
GM Super Zero |

Khagra manages to determine where the cinder rat is, but still misses the agile creature.
The burning trash at the end of the dock slides forward, water from the deck steaming away as it passes. It leans forward and belches a gout of flame over Tai Ghee and Solveig.
fire damage: 3d6 ⇒ (4, 6, 5) = 15, with a DC 21 basic Reflex save to Tai Ghee and Solveig.
Ennoia, Solveig, Mec-02, Tai Ghee, and Ghardak's turns.
Initiative:
Ennoia
Solveig
Mec-02
Tai Ghee (concealed)
Ghardak (-12; 1d4 persistent fire; concealed)
Cinder Rat (concealed)
Khagra (concealed)
Filth Fire

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Reflex DC 21: 1d20 + 7 ⇒ (12) + 7 = 19 15 fire dmg to Tai Ghee
The monk quickly moves to flank the filthy fire, then enters Mountain Stance, and punches at it twice with the power of his mystical ki.
Stride (this will provoke if it has an AoO)
Enter Mountain Stance
Ki Strike - Flurry of Blows
Flat check: 1d20 ⇒ 7 I'm not sure if it's concealed to me or not? Posting just in case.
Falling Stone, ki strike, vs flat-footed AC: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
B dmg: 1d8 + 4 ⇒ (3) + 4 = 7 + Force dmg: 1d6 ⇒ 1
Flat check: 1d20 ⇒ 3 I'm not sure if it's concealed to me or not? Posting just in case.
Falling Stone, ki strike, vs flat-footed AC, map: 1d20 + 9 + 1 - 5 ⇒ (20) + 9 + 1 - 5 = 25
B dmg, forceful: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9 + Force dmg: 1d6 ⇒ 6
If either hits, DC 18 Fort (incapacitation) vs Stunning Fist
Edit: hmmm, looking at the map it occurs to me that maybe I mixed up which foe is the Cinder Rat and which is the Filth Fire? If the Cinder Rat is at the fore then I think I also need to make a Fort save vs its stench.
Fort DC 22 vs sickened: 1d20 + 8 ⇒ (13) + 8 = 21
If sickened subtract 1 from the relevant rolls above. :-(

GM Super Zero |

The filth fire only moved up a little bit to get the party in the area of its line. The rat made melee attacks. It and anything within five feet are concealed, though the rat itself doesn't seem bothered by that concealment.
That first attack is a hit. The second would be a crit, but misses because of concealment (unless you'd like to reroll that flat check?).
It makes its Fort save.
Tai Ghee strikes the elemental with a solid thunk. But then his fist disappears into the smoke--apparently it wasn't quite where he thought it was.
Ennoia, Solveig, Mec-02, and Ghardak's turns.
Initiative:
Ennoia
Solveig
Mec-02
Ghardak (-12; 1d4 persistent fire; concealed)
Cinder Rat (-8, concealed)
Khagra (concealed)
Filth Fire
Tai Ghee (concealed, sickened 1)

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Solveig starts singing to encourage her comrades to fight.
Perform (lingering composition): 1d20 + 7 ⇒ (7) + 7 = 14
She's not able to maintain her song but her words still have power.
+1 status bonus to attack and damages rolls
She then looks at the rat, trying ot intimidate it. Intimidation (intimidating glare): 1d20 + 7 ⇒ (7) + 7 = 14
Then she raises her shield.
(◆) Perform
(◇) Lingering Performance
(◆) Intimidate
(◆) Raise a shield

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Since I wouldn't have known I was going to roll a nat 20 for my to-hit roll until after I rolled the DC 5 concealment check, I won't reroll the concealment check. Alas.

GM Super Zero |

The elemental animal seems not to notice.
That is a failure.
Mec-02, Ghardak, and Ennoia's turns.
Initiative:
Ennoia
Mec-02
Ghardak (-12; 1d4 persistent fire; concealed)
Cinder Rat (-8, concealed)
Khagra (concealed)
Filth Fire
Tai Ghee (concealed, sickened 1)
Solveig

GM Super Zero |

The cinder rat ducks low against the duck as the work goes over i, but the face in the gray smoke turns towards Mec-02 at exactly the wrong time and is severely jolted.
Critical success and critical failure, respectively.
filth ref: 1d20 + 13 ⇒ (1) + 13 = 14
Ghardak and Ennpia's turns.
Initiative:
Ennoia
Ghardak (-12; 1d4 persistent fire; concealed)
Cinder Rat (-8, concealed)
Khagra (concealed)
Filth Fire (-12)
Tai Ghee (concealed, sickened 1)
Mec-02

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"That burns!" Ghardak says.
Ghardak burns and tries to strike out against the rat, before running to the water to put out the fire.
1d20 ⇒ 14 (flat check)
1d20 + 9 ⇒ (7) + 9 = 16 (Attack with Warhammer)
1d8 + 5 ⇒ (8) + 5 = 13 (Bldg damage)
The dwarf then runs towards the docks and jumps into the water. (Either left twice or S/SW/SW)
If there's an action left (not sure about the height or how many moves to move and jump into the water) he'll clamber back onto the boardwalk.

GM Super Zero |

Ghardak isn't able to hit the rat, though he has more success putting out the fire.

0-Bot |

Ennoia glares frightfully at the rat, before moving up to attack it.
◆ Demoralize, Intimidating Glare: 1d20 + 6 ⇒ (13) + 6 = 19
◆ Stride Fort: 1d20 + 5 ⇒ (17) + 5 = 22
◆ Strike, Elven Curved Blade (elf, finesse, forceful): 1d20 + 8 ⇒ (16) + 8 = 241d8 + 4 ⇒ (7) + 4 = 11 Sneak Attack: 1d6 ⇒ 5 concealment: 1d20 ⇒ 16

GM Super Zero |

Ennoia successfully Demoralizes. Frightened 1 and flanked, 25 is a crit. A decisive hit! Though it's not quite out.
The rat steps back as Ennoia approaches, and she cuts into it deeply! It squeals as the slice in its hide reveals only more cinders within.
It lashes out haphazardly at everyone around it, making no attempt to escape despite its injury. Twisting around trying to snap at anybody and everybody around it, none of its attacks connect to any relevant degree.
Critical failure against Tai Ghee, failure against Khagra, and second critical failure against Tai Ghee. Not a good turn for the cinder rat.
Khagra's turn.
Initiative:
Khagra (concealed)
Filth Fire (-12)
Tai Ghee (concealed, sickened 1)
Mec-02
Ghardak (-12; concealed)
Ennoia (concealed)
Cinder Rat (-40; bloodied, concealed)
Target N clockwise: 1d4 ⇒ 2 jaws: 1d20 + 5 ⇒ (5) + 5 = 101d8 + 4 ⇒ (3) + 4 = 7
Target N clockwise: 1d4 ⇒ 4 jaws: 1d20 ⇒ 41d8 + 4 ⇒ (5) + 4 = 9

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Khagra draws a second trident and stabs twice at the rat in front of him.
flat5: 1d20 ⇒ 12
stab vs FF rat: 1d20 + 11 ⇒ (3) + 11 = 14
piercing+fire: 2d8 + 4 + 4 ⇒ (7, 4) + 4 + 4 = 19
flat 5: 1d20 ⇒ 14
double slice vs FF rat: 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12
piercing+fire: 2d8 + 4 + 4 ⇒ (5, 4) + 4 + 4 = 17
Combine damage before resistances/vulnerabilities.[/ooc/]
[ooc]6 temp HP, AC 20

GM Super Zero |

The burning trash scrapes the dock as it drags itself forward, leaving an oily stain. It belches a noxious vapor that brings a strange new, evil odor to the smoke cloud already emanating from its elemental ally.
Ennoia splutters and coughs.
Tai Ghee, Ghardak, and Khagra must make basic Fort saves (DC 21) against poison damage: 2d6 ⇒ (3, 6) = 9. On a failure you're also Sickened 1, or Sickened 2 on a critical failure.
Tai Ghee, Mec-02, Ghardak, and Ennoia's turns.
Initiative:
Tai Ghee (Fort save; concealed, sickened 1)
Mec-02
Ghardak (Fort save; -12; concealed)
Ennoia (-18; sickened 2; concealed)
Cinder Rat (-40; bloodied, concealed)
Khagra (Fort save; concealed)
Filth Fire (-12)
CR Fort: 1d20 + 9 ⇒ (4) + 9 = 13

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Concealment: 1d20 ⇒ 14
The android continues to cast an electric spell upon both enemies as it didn't work bad last time.
Electric arc: 1d4 + 4 ⇒ (3) + 4 = 7 Reflex DC 18
Then he draws a frightful weapon... his dagger.

GM Super Zero |

Perhaps the rat hops over the spark of electricity--difficult to tell through the curtain of smoke, but it seems unharmed. (critical success)
The other elemental isn't as quick, and takes the full brunt. (failure)
Tai Ghee, Ghardak, and Ennoia's turns.
Initiative:
Tai Ghee (Fort save; concealed, sickened 1)
Ghardak (Fort save; -12; concealed)
Ennoia (-18; sickened 2; concealed)
Cinder Rat (-40; bloodied, concealed)
Khagra (Fort save; concealed)
Filth Fire (-19)
filth fire Ref: 1d20 + 13 ⇒ (4) + 13 = 17

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Force save: 1d20 + 9 ⇒ (17) + 9 = 26 Poison save
Ghardak prays to Thordak to restore his body. (lay on hands 5 hp)
He then strikes at the rat.
flat roll: 1d20 ⇒ 8
Attack: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d8 + 5 ⇒ (6) + 5 = 11 Bldg
Finally, he raises his shield against the rat.

GM Super Zero |

Also Solveig[ooc]'s turn!
Ghardak crushes the rat, which dissolves into cinders and begins to burn out, the smoke displaying quickly into the wind.

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Solveig continue to encourage her comrades
Perform: 1d20 + 7 ⇒ (17) + 7 = 24
+1 status bonus to attack and damages and to save against fear
Then, draws her axe and strikes the last standing creature.
Axe: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Damages, S: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9
(◆) Inspire Courage
(◇) Lingering Composition
(◆) Stride
(◆) Strike

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Fort DC 21 vs poison, sickened 1: 1d20 + 8 - 1 ⇒ (10) + 8 - 1 = 17 9 more dmg to Tai Ghee, now at -24. Since he was already sickened 1, does the failure move him to sickened 2, or is he still just sickened 1?
With the rat destroyed, Tai Ghee turns his attention to the filthy fire.
◆ Flurry of Blows
Does concealment still apply? Will roll the flat check just in case
DC 5 flat check: 1d20 ⇒ 19
Falling Stone strike, sickened 1, inspire, vs flat-footed AC: 1d20 + 9 - 1 + 1 ⇒ (15) + 9 - 1 + 1 = 24
B dmg, inspire: 1d8 + 5 ⇒ (2) + 5 = 7
DC 5 flat check: 1d20 ⇒ 3
Falling Stone strike, sickened 1, inspire, vs flat-footed AC, map: 1d20 + 9 - 1 + 1 - 5 ⇒ (18) + 9 - 1 + 1 - 5 = 22
B dmg, inspire, forceful: 1d8 + 6 ⇒ (7) + 6 = 13
Stunning Fist: if either hits, DC 17 (accounting for sickened) Fort save (incapacitation).
◆ Strike
DC 5 flat check: 1d20 ⇒ 12
Falling Stone strike, sickened 1, inspire, vs flat-footed AC, map: 1d20 + 9 - 1 + 1 - 10 ⇒ (17) + 9 - 1 + 1 - 10 = 16
B dmg, inspire, forceful: 1d8 + 7 ⇒ (6) + 7 = 13
Then Tai Ghee retreats (will provoke an AoO if it has one) to give someone less battered a spot in the front lines.
◆ Stride

GM Super Zero |

Still sickened 1. And the concealment was from the cinder rat's aura, so with its defeat it's gone.
Solveig hits. Both Flurry strikes hit and Bloody it, but the third one misses. Crit success vs Stun, unfortunately.
Solveig's axe slices through the face in the greasy smoke. The face momentarily vanishes from sight as Tai Ghee's whirlwind of strikes pass through it.
Ennoia spits into the water, but it doesn't really help resolve her nauseated feeling. She moves up and slices at the trash heap but to little effect.
Khagra's turn.
Initiative:
Khagra (Fort save)
Filth Fire (-48)
Mec-02
Ghardak (-11)
Solveig
Tai Ghee (-4; Sickened 1)
Ennoia (-18; sickened 2)
Ennoia Fort: 1d20 + 5 - 3 ⇒ (6) + 5 - 3 = 8
◆ Strike, Elven Curved Blade (elf, finesse, forceful): 1d20 + 8 - 2 + 1 ⇒ (1) + 8 - 2 + 1 = 81d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13 and sneak: 1d6 ⇒ 4

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Just to clarify, I think Tai Ghee is at -24, not -4.

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fort: 1d20 + 10 ⇒ (8) + 10 = 18
Khagra coughs and sputters a bit trying to clear the mess from his throat.
fort 21 to clear sickened: 1d20 + 10 - 1 ⇒ (7) + 10 - 1 = 16
Without any success Khagra throws both his tridents from here.
inspired/sickened trident: 1d20 + 10 ⇒ (9) + 10 = 19
piercing+fire: 1d8 + 5 + 4 ⇒ (8) + 5 + 4 = 17
double slice inspired/sickened trident: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
piercing+fire: 1d8 + 5 + 4 ⇒ (6) + 5 + 4 = 15
The first trident returns to Khagra while the second one does not.
Dual Throwerlets Khagra make ranged strikes with thrown weapons for feats like Double Slice.

GM Super Zero |

The elemental ducks under Khagra's first weapon, but the second strikes its mass dead-on. The flames flicker weakly and the smoke seems unsteady.
It rallies, lashing out at Solveig with some kind of whippy length of material, hot and melting. The lash whips across her chest and throat (CRIT for 20 bludgeoning damage and persistent 2d6 fire damage). It then launches jagged, burning shrapnel in all directions (Solveig and Ennoia take piercing damage: 2d12 ⇒ (11, 10) = 21, with a DC 21 basic Reflex save). Ennoia deftly dodges through the shrapnel, but one piece catches her across the abdomen. Already injured, she falls.
It then flags again; it doesn't seem to have much left.
Mec-02, Ghardak, Solveig, and Tai Ghee's turns.
Initiative:
Mec-02
Ghardak (-11)
Solveig (-20, Ref, persistent 2d6 fire)
Tai Ghee (-24; Sickened 1)
Khagra (-4, Sickened 1)
Filth Fire (-63)
lash: 1d20 + 13 ⇒ (18) + 13 = 31 for bludgeoning: 2d6 + 3 ⇒ (5, 2) + 3 = 10
Ennoia Ref: 1d20 + 10 ⇒ (19) + 10 = 29
Since Ennoia's player isn't actually playing any more, don't worry about her. She stabilizes. I'm just removing her from the Initiative tracker--on purpose this time!

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Tai Ghee moves back into the fight and punches the fire twice.
◆◆ Stride stride
◆ flurry of blows
Falling Stone strike, sickened 1, inspire: 1d20 + 9 - 1 + 1 ⇒ (18) + 9 - 1 + 1 = 27
B dmg, inspire: 1d8 + 5 ⇒ (3) + 5 = 8
Falling Stone strike, sickened 1, inspire, map: 1d20 + 9 - 1 + 1 - 5 ⇒ (17) + 9 - 1 + 1 - 5 = 21
B dmg, inspire, forceful: 1d8 + 5 + 1 ⇒ (3) + 5 + 1 = 9
If either hits, DC 17 Fort vs Stunning Fist

GM Super Zero |

Tai Ghee's first punch scatters the creature into a few pieces of loose refuse, which quickly burn down to nothing.
Having diffused the unexpected elemental situating so efficiently, the Pathfinders find the dockworkers have not yet succeeded in putting out an the flames. But it's not too late to help them.
No checks needed for that, just say so if you want to help them.

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Tai Ghee moves to assist with putting out the fires.

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Ghardak will also try to put out the fire. "Haven't felt this kind of heat since I almost fell into a forge..." says the dwarf.

GM Super Zero |

There are plenty of buckets and other supplies, and certainly no shortage of water. With the Pathfinders' aid and the harbormaster coordinating, the flames are doused without any extensive damage to the docks. The grateful harbormaster pays the Pathfinders a sizable monetary reward for their help.
She is distraught at the sudden loss of several members of her team, and at first she believes the crew of the Sixwing Drake perished as well—then she corrects herself, vigorously shaking her head as if to clear her mind of unpleasantness. She explains that she remembers the ship’s crew seemed unfamiliar to her, which was odd, because she has known Captain Zendrani—the ship’s captain and a veteran Pathfinder—for many years. The crew rapidly disembarked and vanished into the city. Before she could determine what was going on, she recalls that a pale-skinned man arrived from the city and somehow convinced her that his companions—who hid their features under dark hoods—should be allowed to take the shipment and leave several barrels behind in its place. She remembers thinking this was a perfectly normal idea, despite how foolish it sounds now, and she readily complied with the request.
One of the surviving dockhands, a young Taldan man with light skin and dirty brown hair, steps forward, wiping his sooty hands on a rag. He explains that he arrived just in time to help fight the fire.
"Just arrived?" asks Harbormaster Molnesh, "But then where have you been, Dorneliun?"
"I hid when the strangers came to take the shipment, so I was able to avoid whatever foul magic they used on everybody else. I tried to speak with you at the time, but you didn't even remember talking to them. So I followed them. I followed them all the way to an abandoned tavern in the Puddles district. I waiting a while, but didn't see any easy way in and didn't see them doing anything else, so I just came back. I can tell you all exactly where they went."
Molnesh nods. She points a thumb at some people who've arrived and started assessing the situation. "I need to report all that to the port authority officials over there. Dorneliun, give those directions to the Pathfinders. I'm sure they'll want to pursue."
She looks over the group. "Just... be careful. Apparently they've got mind magic that makes you suggestible--you know as much about it as I do, even though it happened to me, but that's kind of my point."
Touching her hat, she hurries over to the officials.

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Tai Ghee retches for a few moments until the nausea passes, then listens to the harbormaster's tale with alarm. "Some miscreants up to miscreanting, no doubt about it!"
He glances down at his singed arms and legs. "Probably could do with a few bandages before we start looking for 'em."
Anyone invested in Medicine? Tai Ghee has +7 but none of the relevant skill feats besides Battle Medicine. If no one else is better he'll get to work treating his wounds (and anyone else's who needs it) - he's currently down 24.

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Forgot to roll my saves earlier
Ref DC21: 1d20 + 5 ⇒ (1) + 5 = 6
Ref DC21 - HP reroll: 1d20 + 5 ⇒ (13) + 5 = 18
Solveig will have been down dying 2 and burning 2d6 at the end of her turn...
@GM don't know how to deal with that?

GM Super Zero |

The answer is "Whoops, I should've kept up round tracking," although that's only Dying 1 since it wasn't the crit that dropped her(though close...). But the fight was over, water was really available, and your teammates were putting out fires. If you're going to be unconscious and on fire, that was the time to do it. I think we can call that sufficient assisted recovery to automatically end the condition. Though she will want healing, I imagine.

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I don't have medicine. Need 10 mins to recharge my lay on hands.

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Tai Ghee sets to work healing the group's various wounds. I assume I'm no longer sickened.
Solveig: Treat Wounds DC 15: 1d20 + 7 ⇒ (9) + 7 = 16 Healing: 2d8 ⇒ (5, 8) = 13
Ghardak: Treat Wounds DC 15: 1d20 + 7 ⇒ (3) + 7 = 10 Healing: 2d8 ⇒ (6, 8) = 14
Khagra: Treat Wounds DC 15: 1d20 + 7 ⇒ (13) + 7 = 20 Healing: 2d8 ⇒ (2, 3) = 5
Tai Ghee: Treat Wounds DC 15: 1d20 + 7 ⇒ (15) + 7 = 22 Healing: 2d8 ⇒ (8, 2) = 10
Do we have enough time for another round (or more) of Treat Wounds? It can only be done once/hour (for each patient) and takes 10 minutes for each check, so so far it has taken 40 minutes. I'll roll another round (or two) unless anyone thinks that we don't have enough time.

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Ghardak is back to full. He can refocus to heal someone else for 5 and refocus again.
Ghadak's stony form is restored. He thanks the half-orc, though he was initially reluctant to accept the monk's healing.

GM Super Zero |

Between Tai Ghee's efforts and Ghardak's magic, if they're willing to take the time, the Pathfinders are patched up.
The Pathfinders’ path to the abandoned tavern takes them through a crowded market square in the Puddles district. A few dozen merchants and shoppers mill about, going about their daily business.
Merchants hawk their wares from colorful stalls as a few dozen shoppers mill about a cramped market square, selecting goods, haggling, and making trades. The eclectic vendors here sell everything from clothing, food, and spices to alchemical items and weapons.

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Ghardak browses, though he can't really afford anything.

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Tai Ghee follows along with his companions, looking left and right, and behind him, in case another ambush awaits.

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Ghardak follows behind the others. "A tavern always sounds good.." the dwarf says.

GM Super Zero |

The party continues to make their way past the square, towards the north, when they hear the sound of glass shattering behind them.
They turn to see that the shadow under the prominent fountain looks, for a moment, more like a hole that leads into deeper darkness. And from that hole emerge several buzzing creatures that look something like massive mosquitos the size of cats--though the creatures seem hazy, as though they wear the shadows they emerged from like cloaks.
These creatures show no particular inclination to come after the Pathfinders, but instead circle ominously, staring at the bystanders in the nearby stalls.
Several people at the edge of the market manage to flee immediately, but numerous patrons remain in the area, trying in vain to hide under and behind the market stalls.
Image added to Slides, and map updated.
Khagra and Tai Ghee's turns.
Initiative
Khagra
Tai Ghee
Green Bloodseeker
Blue Bloodseeker
Solveig
Pink Bloodseeker
Mec-02
Ghardak
Brown Bloodseeker
Blue Initiative: 1d20 + 8 ⇒ (6) + 8 = 14
Brown Initiative: 1d20 + 8 ⇒ (1) + 8 = 9
Pink Initiative: 1d20 + 8 ⇒ (3) + 8 = 11
Khagra Initiative: 1d20 + 9 ⇒ (19) + 9 = 28
Solveig Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Ghardak Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Mec-02 Initiative: 1d20 + 7 ⇒ (3) + 7 = 10
Tai Ghee Initiative: 1d20 + 8 ⇒ (10) + 8 = 18

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Tai Ghee had enough of mosquitoes back in his monastery days - he knows what to do with these!
Stride 25'
Enter Mountain Stance
Ki Strike - Flurry of Blows vs Brown
Falling Stone: 1d20 + 10 ⇒ (20) + 10 = 30
B dmg: 1d8 + 4 ⇒ (7) + 4 = 11 + Force dmg: 1d6 ⇒ 3
If the first strike splattered Brown then second strike goes against Green
Falling Stone, map: 1d20 + 10 - 5 ⇒ (18) + 10 - 5 = 23
B dmg, forceful: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9 + Force dmg: 1d6 ⇒ 1
Stunning Fist DC 18 Fort if either Strike hits
"On to the next life, poor mosquito, on to the next life!"