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Blue Spider Reflex save DC 17: 1d20 + 9 ⇒ (16) + 9 = 25
Green Spider Reflex save DC 17: 1d20 + 9 ⇒ (14) + 9 = 23
Both spiders seem to avoid the worst of the electricity Goupour Dune sends their way.
The Purple Raven moves up to attack the Sun Bear.
◆ Stride
◆ Attempt to peck the Sun Bear
Beak (finesse): 1d20 + 7 ⇒ (7) + 7 = 14
Piercing Damage: 1d6 ⇒ 6
◆ Second Attempt to peck the Sun Bear
Beak (finesse): 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18
Piercing Damage: 1d6 ⇒ 2
The second attack barely scratches the bear.
Alley Ambush: Round 1
Bold may act
Magenta Spider -27 HP, Dead
Blue Spider -11 HP
Yellow Raven -28 HP, Dead
Hasvi' 9/15 HP, DC 18 Fort Save vs Dream Spider Venom
Green Spider -1 HP
The Moon Bear 37/44 HP, Sun Bear -2 HP
Goupour Dune 20/20 HP
Hui Kong 22/28 HP
Nanoc Evitceted 26/26 HP
Purple Raven - HP
Flory Buntzer 20/20 HP

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”Your wayward brethren dishonor you, good sir knight”, says Flory. ”Set a good example, would you?”
She casts a spell on Sir Miles, who is surrounded by a light blue aura. He advances on one of the spiders and attacks.
Flory: Cast magic fang
Sir Miles: Stride, Strike
Attack: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 2d6 + 3 ⇒ (1, 5) + 3 = 9P + Poison: 1d4 ⇒ 1

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Flory casts a spell on her spider companion, and Sir Miles moves up and bites the Greenish enemy spider, giving it a taste of poison from the other side.
Target selection 1 Moon Bear 2 Sun Bear: 1d2 ⇒ 2
The Blue Spider attacks the Sun Bear
◆ Strike at Sun Bear
fang (finesse): 1d20 + 9 ⇒ (16) + 9 = 25
Piercing Damage plus dream spider venom: 1d6 + 2 ⇒ (6) + 2 = 8
◆ Strike at Sun Bear
fang (finesse): 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22
Piercing Damage plus dream spider venom: 1d6 + 2 ⇒ (6) + 2 = 8
◆ Strike at Sun Bear
fang (finesse): 1d20 + 9 - 8 ⇒ (9) + 9 - 8 = 10
Piercing Damage plus dream spider venom: 1d6 + 2 ⇒ (1) + 2 = 3
The Blue Spider finally seems to hit its stride, biting the Sun Bear on two out of three strikes
Alley Ambush: Round 2
Bold may act
Magenta Spider -27 HP, Dead
Blue Spider -11 HP
Yellow Raven -28 HP, Dead
Hasvi' 9/15 HP, DC 18 Fort Save vs Dream Spider Venom
Green Spider -10 HP
The Moon Bear 37/44 HP, Sun Bear -18 HP of 32 + 2 DC 18 Dream Spider Venom saves
Goupour Dune 20/20 HP
Hui Kong 22/28 HP
Nanoc Evitceted 26/26 HP
Purple Raven - HP
Flory Buntzer 20/20 HP

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I believe Sun Bar was hit twice, so they need a second Fort save. A second failure/multiple exposure would move them down the track to stage 2.

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Fort Save: 1d20 + 4 ⇒ (13) + 4 = 17
◆ Stride to flank Green
◆ 1st Strike
◆ 2nd Strike
1st Strike: 1d20 + 7 ⇒ (14) + 7 = 21 (Flanking)
2st Strike: 1d20 + 3 ⇒ (13) + 3 = 16 (Flanking)
GM Computerpro82, I don't know if you apply sneak attack damage on the 2nd Strike or not. In DnD you apply it only once per round, in PF2E - I don't know.
Rapier: 2d6 + 3 ⇒ (3, 4) + 3 = 10 (includes sneak attack)
Rapier2: 1d6 + 3 ⇒ (4) + 3 = 7
Sneak Attack: 1d6 ⇒ 1
Reeling from the Dream Spider Venom, Hasvi staggers towards the back of the spider (green) and stabs it where it counts.

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Hasvi, in PF2E sneak attack damage applies whenever your opponent is Flat footed to your attack, so can apply multiple times per round.
Hasvi can't stop the poison running through his veins, but fortuantely, being Stupefied doesn't impact his ability to wield a sword. He hits the Green Spider twice and it drops to the ground, bleeding out a dark ichor.
Alley Ambush: Round 2
Bold may act
Magenta Spider -27 HP, Dead
Blue Spider -11 HP
Yellow Raven -28 HP, Dead
Hasvi' 9/15 HP, Dream Spider Venom Stage 1, Stupefied 1
Green Spider -28 HP, Dead
The Moon Bear 37/44 HP, Sun Bear -20 HP of 32 Dream Spider Venom stage 2
Goupour Dune 20/20 HP
Hui Kong 22/28 HP
Nanoc Evitceted 26/26 HP
Purple Raven - HP
Flory Buntzer 20/20 HP

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GM Computerpro82, you've to guide me on the steps to take for the progress of poison. This is the 1st time I've experienced it as a player in PF2E. I may screw something up. I'll be watching what Moon Bear does too.

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Hasvi, you might want to check out about Afflictions, and read those under Saving Throws and Stages in particular while you wait for GM's instructions.
"Dream Spiders! And they have poison!" he declares but it is too late, maybe. He devises a way to bring down the Blue Spider
Devise a Stratagem: 1d20 ⇒ 4
But he can't concentrate, unfortunately. He chooses to move past the others and shoot the Purple Raven instead. "Excuse me, make way for me."
Shortbow Attack vs Purple Raven: 1d20 + 7 ⇒ (6) + 7 = 13
Shortbow Damage: 1d6 ⇒ 1 piercing damage
◆ Devise a Stratagem
◆ Stride
◆ Strike

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With his staff still spinning in the air, extending and retracting seemingly on its own will, Hui Kong starts chanting a spell (Gouging Claw), causing vicious looking spikes to extend from his staff just as he brings it slamming down on the remaining (blue) spider.
Spellstrike: +1 Staff (2H): 1d20 + 9 ⇒ (17) + 9 = 26 bludgeoning (staff): 1d8 + 4 ⇒ (2) + 4 = 6 + slashing: gouging claw: 1d6 + 3 ⇒ (4) + 3 = 7
I suspect that kills it
Hui Kong, keeping his staff still spinning around his body, moves up beside the raven.
◆◆ Spell Strike
◆ Strike

The Moon Bear |

As the other strike down the remaining raven, the Moon Bear makes a series of rapid hand signs to channel primal energy into his sun bear companion. He then looks around for the source of the trouble.
◆◆ Cast (S,S): heal animal @ sun bear: 2d8 + 16 ⇒ (2, 5) + 16 = 23
◆ Seek in cone to the south (Perception +8)

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Hasvi, I am sure the information linked by Nanoc is good. Generally you go up and down the stages of Afflictions based on your saves. Saving (or Critically Saving) moves you down the Stages, and when you hit Stage 0 the Affliction is gone. Failing Saves moves you 1 (or 2 in the case of a Critical Fail) moves you up the stages.
Nanoc misses the shot at the Purple Raven with his shortbow.
Hui Kong hits the Blue Spider with his magic as well as a solid strike from his Staff, but the spider takes a licking and keeps on ticking. [ooc]The strike is not a Crit, and normal damage doesn't take down the Blue Spider. Likewise, the Purple Raven is still up.
Moon Bear, if you want to RETCON based on that information. you can.
Alley Ambush: Round 2
Bold may act
Magenta Spider -27 HP, Dead
Blue Spider -24 HP
Yellow Raven -28 HP, Dead
Hasvi' 9/15 HP, Dream Spider Venom Stage 1, Stupefied 1
Green Spider -28 HP, Dead
The Moon Bear 37/44 HP, Sun Bear -1 HP of 32 Dream Spider Venom stage 2
Goupour Dune 20/20 HP
Hui Kong 22/28 HP
Nanoc Evitceted 26/26 HP
Purple Raven - HP
Flory Buntzer 20/20 HP

The Moon Bear |

I'll retcon the Seek into a Strike. Thanks!
The Moon Bear punches at the spider's face.
Strike: Handwraps, Fist (T): 1d20 + 10 ⇒ (1) + 10 = 11
Magical, B, Non-lethal: 1d4 + 2 ⇒ (3) + 2 = 5
Well that didn't work. :)

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Blue Spider Reflex save DC 17: 1d20 + 9 ⇒ (20) + 9 = 29
Goupour Dune's magical electricity shoots harmlessly off into the alley
The Blue Spider sees an opportunity and moves to flank the Sun Bear
◆ Step
◆ Strike at Sun Bear
fang (finesse): 1d20 + 9 ⇒ (7) + 9 = 16
Piercing Damage plus dream spider venom: 1d6 + 2 ⇒ (6) + 2 = 8
◆ Strike at Sun Bear
fang (finesse): 1d20 + 9 - 5 ⇒ (1) + 9 - 5 = 5
Piercing Damage plus dream spider venom: 1d6 + 2 ⇒ (3) + 2 = 5
I believe the 16 will hit Sun Bear's Flat Footed AC
The Spider manages to take another chunk out of the Sun Bear
Alley Ambush: Round 2
Bold may act
Magenta Spider -27 HP, Dead
Blue Spider -24 HP
Yellow Raven -28 HP, Dead
Hasvi' 9/15 HP, Dream Spider Venom Stage 1, Stupefied 1
Green Spider -28 HP, Dead
The Moon Bear 37/44 HP, Sun Bear -9 HP of 32 Dream Spider Venom stage 2
Goupour Dune 20/20 HP
Hui Kong 22/28 HP
Nanoc Evitceted 26/26 HP
Purple Raven - HP
Flory Buntzer 20/20 HP

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Oops sorry somehow I miscounted and added up the total damage to be more than 28. In that case Hui Kong couldn’t have moved to that square in the alley as the spider was still in the way. I’ve adjusted his position to where he could have moved instead. Essentially to keep both spider and raven within his reach

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Flory moves closer to the conflict, her cloak floating about her. Meanwhile, Sir Miles finds an opening against the other spider, and attacks.
Flory: Stride, Cast shield
Sir Miles: Stride, Strike (flanking)
Attack: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 2d6 + 3 ⇒ (5, 6) + 3 = 14P +Poison: 1d4 ⇒ 1

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Sir Miles definitely doesn't show any mercy to his arachnid brethren, as he tears the Blue sider into tiny pieces.
On his turn this round, Hasvi will need to make another Fortitude save with the same DC as the first one (DC 18). Failure means he moves to Dream Spider Venom Stage 2, which keeps him Stupefied 1 for one round and he takes 1d6 damage per the poison statblock below. If he passes, he moves to Stage 0 and is free of the poison. If the poison had more than two stages he could move up or down 2 stages on a Critical Success or failure.
Dream Spider Venom (poison) Saving Throw DC 18 Fortitude;
Maximum Duration 4 rounds;
Stage 1 stupefied 1 (1 round);
Stage 2 1d6 poison damage plus stupefied 1 (1 round)
Allies with Healers' Tools can attempt to help with the Treat Poison action. We will stay in initiative until the poisons are resolved, even after the enemies are defeated.
Remember: GMs don't kill characters, persistent damage kills characters.
Alley Ambush: Round 3
Bold may act
Magenta Spider -27 HP, Dead
Blue Spider -54 HP, Dead
Yellow Raven -28 HP, Dead
Hasvi' 9/15 HP, Dream Spider Venom Stage 1, Stupefied 1
Green Spider -28 HP, Dead
The Moon Bear 37/44 HP, Sun Bear -1 HP of 32 Dream Spider Venom stage 2
Goupour Dune 20/20 HP
Hui Kong 22/28 HP
Nanoc Evitceted 26/26 HP
Purple Raven - HP
Flory Buntzer 20/20 HP

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Fort Save: 1d20 + 4 ⇒ (12) + 4 = 16
I'm on my phone, and I can't move my token for some reason. So I'll just declare my actions
Hasvi moves to the back of the last raven (to flank it) and strikes it twice.
*Stride
*Strike1: 1d20 + 8 ⇒ (15) + 8 = 23
*Strike2: 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5
Rapier1: 2d6 + 3 ⇒ (4, 5) + 3 = 12
Rapier2: 2d6 + 3 ⇒ (1, 6) + 3 = 10
"I need help. I think I've been poisoned." He looks to his companions hoping for aid.

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From what I have seen, phone browsers don't seem to have the browser capabilities to edit the slides. I work using a tablet sometimes, and have to open the Slides in a separate Slides application to edit them. I moved the token
Hasvi's body can't handle the venom and the venom wrecks his body, taking Poison damage: 1d6 ⇒ 3
He moves to flank the Raven and kills it with one swing of his rapier.
All enemies are down, but a couple of party members are dealing with poison damage, so we stay in initiative.
Alley Ambush: Round 3
Bold may act
Magenta Spider -27 HP, Dead
Blue Spider -54 HP, Dead
Yellow Raven -28 HP, Dead
Hasvi' 6/15 HP, Dream Spider Venom Stage 2, Stupefied 1
Green Spider -28 HP, Dead
The Moon Bear 37/44 HP, Sun Bear -1 HP of 32 Dream Spider Venom stage 2
Goupour Dune 20/20 HP
Hui Kong 22/28 HP
Nanoc Evitceted 26/26 HP
Purple Raven -12 HP, Dead
Flory Buntzer 20/20 HP

The Moon Bear |

I neglected to transcribe my healer's tools from my ITS to my profile, but I double checked and did purchase them like I thought.
The Moon Bear moves forward as the last of the attacking menagerie falls so that he can reach both his sun bear and Hasvi. "Hold still a moment." The quickly prepares a poultice from the ingredients on his bandolier and applies it to their wounds.
◆ Stride
◆ Treat Poison (Hasvi): Medicine (T) vs. DC 18: 1d20 + 6 ⇒ (14) + 6 = 20
◆ Treat Poison (sun bear): Medicine (T) vs. DC 18: 1d20 + 6 ⇒ (16) + 6 = 22

Sun Bear |

Fortitude, Treat Poison vs. DC 18: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
The jungle bear looks slightly less glassy-eyed as he rallies his strength.
Stage 1, Round 3 of 4

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The Moon bear uses their Medical kit to help both Sun Bear and Hasvi deal with their poisons, and Sun Bear immediately starts to feel better.
Alley Ambush: Round 3
Bold may act
Magenta Spider -27 HP, Dead
Blue Spider -54 HP, Dead
Yellow Raven -28 HP, Dead
Hasvi' 6/15 HP, Dream Spider Venom Stage 2, Stupefied 1, +2 bonus on next save
Green Spider -28 HP, Dead
The Moon Bear 37/44 HP, Sun Bear -1 HP of 32 Dream Spider Venom stage 1
Goupour Dune 20/20 HP
Hui Kong 22/28 HP
Nanoc Evitceted 26/26 HP
Purple Raven -12 HP, Dead
Flory Buntzer 20/20 HP

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Flory takes out a small satchel, and tends to both of them as well.
”Mmmm”, she sighs. ”It smells like a tiny river of honeysuckle, just trickling along…”
Treat Poison (Hasvi): 1d20 + 5 ⇒ (7) + 5 = 12
Treat Poison (Sun Bear): 1d20 + 5 ⇒ (9) + 5 = 14

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NOTE: the Treat Poison bonuses are Circumstance Bonuses, so a Party member can only benefit from one at a time. If you have the ability to grant another Bonus type (like an Item bonus for an Antidote) that can still help.

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With the last enemy defeated, Hui Kong's staff spins slows rapidly and returns to its normal state, while he dashes to Hasvi's side. His hands start to glow as he grasp his ally's shoulder, causing some of his wounds to close.
Cast Lay on Hands on Hasvi, who gains 6 hp. I have two focus points so can do that again next round in case he keeps taking damage.
Nothing else he can do with his last action.

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Hasvi and Sun Bear, looks like your compatriots have done what they can this round.
Go ahead and move into the next round and get ready to make saving throws.
Alley Ambush: Round 4
Bold May act
Magenta Spider -27 HP, Dead
Blue Spider -54 HP, Dead
Yellow Raven -28 HP, Dead
Hasvi' 12/15 HP, Dream Spider Venom Stage 2, Stupefied 1, +2 bonus on next save
Green Spider -28 HP, Dead
The Moon Bear 37/44 HP, Sun Bear -1 HP of 32 Dream Spider Venom stage 1
Goupour Dune 20/20 HP, No actions
Hui Kong 22/28 HP
Nanoc Evitceted 26/26 HP
Purple Raven -12 HP, Dead
Flory Buntzer 20/20 HP

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"Flory, let me borrow your healer's tools, quick!" Nanoc tells Flory and hurries to Sun Bear to Treat the Poison by drawing out something useful from it and applying it to Sun Bear's bite mark.
Medicine to Treat Poison: 1d20 + 5 ⇒ (20) + 5 = 25 (Crit Success, +4 circumstance bonus to next saving throw vs poison)

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Fort: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Hasvi takes out a lesser Elixir of Life he'd prepared that morning and drinks it.
Elixir: 1d6 ⇒ 5

Sun Bear |

Fortitude vs. DC 18: 1d20 + 7 + 4 ⇒ (17) + 7 + 4 = 28
The sun bear shakes off the last of the poison with a grunt, a snort, and a puzzled look at Nanoc.
Stage 1 to 0. Round 4/4.

The Moon Bear |

With his animal friend well on the mend, the Moon Bear can devote his attention to treating Hasvi while also keeping an eye out for more trouble.
Treat Poison: Medicine (T) vs. DC 18: 1d20 + 6 ⇒ (10) + 6 = 16
Seek: cone to the south.
Seek: cone to the east.

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The Sun Bear completely recovers from the poison that had worked its way in through the wound, but Hasvi is still struggling.
Hasvi takes Poison: 1d6 ⇒ 3 damage. He drinks a potion that offsets most of the damage.
I am going to go ahead and call this combat. Hasvi currently has two more rounds of poison possible and could only take a maximum of 12 HP damage in that time. He has 14 right now. The Moon Bear doesn't find anything else, as this ends the combat in this area. I'll post the instructions for the next event in about 24 hours.

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Long post, so read all the way down.
After you defeat the enemies Kwari returns, asking why you haven’t followed her. Once you tell her what happened, she frowns and says: It seems others may know about your Pathfinder Society’s secret. Let me walk you to your meeting with the council. I can help explain the delays in your arrival.
From the city center, it’s only a short walk to the council chambers. Once you have entered, a secretary meets you at the door and guides you through the wide halls of the council chamber. He leads you up a tall, winding staircase until you come to a circular meeting room with large open windows overlooking the city. In attendance are the mayor, Wanakeena; her councilors, Ojiham and Skawahann; and the Peacekeeper Captain, Tekawenda. Also in attendance is a woman sitting off to the side, Suhko, recording notes on the proceedings. Wanakeena rises to her feet and initiates the meeting with her opening remarks.
“The room we’re gathered in overlooks the city. This is not to show our superiority, but to remind us of our duty. Look out in any direction and you’ll see our city, our people. Every decision we make is with the constant reminder of who we are meant to serve. It is with this in mind that we meet with you today. What we decide here will set a precedent, and the city is aware of it. You are here with good intentions.
To restore something stolen from our lands is a welcome change. It shows that your organization listens. That they are willing to act toward the benefit of our peoples rather than themselves. Already there is talk on the streets about the problems of our citizens and how you can help. There are those, as you must have heard, who do not share this view. In fact, we can see them right now, gathered right below us. The Segada Protocol is intended to protect Arcadia from Avistani interests. They say that the Pathfinder Society, based in Absalom, is one of those interests. That by allowing you entry, we are exposing the continent to armed warriors beholden to a foreign authority. The Avistani settlements may only send a small amount of their wealth across the ocean, will this apply to your organization as well?”
Finally, she sits back down behind her desk. “Arcadia is listening, Pathfinders. Tell us why it should welcome you.”
And now everyone’s Favorite part of the game, a Social Encounter using the Influence subsystem.
In this social encounter, you have an opportunity to convince the councilors that the Pathfinder Society should be allowed to access the interior of Arcadia. You have 90 minutes, comprised of three 30-minute rounds in the influence subsystem. Be especially aware of the ability to discover resistances or weaknesses in the NPCs.
During each round, each of you can either use the Discover action to learn more about a Council member or the Influence action to make a favorable impression. These actions are reprinted below.
INFLUENCE
CONCENTRATE LINGUISTIC
You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress that NPC. The DC, and whether success is possible, depend on the NPC’s preferences (typically found in the NPC’s influence stat block).
Critical Success You gain 2 Influence Points with the chosen NPC.
Success You gain 1 Influence Point with the chosen NPC.
Failure You gain no Influence Points with the chosen NPC.
Critical Failure You lose 1 Influence Point with the chosen NPC.
DISCOVER
CONCENTRATE SECRET
You watch or study an NPC to learn more about that NPC’s preferences. Choose an NPC and attempt a Perception check or an appropriate skill check determined by the GM. The DC is typically found in the PC’s influence stat block.
Critical Success Choose two of the options detailed in Success below; you can choose the same option twice to learn two pieces of information from the same category.
Success Choose one of the following: You learn which skill that can Influence the NPC has the lowest DC (skipping any skills that you already know), one of the NPC’s resistances, or one of the NPC’s weaknesses.
Failure You learn no information.
Critical Failure Choose a piece of information to learn about, as success, but the information is incorrect. For instance, you might think the NPC is susceptible to flattery when actually the NPC is resistant to flattery.
Each PC should choose one of the NPCs and either try to Discover to learn more about them or Influence them to make a good impression.
Discovery is a secret check, so roll in a spoiler box or just tell me your bonus. You also choose a piece of information to learn (and a second, in case you critically succeed):
Which Influence skill is easiest,
one of the NPC's resistances, or
one of their weaknesses.
Be aware that on a critical failure you can get false information, as is typical for secret checks.
To Discover something about WANAKEENA AWASUUL you can use Arcadia Lore, Society, Perception,
To Discover something about TEKAWENDA ULASH you can use Warfare Lore, Athletics, Society, Perception
To Discover something about SKAWAHANN DUBURRA you can use Arcadia Lore, Arcana, Perception
To Discover something about OJIHAM NEKERO you can use Society, Arcana, Perception
You can always try another skill (particularly a similar Lore).
INFLUENCE
CONCENTRATE LINGUISTIC
You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress that NPC. The DC, and whether success is possible, depend on the NPC’s preferences (typically found in the NPC’s influence stat block).
Critical Success You gain 2 Influence Points with the chosen NPC.
Success You gain 1 Influence Point with the chosen NPC.
Failure You gain no Influence Points with the chosen NPC.
Critical Failure You lose 1 Influence Point with the chosen NPC.
You can roll an Influence check openly.
To Influence WANAKEENA AWASUUL you can use (in alphabetical order): Deception: Diplomacy; Society (discussing the ceremonial importance of returning the star gun),
In order easiest to hardest:
To Influence TEKAWENDA ULASH you can use (in alphabetical order): Deception; Diplomacy; Intimidation (trying to threaten the captain of the peacekeepers); Pathfinder Lore (discussing the history of the Pathfinders and how they may aid her); various (demonstrating a skill and explaining how it can help her keep the peace; various skills can apply).
In order easiest to hardest:
To Influence SKAWAHANN DUBURRA you can use (in alphabetical order): Arcana (demonstrating knowledge of magic and its history); Crafting (explaining how the Pathfinders will care for this relic over the journey); Deception; Diplomacy; Lore (appealing to her love of knowledge and secrets; various lores can apply); Occultism (sharing hidden knowledge).
In order easiest to hardest:
To Influence OJIHAM NEKERO you can use (in alphabetical order): Deception; Diplomacy; Performance (comparing the Society’s mission to a famous story); Religion (ascribing divine importance to the restoration of the star gun); Society (showing a clear understanding of the Segada Protocol), Survival (demonstrating that the Pathfinders know how to navigate and subsist).
In order easiest to hardest:
You can always try another skill of course.
I have added this information to the slides as well
I am just using the initiative tracker to keep track of who has acted in each round.
Opening Remarks: Round 1
Bold may act
Flory Buntzer 20/20 HP
Nanoc Evitceted 26/26 HP
Hui Kong 28/28 HP
Hasvi' 15/15 HP
Goupour Dune 20/20 HP
The Moon Bear 44/44 HP

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Goupour Dune: Discover checks are secret checks, so you either give me the bonus and I'll roll it, or you can roll it in a spoiler. Also, please specify two items of information you would want to Discover with a successful check. Was your intent to Discover the skill with the lowest DC to Influence?

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Flory observes Wanakeena as she delivers the opening remarks, and engages with her about the people and her connection to them. Lady Gwendolyn perches over her heart like a brooch.
Discover, Society +8, Easiest skill, Weakness

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Discover Wanakeena Society: 1d20 + 8 ⇒ (20) + 8 = 28
Flory determines Wanakeena can be most easily influenced through discussions around Society, especially arguments that focus on the
ceremonial and political importance of restoring a star gun. This is because the star gun is a powerful cultural symbol, and the Star Code is the basis for Arcadian law. Critical Success
Opening Remarks: Round 1
Bold may act
Flory Buntzer 20/20 HP
Nanoc Evitceted 26/26 HP
Hui Kong 28/28 HP
Hasvi' 15/15 HP
Goupour Dune 20/20 HP
The Moon Bear 44/44 HP

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Nanoc's Leads: Wanakeena and Star Gun
Nanoc would like to ↺ Clue In on Flory's attempt to Discover with his Lead, Wanakeena, if allowed. But it looks like she got a Crit Success, which is great anyway.
Nanoc focuses his attention on Wanakeena, investigating the mayor for a minute on what can easily influence her. Learning from Flory, if she intends to share what she discovered about his Lead, Nanoc takes this opportunity into consideration before he presents his case to the mayor.
"I think we can both agree that the star gun is an important relic to Arcadia." Nanoc begins his argument. "And it would be a disappointment if you will let this opportunity get past you. The star gun symbolizes Arcadia. Allowing us to return this star gun will solidify your status as a mayor, I believe."
Society to Influence Wanakeena: 1d20 + 10 ⇒ (17) + 10 = 27

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Well, it's to work we go now, I see.
Hui Kong turns his attention to TEKAWENDA ULASH, who looks like some kind of martial leader of the council. He starts some small talk about his martial training back in the monastery, hoping to get some sense of his disposition from their common backgrounds.
Discover: Athletics +8
Which Influence skill is easiest, Weakness

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Hasvi focuses his attention on Skawahann Duburra. He brooches the topic of important crime lords from several cities in Golarion.
Underworld Lore: 1d20 + 6 ⇒ (12) + 6 = 18