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Ack! Sorry. Everyone is up!
Initiative!
Whole party may act.

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Dorrance scans the woods carefully.
Seek: 1d20 + 10 ⇒ (4) + 10 = 14
Seek: 1d20 + 10 ⇒ (9) + 10 = 19
Wary, she raises her dagger in front of her.
Seek, Seek, Parry

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Dorrance scans the area, but can't catch sight of the gnome.

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Upuaut sees multiple of his allies are hurt. "Ahh, yes, please to be waiting half a moment..."
They will then cast the 2-action version of Heal (heightened to 2nd level as a signature spell) on Nish.
Positive Energy Healing: 2d8 + 16 ⇒ (2, 7) + 16 = 25
They will then narrow their eyes and look around for the elusive aspis gnome!
Perception: 1d20 + 7 ⇒ (4) + 7 = 11

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Upuaut is sure the gnome can't have gone far, but just can't see her. Instead, they summon their healing magic to repair the wounds she left on Nish.
Initiative!
Jelly, Eir, Nish, and Tess may act.

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Nish breathes a sigh of relief. Thank you, friend. This Aspis agent is skilled at hiding, yes? Perhaps I can flush or hinder her. Santiago, stay back, she instructs the injured alligator.
Nish wades into the woods and spews icy shards into the brush, careful to aim just low enough to hit a gnome's head so the more tender foliage of the groundcover is spared from the frost.
Chilling Shards Reflex DC 19: 2d4 ⇒ (4, 1) = 5 cold damage
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and takes a –5-foot status penalty to its Speeds for 2 rounds.
Critical Failure The creature takes double damage and takes a –10-foot status penalty to its Speeds for 2 rounds.
Wrong gnome damage copied

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Nish's sprays the area of foliage where you suspect the gnome is with icy shards, though you don't hear any cries of pain. Eir, meanwhile, moves up and searches to no avail. Eir, that looks like a single move to get there, and a single attempt to Seek. You have one action left.
Initiative!
Jelly may act (Eir one action left).

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Grandma Tess follows after the hooligan, peeking behind the foliage to get a better look at the gnome. "Now now dear - it'll be easier on these old knees if you would stop all this running around and just talk," she says, adding with a wiry grin, "Easier on your noggin too, I'll wager."
Bludgeoning damage, Sneak Attack: 1d4 + 1d6 ⇒ (2) + (4) = 6
Due to Grandma Tess's Racket, the gnome is still flat-footed to Tess until the end of this turn thanks to the successful Feint check last turn.
Stride [A], Seek [A]. If Grandma spots her, she'll Strike [A] - see spoiler above. Otherwise she'll Seek again. Seek is a secret roll, and Grandma Tess's Perception modifier is +8.

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Tess, losing patience with this game of hide-and-seek, strides up to the gnome's hiding spot and--well versed in the art of hiding, herself--easily picks out the gnome and clubs her over the head!
Seek can be a secret check, but in PbP in a situation like this where you will immediately know if you were successful or not (since you know what square she is in) I'm fine with folks rolling it openly if they'd rather. If she has a chance to try and sneak somewhere else, that might change.
-----
Initiative!
Jelly may act. Eir has one action left.

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Was at the convention, Pax online, so I got put behind. Was also thinking this combat was won.
acid splash nearest enemy: 1d20 + 9 ⇒ (4) + 9 = 13
dmg: 1d6 ⇒ 4 then stay put.

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I'll take that unused action as a Perception check to try and spot her first (she's hidden to everyone but Tess right now).
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Stealth: 1d20 + 13 ⇒ (14) + 13 = 27
Stealth: 1d20 + 13 ⇒ (13) + 13 = 26
Jelly is unable to spot the gnome, but fires a bolt of acid into the area she was last seen, hoping to hit her. Unfortunately, the acid only seems to sizzle on the trees in the area. You haven't spotted her, so that would normally require a DC 11 flat check. With that attack roll, however, it won't matter.
The gnome bursts from her hiding place, slashing at Nish before ducking back into hiding. Strike, Hide, ?
kukri vs. Nish: 1d20 + 10 ⇒ (5) + 10 = 15
slashing damage: 1d6 + 6 ⇒ (5) + 6 = 11
Sneak Attack: 1d6 ⇒ 4
Dotted square marks the last place you saw her.
-----
Initiative!
Whole party may act.

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Nish hears the rustling of leaves just in time to jump to the side. Frustrated at the gnome's ability to disappear in front of their eyes and dodge the spells that don't require seeing her, she decides that the more allies attempting to hit her, the better.
Santiago, heel! Give Santiago 2 actions
She casts her focus spell as the alligator walks up to her.
Heal Animal, 1-action, heightened +1: 2d8 ⇒ (6, 4) = 10
Santiago runs up, not seeming to care about the brush in his face as he lurches where his friend's attacker disappeared.
jaws: 1d20 + 8 ⇒ (12) + 8 = 20, if hits damage: 1d8 + 3 ⇒ (5) + 3 = 8
Edit: Oops, third action for Nish, she swipes at the square herself
claws: 1d20 + 6 ⇒ (10) + 6 = 16, if hits damage: 1d4 + 1 ⇒ (3) + 1 = 4

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Dorrance moves into the bushes and stabs wildly, trying to hit the gnome. She then raises her clan dagger defensively, unsure if the gnome was even there.
DC 11 flat check: 1d20 ⇒ 9
+1 striking clan dagger: 1d20 + 10 ⇒ (13) + 10 = 23
ouch!: 2d4 + 3 ⇒ (3, 4) + 3 = 10
sneak attack: 1d6 ⇒ 4
1d6 bleed damage if a crit against a flat-footed opponent
DC 11 flat check: 1d20 ⇒ 17
+1 striking clan dagger: 1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 14
ouch!: 2d4 + 3 ⇒ (4, 4) + 3 = 11
sneak attack: 1d6 ⇒ 4
1d6 bleed damage if a crit against a flat-footed opponent
Stride, then Strike twice and PArry for two actions

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Nish, Santiago, and Dorrance all attack the section of brush where they last saw the gnome. None of them connect with her, however, nor do they find any evidence that she is still in that section of brush.
-----
Initiative!
Tess, Upuaut, Jelly, and Eir may act.

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Upuaut will sigh, eyes tilting up to the heavens. "Ahh, yes. To do things myself, this one must now do."
First, they cast Shield on themselves (1), then they stride up just past Eir (2).
Finally, they narrows their eyes again, looking around (3)...but also activating a Focus Point to cast Scholarly Recollection as a reaction to the triggering Perception check to Seek.
Perception: 1d20 + 7 ⇒ (12) + 7 = 19 <~
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
After doing this, they start muttering in numerous tongues (Iruxi, Aquan, Draconic, Sylvan) all at once, as torrential knowledge begins to overwhelm their mind.

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Upuaut summons some magical protection, then moves forward and searches for the gnome. While they're fairly sure the gnome is not still in the same place she was last scene, they aren't able to pinpoint where she is now. A 19 is not enough to beat her Stealth DC, I'm afraid.

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Eir will attempt to see where she is to focus more, but having a general idea will then attempt to dispel what might be helping the gnome.
Perception >: 1d20 + 6 ⇒ (8) + 6 = 14
Spell Check >>: 1d20 + 9 ⇒ (1) + 9 = 10

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Eir looks around, but is unable to find the well-hidden gnome. She then tries to dispel any magical aids to the ambusher's stealth, without any noticeable effect.
I want to be clear here that you don't know what square she is in at this point. You also haven't seen any evidence of spellcasting, though that doesn't mean she couldn't have an effect going from before the battle started.
Tess and Jelly may act.

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Grandma Tess considers her options...
So does the undergrowth provide Cover? If no, usually she'd have to be Concealed to take the Hide action and might not have been able to become Hidden without an action such as Create a Diversion. If yes, would the undergrowth also be considered difficult terrain? That's important because that helps us determine how far she might have moved from the last place we saw her. Sorry to be such a stick in the mud!
Also, the Ready action only lets you use two actions to specify a trigger for a single action you take as a reaction before your next turn. Very few spells have 1-action casting times, making them much more difficult to ready in this addition.

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Perfect - so we know she has to be within 5 ft of where we last saw her since the movement penalties from Difficult Terrain and Sneaking would stack.
”She can’t have gone far,” Grandma Tess says finally. ”Fan out and keep your guard up.” She begins moving deliberately through the underbrush, keeping an eye out for any strange gnomes underfoot.
Triple Stride [AAA] - path marked on map.

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That one I didn't forget, though it was easy enough to miss: As Nish said, the trees are difficult terrain and provide cover.
Jelly, as Tess said you can't ready a two-action spell. In second edition you spend two actions to ready one action as a reaction.
------
Tess decides to try and find the hidden gnome the old-fashioned way: by striding through the underbrush until she steps on the bandit! Thankfully, it doesn't take long, as she bumps into something almost immediately! Tess, you bump into something solid in the first square you moved into, immediately to the south of the outlined square. I've moved you back into the position you were, and you have two actions left, and I think she is only hidden to you at this point, rather than unseen.

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Oops! Well, that worked better than expected. Cheeky little one she is - a shame really. Perhaps we’ll have a chance to talk later.
Grandma Tess lets her thoughts run, but doesn’t let them distract her as she tries to get a better look at the gnome - and then clobber her in the kneecap.
Perception to Seek: 1d20 + 8 ⇒ (15) + 8 = 23
Rolling Pin: 1d20 + 9 ⇒ (19) + 9 = 28
Bludgeoning damage: 1d4 ⇒ 1
So Grandma Tess’s actions for the turn would be Stride [A], Seek [A], and Strike [A].

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Grandma Tess bumps into something that must be the gnome. Peering into the bushes, she just (as in just) spots a streak of green hair and strikes with her rolling pin! She leaves a nasty welt, but it's not enough to fell the tenacious gnome.
Jelly may act. You now know what square she is in, though you can't see her (requiring a DC 11 Flat Check to hit her)

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You are right, I can't see her, but I don't need to see her if I burning hands. Template added.
1 Action to move into position. I do step through melee if that provokes.
2 Actions to burning hands dmg: 2d6 ⇒ (3, 2) = 5 reflex 19 for hafl.

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Reflex vs. burning hands: 1d20 + 12 ⇒ (5) + 12 = 17
Jelly moves into position and, tired of hide-and-seek, unleashes a gout of flame covering the whole area. You hear a cry of pain, and then an unmoving gnome slumps out of a nearby bush. Combat over!
Searching the bandits reveals little of interest. Each carries a short sword and a dagger, and wears hide armor. The gnome's possessions are a little more interesting: she carries two kukris, a hand crossbow (with 9 remaining bolts, and wears studded leather armor. In addition, a concealed compartment in her armor reveals a bronze disc embossed with the head of a snake, confirming what Upuaut learned by scanning her mind: this gnome is an agent of the Aspis Consortium! Folded up with the badge is a scrap of paper that reads only Stop the investigators. Hide our involvement.

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"Upuaut, dear, could you keep her with us?" Grandma Tess asks kindly as she wipes the blood off her rolling pin. "She'd be able to answer more questions alive than dead."
And she might not deserve to die. Not everyone follows orders of their own free will...
The older half-elf calmly tucks those thoughts away in the same way as she tucks her rolling pin back into her apron pocket. "Regardless, it seems we have quite the lead on who might be interrupting this shipment."

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Upuaut comes over, still muttering a bit between several different languages. "Ahh, yes. But not wishing her to be fit-and-fighting, so if she can wait for this one to retrieve their healer's tools..."
They will dig around in their backpack for healer's tools, then attempt first aid on the gnome, if she has not expired by the time Upuaut makes the attempt?
Medicine: 1d20 + 8 ⇒ (10) + 8 = 18 (DC 15 + current dying value)
"That is all this one can do, yes? But death is part of life, so long as is not undeath, which is unlife. Unlife is not in encyclopedia, therefore undeath is also not natural or supposed to be...yes?"
Closing one eye and raising the eyelid on the other, they look back and forth between their companions a bit awkwardly before simply exhaling through their nostrils, then wades back to the wagon and sits heavily, muttering prayers to Pharasma in an attempt to Refocus.

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Nish breathes out a sigh of relief. While Upuaut treats the gnome, she checks on the plants in the area and Creates Water to put out any fires and remoisten the soil given that this region isn't likely to have a fire-based ecology. After feeding Santiago a lesser healing potion, she sits next to Upuaut in the wagon and joins him in Refocusing, paying no mind to the one HP she's down, calmly stroking the gator in her lap as she does so. Santiago raises his head for chin scritches and peacefully settles down.
potion: 2d8 + 5 ⇒ (5, 4) + 5 = 14
I healed Santiago for 10 earlier, so he should only be down 5 prior to this.

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Nish heals Santiago, while Upuaut manages to stabilize the gnome's breathing. You suspect she is no longer in danger of expiring, but is still unconscious. Peace returns to the road.
We can fast-forward to interrogating her or moving on, if you'd like.

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Dorrance has Aspis Lore for, well, reasons; checked with GM offline that she would know this gnome.
"Neidre. I don't know if you remember me. Dorrance. We went on that one mission to Bloodcove together. Anyway, I changed sides. You know that this lot didn't have to keep you alive, so I'd suggest you tell us what the Consortium is up to here."

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The gnome stares at Dorrance with a cold, judging look on her face. "Yeah, I remember you. And you ought to know better than to ask me that. You know how this works--you get your orders, and that's all you get. Everything is need-to-know, and I don't know nothin' else!"

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Dorrance puffs on her cigar. "So what were your orders, exactly? Did you know who to expect, coming down that path?"

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She nods to the scrap of paper you found in her pocket. "That was it. I knew you'd have to pass by this way sooner or later."

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"And how did you know how to identify the 'investigators' you were sent to stop?" Grandma Tess asks gently, hands folded in her lap. "How exactly were you expecting to hide your involvement? Surely the Consortium didn't just give you a scrap of paper and expect you to magically know everything you needed to do from that."
Grandma Tess has the Lie to Me skill feat - if she converses with a creature for at least a minute, any Deception checks they make to Lie are against her Deception DC (21) rather than her Perception DC (18).

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Upuaut will listen to the back and forth, and while meditating will see if the divine can help them Glean Lore from the situation.
Religion: 1d20 + 10 ⇒ (3) + 10 = 13
Bah, let's try a Hero Point on that.
Religion: 1d20 + 10 ⇒ (19) + 10 = 29

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"And how did you know how to identify the 'investigators' you were sent to stop?" Grandma Tess asks gently, hands folded in her lap. "How exactly were you expecting to hide your involvement? Surely the Consortium didn't just give you a scrap of paper and expect you to magically know everything you needed to do from that."
Grandma Tess has the Lie to Me skill feat - if she converses with a creature for at least a minute, any Deception checks they make to Lie are against her Deception DC (21) rather than her Perception DC (18).
She shrugs. "Call it a lucky guess. No offense, but your friends here don't exactly look like your regular merchant types around here. We knew you Pathfinders would be involved, and you ain't exactly hard to spot...not many groups like yours runnin' around. As for hidin' our involvement, well...if it weren't for that one" she says, nodding at Upuaut "rooting around in my brain and the bad luck of the Society sending that traitor" nodding to Dorrance "on this particular mission, how would you have known we were connected to the Consortium and not just everyday bandits? Heck, these losers I hired didn't even know that."

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"Hmm, spirits of the divine confirm it. The gnome IS ignorant, yes! But this is not her fault, poor thing. It is how the Aspis want her. Not very trusting they are, noo."
Smiling at the gnome as if they just paid her a handsome compliment, Upuaut goes back to meditating, humming a pleasant little ditty through their gravestone-colored reptilian maw.
(GM, let me know if there's any problem with Upuaut refocusing to recover a focus point and in turn lessen their curse by one step? Ty!)

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”Well we can’t have the poor dear injuring herself, now can we.” Grandma Tess pulls out some rope and helps Dorrance tie up her wayward ex-companion. ”Now then, I believe we have some investigating to do, yes?”