even want this revolution you are running on their behalf?”

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"Lady Nalla, we came here in peace. We did not look to contact you nor any of your people. We are not supporting any Tyrants, yet being one does not mean that Pathfinders will fight them openly. Please explain to us the situation so that we can decide based on facts."
Then he turns his eyes towards Harsus
"From what I know throwing accusations without any proofs is not tolerated in River Kingdoms. But tell me, priest, how does your faith work with River Freedoms. I am not a religious man myself but most religions are closer to slavery than freedom of their believers. Tell me a bit about this Living God of yours."

GM Watery Soup |

”Do the people even want this revolution you are running on their behalf?”
Nalla laughs. "Let me tell you what the people think. The older people fantasize about the time when Edryd's father ruled. They support Edryd because they think he's going to be like his father. Look at the people here," she gestures towards her baby-faced guards, "We don't have 150 years between us, because all we remember is the tyrannical reign of Waike. Waike's guards had my parents killed because they didn't get out of the way fast enough as his carriage came down the streets. Will Edryd be different? The boy whom nobody knew was alive, who grew up in some remote monastery, never knowing his people or having the people know him?"
She pauses, as if she's actually imagining it.
"Never!" she spits.
"Artume will never be free unless the people have a voice of their own. It's time to remove not just this noble, but all nobles, forever. We did it with Waike, we'll do it again with Edryd."
"Please explain to us the situation so that we can decide based on facts."
"Two decades ago, our leader, Drellis Artume, fell victim to an assassin’s blade. Artume’s pregnant wife, Queen Sovella, went into hiding, appointing her most trusted advisor as a regent. Though Queen Sovella planned to return to the throne after her child’s birth, her advisor, Bransen Waike, was unwilling to cede power. He hired assassins
to kill Sovella and her infant son, Prince Edryd. Sovella survived this attack, and she and Edryd retreated to a remote monastery. There, Sovella trained Edryd in the ways of rulership and covertly stoked the resentment that Artume’s people felt for their greedy and tyrannical ruler.Finally, revolution came when a group of disaffected locals, with help from the monks of Milani, deposed Waike from power. As fate would have it, Edryd had just reached adulthood, and Sovella saw this as a sign that he was destined to take the throne.
Those of us who overthrew Waike wanted power to transfer to the people of Artume, rather than a cloistered hereditary monarch who swooped in once we had finished the dirty work. Edryd had other ideas."
---
You can go ahead and nominate 3 people to make rolls. I'll give Maldlethu and Xun +2 to whatever rolls they choose to make (Diplomacy seems most appropriate, but Deception, Intimidation, and Society are all on the table) if they can address Nalla's primary motivation (power to the people).

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"Recruiting spies, no doubt," sneers Harsus. "Turning the people of Razmiran against one another, pitting their loyalties against one another. These outside agitators are here to bring chaos and instability to the River Kingdoms, so they can pretend to save the day."
Crunch fairly sputters at the implications directed their way. They growl at the priest, "Spies? Agitators? You are liar. We made friends, protected village, saved lives. You have freedom to spew such falsies, but not from me bringing Torag's Righteous Fury upon head if you insult honor again."
Turning to Nalla, in their best even-handed tone, Crunch asks, "Does he always twist fact? Make grand claim to get emotion response? Ask self - why think Edryd would not be like father? Why Queen would not guide him to be like husband-king? Why not wait to see? Give him chance. You did all work getting rid of Waike usurper, but that must mean you are tired of fighting."
I'm a little behind, so fit that in where you will :)

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Xun has the highest Diplomacy modifier so I will allow myself to be nominated.
Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18 I will let you decide if Xun deserves the +2 modifier
Xun clears his throat.
"Thank you for sharing that with us and I am sorry to hear about your parents. What they did was monstrous."
He looks a the guards
"Yes the young age of your allies did not go unnoticed. We are not from here, some please take a bit of advice from an outsider. A goal to bring power to the people is noble and should be aimed at. But why don't you try first discussing with Edryd? He might be a different ruler. If he was raised and taught River Freedoms he might see your point. If he does not, you will gain in eyes of people of Artume."
He pauses for a moment
"Diplomacy and dialog are powerful weapons and can avoid a blood-shed for the whole country."

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” Artume will never be free unless the people have a voice of their own...”
”Perhaps the way forward lies in encompassing all things,” Maldlethu suggests. ”Yes, as Nethys encompasses the magic of both the divine and the arcane, so too could the leadership of this kingdom encompass both the traditions of the elderly and the drive of the youthful. A council, elected by the people, to advise and keep a careful eye on the monarchy. The power to rebuke a royal decree, perhaps, but only as an act of a unanimous council.”
Society, Circumstance: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24

GM Watery Soup |

Nalla listens carefully. "Your words have merit; if Artume is to emerge from this as a well-functioning country, we must meet to discuss things and compromise, rather than try to kill each other. Courts are for kings, but courts can also be for the people. I'm willing to give your proposal a chance."
"No!" shouts Harsus. "The words of these foreigners have poisoned her mind. She has broken her oath to this revolution and must die, along with these foreign devils!"
"Put down your weapons!" Nalla shouts to the rebels. "We do what is best for Artume, even if that means letting the king live!"
Red: 1d2 ⇒ 2
Yellow: 1d2 ⇒ 2
Green: 1d2 ⇒ 1
Blue: 1d2 ⇒ 1
Green and Blue lay down their shortswords as Nalla lays down her longsword.
Initiative (Xun): 1d20 + 4 ⇒ (12) + 4 = 16
Barashk (Perception): 1d20 + 6 ⇒ (19) + 6 = 25
Perception (Crunch): 1d20 + 3 ⇒ (20) + 3 = 23
Stealth (Reev): 1d20 + 7 ⇒ (10) + 7 = 17
Perception (Elariel): 1d20 + 4 ⇒ (11) + 4 = 15
Perception (Maldlethu): 1d20 + 7 ⇒ (18) + 7 = 25
Initiative (Harsus): 1d20 + 4 ⇒ (11) + 4 = 15
Initiative (Rebels): 1d20 + 4 ⇒ (18) + 4 = 22
Round 1! Barashk, Maldlethu, and Crunch are up.
Environmental effects: Platform heights are marked. Stairs are difficult terrain heading upward. Puddles will require an Acrobatics check to move through.
Barashk
Maldlethu
Crunch
Red Rebel
Yellow Rebel
Reev
Xun
Harsus
Elariel
I've moved Nalla and two of the guards off the map for clarity. They won't attack their friends, but they won't attack the Pathfinders either.

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"The fire of youth sparks the flame, I see." Maldlethu briskly strides to the base of the stairs before turning back around dramatically and laying his hand on the goblin's head. "But magic is what shall decide the day today! Let it flow through you, surround you, protect you!" A wash of pure magical energy surrounds the warrior and fills him with resolve.
Stride [A] and cast magic's vessel [A] and guidance [A] on Crunch. @Crunch, you gain a +1 status bonus to saving throws (and some other stuff that comes up if Maldlethu casts spells from his slots). Remember that the bonuses from the two spells won't stack with each other!

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Barashk lets out a hiss and extends his frills as he approaches red. Will provoke from yellow if it has an AOO
Using threatening approach (2 actions): You Stride to be adjacent to a foe and Demoralize that foe. If you succeed, the foe is frightened 2 instead of frightened 1.
demoralize: 1d20 + 5 ⇒ (8) + 5 = 13 vs red's will DC
Barashk then strikes at him with his claws.
claws vs red: 1d20 + 6 ⇒ (5) + 6 = 11
slashing damage: 1d6 + 3 ⇒ (5) + 3 = 8

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Elariel sighs in frustration. She was just beginning to think that Nalla and the others might talk long enough that she could pull out her spell book and work on memorizing some new magic. No chance of that happening now!
She refocuses her attention on the people around her, trying to decide her best move.
Waiting for Elariel's initiative to come up, but I am back!

GM Watery Soup |

Maldlethu waves his hands and mutters words that only he can understand.
Barashk moves up and swings at Red, but misses. Red appears to be unintimidated.
Round 1!
Environmental effects: Platform heights are marked. Stairs are difficult terrain heading upward. Puddles will require an Acrobatics check to move through.
Barashk
Maldlethu
Crunch
Red Rebel
Yellow Rebel
Reev
Xun
Harsus
Elariel