
GM Blake |

EDIT: Apologies. Swarms are not immune to critical hits or the Deadly trait.
Endra fires an arrow through the center mass of frogs, leaving a trail of pierced amphibians. The rest scatter into the mud and rain leaving you be for now.
Encounter Over

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25 feet is the default movement speed. I think only Elves get 30 feet, and Dwarves are stuck with 20, so no need to feel slow. :) It's a bit of a culture shock if you're used to PF1 movement speed, I know. :P
Oh yeah that is a bit odd, guess I didn't notice since i only made a goblin and a kobold so far lol.
Jei' pulls his sword free from it's scabbard but seems to have hesitated just long enough for the others to excellently make frog-kabobs. Had his stomach not been reeling from the boat ride it may have looked appetizing still, however it did not. So the kobold relaxed slightly holding the exposed blade over his knees, ready to hop out and deal with anymore problem amphibians.
"We should go quick, before more big hoppers come."
Also Dm question about the wagon, could we possibly fit two small folk in the driver/co-driver seat and then the 4 medium folk in the bed of the wagon? Or is one poor soul doomed to walk the leg of the journey?

GM Blake |

Because the wagon is full of fragile antiquities, you can only fit 2 in the driver's seat and 2 with the cargo.

GM Blake |

The frogs dealt with for the moment, you get the horses moving and begin your journey back to Absalom. It feels like the horses are aiming for every puddle of mud, forcing you to assist the horses by pushing the wagon from behind to free it. Thrass slips and falls in the last puddle just before you finally make it outside of Otari.

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Zallarra stands up, preparing to throw a spell into the mass when they disperse. She sits right back down, groans and says, "OK, can we go now. I think I might be starting to feel better."

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righto
Jei makes sure his pack is secure with one of the other members of the group before he jumps off the wagon, sliding his sword back into it's sheath for the time being to help push the cart. Despite the kobold small stature he seems able to pull or push his own weight when it comes to assisting the wagon out of the muddy trenches.

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You're not allowed to stack Goblins on top of each other. :P
After falling facedown into the mud, you can see Thrass's jaws clenching. He doesn't say anything, but he's clearly already getting fed up with all this nonsense, and we haven't even left the town yet.

GM Blake |

Endra, Nature: 1d20 + 4 ⇒ (1) + 4 = 5
Flikk, Nature: 1d20 + 3 ⇒ (7) + 3 = 10
Zallarra, Nature: 1d20 + 2 ⇒ (13) + 2 = 15
Endra, Search: 1d20 + 6 ⇒ (12) + 6 = 18
Thrass, Search: 1d20 + 6 ⇒ (13) + 6 = 19
Flikk, Stealth: 1d20 + 5 ⇒ (1) + 5 = 6
Jei’Balt,Search: 1d20 + 7 ⇒ (16) + 7 = 23
Kormei, Search: 1d20 + 7 ⇒ (18) + 7 = 25
Zallarra, Detect Magic: 1d20 + 5 ⇒ (17) + 5 = 22
Red: 1d20 + 6 ⇒ (10) + 6 = 16
Blue: 1d20 + 6 ⇒ (5) + 6 = 11
Once you make it out onto the cobbled road, the winds seem to shift to blow directly in your faces. The rain stings as it whips into your eyes and over your ears. While the trees are cut a couple yards back from each side of the road, you somehow find yourself veering off the road one way or the other. During one such moment, a low hanging branch knocks Flikk on the head, painfully. During the trip, Zallara detects a static source of magic in the vicinity of the wagon.
Shortly after the wagon seat cracks and nearly tosses Jei'Balt off of the wagon, the woods around the road opens up into a wide clearing. The road is still slick with mud, but the rain seems to have finally abated. The view of the sky is limited to a narrow strip above the road, lined with the spreading boughs of the Immenwood. Thunder still rumbles above the trees, and the sky looks as if it may continue the deluge at any moment. The normal sound of forest animals has been replaced by a cacophony of hoarse cries, growls, and screams. It is clear that the residents of the Immenwood are not happy to see visitors.
A group of osprey wing over the clearing and then descend toward the wagon. It is clear to Zallara that they are not acting naturally.
Encounter! Round 1. Bold may act.
Kormei
Jei'Balt
Zallara
Endra
Thrass
Red Ospreys
Blue Ospreys
Flikk

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"Oh come on, I just started feeling better. Shoo birds!"
She flings an icy ray at one.... Blue hex
ray of frost 120': 1d20 + 9 ⇒ (4) + 9 = 13
C damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8
Crit Double damage, -10' move for 1 round
And then yells at them angrily/
[b]"I said SHOO!!!!!!!!}
intimidate: 1d20 + 9 ⇒ (4) + 9 = 13

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Are the birds at our level (touching the ground, basically), or flying out of reach?
Also, Zallarra, just FYI: an Intimidate to creatures that can't understand you take a -4. There's a feat that removes that clause.

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EDIT: Apologies. Swarms are not immune to critical hits or the Deadly trait.
Yes, I love that swarms are now not this impossible nuisance in 2e :)
-------------
If the osprey are 30' up, then it's safe to presume there's one or two who are not *directly* above Endra and so outside of her bow's volley range, yes? *Checks map* Ah yes, they're all farther than 30'
[[A]] Strike blue square longbow attack, P damage: 1d20 + 9 ⇒ (19) + 9 = 281d8 ⇒ 5
[[A]] Strike blue hex longbow attack (2nd att.), P damage: 1d20 + 9 - 5 ⇒ (13) + 9 - 5 = 171d8 ⇒ 7
[[A]] Strike red hex longbow attack (3rd att.), P damage: 1d20 + 9 - 10 ⇒ (9) + 9 - 10 = 81d8 ⇒ 2

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Kormei quickly slings his lute of his back and begins playing a fast upbeat tune. With the final strum of his strings he releases his magic.
Action 1: Interact with instrument
Action 2: Inspire Courage
Action 3: Move forward 15 feet
Free Action: Lingering Composition
Performance: 1d20 + 8 ⇒ (4) + 8 = 12

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Shoot, forgot to buy ranged options. That'll teach me.
Seeing the creatures flying above him, Thrass can't do anything but snarl at them. He then shifts his feet so he's more or less standing on tippy-toes, making him much more agile. He then seems to hold back a punch for when a bird comes within melee range.
Activate Crane Stance for one action, raising my AC by 1. Then, for my second two actions, ready a Flurry of Blows for when a bird comes close.

GM Blake |

Zallarra's ray of frigid energy streaks through the air but is easily dodged by the ospery. Whatever sense of satisfaction it may have felt is cut short by Endra's barrage, which drops two of the raptors from the sky. Kormei adds an up-tempo tune as counterpoint to the miserable trek you've had so far, and you all feel a bit inspired.
Thrass prepares to defend the wagon should the ospreys try something truly unnatural.
Encounter! Round 1. Bold may act.
Effects: Inspire Courage
Kormei
Jei'Balt
Zallara
Endra
Thrass (Readied Flurry of Blows)
Red Ospreys
Blue Ospreys
Flikk

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Jei'balt stands in the seat though the pesky birds are too far for him to do anything about he stands at the ready waiting for any of them to try and harry the group.
Action 1 draw/ready bastard sword 2 hands, remaining actions to ready to swing if any get close enough to me. Not that I don't have ranged options but they're out of those ranges for another 8 levels

GM Blake |

RC: 1d4 ⇒ 4
RH: 1d4 ⇒ 4
RS: 1d4 ⇒ 3
RD: 1d4 ⇒ 1
BC: 1d4 ⇒ 1
BD: 1d4 ⇒ 4
RC: 1d20 + 6 ⇒ (17) + 6 = 23
P: 1d4 ⇒ 4
The ospreys swoop toward the wagon and ignore the living creatures to tear at the canvas tarp protecting the antiquities below and then fly off to circle the wagon (15 ft elevation).
Red Circle triggers Jei'Balt and Red Square triggers Thrass. If they survive your readied attack (AC 16, 7 hp), they continue on to damage the tarp. Red Circle bites (and hits Jei'Balt for 4 damage) and RS flies back toward Thrass at 5 ft elevation.
Encounter! Round 1. Bold may act.
Effects: Inspire Courage
Effects: Inspire Courage for Fliik
Wagon: 8, 7, or 6 damage
Red Ospreys
Blue Ospreys
Flikk
---2---
Kormei
Jei'Balt (-4 hp or not)
Zallara
Endra
Thrass
You may--it helps with PbP speed--pre-roll your Readied Actions in the round you prepare them (and any Attacks of Opportunity). I typically place them inside spoilers.

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Good point about the spoiler tags. I did that in another PbP, but for some reason forgot to do it here.
Crane wing flurry: 1d20 + 8 ⇒ (18) + 8 = 26
Crane Wing crit?: 1d6 + 4 ⇒ (4) + 4 = 8 Bludgeoning damage
Crane wing flurry: 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5
Like lightning, Thrass tucks in his arms and thwacks the bird out of the air with his elbow.
I think I can't spread my flurry out over multiple targets, considering they move after each other. The second one gets away freely.
Thrass then moves over and interposes himself between Endra and the eastern attackers, again holding back his punches for when one comes within striking distance.
Crane wing flurry: 1d20 + 8 ⇒ (18) + 8 = 26
Crane Wing crit?: 1d6 + 4 ⇒ (3) + 4 = 7 Bludgeoning damage
Crane wing flurry: 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24
Crane Wing crit: 1d6 + 4 ⇒ (2) + 4 = 6 Bludgeoning damage
Again, I presume it's only one bird at a time, as they technically fly in turn, and my flurry goes off at the same time.

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readied attack: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
bastardsword 2h: 1d12 + 3 + 1 ⇒ (5) + 3 + 1 = 9
just enough on both accounts
Jei deftly slices the offending osprey in half as it moves to attack him it's remains splatter and slide off the canvas wagon cover.
hard to tell how high up they are, in my 5e server we use excel sheets as maps and denominated height by a ^(x)ft or v(x)ft for up and down respectively. If redhex and blue circle are close enough it may change my actions next turn.

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Zallarra will make a gesture at (blue circle) and send a jolt of mental energy at it.
Daze,mental damage: 1d6 + 4 ⇒ (4) + 4 = 8
DC 19 Will save or it is Stunned 1
She will then pull her sling out.

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I *think* red diamond is the only remaining one outside of 30', so...
Endra pulls her cloak close, bracing herself for the ospreys' first pass over the caravan. Unfortunately they don't retreat as far as she'd hoped and so she has to pick her shots more judiciously.
First she fires at the furthest bird and, while drawing the next arrow, resets her feet for a closer aim on one of the nearer birds. The entire time it appears as though her body twitches this way and that, arrows intermittently releasing out of her many shifts.
[[A]] Strike red diamond longbow attack, P damage: 1d20 + 9 ⇒ (12) + 9 = 211d8 ⇒ 7
[[A]] Point-blank shot (stance)
[[A]] Strike red hexagon longbow attack (2nd att.), P damage: 1d20 + 9 - 5 ⇒ (6) + 9 - 5 = 101d8 ⇒ 8

GM Blake |

Daze is Heightened +2, so it increases by d6 once it reaches a 3rd level spell (5th level character) then 5th and so on.
Will: 1d20 + 2 ⇒ (13) + 2 = 15
Jei'Balt slices the incoming osprey in half while Thrass is able to knock one out of the sky as it passes overhead.
The remaining osprey manage to tear holes in the tarp big enough for a tiny animal to squeeze through. Zallara attacks one of the bird's minds. Endra takes out one with another well placed arrow. She quickly turns to fire another, but it misses its mark.
Encounter! Round 1/2. Bold may act.
Effects: Inspire Courage for Fliik
Wagon: 4 damage
Red Ospreys
Blue Ospreys (BC -4)
Flikk
---2---
Kormei
Jei'Balt (-4 hp or not)
Zallara
Endra
Thrass (readied attack)

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Kormei continues to strum on his lute with his back up against the cart. He glances skyward at the the pair of avian predators closest to him as small bolts of crackling energy flash and crackle across his strings. The energy coalesces within his palm as he flicks his hand out towards the two birds.
Actions 1&2: Casts Electric Arc. If they are both within 30 feet they need to make a DC 18 Basic Reflex Save.
Action 3: Inspire Courage
Electric Arc: 1d4 + 4 ⇒ (4) + 4 = 8

GM Blake |

R: 1d20 + 6 ⇒ (20) + 6 = 26
B: 1d20 + 6 ⇒ (19) + 6 = 25
Kormei sends an arc of lightning toward the nearest osprey. The bird manages to escape the worst of the blast (success). Electricity arcs towards a nearby osprey, but this one performs a feat of aerial acrobatics and avoids the lightning entirely (critical success).
Encounter! Round 1/2. Bold may act.
Effects: Inspire Courage
Wagon: 4 damage
Red Osprey
Blue Ospreys (BC -6 hp)
Flikk
---2---
Kormei
Jei'Balt
Zallara
Endra
Thrass (readied attack)

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dunno if the birds'll move but yeah
Jei snarls as the birds circle and pierce the canvas, "Go away birds, vultures! We are not food!" He leapt from the passenger seat of the wagon towards the birds a small roiling flame bursting from his mouth just before he landed, threatening to consume both birds.
1 action leap, 2 actions for kobold breath, red hex and blue circle need to make a dc 16 dex save or take 1d4 fire damage
Spicy wings: 1d4 ⇒ 4

GM Blake |

R: 1d20 + 6 ⇒ (6) + 6 = 12
B: 1d20 + 6 ⇒ (15) + 6 = 21
One of the osprey falls to the ground, charred and steaming. The other performs aerial acrobatics once more but is still caught by some of the dragon kobold flame.
Encounter! Round 1/2. Bold may act.
Effects: Inspire Courage
Wagon: 4 damage
Red Osprey (-2 hp)
Blue Osprey
Flikk
---2---
Kormei
Jei'Balt
Zallara
Endra
Thrass (readied attack)

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Flikk slowly rocks back and forth in his seat, holding his delicate tummy and murmuring to himself Stupid boats, stupid frogs, stupid rain! He finally opens his eyes to see a flock of angry birds dive bombing the wagon.
"HEY! Buzz off!" He draws out his bow and shoots off a couple arrows at the slightly injured red bird.
Short Bow, inspire: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 151d6 + 1 ⇒ (5) + 1 = 6
Short Bow, inspire: 1d20 + 5 + 1 - 5 ⇒ (1) + 5 + 1 - 5 = 21d6 + 1 ⇒ (3) + 1 = 4

GM Blake |

Flikk shoots down the slightly scorched osprey. Fingers still wet from the rain, he drops his second arrow while trying to knock it.
The remaining osprey flies toward the wagon once more, but Thrass once again expertly knocks the bird out of the air swoop.
Encounter Over
Wagon: 4 damage
NOTE: I have been forgetting something for the past two encounters, I apologize. Things will be getting slightly more difficult if I can remember moving forward.

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Forgot player scaling? :P
Without much of a thought for the passengers on the wagon, Thrass grabs one of the birds and starts plucking it. After making sure the bird is properly dead and featherless, he seems to remember his mission.
"Anyone of you in pain? Seems like we got out of that mostly okay." Then, with slightly too short a pause, "Does anyone want any of the other birds?"
I hope I'm getting across Thrass isn't an a@$$$!*, he just doesn't have a lot of empathy. Don't mean to be rude to anyone.

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NOTE: I have been forgetting something for the past two encounters, I apologize. Things will be getting slightly more difficult if I can remember moving forward.
lol uh oh :)
Endra hops off of the wagon and walks around to the dropped ospreys, seeing how many of her arrows she can recover.
I couldn't find this in a cursory search. is there some recovery percentage or roll she can make or they're all simply lost.

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Jei puffs a small plume of smoke and slides the over-sized blade back into it's sheath. "I do not want nasty angry bird. You may have, I am not wounded either."
Jei is alright with hopping back into the wagon after everyone catches their breath.

GM Blake |

Endra, Search: 1d20 + 6 ⇒ (17) + 6 = 23
Thrass, Search: 1d20 + 6 ⇒ (18) + 6 = 24
Flikk, Stealth: 1d20 + 5 ⇒ (8) + 5 = 13
Jei’Balt,Search: 1d20 + 7 ⇒ (4) + 7 = 11
Kormei, Search: 1d20 + 7 ⇒ (13) + 7 = 20
Zallarra, Detect Magic: 1d20 + 5 ⇒ (13) + 5 = 18
Red Squirrel Swarm: 1d20 + 5 ⇒ (4) + 5 = 9
Blue Squirrel Swarm: 1d20 + 5 ⇒ (13) + 5 = 18
As the last bird falls, a bolt of lightning announces the resumption of the storm, and soon the road is again slick with mud. As you continue forward, Kormei trips and falls in the mud. Past the clearing, the road narrows, the branches of the Immenwood’s tall oaks almost enclose the road like a tunnel, providing some shelter from wind and rain. It is a relief until a leafless branch nearly takes out Jei'Balt's eye. The rain deadens the sound of the wild animals in the woods, but they still make their presence known.
A squirrel leaps into the middle of the road and chitters with anthropomorphic indignation before spinning three times and then bounding away into the shadows. Later, another squirrel--or maybe the same squirrel--drops out of the trees onto the tarp and scurries this way and that on the wagon, chittering wildly before flinging itself off and landing in the mud where it seems to wrestle with its tail.
To the right, Endra can see a writhing mass of activity across several trees and bring this to your attention. The trees are literally dripping with squirrels.
Encounter! Round 1. Bold may act.
LIGHTING: Dim light (if you do not have low-light or darkvision, you will need to roll a DC 5 flat check after making an attack roll or targeting a creature)
WAGON: Stop (1-Action, Nature DC 13), Stride 30 ft (1-Action, Nature DC 13), Gallop 70 ft (2-Action, Nature DC 13)
Thrass
Endra
Kormei
Blue Squirrel Swarm
Zallarra
Flikk
Jei'Balt
Red Squirrel Swarm

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Boy... whatever we're carrying really likes to bring out swarming masses of the local fauna.
Given we're in the same initiative block, I'm going to post an action assuming Thrass stops the wagon. If he instead decides to gun it, I'll re-work it.
Here's hoping they pop and scatter like the frogs...
Endra frowns that she again needs to make a statement with wildlife and fires at the near swarm.
[[A]] Strike red longbow attack, P damage: 1d20 + 9 ⇒ (18) + 9 = 271d8 ⇒ 4
[[A]] Strike blue longbow attack (2nd att.), P damage: 1d20 + 9 - 5 ⇒ (1) + 9 - 5 = 51d8 ⇒ 5
After her second side flies quite wide she sets her feet for a closer encounter.
[[A]] Point-blank shot (stance)

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Kormei, still wiping the mud from his belongings, looks around frantically at the local fauna with horror. He whips out his lute and picks up where the last song left off, hoping to inspire his brave comrades. Kormei then reaches up and lightly grazes Endra's bow as he channels a hint of magic through its wood.
"Endra! May your bow strike true this day. Lets finish this quickly!"
Action 1: Inspire Courage
Free Action: Lingering Composition
Action 2 and 3: Magic Weapon on Endra's bow
Performance: 1d20 + 8 ⇒ (17) + 8 = 25 <-- For Lingering Composition
Magic weapon: The weapon glimmers with magic and energy, The target becomes a +1 Striking Weapon, gaining +1 to attack rolls, and increasing the number of weapon damage dice to two.

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Seeing a nod from Endra, Thrass first tries to stop the horses from moving forward.
Untrained Nature check to stop: 1d20 + 2 ⇒ (1) + 2 = 3
I'll Hero Point reroll that, just in case there's a crit fail effect.
Untrained Nature check to stop: 1d20 + 2 ⇒ (10) + 2 = 12
The horses whinny and jerk away from Thrass's calming hands, and he tries again. Retries are allowed, right?
Untrained Nature check to stop: 1d20 + 2 ⇒ (13) + 2 = 15
With a snarl, Thrass plants his feet in front of the horses and force them to stop advancing. Then, he turns around into a defensive crouch and enters Crane Stance again.

GM Blake |

Now you'll probably figure out the mechanic I forgot. Please forgive me.
Athletics, Unease, Curse: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
Extra damage: 1d8 ⇒ 6
Treefall: 2d8 ⇒ (5, 6) = 11
Random Direction: 1d8 ⇒ 7
Swarm: 1d4 ⇒ 3
Thrass tries to get the horses to stop, but they buck and try to shove the iruxi out of the way. One of them steps in a hole and whinnies in fear as it begins to fall over, taking the other horse down with it. The two horses, hitched to the wagon, struggle and kick in the mud.
Kormei inspires his companions and then enhances Endra's bow (I rolled an extra d8). The archer fires her shot and manages to kill a few of the squirrels thanks to Kormei's magic. She nearly drops her bow as the horses jerk the cart in their thrashing, which causes her second shot to fly well wide of her aim.
Then there the sound of something large and swift crashing through the trees to the left of the road. A tree breaks through the other branches and falls across the road, landing where Thrass stands. A mobbing swarm of rabid squirrels fling themselves from the tree and cover Thrass, their teeth nipping and tiny claws picking at any exposed part of his body.
Encounter! Round 1. Bold may act.
LIGHTING: Dim light (if you do not have low-light or darkvision, you will need to roll a DC 5 flat check after making an attack roll or targeting a creature)
WAGON: Stop (1-Action, Nature DC 13), Stride 30 ft (1-Action, Nature DC 13), Gallop 70 ft (2-Action, Nature DC 13)
EFFECTS: Inspire Courage 1 round; yes, 1 round.
Thrass (11 damage and are shoved aside unless Reflex DC 19, then no damage and you artfully roll to safety; then a DC 18 Basic Reflex Save vs. 3 piercing damage + prone and penalties on a failure)
Endra
Kormei
Blue Squirrel Swarm
Zallarra
Flikk
Jei'Balt
Red Squirrel Swarm (-7 hp)
Wagon: -4 hp, horses prone
For our players new to PF2, a Flat Check is a raw d20 with no modifiers. E.g. for the concealment here, you would roll a d20 and hope for a 5 or better if trying to target a concealed enemy.

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[b]"Why did it have to be cute squirrels! This curse sucks!"
She gestures at swarm not currently covering her team mate and lets fly an icy ray.
ray of frost 120': 1d20 + 9 ⇒ (13) + 9 = 22
C damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10
Crit Double damage, -10' move for 1 round
She will follow that up with a sling stone..
sling: 1d20 + 7 ⇒ (18) + 7 = 25
B damage: 1d6 ⇒ 1

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Reflex save: 1d20 + 9 ⇒ (11) + 9 = 20
Thrass narrowly dodges the tree that comes crashing down on top of him, but then is covered in a swarm of rabid squirrels.
Reflex save: 1d20 + 9 ⇒ (18) + 9 = 27
Basic save means I only take 1 damage, right?
"Go on a mission, they said. See the local wildlife, they said... Well, I've seen it up close and personal, and I can tell you, I'm done with it already!"

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By now Flikk is fuming. The raindrops hitting him should be about turning into steam. "Flikk hate boats. Flikk hate rain. Flikk HATE HORSES!" He hops down off the wagon into the slop with a frown. "And Flikk hate MUD!" He moves around to try dragging the tree out of the road.
Athletics: 1d20 + 6 ⇒ (1) + 6 = 7 Heroic Reroll time!
Athletics: 1d20 + 6 ⇒ (5) + 6 = 11 Not very heroic.
"Flikk hate trees now too!" He keeps pulling on the dang thing the best he can.
Athletics: 1d20 + 6 ⇒ (19) + 6 = 25

GM Blake |

Thrass manages to fend off most of the squirrels.
As Zallarra invokes her spell, the wind blows a loose, wet bunch of leaves out of a tree and into her face. The distraction causes her to move her arm upwards. The ray of frost sails into the air and fades away(miss). She follows that up by slinging a stone into the mass of squirrels, but it is impossible to tell if it had an effect (hit, damage reduced to 0).
Flikk attempts to move the tree out of the way and ends up slipping in the mud and falling on his hind end (critical fail; yes, I know). This forces him to stand back up (I'm assuming you'd want to stand back up rather than try to move a tree while laying down).
Encounter! Round 1. Bold may act.
LIGHTING: Dim light (if you do not have low-light or darkvision, you will need to roll a DC 5 flat check after making an attack roll or targeting a creature)
WAGON: Stop (1-Action, Nature DC 13), Stride 30 ft (1-Action, Nature DC 13), Gallop 70 ft (2-Action, Nature DC 13)
EFFECTS: Inspire Courage 1 round; yes, 1 round.
Thrass (29/30 hp)
Endra
Kormei
Blue Squirrel Swarm
Zallarra
Flikk
Jei'Balt
Red Squirrel Swarm (-7 hp)
Wagon: -4 hp, horses prone
For our players new to PF2, a Flat Check is a raw d20 with no modifiers. E.g. for the concealment here, you would roll a d20 and hope for a 5 or better if trying to target a concealed enemy.

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Jei struggles to stay in the wagon seat as the horses buck, whiney, and eventually trip over in the mud.
Hopping off alongside Flikk he shouts back to the folk in the back. "Help scale-brother with tiny biters we get wagon free!"
The kobold then moves to the fallen tree and despite all odds of size being against him shows the meaning of put your back into it as he shoves on the tree. Before he readies himself to lash out at the tiny furry menace.
athletics: 1d20 + 6 ⇒ (20) + 6 = 26
athletics: 1d20 + 6 ⇒ (17) + 6 = 23
stride, shove the tree(assuming thats a crit success? Not sure how those work exactly yet. And then with the assumption that moves the tree fully he readies his bastard sword. EDIT: reading athletics I can only move it up to 10ft with a crit success but it looks like I can stride after it for free? So I'll do a second shove to try and clear the way instead of drawing my weapon

GM Blake |

Jei'Balt shoves the tree. He thinks he's got a good grip on the ground, but then the branches snag on something and slow him down. He shoves again and moves it a little bit more (first shove moved it 5 ft, second shove moved it 5 ft; yes, I saw the Natural 20.).
Thrass tosses the last of the squirrels off of his face just in time to see another obscene wave of rabid squirrels rushing toward him. The mass of fur, tooth, and claw passes over him and continues across the tree and the horses and onto the wagon. They swarm over the wagon, many of them scurry through the hold torn open by the ospreys' unnatural attacks and begin riffling around in the cargo.
Encounter! Round 2. Bold may act.
LIGHTING: Dim light (if you do not have low-light or darkvision, you will need to roll a DC 5 flat check after making an attack roll or targeting a creature)
WAGON: Stop (1-Action, Nature DC 13), Stride 30 ft (1-Action, Nature DC 13), Gallop 70 ft (2-Action, Nature DC 13)
EFFECTS: Inspire Courage for Thrass and Endra.
Thrass (29/30 hp)
Endra (magic weapon)
Kormei
Blue Squirrel Swarm
Zallarra
Flikk
Jei'Balt
Red Squirrel Swarm (-7 hp) (1 round)
Wagon: -4 hp, horses prone

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Thrrass goes mad with anger and casts Ki Strike on himself, then goes to pummel the squirrels into the ground with Crane strikes.
Flurry of Blows: 1d20 + 10 ⇒ (2) + 10 = 12
That'll miss, I think.
Flurry of Blows: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23
Flurry damage: 1d6 + 4 + 1d6 ⇒ (6) + 4 + (2) = 12
The 2 on the last d6 is force damage, from Ki Strike. The rest is bludgeoning.
Then, one more normal attack. Thrass wants these squirrels gone.
Attack: 1d20 + 9 - 8 ⇒ (7) + 9 - 8 = 8
I'll also make one more Reflex save for standing in the swarm during its turn.

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I don't think bashing is the answer. These woodland creatures need to pop!
Endra points her bow downward and tries.
[[A]] Strike red (Point-blank Shot)
longbow attack, P damage (magic weapon): 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 121d8 + 1d8 ⇒ (8) + (2) = 10
[[A]] Strike red (Point-blank Shot)
longbow attack (2nd), P damage (magic weapon): 1d20 + 9 + 1 - 5 ⇒ (18) + 9 + 1 - 5 = 231d8 + 1d8 ⇒ (1) + (6) = 7
[[A]] Strike red (Point-blank Shot)
longbow attack (3rd), P damage (magic weapon): 1d20 + 9 + 1 - 10 ⇒ (8) + 9 + 1 - 10 = 81d8 + 1d8 ⇒ (5) + (7) = 12

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As the horde of rabid forestfolk descend upon the contents of the cart, Kormei gives a few more strums of the lute extending the benefits of his mystical song. He then draws out his small dagger (The keen-eyed would see it is really rather pitiful for a weapon.) He wildly slashes out at the tiny creatures.
"Umm Friends... They are getting into the relics!"
He squeaks out his cry looking at the horde in panic.
Action 1: Inspire Courage
Action 2: Interact to draw dagger
Action 3: Attack the squirrel horde!
Dagger Attack: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Dagger Damage: 1d4 ⇒ 1
Oof, Thats what I get for trying to fight things. Worry not my friends, the bard is ready to fight!

GM Blake |

[spoiler=GM Screen]
Swarming Claws and Teeth: 1d4 + 1 ⇒ (1) + 1 = 2
Thrass flails among the rabid squirrels and manages to blast several out of the mob with his focused ki.
Endra fires into the swarming mass of squirrels around her in what should be like shooting fish in a barrel, but the arrows stick into the wagon, the tarp, and the ground next to the wagon with a disappointing absence of squirrel blood. Kormei manages to kill one with his dagger, but that is one squirrel out of too many to count (hit but damage was absorbed by resistance).
The mass of squirrels in front of the fallen tree trunk shifts and engulfs Flikk. He, too, enjoys the biting, scratching, and occasional squirrel down his boot that Thrass has been enjoying. The iruxi manages to withstand the squirrels with only a few scratches of merit.
Encounter! Round 2. Bold may act.
LIGHTING: Dim light (if you do not have low-light or darkvision, you will need to roll a DC 5 flat check after making an attack roll or targeting a creature)
WAGON: Stop (1-Action, Nature DC 13), Stride 30 ft (1-Action, Nature DC 13), Gallop 70 ft (2-Action, Nature DC 13)
EFFECTS: Inspire Courage
Thrass (28/30 hp)
Endra (magic weapon)
Kormei
Blue Squirrel Swarm (-6 hp)
Zallarra
Flikk (-2 hp vs. Basic Reflex DC 18 with extras on a critical fail)
Jei'Balt
Red Squirrel Swarm (-7 hp) (1 round)
Wagon: -4 hp, horses prone

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Expert Reflex vs DC18: 1d20 + 7 ⇒ (3) + 7 = 10
Now inundated with biting rodents with pretty tails, Flikk flails his spiked gauntlet around, trying to stab as many to death as possible, then stepping back out of the mass.
Spiked Gauntlet, IC: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 191d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Spiked Gauntlet, IC: 1d20 + 6 + 1 - 4 ⇒ (15) + 6 + 1 - 4 = 181d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6
"Stay outta our wagon, n my boots, n my pants, n... everything!" He hollers and glares at the squirrels.
If he manages to KO the mob he can use the following reaction at a nearby enemy:
You're Next!: Reaction Feat 1 (Emotion, Fear, Mental, Rogue)
Prerequisites trained in Intimidation. Trigger You reduce an enemy to 0 hit points.
After downing a foe, you menacingly remind another foe that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.
Intimidate Reaction: 1d20 + 5 ⇒ (6) + 5 = 11
Intimidating Glare: Prerequisites trained in Intimidation. You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
After looking at the map, it seems Flikk wasn't the one mobbed by the squirrels. So instead of a step out of them, he'll take a step into melee range.

GM Blake |

Oh, sorry about that. (Kobolds, goblins... what's the difference?)
Flikk moves over to pummel the squirrels swarming around Jei'Balt and Thrass. He finds that rabid squirrels are very hard to hit, but he does manage to crush a couple of them. He gives the mob of squirrels a dirty look after crushing one of them. They are unimpressed. (You still have your Reaction since you didn't really meet trigger conditions.)
Encounter! Round 2. Bold may act.
LIGHTING: Dim light (if you do not have low-light or darkvision, you will need to roll a DC 5 flat check after making an attack roll or targeting a creature)
WAGON: Stop (1-Action, Nature DC 13), Stride 30 ft (1-Action, Nature DC 13), Gallop 70 ft (2-Action, Nature DC 13)
EFFECTS: Inspire Courage
Thrass (28/30 hp)
Endra (magic weapon)
Kormei
Blue Squirrel Swarm (-8 hp)
Zallarra
Flikk
Jei'Balt (-2 hp vs. Basic Reflex DC 18 with extras on a critical fail)
Red Squirrel Swarm (-7 hp) (1 round)
Wagon: -4 hp, horses prone