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"Save the wagons. I'll deal with these bandits" Zror says
"Roxz, support" The wolf snaps at the legs of yellow.
Zror takes advantage and swings at yellow.
1d20 + 9 ⇒ (9) + 9 = 18
1d8 + 3 ⇒ (4) + 3 = 7 slashing
If that is a hit, yellow will take a -5 status penalty to movement.
2nd w/ MAP: 1d20 + 9 - 5 ⇒ (19) + 9 - 5 = 23
1d8 + 3 ⇒ (3) + 3 = 6 slashing
If that is a hit, yellow will take a -5 status penalty to movement.

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"Excellent work, Zror!" Rafe shouts as he ◆ strides forward and ◆ slashes at white with his katana. He then ◆ strides to blue and pink to be in place for AoO if they try to draw a weapon.
Katana on white: 1d20 + 10 ⇒ (3) + 10 = 131d6 + 4 ⇒ (3) + 4 = 7

GM Frost |

Zror finishes Yellow easily with the combined efforts of him and the wolf. Rafe, on the other hand, misses his attack on White.
AMBUSH IN THE DESERT Round 2
Terrain condition: Trees and outcropping rocks are greater difficult terrain and provides lesser cover.
Active condition: None
Tactical Map
Character in BOLD can act!
Tarkii HP 33/33, AC 2O
Rafe HP 30/30, AC 19
Zror HP 34/34, AC 20
Green -3
Slipp HP 12/17, AC 15 | Dazzled (1 rd)
Isaku HP 26/26, AC 18
Blue
Pink
White
Black
Desmond HP 30/30, AC 20
Orange
---
Wagon 1 47/50 (pending 39/1/5)
Wagon 2 50/50 (pending 11/1/2)
Wagon 3 50/50
Wagon 4 50/50
(pending fire damage / persistent fire damage / fire splash damage)
Red
Yellow
Anyone adjacent to the wagon can spend 1 action and attempt a DC 14 Reflex save to Interact with the wagon to put out a fire using blankets, water, or some other appropriate tool to reduce the damage by 1d6.

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Tarkii splashes into the water, seeing the wagons are okay he fires a moonbeam at black.
moonbeam vs black: 1d20 + 9 ⇒ (17) + 9 = 26
fire/silver damage: 2d6 ⇒ (5, 1) = 6
Critical Success The beam deals double damage, and the target is dazzled for 1 minute.
Success The beam deals full damage, and the target is dazzled for 1 round.
Stride, Moonbeam(2)

GM Frost |

The moonlight is so bright, it overstimulates Black's vision. Green flanks Zror, draws his shortsword and strikes him with it. Wagon 1 continues to burn.
Shortsword Attack vs Zror AC 18, FF: 1d20 + 5 ⇒ (11) + 5 = 16
The attack misses.
AMBUSH IN THE DESERT Round 2
Terrain condition: Trees and outcropping rocks are greater difficult terrain and provides lesser cover.
Active condition: None
Tactical Map
Character in BOLD can act!
Tarkii HP 33/33, AC 2O
Rafe HP 30/30, AC 19
Zror HP 34/34, AC 20
Green -3
Slipp HP 12/17, AC 15
Isaku HP 26/26, AC 18
Blue
Pink
White
Black | Dazzled (1 rd)
Desmond HP 30/30, AC 20
Orange
---
Wagon 1 40/50 (pending 32/1/4)
Wagon 2 50/50 (pending 11/1/2)
Wagon 3 50/50
Wagon 4 50/50
(pending fire damage / persistent fire damage / fire splash damage)
Red
Yellow
Anyone adjacent to the wagon can spend 1 action and attempt a DC 14 Reflex save to Interact with the wagon to put out a fire using blankets, water, or some other appropriate tool to reduce the damage by 1d6.

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Slipp eyes up the bandits and the burning wagons. Hoping things are not going to turn to custard, not that they have anything against custard, its an interesting desert after all, they try to put out the fire on the lead wagon.
reflex DC 14: 1d20 + 5 ⇒ (19) + 5 = 24
reflex DC 14: 1d20 + 5 ⇒ (1) + 5 = 6
reflex DC 14: 1d20 + 5 ⇒ (6) + 5 = 11
With only limited success.

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Isaku strides and positions himself to flank one of the bandits. He tries coming up with a strategy against Orange.
Devise Strategem v Orange, FF: 1d20 + 8 ⇒ (10) + 8 = 18
Pointing his dueling pistol at Orange, he fires.
Piercing + Precision: 2d6 ⇒ (6, 3) = 9
"Zror, next time you try to hit this guy, hit him in the chest!"
Orange is FF to Zror, assuming he's still standing
◆ Stride
◆ Devise
◆ Bang

GM Frost |

Slipp focuses on putting out the fire with some success. Reduce Fire Damage: 1d6 ⇒ 3. But Wagon 1 continues to burn.
Wagon 1 Persistent Damage Flat Check DC 15: 1d20 ⇒ 4
Fire also catches Slipp on their clothing! (Due to your critically failed reflex save, causing you 1d6 ⇒ 1 fire damage)
Isaku aims for one of the ambush men, hitting Orange in his shoulder.
Blue and Pink get past Rafe, ignoring him actually, draw their last lesser alchemist's fire and throws it on Wagon 3.
Blue: Bomb Attack vs Wagon 3: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5
Bomb Damage: 1d8 ⇒ 6 fire damage plus 1 persistent fire damage plus 1 fire splash damage
Pink: Bomb Attack vs Wagon 3: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6
Bomb Damage: 1d8 ⇒ 7 fire damage plus 1 persistent fire damage plus 1 fire splash damage
White and Black does the same to Wagon 4 this time.
White: Bomb Attack vs Wagon 4: 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12
Bomb Damage: 1d8 ⇒ 5 fire damage plus 1 persistent fire damage plus 1 fire splash damage
Black: Flat check vs Concealed Target: 1d20 ⇒ 14
Bomb Attack vs Wagon 4: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
Bomb Damage: 1d8 ⇒ 6 fire damage plus 1 persistent fire damage plus 1 fire splash damage
AMBUSH IN THE DESERT Round 2
Terrain condition: Trees and outcropping rocks are greater difficult terrain and provides lesser cover.
Active condition: None
Tactical Map
Character in BOLD can act!
Tarkii HP 33/33, AC 2O
Rafe HP 30/30, AC 19
Zror HP 34/34, AC 20
Green -3
Slipp HP 11/17, AC 15
Isaku HP 26/26, AC 18
Blue
Pink
White
Black
Desmond HP 30/30, AC 20
Orange -9
---
Wagon 2 50/50 (pending 11/1/2)
Wagon 3 50/50 (pending 13/1/2)
Wagon 4 50/50 (pending 11/1/2)
(pending fire damage / persistent fire damage / fire splash damage)
Red
Yellow
Anyone adjacent to the wagon can spend 1 action and attempt a DC 14 Reflex save to Interact with the wagon to put out a fire using blankets, water, or some other appropriate tool to reduce the damage by 1d6.

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Can I have my AoO on blue? They seem to have hit the trigger conditions if they then drew and threw after moving.
Attack of Opportunity, blue: 1d20 + 10 ⇒ (2) + 10 = 121d6 + 4 ⇒ (2) + 4 = 6

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Desmond desperately tries to put out some of the flames. He realizes the first wagon may be a lost cause, so he begins to triage the damage.
Focus on Wagon 2, then wagon 1[ooc]
Reflex Save (DC14): 1d20 + 10 ⇒ (14) + 10 = 24
Reflex Save (DC14): 1d20 + 10 ⇒ (11) + 10 = 21
[dice=Reflex Save (DC14)]1d20+10[/dice
[Ooc]Can Desmond Crit in the damage he prevents?

GM Frost |

Can I have my AoO on blue? They seem to have hit the trigger conditions if they then drew and threw after moving.
Yes, sure. But it is a miss, though they will take note of you now.
Can Desmond Crit in the damage he prevents?
Yes, at critical success the damage is reduced by 2d6.
On the fires - the assistance being provided is bringing down the going out DC, right?
Hmmm... I am note sure what do you mean by this one. As for the fires, the aim is to reduce the damage per round to zero to extinguish it. The DC is not reduced though.
Desmond's Attempt 1 (Wagon 2): 2d6 ⇒ (3, 6) = 9
Desmond's Attempt 2 (Wagon 1): 1d6 ⇒ 4
Desmond's Attempt 3 (Wagon 2): 1d6 ⇒ 2
I will make your third attempt to be on Wagon 2. Since Wagon 1's fire is extinguish on your second attempt.
Desmond is able to put away the fire on Wagon 2. He is able to extinguish the fire in Wagon 1, though it is beyond functional now. Muckmuck is sad for what happened. Seeing what you can do, Orange runs for his life.
AMBUSH IN THE DESERT Round 3
Terrain condition: Trees and outcropping rocks are greater difficult terrain and provides lesser cover.
Active condition: None
Tactical Map
Character in BOLD can act!
Tarkii HP 33/33, AC 2O
Rafe HP 30/30, AC 19
Zror HP 34/34, AC 20
Green -3
Slipp HP 11/17, AC 15
Isaku HP 26/26, AC 18
Blue
Pink
White
Black
Desmond HP 30/30, AC 20
---
Wagon 2 48/50
Wagon 3 50/50 (pending 13/1/2)
Wagon 4 50/50 (pending 11/1/2)
(pending fire damage / persistent fire damage / fire splash damage)
Anyone adjacent to the wagon can spend 1 action and attempt a DC 14 Reflex save to Interact with the wagon to put out a fire using blankets, water, or some other appropriate tool to reduce the damage by 1d6.

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"The next one Roxz." The wolf begins to snap at the legs at green while Zror turns in his seat to strike.
1d20 + 9 ⇒ (9) + 9 = 18
1d8 + 3 ⇒ (3) + 3 = 6 slashing
If that is a hit, green's speed is reduced by 5. Crit makes it 10
1d20 + 9 - 5 ⇒ (9) + 9 - 5 = 13
1d8 + 3 ⇒ (7) + 3 = 10 slashing
If that is a hit, green's speed is reduced by 5. Crit makes it 10
Command animal-support, strike, strike

GM Frost |

I'm sorry I messed up the wagon burning part of our encounter. I made things complicated for me when things are supposed to be simpler. To make things short: Wagon 1 is reduced to 0 HP (destroyed, -2 Moral Points though) from the combined fire damages of all alchemist's fire thrown into it. Wagon 2 has 11 HP less (and not burning), Wagon 3 has 11 HP less also (and not burning), and Wagon 4 has 11 HP less as well (and not burning), due the successful Reflex Saves on the fire damage (per round) that I supposed to roll. I hope everyone would be alright for that.
Zror's wolf's attacks are enough to make Green run for his life as well. Tarkii begins to put away the fire on Wagons 3 and 4.
AMBUSH IN THE DESERT Round 3
Terrain condition: Trees and outcropping rocks are greater difficult terrain and provides lesser cover.
Active condition: None
Tactical Map
Character in BOLD can act!
Tarkii HP 33/33, AC 2O
Rafe HP 30/30, AC 19
Zror HP 34/34, AC 20
Slipp HP 11/17, AC 15
Isaku HP 26/26, AC 18
Blue
Pink
White
Black
Desmond HP 30/30, AC 20
Wagon 1 0/50
Wagon 2 39/50
Wagon 3 39/50
Wagon 4 39/50
Anyone adjacent to the wagon can spend 1 action and attempt a DC 14 Reflex save to Interact with the wagon to put out a fire using blankets, water, or some other appropriate tool to reduce the damage by 1d6.

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Isaku tries to come up with a strategy vs Pink.
Devise vs Pink: 1d20 + 8 ⇒ (18) + 8 = 26
He drops his throwing knife, reloads his pistol and shoots Pink.
Precision, Piercing: 2d6 ⇒ (2, 4) = 6
Precision, Fatal: 1d10 + 1d6 ⇒ (5) + (3) = 8Doubled to 16
Fatal: 1d10 ⇒ 6
"Zror! He's off balance! Hit Pink in the head! The head!!"
Assuming Pink is still standing, he is FF to Zror
◆ Devise
◇ Drop Throwing Knife
◆ Reload
◆ Bang!

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So no burning wagons at the moment?
Slipp, slips around the front of the wagon, and then engulfs the two bandits in fire of his own
Burning hands
fire damage, reflex DC 17 for half: 2d6 ⇒ (4, 2) = 6
* Move
** Cast burning hands

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Rafe ◆ Strides up to blue "Not so fast, villain!" and gives him a
◆◆ Double Strike
Double Strike Katana: 1d20 + 10 ⇒ (13) + 10 = 231d6 + 4 ⇒ (2) + 4 = 6
Double Strike Shield Boss: 1d20 + 8 ⇒ (8) + 8 = 161d6 + 4 ⇒ (5) + 4 = 9
and he prepares to hit Pink with an ↺ AoO if he gets the chance.

GM Frost |

No burning wagons, yes.
Isaku shoots Pink bull's eye, like literally in the eye. The man drops on the ground.
Black's Reflex Save vs DC 17: 1d20 + 7 ⇒ (8) + 7 = 15
White's Reflex Save vs DC 17: 1d20 + 7 ⇒ (7) + 7 = 14
Slipps burns White and Black as they miss the attack. Rafe, on the other hand, does a double to Blue that is about to escape, sending him into his demise. Being outnumbered now, White and Black run for their lives.
END OF COMBAT!
Rafe HP 30/30
Zror HP 34/34
Slipp HP 11/17
Isaku HP 26/26
Desmond HP 30/30, AC 20
"Tsk, tsk. I told you, this is our end." Muckmuck complains as he returns to the wagon from their hiding. The other goblins gets out too, full of mixed sadness and fear. "We better move now, else we will be attacked again." They regroup and pack anything they can salvage from the one destroyed wagon. But before you leave, you find the rocky lair where the ambushers were hiding.

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perception: 1d20 + 6 ⇒ (5) + 6 = 11
Zror just spots a weapon cache as turns to return to the wagons.
"No need to pout. Stop being sad goblins. We fought back the attackers, now we move on and save the camp."

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Isaku bends over, picks up his throwing knife and returns it to its sheath. He looks around to see if the bandits had anything interesting lying around.
Perception: 1d20 + 7 ⇒ (11) + 7 = 18

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Desmond goes to check on the goblins to see if any were wounded. "Anyone else hurt?" He spots Slipp's wounds and tends to her too.
Medicine (DC15): 1d20 + 9 ⇒ (8) + 9 = 17
Healing: 2d8 ⇒ (1, 7) = 8

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"Owww.. oh thanks Desmond.." sighs Slipp.
"Mom always used to say I was too fond of the fire..."
They wince at their burned hands. "Guess she knew the truth and then some."

GM Frost |

You continue traveling until your party reaches your destination. Upon arrival, you find the camp bustling with activity. Goblin engineers do their best to guide goblin workers as they build the decking and assemble the piers; the bridge appears simple, but sturdy, and is approximately half complete by this point. As the wagons are unloaded, Muckmuck shows you to Zig, leader of the bridge camp.
While many of the goblins at the work camp are covered in dirt and sweat, Zig stands tall and straight among them. He pours over maps of the surrounding area before speaking. “It is good to see you. They call me Zig. I’m glad my father asked you to come here to help.
“We have been building a very important bridge. But every night, the big cats attack our camp. We leave out meat for them and they saunter right past it. Instead, they seem bent on filling their bellies with goblin flesh. If we move camp across the river; they cross over it overnight. If we light fires around the camp to scare them away, the goblins workers burn themselves in the flames. It’s a lose-lose situation.
“Every few nights, the cats come back to hunt us. Everyone is terrified and that’s bad for business. With all this talk of some saber-toothed whatever coming for us in the night, we’re all too scared to finish our work. If someone doesn’t take these furballs out, I suspect the bridge isn’t ever gonna get built.
“These kitties aren’t natural. Whatever you need, you got it. I can give you workers to build fences. But fences alone aren’t going to be enough. Either the cats go, or this bridge is history. The only other answer is death.”
Isaku Beru's Nature (T): 1d20 + 5 ⇒ (20) + 5 = 25
Slipp's Nature (T): 1d20 + 4 ⇒ (14) + 4 = 18
Desmond Vilks's Nature (U): 1d20 + 2 ⇒ (6) + 2 = 8
Zror's Nature (T): 1d20 + 4 ⇒ (19) + 4 = 23
Rafe's Nature (U): 1d20 + 2 ⇒ (16) + 2 = 18
You can introduce yourself to Zig for now.

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"Greetings, Zig. Worry not, we shall prevent more losses from occurring. Are there any tracks you can show us that we might try to track them?"
Marking the kitties as his active investigation

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Desmond asks to see any wounded goblins. "I'm Desmond. I'm a medic who can help anyone who is hurt. Let me see to their wounds, please. Perhaps I can offer them some care."

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Slipp, somewhat vaguely, wanders the camp, eventually ending up near Zig and the rest of the team.
"Oh, and I'm Slipp. " they says somewhat absently.
"I think I'd like to see this big cat. Is it big enough to ride do you think? That would be interesting." As thoughts of cat riding cross their brow, colour starts to seep into Slipps face.
"Fences might be a good start. If for no other reason than to funnel them. Ohhh... what if it is a shape shifter?" wonders the odd gnome.

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"Pardon my bad manners. My name is Isaku"

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"No fear brother. Roxz is not afraid of no kitten." Zror says patting the wolf's side.
"Cat's can leap pretty high, might want to try and buffer the outer wall with a trench or possibly line the inner way with some sort of spikes, so when they land, they will get hurt and we will know they are here"

GM Frost |

"It is nice to meet you all. As for the tracks, unfortunately, I do not how to look for it. Not sure if you can find one, but with the shifting sands by the wind, the latest trail you could find would be gone. For now, our focus is to keep everybody safe while the bridge is built. We can use the remaining wagons to build more fences, or we can dig trenches to ward off those cats, as you may say. But I can't afford to let the goblins help you, else the construction of the bridge will be slowed down.
On the other hand, the attacks forced us to have somebody skilled in wound treatment. Come, join me and I will tour you around."

GM Frost |

You are HERE. So far you have 15 Moral Points remaining.
Zig gives you a tour around the camp. It is mostly filled with goblin workers, most of whom do not speak Common and are too busy to talk to you. The areas of note in the camp are the supply depot (as Supplies in the map) (where tools and materials are kept for building the bridge), the mess hall (as Command Post) (where Zig works and food is stored), the infirmary (as Hospital) (where sick or injured goblins are cared for), and the tents (as Tents) where each goblin sleeps. Aside from Zig (and Muckmuck, who quickly becomes the leader of the ‘opposition’ in the camp, letting Zig know just how ready to leave all of the workers are), the only other person of note in the camp is Pearlybones, a trained doctor who tends the sick and injured. If you need it, he is skilled in Medicine and can Treat Wounds.
The goblins lose 1 Morale Point for each goblin that is killed. If the goblins’ Morale Points are ever reduced to 0, the goblins abandon the bridge site in order to protect their own lives.
Here's what you can do:
Defenses: The fences that already surround the encampment provide some protection. You can place four additional segments of fence for every wagon that survived from your last encounter. Each section of fence fills a 5-foot square, is 6 feet high, and is made of wood (10 Hardness, 40 HP, Broken Threshold 20). You can place these segments of fence wherever you wish and can move the fences each day. There are orange blocks in the map that you can copy and paste to simulate additional fences.
Daytime Activities: While they are staying in the camp, you do not have much opportunity to perform other actions, as you spend your evening on patrol and your days resting as best as you can. It is assumed generally you do not have the chance to Craft items or conduct research. You can perform some other Exploration and Downtime activities, such as putting time towards training a Bonded Animal, Learning a Spell that takes more than 4 hours to learn, or Treating a Disease, but whoever performs such activities is fatigued during any events that take place that night. A few of the activities the PCs are likely to use are outlined below.
Track the Felines: A PC can attempt a DC 20 Survival check to Track the felines to their lair.
Build More Defenses: A PC might wish to dig a pit, or otherwise alter the terrain. Altering the terrain in a 5-foot square takes a PC 1 day.
After the tour, Zig motions you toward the mess hall where you find the goblin workers eating their lunch and soon they will be back to work.
So what will you do before your first night in the camp?

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Slipp, not really being built for digging is most keen to spend the first day getting to know the goblins. Even their pranks seem to amuse him, though by the third time his shirt is set on fire, that particular prank apparently starts to wear thin.
Mostly he wanders and plays his flute, trying to encourage the goblins with a lively number that makes them feel happy.

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Where do we want to put the fencing? I think we have 12 sections to place.
Desmond spends his time helping Pearlybones in the infirmary and decides to stay on watch there so none of the hurt goblins suffer a worse fate.

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Isaku will perch on top of the hospital with his loaded dueling pistol as a sniper's nest.

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"I have an couple of suggestions..." Rafe says to nobody's surprise. "If we consolidate all goblin sleeping in the same area, it will be easier for Zror, me and whoever else will join us to cover. I intend to set myself up as a tent guardian. Outside the walls, if we erect an extra row of barriers so that the attackers have to navigate it first, giving us extra time to be ready. Like Zror already suggested."
Rafe will spend a couple of hours moving fencing and then have a bite to eat and get some sleep in order to be fresh at night.

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"Maybe a trench with a portable bridge over it?" suggests Slipp.
"I hear they are popular in castles."
He sighs and goes back to playing his flute.
"I think being on guard is the main thing. Who can see well at night? We might want to have a distant ring of camp fires to provide a larger illuminated area..."

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"I have a Wayfinder and I see well in low-light conditions. I think having the goblins in two groups is a mistake. I will be illuminated. I think that might help. Lighting up the whole area would benefit our group."

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"If we can move all the goblins together and put the fencing around them, might that help? The cats seem to want live goblins rather than other food."
GM, is it possible to move the goblins into one tent camp?

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"I have a Wayfinder as well. I'll be able to illuminate the area around the hospital since I'll be camped on the roof"

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"Oh, I can light up an area as well. The First World light shines a little differently, but I can bring it here to help at night if you like." offers Slipp.

GM Frost |

GM, is it possible to move the goblins into one tent camp?
Yes, I will allow it.

GM Frost |

I placed your tokens on the map, as well as the goblins. Feel free to position yourselves and the goblins before we proceed.

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Slipp asks Muckmuck which direction the cat normally comes from. Aside from that, they gather up a large pouch full of pebbles. Dozens of them.
For the afternoon, the gnome yawns and tries to grab a nap. It's been a long trip.
However, once it starts getting dark, they then find a position on a roof near the area the cat last came from. Once there Slipp opens a connection between the First world and the first of their pebbles, a subtle light starts to emanate from it. Tossing the pebble as far as they can over the fence, Slipp starts to play a quiet tune on their pipe.
And will keep doing this every half hour or so through the night.
Moving the light to a different spot.