
GM Watery Soup |

With nobody responding in Terran, the bartender switches to Common.
"We hear Valsog's armory is quiet, and that you had a hand in that. Have a drink on the house."
When the bartender brings the drinks over, he asks, "What are you here to do?"
Oreads start gathering around to hear your answer.

![]() |

"Well...that was quick," Reggie says.
He takes the drink and takes a sip, wiping his lips with the back of his hand afterwards.
Then, he stands up on Rowdy's saddle to be a little taller.
"Friends, we came here to rescue some lost friends. Little did we know that they were actually prisoners. So, now, we've come to free our friends. And what we've heard is that other folks around here ain't free either and we're here to help them out, too."
He looks around with a faint grin. "Now, that sound like anybody you know? You know anybody who wants to be free?"

GM Watery Soup |

"Friends, we came here to rescue some lost friends. Little did we know that they were actually prisoners. So, now, we've come to free our friends. And what we've heard is that other folks around here ain't free either and we're here to help them out, too."
He looks around with a faint grin. "Now, that sound like anybody you know? You know anybody who wants to be free?"
Diplomacy (or Perform oratory) check!

![]() |

P:Oratory: 1d20 + 7 ⇒ (1) + 7 = 8
Khugron smiled as the drinks were brought out. Taking a big swig of ale, the nagaji stood up to launch into a performance, only to find the drink stronger than expected, causing his voice to fail him.
Sigh. I hope it gets balanced out with a nat 20 when it comes to combat time.

![]() |

Voices, Ssstrong drinksss!
Squirrel, Oh that Valsog is just a big ol' softy. A little more fuzzy and he'd be a teddy bear. ... But yes, he's going to help with a little passive resistance to get some reaction out of that nasty bousma(sp?) in the keep. We will do what we can, of course. But success will be more certain with more assistance. We need to spread the word to any that might be willing.
diplomacy: 1d20 + 19 ⇒ (3) + 19 = 22

GM Watery Soup |

I need to wait for Reggie to roll, and his roll is going to count first. The order matters in this case, so they need to be resolved sequentially.

GM Watery Soup |

Reggie's words may not have fallen on deaf ears, but everyone is too afraid to speak up and be the first to volunteer. A few people drift away.
They turn back when Khugron is about to speak, hoping he'll say something different, but then he freezes and more people wander off.
Voices' squirrel stands up and says that the Pathfinders will lead. The speech is interesting, but by then, the crowd has mostly dispersed.
Others can try, and those who have gone can retry. Just remember that the checks are resolved in sequential order.

![]() |

Mavaro will expend a mental focus to use sudden insight to figure out the best way to attract the crowd back here. And if this doesn't work, spend some of his 60 gp cash on a round of drinks for everyone.
"This isn't the first time I've seen some petty tyrant try to grind a town under their boot. But the only time it works is when the people are not willing to fight back. Valsog is already on your side, and so are we. But we need people to stand up and say, 'this is our home, and we will do what it takes to keep it!' So who will stand with us to kick that cowering bully out of Crystalcrag?"
Diplomacy: 1d20 + 7 + 3 ⇒ (7) + 7 + 3 = 17
So about those drinks...

![]() |

"Hoho! I will!" Reckum stands atop Nord's back, his beloved wallop-mallet safely slung across his back once more. "And it'll be a smashing good time!"
Diplomacy to Aid Mavaro: 1d20 + 1 ⇒ (16) + 1 = 17

![]() |

Voices begins to chug the strongest brew the barperson will give him.
Psst. Voices, a little help please! Voices casts Guidance on Squirrel.
Squirrel tries to inspire the folks. Look this is your home, your family, and your lives we are talking about. Do not let that foulness take them away from you. We are here to help you right the wrongs you have suffered. We have magical and physical might. With your vale hidden, you may never get another chance like this. Work with us to save yourselves!
diplomacy: 1d20 + 19 + 1 ⇒ (1) + 19 + 1 = 21
Son of a ...! I'm going to use my re-roll with my GM star.
diplomacy: 1d20 + 19 + 1 + 1 ⇒ (15) + 19 + 1 + 1 = 36
That's more like it! I may have to invest in a few potions of eagles splendor and rainment of command for Squirrel.

GM Watery Soup |

Mavaro continues to un-pique the crowd's interest, but the tiny Squirrel's rousing speech brings everyone rushing back.
They're going to help us? Walla walla, rhubarb rhubarb. If that tiny squirrel can do it, so can we!
The crowd lifts the squirrel onto their shoulders, and parades him around the taven as the drinks flow.
Let me know when you're ready to move on to the alchemy shop.

![]() |

"Why couldn't you have done that?" Reggie asks Rowdy.
He gets an observant but confused look in return and a few hopeful wags of the tail.
"You're right, you're right. There's no way Voices could ride that thing into a fight," the halfling continues giving the wolf some scrubbing, rapid pets in the scruff of the neck.
He then toasts Voices. "That's some squirrel you got there."
Reggie will finish his drink and enjoy one more with the crowd, continuing to rouse the rebellious spirit.
"Welp, the government ain't gonna overthrow itself. We got places to be folks so we'll be moseyin' on along," he says before riding for the exit.

GM Watery Soup |

A wood-and-stone structure sits on a busy street corner, red and orange paint brightening its exterior. A sign depicting colorful vials and a beaker hangs above the door.
"... you will either pay in gold or broken products!" a voice rings out from inside, as a meeker voice pleads, "No, please ... no!"
Passers-by look down on the ground and quietly hurry past, intentionally ignoring whatever may be happening inside the building.
Put yourselves in the yellow box on Slide 5. The grey squares are oily spots from broken vials.
As the Pathfinders enter, the ifrits harrassing the shopkeeper snarl, "The shop is closed."

![]() |

"Well, I think it's time for a grand re-opening!"

![]() |

"You leave shopkeep alone and get out of here before I break you!"Khugron said, putting his bec de corbin from off his back.
Intimidate: 1d20 + 5 ⇒ (4) + 5 = 9

GM Watery Soup |

As Khugron reaches for his weapon, so do the ifrits. One of the ifrits accidentally touches an oily spot with his flaming hair, setting the oil alight!
Initiative (Voices): 1d20 + 2 ⇒ (19) + 2 = 21
Initiative (Mavaro): 1d20 + 1 ⇒ (2) + 1 = 3
Initiative (Allanen): 1d20 + 2 ⇒ (9) + 2 = 11
Initiative (Reckum): 1d20 + 3 ⇒ (18) + 3 = 21
Initiative (Reggie): 1d20 + 1 ⇒ (19) + 1 = 20
Initiative (Khugron): 1d20 + 3 ⇒ (20) + 3 = 23
Initiative (Ifrits): 1d20 + 8 ⇒ (3) + 8 = 11
Round 1!
Khugron
Reckum
Voices
Reggie
Red Ifrit
Blue Ifrit
Fire spreads!
Shopkeeper
Allanen
Mavaro
Environmental rules: The PCs can extinguish a square that is on fire by applying at least 10 gallons of water to the area or succeeding at a DC 15 Survival check or Reflex save as a standard action while adjacent to the square.

![]() |

"Wahoo! A ligean ar dul, Nord!" Reckum bounces in the saddle as his piggy mount charges forward. With a yell he whirls his wallop-mallet in a broad arc - nearly throwing himself from his saddle with the force of the blow.
Earthbreaker, PA, Charge vs Red: 1d20 + 12 - 2 + 2 ⇒ (2) + 12 - 2 + 2 = 14
Magical Adamantine Bludgeoning damage, PA: 1d10 + 8 + 6 ⇒ (6) + 8 + 6 = 20
Activating Rage and charging (on Nord) to attack Red. AC 12

Angry Nord |

"SQUEEE!!!"
Nord eagerly rushes into the fray. The manic energy of his rider seems to be affecting him as well as he bites the spicy man-thing in front of him!
Gore, PA, Charge: 1d20 + 8 - 1 + 2 ⇒ (13) + 8 - 1 + 2 = 22
Piercing damage, PA: 1d8 + 7 + 3 ⇒ (4) + 7 + 3 = 14
Charge! AC 16 Reckum's Rage gives Nord a +2 morale bonus to Strength while the gnome is mounted, so that's why the attack rolls look different than what's in Nord's profile.
Also, if an enemy tries to step away from the pair then Nord will follow with Step Up.

![]() |

"We ain't gonna let them have all the fun are we?" Reggie asks Rowdy as he gives him a nudge with his heels.
The wolf leaps forward, skirting around Khugron to approach the Ifrit who started the fire.
Reggie draws his sword as they move forward and on the back swing brings it down on the ruffian.
+1 longsword: 1d20 + 10 ⇒ (18) + 10 = 28
slashing: 1d6 + 4 ⇒ (1) + 4 = 5

![]() |

Blue rage/PA/Furious Focus: 1d20 + 15 ⇒ (20) + 15 = 351d10 + 17 ⇒ (9) + 17 = 26
Blue rage crit?: 1d20 + 15 ⇒ (15) + 15 = 302d10 + 34 ⇒ (9, 3) + 34 = 46
"I told you to leave!" Khugron roared as he swept the hammer end of the polearm in an arch ending on the ifrit's head, pounding its noggin into the ground. "Now, doesss anyone want poncho?" he added, looking at his handiwork.
Rage/Power attack on Blue. +5' reach when raging due to Aberrant Bloodline. If it is still standing after taking 72 points of damage, let me know as I still have another attack. Also have phalanx formation if needed.

![]() |

Rowdy is definitely not going to let himself be shown up by a pig!
When his best pal Reggie gives him the signal, he rushes up to take a bite out of the fiery fellow.
Bite: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Trip?: 1d20 + 7 ⇒ (6) + 7 = 13

GM Watery Soup |

Reckum lurches forward, smashing Red with his hammer. vs FF Nord joins in, goring the ifrit.
Squirrel vanishes, and Voices slithers forward.
Reggie also charges forward, slashing Blue with his longsword. Rowdy tries to bite at the ifrit's ankles, but misses.
Khugron releases a LOT of pent-up aggression as he smashes the blue ifrit, sending it to the ground with a look of surprise on its face.
The surrounding oreads gasp as they watch the ifrit die. You hear some whispers among the crowd.
"Did they kill him?"
"They're wayward brothers but brothers none the less!"
"How dare they!"
---
The red ifrit winds up and unleashes a flurry of blows against Reckum.
Fist: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Fist: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Fist: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Confirm: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
It lands all three blows, one right in Reckum's eye.
The fire spreads! 1d2 ⇒ 1 It lights the other patch of oil, sending a wave of heat at Reggie.
The shopkeeper cries out as he watches his shop go up in flames. He rushes over and tries to put out the fire.
Round 1!
Khugron
Reckum (-25 hp)
Voices
Reggie
Red Ifrit (-34 hp)
Blue Ifrit (-77 hp)
Fire spreads!
Shopkeeper
Allanen
Mavaro
Those at the top of the order please hold, just to make sure everyone gets a turn ... :D

![]() |

+2 One-Eyed Sword: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
"We will help you with your shop momentarily, but if these goons are still alive, they can just start more fires!"

GM Watery Soup |

Delaying Allanen
Mavaro moves up and slices the remaining ifrit.
The crowd gasps again in horror as they watch their wayward brothers take lethal damage.
Round 2!
Khugron
Reckum (-25 hp)
Voices
Reggie
Allanen
Red Ifrit (-41 hp)
Blue Ifrit (-77 hp)
Fire spreads!
Shopkeeper
Mavaro

![]() |

5' step to the NW please
attack NL: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 211d10 + 7 ⇒ (1) + 7 = 8
attack nl: 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 71d10 + 7 ⇒ (5) + 7 = 12
The fury slipped from Khugron as he stepped over and swatted at the remaining foe, trying to take him alive.

![]() |

"Ah, horse puckey! They got friends in the crowd guys. Don't hurt this one...too bad," Reggie says as he hears the gasps and murmurs.
He and Rowdy move to pile onto the remaining extortionist but kinder and gentler like.
+1 longsword(NL): 1d20 + 10 - 4 ⇒ (7) + 10 - 4 = 13
slashing: 1d6 + 4 ⇒ (5) + 4 = 9

![]() |

Water perssson be there! Ssstop firesss.
A roughly humanoid shaped wave appears on the roof above the flames.
I am having to hope a small water elemental will know to put out the fire using it's drench ability, since I don't speak Aquan. I can place an icon on the map and put up the stats when I get home this evening.

![]() |

More concerned with the fire than the fighting Al casts a simple spell dumping 10 gallons of water on the nearest fire. If you need healing, best ask. he notes as he casts. That is a lot of fire for the first round of the fight...

GM Watery Soup |

Voices and Allanen help quenching the fire. Rowdy and Reggie miss, but Khugron manages to hit the ifrit with the flat of his polearm.
Round 2!
Khugron
Reckum (-25 hp)
Voices
Reggie
Allanen
Red Ifrit (-41 hp, +8 nonlethal)
Blue Ifrit (-77 hp)
Fire spreads!
Shopkeeper
Mavaro

![]() |

All the yelling to hold back seems to permeate the gnome's thick skull. Eventually.
I don't see a trick for "attack nonlethally" for an animal companion, so that probably means Reckum will have to tell Nord to stand down. But since Handle Animal is a charisma-based skill, he'll have to drop out of Rage to do so. Sad face.
"Na... ddim mor galed..." Reckum wheezes, trying to lean back on the angry pig's haunches. "Lawr!" Carefully he swings his wallop-mallet, but it's clear his heart isn't in it any longer.
Earthbreaker, Fatigued, Nonlethal: 1d20 + 10 - 1 - 4 ⇒ (15) + 10 - 1 - 4 = 20
Nonlethal Bludgeoning damage, Fatigued: 1d10 + 5 - 1 ⇒ (4) + 5 - 1 = 8
Fatigued 1/2. AC 15

Summoned Creature |

N Small outsider (elemental, extraplanar, water)
Init +0; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0
Immune elemental traits
OFFENSE
Speed 20 ft., swim 90 ft.
Melee slam +5 (1d6+3)
Special Attacks drench, vortex (DC 13, 10–20 ft.), water mastery
STATISTICS
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 13
Feats Power Attack
Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14
Languages Aquan
SPECIAL ABILITIES
Drench (Ex)
The elemental’s touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Vortex (Su)
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.
Water Mastery (Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.
ECOLOGY
Environment any (Plane of Water)
Organization solitary, pair, or gang (3–8)
Treasure none
Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage.
As with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave “arms” to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water.
A small water elemental is 4 feet long and weighs 34 pounds.

GM Watery Soup |

Reckum summons all his might for one final swing, which does juuuuust enough (hit the AC and remaining HP exactly!) to fell the ifrit.
With the ifrits down, I'm going to call the fight - with all of you fighting the fire, plus the shopkeeper, it shouldn't be a problem. End of combat!
Khugron
Reckum (-25 hp)
Voices
Reggie
Allanen
Mavaro
---
"Thank you," the shopkeeper says. "My name is Morak. And these-" he points to the two ifrits lying on the ground, "-are a bunch of troublemakers who think they can get away with vandalizing all the local shops just because they're empowered by the army."
As a gift, he hands the party a a potion of resist fire and four potions of cure moderate wounds.
Eurdan arrives, summoned by runners who went to report what happened. He immediately commands some passers-by to get some medical help so they can save the ifrits, but pulls you aside.
"The people have had enough," he says. "You've proved that you're both capable of helping us and willing to help. We'll help in any way we can. What are you going to do?"

![]() |

Reggie looks around and grins at the groundswell of support. It's mighty nice to be able to do good things for good people.
Eurdan's question leaves him frowning, though. "Uh...let me confer we my colleague's 'bout our plan. We totally have a plan. And it's a good 'un. We just need to...discuss it."
"What's our plan guys? Are we just gonna march up to the front door and make some demands? Are we going to try to sneak in somehow?" he asks when the group has been given some privacy.

![]() |

"I think the first thing we should do is find someone who's been there who can tell us if there's nay back doors. Showing up with a bunch of villagers with torches and pitchforks seems like a bad idea, if we can avoid it."

GM Watery Soup |

To start, there's no easy way to storm the castle here, so just to help things along, I'll just point out your task is to choose the least bad option.
"Are we just gonna march up to the front door and make some demands?"
This is a viable alternative. Do note the language barrier, though. There will be a high DC Diplomacy check if you choose this route.
"Are we going to try to sneak in somehow?"
Sneaking in somewhere other than the front gate is impossible. Sneaking in the front gate is difficult, see below. There will be multiple Stealth checks if you choose this route.
"I think the first thing we should do is find someone who's been there who can tell us if there's nay back doors."
When the group seeks this information, they readily find several people willing to describe the compound. A 500-foot road extends up from Crystalcrag to Fury’s Hold, giving the structure a commanding view of the whole town. The curtain wall around the palace’s courtyard is 20 feet high and sealed with an immense, barred bronze door. Elementals guard the outside, with more elemental and ifrit guards inside.
"Showing up with a bunch of villagers with torches and pitchforks seems like a bad idea, if we can avoid it."
Mechanically, the support of the villagers works by lowering the DCs of checks and the CRs of the encounters. The villagers will not directly participate in any checks or combat, but for flavor, if you choose them to go with you, I am happy to work that into the story.
And in case you're wondering (I did when I played), under no scenario will the guards harm the villagers (both for in-game and out-of-game reasons).

![]() |

"Why not check out the traffic into the place?" Khugron suggested. "We can ask the localsss to find out of there are large wagonsss or such we can hide in. Maybe a beer delivery and we can enter in the barrelsss? he said scratching his chin.
gather info: 1d20 + 1 ⇒ (2) + 1 = 3

![]() |

"I'm with Khugron. I'm sure there's gonna be a whole messa door kickin' at some point. I'd rather not do any of it while folks're shootin' at us from a wall," Reggie replies.
"What do you fellas think?" he asks Mavaro and Allanen.

![]() |

"If the door must be kicked, better to do so before they can reinforce it."

GM Watery Soup |

Khugron asks around, but with with the whole city in chaos, there are no regular shipments to the castle that won't be heavily scrutinized.
I'm going to take the last few posts as a consensus to just walk up.
See Slide 6.
With guards being sent to different parts of the city to quell the uprising, only two guards remain at the gates. Two large fire elementals block the path.

![]() |

When the door first comes into sight, Mavaro will cast false life.
Temp HP: 1d10 + 7 ⇒ (3) + 7 = 10

GM Watery Soup |

You can buff however you want. You can also let me know if you'd like to skip pleasantries and go straight to kicking the door down.