
GM Kwinten |

Zarta nods and turns the chalice over multiple times, trying to see if she can get any of the magic liquid to appear. When everyone has finally gathered for the debrief, she says, “Well, I’m still not sure what this is, but all your reports are consistent. It’s obviously a central piece of Aslynn’s plan. In a way, it’s a good thing that shard of her mind infiltrated our vaults, as it’s allowed us to understand a few things we might have otherwise missed! I wish we could’ve learned about this without putting your lives in danger, and for that, I apologize. I hope you’re ready for more adventures. We’ve just scratched the surface of the vault’s contents, and we need to act fast to learn more about some of these items. One thing is certain: we can’t leave everything here and wait around for Aslynn to strike again.”
The faction leaders quickly fall into a heated discussion over the best approach to the items—it’s clear that they don’t see eye to eye, but they all agree that they’ll need to work together for the sake of the Society’s future!
While the Society’s leaders argue, Biglock gives a smug grin to the PCs. “Nice work. Hey—Zarta is pretty great. She says Mr. Glovely and I don’t have to stick around this dusty vault! Don’t worry, though. We’ll be in touch. I’ve got a few schemes in mind. When I’m done making arrangements, Mr. Glovely will come calling!"
End of scenario!
If people could post their relevant data (character name and number) in the Discussion tab, I'll write the chronicles and we can hop to the next adventure.

GM Frost |

Intro: Year of Shattered Sanctuaries
The adventure begins in the > Grand Lodge of Absalom <, where Venture-Captain Ambrus Valsin (LN male human chamberlain) has summoned the Pathfinders to help > Rain in Cloudy Day < (NG male fungus leshy initiate) with an urgent task. When they arrive at the venture-captain’s office, they find Rain in a desperate state.
Kindly introduce yourselves.

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Haohji enters the room and looks around. He nods an informal salute to Venture-Captain Valsin and gives little Rain a fist bump before moving to a chair in the room, dropping his rucksack with a thud.
Mixed features blending the tawny Varisian with the epicanthic fold common in Minkai-folk, make Haohji stand out, but of any place in the world, Absalom is the closest to a cultural mixing pot.
So, Cap, what are we up to today?

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The steady blue skinned hobgoblin wearing a chain mail enters the room. His beady eyes in the middle of his bold head makes him a bit intimidating. Carrying a breaching pike on which is mounted a weapon siphon and a lot of different vials in a backpack or at the belt, he introduces himself to the venture-captain: Horul to report, captain. I suppose the rest of my company will arrive soon.

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Ramona comes in. She is a Varisian-looking dwarf. She is fashionably late. She wears the holy symbol of Banjo, and says "Banjo and I are ready!"

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An older-looking elf strolls into the meeting room. When he sees the group, his eyes light up with a mischievous smile. "Ah friends, long time no see! I was enjoying some free time on the high seas, but now I'm back and refreshed for another mission."
He sees the venture-captain and gives a lazy, but still respectful, salute.

GM Frost |

Rain in Cloudy Day stands on a chair behind a large oak desk covered with documents. “Ah, you’ve arrived! What a relief! I’m a bit overwhelmed at the moment, and I could use your help. The Pathfinder Society leadership is in a closed-door meeting right now, reviewing the latest news from Iobaria, the distant land where the Society has focused its efforts of late. I can’t wait to hear more about all the interesting things our agents discovered there! But, while they’re busy, I’ve been asked to catalog the flood of correspondence from our Inner Sea lodges. Just look at all these letters! Ambrus — that is, Venture-Captain Ambrus Valsin - asked me to sort and summarize all of it, but there’s so much! And, I’m not ashamed to admit that with my relative inexperience, all of it seems urgent! I’ve got to put a report together, but I’m overwhelmed by all the unfamiliar names and places! Here, take these letters. See what you can make of them. I’d hate to miss something important and disappoint the venture-captain, and I think the meeting is almost over.”
”Here, please take these and tell me what are written on those.” Rain tells you as he hands into everyone the letters.
I must ask once more for agents to help with the strange events near the Almas Cathedral. They have grown more frequent and disturbing these past few days. Furthermore, another unpleasant development has arisen: a legal claim has been filed contesting my rights to the cathedral. This is a mere annoyance, and it should be settled soon, but I know you prefer to remain aware of such things.
Please send agents as soon as you can.
—Venture-Captain Brackett, Almas, Andoran
Analyze Valsin’s Correspondence (Choose One): Almas Lore, Pathfinder Society Lore, Religion, or Society
I have dispatched this letter in accordance with the wishes of my master, Count Varian Jeggare. He instructed me to send such a notice if he were to ever fail to report in to the manor at the regularly scheduled interval. He has been missing for weeks. This is a matter to be handled with the utmost discretion, as the situation in Cheliax remains delicate: Pathfinder Lodges are still banned, and Greensteeples Manor remains a safe haven for field agents. If the manor becomes compromised, we may lose our greatest asset in Cheliax. Please send agents, with haste, to help me find Master Varian.
—A humble servant of Count Varian Jeggare, Greensteeples Manor, Egorian, Cheliax
Analyze Valsin’s Correspondence (Choose One): Egorian Lore, Occultism, Pathfinder Society Lore, or Society
As you know, I prefer to handle my problems with a level head and appropriate delegation to the many skilled Pathfinders at my disposal. Thus, you know I would only reach out for your help under urgent circumstances. The lower levels of our lodge are suddenly infested with undead. I have sent many agents to combat them, but the tide of living corpses is unrelenting, and they seem determined to break through to the surface. It seems impossible there could be so many.
Please send experienced agents to provide immediate assistance, and remember that the Ruby Prince has tightened restrictions on the activities of foreign-based explorers such as the Pathfinder Society. If he learns of this threat from within our own lodge, he might close the lodge permanently.
—Venture-Captain Norden Balentiir of the Sandswept Hall, Sothis, Osirion
Analyze Valsin’s Correspondence (Choose One): Arcana, Pathfinder Society Lore, Society, or Sothis Lore
The Pathfinder Society’s request to complete construction of its new lodge in Sedeq is hereby formally approved. Please send new representatives to finalize the process and maintain the building. It is with much confusion that we must report that the Society’s current representatives are nowhere to be found. We await the arrival of new agents at your earliest possible convenience. Without the presence of official representatives from your esteemed Society, there are many who question the legitimacy of this new edifice. A formal auction is not out of the question.
—Official Notice from the Municipal Government of Sedeq, Qadira
Analyze Valsin’s Correspondence (Choose One): Mercantile Lore, Pathfinder Society Lore, Sedeq Lore, or Society
I am saddened by the events that made this correspondence necessary. Multiple dissidents acting against Grand Princess Eutropia have been apprehended while using wayfinders to enable their illicit activities. But that is not all. These peculiar wayfinders possess all the hallmarks of our clever friend Muesello. You must understand my reticence to act against him, but I must always put the needs of the princess above all others.
I urge you to dispatch agents to Oppara—but do not let Muesello’s agents learn we are investigating him, lest we lose the opportunity to learn the truth.
—Lady Gloriana Morilla, Oppara, Taldor
Analyze Valsin’s Correspondence (Choose One): Crafting, Oppara Lore, Pathfinder Society Lore, or Society
As per your request, we are notifying you that the Sixwing Drake has been sighted and should arrive later this morning, only slightly behind schedule. The Pathfinder Society’s goods should be unloaded and ready for pickup at the docks by midday.
—Harbormaster Hansara Molnesh of the Absalom Port Authority[/i]
Analyze Valsin’s Correspondence (Choose One): Absalom Lore, Nature, Pathfinder Society Lore, or Society
Rain hands you six letters as Handouts #1 to #6. Choose ONE handout and open the spoilered content. Then choose one skill you will use to analyze the letter. From there, I will roll the skill check and give the corresponding information you can recall. Only one PC per handout.

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Haohji picks up letter 4, Always wanted to visit the Land of Fire...
Oop, sorry, I did the spoiler by habit. I have not looked at my result, but I will understand if you want to roll for me... >.<

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Ramona will take the Notice from Cheliax.
Ramona will use Occultism (+4) to analyze Valsin's correspondence.

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The hobgoblin takes the first letter and tries to analyze it after having read it.
Society +8

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Merellin grabs a letter at random. It turns out to be from 1d3 ⇒ 3 Absalom Harbour.
"Ah, the harbour. Good memories, there. The Sixwing Drake should be here any minute now, the goods ready to be picked up later today."
He frowns, looking confused. "Why is this with the news from the lodges? A simple pickup shouldn't be top priority, right?"
I don't have any of the skills required. Can I pass this on to someone else, or am I just out of luck?

GM Frost |

I don't have any of the skills required. Can I pass this on to someone else, or am I just out of luck?
Skills can be rolled even untrained for Recall Knowledge.
Occultism: 1d20 + 4 ⇒ (14) + 4 = 18
Society: 1d20 + 8 ⇒ (12) + 8 = 20
Society: 1d20 ⇒ 6
Haoji recalls nothing related about the letter from Qadira. Ramona reads the content of the letter from Cheliax, and she knows that Varian Jeggare
is a half-elven wizard. He is almost always accompanied by his bodyguard Radovan and his faithful dog Arnisant. He runs a secret lodge from his manor in Cheliax, a nation known for its ties to devils and authoritarian rule where most Pathfinder activity is forbidden. The Grand Lodge’s own archivist, Zarta Dralneen, was once a paracountess of Cheliax before becoming the leader of the Dark Archive, a former Pathfinder faction devoted to finding dangerous relics and occult knowledge.
On the other hand, Horul reads the letter from Andoran. He also shares that The Pathfinder lodge in Almas, capital of Andoran, is also known as the Cathedral of Aroden. The building was formerly a church to the now-deceased god of humanity. Andoran is a nation devoted to democracy and personal freedom. It was the birthplace of the old Liberty’s Edge faction of the Pathfinder Society, which focused on opposing tyranny. Meanwhile, after Merellin reads the notice from the Absalom Harbor, she does not recall anything related to its contents.
Rain in Cloudy Day is grateful for each piece of information they share with him, accurate or otherwise, eagerly writing everything down in his notebook. As a brand-new Pathfinder agent, he is especially curious about any information pertaining to the Pathfinder Society’s older factions.
"I wonder if these events might be related," the leshy ponders loudly, but before he can ask for more details to put the finishing touches on his report, > Venture-Captain Ambrus Valsin < bursts into the room.
A tall man with tan skin and dark, meticulously groomed hair throws open the doors and strides into the office: Venture-Captain Ambrus Valsin clearly has something urgent on his mind. Rain in Cloudy Day jumps up to interrupt him, proclaiming that the report summarizing the correspondence is ready. The venture-captain, taken aback, accepts the journal that Rain shoves into his hands. Rain watches expectantly as Valsin skims the report.
Ambrus Valsin nods to those gathered and says in a gruff voice, “Ah, yes. Thank you Rain, agents. Let me see… this is all quite worrying! Your thoroughness is praiseworthy. Unfortunately, we cannot act on any of this right now. Another urgent matter has come up, right on our doorstep. I need agents to go to the Blakros Museum and meet with Curator Adjutant Seshuun, who is temporarily in charge. I do not have any details, but she’s requested the Society’s immediate presence, and she seems upset. We’ve worked hard to establish a working relationship with the museum, and I do not want it to fall to pieces now with everything else going on. Please help the curator with anything she may need, and if you can, try to make a good first impression.
“Rain and I will remain here and bring this report to the Society’s leadership. Some of this is quite serious, and we’ll take it all the way to the Decemvirate if needed!”
"If you have questions, I encourage you to seek answers at the Blakros Museum itself." he tells the Pathfinders. Valsin then takes a moment to briefly correct any of the inaccurate information in the report, so far there is none. He also reminds Rain to reference multiple sources before compiling official reports in the future. The novice Pathfinder hastily writes down this advice in a section of his journal labeled "How to Report."
"Thank you for helping me. Here, take these." Rain gives the group four minor healing potions.
At this point, you can make your purchases before you leave the lodge and go to Blakros Museum. Everyone begins with one hero point. This is also your chance to declare your school item, and for those who have glyphs, tell me who would you like to give them for extra hero points. If you're ready, just roleplay them as well below.

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1 glyph. Perhaps we have enough for each of us.
Crystal of potency
Well, company, we have to move on to the Blakros Museum.
The hobgoblin makes a military salute before to leave.

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No glyphs, haven't run yet. Will claim a minor healing as my school consumable.
Aye-aye, Captain! Haohji flashes a grin before heading out after Horul.

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I've got three glyphs, so enough to get everyone to two Hero Points.
I'll also take another minor healing potion, and one of the potions Rain gives us.
Merellin is still confused. His letter didn't seem that urgent.
"Er, the Museum? I've heard bad things about that place... Shouldn't people more experienced than us handle that?"

GM Frost |

Everyone begins with two hero points each, then.
Unfortunately for Merellin, Rain and the venture-captain are busy to entertain questions. Better to address them to the museum curator, perhaps.
The Pathfinders make their way to the Blakros Museum. Their journey from the Grand Lodge in the Foreign Quarter to the Blakros Museum in the Wise Quarter is uneventful.
When they arrive, they can see that gardeners and landscapers busily haul plants and building materials through the gardens that flank the path leading to the imposing, multistory building that is the Blakros Museum. Its outer walls are crafted almost entirely from a single chunk of volcanic rock. > A woman < stands near the entrance, speaking with several of the workers in a calm yet commanding voice. She has deep blueish-purple skin and vibrant teal markings, denoting her ancestry as one of the aquatic azarketi.
When she notices their arrival, "I am Curator Adjutant Seshuun of Blakros Museum. It looks like you’re the ones Valsin sent to fix this mess. No, not the gardens. The shipment! You know, the relics? The Iobarian relics? Surely you can explain why the shipment hasn’t been delivered yet. The Sixwing Drake should have arrived with the relics by now, but I’ve heard no word. We can make the gardens look as authentic as we want, but nobody is going to visit an empty exhibit. The recent business with the curator, Nigel Aldain, has tarnished the museum’s reputation enough as it is. I can’t allow the Society’s delays to cause further problems. You look like you might have questions. Please tell me you can help?”
Per Ambrus Valsin’s request, you might want to make a good first impression on Seshuun. Each of you can attempt a DC 15 Diplomacy check to Make an Impression, or a DC 12 Academia Lore, Azarketi Lore, or Iobaria Lore check to Recall Knowledge. This is also your chance to ask questions regarding her recent problem with relics.

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Merellin approaches cautiously, as if the gardens might explode at any moment. "Er.. I don't know about an explanation, but I just received word that the ship's arrived at the docks this morning. Sounds like you're busy with... all this." He gestures around vaguely.
"We're sent here to help out, so I guess we'll be going to the harbour to pick the stuff up. So you don't have to worry about it. You seem... stressed."
Diplomacy: 1d20 + 5 ⇒ (13) + 5 = 18

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The alchemist lets his company handle the situation here as he knows that the diplomatic way isn't his cup of tea.

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Haohji, a little quiet and awkward seeing the curator, tries not to stare... choosing to let the others do the talking.
Diplomacy: 1d20 ⇒ 16
Nature: 1d20 ⇒ 2

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As the party passes a graveyard on the way to the Blakros Museum, they spot a skeletal creature in heavy armor and wielding a longspear lumbering about, standing before a burial site marked with a large headstone. It turns to the party "I believe I knew this person in life - well - the one before this, my current life..."
Coiled in it's ribcage like a stuffing of gizzards and guts are the telltale creases of worm-like skin, itself alive and writhing, and glowing with a soft molten reddish-orange. The skeleton speaks again "Bound to this worm, I have been given another chance, and have been awaiting your arrival. That is, if you will accept me..."
GM - too late to jump back in? If not, also:
"Greetings. I know my kind generally inspires terror, or malice, or scorn. And yet. I ask that you give me a chance, for although I remember not my life previous, intact remains many things I am still finding out that I know, and may prove useful to you"
Diplomacy (Trained) vs DC 15: 1d20 + 8 ⇒ (17) + 8 = 25

GM Frost |

You are welcome to join us back, Wormcaller. Don't forget to fill in the following:
Sign-Up Sheet
Macros
Slides
Another Pathfinder joins the group for the mission, just in time to help out the museum curator. Their combined efforts assure the curator-adjutant has nothing to worry about and will take care the relics.
The curator relaxes. "I apologize for my behavior, things here are somewhat stressful, and this new job of mine is having me on edge. You see, I really am working hard to make a good impression after all what happened here before I took over this job, and I admit that any disruptions to my careful plans and schedules quickly frustrate me. I am truly grateful for any help you can provide and hope that the Blakros Museum can assist the Society in its efforts as well."
She provides them an everburning torch, suggesting with no small hint of amusement that it may help them find the shipment.
"Quickly, go to the docks and look for the ship that holds the relics I need for the museum."
---
Their journey from the Blakros Museum to the docks doesn’t take long. The waterfront teems with activity and the sights and sounds of one of the Inner Sea’s largest ports. Once they navigate through the crowded streets, they can approach any one of the dozens of dockworkers, who wave them toward the docks where they can find a tall, broad-shouldered Garundi woman with weathered bronze skin and graying hair and the ship, Sixwing Drake. She is currently directing a small group of dockworkers who are busy loading barrels onto a sleek, blue-sailed ship emblazoned with the name Sixwing Drake in faded paint.
When she finds the group approaching her, "Harbormaster Hansara Molnesh. How can I help you?"

Worm Ouroboros |

Crawling out of the chest cavity, a powerful bodied worm unfolds itself, it's teeth covering molten lava, and slithers forth with heaving gravity, leaving a path of burnt soil in it's wake.

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"Harbormaster Molnesh, I am Wormcaller, here to collect the Iobarian relics for the Blakrose Museum on behalf of Curator Seshuun. Do you know where they can be located?"
From inside heavy armor, it is difficult to observe that our second chance hero is indeed without skin, obscuring his natural form and heading off any otherwise repeatedly awkward introductions!

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The hobgoblin appreciates the arrival of a new recruit. Well come into the ranks of the company and let's form a good unit. Our task now is to go to the harbor to retrieve some relics. That should be easy and you can help to carry them.
Arrived at the harbor, the alchemist looks around during the time his company discusses with the harbormaster.

GM Frost |

The harbormaster frowns in confusion. “Someone already came by to get the shipment. At least… I think they did? They were… hmm. To be honest, I can’t remember. Come to think of it, everything that happened this morning is all… cloudy. Wait, why are the workers loading cargo on the ship?!” She turns to the crew gathered on the docks and the Sixwing Drake and shouts, “Hey, listen up! The Pathfinders are here for the shipment! Let’s get to work!”
Moments later, a dockhand on the upper deck steps rigidly toward a stack of barrels and says something inaudible over the din of the harbor. A series of massive explosions obliterates the Sixwing Drake, spewing flames and charred debris onto the docks!
Rolling initiatives
Ramona's Initiative using Detect Magic: 1d20 + 4 ⇒ (19) + 4 = 23
Horul's Initiative using Avoid Notice: 1d20 + 5 ⇒ (3) + 5 = 8
Haohji's Initiative using Search: 1d20 + 6 ⇒ (20) + 6 = 26
Wormcaller's Initiative using Search: 1d20 + 5 ⇒ (12) + 5 = 17
Red Fox, White Fox, Perception: 1d20 + 8 ⇒ (12) + 8 = 20
❖❖❖❖❖❖ SHIP EXPLOSION IN ABSALOM DOCKS! Round 1 ❖❖❖❖❖❖
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points
❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
➤ Haoji (☘️ 2/3) (AC 18, +1 w Shield) (36/36 HP)
➤ Merellin (☘️ 2/3) (AC 18) (15/15 HP)
➤ Ramona (☘️ 1/3) (AC 17, +2 w Wooden Shield) (17/17 HP)
Red Fox (- HP)
White Fox (- HP)
Wormcaller (☘️ 2/3) (AC 19) (36/36 HP) | Negative Healing
⠀⠀Worm Ouroboros (AC 18, +1 w Protect Companion) (36/36 HP) | Positive Healing, Fire Resistance 1
Horul (☘️ 2/3) (AC 19) (26/26 HP)

GM Kwinten |

Merellin's a bit taken aback by Wormcaller's sudden arrival, but doesn't say anything. Stay professional, Lin, he thinks.
As the ship explodes, Merellin's hands reflexively grab his weapons and he looks around for trouble. Fiery fixes appear and he jumps into action.
Gunslingers cheat action economy. Into the Fray means I have my weapons at the ready when combat breaks out, and I can Stride for free, as long as I get closer to an enemy.
Merellin walks forward a few steps past his colleagues so he can get a clear shot at White Fox. He then aims his hand cannon at it and fires.
Also because I multiclassed into Rogue and I rolled Stealth for initiative, White Fox is flat-footed for me.
Hand cannon vs White Fox: 1d20 + 9 ⇒ (2) + 9 = 11
The shot goes wide. Merellin frowns, goes back to his original position, and reloads his gun.
Move as a free action, Strike, Stride, Reload as regular actions. I returned to my original position.

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Haohji surges forward and does a leaping punch at Redd Fox!
◆ Stride
◆ Step
◆ Snagging Strike
You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.
Unarmed Snagging Strike: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Didn't add Inspire Courage because I am not sure that I am within range of effect.
EDIT: Hero Point: 1d20 + 9 ⇒ (16) + 9 = 25

GM Frost |

Merellin shoots White Fox but her shot goes wide. She then reloads.Ramona calls on her puppet to encourage her allies. Haoji snags Red Fox. 6 B damage
Red bites Haoji in retaliation!
Jaw Attack vs Haoji AC 18: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d4 + 3 ⇒ (3) + 3 = 6 piercing damage, plus 1d4 persistent fire damage
Jaw Attack, MAP, Agile vs Haoji AC 18: 1d20 + 10 - 4 ⇒ (11) + 10 - 4 = 17
Jaw Attack, MAP2, Agile vs Haoji AC 18: 1d20 + 10 - 8 ⇒ (16) + 10 - 8 = 18
Damage: 1d4 + 3 ⇒ (4) + 3 = 7 piercing damage, plus 1d4 persistent fire damage
White, on the other hand, runs (triggers AoO) to the group and bites Worm!
Jaw Attack vs Worm AC 18: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d4 + 3 ⇒ (4) + 3 = 7 piercing damage minus Fire Resistance 1, plus 1d4 persistent fire damage
Jaw Attack, MAP, Agile vs Worm AC 18: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 26 Crit
Damage: 1d4 + 3 ⇒ (4) + 3 = 7 piercing damage *2 minus Fire Resistance 1, plus 1d4 persistent fire damage
❖❖❖❖❖❖ SHIP EXPLOSION IN ABSALOM DOCKS! Round 1 ❖❖❖❖❖❖
Party Conditions: Inspire Courage - +1 status bonus to attack rolls, damage rolls, and saves against fear effects
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points
❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
Haoji (☘️ 1/3) (AC 18, +1 w Shield) (23/36 HP)
Merellin (☘️ 2/3) (AC 18) (15/15 HP)
Ramona (☘️ 1/3) (AC 17, +2 w Wooden Shield) (17/17 HP)
Red Fox (-6 HP) | FF until it’s no longer within the reach of Haoji's hand
White Fox (- HP)
➤ Wormcaller (☘️ 2/3) (AC 19) (17/36 HP) | Negative Healing
⠀⠀➤ Worm Ouroboros (AC 18, +1 w Protect Companion) (17/36 HP) | Positive Healing, Fire Resistance 1
➤ Horul (☘️ 2/3) (AC 19) (26/26 HP)
❖❖❖AFTER YOUR TURN❖❖❖
Haoji (☘️ 1/3): DC 15 flat checks vs two 1d4 persistent fire damages
Worm Ouroboros: DC 15 flat checks vs two 1d4 persistent fire damages

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The hobgoblin shouts: Combat formation!
And he casts a spell towards the red one.
Ray of frost: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
And he strikes the white one.
+1 Breaching pike:1d20 + 8 ⇒ (17) + 8 = 25
Damage, plus poison: 1d6 + 3 ⇒ (2) + 3 = 5
I assume the fire doesn't work on it
Black Adder Venom : DC 18 Fortitude; Maximum Duration 3 rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d6 poison damage (1 round)

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◆◆) Evolution Surge to grant Swim Speed
◆) Act Together to Protect Companion (both AC 19)
↺) Life Block (if damage 6 or greater)
With a wave of skeletal hand, gills and fins sprout from the beasty worm's body - it twists and convulses with momentary pain before settling into it's new form!

Worm Ouroboros |

Worm wraps it's now-aquatic body around the fox, and squeezes!
◆) Act Together to Strike
Segmented Coil Crush (blunt, forceful, sweep): 1d20 + 9 ⇒ (11) + 9 = 201d6 + 4 ⇒ (5) + 4 = 9
Persistent Fire (1d4 less 1 resistance) w/ Flat Check (DC 15): 1d4 - 1 ⇒ (2) - 1 = 11d20 ⇒ 4

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Correct me if I am wrong, but persistent damage does not stack. Does that mean I still need to make two flat checks? Just wondering here...
Haohji grimaces and kicks at Redd Fox attempting to shove it off the docks!
Athletics (Shove): 1d20 + 7 ⇒ (14) + 7 = 21 Hopefully that does it!
Then the brawler conjures a shield and attempts to pat out the flames!
◆ Shove, ◆ Cast shield, ◆ Assisted Recovery Can I attempt to pat out the flames to give myself a Flat Check before my normal Flat Check?
End of turn Flat Check: 1d20 ⇒ 17

GM Frost |

Horul, the cantrip has an Attack trait so your Strike with weapon will take MAP.
Horul flings ice to Red but misses but his weapon connects with White. 6 P damage Unfortunately, the poison just boils out of existence against the enemy. Immune to poison
Wormcaller, it looks like you linked the wrong feat.
Wormcaller forges their connection together to steel the eidolon's defenses and speed. Worm then gives the White fox a big hug! 9 B damage
Wormcaller, kindly roll the second DC 15 flat check before the damage, if any, can be applied.
Haoji successfully Shoves Red into the water. He then raises shield and helps himself to put out the fire he has.
Haoji, kindly roll the second reduced to DC 10 flat check before the damage, if any, can be applied.
❖❖❖❖❖❖ SHIP EXPLOSION IN ABSALOM DOCKS! Round 2 ❖❖❖❖❖❖
Party Conditions: Inspire Courage - +1 status bonus to attack rolls, damage rolls, and saves against fear effects
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points
❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
Haoji (☘️ 1/3) (AC 18, +1 w Shield) (23/36 HP)
➤ Merellin (☘️ 2/3) (AC 18) (15/15 HP)
➤ Ramona (☘️ 1/3) (AC 17, +2 w Wooden Shield) (17/17 HP)
Red Fox (-6 HP) | on water
White Fox (-6 HP)
Wormcaller (☘️ 2/3) (AC 19) (17/36 HP) | Negative Healing
⠀⠀Worm Ouroboros (AC 18, 19 w Protect Companion) (17/36 HP) | Positive Healing, Fire Resistance 1
Horul (☘️ 2/3) (AC 19) (26/26 HP)
❖❖❖AFTER YOUR TURN❖❖❖
Haoji (☘️ 1/3): Two DC 15 flat check vs two 1d4 persistent fire damages
Worm Ouroboros: DC 15 flat checks vs two 1d4 persistent fire damages

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Merellin slips past Worm Ouroboros and the fox provoking, if they have a reaction to flank with Ouroboros and fires his gun at point-blank range into the red-hot fox.
Hand cannon vs white fox, Inspire Courage: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Probably a miss, but just in case.
Bludgeoning damage?: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
With one fluid motion, he stabs his shortsword into the fox's chest and reloads his gun at the same time.
Shortsword vs white fox, Inspire Courage, Flat-Footed: 1d20 + 7 + 1 - 4 ⇒ (17) + 7 + 1 - 4 = 21
Piercing damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8

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Second reduced Flat Check: 1d20 ⇒ 14
Haohji, putting out the flames on himself, returns his attention to his opponent!
I should still take one set of fire damage, yes? The first check I rolled was for the end of turn.

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◆ Continue puppeteering
◆◆ Telekinetic Projectile vs White fox: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

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Nice hit, Ramona!

Worm Ouroboros |

2nd Persistent Fire less 1 Resistance (Failed Flat Check in Discussion): 1d4 - 1 ⇒ (4) - 1 = 3
The flames burn hot enough to melt the Worm's outer layer of flame-resistant skin!

GM Frost |

Merellin flanks and shoots but he misses. His stabby though is effective. 8 P damage
You take no persistent fire damage from your Successful flat checks.
Ramona continues to inspire her allies and magically hurls something at White but goes higher than expected.
Red, on water, swims toward the closest edge, the water is calm enough for the fox to swim, though it spends its actions swimming.
White, on the other hand, bites anyone that is surrounding it. 1 Merellin, 2 Worm: 3d2 ⇒ (2, 1, 1) = 4 (Worm, Merellin, Merellin)
Jaw Attack vs Worm AC 18+1: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d4 + 3 ⇒ (3) + 3 = 6 piercing damage (-1 Fire resistance) plus 1d4 persistent fire
Jaw Attack, MAP, Agile vs Merellin AC 18: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23
Damage: 1d4 + 3 ⇒ (3) + 3 = 6 piercing damage plus 1d4 persistent fire
Jaw Attack, MAP2, Agile vs Merellin AC 18: 1d20 + 10 - 8 ⇒ (19) + 10 - 8 = 21
Damage: 1d4 + 3 ⇒ (2) + 3 = 5 piercing damage plus 1d4 persistent fire
Hmm, it looks like we'll just make it one DC 15 Flat check against that persistent fire damage from now on.
❖❖❖❖❖❖ SHIP EXPLOSION IN ABSALOM DOCKS! Round 2 and 3 ❖❖❖❖❖❖
Party Conditions: Inspire Courage - +1 status bonus to attack rolls, damage rolls, and saves against fear effects
ENCOUNTER MAP
Other Notes: ☘️ - Hero Points
❖❖❖CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!❖❖❖
Round 3
➤ Haoji (☘️ 1/3) (AC 18, +1 w Shield) (23/36 HP)
➤ Merellin (☘️ 2/3) (AC 18) (4/15 HP)
➤ Ramona (☘️ 1/3) (AC 17, +2 w Wooden Shield) (17/17 HP)
Red Fox (-6 HP) | On Water
White Fox (-14 HP)
Round 2
➤ Wormcaller (☘️ 2/3) (AC 19) (8/36 HP) | Negative Healing
⠀⠀➤ Worm Ouroboros (AC 18, 19 w Protect Companion) (8/36 HP) | Positive Healing, Fire Resistance 1
➤ Horul (☘️ 2/3) (AC 19) (26/26 HP)
❖❖❖AFTER YOUR TURN❖❖❖
Merellin (☘️ 2/3): DC 15 flat check vs 1d4 persistent fire damage
Worm Ouroboros: DC 15 flat check vs 1d4 persistent fire damage

GM Frost |

[dice=2nd Persistent Fire less 1 Resistance (Failed Flat Check in Discussion)]1d4-1
The flames burn hot enough to melt the Worm's outer layer of flame-resistant skin!
I no longer include this damage.

Worm Ouroboros |

Seizing the gunslinger's distraction, Worm Ouroboros squeezes tight!
Segmented Coil Crush (blunt, forceful, sweep) w/ Inspire (+1/+1) w/ Boost (+2) vs White (Flanked w/ Merellin): 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 201d6 + 4 + 1 + 2 ⇒ (6) + 4 + 1 + 2 = 13
Segmented Coil Crush (blunt, forceful, sweep) w/ MAP (-5) w/ Inspire (+1/+1) w/ Boost (+2) w/ Forceful (+1) vs White (Flanked w/ Merellin): 1d20 + 9 + 1 - 5 ⇒ (17) + 9 + 1 - 5 = 221d6 + 4 + 1 + 2 + 1 ⇒ (6) + 4 + 1 + 2 + 1 = 14
◆) Strike w/ Act Together
◆) Strike
Persistent Fire (less 1 resist) w/ Flat Check (DC 15): 1d4 - 1 ⇒ (4) - 1 = 31d20 ⇒ 15

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From just behind his bonded eidolon, Wormcaller bolsters his strength, and protects those parts most fragile.
◆) Boost Eidolon w/ Act Together
◆) Protect Companion
↺) Life Block (If 6 or greater damage)

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The hobgoblin casts a spell towards the white and the red one.
electric arc: 1d4 + 4 ⇒ (2) + 4 = 6
Reflex DC 18
And he also strikes the white one.
+1 Breaching pike: 1d20 + 8 ⇒ (19) + 8 = 27
Damage, plus poison: 1d6 + 3 ⇒ (1) + 3 = 4

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Has the water seemed to lessen the flames surrounding Redd?
Haohji, realizing that the threat has moved, follows White, sliding in and giving it a swift kick at its head hoping that his strike is enough to disorient it!
Unarmed: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Bludgeoning Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.
Calling upon the Varisian tattoos running up his arms, a golden glow lights them up and a shimmering field appears then fades!
◆ Stride, ◆ Snagging Strike, ◆ Cast shield

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Merellin grits his teeth and stifles a curse as the fox hits him and sets him on fire. He shoots at White once more, then does his fancy stabby-reloading trick once again.
Hand cannon vs White, Inspire Courage: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Missing once again, he stabs with his shortsword.
Shortsword, Inspire Courage: 1d20 + 7 - 4 + 1 ⇒ (13) + 7 - 4 + 1 = 17
Piercing damage?: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
With his gun loaded once more, he decides the pier is too dangerous right now, and jumps off the pier into the water.
Would that extinguish the persistent damage immediately? I'm fine with giving up my shortsword attack (and reload) if it requires two actions instead.
Athletics check to swim, just in case: 1d20 + 5 ⇒ (5) + 5 = 10