
![]() |

Torchstaff shrugs their shoulders. "If you cannot remember exactly, there are some complex rituals to jog the mind that I bet your secret archives will have logged down."
Occultism: 1d20 + 5 ⇒ (17) + 5 = 22

![]() |

"Thank you. I'll offer to help if you would take it." Klank heads for the wrong section, his knowledge focused more on the Dwarven pantheon apparently.
Religion: 1d20 + 8 ⇒ (2) + 8 = 10

![]() |

Tarkii is able to quickly help the priestess find the correct scroll! (1 hour's time)
going on your previously stated order
The Four Dunes is a cartographer’s shop run by a pair of halfling twins who go by the names Fali and Farul Dunes. "How can we help you?" asks one of the brothers, though you are not sure which.

![]() |

Kernal waves the others along to follow, wondering just how they move slower than a Dwarf in full plate. "Greetings Masters Dunes." He slowly looks between the two trying to find a means to tell one from the other. Perception +10
"We've come looking for a map, one that would show the boundaries of the estate of Prince Agar ibn Karatari. Any idea where that could be?"

![]() |

"Yes, what my good compatriot in arms, said! We would like to see the extent of what land he owned and document it down. We have heard the two of you could help with that."

![]() |

"Ah! Maps I have, as you can see. Please, go ahead and pick out the one that you need!" says the other brother.
Farming Lore to confirm where the richest soil would be for an ancient prince to plant their crops, Mercantile Lore to determine where inlets of Qadira’s southern river would provide easy transport of goods to his property, Nature to locate the most suitable ground to build upon on the path between Katheer to Sedeq to avoid natural disasters, like sinkholes and landslides.

![]() |

Nature: 1d20 + 7 ⇒ (17) + 7 = 24
Tarkii looks over the map, pointing out various bits of low land that would be subject to sinkholes, flooding and other problems.

![]() |

"Mmmhmmm, so many maps. So. Many. Maps." Klank sort of spins around eyes not knowing just where to start. Lucky for him Tarkii knows a thing or two, hopefully the others can chip in if needed?
I've got none of those trained, just labor lore being the closest possible useful trained skill.
"Do you two make the maps yourself or just buy and sell them?" He asks, trying to make some idle, and maybe useful chit chat.

![]() |

Selena looks around, trying to be useful. Well, she does not have the skills to understand maps.
Nature: 1d20 + 5 ⇒ (18) + 5 = 23
He agrees to what Tarkii says. "That's true." she says as she traces the suitable path to avoid such disasters, as what Tarkii has already pointed out literally on the map.

![]() |

Lokoloko racks his brain to recall what he knows of farming to find the richest soil where someone might plant.
Farming Lore(U): 1d20 + 7 ⇒ (15) + 7 = 22
+4 Intelligence +3 Pathfinder Agent Dedication (bonus equal to my level for untrained skills

![]() |

Farul hands you the map in question, and you are easily able to figure out where the property of an ancient Qadiran prince might lie.
Sorry, got myself a little confused about what the check was about. But, you succeeded!
You then make your way to the final destination, Royal Concessions.
As you approach, you hear voices yell out in anger.
"No! Those patents are not yours to take!"
"Be quiet, else we'll silence you forever!
"Wait, who's that? Pathfinders! Attack!"
Coming out from the shop, and from the street behind, you see three ruffians being led by some sort of charlatan. They have clubs drawn, and are ready to attack!
Lokoloko's Initiative Using Avoid Notice: 1d20 + 8 ⇒ (7) + 8 = 15 4
Hampton's Initiative Using Avoid Notice: 1d20 + 10 ⇒ (7) + 10 = 17 3
Tarkii's Initiative Using Avoid Notice: 1d20 + 9 ⇒ (5) + 9 = 14 6
Selena's Initiative Using Search: 1d20 + 5 ⇒ (5) + 5 = 10 10
Torchstaff's Initiative Using Search: 1d20 + 7 ⇒ (4) + 7 = 11 8
Kernal Klank's Initiative Using Search: 1d20 + 10 ⇒ (4) + 10 = 14 5
Ruffian 1: 1d20 + 8 ⇒ (2) + 8 = 10 9
Ruffian 2: 1d20 + 8 ⇒ (4) + 8 = 12 7
Ruffian 3: 1d20 + 8 ⇒ (13) + 8 = 21 1
Charlatan: 1d20 + 6 ⇒ (13) + 6 = 19 2
Ruffian #3 appears to be waiting for something.
The charlatan starts chanting in Kelish, inspiring his compatriots! He then casts daze on Lokoloko!
mental basic Will DC20: 4 = 4
Ruffian #3 rushes up to attack Lokoloko! He swings his club, and as he does, the throws Lokoloko off balance! He is now flat-footed until the start of #3's next turn
club vs AC20: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
bludgeoning: 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7
He then swings a second time, but barely hits, with remarkable precision!
club vs AC18: 1d20 + 9 - 5 + 1 ⇒ (13) + 9 - 5 + 1 = 18
bludgeoning, precision: 1d6 + 5 + 1 + 1d6 ⇒ (2) + 5 + 1 + (2) = 10
[bigger]Ambush!/bigger]
Hampton, Lokoloko, Kernal Klank, Tarkii is/are up.
Conditions: Lokoloko [Flatfooted]
Saves Pending: Lokoloko basic Will DC20 vs Daze
- x Charlatan
- x Ruffian 3
- => Hampton
- => Lokoloko [Flatfooted]
- => Kernal Klank
- => Tarkii
- Ruffian 2
- Torchstaff
- Ruffian 1
- Selena
Conditions:
Hampton: 56/56
Kernal Klank: 62/62
Lokoloko: 17/34 [4 mental pending save]
Selena: 22/22
Tarkii: 42/42
Torchstaff: 36/36
Enemy Conditions
Ruffian 1:
Ruffian 2:
Ruffian 3:
Charlatan:

![]() |

Will: 1d20 + 5 ⇒ (12) + 5 = 17
Lokoloko yelps in pain as the attacks slam into him. His head also feels like a hundred needles are burning into his head. Shaking his head from the pain, Lokoloko pulls out a vial of red liquid and hurls it at the charlatan.
Moderate Alchemist Fire vs Charlatan: 1d20 + 9 ⇒ (12) + 9 = 21
Fire?: 2d8 + 1 ⇒ (7, 1) + 1 = 9
2 splash + 3 persistent if that hit
Cackling with glee, Lokoloko grabs another red vial and hurls it at the Charlatan. "Yous make mistake in picking on me!"
Moderate Alchemist Fire vs Charlatan, MAP: 1d20 + 4 ⇒ (9) + 4 = 13
2 splash; that most likely didn't hit
Quick Bomber - draw and throw w/ 1 action
He then takes a step back to get out of range.
◆◆ Strike x2
◆ Step

![]() |

As Lokoloko chucks his bomb at the charlatan, the ruffian swings his club once more! His bomb does manage to hit, though.
club vs FFAC18, inspire: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
bludgeoning w/ precision: 1d6 + 5 + 1 + 1d6 ⇒ (5) + 5 + 1 + (5) = 16
Lokoloko goes down hard!
Dying 2 from the crit.
That'll leave a mark!
Hampton, Lokoloko, Kernal Klank, Tarkii is/are up.
Conditions: Lokoloko [DYING 2]
Saves Pending: Lokoloko basic Will DC20 vs Daze
- x Charlatan [INSPIRE]
- x Ruffian 3 [AOO taken]
- => Hampton
- x Lokoloko [DYING 2]
- => Kernal Klank
- => Tarkii
- Ruffian 2
- Torchstaff
- Ruffian 1
- Selena
Conditions:
Hampton: 56/56
Kernal Klank: 62/62
Lokoloko: 13/34
Selena: 22/22
Tarkii: 42/42
Torchstaff: 36/36
Enemy Conditions
Ruffian 1:
Ruffian 2:
Ruffian 3:
Charlatan: -11 (3 Persistent)

![]() |
1 person marked this as a favorite. |

"Anyones sees number on truck?" Lokoloko asks, before dropping. Eeek! These ruffians have AoO?! So does that mean my 2nd attack didn't fire?

![]() |

Tarkii scurries out before their alleyway fills with lightning bolts or other dangerous lines.
There Tarkii uses his staff of healing to keep Lokoloko in the fight as best he can.
healing: 1d8 + 8 + 1 ⇒ (8) + 8 + 1 = 17

![]() |

"I've got two up here in front." Hollers out Klank as he draws his spiked steel shield and warhammer. He raises his shield in defense and dropping the visor down on his helm.
Yikes, blowing up two actions for drawing equipment, not good! Raise shield for +2 AC: 24 for the round. For reactions: will use whichever triggers first: Shield block or AOO. AOO rolled in spoiler below.
+1 Striking Warhammer (B): 1d20 + 13 ⇒ (8) + 13 = 212d8 + 4 ⇒ (1, 2) + 4 = 7

![]() |

Hampton moves out into the alley, draws his bow, and designates #2 as his prey.
Stride, Interact to draw, Hunt Prey ◈.

![]() |

"Anyones sees number on truck?" Lokoloko asks, before dropping. Eeek! These ruffians have AoO?! So does that mean my 2nd attack didn't fire?
Correct on both counts

![]() |

Ruffian #2 Steps up, and swings twice for Kernal Klank, but misses twice.
club vs AC24: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
club vs AC24: 1d20 + 9 + 1 - 5 ⇒ (6) + 9 + 1 - 5 = 11
Ambush!
Torchstaff is/are up.
Conditions: Lokoloko [WOUNDED 1]
Saves Pending:
- x Charlatan [INSPIRE]
- x Ruffian 3 [AOO taken]
- x Hampton [hunting]
- x Lokoloko [Wounded 1]
- x Kernal Klank [preparing]
- x Tarkii [healing]
- x Ruffian 2
- => Torchstaff
- Ruffian 1
- Selena
Conditions:
Hampton: 56/56
Kernal Klank: 62/62
Lokoloko: 17/34 [WOUNDED 1]
Selena: 22/22
Tarkii: 42/42
Torchstaff: 36/36
Enemy Conditions
Ruffian 1:
Ruffian 2:
Ruffian 3:
Charlatan: -11 (3 Persistent)

![]() |

"Come on, all. We can recover from this! Don't let their preparedness surprise you!"
Torchstaff hopes to inspire the party with their words!
They then move around behind Lokoloko and draw out their bo staff, ready to assist in whatever way they can.
Inspire Courage, Stride, Draw weapon

![]() |

Torchstaff starts inspiring as well!
Ruffian #1 steps in and attacks Kernal Klank.
club, inspire vs AC24: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
club, inspire vs AC24: 1d20 + 9 + 1 - 5 ⇒ (20) + 9 + 1 - 5 = 25 Uh, oh!
bludgeoning: 1d6 + 5 ⇒ (2) + 5 = 7 Doubled to 14
Kernal Klank is now flatfooted, frightened 1, and is knocked back 10'
Kernal Klank blocks with his shield, but the ferocity of the attack breaks his shield, and his is knocked back, knocked off balance, and frighted by it. He does shake of the frightened, relying on his training.
WE CAN RECOVER FROM THIS!
Selena is/are up.
Conditions: Inspire Courage +1; Lokoloko [Wounded 1, prone], Kernal Klank [Flatfooted Shield Broken]
Saves Pending:
- x Charlatan [INSPIRE]
- x Ruffian 3 [AOO taken]
- x Hampton [hunting]
- x Lokoloko [Wounded 1, prone]
- x Kernal Klank [Flatfooted, Shield Broken]
- x Tarkii [healing]
- x Ruffian 2
- x Torchstaff
- x Ruffian 1
- => Selena
Conditions:
Hampton: 56/56
Kernal Klank: 52/62. Shield 10/20 (broken)
Lokoloko: 17/34 [WOUNDED 1]
Selena: 22/22
Tarkii: 42/42
Torchstaff: 36/36
Enemy Conditions
Ruffian 1:
Ruffian 2:
Ruffian 3:
Charlatan: -11 (3 Persistent)

![]() |

Klank rocks back from the smash, his steel shield buckled along where the handle fasteners are attached. Don't worry, I can fix you. Immediately moves through his head, even in the midst of battle. Even off balance and his resolve challenged, Klank keeps a straight face beneath his visor. "You can give it, but can you take it in return?" A true warrior can do both."

![]() |

Selena steps away from the Ruffian 3 and covers the area of the other ruffians with ashes and fire.
◆ Step
◆◆ Cast a Spell, Wildfire

![]() |

Sorry... got distracted, lost a post, and been relying on seeing an update... my bad. Future suggestion, go ahead an make an in-character statement when I am bad like this :D
Selena casts a spell on the two Ruffians on the eastern side.
The charlatan continues to inspire his team, moves up, and stabs at the prone goblin.
shortsword vs FF AC18: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
piercing w/ precision: 1d6 + 2 + 1d6 ⇒ (2) + 2 + (6) = 10
He then burns.
flat 15: 1d20 ⇒ 1
Lokoloko is still awake, but then Ruffian #3 yells at him "You're dead, goblin!" and swings his club.
demoralize vs Will DC15: 1d20 + 5 ⇒ (5) + 5 = 10
club vs FF AC18: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
He hits the ground, but tries again.
club vs FF AC18: 1d20 + 8 - 5 + 1 ⇒ (16) + 8 - 5 + 1 = 20
bludgeoning + precision: 1d6 + 5 + 1d6 ⇒ (1) + 5 + (4) = 10
The prone (but not frightened) goblin is hit again and is knocked unconscious again.
Poor picked upon gobbo!!
Hampton,Klank, Tarkii is/are up.
Conditions: Inspire Courage +1; Lokoloko [Wounded 1, prone, dying 1], Kernal Klank [Flatfooted Shield Broken]
Saves Pending:
- x Charlatan [INSPIRE]
- D Lokoloko [Wounded 1, prone, dying 1]
- x Ruffian 3
- => Hampton [hunting.#2]
- => Kernal Klank [Flatfooted, Shield Broken]
- => Tarkii [healing]
- x Ruffian 2
- x Torchstaff
- x Ruffian 1
- x Selena
Conditions:
Hampton: 56/56
Kernal Klank: 52/62. Shield 10/20 (broken)
Lokoloko: 0/34 [WOUNDED 1, Dying 1]
Selena: 22/22
Tarkii: 42/42
Torchstaff: 36/36
Enemy Conditions
Ruffian 1:
Ruffian 2:
Ruffian 3:
Charlatan: -11 (3 Persistent)

![]() |

Hampton looses a Hunted Shot on #2. If both hit, combine damage vs. resistances and weaknesses.
pew: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
piercing: 1d6 + 1 ⇒ (6) + 1 = 7
plus Deadly if a crit: 1d10 ⇒ 4
pew: 1d20 + 11 + 1 - 3 ⇒ (20) + 11 + 1 - 3 = 29
piercing: 1d6 + 1 ⇒ (6) + 1 = 7
plus Deadly if a crit: 1d10 ⇒ 8
pew: 1d20 + 11 + 1 - 6 ⇒ (16) + 11 + 1 - 6 = 22
piercing: 1d6 + 1 ⇒ (6) + 1 = 7
plus Deadly if a crit: 1d10 ⇒ 2
pew: 1d20 + 11 + 1 - 6 ⇒ (18) + 11 + 1 - 6 = 24
piercing: 1d6 + 1 ⇒ (2) + 1 = 3
plus Deadly if a crit: 1d10 ⇒ 5
Hunted Shot ◈, Strike x2. Should #2 fall, he'll designate #1 as his new Hunted Prey with any remaining action.

![]() |

Tarkii lays hands on Lokoloko this time.
12 healing & +2 status to AC for 1 round.
And then fires a spray of stars in a 15ft cone past his goblin ally onto the charlatan and Ruffian #3.
fire damage: 2d4 + 1 ⇒ (4, 4) + 1 = 9
Reflex DC DC20
Critical Success The creature is unaffected.
Success The creature takes half damage and is dazzled for 1 round.
Failure The creature takes full damage and is dazzled for 3 rounds.
Critical Failure The creature takes double damage and is dazzled for 1 minute.
With the Spray of Stars Tarkii begins floating a bit.
Minor Curse Your unnatural lightness makes it hard to keep your footing and interact with other physical objects. You are enfeebled 1 and take a –2 penalty to saves and DCs against Grapple, Shove, and other forms of forced movement.
1/3 focus remains.

![]() |

Klank tosses his favorite, and currently broken spiked shield to the ground. "Good thing I have an extra." He drags it off his back, takes a step closer before lunging ahead with a swing of his warhammer at the ruffian filled with arrows. If #2 is already down then targeting #1.
+1 Striking Warhammer (B), Inspired: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 332d8 + 4 + 1 ⇒ (4, 1) + 4 + 1 = 10
"CRACK!" The hammer connects with bone crunching force. Hopefully!
Drop shield - Free; Manipulate new shield, Guarded Step, Lunge. Will save reaction for reactive shield.
Reactive Shield: Reaction*Trigger: An enemy hits you with a melee Strike*
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.

![]() |

With amazing accuracy, Hampton fires one shot into the ruffian's right eye, and the other into his left! He never had a chance!
He then hunts #1, and hits him with an arrow!
Tarkii heals Lokoloko again, and casts a spell! Neither save against his spell.
reflex DC20 ruffian: 1d20 + 8 ⇒ (6) + 8 = 14
reflex DC20 charlatan: 1d20 + 8 ⇒ (3) + 8 = 11
Kernal clank lands his hammer square in the middle of the ruffian's face!
Murder Hoboing!!
Torchstaff is/are up.
Conditions: Inspire Courage +1; Lokoloko [Wounded 1, prone, dying 1], Kernal Klank [Flatfooted Shield Broken]
Saves Pending:
- x Charlatan [INSPIRE]
- x Lokoloko [prone WOUNDED 2, +2 AC]
- x Ruffian 3
- x Hampton [murder hobo hunting.#1]
- x Kernal Klank [Flatfooted, Shield Broken]
- x Tarkii [healing stars]
- => Torchstaff
- x Ruffian 1
- x Selena
Conditions:
Hampton: 56/56
Kernal Klank: 52/62. Shield 10/20 (broken)
Lokoloko: 12/34 [prone WOUNDED 2, +2 AC]
Selena: 22/22
Tarkii: 42/42
Torchstaff: 36/36
Enemy Conditions
Ruffian 1: -27
Ruffian 3: -9
Charlatan: -23 (3 Persistent)

![]() |

Torchstaff grits their teeth and tries to lay a Soothing spell on the goblin, lest they be knocked to death again.
Soothe Lvl 2: 2d10 + 8 ⇒ (2, 8) + 8 = 18
Then, instead of Inspiring this time around they go straight for trying to help get rid of the problem and takes a swing with their bo staff at #3.
Bo Staff: 1d20 + 9 ⇒ (5) + 9 = 14
Bludgeoning: 1d8 + 3 ⇒ (1) + 3 = 4
Cast 2 action spell, Strike. No Inspire this round because I am more worried about keeping Lokoloko from getting knocked down a 3rd time.

![]() |

"Thanks yous friends" Lokoloko says gratefully from the ground. "Pleases deal with longshanks ruffian..."

![]() |

Torchstaff heals poor Lokoloko, but misses wildly on his staff strike,
Lokoloko Still Lives!!!
Selena is/are up.
Conditions: Lokoloko [prone WOUNDED 2, +2 AC], Kernal Klank [Flatfooted Shield Broken]
Saves Pending:
- x Charlatan [INSPIRE]
- x Lokoloko [prone WOUNDED 2, +2 AC]
- x Ruffian 3
- x Hampton [murder hobo hunting.#1]
- x Kernal Klank [Flatfooted, Shield Broken]
- x Tarkii [healing stars]
- x Torchstaff
- x Ruffian 1
- => Selena
Conditions:
Hampton: 56/56
Kernal Klank: 52/62. Shield 10/20 (broken)
Lokoloko: 10/34 [prone WOUNDED 2, +2 AC]
Selena: 22/22
Tarkii: 42/42
Torchstaff: 36/36
Enemy Conditions
Ruffian 1: -27
Ruffian 3: -9
Charlatan: -26 (3 Persistent)

![]() |

Selena ends her Wildfire Spell and flicks a ball of flame to 1 instead. She then draws her sling.
Produce Flame vs 1: 1d20 + 8 ⇒ (9) + 8 = 17
Spell Damage, Blood Magic: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6 fire damage
◆◆ Cast a Spell, Produce Flame
◆ Interact to draw weapon

![]() |

Selana misses with her ball of fire.
The charlatan continues to inspire his team, as he stabs at the prone goblin. "How many times can you come back, goblin?"
shortsword vs FFAC 20: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
shortsword vs FFAC 20: 1d20 + 10 + 1 - 4 ⇒ (11) + 10 + 1 - 4 = 18
fire: 1d20 ⇒ 11 Not a good turn for the chalatan
Lokoloko Still Lives!!!
Lokoloko is/are up.
Conditions: Inspire Courage +1; Lokoloko [Wounded 1, prone, dying 1], Kernal Klank [Flatfooted Shield Broken]
Saves Pending:
- x Charlatan [INSPIRE]
- => Lokoloko [prone WOUNDED 2, +2 AC]
- x Ruffian 3
- x Hampton [murder hobo hunting.#1]
- x Kernal Klank [Flatfooted, Shield Broken]
- x Tarkii [healing stars]
- x Torchstaff
- x Ruffian 1
- x Selena
Conditions:
Hampton: 56/56
Kernal Klank: 52/62. Shield 10/20 (broken)
Lokoloko: 30/34 [prone WOUNDED 2, +2 AC]
Selena: 22/22
Tarkii: 42/42
Torchstaff: 36/36
Enemy Conditions
Ruffian 1: -27
Ruffian 3: -9
Charlatan: -29 (3 Persistent)

![]() |

Lokoloko from the prone position rolls over slightly to get at his bandolier. He pulls out a vial of red liquid and hurls it at Ruffian 3.
Moderate Alchemist Fire, Prone: 1d20 + 7 ⇒ (19) + 7 = 26
Fire: 2d8 + 1 ⇒ (7, 3) + 1 = 11 Doubled if a 26 is a crit
2 splash, 3 persistent fire
Lokoloko then follows up with a blue vial at the Ruffian that's been giving him grief.
Lesser Bottled Lightning, Prone, MAP: 1d20 + 2 ⇒ (11) + 2 = 13
1 splash damage because I doubt a 13 hits!
He stands up and chances it.
◆ Moderate Alchemist Fire
◆ Lesser Bottled Lightning
◆ Stand up

![]() |

Lokoloko chucks a bomb at Ruffian #3, forgetting that the Ruffian can strike him when he does this. AOO on the ranged attack
club vs FFAC20: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
precise bludgeoning: 1d6 + 5 + 1 + 1d6 ⇒ (3) + 5 + 1 + (6) = 15
While this hurts, it does not stop Lokoloko's bomb from hitting #3. Not a crit
Lokoloko and the charlatan are also burned by that bomb!
Again Lokoloko throws a bomb, this time a bottled lightning. However, he misses, and only splashes himself, and both of his enemies. He finally stands up!
Ruffian #3 says to Lokoloko, "You are more dangerous to yourself than we are!" as he swings his club.
demoralize DC15: 1d20 + 6 ⇒ (1) + 6 = 7 Fail
club vs AC22: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
bludgeoning: 1d6 + 5 + 1 ⇒ (4) + 5 + 1 = 10
club vs AC22: 1d20 + 8 + 1 - 5 ⇒ (15) + 8 + 1 - 5 = 19 Miss!
Somehow, the goblin yet lives, and the ruffian burns!
Flat DC15: 1d20 ⇒ 8
Lokoloko Still Lives!!!
Hampton, Klank, Tarkii, Torchstaff is/are up.
Conditions: Lokoloko [Wounded 2], Kernal Klank [Flatfooted Shield Broken]
Saves Pending:
- x Charlatan [INSPIRE]
- => Lokoloko [prone WOUNDED 2]
- x Ruffian 3
- => Hampton [hunting.#1]
- => Kernal Klank [Flatfooted, Shield Broken]
- => Tarkii
- => Torchstaff
- x Ruffian 1
- x Selena
Conditions:
Hampton: 56/56
Kernal Klank: 52/62. Shield 10/20 (broken)
Lokoloko: 4/34 [prone WOUNDED 2, +2 AC]
Selena: 22/22
Tarkii: 42/42
Torchstaff: 36/36
Enemy Conditions
Ruffian 1: -27
Ruffian 3: -27 (3 persistent)
Charlatan: -32 (3 Persistent)

![]() |

I shouldn't be prone now that I've stood up...

![]() |

I think Charalatan and Ruffian 3 are dazzled for 3 rounds from my Spray of Stars here so should need flat 5s for those hits (I think Charlatan missed but Ruffian #3 has 2 hits.)
Tarkii continues his funneling healing magic into the unlucky Lokoloko.
12 HP and 2 AC for a round. 0/3 Focus Points.
Tarkii then channels his madness, and casts Phantom Pain(2) on the nearby ruffian.
mental damage on Ruffian #3: 4d4 ⇒ (4, 3, 2, 4) = 13
Will DC 20
Critical Success: The target is unaffected.
Success: The target takes full initial damage but no persistent damage, and the spell ends immediately.
Failure The target takes full initial and 2d4 persistent mental damage, and the target is sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends.
Critical Failure As failure, but the target is sickened 2.

![]() |

"I told you we could get out of this! We will survive and our names will added to the history books. Torchstaff the greatest gladiator's beginning... alongside their very important side character cohorts, of course!"
Torchstaff Inspires the party with their words, then decides to try and shake the charlatan's morals.
"And you all on the other hand will regret the day you crossed us.
Intimidation vs Charlatan's Will DC: 1d20 + 8 ⇒ (19) + 8 = 27
And finally, they try to finish off #3 who is still threatening their goblin companion.
Bo Staff vs #3: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Bludgeoning: 1d8 + 3 ⇒ (7) + 3 = 10
Inspire Courage, Demoralize @ Charlatan, Strike @ #3

![]() |

Hampton looses a Hunted Shot on #1. If both hit, combine damage vs. resistances and weaknesses.
Hunted Shot (1): 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20 I VOLUNTEER THIS HERO POINT AS TRIBUTE
Hunted Shot (1): 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24 better
piercing: 1d6 + 1 ⇒ (1) + 1 = 2
plus Deadly if a crit: 1d10 ⇒ 8
Hunted Shot (2): 1d20 + 11 + 1 - 3 ⇒ (19) + 11 + 1 - 3 = 28
piercing: 1d6 + 1 ⇒ (5) + 1 = 6
plus Deadly if a crit: 1d10 ⇒ 5
If that drops #1, he will move over toward #3, between Selena and Lokoloko, and designate #1 as his prey.
pew: 1d20 + 11 + 1 - 6 ⇒ (19) + 11 + 1 - 6 = 25
piercing: 1d6 + 1 ⇒ (4) + 1 = 5
plus Deadly if a crit: 1d10 ⇒ 10
pew: 1d20 + 11 + 1 - 6 ⇒ (7) + 11 + 1 - 6 = 13
piercing: 1d6 + 1 ⇒ (4) + 1 = 5
plus Deadly if a crit: 1d10 ⇒ 7
Hunted Shot ◈, two other contingent actions (outlined above).

![]() |

Ruffian #3 goes down with the manual damage, and the charlatan goes down with Torchstaff’s staff blow! Then Hampton finishes off the final ruffian!
they had less than 10hp left, combined. I’d go back and do the checks, but it is moot now.
With the defeat of the attackers, a quite shaken Onlau quickly gives you what you need.
After collecting all four documents, you return to Venture-Captain Esmayl ibn Qatari's estate, where they have the chance to present their findings. There, they are introduced to a Mwangi Pathfinder agent with twin braids and striking glacial eyes, Karisa Starsight. She personally thanks you for their assistance, saying that she looks forward to building the Sedeq lodge and freeing fellow agents from slavery. Esmayl provides you with a bag of coins worth a total of 38 gp as payment for their work).
if you want your 2 days of downtime, roll it here.

![]() |

Klank has assurance crafting so auto DC18. Also he's field commissioned so 50% more downtime.
Klank is happy to help direct the authorities and give a statement if asked on the robbery attempt. "Yes, they attacked us first, not to mention they seemed to have a very hell bent opinion of Lokoloko, clubbing him while he was down numerous times."

![]() |

Lokoloko attempts to come up with some sort of item that will protect him in close combat.
Crafting, Downtime: 1d20 + 11 ⇒ (3) + 11 = 14
Unfortunately, it's just a pipe dream :)

![]() |

Looks like a fun one to run. I should prep it

![]() |

Torchstaff heads into town and helps to perform a combat re-enactment of the adventures to entertain the people and spread the name of Torchstaff the Raucous around the globe.
Performance (E), Downtime: 1d20 + 10 ⇒ (18) + 10 = 28

![]() |

DC 14? Labor Lore to Earn Income: 1d20 + 4 ⇒ (4) + 4 = 8

![]() |

Hampton nods along with Kernal Klank. The prejudice they bore for our friend Lokoloko did not stand. And we very much acted in self-defense.
Desert Lore: 1d20 + 6 ⇒ (14) + 6 = 20
It's been quite some time since someone wanted to learn about the sands of Osirion!