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The Shisk unleashes a new missile to the pink one before to move away.
Phase bolt:1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
How should we understand this idea to always don't want to kill what is trying to kill you? That's weird. In the jungle you can't do this one day.

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Rinshu's magical missile drops Pink.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Areas Pacified: 2/6
Before your Turn:
------------------
Those with ** may go
**Dar Lek - AC 17, 4/17
Rinshu - AC 16, 15/15
**Bitty Blue - AC 17, 17/17
White
Thull Ashun - AC 14, 12/14 (Prone, FF)
Corabee - AC 18 (20 parry), 17/19
Red
Cath - AC 18 (20 w/shield), 8/19
Last Catch
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Areas with a peace symbol are pacified
DC 20 Diplomacy to nicely ask the crowd to disperse
DC 17 Intimidation to scare the crowd into dispersing
Punch them out! Make an attack roll

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Athletics: 1d20 + 3 ⇒ (10) + 3 = 13
"Dar Lek, Dragons don't leave a man down!"
Bitty interposes herself between the bad guys and Ashun, then drags Ashun out of the slippery area, and then pulls her rapier. "Ashun, run to Bee. I'll keep them occupied to cover your retreat."
"You leave Ashun ALONE! He's a dinosaur dad!"
◈ Stride
◈ Drag
◈ Interact to Draw Rapier

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Dar Lek makes a run for it while Bitty places herself between the fishers and Ashun.
The fisher in the white tunic glares at Bitty and throws a stream of water at her.
Hydraulic Push vs Bitty Blue AC 17: 1d20 + 7 ⇒ (7) + 7 = 14
He growls and pulls out his knife.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Areas Pacified: 2/6
Before your Turn:
------------------
Those with ** may go
Dar Lek - AC 17, 4/17
Rinshu - AC 16, 15/15
Bitty Blue - AC 17, 15/17
White
**Thull Ashun - AC 14, 12/14 (Prone, FF)
**Corabee - AC 18 (20 parry), 17/19
Red
Cath - AC 18 (20 w/shield), 8/19
Last Catch
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Areas with a peace symbol are pacified
DC 20 Diplomacy to nicely ask the crowd to disperse
DC 17 Intimidation to scare the crowd into dispersing
Punch them out! Make an attack roll

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Feint: 1d20 + 6 ⇒ (3) + 6 = 9
Attack: 1d20 + 7 ⇒ (1) + 7 = 8
lol
"Ashun, fall back. Let me handle these guys that can't handle a bit of fun." Bee walks over to the closest grumpy sourpuss and grabs a long baguette off one of the tables along the way. "See, when people need to replace food, they shouldn't have to pay for it with their lives," he says while waving the long roll at him like a sword. Bee suddenly smacks the guy across the face with the bread. The roll, of course, simply breaks apart. "So knock it off."

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Bee attempts to distract a Fisher in a reddish tunic. Unfortunately, the fisher doesn't fall for it. He then tries swatting Red with a baguette but the bun breaks in half mid-swing.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Areas Pacified: 2/6
Before your Turn:
------------------
Those with ** may go
Dar Lek - AC 17, 4/17
Rinshu - AC 16, 15/15
Bitty Blue - AC 17, 15/17
White
**Thull Ashun - AC 14, 12/14 (Prone, FF)
Corabee - AC 18 (20 parry), 17/19
Red
Cath - AC 18 (20 w/shield), 8/19
Last Catch
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Areas with a peace symbol are pacified
DC 20 Diplomacy to nicely ask the crowd to disperse
DC 17 Intimidation to scare the crowd into dispersing
Punch them out! Make an attack roll

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Getting up, he gives a pat on the back of both gnomes helping him as a thanks and dashes out, "Thank you, but do not take too long you three too."
◆ Stand Up
◆ Stride
◆ Stride
I can't move my token on my phone, can someone do it for me? 50 ft towards Dar Lek. Thanks, sorry

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Ashun gets up and makes a break for the exit. Red pulls out his knife. But instead of stabbing the two gnomes in front of him, he sends an electrical jolt instead.
Electric Arc, DC 15 Reflex Save: 1d4 + 1 ⇒ (2) + 1 = 3
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Areas Pacified: 2/6
Before your Turn:
DC 15 Basic Reflex vs 3 Electricity Damage: Bee, Bitty Blue
------------------
Those with ** may go
Dar Lek - AC 17, 4/17
Rinshu - AC 16, 15/15
Bitty Blue - AC 17, 15/17
White
Thull Ashun - AC 14, 12/14
Corabee - AC 18 (20 parry), 17/19
Red
**Cath - AC 18 (20 w/shield), 8/19
Last Catch
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Areas with a peace symbol are pacified
DC 20 Diplomacy to nicely ask the crowd to disperse
DC 17 Intimidation to scare the crowd into dispersing
Punch them out! Make an attack roll

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Reflex: 1d20 + 9 ⇒ (18) + 9 = 27
Bee dodges the electricity blast aimed at him. "You missed. I'm right here in front of you and you missed."
"Thank you, but do not take too long you three too."
"Yup," Bee says as Ashun leaves. He nods at Cath and Bitty. "You two head out too, I'll be right behind you."

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Bee moves faster than lightning and isn't shocked at all.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Areas Pacified: 2/6
Before your Turn:
DC 15 Basic Reflex vs 3 Electricity Damage: Bitty Blue
------------------
Those with ** may go
Dar Lek - AC 17, 4/17
Rinshu - AC 16, 15/15
Bitty Blue - AC 17, 15/17
White
Thull Ashun - AC 14, 12/14
Corabee - AC 18 (20 parry), 17/19
Red
**Cath - AC 18 (20 w/shield), 8/19
Last Catch
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Areas with a peace symbol are pacified
DC 20 Diplomacy to nicely ask the crowd to disperse
DC 17 Intimidation to scare the crowd into dispersing
Punch them out! Make an attack roll

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Reflex (E): 1d20 + 9 ⇒ (1) + 9 = 10
Hero Point!: 1d20 + 9 ⇒ (20) + 9 = 29
Bitty dances out of the way of the electricity as she danced out of the way of the water. With pride, she proclaims, "Sure, you can pick on big folk just fine, but we're gnomes."

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Bitty also avoids being zapped altogether. She taunts the fishers mercilessly.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Areas Pacified: 2/6
Before your Turn:
------------------
Those with ** may go
Dar Lek - AC 17, 4/17
Rinshu - AC 16, 15/15
Bitty Blue - AC 17, 15/17
White
Thull Ashun - AC 14, 12/14
Corabee - AC 18 (20 parry), 17/19
Red
**Cath - AC 18 (20 w/shield), 8/19
Last Catch
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Areas with a peace symbol are pacified
DC 20 Diplomacy to nicely ask the crowd to disperse
DC 17 Intimidation to scare the crowd into dispersing
Punch them out! Make an attack roll

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Raising her shield, Cath then releases her whip with practiced motion, before striking at white with a loud crack in the air, "Settle down, the lot of ya!"
Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Damage | Nonlethal: 1d4 + 4 ⇒ (4) + 4 = 8
◆ Raise Shield
◆ Draw Whip
◆ Attack

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Cath pulls out her whip and strikes the fisher with the dirty white tunic. The whip wraps around his chest. With a tug, Cath spins him like a top, sending him into an upright pillar and knocking him clean out. With a disdainful sniff, she raises her shield, prepared to take on all comers.
Another wave crashes into the tavern and the floor Ashun is standing on again becomes slick.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Areas Pacified: 2/6
Before your Turn:
DC 15 Basic Reflex or fall prone: Ashun
------------------
Those with ** may go
**Dar Lek - AC 17, 4/17
**Rinshu - AC 16, 15/15
**Bitty Blue - AC 17, 15/17
**Thull Ashun - AC 14, 12/14
**Corabee - AC 18 (20 parry), 17/19
Red
Cath - AC 18 (20 w/shield), 8/19
Last Catch
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Areas with a peace symbol are pacified
DC 20 Diplomacy to nicely ask the crowd to disperse
DC 17 Intimidation to scare the crowd into dispersing
Punch them out! Make an attack roll

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Ref: 1d20 + 4 ⇒ (16) + 4 = 20
As the waves send the water crashing down, Ashun graciously slides forward as if ice-skating, "Am I being a target of Besmara's wrath or something?", using the slight flailing motion to almost falling again to draw a glyph in the air that pulses on Rinshu's and Dar's legs just in case, and he walks towards the northernmost table, hoping that he is safe there.
◆ Guidance on Dar Lek
◆ Guidance on Rinshu
◆ Stride

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◆Create a Diversion, ◆Confident Finisher/Strike, ◆Stride
Create a Diversion: 1d20 + 6 ⇒ (12) + 6 = 18
Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Bee points over at Cath who just finished casually whipping one of the fishers into unconsciousness. He says to the opponent in front of him, "Are you sure you don't want to deal with the one that is armed?" When the guy turns to look, Bee socks him in the stomach.
fist damage: 1d4 + 1 ⇒ (4) + 1 = 5
Finisher precision: 2d6 ⇒ (4, 4) = 8
"Come on Bitty, let's go." Bee heads follows the others through the tavern to the docks.

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Dar Lek heads back into the fray. (3 actions), passing the wet patch, although he was going along a stair tread above it.
Apologies. I ... should not have left. ....... Go. I will .... cover your ... retreat. This Is The Way

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Bee points out Cath to the fisher in the red tunic. When he turns to look, Bee socks him in the breadbasket. He folds in half, giving Bitty the chance to slam a mug down on his head, knocking him cold.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Areas Pacified: 2/6
Before your Turn:
------------------
Those with ** may go
Dar Lek - AC 17, 4/17
**Rinshu - AC 16, 15/15
**Bitty Blue - AC 17, 15/17
Thull Ashun - AC 14, 12/14
Corabee - AC 18 (20 parry), 17/19
**Cath - AC 18 (20 w/shield), 8/19 (AC 20)
Last Catch
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Areas with a peace symbol are pacified
DC 20 Diplomacy to nicely ask the crowd to disperse
DC 17 Intimidation to scare the crowd into dispersing
Punch them out! Make an attack roll

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◈ Stride
◈ Stride
Bitty strides twice, and then runs out of actions to pacify the crowd. She waits just outside the border to the docks, preparing to pacify next turn.
No third action

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Barreling her way through the tavern, Cath makes it past her blue gnome friend and holds up her shield, readying herself for any attack from the rowdy crowd while keeping Bitty behind her protection, "Let's see if we can talk these folks down. You're better with your words than I am."
◈ Stride
◈ Stride
◈ Raise Shield

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As he knows he's not good at talking with people, he doesn't think that they will stop their game hearing him to ask for. So he waits until the last area is pacified by someone before to move himself into.
These taverns are weird places. We must pay attention next time before to enter into one of them. Oh yes yes yes.

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Bitty and Rinshu wait and see what will happen but Cath charges into the rowdy docks area.
General Mayhem Strike vs Cath, AC 20: 1d20 + 9 ⇒ (19) + 9 = 28
Bludgeoning, Piercing, Slashing: 1d3 ⇒ 1
Damage Type based on above: 1d6 + 3 ⇒ (2) + 3 = 5
Cath nearly gets brained by a mug thrown by a random patron. Meanwhile, the sea again splashes and causes the area Cath is standing in to become slick.
Fun fact: I got my first TPK (Total Party Kill) with a quest like this.
------------------
COMBAT TRACKER
Round: 4
Tactical Map
Areas Pacified: 2/6
Before your Turn:
DC 15 Basic Reflex or fall prone: Cath
------------------
Those with ** may go
**Dar Lek - AC 17, 4/17
**Rinshu - AC 16, 15/15
**Bitty Blue - AC 17, 15/17
**Thull Ashun - AC 14, 12/14
**Corabee - AC 18 (20 parry), 17/19
**Cath - AC 18 (20 w/shield), 3/19 (AC 20)
Last Catch
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Areas with a peace symbol are pacified
DC 20 Diplomacy to nicely ask the crowd to disperse
DC 17 Intimidation to scare the crowd into dispersing
Punch them out! Make an attack roll

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Your best! You do your best Ashun. Also, id like to act after Bitty to see if she can help with the crowd before I start Intimidation tactics.
Reflex: 1d20 + 7 ⇒ (14) + 7 = 21
Stumbling slightly, but keeping her balance, Cath glares towards the group that threw the mug before shouting at them before raising her sheild, "Oi! You see what happened back there?! Don't make me do the same!"
Intimidate: 1d20 + 5 ⇒ (17) + 5 = 22
◈◈ Intimidate
◈ Raise Shield

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Cath raises her shield and bellows a warning at the crowd. The instigators take one look at Cath and decide that there are easier crowds to goad into violence. The crowd dissipates.
Contract in hand, you make your way back to Hlar's boat. She's a bit startled to see you back so soon and was not expecting to get under way.
"You young whippersnappers needin' to be picked up again so soon?! Can't rest my old bones... "
You are taken back to the sandbar she originally picked them up at, leaving them with some dried squid and a jar of fresh water. A day later, another commissioned ship travels by and offers to transport you to Absalom. There, you present Stella Fane’s contract to Venture-Captain Ambrus Valsin, notifying him that she’s agreed to aid the Society with passage through the blockade, and that the way to Vidrian is open. In gratitude for their service, Valsin presents you with an archaic wayfinder.
End of Quest. Thanks for playing!

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Bee walks over to the docks area and sighs. "When I said it was time to go, I didn't mean to take the brawl out onto the docks. At least these ones are throwing mugs and bottles instead of magic." He is about to start throwing punches again when Cath shouts them all down.
As they all head over to Hlar's boat, Bee claps Dar Lek on the back. "See, now that is how you have a party at the local dock bar." To Tsojmin the harbormaster, he calls out, "Hey, if you see Stella, tell her to not worry about it. We figured it out."
Once the boat is underway, Bee collapses onto the deck. With a wide smile he comments, "I think I am going to sleep for about a week after that though."

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Dar Lek guards the party's rear as they exit, punching out a few rowdy patrons when they get too close.
To Bee. It was rather ..... entertaining
On the rowboat, Dar Lek takes the oars again.

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Once they get to the boat with Hlar at the docks, Cath slumps and begins rubbing her jaw. "They didn't have to hit me in the face twice, ya know? Also, that bit with the water hurt! At least we go out, mostly intact." Watching Bee collapse, she chuckles before looking towards the horizon with a smile. "I think, I might need to go shopping after this. I saw Bitty bought a potion or something, so I might do the same when we get back. Maybe another weapon as well, though I do have a lot."

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"By all means, any opinion would be good. I was thinking of getting a flail of some sort, as I have quite the repertoire at the moment but am willing to hear thoughts," She mentions, while pointing out her weapons. "The hand and half sword is similar to what I had trained with back in Korvosa with my father. Some said it would be too much for his daughter to handle, but I believe I am quite proficient with it. The staff there, mostly a walking stick to be sure, but is similar to the staves I trained with before taking up the blade, and helps with long distances." Reaching down to the dagger at her waist, Cath fondly places a hand on the dark wooden hilt, "This is my mother's blade, given before I came to the school in Absalom, and brings fond memories of home."
For a moment her eyes become unfocused before blinking and pointing out crossbow and sap that are now strapped to her travel pack, "Those are standard guard supplies I was given by my mentors before leaving. One to knock some sense into someone without taking their head, while the other is used in case you don't want to get close to what you're fighting. As for the whip, that too was mother's, but from her days of youth. She said she would be glad it would be used in other means than how she was forced to use it, though she never mentioned anything about it before," she offers the whip towards Dar, on the bottom of the handle is a well worn pattern of a hand wrapped in chains. "She doesn't speak of her past, but gave this to remind me that everyone has their role in life, and that I would need to find mine to be truly happy."

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"Um... Here in Port Peril, we're actually pretty close to Cloudspire," Bitty says, with a catch of homesickness in her voice. "I think I should take a few days to visit Grandma Beryl and Grandpa Ifekube. I want to tell them that Egg and I want to join up fully with the Pathfinder Society. Maybe get some training while I'm there. So... shall we meet back up in Absalom?"
Bitty turns to everyone. "Cath, get the best weapon ever! Bee, keep doing new things. Keep adventuring. It's good for you. Ashun, keep your baby dino safe! Rinshu and Dar Lek, keep showing off that new flexibility."
Bitty shyly offers hugs, then grabs her backpack and takes a local ship towards the Terwa Uplands and Cloudspire, draconic tail held high.

GM Hmm |
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Cat's Cradle
Meanwhile, your Pathfinder ship lets you off at Merab, a port city in Thuvia, where there's plenty of work available guarding caravans, and there are plenty of potion and weapon shops for those of you that wish to resupply.
You decide to pick up some Caravan work. Caravan money is good money, and you get paid to travel to Sothis, where you plan to take a boat to Absalom and meet with Bitty again. There's lots of heat, sand, and grumpy camels to deal with, but there are also fantastic sights in the desert. The unobstructed night sky seems like an endless canopy, and there's lots of chances to tell stories with each other on your journey.
Feel free to add a post about what your characters have been doing on the trail, and allowing our new characters to introduce themselves.

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"By all means, any opinion would be good. I was thinking of getting a flail of some sort, as I have quite the repertoire at the moment but am willing to hear thoughts,"
Bee props himself up a bit on the deck. "A sword, a staff, a dagger, a crossbow, a sap, a whip, and you are thinking of getting a flail. That is quite the arsenal you are carrying around."
"It is almost a song."
"A sword for killing,
a whip for tripping,
a flail to do both."
"A crossbow for ranged shooting,
a staff for ranged smacking,
a dagger when you have nothing else."
He frowns critically. "Needs work. And I can't figure out how to get the sap in there."
When Bitty mentions taking a detour to visit with family, Bee nods approvingly. "Absolutely. Sounds like a great idea - visiting family is always good. See you later Bitty."

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There's lots of heat, sand, and grumpy camels to deal with, but there are also fantastic sights in the desert. The unobstructed night sky seems like an endless canopy, and there's lots of chances to tell stories with each other on your journey.
Bee trudges along with the caravan. He tries to keep his complaining to a minimum - but with the sand, the heat, and the endless tracts of little new to see for days, he finally breaks down and comments to Cath, "I have decided that I don't like caravan guard work. It is intended to be boring. Boring is good, boring is safe, boring means easy money with no real risk. But boring is boring."
"At least we get to meet a few new people."

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Bitty's Farewell
Cath kneels down and returns Bitty's hug before ruffling her hair, "You fare well Bitty. It's important to keep in touch with family, either visiting or in writing. Stay safe, and be well."
In the Desert
Exposed skin shining with perspiration, and red from the sun, Cath exhales, "It is boring and the coin is easy, yeah. The night skies are so bright though. I can see why people live in these harsh lands, though I wish people would have exaggerated the heat." With a grunt, she hefted the majority of her weapons onto her assigned camel's saddle and strapped them down, leaving only her dagger, shield and newly purchased meteor hammer on her body. "Meeting new people is a grand reason to do jobs like this though!"

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A merchant in a caravan. That's quite usual. Perhaps the orc can get some contacts for some deal one day.
He introduces himself as this to the other members of the caravan.
Greetings, my name's Loompecker. My work is to bring merchandises at the right place to the right person at the right time. I hope we can have a deal together one day.
He seems nevertheless used to the wilderness wearing a breastplate and carrying an orc necksplitter at the belt.

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Greetings, my name's Loompecker. My work is to bring merchandises at the right place to the right person at the right time. I hope we can have a deal together one day.
"Hi Loompecker. Maybe we can make a deal. What is it that you are bringing to market on this trip?"
Bee smiles pleasantly up at the Orc towering over him. "My name is Corabee, but everyone calls me Bee."

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Eyeing the orc over, Cath grins in a friendly manner, "So I guess you're one of those we'll be guarding? Pleasure to meet you Loompecker, the name's Cath." Offering her hand in greeting, she continues, "Bee and I have worked together on a few jobs so far, and I've enjoyed his company so far, so I hope you'll at least enjoy having us around."

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What appears to be a stuffed rabbit sticks his up from the cart he was riding in. He carries a small backpack but a large crossbow.
"Oh! Hello! Are you caravan guardth too? I'm Bun Helthing. I gueth I will be traveling with you."
His oversized incisors make for a pronounced lisp.

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Are you not a .... little short ... to be a .... Pathfinder? Dar Lek asks in his robotic, monotone voice ((think Robocop)).
He looks like a cross between Robocop and the Mandolorian, and is packing a pepperbox gun as well as wearing a stetson hat.

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"Well exthuuuuthe me! It'th not my fault I wath sthitched asth a thmall poppet you know. Ever hear the thaying that big thingth come in thmall packageth?!" Bun Helsing says indignantly.

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The orc smiles at Bee. I'm not currently traveling with merchandises. Sorry. But trying to get contacts for traveling routes and exchange points.

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Bun looks a bit aghast, but doesn't turn down the ride.