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Rangi goes to Rannarix and heals him
Threat wounds@Rannarix, DC20: 1d20 + 11 ⇒ (11) + 11 = 22
Heal: 2d8 + 10 ⇒ (6, 2) + 10 = 18
Then he uses scroll of healing on himself
Heal, 2nd lvl: 2d8 + 16 ⇒ (7, 6) + 16 = 29
"Feels better"

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Remendi, or a sturgeon sent by one of Zulfibha’s animal messenger spells, directs you to a field hospital set into a series of caverns in a nearby reef.
"Someone has disrupted the magic keeping our central field hospital from flooding. Investigate the disturbance and fix the wards. Do not let any blood spill into the sea."
You receive a magical pearl containing magic to repair the ward. Rirzik explains that the field hospital is located in a series of old eel caves, kept dry with magic to minimize the complications of underwater surgery and make it more difficult for oceanic predators to enter. The hospital also houses non–water-breathing allies from shore who are put at risk by the failing wards.
Rirzik leads the way down a steep crag toward a shimmering reef. Blood red coral grows on the side of an underwater ridge spotted with cave entrances. A large, magical air bubble forming a film around the largest opening. Past the bubble’s film, a tunnel strung with bioluminescent algae stretches into a series of caves, and though the air is breathable, water streams in from several points, forming a wet layer on the ground. Injured monks and rescued sailors lie in makeshift cots throughout the ward. Supplies are strewn across the floor. Three exhausted medics run from patient to patient, taking readings and performing triage.
Skill Checks:
Investigating the Coral: A central pool at the back wall of the ward houses a colony of special corals that provide the focus for the field hospital’s air bubble spell.
Perception to examine the coral
Repair the Wards: You can use the ward-repairing pearl to heal the coral focus.
Nature/Arcana to repair the coral. The magic of the token is enough to ensure that the air bubble repairs itself.
Talking to Odru: Odru is in the midst of prepping for a complex procedure, though she makes time to answer questions as she assembles her equipment and scrubs in. She has a collaborative and nurturing personality.
Diplomacy/Medicine to interview
Talking to Sythi: Sythi rotates through the patients, making notes and attempting to attend to each. He is, unfortunately, not especially skilled at his job, and is floundering badly.
Deception or Diplomacy check can interview him
Talking to Rahla: Rahla is busy formulating compounds for patients.
Crafting/Intimidate check can interview her

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The leshy grabs the pearl and starts using it to repair the coral.
Repair the Wards / Nature: 1d20 + 10 ⇒ (4) + 10 = 14
It seems a bit lost in how to activate the item.

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Sunshine will mock Sythi's incompetence and pretend that he's there to help.
Deception: 1d20 + 8 ⇒ (4) + 8 = 12

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With Pines working on the Wards Snarlfist goes to talk to Odru "Snarlfist trained medic, let me help."
assurance medicine: 19 = 19
Snarlfist does their best to see what Odru is doing while being of help.

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Perception to examine coral: 1d20 + 11 ⇒ (20) + 11 = 31
Rangi begins to examine to coral trying to realize what is happening

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Ah, someone who is creating things to solve problems!
Elsha approaches Rahla, happy to talk shop.
Crafting: 1d20 + 12 ⇒ (14) + 12 = 26

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Sunshine what specifically are you telling Sythi?
You notice that the coral has clearly been bleached.
Smell of the Pines heads over to repair the wards. However, he isn't sure how to activate the pearl. Snarlfist heads to Odru and attempts to assist.
Odru is skeptical of your skills. She mentions a complex procedure that she is about to attempt on a gravely injured monk that you've never heard of.
"Ah! You are an alchemist. What do you think of mixing a small amount of honey and wintergreen with your elixirs to make them more palatable?" Clearly Rahla is happy to talk to you about her work

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As Sythi makes the rounds, Sunshine follows him, imitating anything he does wrong, but trying to appear to do it more competently as mockery.

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Elsha smiles warmly at Rahla, nodding at her suggestion.
I th-th-think that's a good idea. It's always good to make patients c-comfortable and really understand that you want to help them. Let me see what I have mixed up for today...
He goes into his belt pouch, and retrieves some of his concoctions and spare ingredients to form a treatment plan with her.
Normally a Pathfinder team might find Elsha to be one of the more fragile and less confident personalities present, but at times like these he seems in his element.

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Rangi looks at the corals "This was bleached, I am not sure how or why..."

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Odru turns to Rannarix "My thanks for your aid. However, I think I have it under control now."
Sythi appears to be frustrated with being unable to do his work properly. Sunshine following him around and making ill-concealed attempts to mock him don't help. Finally he turns on Sunshine. "Look! I know I don't do my work well! Do you suppose you can do any better?!"
As it stands, you're no closer to determining who sabotaged the wards. Nor are you able to repair them. You can attempt to guess who the saboteur is and leave it to chance...

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Can different players continue making checks to help with that?

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I can let you hero point your rolls. As written, it's one check per player.
Interview Odru - Fail (x2)
Interview Sythi - Fail
Interview Ratha - Success
Check Coral - Success
Repair Wards - Fail
DC is 16 if you want to hero point them.

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I think I can't hero point since assurance is also a fortune effect. Also my non assurance medicine roll is not great (wisdom 8)

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Well, there's always "eenie meenie miney mo!" :)
Yes, you cannot hero point a fortune effect (which I found out the hard way when I tried to HP a devise strategem)

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Rangi's Perception (E): 1d20 + 12 ⇒ (12) + 12 = 24
During your examination of the coral, you also notice two items, one being a holy symbol of Gozreh and an earring
It appears I forgot to describe the medics to you:
Odru appears to be a devout follower of Gozreh who believes her deity lends their hand to her work. She has a steady hand and a soft voice.
Sythi appears to be a pampered elf. He has curly auburn hair and wears several accessories of reddish gold jewelry.

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Rangi shares his findings with the others "Look on this symbol that I found. And that earring as well."
So we have symbol of Gozreh that points towards Odru and an earring which could point to Sythi ((assuming that it is in similar style )). Finally Rahla left no marks in the coral which could mean that it is them :) and trying to throw false leads.
Do we have time to investigate Odru and Sythi about the found items?

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Sunshine will Hero Point his roll, redoubling his efforts in mockery.
Deception, Hero Point: 1d20 + 8 ⇒ (17) + 8 = 25

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Apologies DC to make the checks is 20, not 16.
Odru - DC 20 Medicine/Diplomacy; +2 bonus if you can have Rannarix sound compassionate. :)
Repair the Wards - DC 20 Arcana/Nature
Sythi calms down at Sunshine's apparent helpfulness. "I appreciate your efforts to help. I'm not really good at this but I hope to make my way in the world." Swallowed it hook line and sinker! :)

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Odru glances at Rangi. Her face brightens. "Oh, I see you have my holy symbol. My thanks. I thought I lost it."

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"I hope to make my way in the world."
Sunshine smiles sunnily.

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Somehow Rannarix gets the impression that Odru's response is artificial. He can't quite put his finger on it but her compassion appears to be fake.

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I thought someone else would manage to repair the ward. Let’s spend my hero point on a reroll, that’s a 50% chance of success.
Repair the Wards / Nature ☘️: 1d20 + 10 ⇒ (12) + 10 = 22
The leshy looks at the pearl, trying to find the way to activate it. It seems lost in thought for a moment before finally finding something it did not try yet.

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Smell of the Pines manages to find a way to activate the pearl. The wards begin to repair themselves.
You can all go ahead and open the spoiler for Rannarix.

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BOTTING Rannarix; Hero Pointing the roll
Rannarix asks Odru if he can help her with prepping for surgery.
"Here, let me help you with that. You are doing wonders for the wounded."
[dice=Diplomacy]d20+9+2
I'm Rannarix and I approve this Hero Point! :-)

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Rannarix scuttles over to his fellows and in a manner he deems most subtle, inclines his head towards Odru. "Hmmmmm?" he says, not at all subtly.

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Happy to have managed to help, the leshy looks toward the other. It wonders who could have done that, not sure what to make of the evidence found so far.

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@GM sorry to bother you, but I am not sure what are we suppose to do here? Are we pointing out who is guilty? In whcih case we have 3 options: Odru, Sythi and Rahla?
Also is the guilty part what changes in this repeatable scenario? If no then I would imagine that this is why those who played it stay silent ;)

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To be honest, I've played this twice, and I cannot remember for the life of me what we were supposed to do. I'm silent because I'm lost, not because I'm holding back. If we have to accuse someone, I guess it's Odru?

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Elsha squints at Odru, focusing on the artificiality of her statement. He continues watching to see if it gets better or if she's clearly hiding something.
Will wait for GM advice on context and answering questions above, to know that it's safe or not to call out the accusation out loud.

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"J'accuse!"
Sunshine points a finger at Odru.
We don't have proof of anyone, but he's the only one we even have a hint about, right?

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Rangi stands next to Anschluss to show his support to his accusation

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@GM sorry to bother you, but I am not sure what are we suppose to do here? Are we pointing out who is guilty? In whcih case we have 3 options: Odru, Sythi and Rahla?
Also is the guilty part what changes in this repeatable scenario? If no then I would imagine that this is why those who played it stay silent ;)
Yes. The guilty party is determined randomly. I'll reveal all after this segment :)
Odru gasps as Sunshine calls her out. "How dare you?! I've worked my flippers off for these... these... prey items and you accuse me of sabotage?! The baron will feast on your hearts!!"
Odru pulls some sort of gem from her robes and smashes it on the ground. But in her rage, she fumbles it slightly.
Elsha Ustosh, Avoid Notice: 1d20 + 10 ⇒ (9) + 10 = 19
Rangi, Search: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31
Sunshine, Scout: 1d20 + 9 ⇒ (10) + 9 = 19
Smell of the Pines, Investigate: 1d20 + 1 ⇒ (7) + 1 = 8
Snarlfist, Avoid Notice: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
Rannarix, Scout: 1d20 + 9 ⇒ (17) + 9 = 26
Saboteur Init: 1d20 + 9 ⇒ (11) + 9 = 20
Pink Init: 1d20 + 9 ⇒ (18) + 9 = 27
White Init: 1d20 + 9 ⇒ (2) + 9 = 11
Blue Init: 1d20 + 9 ⇒ (17) + 9 = 26
Yellow Init: 1d20 + 9 ⇒ (2) + 9 = 11
When the smoke clears, four mudmen appear around Odru.
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Terrain:
Before Your Turn:
After Your Turn:
------------------
Those with ** may go
**Rangi - AC 21 (23 w/shield), 54/56
Pink
Blue
Rannarix - AC 21, 50/50; Mr Snappers AC 19, 28/34
Snarlfist - AC 22, 55/68
Odru
Elsha Ustosh - AC 20, 48/48
Sunshine - AC 21 (22 w/shield), 54/56
White
Yellow
Smell of the Pines - AC 16, 49/49; Resinosa AC 19

GM Watery Soup |

"Should have kept your mouth shut, Odru ... only the guilty flee when no one pursues."

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Assuming that here we fight not under water
Rangi moves closer and blasts the group with flames
Burning hands, reflex save DC19: 2d6 ⇒ (5, 1) = 6 That should hit all
Move, cast burning hands

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Pink Ref: 1d20 + 2 ⇒ (11) + 2 = 13
Blue Ref: 1d20 + 2 ⇒ (19) + 2 = 21
White Ref: 1d20 + 2 ⇒ (18) + 2 = 20
Yellow Ref: 1d20 + 2 ⇒ (19) + 2 = 21
Ref: 1d20 + 10 ⇒ (3) + 10 = 13
Rangi moves closer and blasts the group with flames. Pink and Odru don't get out of the way in time but the other mud men miraculously do. Rangi also notices the mud men seem to be more affected from the flames, indicating a possible weakness to fire.
Pink oozes forward and sprays a pressurized mud in a 20' line, hitting both Rannarix and Mister Snappers.
Pink Spew Mud, DC 16 Basic Reflex, Bludgeoning: 2d8 ⇒ (7, 6) = 13
Blue oozes forward and sprays another line of mud, hitting Sunshine, Snarlfist, Elsha.
Blue Spew Mud, DC 16 Basic Reflex, Bludgeoning: 2d8 ⇒ (4, 8) = 12
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Terrain: 10' around the mud men is difficult terrain
Before Your Turn:
DC 16 Basic Reflex vs 13 Bludgeoning: Rannarix, Mr Snappers
DC 16 Basic Reflex vs 12 Bludgeoning: Snarlfist, Elsha, Sunshine
After Your Turn:
------------------
Those with ** may go
Rangi - AC 21 (23 w/shield), 54/56
Pink (-11)
Blue (-8)
**Rannarix - AC 21, 50/50; Mr Snappers AC 19, 28/34
**Snarlfist - AC 22, 55/68
Odru (-6)
Elsha Ustosh - AC 20, 48/48
Sunshine - AC 21 (22 w/shield), 54/56
White (-8)
Yellow (-8)
Smell of the Pines - AC 16, 49/49; Resinosa AC 19
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: no damage
S: half damage
F: full damage
CF: double damage, -10 to speed (1 rd)

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basic reflex: 1d20 + 10 ⇒ (11) + 10 = 21
Snarlfist dodges some of the mud and then moves up to cover Rangi's flank.
From there he snarls at white before stabbing.
demoralize vs White Will DC: 1d20 + 15 ⇒ (13) + 15 = 28
stabbening vs White FF?: 1d20 + 14 ⇒ (5) + 14 = 19
piercing+SA?: 2d8 + 4 + 2d6 ⇒ (6, 7) + 4 + (3, 4) = 24
Frightened Creatures hit can’t reduce frightened condition below 1
Frightened Creatures are Flat Footed
When you successfully Demoralize a foe, that foe takes 1d4 mental damage at the start of each of its turns as long as it remains frightened and continues to engage in combat with you.

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"Yep. That's how you prove your innocence, alright!" says Rannarix. He and his scorpion companion rush forward to attack Pink.
Rannarix Reflex Save (DC 16): 1d20 + 10 ⇒ (5) + 10 = 15 Fail. Take 13 damage
Mr. Snappers Reflex Save (DC 16): 1d20 + 9 ⇒ (7) + 9 = 16 Succeed. Take 6 damage
1. Command Companion
.....A. Mr. Snappers Stride
.....B. Mr. Snappers Strike
2. Rannarix Stride
3. Rannarix Strike
Mr. Snappers Stinger v. Pink: 1d20 + 9 ⇒ (19) + 9 = 28
Stinger Damage: 1d6 + 3 ⇒ (6) + 3 = 9 Piercing plus 1d4 ⇒ 2 poison
Rannarix Bite v. Pink: 1d20 + 10 ⇒ (4) + 10 = 14
Bite Damage: 1d6 + 4 ⇒ (2) + 4 = 6 Piercing

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Sunshine doesn't get out of the way in time and gets splattered. Snarlfist manages to avoid the worst of the damage. He then growls at White, and stabs it. The spear has difficulty penetrating but penetrate it does. White looks like it's about to crumble.
Rannarix doesn't manage to dodge out of the way in time and gets hit with a blast of mud. Miraculously, Mister Snappers manages to step aside. Mister Snappers and Rannarix charge Pink and attack. Mister Snappers sinks his stinger into Pink. It does some damage but nothing obvious. Rannarix bites Pink but his teeth have some difficulty chomping earth.
Odru moves towards Rangi. She drops her mask, revealing a mouthful of pointy teeth. She tries to bite him.
Jaws vs Rangi AC 21: 1d20 + 12 ⇒ (20) + 12 = 32
Piercing, Crit: 2d6 + 1 ⇒ (5, 5) + 1 = 11 Doubled to 22
Odru appears to enter a frenzy, similar to a barbarian's rage. She gleefully bites Rangi again.
Jaws vs Rangi AC 21, MAP, Frenzy: 1d20 + 8 ⇒ (1) + 8 = 9
But her bloodlust throws off her concentration.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Terrain: 10' around the mud men is difficult terrain
Before Your Turn:
DC 16 Basic Reflex vs 12 Bludgeoning: Elsha
After Your Turn:
DC 15 Flat Check vs Persistent Bleed: Rangi
------------------
Those with ** may go
Rangi - AC 21 (23 w/shield), 32/56 (1d4 Persistent Bleed)
Pink (-20)
Blue (-8)
Rannarix - AC 21, 37/50; Mr Snappers AC 19, 22/34
Snarlfist - AC 22, 49/68
Odru (-6; Frenzy: +1 atk, +4 dmg with jaws, temp hp: 15/15)
**Elsha Ustosh - AC 20, 48/48
**Sunshine - AC 21 (22 w/shield), 42/56
White (-29; Frightened 1; FF; 1d4 Mental )
Yellow (-8)
Smell of the Pines - AC 16, 49/49; Resinosa AC 19

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Sunshine hunts Blue, moves up, and Strikes.
Spiked Chain: 1d20 + 11 ⇒ (13) + 11 = 24
Slashing: 2d8 + 2 ⇒ (1, 4) + 2 = 7 plus Precision: 1d8 ⇒ 2

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DC 16 Basic Reflex: 1d20 + 11 ⇒ (13) + 11 = 24
Elsha moves in behind Rannarix and starts lobbing bombs into the scrum.
◆ Stride 15 ft
◆ Strike RED SCORPION
moderate dread ampoule, mental damage, mental splash damage (calculated splash): 1d20 + 10 ⇒ (4) + 10 = 142d6 ⇒ (1, 6) = 74 = 4
On a hit, the target becomes frightened 1, or frightened 2 on a critical hit
◆ Strike RED SCORPION
moderate dread ampoule, mental damage, mental splash damage (calculated splash): 1d20 + 10 - 5 ⇒ (19) + 10 - 5 = 242d6 ⇒ (5, 1) = 64 = 4
On a hit, the target becomes frightened 1, or frightened 2 on a critical hit
Constraining all splash damage to primary target

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Elsha, the scorpion is Mr Snappers. He's on your side... Redirecting to Blue and Pink
Sunshine swings his spiked chain at Blue and connects. The chain encounters resistance but it still slices into Blue. Elsha hurls a pair of bombs at Pink and Blue. The first bomb strikes Pink and Pink crumbles. The second bomb strikes Blue and Blue looks really badly hurt. The white mud man, crumbles to dust as it takes mental damage from Snarlfist.
Yellow steps forward and swings an earthy fist at Rangi.
Fist vs Rangi AC 21: 1d20 + 8 ⇒ (14) + 8 = 22
Bludgeoning: 1d8 + 2 ⇒ (6) + 2 = 8
Yellow's fist connects and it grabs onto Rangi.
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Active Conditions:
Terrain: 10' around the mud men is difficult terrain
Before Your Turn:
After Your Turn:
DC 15 Flat Check vs Persistent Bleed: Rangi
------------------
Those with ** may go
-2-
**Rangi - AC 21 (23 w/shield), 24/56 (1d4 Persistent Bleed; Grabbed by Yellow, FF, Immobilized)
Blue (-24)
Rannarix - AC 21, 37/50; Mr Snappers AC 19, 22/34
Snarlfist - AC 22, 49/68
Odru (-6; Frenzy: +1 atk, +4 dmg with jaws, temp hp: 15/15)
Elsha Ustosh - AC 20, 42/48 (2 actions)
Sunshine - AC 21 (22 w/shield), 42/56
Yellow (-8; Grabbing Rangi)
-1-
**Smell of the Pines - AC 16, 49/49; Resinosa AC 19

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Attacking the scorpion! Classic! I saw it so many times :D Each time it makes me smile
Rangi tries to break the grab
Athletics: 1d20 + 8 ⇒ (4) + 8 = 12
But since he can't, he raises his shield and strikes the one that holds him
Sword@Yellow: 1d20 + 9 - 5 ⇒ (19) + 9 - 5 = 23 Applying MAP as escape is an attack
Damage, s: 2d8 + 2 ⇒ (5, 5) + 2 = 12

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Rangi Bleed Damage: 1d4 ⇒ 1
Rangi Flat Check: 1d20 ⇒ 13
Rangi attempts to break free but does not succeed. Instead he swings at Yellow and does some damage, though the sword encounters resistance cutting into it.
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Active Conditions:
Terrain: 10' around the mud men is difficult terrain
Before Your Turn:
After Your Turn:
DC 15 Flat Check vs Persistent Bleed: Rangi
------------------
Those with ** may go
-2-
Rangi - AC 21 (23 w/shield), 23/56 (1d4 Persistent Bleed; Grabbed by Yellow, FF, Immobilized)
Blue (-24)
Rannarix - AC 21, 37/50; Mr Snappers AC 19, 22/34
Snarlfist - AC 22, 49/68
Odru (-6; Frenzy: +1 atk, +4 dmg with jaws, temp hp: 15/15)
Elsha Ustosh - AC 20, 42/48 (2 actions)
Sunshine - AC 21 (22 w/shield), 42/56
Yellow (-17; Grabbing Rangi)
-1-
**Smell of the Pines - AC 16, 49/49; Resinosa AC 19
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: no damage
S: half damage
F: full damage
CF: double damage, -10 to speed (1 rd)

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The leshy casts a spell to make Resinosa attacks more potent while Resinosa closes in.
She then attacks the closest enemy.
Act Together: Boost Eidolon <1>, Stride <1>
Then use Resinosa uses Tendril Strike <1>.
Impaling Branch, vs Blue AC: 1d20 + 10 ⇒ (19) + 10 = 29
Piercing: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12
1d10 + 4 + 2 ⇒ (5) + 4 + 2 = 11×2+1d10 ⇒ 10
Total = 31 piercing
Depending on whether Blue is still standing, her last action is:
- If down Resinosa moves in Blue’s previous square.
- If standing, she attacks again.
Root attack, vs AC: 1d20 + 10 - 4 ⇒ (10) + 10 - 4 = 16
Bludgeoning: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12