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A young Irrisini woman walks around looking lost, chatting with the stoat that sits upon her shoulder. "Where have we found ourselves this time, Sebastian?" she asks.

Pirate GM |

You find yourselves in Eto, a bustling settlement on the Golden Road in
Osirion. Perhaps you have just arrived, or maybe you have a few days under your belt. Either way you've found your attention drawns to the bulletin board outside the Bent Coin tavern.
There you see gnome merchant with shocking blue hair, glance appraisingly at the board before borrowing one of the bar stools to pin up a notice.
The Bent Count’s other patrons gather round to view the posted scroll. When you get a chance to look you see an intricate drawing of a puzzle box covered in odd gears mechanisms, plus a request written in Common, Osiriani, and Kelish.
Reward: Stolen Puzzle Box!
This antique puzzle box was stolen by a bandit raid on my
caravan yesterday. It is a keepsake from my grandmother, and
of immense sentimental value to me. I am looking for a few
brave souls to confront the bandits and retrieve the puzzle
box along with any other clockworks of mine you find with
the Wizelboom mark. Adventurers bold, please inquire within!
–Tidbit Wizelboom, of Wizelboom’s Clockwork Creation
Feel free to also introduce yourselves as desired etc.

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There is a stark juxtaposition between the man's travel warn garb and his perfectly manicured beard. Sal'wutah Ibn Ka'atib is simultaneously ready to hobnob with royalty and to draw steel against the undead. His smile is easy and contagious.
The hot son feels good to the man. He looks at the board, "Well well well, this sounds like my kind of story."
He looks around at the others who are also eyeing the bulletin. Some people look with only a fleeting glance, but a small handful look with purpose and a sense of adventure. He introduces themselves to those souls, "I am Sal'wutah Ibn Ka'atib. I can tell that the mystery stirs more than me. Who shall join me?"

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A young woman with wavy blonde hair scans the notice that the gnome just placed, her blue eyes moving left to right as she slowly reads each word. When finished she grunts, which is perhaps a sign of... well, it could mean anything really. "You're in luck, Mister Wizelboom. I happen to have some skill as a ranger, and I have with me two Pathfinders who travelled with me from Ustalav," she says gesturing two others. "I am Zalmora Wintrish, and this is Aeslynn Morozov and Karianamu Long-Strides-Over-Water."
The ranger looks every part the hunter. Her clothes are all muted colours meant to not draw attention, and her leather armor barely creaks as she moves. Her most impressive item is a recurve longbow, the leaf and vine carvings it bears hinting at elven craftsmanship.
"It will be helpful to know what the Wizelboom mark looks like. Also, can you tell me more about these bandits?"

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”Oh! That looks fun! I would be very willing to help you, Mr. Wizelboom”

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A female gnome examines the notice carefully. In stark contrast to the gnome who posted the notice, her hair is white and her skin is a pale ashy blue.
"My name is Doctor Vex. I was here in Osirion pursuing my normal work of investigating cults that create undead, but I would be happy to lend my skills to this task."
Will get character sheet up shortly!

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A Kobold with metallic green scales saunters up; she wears a wide-brimmed hat to keep her eyes in the shade and blinks in the light. Around her neck is a shard of a calcified egg. She carries a longspear. She is fascinated by the drawing.
They sent me all the way here from Magnimar. This must be another important mission! At least this one isn't cleaning up an ooze mansion.
She turns and greets you. Anyway, I'm Snaps! She snaps her jaws, catching a fly and swallowing it. Yup, it definitely looks fun!

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Karianamu Long-Strides-Over-Water is an incredibly tall and thin Garund man with jet-black skin and long knotted black hair. He looks gaunt, as though his skin has been stretched tightly over his bones. He carries a long walking stick and has a sling at his side.
"I am pleased to meet new friends and even more so to see familiar faces as I travel these lands. You must know that whatever you see, I am an ally and mean you no harm. I think we should work together and help this person."
As he speaks, it almost appears as if several things the size of a fist are moving around under his armour. He seems unconcerned.

Pirate GM |

It's easy enough to head instead and talk with the gnome who introduces herself as Tidbit Wizelboom
"I'm so excited you're interested in helping!" exclaims Tidbit. "You see, the Sand Scorpion bandits attacked my caravan on the western road. My, were they surprised when the cart sprouted scimitars and defended itself! Ha! A sight to see. Unable to get my most valuable wares they robbed my residential wagon instead. Nothing too valuable in there but they probably thought my heirloom puzzle box was a mere simple jewelry box. Those hooligans will probably just break it too."
Assuming interest she follows up with a few more details "The bandits all had these scorpion tattoos on the back of their hands. One of them wielded fire magic while the other half dozen were mounted on camels with short bows. I've already learned where there camp is too!"
She pulls out a map and points out a location near Pillars' Rise Oasis
"Please make haste, I don't know how long before they get frustrated and break my box."
Y'all all have 2 hero points (1 normal + 1 each from Glyphs etc). It's a relativly cool day in the Osarani desert and some overland travel shouldn't be problematic. If anybody has any relevant lores like Desert, Eto, Osirion, Bandit, Underworld etc feel free to roll and you might know something useful.

Pirate GM |

It should be about 2 hours of travel to the spot on the map. If/when you get nearby what's your exploration tactics? Also if folks could make an initiative roll (for later use, feel free to assume scout, I'll take it off later if nobody does) and add an icon to the Slides in approximate marching order.

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Doctor Vex would like to make the box the subject of her investigtion for Pursue a Lead.
Vex will scout.
Initiative: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23

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Until there are tracks for Zalmora to follow, she will stay on the look-out for danger.
Exploration (Searching): 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23

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As the party walks, Aeslynn is both searching and carrying on a conversation with Sebastian. The stoat doesn't talk much (or at all), but the witch seems to be responding to him.
initiative: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21

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Looks like Snaps! is at the back.
Snaps wanders behind, snapping her jaws at bugs and blinking in the sunshine.
Init, Search, Scout: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Pirate GM |

After two hours of overland travel, you finally arrive at Pillars’ Rise, a small but lush oasis guarded by an ancient sandstone statue of a sphinx, an oddly familiar scene in the Osirani desert.
Rather than bandits a trio of dusty creatures with wings growl fiercely and begin to take flight, clearly disturbed by your presence.
Sal'wutah Ibn Ka'atib Search + scout: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
SW: 1d20 + 3 ⇒ (9) + 3 = 12
Red Dot: 1d20 + 3 ⇒ (8) + 3 = 11
blue dash: 1d20 + 3 ⇒ (9) + 3 = 12
Initiative
Doctor Vex
Zalmora
Aeslynn
Solid White
Blue Dash
Red Dash
Karianamu
Sal'wutah
Snaps!
Doctor Vex, Zalmora Aeslynn are up!
Enemies are still on the ground, various bits of debris could be hidden behind and are difficult terrain, feel free to have weapons out etc.

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”Oh my word, Sebastian!” exclaims Aeslynn. ”Whay are those things? Well, no matter, I guess it is time to defend our new friends!”
With that, she cast a 3-action Magic missile at red.
3 missiles: 3d4 + 3 ⇒ (4, 3, 1) + 3 = 11

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Action 1: Hunt Prey
Action 2: Hunted Shot
Action 3: Stride
Zalmora studies the nearest creature, focusing her attention on potential weak points. Then in quick succession she nocks and lets fly two arrows!
Hunt Prey on Red
Hunted Shot vs Red: 1d20 + 7 ⇒ (19) + 7 = 26
Damage (P): 1d8 + 1 ⇒ (4) + 1 = 5
Hunted Shot vs Red: 1d20 + 4 ⇒ (2) + 4 = 6
Damage (P): 1d8 + 1 ⇒ (1) + 1 = 2
She then sprints away, breaking off from the group to be a moving target

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"Well, that was a good start, eh, Sebastian?"

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Doctor Vex eyes the scene carefully.
"These are definitely not the bandits we were told about."
I get a free Recall Knowledge check with Devise a Stratagem. Arcana +7/Nature +3/Occultism +7/ Religion +3
Devise a Stratagem: 1d20 ⇒ 17
Despite the distance, she sees a good opportunity to fire at the Blue one.
Hand Crossbow, DaS, 2nd range increment: 17 + 7 - 2 = 22
ouch!: 2d6 ⇒ (4, 5) = 9
She reloads.

Pirate GM |

Those are dust mephits!, you might want to spread out a little bit as they have a small breath weapon.
Both of the remaining Mephits take flight, gaining about 15 feet of elevation and coating the party is sand and dust!
2x Reflex DC 17 for everybody except Zalmora
Critical Success The target is unaffected.
Success The target's invisibility is negated for 2 rounds.
Failure The target is dazzled for 1 minute and its invisibility is negated for 1 minute.
Critical Failure The target is blinded for 1 round and dazzled for 10 minutes. Its invisibility is negated for 10 minutes.
Initiative
Zalmora
???
Aeslynn
Doctor Vex
Solid White
Blue Dash
Karianamu
Sal'wutah
Snaps!
Karianamu, Sal, Snaps! and Zalmora are up!
Mephits have 15ft of air between them and the ground.

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Aeslynn Reflex #1 DC17: 1d20 + 4 ⇒ (1) + 4 = 5
Aeslynn Reflex #1 Reroll DC17: 1d20 + 4 ⇒ (14) + 4 = 18
Aeslynn Reflex #2 DC17: 1d20 + 4 ⇒ (17) + 4 = 21

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Karianamu Reflex #1:: 1d20 + 5 ⇒ (2) + 5 = 7
Reroll: 1d20 + 5 ⇒ (6) + 5 = 11
Karianamu Reflex #2:: 1d20 + 5 ⇒ (18) + 5 = 23

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Karianamu strides twice, getting good use of his long and slender legs.
He casts Shield and rubs at his eyes, still dazzled by their dirty trick.

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Ref 1: 1d20 + 6 ⇒ (12) + 6 = 18
Ref 2: 1d20 + 6 ⇒ (4) + 6 = 10
Come Closer! Snaps! move in and raises an eldritch shield.
Stride, Stride, shield.

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Reflex save (Baxter): 1d20 + 6 ⇒ (20) + 6 = 26
Reflex save (Baxter): 1d20 + 6 ⇒ (15) + 6 = 21
Baxter nimbly avoids the worst of what the mephits have to offer.
Action 1: Command an Animal (Stride x2)
Action 2: Hunt Prey
Action 3: Hunted Shot
"Baxter, kill!" Zalmora calls out to her companion, pointing at the southernmost mephit. The dog responds, rushing toward the elemental creature.
She then takes a moment to watch the same mephit, committing every detail to memory. Then she draws two arrows, firing them in rapid succession.
Hunt Prey on White
Hunted Shot vs White: 1d20 + 7 ⇒ (18) + 7 = 25
Damage (P): 1d8 + 1 ⇒ (2) + 1 = 3
Hunted Shot vs White: 1d20 + 4 ⇒ (8) + 4 = 12
Damage (P): 1d8 + 1 ⇒ (5) + 1 = 6

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REF 1: 1d20 + 5 ⇒ (3) + 5 = 8
REF 1: 1d20 + 5 ⇒ (10) + 5 = 15
Sal tries to cover his face, but he's a bit too slow. With his eyes watering from the dust he struggles to focus. He stumbles over eastward a bit where he begins singing a powerful song, likening the blades of the heroes to the whipping sands of the desert. He adds in a spell to shield himself for a moment. Stride + Inspire Courage + Shield.

Pirate GM |

1d20 ⇒ 8
Zalmora's companion keeps the sand out of its eyes as it moves forward.
Zalmora also connects with her first shot! Will give you courage
Sal'wutah Ibn Ka'atib is not so lucky and neither is snaps as they both conjure magical shields and Sal encourages!
Karianamu gets some sand in their eyes and also conjures up a magical shield while Aeslynn also avoids the sand.
Sand, almost as if blood in reverse pours upwards into the downed Mephit's body, raising red to consciousness. There it stands as sand continues to pour back into its body unleashing a torrent is deadly sand in a 15ft cone towards Snaps
breath weapon: 2d6 ⇒ (1, 1) = 2
Basic Reflex DC 17 (Slashing damage)
Initiative:
Zalmora
Red Dots (Wounded 1)
Aeslynn
Doctor Vex (2x Reflex vs Glitter Dust)
Solid White -4
Blue Dash -9
Karianamu (Dazzled/ Shield)
Sal'wutah (Dazzled/Shield)
Snaps! (Dazzled/ Shield) (Reflex Save vs Breath Weapon)
Aeslynn and Dr. Vex are up!
Courage +1
Also realized I forgot to apply the damage to blue dash, have fixed that.

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Reflex 1: 1d20 + 7 ⇒ (6) + 7 = 13
Reflex 2: 1d20 + 7 ⇒ (12) + 7 = 19
Doctor Vex blinks with the dust in her eyes.
She aims at the Blue one.
Devise a Stratagem: 1d20 ⇒ 8
Not liking her shot, she moves twice to get into a better position.

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Aeslynn looks at the creatures approaching, and knows that her most potent spell has been cast. "We'll get 'em, Sebastian!" She Steps up and casts telekinetic projectile, throwing one of the many rocks around at the red dotted mephit.
spell attack, IC: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15 B: 1d6 + 4 ⇒ (5) + 4 = 9
spell attack, IC: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
reflex DC17: 1d20 + 5 ⇒ (11) + 5 = 16
reflex DC17: 1d20 + 5 ⇒ (2) + 5 = 7
[ooc]Sebastian is blinded for this round, and then dazzled

Pirate GM |

Snaps gets hit by the few sand particles coming her way.
Dr. Vex gets sand in their eyes and repositions.
Aeslynn's attack looks to be a miss but she digs deep and drops the mephit once again with a hit straight to the face.
The solid white mephit moves directly over the doggy and breaths down, catching the dog at the tip of the cone.
slashing breath weapon: 2d6 ⇒ (3, 2) = 5
Basic Reflex DC 17
Meanwhile the blue mephit flies to above Snaps! and Sal'wuta and breathes down.
slashing breath weapon: 2d6 ⇒ (5, 3) = 8
Basic Reflex DC 17
Initiative
Zalmora (Reflex for puppers)
Red Dots (Wounded 1, Dying 3, Prone)
Aeslynn
Doctor Vex (Dazzled)
Solid White -4
Blue Dash -9
Karianamu (Dazzled)
Sal'wutah (Dazzled) (reflex vs sand)
Snaps! 13/15 (Dazzled) (reflex vs sand)
Karianamu, Sal'wutah, Snaps! and Zalmora are up!

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Karianamu strides closer to the white mephit and casts Fear.
"Do not trifle with us demons! Begone!"
Will Save DC 17
Concealment: 1d20 ⇒ 8

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Stop it!!
ref: 1d20 + 6 ⇒ (16) + 6 = 22
I have a green dragon's breath!
Poison Cone, DC 16 Basic Red: 1d4 ⇒ 3
She then reaches out and touches the mephit. Ancestral Touch
Mental, DC 16 Basic Will: 1d4 ⇒ 4
If she can't touch it she will raise a shield.

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"Finish the red one while its down! Don't let it get back up!"

Pirate GM |

white save vs fear: 1d20 + 5 ⇒ (9) + 5 = 14
White quivers in fear from Karianamu's powerful spell
red fort vs poison: 1d20 + 6 ⇒ (17) + 6 = 23
Snaps! gets hit by part of a sandy breath weapon and breathes on the unconscious mephit and the sand stops flowing back into its body.
With the grounded Mephit dead Snaps! raises a shield.
Initiative
Zalmora (Reflex for puppers)
Aeslynn
Doctor Vex (Dazzled)
Solid White -4 (Flying 15, Frightened 2)
Blue Dash -9 (Flying 15)
Karianamu (Dazzled)
Sal'wutah (Dazzled) (reflex vs sand)
Snaps! 9/15 (Dazzled)
Zalmore, and Sal'wutah are up!

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REF: 1d20 + 5 ⇒ (6) + 5 = 11 Sal'wutah recoils from the blast. Blood from countless scrapes begins to seep through the linens of his clothing. He maintains his song, drawing steel and doing his best to strike a telling blow with his rapier.
Dazzled DC 5: 1d20 ⇒ 7
ATK: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 DMG if hit: 1d6 + 1 ⇒ (3) + 1 = 4
Sing, draw, strike

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Reflex save (Baxter): 1d20 + 5 ⇒ (1) + 5 = 6
Hero Point, pls
Reflex save (Baxter): 1d20 + 5 ⇒ (4) + 5 = 9
The poor dog catches the sandy spray right in the face! He yelps in pain!
Action 1: Hunted Shot
Action 2: Strike
Action 3: Command an Animal (Stride x2)
Zalmora quickly fires three arrows, her mind distracted as she watches her dog suffer.
Hunted Shot vs White : 1d20 + 7 ⇒ (3) + 7 = 10
Damage (P): 1d8 + 1 ⇒ (1) + 1 = 2
Hunted Shot vs White : 1d20 + 4 ⇒ (5) + 4 = 9
Damage (P): 1d8 + 1 ⇒ (5) + 1 = 6
Hunted Shot vs White : 1d20 + 1 ⇒ (4) + 1 = 5
Damage (P): 1d8 + 1 ⇒ (5) + 1 = 6
"Come, Baxter," she calls out, a command the dog happily complies with.

Pirate GM |

Sal and Baxter both get wounded by the sand. Zalmora is distracted and can't hit Mephits.
Initiative
Zalmora | Baxter (9/14)
Aeslynn
Doctor Vex (Dazzled)
Solid White -4 (Flying 15, Frightened 2)
Blue Dash -9 (Flying 15)
Karianamu (Dazzled)
Sal'wutah 9/17 (Dazzled) (reflex vs sand)
Snaps! 9/15 (Dazzled)
Aeslynn and Doctor Vex are up!
And Sal'wutah Ibn Ka'atib needs to sort out their turn.

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Doctor Vex aims carefully at Blue.
Devise a Stratagem: 1d20 ⇒ 20
"Now," she whispers to herself as she spots the creature turning and leaving its side exposed.
Hand Crossbow: 20 + 7 = 27
ouch!: 2d6 ⇒ (4, 1) = 5 x2 for 10 damage
flat check: 1d20 ⇒ 18
She reloads the hand crossbow.

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"Sebastian, we need to help our friends." She starts casting her spell, but first adds a flourish to let it reach out past her personal touch.
chill touch, reach, vs blue
negative: 1d4 + 4 ⇒ (2) + 4 = 6 Basic Fort, enfeebled 1 if crit fail

Pirate GM |

fort: 1d20 + 6 ⇒ (18) + 6 = 24
Sal'wutah Ibn Ka'atib bits blue with a sling bullet while Vex pounces at the right moment and skewers blue with a critical bolt, dropping it.
Seeing its allies fallen the final mephit decides discursions is the better part of valor and flees.
Out of Combat
A brief exploration of the surrounding area lets you easily reach a ruined bandit camp, where you find scattered equipment, abandoned tents, and a sphinx lounging over a half-eaten camel. Its tail twitches and it watches you but doesn't move to attack.
Added a picture.

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Karianamu strides toward the Sphinx, doing his best to look confident and untroubled.
"Ah thank Nana that you are here! We wished for help and a mighty sphinx has appeared to aid us! Did you find the puzzle box? It is very important we retrieve it."
Deception: 1d20 + 7 ⇒ (16) + 7 = 23

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Why is it that I always seem to notice all the little things like the old campfire, the tent, the rusty pick on the ground, some old shoes… before THE SPHINX EATING A CAMEL
She puffs herself up to show that as a draconic kobold in order to demonstrate her might to such a worthy ally. I'm SNAPS!
Intimidation (T): 1d20 + 6 ⇒ (12) + 6 = 18