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Please dot (add a post) in here and then delete your post to add yourself to this campaign.
1) I am based in Southeast Asia (UTC +8) so my posting hours may be unusual (especially for those in North America). I usually update at least one or twice per day. Just to keep the game moving, please post at least once every day and at least once during the weekend. If you disappear for more than 24 hours, especially during combat, I will simply place your character on infinite delay just to keep things moving.
2) Please label all three of your actions. Even if you think what you are doing is obvious.
3) If I am unavailable for longer than 24 hours, I will let you know in the Discussion Tab. Out of respect for your fellow players and myself, I ask that you do the same. Real life happens, and real life will always take priority over the game, but out of fairness for your fellow players, please let us know if you will be unavailable for an extended period of time.
4) Please complete the Macros and the Slides linked at the top of the page.
5) Questions, concerns? Feel free to share them in the Discussion tab.
6) Let's have some fun and tell a great story together! After all, that's what we are here for.

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Your adventure begins off the shores of Wavebreak Haven. You are on board the vessel of Captain Thernalore Vamys called the Flawless Diamond. The captain has just called you to assemble on deck to meet with Venture-Captain Rashmivati Melipdra.
Please introduce yourselves here

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The Tengu wearing a leather armor under his cape and having a shortsword at his belt enjoys the sea spray. The meeting with a still unknown from himself venture-captain is something special. Let’s see what she expects of them. Them…
By the way my name’s Chupko. I am an archaeologist. So if I am called here vit should be an archaeological investigation.

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A battered looking upright ratfolk scratches behind an ear that is partly missing. A stained and tattered green cloak over his head to shield the bright sun from his eyes. He scratches again thinking to himself on how he is going to get rid of these fleas. Where he came from in time they didn't exist. But he is here now, with no way back and stuck with them. "Boats and the Sea are a bonus?" He imagined himself becoming the drowned rat as he lets out a deep barking cough.
He looks around the deck at everyone gathered. "Names, Scerzaq Jinwoo." He coughs out, unable to help it as he clutches his chest for a moment. "Been traveling alone for a bit now, helped some Pathfinders round up a few dinosaurs about a month ago." He looks around town. "What? Around here?"

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An elegantly-dressed human in fine leather armor looks slightly out of place as he makes his way up on deck. The thin, 6-foot tall gentleman sports a disheveled mustache and beard, often singed by his electrical experiments. He wears an odd set of goggles on his forehead, always ready to tinker. He seems to be struggling with his backpack.
He nods to the group and clears his throat. "Ahem. Well met, travelers. I'm Tesla. I dabble in magic ... primarily electricity." He continues, "I'm not from around here. Another time actually. Alas, one of my experiments went awry." He continues adjusting his belongings. When one isn't blessed with great strength, even a backpack is a burden.
From his pack, he pulls out a small jar with a firefly darting around. Through the airholes, the group hears, "I don't like this vessel." Tesla responds, "Oh do relax. You don't even know you're on a boat." Turning to the group, the wizard explains, "This is Elon. He thinks he knows everything." Tesla tucks him safely away for some peace and quiet.

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A tall and muscular human climbs on the ship of the ship, his white skin, blond hair and blue eyes betrayed him as a member of the Ulfen tribe of the gelids lands of the north, he comes from a small town on the borders of Irrisen who were disputed in the past to Baba Yaga's white witches, he is a reserved man o few words. He wears a breastplate and a thick layer with skin around his neck, next to a huge sword on his back. Once on the deck he approaches Thernalore Vamys and he presents greetings, "I am Grunnar, it has been ordered" when he finish his presentation comes to the group "Hello all my name is Grunnar and im a Magus and glad to know all of you, if anyone need my help advise me im not a great healer but i can try to help if is necesary"

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A young lad Raphaeleos in studded leather armor, and accessorized with a bag of things, a set of sundry weapons, a satchel of climbing tools, and a bag of healer's tools, joins the other to meet the venture-captain. He introduces himself to others and gets to familiarize them for the mission. "Raphaeleos, but you can just call me Raph." he says shyly.

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A handsome man with graying temples climbs up onto the deck, a little haggard after a difficult night on the ship. His youthful countenance is overlayed by a certain world-weariness that makes it difficult to guess at his actual age. His frame is rather spare and his somewhat pale sallow skin give an impression of fragility, which is belied by his dark penetrating eyes and strong voice. He is dressed in a dark gray wool suit whose coat hangs down to the back of his knees. He wears a white high-collared shirt with a royal blue formal cravat around the neck that is tucked into the top of his waistcoat. A prominent silver tie pin in the form of a spiraling comet secures the folds of the cravat. Hanging from his leather belt, a sheathed dagger and a coiled whip can occasionally be seen as his coat opens to reveal them.
Momentarily blinded, he squints and turns his head away from the sun. Looking around blearily, he spots the other Pathfinders and wanders over. He makes a short bow in greeting. "I bid you all a good day. I am Mandoo, erstwhile medical doctor and full-time Pathfinder. I look forward to participating in this mission with you all." He then looks wistfully out over the gunwale, searching the horizon for any trace of land. "I do hope we reach our destination soon. I tend to prefer the certainties of solid ground to the vagaries of the open sea."

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"I said keep it steady!" Captain Thernalore Vamys barks at the undine workers on the shore as the Flawless Diamond begins to drift. Wavebreak Haven is small, with only a few dozen buildings visible further inland. The dockworkers panic as the ship’s hull collides with the pier, battered bushels of palm fronds failing to completely cushion the impact. "Now look," Thernalore leans over the rail and inhales deeply, ready to chastise the inexperienced crew, before she sees a familiar face approaching the ship.
"The Society will reimburse you for any damages, captain." The authority of Venture-Captain Rashmivati Melipdra puts an end to the turmoil. The middle-aged Vudrani woman carries herself with the upright posture of a martial artist as she moves to meet the ship, though she does have trouble finding purchase with her cane as she crosses the sand. Meleeka Sanvara, a muscular monk in tan robes , runs ahead of the venture-captain with a gangplank.
"Greetings, Pathfinders. As you can see, we are in dire need of experienced volunteers. But I’m getting ahead of myself." Meleeka helps the venture-captain onto the deck of the ship before stepping aside to allow several dockhands room to begin unloading cargo. "The Society has enjoyed a mutually beneficial relationship with the Monastery of Unbreaking Waves since—"
A scream from the shore interrupts the briefing. A porter claws at the blood-soaked sand as he is dragged into the sea with a trident in his chest. A battle cry drowns out the victim’s screams as several scaly raiders emerge from the bloody brine, charging with teeth and spears. The shore erupts into chaos, and the Venture-Captain calls out over the din of battle to establish order.
"Pathfinders," Melipdra turns and gestures toward the carnage. "Protect the porters! Meleeka and I will lead the monks in defense of the ship and stop the sea devils from reaching the settlement! Hurry!"
Chupko, Avoid Notice: 1d20 + 12 ⇒ (14) + 12 = 26
Grunthar, Scout: 1d20 + 11 ⇒ (13) + 11 = 24
Raphaeleos, Search: 1d20 + 9 ⇒ (1) + 9 = 10
Mandoo, Search: 1d20 + 12 ⇒ (17) + 12 = 29
Scerzaq, Search: 1d20 + 8 ⇒ (19) + 8 = 27
Tesla, Avoid Notice: 1d20 + 12 ⇒ (7) + 12 = 19
Red Init: 1d20 + 9 ⇒ (17) + 9 = 26
White Init: 1d20 + 9 ⇒ (5) + 9 = 14
Blue Init: 1d20 + 9 ⇒ (5) + 9 = 14
Yellow Init: 1d20 + 9 ⇒ (7) + 9 = 16
The Pink tokens are dockhands/noncombatants. One of their number was dragged into the sea which is what initiated combat
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before Your Turn:
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Those with ** may go
**Mandoo - AC 16, 44/44; Libitina AC 19
**Scerzaq - AC 20, 38/38
Red
Chupko - AC 20 (22 w/shield), 46/46
Grunthar - AC 22, 88/88
Tesla - AC 19, 29/29
Yellow
White
Blue
Raphaeleos - AC 18, 44/44

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Scerzaq quickly shields himself as he lets the magic flow into his legs. He runs back down across the dock as quickly as his legs will carry him.
◆ Shield Spell
◆ Arcane Cascade Stance (+10 Speed and +3 Damage with strikes)
◆ Stride
HP 38/38
AC 20 (21 w/ Shield)
Spells (1)
Focus Points 2/2
Bend Time 1/1 (1/Day)
Hero Point 2/3

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Since Libitina's token is already on the map, I'll assume that the Manifest took place just before the encounter starts.
When he hears the scream, Mandoo closes his eyes and concentrates.
[Dearest? I hope you're not too busy right now, but it looks like we may need your assistance in the not too distant future]
{How soon?}
[Well, *Now* would be a good time, actually]
{On my way}
Action: Manifest Eidolon
A pulse of light in the form of a spiral comet shines from Mandoo's neck and is easily visible through his cravat as a smoky cloud forms beside him. From the cloud steps an 8ft-tall black-boned human skeleton with large glossy black raven-like wings sprouting from her scapulae. A 6ft long skeletal tail extends whip-like from the base of her pelvis. Her skull is covered by a polished black mask resembling a vulture’s skull, through which her glowing red eyes can be seen. In her hand she holds an adamantine scythe with a handle almost as long as her own body and featuring symbols from a long lost language etched onto its blade. A similar spiral symbol glows brightly from her forehead and is plainly visible through her mask.
[Ah, Tina. Excellent]
{Sea Devils, I see}
[Yes, so says the Venture-Captain. I've never run into any myself]
{Now what?}
[We're supposed to protect the civilians from them. One's already gone into the sea]
{Very well}
[Take care, dear. And try not to go into the sea yourself. You're not exactly bouyant]
Mandoo casts a quick protection spell. "ହାଡକୁ ହାର୍ଡେନ କରନ୍ତୁ." Libitina then moves quickly over the bridge and positions herself to intercept a Sea Devil,
Action 1 (◆): Act Together
- Mandoo Action 1 (◆): Cast a Spell: Protect Companion vs Libitina - she's now at AC 20
- Libitina Action 1 (◆): Stride (25 feet)
Libitina Action 2 (◆): Stride (25 feet)
Libitina Action 3 (◆): Stride (25 feet)
Life Block (↺) Trigger The spell's target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike
Mandoo will use the reaction on the first attack that deals more than 5 hit points of damage.

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I normally assume that the eidolon is manifested...
Red runs up to a dockhand and attempts to stab him.
Longspear vs Dockhand AC 14, Reach: 1d20 + 11 ⇒ (8) + 11 = 19
Longspear vs Dockhand AC 14, Reach, MAP: 1d20 + 6 ⇒ (10) + 6 = 16
Piercing: 2d8 + 6 ⇒ (3, 7) + 6 = 16
Red's spear plunges into the dockhand's chest, not quite killing him, but seriously wounding him. Red appears to go into a frenzy.
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before Your Turn:
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Those with ** may go
Mandoo - AC 16, 44/44; Libitina AC 19 (AC 20)
Scerzaq - AC 20, 38/38 (AC 21)
Red
**Chupko - AC 20 (22 w/shield), 46/46
**Grunthar - AC 22, 88/88
**Tesla - AC 19, 29/29
Yellow
White
Blue
Raphaeleos - AC 18, 44/44

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AC 22 is not because shield but because Nimble dodge. The dueling cape confers +1 AC. Difficult to write down all the possibilities.
The Tengu casts a cold spell towards the blue one, surprising them.
Ray o frost: 1d20 + 10 ⇒ (17) + 10 = 27
Damage, sneak: 2d4 + 4 + 1d6 ⇒ (3, 4) + 4 + (5) = 16
Then he draws his shortsword.

Zane Gort |

Tesla quickly moves up to the edge of the dock to get one of the sea devils within range. His eye falls on a nearby loose stone; with a flick of his wrist and a mumbled incantation, he sends it speeding into the side of the nearest sea devil.
Action 1 (◆): Stride (30 feet)
Actions 2 & 3 (◆◆): Cast a Spell: Telekinetic Projectile vs White
Telekinetic Projectile Attack: 1d20 + 9 ⇒ (15) + 9 = 24
Telekinetic Projectile Damage: 2d6 + 4 ⇒ (5, 2) + 4 = 11 bludgeoning damage
If a crit, you deal double damage.

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Grunthar cast a spell and run towards enemies with his halberd
◆ Shield Spell
◆ Arcane Cascade Stance (+2 HP and +1 Damage with strikes)
◆ Stride

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Chupko sends a snowball at Blue and connects. Tesla hurls a nearby rock at White and also connects. Grunthar enters a mystical stance and charges into the fray with his halberd.
Chupko - so will you Nimble Dodge the 1st attack vs you?
White swims close to Dockhand 2 and attempts to poke him with a spear.
Longspear vs DH 2: 1d20 + 11 ⇒ (8) + 11 = 19
Longspear vs DH 2, MAP: 1d20 + 6 ⇒ (17) + 6 = 23
Piercing: 2d8 + 3 ⇒ (6, 3) + 3 = 12
Blue spots Libitina and immediately attempts to poke her with his spear.
Longspear vs Libitina AC 20, Reach: 1d20 + 11 ⇒ (3) + 11 = 14
Longspear vs Libitina AC 20, MAP: 1d20 + 6 ⇒ (4) + 6 = 10
But discovers that Libitina isn't as easy to hit as the vulnerable dockhands.
Yellow moves into a flank with Red and attempts to finish off the wounded man.
Longspear vs DH 1, FF: 1d20 + 11 ⇒ (16) + 11 = 27
Piercing, Crit, Sneak: 1d8 + 1d6 + 3 ⇒ (2) + (3) + 3 = 8
The first dockhand screams as Yellow's spear bursts through his chest. Yellow appears to enter some sort of frenzied state at the sight of the bloodshed and moves off towards another dockhand.
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COMBAT TRACKER
Round: 1-2
Tactical Map
Active Conditions:
Before Your Turn:
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Those with ** may go
-2-
**Mandoo - AC 16, 44/44; Libitina AC 19 (AC 20)
**Scerzaq - AC 20, 38/38 (AC 21)
Red
Chupko - AC 20 (22 Nimble Dodge, 23 w/Dueling Cape), 46/46
Grunthar - AC 22, 88/88 (AC 23; temp hp 2/2)
Tesla - AC 19, 29/29
Yellow
White (-11)
Blue (-16)
-1-
**Raphaeleos - AC 18, 44/44

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"Dont' let them kill innocent people!" Raphaeleos exclaims to the other agents. He gets close by running on the plank and into the dock. He sends a mental jolt against White to at least distract it. "Run!!!" he shouts at the dockhand that is next to White.
◆ Stride
◆◆ Cast a Spell, Daze, DC 19 basic Will save vs 4 mental damage

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Scerzaq zips past down the dock, drawing his blade. "You got that one Palandri, I'll cut them off at the rear."
◆ Stride
◆ Stride
◆ Draw Weapon
HP 38/38
AC 20 (21 w/ Shield)
Spells (1)
Focus Points 2/2
Bend Time 1/1 (1/Day)
Hero Point 2/3

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Libitina looks down as the sea devil pokes at her ineffectively.
[You doing okay there, Tina?]
{Yes. These Sea Devils are not very impressive}
[Good. Let's hope they stay that way. If you could discourage them from killing any more civilians, that would be great]
{I will do what I can}
Libitina steps forward and brings her scythe slashing across the creature before slamming at it with her wing. Meanwhile, Mandoo casts his spells (ବ୍ଲେଡ୍କୁ ତୀକ୍ଷ୍ଣ କର and "ଏହାକୁ ତୀକ୍ଷ୍ଣ ରଖନ୍ତୁ)."
Action 1 (◆): Act Together
Mandoo Action (◇): Cast a Spell: Extend Boost
Mandoo Action 1 (◆): Cast a Spell: Boost Eidolon vs Libitina
Libitina Action 1 (◆): Step (5 feet)
Religion (Extend Boost) vs DC 18?: 1d20 + 7 ⇒ (16) + 7 = 23
Okay... that should be good enough to make the Boost Eidolon spell last 3 rounds instead of just one.
Libitina Action 2 (◆): Strike (+1 Ghost Touch Vanth Scythe) with Boost Eidolon and Spirit Touch vs Blue
Libitina Scythe Attack: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Libitina Scythe Damage: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 positive/negative damage
Libitina Action 3 (◆): Strike (+1 Ghost Touch Wing) with Boost Eidolon, Spirit Touch and MAP1 vs Blue
Libitina Wing Attack: 1d20 + 9 + 1 - 4 ⇒ (14) + 9 + 1 - 4 = 20
Libitina Wing Damage: 1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11 bludgeoning damage
Libitina Wing Spirit Touch Damage: 1 = 1 positive/negative damage

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White will: 1d20 + 7 ⇒ (2) + 7 = 9 GAK!
White screeches in pain and spends two seconds writhing on the beach from the mental attack. Screzaq draws his sword and makes a beeline for Yellow. Libitina attacks Blue and reduces the creature to pulp which washes away with the tide. Red sees an opportunity and hurries into a flank with Yellow. Red then attempts to poke Scerzaq with their spear.
Longspear vs Scerzaq AC 20, FF: 1d20 + 11 ⇒ (9) + 11 = 20
Piercing: 1d8 + 3 ⇒ (1) + 3 = 4
The spear connects and the wound starts leaking blood. At the sight of the blood, Red appears to enter a frenzied state.
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COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Before Your Turn:
After Your Turn:
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Those with ** may go
Mandoo - AC 16, 44/44; Libitina AC 19 (AC 20)
Scerzaq - AC 20, 38/38 (1d4 Persistent Bleed)
Red
**Chupko - AC 20 (22 Nimble Dodge, 23 w/Dueling Cape), 46/46
**Grunthar - AC 22, 88/88 (AC 23; temp hp 2/2)
**Tesla - AC 19, 29/29
Yellow
White (-19)
Raphaeleos - AC 18, 44/44

Zane Gort |

Finding that the sea devils are out of his range, Tesla moves onto the bridge to get closer and then raises a magical shield.
Action 1 (◆): Stride (30 feet)
Action 2 (◆): Stride (30 feet)
Action 3 (◆): Cast a Spell: Shield - AC 20 (Hardness 5)
Shield Block (↺)
Trigger While you have your shield raised, you would take damage from a physical attack.
Description: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

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Tesla charges into battle and raises his magical shield.
Dockhands Init: 1d20 + 3 ⇒ (14) + 3 = 17
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COMBAT TRACKER
Round: 1-2
Tactical Map
Active Conditions:
Before Your Turn:
After Your Turn:
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Those with ** may go
-2-
Mandoo - AC 16, 44/44; Libitina AC 19 (AC 20)
Scerzaq - AC 20, 38/38 (1d4 Persistent Bleed)
Red
**Chupko - AC 20 (22 Nimble Dodge, 23 w/Dueling Cape), 46/46
**Grunthar - AC 22, 88/88 (AC 23; temp hp 2/2)
Tesla - AC 19, 29/29 (AC 20)
Dockhands
Yellow
White (-19)
Raphaeleos - AC 18, 44/44

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The Tengu moves to reach the point to go out from the ship and he casts the same cold spell towards the white one.
Ray of frost: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10

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Gruntarr runs towards his objetive and impale him
◆◆ Double movement
◆ Strike
+1 striking Halberd attack: 1d20 + 14 ⇒ (19) + 14 = 33
damage: 2d10 + 4 ⇒ (3, 10) + 4 = 17

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Grunthar and Chupko combine to remove White's (and several generations) existence from Golarion (Chupko's attack left him with all of 1 hp. Gruntarr's strike was a crit so even White's next of kin felt that!).
Seeing the Pathfinders engage the creatures, the dockhands scatter to the four winds.
Yellow attacks Scerzaq in a frenzied state, dropping his spear and tearing at him with jaws and claws.
Jaws vs Scerzaq, AC 20, FF: 1d20 + 12 ⇒ (11) + 12 = 23
Claws vs Scerzaq, AC 20, FF, Agile, MAP: 1d20 + 8 ⇒ (9) + 8 = 17
Claws vs Scerzaq, AC 20, FF, Agile, MAP 2+: 1d20 + 4 ⇒ (2) + 4 = 6
Piercing: 1d8 + 7 ⇒ (5) + 7 = 12
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COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions:
Before Your Turn:
After Your Turn:
Scerzaq - DC 15 Flat Check
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Those with ** may go
-3-
**Mandoo - AC 16, 44/44; Libitina AC 19 (AC 20)
**Scerzaq - AC 20, 26/38 (1d4 Persistent Bleed)
Red
Chupko - AC 20 (22 Nimble Dodge, 23 w/Dueling Cape), 46/46
Grunthar - AC 22, 88/88 (AC 23; temp hp 2/2)
Tesla - AC 19, 29/29 (AC 20)
Yellow
-2-
**Raphaeleos - AC 18, 44/44

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[Wow, Tina. That fellow didn't stand a chance]
{As I said, these Sea Devils are not very impressive}
[There's still a couple left. They seem intent on finishing off poor Scerzaq]
{Not for long}
Libitina closes with and then brings her scythe down onto one of the remaining sea devils. Meanwhile, Mandoo starts crossing the bridge to get closer to the action.
Action 1 (◆): Act Together
- Mandoo Action 1: Stride (25 feet)
- Libitina Action 1: Stride (25 feet)
Libitina Action 2 (◆): Stride (25 feet)
Libitina Action 3 (◆): Strike (+1 Ghost Touch Vanth Scythe) with Boost Eidolon and Spirit Touch vs Flat-Footed Red
Libitina Scythe Attack: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 vs Flat-Footed
Libitina Scythe Damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 negative damage
I'll take the crit for 18 damage, which should leave Yellow with some 12hp. If Scerzaq can direct his attacks on Yellow, then maybe we can take him down this round.

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Mandoo, I'm assuming your attacks are against Yellow (you indicated Red as FF)
Libitina rushes to Scerzaq's aid and clobbers Yellow.
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COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions:
Before Your Turn:
After Your Turn:
Scerzaq - DC 15 Flat Check
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Those with ** may go
-3-
Mandoo - AC 16, 44/44; Libitina AC 19 (AC 20)
**Scerzaq - AC 20, 26/38 (1d4 Persistent Bleed)
Red
Chupko - AC 20 (22 Nimble Dodge, 23 w/Dueling Cape), 46/46
Grunthar - AC 22, 88/88 (AC 23; temp hp 2/2)
Tesla - AC 19, 29/29 (AC 20)
Yellow (-18)
-2-
**Raphaeleos - AC 18, 44/44

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"Be careful, my friend!" he calls out the ysoki that is surrounded by the hostile creatures after he runs all the way closer to him. Shouting words of healing, he forges a connection of life energy between him and Scerzaq, to distribute the harm between them, and the ysoki also recovers 1d4 ⇒ 4 HP. As a consequence though, it seems life force is seeping out of him, his curse progressing into a Minor Curse.
◆ Stride
◆ Stride
◆ Cast a Spell, Life Link (first time each round Scerzaq takes damage, Raph takes the damage to at most 3)

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Scerzaq releases a small amount of his magic into the sea devil before quickly retreating to relative safety, if even for a brief moment.
Spellstrike vs Yellow: 1d20 + 11 ⇒ (1) + 11 = 12
True Strike: 1d20 + 11 ⇒ (20) + 11 = 31
Shortsword Damage (Slashing): 2d6 + 2 ⇒ (3, 1) + 2 = 6
Gouging Claw Spell Damage (Slashing/ Piercing): 2d6 + 2 ⇒ (2, 5) + 2 = 9 2d4 Persistent Bleed on a Crit
Arcane Cascade Damage (Slashing): 3 = 3
Persistent Bleed: 1d4 ⇒ 3
Flat Check: 1d20 ⇒ 15
◇ Bend Time
◆ True Strike
◆◆ Spell Strike
◆ Stride
HP 27/38
AC 20 (21 w/ Shield)
Spells (1) True Strike
Focus Points 2/2
Bend Time 1/1 (1/Day)
Hero Point 2/3

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Scerzaq annihilates Yellow with spell and blade before running to safety. Raph works some magic and links his life to Scerzaq. Red charges Libitina and slashes at her with Jaw and Claw, dropping his spear.
Jaws vs Libitina AC 20: 1d20 + 12 ⇒ (9) + 12 = 21
Claws vs Libitina AC 20, MAP, Agile: 1d20 + 8 ⇒ (10) + 8 = 18
Piercing: 1d8 + 8 ⇒ (6) + 8 = 14
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COMBAT TRACKER
Round: 3-4
Tactical Map
Active Conditions:
Before Your Turn:
After Your Turn:
------------------
Those with ** may go
-4-
**Mandoo - AC 16, 30/44; Libitina AC 19 (AC 20)
**Scerzaq - AC 20, 30/38
Red
-3-
**Chupko - AC 20 (22 Nimble Dodge, 23 w/Dueling Cape), 46/46
**Grunthar - AC 22, 88/88 (AC 23; temp hp 2/2)
**Tesla - AC 19, 29/29 (AC 20)
**Raphaeleos - AC 18, 41/44

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Mandoo, I'm assuming your attacks are against Yellow (you indicated Red as FF)
Yes, sorry about that. I first had Libitina moving to flank Red but then I realized that she could reach flanking position with Yellow on two strides, so I left Red for Grunthar, Chupko and Tesla to deal with.
Also, not that it matters in this case, I should point out that Libitina is at AC 19. The Protect Companion spell only lasts one round, and Mandoo has been too far away from Libitina to cast it the last couple of rounds.
Lastly, Mandoo/Libitina only have max hit points of 41, not the 44 listed on the initiative list, thus they are currently at 27/41.
"<Crunch!>"
The sea devil manages to bring its jaws close enough to Libitina to crack one of her ribs. She seems unfazed, but Mandoo jerks slightly as he feels the pain through their shared psychic link.
[Uf! That smarts. Those sea devils have sharp teeth]
{Yes. It got lucky}
[Let's hope its luck runs out soon then]
{It is not long for this world}
As Mandoo continues to cross over the bridge to get close enough to his eidolon to cast support spells on her, Libitina strikes at the creature with scythe and wing before stepping back to protect the nearest civilian.
Action 1 (◆): Act Together
- Mandoo Action 1: Stride (25 feet)
- Libitina Action 1: Strike (+1 Ghost Touch Vanth Scythe) with Boost Eidolon and Spirit Touch vs Red
Libitina Scythe Attack: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Libitina Scythe Damage: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 negative damage
Libitina Action 2 (◆): Strike (+1 Ghost Touch Wing) with Boost Eidolon, Spirit Touch and MAP1 vs Red
Libitina Wing Attack: 1d20 + 9 + 1 - 4 ⇒ (5) + 9 + 1 - 4 = 11
Libitina Wing Damage: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10 bludgeoning damage
Libitina Wing Spirit Touch Damage: 1 = 1 negative damage
Libitina Action 3 (◆): Step (5 feet)

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Thanks to Mandoo's puppeteer for running Tesla (and not getting him killed) while I was gone.
Seeing all the activity on the shore, Tesla moves forward to get a good look at the remaining sea devil. "Alas, my friend, it's time for us to part company." He waves his hand in a circular motion, sending shards of seashells at the enemy.
Telekinetic Projectile vs Red: 1d20 + 9 ⇒ (18) + 9 = 27
Piercing Damage: 2d6 + 4 ⇒ (5, 2) + 4 = 11
◆ Stride, ◆◆ Telekinetic Projectile

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Libitina continues to wreak havoc against Red, slashing at him with a scythe, but missing with her wing. Tesla joins the fray by pummeling Red with seashells, most of them pointy.
Red is just holding together with string and magic tape.
------------------
COMBAT TRACKER
Round: 3-4
Tactical Map
Active Conditions:
Before Your Turn:
After Your Turn:
------------------
Those with ** may go
-4-
Mandoo - AC 16, 27/41; Libitina AC 19
**Scerzaq - AC 20, 30/38
Red (-26)
-3-
**Chupko - AC 20 (22 Nimble Dodge, 23 w/Dueling Cape), 46/46
**Grunthar - AC 22, 88/88 (AC 23; temp hp 2/2)
Tesla - AC 19, 29/29
**Raphaeleos - AC 18, 41/44

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◆ Stride
◆◆ Spelstrike
Halberd attack vs FF Red : 1d20 + 14 ⇒ (14) + 14 = 28
damage: 2d10 + 4 ⇒ (7, 10) + 4 = 21
Gouging claw (piercing): 3d6 + 3 ⇒ (3, 5, 2) + 3 = 13

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The Tengu looks at all this wave of violence from a bit far away but ready to continue casting spells if by miracle the foe is still standing.

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Gruntarr charges in and ends the fight with his halberd.
COMBAT OVER
Mandoo - AC 16, 27/41; Libitina AC 19 (AC 20)
Scerzaq - AC 20, 30/38
Chupko - AC 20 (22 Nimble Dodge, 23 w/Dueling Cape), 46/46
Grunthar - AC 22, 88/88
Tesla - AC 19, 29/29
Raphaeleos - AC 18, 41/44
Chupko's Society (T): 1d20 + 10 ⇒ (4) + 10 = 14
Grunthar's Society (T): 1d20 + 10 ⇒ (12) + 10 = 22
Tesla's Society (T): 1d20 + 9 ⇒ (15) + 9 = 24
Wall of text incoming
"Only one? You’ve been bested, Meleeka," Melipdra finishes dressing a wounded porter while gesturing toward her assistant. The martial artist drops the smoldering remains of a sea devil’s torso into the sand and returns to the pier to rummage through the scattered crates. The venture-captain continues the briefing. "Like I was saying, the Society has enjoyed a mutually beneficial relationship with the Monastery of Unbreaking Waves. The local undines have made great strides in rebuilding the monastery since we defeated the undead responsible for the school’s disappearance.
But the tradition now faces a new threat. An incursion of sea devils is attacking the monastery. You might know them as sahuagin. I was told that the monastery needed our help, but to see a shiver of this size make it to Wavebreak Haven means the situation must already be dire. We must come to the aid of the Unbreaking Waves, now!" She gestures to the surf, where a short figure is soothing several half-horse, halffish creatures. "Rirzik here will escort you by hippocampus to the underwater monastery, where Grandmaster Remendi is organizing the resistance."
Rirzik steps forward, smoothing his turquoise eyebrows, and takes a deep breath, "I have enough hippocampi for everyone. They were a little spooked by all the noise, but I calmed them down."
"And the Society came through with the supplies!" Meleeka interrupts, hauling several large bags across her shoulders as she rejoins the group on the beach. "There are enough potions and fins for each of you. I wish I could join you, but as my fire burns brighter on dry land, I think I’ll be better off seeing to the defense up here."
Melipdra rests a hand on her agent’s shoulder in reassurance. "There is more to a battlefield than the front lines. Support our allies on the shore however you can, and remember to not lose sight of the bigger picture. Helping our allies means helping to preserve a still largely undocumented tradition. We must not let the Unbreaking Waves become another casualty of this senseless violence."
Sea devils are aggressive amphibious humanoids who rule hierarchical empires from Golarion’s oceans to the Plane of Water. Despite their strictly regimented culture, sea devils are known to lose control at the scent of blood and enter a violent frenzy.
More text incoming

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The remaining part of this scenario takes place underwater. Slide #4 is a review of Underwater Combat rules.
Meleeka hands each of you four potions of water breathing. This includes any animal companions and familiars. She then reaches into another sack and brings out a set of Swim Fins for each of you.
"Please return any unused equipment at the end of the mission. I hope these all fit."
Two pairs of swim fins are pink with multicolored unicorns adorned on them...
You may take 10 minutes to patch up the wounded. Rirzik is impatient to get started.

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The archaeologist puts on the swim fins as he hopes that could help a bit. The he waits for the departure as he’s not the best one to patch his wounded companions.

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You may take 10 minutes to patch up the wounded.
That should be enough time for a Treat Wounds (10 minutes) followed by a Battle Medicine (1 round).
Once the last of the sea devils falls, Mandoo moves to rejoin Libitina and tend to her wounds.
{It is but a scratch}
[Looks a tad bit more serious than that my dear]
{Perhaps}
[I'll have us back in fine fettle in no time. Now stand still]
{Fine}
Activity: Treat Wounds (Medic Dedication) & Assurance:Medicine) on Libitina vs DC 15
Assurance: Medicine (Treat Wounds) vs DC 15: 10 + 7 = 17
Treat Wounds Healing vs DC 15: 2d8 ⇒ (7, 1) = 8 hit points healed
Seeing that his treatment was insufficient to completely heal her rib, he decides to quickly bind the remaining fracture to bring her back to full strength.
Action: Battle Medicine (Medic Dedication & Assurance:Medicine) on Libitina vs DC 15
Assurance: Medicine (Battle Medicine) vs DC 15: 10 + 7 = 17
Battle Medicine Healing vs DC 15: 2d8 ⇒ (5, 8) = 13 hit points healed
That should do the trick.
Mandoo and Libitina then collect their potions and fins and prepare themselves to go into the water.
Technically, I don't believe Libitina is allowed to activate her own potions (since they don't have the eidolon trait), so we'll just assume that Mandoo does the activation and feeds them to her.
As an FYI (in case it comes up). Mandoo has the Evolution Surge focus spell that for 1 minute, will give Libitina the ability to breathe underwater and gain a swim Speed equal to 30 feet.

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Seeing that Mandoo manages to treat his wounds and Libitina's, Raphaeleos approaches Scerzaq to heal and and himself as well, thanks to his training in treating several wounded patients simultaneously.
"Let me help you with your wounds as I treat myself as well." he offers Scerzaq his medical treatment.
DC 15 Medicine Check to Treat Wounds, Ward Medic Feat: 1d20 + 10 ⇒ (17) + 10 = 27
HP Restored: 4d8 ⇒ (5, 3, 7, 3) = 18 HP for Scerzaq and Raphaeleos
After treatment, he takes the potion of water breathing and drinks it and gets the pair of multi-colored unicorn-designed swim fins for him to wear underwater exploration which he did not sign up for but he has no choice now but to go.
"This smells and tastes awful," and he is about to puke but restrains himself lest he wastes the potion.

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When the last sea devil falls, Tesla dusts himself off. He casts Prestidigitation to make his garments look proper. "Manners maketh the man. And pristine clothing." He joins the others gathered around Rirzik and the hippocampi. He collects his potion and fins and stows them till needed.
Studying one of the enemies, Tesla says, "Well done, team. We dispatched the devils most efficiently. We must be wary of them, however. Especially in their own element. I recall them becoming frenzied and dangerous in the vicinity of blood." He adds helpfully, "Best not to bleed around them."
Tesla hears his firely, Elon, buzzing around in its jar, with orders for the wizard. "Try to be treat your fine steed with more respect than you show me." The wizard rolls his eyes, but does his best to befriend his mount with gentle gestures that he learned back home.
Nature-Command Animal: 1d20 + 6 ⇒ (15) + 6 = 21

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You all drink the potion and put the fins on, with both Raph and Tesla settling for the pink unicorn swim fins. Meleeka tries to hide her smile at seeing Tesla waddling around in pink swim fins.
The sea is calm as the hippocampi diligently follow Rirzik’s lead, diving beneath the waves. The temperate waters are clear enough to see the monastery only minutes after leaving the shore, a sprawling complex of over two dozen buildings flanking a precipitous bubbling trench. Impressive gardens of colorful seaweed and coral dot the landscape in labyrinthine paths. The pristine trails are ominously deserted. All signs of life are concentrated around the tallest structure at the center of the monastery—the great hall, carved out of twisting stone accented with glowing sapphires. About fifteen minutes after leaving the shore, the hippocampi reach the doorway, where a trio of undine monks stand watch. The youngest swims before Rirzik’s hippocampus and holds out his hand. The mount bucks as the guard refuses to step aside.
Rirzik quickly defuses the tense situation by explaining that the PCs are Pathfinders. The attitude of the guards immediately and visibly shifts as they bow and gesture the PCs to the central building. Rirzik departs with the hippocampi, while the guard leads the PCs past the foyer of the school to meet with Grandmaster Remendi (N female undine human martial artist) and her wife Zulfibha (N female undine human cleric of Gozreh).
A sprawling elliptical arena has been converted into a makeshift war room. A swirling roil of bubbles and currents fills the center of the fighting pit, flanked by a pair of undines meditating on its churning eddies. Within the confines of the sphere float numerous colorful coral figurines in a three-dimensional map of the monastery and surrounding areas. A school of tiny, colorful fish swims into the room. The figurines on the map begin to move as the fish whisper to the undines, several of the coral lumps are forcefully ejected into a half-filled net near the ceiling.
"Pathfinders," a stern voice calls out from the other side of the arena. Grandmaster Remendi takes only a moment to look away from her work before returning to watching the sphere. "I wish I could properly receive you, but I’m afraid we don’t have any time to spare. Excuse me."
Stand by for another text wall

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Remendi turns to Zulfibha with a raised brow, muttering to her wife while focusing on the movement of the coral. In response, Zulfibha raises a religious symbol of Gozreh, and a small cod zips to her shoulder. After a few short words, the fish darts out of the room. Remendi turns to an anxious merfolk on the other side of the arena. "And you can send the supplies to Afmari!"
"Excuse me," Remendi says as the merfolk glides out of the arena. "I’ll try to make this brief. The sea devils are beginning to converge. We’ve been able to hold them off on the open waters, but our forces are stretched too thin to handle concerns away from the front lines. We need an elite team capable of responding quickly as the silt clears. Your performance at Wavebreak Haven has proven your skills."
A cuttlefish speeds past and whispers a message directly to Remendi, breaking her train of thought as she pounds her desk with a clenched fist.
"I’ve received your first mission. Rirzik will guide you and we will keep in contact. Please, for the sake of our school and our students, help us defend the Unbreaking Waves!"
"Our intelligence has confirmed sea devils and sharks," Remendi says. "But the exact details of other threats are difficult to confirm given the variety of sea life in the region and unpredictable cunning of our enemy."
Libitina's Warfare Lore (T): 1d20 + 5 ⇒ (12) + 5 = 17
From Libitina - {There is an undeniable threat headed toward the position that Remendi has asked you to defend.}
You will receive a +2 bonus to initiative during the first encounter

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{There is an undeniable threat heading toward the position the undine has asked us to defend}
[So it would seem. More sea devils and even sharks, apparently]
{The sea devils do not concern me; the sharks might prove interesting though}
[I can't say that I share your sentiment dear]
Mandoo turns to the group and shares the information that Libitina has uncovered.