
GM Farol |

You head south-west, from your understanding of the map you know that not far from there is an oasis, but so far you are good on the resources.
The underground rivers that feed the Inspiriting Wellspring and the other oases throughout the area of the desert bubble up in unexpected locations when conditions are right...
Tess of Tosof's Perception (T): 1d20 + 10 ⇒ (18) + 10 = 28
Meadow's Perception (E): 1d20 + 12 ⇒ (6) + 12 = 18 +2 to Seek hunted prey
Brekovi's Perception (T): 1d20 + 10 ⇒ (7) + 10 = 17
Henri Heart's Perception (T): 1d20 + 10 ⇒ (12) + 10 = 22 Includes level bump
Symeon Isafira's Perception (E): 1d20 + 12 ⇒ (6) + 12 = 18
Isaku Beru's Perception (E): 1d20 + 10 ⇒ (17) + 10 = 27
Init: 1d20 + 16 ⇒ (14) + 16 = 30
As you walk, through the sand, Brekovi's camel stops and yanks its head free, then turn to the side and begin to run away!
For an instant Brekovi looks at the beast with open snout, and then he feels what is happening, his mount is sinking! He stepped on the quicksand
Hazard encounter!
Quicksand
Brekovi with mount pulled to horse waist
Tess
Meadow
Isaku
Henri
Symeon
On its initiative, the quicksand pulls down each creature within it. A creature that was submerged up to its waist becomes submerged up to its neck, and a creature that was submerged up to its neck is pulled under and has to hold its breath to avoid suffocation.
To escape Brekovi's horse need to make Athletics DC23 check, that would require for him to pass Nature check to command animal. Others can aid in that check, if you find a way to aid Brekovi and the horse you can attempt Athletics DC23 check to set them free.
Every success pulls them out by 1 stage so from waist => free
Brekovi is 15 ft away from the side of the quicksand, so after getting free he need 3 more successes to be set free
Creative solutions are encouraged!
Good RP will grant you bonus!
If you decide to save Brekovi and leave the horse to quicksand, you will be struck with meteorite! As this GM do not approve such solutions ;)

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Meadow pulls a rope from her backpack and speaks soothingly to Brekovi's horse in an attempt to get it to calm down and carefully exit the quicksand.
"Quicksand! Oh, oh I read about this! You have to not struggle and thrash about. Just slowly sort of swim to safety." She makes some shushing noises and calls to Brekovi's horse.
nature-aid: 1d20 + 10 ⇒ (12) + 10 = 22
Retrieve from backpack, prepare to aid

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"Meadow's right. Attach the rope to the saddle, and I'll help pull!" Tess turns to the others behind her. "Everyone, help pull! Don't pull with your arms, pull from your hips. Feel the weight of your center, be in your body, and leverage your own weight in the pull."
Tess closes her eyes, and imagines herself as the spider -- multilegged, grounded, strong, and pulling on a rope of silk. Spiders pull with grace and steadiness, and Tess pulls slowly, steadily and with her full body as Meadow helps calm the horse.
"Also, bright side... where there is quicksand, there is water!"
Athletics: 1d20 + 8 ⇒ (19) + 8 = 27

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Brekovi quickly ties off the rope on the saddle and calmly guides his horse out of the quicksand. “Come on Clomper, you can do it!” It is good that the horse is such a powerful creature.
Brekovi's Nature (T), Meadow’s Aid: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
Warhorse Athletics: 1d20 + 11 ⇒ (20) + 11 = 31
The GM declared the horse shall not be abandoned, and the dice listened! :)

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If one more success is needed...
"Everyone, together! Pull slowly, steadily... Together we are the multi-legged spider, strong, steady, inexorable..."
Athletics: 1d20 + 8 ⇒ (14) + 8 = 22
If I get a DC 20 Aid, that will turn into another success.

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Brekovi is able to keep Clomper calm as it moves the rest of the distance out of the quicksand.
Brekovi's Nature (T): 1d20 + 10 ⇒ (8) + 10 = 18
Clomper the War Horse’s Athletics: 1d20 + 11 ⇒ (20) + 11 = 31
Once free of the quicksand, Brekovi gets out a dried apple and sugar cube. He feeds them as a treat. “Good job! No quick sand is going to get you!”
He then spends some time cleaning and grooming the horse as it rests.
”Could someone please find my pack camel?”

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"Ha! It's your own fault for messing with him."
Meadow chuckles and brings Brekovi's camel to him. "Your camel is feisty. He spit at Silence."

GM Farol |

Brekovi shows up astonishing control over his mount, who would have expected. Also the horse instead of panicking, very methodically started to wadle towards the steady patches.
With a little help from his friends: Meadow and Tess, Brekovi and his steed are safe and sound.
After calming yoursefl down, and clean the horse. After taking short break you continue your path, more and more you see rocks sticking out of the sand.
In the evening when you do the reading the dagger presents almost the same directions. Marked on the map
Henri Heart's Perception (T): 1d20 + 10 ⇒ (17) + 10 = 27 Includes level bump
Symeon Isafira's Perception (E): 1d20 + 12 ⇒ (14) + 12 = 26
Isaku Beru's Perception (E): 1d20 + 10 ⇒ (5) + 10 = 15
In the evening Henry and Symeon notice some marks on the rocks.
That potentially give some of you chance to hunt prey, select as lead etc. Still holding to the same direction of marching?

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Brekovi looks at the marks on the rocks to see if they are tracks going in the approximately the same direction as the dagger points.
Assurance Survival 20

GM Farol |

Brekovi can see that the marks are not heading in one direction, he simply suspects that your way will take you through the territory of some creatures.
Tess of Tosof's Nature (T): 1d20 + 10 ⇒ (17) + 10 = 27
Meadow's Nature (T): 1d20 + 10 ⇒ (3) + 10 = 13 Dubious knowledge
Brekovi's Nature (T): 1d20 + 10 ⇒ (7) + 10 = 17
Symeon Isafira's Nature (E): 1d20 + 12 ⇒ (1) + 12 = 13
Isaku Beru's Nature (T): 1d20 + 8 ⇒ (10) + 8 = 18
Meadow believes those to be signs of giant beetles, but Tess thinks those could be scorpions.
Assuming that you keep to the same direciton.
The following day you keep walking, this time rocks taking completely the place that sand had. Big boulders fill in the landscape and very quickly you notice a scorpion! Two pinchers a stinger, size approximately few inches, soon a camel simply stomps on it on their way south west. But very quickly you hear terrible sound, a sound as if something large would move through the stones. In the distance you spot couple of scorpions that seem to be of the size of your camels! You quickly dismount and fetch for weapons.
Tess of Tosof's Initiative Using Scout: 1d20 + 10 ⇒ (13) + 10 = 23
Meadow's Initiative Using Stealth: 1d20 + 13 ⇒ (12) + 13 = 25
Brekovi's Initiative Using Detect Magic: 1d20 + 15 ⇒ (10) + 15 = 25
Henri Heart's Initiative Using Search: 1d20 + 10 ⇒ (8) + 10 = 18
Symeon Isafira's Initiative Using Investigate: 1d20 + 12 ⇒ (14) + 12 = 26
Isaku Beru's Initiative Using Investigate: 1d20 + 10 ⇒ (2) + 10 = 12
Red, blue: 1d20 + 9 ⇒ (7) + 9 = 161d20 + 9 ⇒ (6) + 9 = 15
Green, Pink: 1d20 + 12 ⇒ (15) + 12 = 271d20 + 12 ⇒ (15) + 12 = 27
Two scorpions move through the rocks in great speed, closing on the distance.
★★★
Who stomps whom now? Round 1
Party Conditions: Are spiders inspired
Terrain: Rocky desert
Battlemap
──────────
BOLD IS UP!:
──────────
Pink (-0 HP)
Green (-0 HP)
➤ Tess (54/54 HP)
➤ Brekovi (60/60 HP)
➤ Henri (48/48 HP)
➤ Symeon (51/51 HP)
➤ Isaku (63/63 HP)
➤ Meadow (63/63 HP)
⠀⠀➤ Silence (39/39 HP)
Red (-0 HP)
Blue (-0 HP)

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Symeon sends Wuffles and his camel off away from the group and fight as he draws his bow.
He takes a moment to line up a shot at the one with the hot pink stripes. "Any ideas on the wind conditions?"
Devise Stratagem: 1d20 ⇒ 19
Secret roll: 1d20 ⇒ 10 +13 for Society, Arcana, Academia Lore, or Surgery Lore; +12 for Medicine and Nature, +11 for Crafting, Occultism, or Pathfinder Society Lore; +9 for Religion or Other Lores.
Feeling he has a great shot, Symeon lines it up and fires.
Short end of the bow, +1 Stratagem: 19 + 14 = 33
Damage, Piercing: 2d6 ⇒ (1, 2) = 3
Strategic strike: 2d6 ⇒ (5, 2) = 7
Please tell me that's a crit!: 1d10 ⇒ 3
He then moves back from the rest of the group, ready to let loose an arrow or some healing salve.

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Brekovi says a few mystic words and gestures. A magical arrow flies from his hand at pink. It is not very well aimed.
Acid Arrow: 1d20 + 12 ⇒ (7) + 12 = 19 CS: double acid damage but not persistent damage
Acid damage: 3d8 ⇒ (7, 2, 1) = 10 plus 1d6 persistent acid damage
He then moves over behind some of the larger boulders.

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Seeing the scorpions suddenly appear, Isaku draws his dueling pistol from his belt and begins calculating angles.
Devise: 1d20 ⇒ 18
Hits AC 28 (taking into account 2nd range increment)
He also tries to find out what the creatures are exactly (Nature +8)
Certain of his target, Isaku levels his pistol at Pink and fires.
Concussive: 2d6 ⇒ (4, 5) = 9
Crit?: 2d10 ⇒ (8, 10) = 18 Doubled to 36
Fatal: 1d10 ⇒ 3
Strategic Strike: 2d6 ⇒ (1, 2) = 3
45 damage total
"Tess, if you can hit it, I think I've weakened it for you"
Pink will be FF to Tess
◆ Interact to Draw
◆ Devise
◇ Known Weakness (RK)
◆ Bang!

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"Oh thank goodness it's only scorpions. I was afraid it would be giant beetles and we'd have to see them squiggle." Meadow moves to get a clearer shot. She pauses and bites her lower lip when she sees the scorpion's mouth. "Uh oh. I think we're in trouble. I bet these guys can squiggle their mouth bits also."
The young archer chooses her target, draws her bow and fires.
Quick Draw-shortbow vs pink, or green if pink is already down: 1d20 + 14 ⇒ (20) + 14 = 34
piercing: 2d6 ⇒ (2, 2) = 4
deadly?: 1d10 ⇒ 5
precision: 1d8 ⇒ 5 extra damage on the first hit.
Stride, ◆ Hunt prey, ◆ Quick Draw

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Henri surrounds himself with the blessing of Sarenrae and those adjacent to him. He then draws his scimitar. Scorpions as big as their camels are nothing to be taken lightly about, he thinks.
◆◆ Cast a Spell, Bless (5 ft emanation, +1 status bonus to attack rolls to those within the emanation)
◆ Interact to draw weapon

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As combat starts, Tess's ancestors begin to battle within her for what Tess should do. Although Tess would love to either strike or cast spells, she listens to her ancestors.
Ancestral Influence: 1d4 ⇒ 2
Skills... Use your skills.... A ghostly voice demands in Tess's head.
The oracle looks up at the sky, and yells, "Wait. The scorpion's right THERE in reach of my spells... REALLY, ANCESTORS?"
Flat Check DC 5 to Defy Ancestors: 1d20 ⇒ 3
REALLY.
"I have the worst ancestors." Tess mutters under her breath as she loses her action. She pulls out her Elven Curve Blade, and steps back into the area of the Bless, since drawing a weapon and movement are not something with which even her Ancestors can argue.
◈ Pointless defiance of Ancestors
◈ Draw Weapon
◈ Step Back into Bless

GM Farol |

Symeon pulls out his bow and sends a perfect arrow at the giant scorpion. The arrow hits them in between the eyes Pink critted for -26
Brekovi sends an acid arrow but the creature is agile, and the arrow misses it.
Isaku shots the same critter, and hits but less effectively than he hoped for. This is a hit pink -12
Meadow takes out her bow and sends another perfect arrow at Pink Crit Pink -23
Henri spreads his blessing, while Tess begin negotiating with her ancestors.
Symeon knows that those are some variant of Giant Scorpions, they can grab their pray and are venomous.
Two other scorpions move closer, while the one struck with three projectiles goes after Brekovi
Stinger@Brekovi: 1d20 + 14 ⇒ (8) + 14 = 22
piercing: 1d6 + 9 ⇒ (2) + 9 = 11
Pinchers@Brekovi: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22
slashing: 1d8 + 9 ⇒ (6) + 9 = 15
Stinger strikes the ground next to Brekovi's feet while pinchers smacks next to his head, barely missing.
The other creature moves and attacks Isaku
Stinger@Isaku: 1d20 + 14 ⇒ (1) + 14 = 15
piercing: 1d6 + 9 ⇒ (5) + 9 = 14
Pinchers@Isaku: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22
slashing: 1d8 + 9 ⇒ (7) + 9 = 16
This time the stinger misses terribly, but pinchers grab Isaku by the arm, spilling his blood on the stones! Isaku hit -16
★★★
Who stomps whom now? Round 2
Party Conditions: Are spiders inspired
Terrain: Rocky desert
Battlemap
──────────
BOLD IS UP!:
──────────
Pink (-61 HP)
Green (-0 HP)
➤ Tess (54/54 HP)
➤ Brekovi (60/60 HP)
➤ Henri (48/48 HP)
➤ Symeon (51/51 HP)
➤ Isaku (47/63 HP)
➤ Meadow (63/63 HP)
⠀⠀➤ Silence (39/39 HP)
Red (-0 HP)
Blue (-0 HP)

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Brekovi retreats from the scorpion and then casts a spell he hopes will protect both himself and Meadow. A huge globe of water appears and then tries to roll over the scorpion that clawed at him.
Movement would provoke
“Try to pinch me, will you! Take this!”
Stride
Cast Aqueous Orb
DC 22 Reflex to avoid being engulfed, otherwise has to move to avoid orb
Orb moves to the same space as the scorpion currently occupies.

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Isaku reloads his weapon and attempts to get an angle on Green.
Devise, Bless: 1d20 + 1 ⇒ (16) + 1 = 17
Hits AC 29
Isaku puts a bullet into Green.
Concussive + Precision: 4d6 ⇒ (4, 6, 3, 6) = 19
"Tess! There's a crack in its carapace! Hit him there!"
Green is FF to Tess
◆ Reload
◆ Devise
◆ Bang

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"Oh no! This is worse than I thought. Their mouth bits are too close to a beetle. I think this one is about to squiggle. Yuck!"
Hunted Shot-shortbow vs pink: 1d20 + 14 ⇒ (4) + 14 = 18
piercing: 2d6 ⇒ (1, 3) = 4
deadly?: 1d10 ⇒ 9
Hunted Shot-shortbow vs pink: 1d20 + 14 - 5 ⇒ (6) + 14 - 5 = 15
piercing: 2d6 ⇒ (3, 3) = 6
deadly?: 1d10 ⇒ 5
Hunted Shot-shortbow vs pink: 1d20 + 14 - 10 ⇒ (18) + 14 - 10 = 22
piercing: 2d6 ⇒ (6, 1) = 7
deadly?: 1d10 ⇒ 10
precision: 1d8 ⇒ 4 extra damage on the first hit.
"Silence, help me"
◆ Hunted Shot, ◆ strike, ◆ Command an Animal

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I don’t mind if my action happens after Meadow. Should have thought of that when posting it this morning.

GM Farol |

Isaku raises his pistol and shoots ... but before he does scorpion strikes him with stinger
Aoo, green@Isaku: 1d20 + 14 ⇒ (5) + 14 = 19
Damage, p: 1d6 + 8 ⇒ (4) + 8 = 12
But scorpion misses, however Isakus shot breaks through carapace. Green -19 ff to Tess
Meadow sends three arrows and is targeted by the scorpion as well!
Aoo, pink@Meadow: 1d20 + 14 ⇒ (17) + 14 = 31
Damage, p: 1d6 + 8 ⇒ (6) + 8 = 14
Meadow is struck as she sends her first arrow, the arrow hit a rock as Meadow feels poison entering her bloodstream. Meadow -14 and Fort save DC22 vs Scorpion Venmo
Her second arrow misses as well, but the third one hits, the creature shrieks in pain, and its misery is finieshed by Silence. Hit -11 and -13 PInk is Dead. Brekovi has a round to do, since pink is dead.
★★★
Who stomps whom now? Round 2
Terrain: Rocky desert
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Meadow: Fort save DC22 vs Scorpion venom
──────────
BOLD IS UP!:
──────────
Green (-19 HP) │ ff to Tess
➤ Tess (54/54 HP)
➤ Brekovi (60/60 HP)
➤ Henri (48/48 HP)
➤ Symeon (51/51 HP)
Isaku (47/63 HP)
Meadow (49/63 HP)
⠀⠀Silence (39/39 HP)
Red (-0 HP)
Blue (-0 HP)

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Welll, that didn’t work as intended…
Brekovi casts a spell causing a huge globe of water to appear and then causes it to roll over the scorpion directly to the south of them. Blue
Redrew where the orb is and where it is going.
If Meadow fails the save vs poison
He then turns and tries to treat Meadow for the scorpion venom.
Brekovi's Medicine (T): 1d20 + 10 ⇒ (19) + 10 = 29 Doesn’t help for the first save, but if she fails the second save would have a +2 bonus
If she makes the save
Brekovi then casts his shield spell.

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"Gather around and be blessed by the holy fire of Sarenrae!" Henri sustains his Bless spell to cover more of his allies, well not totally because the others are too far away. He then sends a blazing band of fire that arcs through the air toward Green.
Fire Ray Spell Attack vs Green, Bless: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Spell Damage: 4d6 ⇒ (1, 2, 4, 5) = 12 fire damage (double if crit and additional 2d4 persistent fire damage)
◆ Sustain a Spell, Bless
◆◆ Cast a Spell, Fire Ray

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Ancestral Influence: 1d4 ⇒ 2
Skills... I was supposed to get skills! the ghostly voice complains.
Irritated at the irrationality of her ancestors, Tess snarls at the Green Scorpion, "BACK OFF, BUG FACE!"
Intimidate E: 1d20 + 14 ⇒ (20) + 14 = 34
Even with the -4 for not sharing a language, that's likely a crit for Frightened 2 on Green.
Tess takes a guarded step towards Green and strikes!
◈ Demoralize
◈ Guarded Step
◈ Strike
Flat Check DC 5 to Defy Ancestors: 1d20 ⇒ 9
Elven Curve Blade+Striking (Finesse, Forceful, Ghost touch, Bless): 1d20 + 12 + 1 + 1 ⇒ (16) + 12 + 1 + 1 = 30
Slashing: 2d8 + 2 ⇒ (3, 7) + 2 = 12

GM Farol |

Meadow feels the poison to have an effect on her.
Stage 1, enfeebled 1 for 1 round + poison: 3d6 ⇒ (3, 4, 1) = 8
Brekovi casts the orb and sends it towards another scorpion
Reflex save, DC22: 1d20 + 9 ⇒ (8) + 9 = 17
Scorpion gets engulfed by the orb.
Henri shoots a ray of flames, but misses the giant creature, then he extends his bless spell.
Tess demoralize the scorpion, who despite being an arachnid and not a bug, is scarred. Then she strikes leaving huge wound in its carapace. Crit demoralize, crit hit on green -24
Botting symeon
Symeon sends another arrow at the scoprion
Strategem, green: 1d20 ⇒ 18
Short end of the bow, +1 Stratagem: 18 + 14 = 32
Damage, Piercing: 2d6 ⇒ (3, 1) = 4
Strategic strike: 2d6 ⇒ (5, 5) = 10
Please tell me that's a crit!: 1d10 ⇒ 7
The arrow takes down the scorpion.
The other scorpion moves from behind the rocks and strikes tess
Stinger: 1d20 + 11 ⇒ (8) + 11 = 19
Damage, p: 1d6 + 6 ⇒ (2) + 6 = 8
Pincer: 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 15
Damage, p: 1d8 + 6 ⇒ (3) + 6 = 9
But misses twice.
The other scorpion tries to escape as it is exceptionally good swimmer
Swim, DC10: 1d20 + 11 ⇒ (4) + 11 = 15
Than it moves and strikes Tess
Stinger: 1d20 + 11 ⇒ (18) + 11 = 29
Damage, p: 1d6 + 6 ⇒ (1) + 6 = 7 Tess -7 and Fort Save DC18 vs Scorpion Venom
★★★
Who stomps whom now? Round 3
Terrain: Rocky desert
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Tess: Fort save DC18 vs scorpion venom
Meadow: Fort save DC22 vs Scorpion venom
──────────
BOLD IS UP!:
──────────
➤ Tess (47/54 HP)
➤ Brekovi (60/60 HP)
➤ Henri (48/48 HP)
➤ Symeon (51/51 HP)
➤ Isaku (47/63 HP)
➤ Meadow (41/63 HP) │ scorpion venom stage 1, enfeebled 1, +2 to her next poison save
⠀⠀➤ Silence (39/39 HP)
Red (-0 HP)
Blue (-0 HP) │ Engulfed by Aqueous orb

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Fortitude: 1d20 + 8 ⇒ (15) + 8 = 23
"You think to poison the spider, foolish one?"
Wait... these are arachnids? Tess has a speak with spiders ability via her familiar, Humphry. Does that mean that the scorpion actually understood her? Can Tess trash talk these scorpions?
As Green goes down, Tess grins ferally, and activates Death's Call as a reaction. This gives her temporary hit points and progresses her curse.
UNCOMMON CLERIC NECROMANCY
Domain death Cast [reaction] verbal Trigger A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed. Duration 1 minute Seeing another pass from this world to the next invigorates you. You gain temporary Hit Points equal to the triggering creature's level plus your Wisdom modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain . These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier.
This should have happened before Red and Blue moved in, right?
Ancestral Influence: 1d4 ⇒ 1
They tried to poison a spider... Cut them down with your strikes!
◈ Tess grins ferally, then takes a guarded step out of the scorpion flank blender and cuts at Red.
"You call yourselves arachnids? Ha!"
◈ Elven Curve Blade+Striking (Finesse, Forceful, Ghost touch, moderate curse, bless): 1d20 + 12 + 1 + 1 ⇒ (16) + 12 + 1 + 1 = 30
Slashing: 2d8 + 2 ⇒ (2, 2) + 2 = 6
◈ Elven Curve Blade+Striking (Finesse, Forceful, Ghost touch, moderate curse, bless): 1d20 + 12 + 1 + 1 - 5 ⇒ (17) + 12 + 1 + 1 - 5 = 26
Slashing: 2d8 + 2 + 2 ⇒ (8, 2) + 2 + 2 = 14

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“Finally, they are close enough together!”
Brekovi notes that Tess is intent on killing them, so he feels he doesn’t have to hold back.
He cups his hands and compresses the space between them. A glow appears between his hands. Then he throws what appears to be a small bead. When the bead gets between the two scorpions, it explodes out in a burst of fire.
Fireball, DC 22 basic reflex: 6d6 ⇒ (1, 3, 6, 2, 1, 1) = 14
Then he sustains the globe of water, causing it to get closer to the scorpions.
Cast Fireball, sustain Aqueous Orb
I didn’t see any spell templates so I just used a circle. With the actual template I could have just missed Tess and had both completely enveloped in flame. Using a circle, I selected the vertex that made it clear I wouldn’t hurt any allies.

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"How should I know which eyes to go for? Just pick a couple!"
Hunted Shot-shortbow vs blue: 1d20 + 14 ⇒ (2) + 14 = 16
piercing: 2d6 ⇒ (3, 4) = 7
deadly?: 1d10 ⇒ 2
Hunted Shot-shortbow vs blue: 1d20 + 14 - 5 ⇒ (3) + 14 - 5 = 12
piercing: 2d6 ⇒ (5, 2) = 7
deadly?: 1d10 ⇒ 6
precision: 1d8 ⇒ 4 extra damage on the first hit.
fort save: 1d20 + 10 ⇒ (20) + 10 = 30
Hero point reroll
Hunted Shot-shortbow vs blue: 1d20 + 14 ⇒ (14) + 14 = 28
blue should now be Dazzled and bleeding for 1d4 damage

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I added a few slides of spell templates, if the GM does not mind, so that it would be easily for me (and other casters) to copy-paste them, if needed. I also replaced what Brekovi added for his Fireball.
Henri wishes the encounter be over sooner, but of course with his allies winning the fight and nobody is dead. But the fight seems far from over. He continues sustaining his Bless spell and heals Meadow from a distance.
Heal, Healing Hands: 2d10 + 16 ⇒ (3, 7) + 16 = 26 Hp for Meadow
◆ Sustain a Spell, Bless
◆◆ Cast a Spell, Heal
Heal (2nd): [x][ ][ ][ ]
Ray of Enfeeblement (1st): [ ]
Spirit Link (1st): [ ]
Bless (1st): [x]
Spiritual Weapon (2nd): [ ]
Shield Other (2nd): [ ]

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Isaku reloads his pistol again (Probably Provoking Red) then again calculates the best shot at Red.
Devise: 1d20 ⇒ 8
Abandoning that strategy, he turns to Blue and shoots it.
Dueling Pistol vs Blue, Bless: 1d20 + 14 ⇒ (20) + 14 = 34
Concussive, Crit: 2d10 ⇒ (7, 7) = 14 Doubled to 28
Fatal: 1d10 ⇒ 6
34 damage total
◆ Reload
◆ Devise vs Red
◆ Shoot Blue

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Thanks for the template, Henri. I have adjusted the center of the spell so it completely engulfs the two scorpions.

GM Farol |

GIant scorpions stat block says nothing about them understanding language, but my googling showed me that scorpions are arachnids and not bugs. Six legs, eight legs and all that.
Tess gains some vitality as one of the scorpions die, then she takes a side-step and lands two strong hits Crit and hit -26 to Red. The temp hp would be 7 (+2 from wis and creature lvl was 5 so that negates teh damage)
Meadow sends an arrow using Silence claw attacks to her benefits. My personal preference is to have save happen as the first roll of the post, as it has impact on other things. but lets roll with it. Blue -11, dazzled and bleeding 1d4
Brekovi sends a fireball
Reflex save, red DC22 vs 14: 1d20 + 9 ⇒ (4) + 9 = 13
Reflex save, blue DC22 vs 14: 1d20 + 9 ⇒ (12) + 9 = 21
But scorpions fail to dodge the flames and are burned significantly.
Henri heals Meadow, and keeps his blessing expanding.
Isaku takes a shot taking down the bleeding scorpion.
Symeon takes out another of his arrows and shots the last scorpion taking it down
Last scorpion had 4 hp left, so let us call it a fight.
After tending to your wounds you find a few days old body of half-eaten camel. The items that it was carried lies on the ground, among which you can find: four lesser healing potions, three antler arrows and two gecko potions.
You continue your road through the day, staying more vigilant. When at the end of the day you set up the camp and use the dagger, it points directly south.

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“I don’t use bows. Looks like we have three archers and three of the magical arrows. Maybe each of you take an arrow; Meadow, Symeon and Tess.”
“Probably want to split up the healing potions as well, just so we have more than one who can provide them if needed.”
——
When the dagger only points one direction, Brekovi notes “The last time that happened we were very close to the area where we found the ruins. If the pattern holds, one days travel south should get us there.”
“Searching this area we are likely to find more scorpions. I would favor just moving south rather than completely mapping this area.”

GM Farol |

You spend the next day searching the area...
A natural stone arch juts from a rocky plateau. Metal cables are strung across the arch, making it resemble a huge spider web. At certain intersections of cables, there are oblong metal chambers suspended, adding to the illusion that the facility is a spider web.
You believe that climbing those cables is simple task, as there are plenty of handholds. DC10 athletics check But from where you stand the chambers are up about 60 feet.
Let me leave and asterix here, that I would explain when we finish the table. I will refer to this place at the end.

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Tess grins from ear to ear as she sees the spider web of cables leading up to the chambers. "What a fine web for a spider to climb!"
Tess hands her extreme climbing kit to the others in the group. "Use this, please!" She activates her longstrider wand and starts to climb.
Athletics: 1d20 + 8 ⇒ (11) + 8 = 19
Does this require multiple checks?

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Brekovi looks up at the arch. He doesn’t look nearly as excited by the climb as Tess did.
“This looks like the type of place an aerial creature would love. Give me ten minutes.”
He spends the time swapping his Aqueous Orb for an Earthbind. Spell Sustitution
Leaving the climbing gear and Geeko potions for others. Henri might want both a potion and the climbing gear.
He carefully follows Tess up the cables.
Brekovi's Athletics (T): 1d20 + 8 ⇒ (10) + 8 = 18
Should take about 12 successes at 5 ft per success.
Critical Success doubles the movement rate.

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Tess has a speed of Forty, so she climbs 10 feet with the previous check.
Athletics: 1d20 + 8 ⇒ (19) + 8 = 27
Crit Success! 20 feet!
Athletics: 1d20 + 8 ⇒ (4) + 8 = 12
Success. 10 feet more.
Athletics: 1d20 + 8 ⇒ (17) + 8 = 25
Crit Success! She's at the top!
Tess is not awesome at climbing, but man... she loves it. She will be picking Slippers of Spider Climb at Level 7.

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Meadow eschews the climbing gear left by Tess and easily scrambles up.
athletics: 1d20 + 8 ⇒ (6) + 8 = 14
athletics: 1d20 + 8 ⇒ (17) + 8 = 25
athletics: 1d20 + 8 ⇒ (15) + 8 = 23
athletics: 1d20 + 8 ⇒ (2) + 8 = 10
athletics: 1d20 + 8 ⇒ (13) + 8 = 21
athletics: 1d20 + 8 ⇒ (9) + 8 = 17
athletics: 1d20 + 8 ⇒ (9) + 8 = 17
athletics: 1d20 + 8 ⇒ (2) + 8 = 10
athletics: 1d20 + 8 ⇒ (12) + 8 = 20
athletics: 1d20 + 8 ⇒ (8) + 8 = 16
athletics: 1d20 + 8 ⇒ (16) + 8 = 24
athletics: 1d20 + 8 ⇒ (3) + 8 = 11
The half elf grins as she climbs. "It's just like a giant metal spider web." Her grin fades as realization strikes her. "I sure hope we don't run into a giant metal spider."

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"Really? I did not sign up for the mission just to climb and climb. I expect the desert is just... sand. Do we really need to get to climb on that?" he is now complaining and shakes his head because it seems that there is no other way. Thankfully, his allies has some tools and potions available for the task at hand in which he gladly accepts. "Thank you for this. This mission perhaps has the most climb I had." he tells Tess and Brekovi. Moreover, the climbing has handhold to hold on to but he still uses the Extreme Climbing Kit as a precaution because the height is somewhat high.
But since both Extreme Climbing Kit and Gecko potion grant +1 item bonus, he will use the Extreme Climbing Kit and let the others use the potion if there are takers. If no one takes the potion, he can keep it for another climbing session if there is one.
DC 10 Athletics to Climb with Extreme Climbing Kit: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 (Success for 5 ft movement)
DC 10 Athletics to Climb with Extreme Climbing Kit: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16 (Success for 5 ft movement)
DC 10 Athletics to Climb with Extreme Climbing Kit: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12 (Success for 5 ft movement)
DC 10 Athletics to Climb with Extreme Climbing Kit: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 (Success for 5 ft movement)
DC 10 Athletics to Climb with Extreme Climbing Kit: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 (Success for 5 ft movement)
DC 10 Athletics to Climb with Extreme Climbing Kit: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 (Success for 5 ft movement)
DC 10 Athletics to Climb with Extreme Climbing Kit: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10 (Success for 5 ft movement)
DC 10 Athletics to Climb with Extreme Climbing Kit: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 (Success for 5 ft movement)
DC 10 Athletics to Climb with Extreme Climbing Kit: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 (Success for 5 ft movement)
DC 10 Athletics to Climb with Extreme Climbing Kit: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 (Critical Success for 10 ft movement)
Henri wipes the sweat on his forehead after successfully climbing up with the others. He feels a sense of achievement for himself in doing such an easy task for others.

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"You're doing fine, Henri! Enjoy the view!" Then Tess smiles at Meadow. "I kind of hope there's no mechanical spiders here, either. The natural ones are the best."

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“Humphrey is enough spiders for me.”

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Isaku glances at the cables and begins to climb.
Athletics: 1d20 + 9 ⇒ (6) + 9 = 15 5'
Athletics: 1d20 + 9 ⇒ (6) + 9 = 15 10'
Athletics: 1d20 + 9 ⇒ (13) + 9 = 22 20'
Athletics: 1d20 + 9 ⇒ (16) + 9 = 25 30'
Athletics: 1d20 + 9 ⇒ (9) + 9 = 18 35'
Athletics: 1d20 + 9 ⇒ (14) + 9 = 23 45'
Athletics: 1d20 + 9 ⇒ (17) + 9 = 26 55'
Athletics: 1d20 + 9 ⇒ (15) + 9 = 24 60'