
GM Super Zero |

Remember that Affixing a Talisman takes 10 minutes--it's something you want to do in advance if you think you might use it.
As traveling back to camp will take a few hours anyway, taking some time first to do thinks like that, refocusing, and treating wounds makes no real difference.
The return journey is uneventful. As both the Pathfinders and their cooperative prisoners know where they're going this time, navigation is a non-issue.
Unfortunately, when the Pathfinders return to the dig site, they find it in a state of disarray. What was once a sedate archeological dig has become a flurry of activity. On the rim of the site, merchants and visitors scramble to strike their tents and pack their wares. Beneath the surface, every Pathfinder in camp appears to have been mobilized to frantically finish digging out the struggling automaton.
The cause of panic is readily apparent: on the edge of the camp, between two ruined stone pillars, sits a swirling vortex. Its dark violet surface seems to bend the light toward it, as if drawing in everything around it. Motes of shadow occasionally emerge, floating along the desert winds like advance scouts before winking out.
Induren spots the party and rushes over to brief them on the situation. The portal appeared around an hour ago, and shortly after several bugbears leapt through. While they were defeated, Darius fears more of Aslynn’s forces will arrive soon and is desperately trying to free Star before that happens.
The PCs have an opportunity to aid the dig site in one of two ways. They can attempt to help excavate Star with an Athletics, Acrobatics, or Crafting check. A success helps to free Star and earns an Influence point with the automaton.
Alternatively, they can help the rest of the camp pack up with a Diplomacy check to motivate the fleeing individuals, a Nature or Survival check to help them navigate away from the camp, or any other skill they can come up with a plan for. Successfully doing so earns one Influence point with an NPC (besides Star) of the PCs’ choice.

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During one of the breaks on the way back, Theo will affix the grasshopper to his armor.
When it comes to aiding the camp, Theo thinks his best option will be to help excavate Star.
Crafting to assist Star: 1d20 + 11 ⇒ (8) + 11 = 19
Side note: is Brinna able to assist us?
Or is she still in the uncertain category

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"No surprise here in finding out Asslyn is trying to be a pain, once again. Let's help Star out of there first and then we'll see what else we can do"
Athletics to excavate Star: 1d20 + 11 ⇒ (3) + 11 = 14
Hero Point
Athletics to excavate Star: 1d20 + 11 ⇒ (9) + 11 = 20
Angvim can help with follow the expert on athletics if anyone needs it

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Farryn helps treat wounds as needed on the way back, one never knows.
Upon arrival he rushes to help Star, ”With whatever is coming, better to have them free and hopefully on our side.”
Crafting (E) + Crafter’s Eyepiece: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17
Crafting (E) + Crafter’s Eyepiece Hero Point!: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
”No no, focus digging over here. It’ll cause a cascade of sand away from the legs!”

GM Super Zero |

Theo and Angvim each contribute a little progress, though Farryn does enough that Star takes note of his efforts in particular and thanks him.
Brinna seems bemused at being asked to help, but assists by directing the Pathfinders to where they're most effective.
Brinna Aid (Crafting): 1d20 + 15 ⇒ (10) + 15 = 25
A fine idea! Brinna's Aid will apply the first time it makes a difference.
This is a pretty tough check. Only Farryn makes it so far, but he earns an Influence with Star.
Murph, Aldonza, and Ra'Uf's turns.

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Murph will attempt to help the excavation with an Acrobatics check.
Acrobatics: 1d20 + 13 ⇒ (2) + 13 = 15
This seems a good time to use a Hero Point.
Acrobatics: 1d20 + 13 ⇒ (19) + 13 = 32
Much better
We'll get you out Star, don't worry.

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Diplomacy: 1d20 + 10 ⇒ (10) + 10 = 20
Influence to Brinna if successful.
Athletics: 1d20 + 11 ⇒ (15) + 11 = 26

GM Super Zero |

Murph finds that Brinna's advice was sincere, and following it he's highly effective. Ra'Uf doesn't do badly either.
At this point Star can wiggle their legs. Their escape is inevitable--but maybe not quick enough to get away from Aslynn. Still, they're clearly grateful for the Pathfinders' work.
With Brinna's Aid, Murph critically succeeds. Star considers the Pathfinder Society their ally and cares about their opinion. That's the highest reward threshold in their stat block, but there's still room to improve the outcome. Though ironically, doing so can cause you to fail the faction mission... it won't in this case, so I'll apply Ra'Ufs check here. Another success!
Aldonza helps Darius direct the crowd. She effectively effects the evacuation, but maybe too well. She becomes a fixture, and nobody takes much notice of her.
That's a failure; I did say these checks were a bit harsh!
A cackle splits the air. As one, everybody left at the dig site turns to the portal, just in time to see a massive wooden prow slice through the air. A ship emerges from the shadowy portal, its hull held aloft by unknown magic. The ship's deck crawls with large, furry creatures rushing around as they prepare for battle. On the bridge, squinting in the desert sunlight, is a night hag in robes of pure midnight. Aslynn lets out another cry and points a bony finger directly at Star.
"Star, my child, nearly freed!
"What plans for you, such mighty deeds!
"Now my precious, my war's half won,
"For the Pathfinders shall be undone!"
As she chants, several bugbears leap from the ship. Black chains slow their descent as they touch down in the sand. Grinning, they approach the automaton, malice in their eyes and daggers in hand.
Theo feels the calamitous dagger that Eando gave him begin to vibrate and grow warm. He knows already that Star, while an autonomous person, was built as a war machine and that the twin calamitous daggers have some influence over them. He also knows that the Pathfinders had one of the daggers and Aslynn had the other.
Could the dagger grant him some control of Star's weapon systems? And that bugbear--that one right there! She has the other dagger!
Theo isn't sure where these insights are coming from. From the dagger itself?
You've already achieved Star's mental assistance, meaning everyone gains a +1 status bonus to all attack rolls and skill checks in the battle.
In addition, anyone holding the calamitous dagger (currently in Theo's possession) can use the Weapons System Activate action. This takes one, two, or three actions, requires an attack roll, Arcana check, or Intimidation check, and on a success fires that many cannons, each dealing damage to either one of Aslynn's Darkened Shadow Cannons or to a bugbear (plus splash damage). However, Star doesn't like to be controlled and this does risk damaging that relationship (flat check, DC 10 to start but it gets more difficult the more you use it)...

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Are we on a map? I don't see one with a ship on the slides?

GM Super Zero |

The bugbear leader holds a dagger--the dagger, Theo knows and the others will know soon enough. Her followers hold greatclubs. The ship above has two shadowy cannons aimed down at the desert below. If someone could get up there, they might be able to disable them (two actions, Arcana or Thievery check), or it might be possible to destroy them.
Or it might be better to focus on the ground troops.
Murph's turn.
Initiative:
Murph (58/58, Stealthy)
Darkened Shadow Cannon A (30 feet up)
Angvim (78/78, Stealthy)
Bugbear Trickster (Red)
Aldonza (66/66)
Yellow Bugbear Bully
Farryn (66/66)
Darkened Shadow Cannon 1 (30 feet up)
Orange Bugbear Bully
Theo
Ra'Uf
Pink Bugbear Bully
Green Bugbear Bully
Angvim (Stealth): 1d20 + 13 ⇒ (15) + 13 = 28
Ra'Uf: 1d20 + 11 ⇒ (4) + 11 = 15
Murph (Stealth): 1d20 + 13 ⇒ (16) + 13 = 29
Aldonza: 1d20 + 9 ⇒ (17) + 9 = 26
Farryn: 1d20 + 11 ⇒ (11) + 11 = 22
Darkened Shadow Cannon A: 1d20 + 8 ⇒ (20) + 8 = 28
Darkened Shadow Cannon 1: 1d20 + 8 ⇒ (12) + 8 = 20
Bugbear Trickster: 1d20 + 12 ⇒ (15) + 12 = 27
Bugbear Bully Pink: 1d20 + 7 ⇒ (5) + 7 = 12
Bugbear Bully Green: 1d20 + 7 ⇒ (5) + 7 = 12
Bugbear Bully Yellow: 1d20 + 7 ⇒ (17) + 7 = 24
Bugbear Bully Orange: 1d20 + 7 ⇒ (11) + 7 = 18

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I am making two assumptions about the terrain. First, that moving uphill is difficult terrain. Downhill, may or may not be. Second, there is enough. Second, there is enough slope/terrain that he can hide on the back side of the slope.
Don't worry Star, we won't let you down. Murph says as he moves up between the bugbears and Star.
◆ Stride
◆ Stride
◆ Hide
Stealth to hide with Star bonus: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33

GM Super Zero |

I kind of think it would be fair to call running on sandy dunes difficult terrain all-around, but as the book is silent on it I'll agree that uphill being difficult sounds like a fair medium.
Also, the token for the Gale's Claw takes up a lot of real estate on the map, especially since it's supposed to be hovering over other tokens. I'm going to leave it where it is out of the way, but you can assume the ship is basically straight up.
As Murph slips behind the dune, the Gale's Claw glides over Star and fires one of its cannons towards Aldonza. A cannonball, which might be composed as much of concentrated shadow as it is of anything physical, bursts as it approaches her and Theo.
DC 21 basic Reflex save for Aldonza and Theo vs 7 bludgeoning damage.
Angvim's turn.
Initiative:
Murph (58/58, Stealthy)
Darkened Shadow Cannon A (30 feet up)
Angvim (78/78, Stealthy)
Bugbear Trickster (Red)
Aldonza (66/66, DC 21 basic Reflex vs 7 damage)
Yellow Bugbear Bully
Farryn (66/66)
Darkened Shadow Cannon 1 (30 feet up)
Star
Orange Bugbear Bully
Theo (53/53, DC 21 basic Reflex vs 7 damage)
Ra'Uf (66/66)
Pink Bugbear Bully
Green Bugbear Bully

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As Theo dives aside, hoping to avoid the worst of the cannon shot, he points at the red-clad bugbear yelling "Her - focus on her if you can!"
Reflex vs cannons: 1d20 + 13 ⇒ (13) + 13 = 26
Net Damage: 3.

0-Bot |

Angvim moves forward and studies the Bugbear Trickster. She doesn't have any particular weaknesses, but he realizes she has an unusual allergy that he can exploit.
He hits her with a boomerang, but she does not conveniently drop the dagger she holds.
◆ Stride
◆ Exploit Vulnerability Esoteric Lore: 1d20 + 14 ⇒ (17) + 14 = 31; critical success, but no weakness or special defenses
◆ Stride Attack: 1d20 + 15 ⇒ (12) + 15 = 27 for bludgeoning damage: 2d8 + 5 ⇒ (7, 1) + 5 = 13; hit, +5 due to Personal Antithesis Weakness

GM Super Zero |

Growling about the boomerang strike, the bugbear with the dagger starts trudging towards where she knows the party is congregated. She grins as she sniffs the air, then turns and heads directly for Murph. "Hide all you like, I can still smell you on the wind."
She approaches with alarming speed, and kicks sand into his face before stabbing with her dagger while he's distracted.
She notices Murph as she approaches because it brings him in range of her Scent ability.
◆ Stride, ◆ Kick Sand, ◆ Strike. I rolled your save against Kick Sand for you since I had to know the outcome to resolve the rest of her turn. If you wanted to reroll it, it's a DC 20 Reflex save, and a success negates the Dazzled and Flat-Footed conditions (which therefore negates the Precision damage from her Sneak Attack).
Murph takes 10 piercing and 5 precision damage.
Aldonza's turn.
Initiative:
Murph (43/58, Stealthy)
Darkened Shadow Cannon A (30 feet up)
Angvim (78/78, Exploiting Red)
Bugbear Trickster (Red, 18 damage)
Aldonza (66/66)
Yellow Bugbear Bully
Farryn (66/66)
Darkened Shadow Cannon 1 (30 feet up)
Star
Orange Bugbear Bully
Theo (50/53)
Ra'Uf (66/66)
Pink Bugbear Bully
Green Bugbear Bully
attack: 1d20 + 13 ⇒ (17) + 13 = 30 for piercing damage: 2d4 + 6 ⇒ (3, 1) + 6 = 10 and precision damage: 1d8 ⇒ 5

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I am fine with the turn as you conducted with one question. Isn't Scent usually an Imprecise sense, so he would still be Hidden with the attendant miss chance/Flat Check? Creatures don't usually have two precise senses, but it is certainly possible. I would even say she could Kick Sand without the miss chance, since it is a Reflex Save instead of an Attack Roll and appears to target the square.

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Aldonza advances toward the bugbear harrying Murph.
”Your boss has got a way with words,
But that won’t help you ugly turds!
The tawny sands will soon be red,
‘Cause you and yours will all be dead!”
Stride, Perform (Assurance: 23) to gain Panache, Parry

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The shoony winces at the possibility of a rap battle breaking out, though his sailor's heart appreciates Aldonza's lyrics.

GM Super Zero |

"If you successfully become hidden to a creature but then cease to have cover or greater cover against it or be concealed from it, you become observed again."
When she moved closer, she noticed Murph and identified his location with her Scent ability and was therefore able to move directly toward him for the rest of the action. Once she crested the hill, she could see him because they were on the same side of the obstacle there.
Although you are also in the shadows between Star and the dune there... okay. flat check: 1d20 ⇒ 14 and flat check: 1d20 ⇒ 8. Still Dazzled, but not hit.
Aldonza puts on a spectacular performance that turns the bugbear's head--and attracts the attention of the next one trudging over the hill. He sees her, and with a bellow charges forward. He doesn't bring his weapon up, and instead slams right into her. She's not really injured, but it does take some of the wind out of her and knock her into the sand.
* Stride, ** Brute Force, which lets him Stride half his speed and then Trip or Shove (I know what you're thinking, that's worse than just using those two actions separately; it does have a helpful rider that didn't come up this time). He successfully Trips Aldonza.
Farryn's turn.
Initiative:
Murph (58/58, Stealthy, Dazzled 1 round)
Darkened Shadow Cannon A (30 feet up)
Angvim (78/78, Exploiting Red)
Bugbear Trickster (Red, 18 damage)
Aldonza (66/66, Parrying, Panache, Prone)
Yellow Bugbear Bully
Farryn (66/66)
Darkened Shadow Cannon 1 (30 feet up)
Star
Orange Bugbear Bully
Theo (50/53)
Ra'Uf (66/66)
Pink Bugbear Bully
Green Bugbear Bully

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Farryn moves up the sand dune a little and launches a quickly armed flask at the nearest foe (yellow). Using his extensive experience and practice at said flask tossing, he angles the splash of the weapon to miss his allies.
Moderate Alchemist’s Fire: 1d20 + 13 ⇒ (8) + 13 = 21 if hits does 2d8 + 4 ⇒ (1, 1) + 4 = 6 Fire and adds 2 Persistent Fire. Miss does 4 Fire Splash. Fumble does nothing. No allies hit by splash.
And then touches his pendant and casts Guidance on Aldonza (+1 to their next skill check, save, attack or perception roll).

GM Super Zero |

The flaming liquid hits the bugbear, who winces and glares in Farryn's direction.
The second cannon fires. The bursting ball of shadow hits Angvim and Ra'Uf.
That's a DC 21 basic Reflex save against 20 bludgeoning damage.
"Oh no!" says Star, "Now how did I..."
Nothing seems to be happening yet.
A bugbear in an orange bandana crests the hill next. Looking at the Pathfinders, he makes for where Aldonza lays. He slams his greatclub into the sand, but even knocked flat she's too quick for him and rolls out of the way.
Theo and Ra'Uf's turns.
Initiative:
Murph (58/58, Stealthy, Dazzled 1 round)
Darkened Shadow Cannon A (30 feet up)
Angvim (78/78, Exploiting Red)
Bugbear Trickster (Red, 18 damage)
Aldonza (66/66, Parrying, Panache, Prone, guidance)
Yellow Bugbear Bully (6 damage, 2 persistent fire)
Farryn (66/66)
Darkened Shadow Cannon 1 (30 feet up)
Star
Orange Bugbear Bully
Theo (50/53)
Ra'Uf (66/66)
Pink Bugbear Bully
Green Bugbear Bully
Cannon Damage: 2d8 + 5 ⇒ (7, 8) + 5 = 20
attack: 1d20 + 10 ⇒ (5) + 10 = 15

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As Theo's gaze sweeps across the tableau, his vision falls on the ship floating about the fray.
"I'm headed to deal with the cannons." he tells Angvim.
"Follow me if you want to."
Two Potions of Jump appear from his pouch.
He drinks one & offers the other to Angvim.

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"I'll be right there with you" replies Angvim accepting the potion.
◇ Reflex Save DC 21: 1d20 + 14 ⇒ (5) + 14 = 19
Unfortunatedly, doing so distracts him for a split second as he finds himself facing head on a bursting ball of shadow.

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Ra'uf moves to surround the orange-clad enemy
◆ Stride
◆ Strike
+1 Striking Greataxe: 1d20 + 14 ⇒ (15) + 14 = 29
Slashing Damage: 2d12 + 4 ⇒ (6, 8) + 4 = 18
◆ Strike
+1 Striking Greataxe: 1d20 + 14 - 5 ⇒ (20) + 14 - 5 = 29
Slashing Damage: 2d12 + 4 ⇒ (12, 6) + 4 = 22
If the first hit is a KO, instead ◆ Step northwest, adjacent to Yellow.
He prepares to defend the Pathfinders and Star from Aslynn's assault.
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.

GM Super Zero |
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First one's not enough, though it is a crit. Second crit finishes him though, yeah.
Ra'Uf slices brutally into one of the bugbears. The bugbear and his arm both lie still upon the sand.
Bellowing, the next one moves forward to take his place and gang up on Aldonza while she's down. She avoids the strike, just barely! And the next one, as great clubs hit the sand around her!
Pink and Green both Stride, Stride, Strike, and both narrowly miss.
Murph's turn.
Initiative:
Murph (58/58, Stealthy, Dazzled 1 round)
Darkened Shadow Cannon A (30 feet up)
Angvim (78/78, Exploiting Red)
Bugbear Trickster (Red, 18 damage)
Aldonza (66/66, Parrying, Panache, Prone, guidance)
Yellow Bugbear Bully (6 damage, 2 persistent fire)
Farryn (66/66)
Darkened Shadow Cannon 1 (30 feet up)
Star
Theo (50/53)
Ra'Uf (66/66)
Pink Bugbear Bully
Green Bugbear Bully
Attack: 1d20 + 10 ⇒ (12) + 10 = 22

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A little help up here? I do much better with a friend.
Star wouldn't count as an Ally that threatens Red for the purposes of Gang Up? I didn't really think so.
Murph stands his ground to defend Star. Stay away from my friend!
◆ First Strike using Shortsword, pulling it during the strike with Quick draw.
+1 ghost touch striking shortsword(magical, versatile S, agile, finesse): 1d20 + 15 ⇒ (8) + 15 = 23
Damage 2d6+4 P +no Precision: 2d6 + 4 ⇒ (2, 4) + 4 = 10
Flat Check DC 5: 1d20 ⇒ 13
◆ Second Strike using kukri, pulling it during the strike with Quick draw.
+1 striking kukri(agile, finesse, trip, magical): 1d20 + 13 - 4 ⇒ (2) + 13 - 4 = 11
Damage 2d6+4 S +no precision: 2d6 + 4 ⇒ (3, 1) + 4 = 8
Flat Check DC 5: 1d20 ⇒ 17
◆Third Strike using Shortsword.
+1 ghost touch striking shortsword(magical, versatile S, agile, finesse): 1d20 + 15 - 8 ⇒ (5) + 15 - 8 = 12
Damage 2d6+4 P +no Precision: 2d6 + 4 ⇒ (6, 5) + 4 = 15
Flat Check DC 5: 1d20 ⇒ 11
Maybe one hit, and no off-guard damage

GM Super Zero |

Hey, you are all remembering to add the bonus Star is granting you right? +1 status to all attacks and skill checks.[ooc]
The bugbear leader grins wickedly down at Murph, though he does manage to nick her pretty good.
The first cannon fires again, launching a ball of shadow towards where Farryn and Ra'Uf stand.
[ooc]DC 21 basic Reflex against 16 bludgeoning damage.
Angvim's turn.
Initiative:
Murph (58/58)
Darkened Shadow Cannon A (30 feet up)
Angvim (78/78, Exploiting Red)
Red Bugbear Trickster (28 damage)
Aldonza (66/66, Parrying, Panache, Prone, guidance)
Yellow Bugbear Bully (6 damage, 2 persistent fire)
Farryn (66/66, DC 21 basic Ref vs 16)
Darkened Shadow Cannon 1 (30 feet up)
Star (+1 status to all Pathfinders' attack rolls and skill checks)
Theo (50/53)
Ra'Uf (66/66, DC 21 basic Ref vs 16)
Pink Bugbear Bully
Green Bugbear Bully
Damage: 2d8 + 5 ⇒ (4, 7) + 5 = 16

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Basic Reflex: 1d20 + 14 ⇒ (19) + 14 = 33
The halfling seems to merge with the shadow as it blasts around him, coming out completely unscathed.
”They’ll have to do better than that.”

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A little help up here? I do much better with a friend.
Aldonza looks up at the three bugbears looming over her.
”Say, could one of you give him a hand?”

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Still somewhat numb from the blast to the face, Angvim drinks the potion that Theo gave him and just before he runs towards the cannons with him, he hears both Theo's and Aldonza's requests.
Still somewhat unsure on what it'll take to get there
"Let's help a bit down here before moving up!"
◆ Exploit Yellow Bugbear 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16
◆ Attack Yellow Bugbear boomerang: 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24 damage: 2d6 + 5 ⇒ (1, 4) + 5 = 10
Been a loooong time since I had not rolled a 1 on exploit. I'm flatfooted until the start of my next round

GM Super Zero |

The cannons are 30 feet up in the air. You can always try to break them by damaging them, which could be done at range. You can also try to Disable them as a two-action activity that takes an Arcana or Thievery check. In order to do that you'll have to get onto the ship, so you'll need some means of getting 30 feet up. The potions of leaping are one sure way to do that.
Angvim fumbles while trying to come up with an angle to use against the bugbear in yellow, though he still manages to tag him with a boomerang.
"Afraid to fight me?" the bugbear leader laughs at Murph, "Maybe you should be!"
She tries to kick sand at him again, but he's ready for the same trick twice. So she adds a deceptive twist to her attack, that Murph sees through. He easily blocks her dagger, despite the unusual angle of the strike. "...not bad," she admits.
* Kick Sand (critically successful save), * Feint (failure, nearly critical), * Strike (failure).
Aldonza's turn.
Initiative:
Murph (58/58)
Darkened Shadow Cannon A (30 feet up)
Angvim (78/78, Flat-Footed one round)
Red Bugbear Trickster (28 damage)
Aldonza (66/66, Parrying, Panache, Prone, guidance)
Yellow Bugbear Bully (16 damage, 2 persistent fire)
Farryn (66/66)
Darkened Shadow Cannon 1 (30 feet up)
Star (+1 status to all Pathfinders' attack rolls and skill checks)
Theo (50/53)
Ra'Uf (66/66, DC 21 basic Ref vs 16)
Pink Bugbear Bully
Green Bugbear Bully
Feint: 1d20 + 12 ⇒ (2) + 12 = 14
Attack: 1d20 + 13 ⇒ (3) + 13 = 16

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”Ooo!”, Aldonza winces at the hit from Angvim’s boomerang. ”Are you gonna take that from him?”
While the bugbear ponders that, she raises her scabbard and gets to her feet, then stabs at the one Ra’Uf is fighting.
Parry, Stand, Strike Pink
Attack: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 2d6 + 5 ⇒ (3, 2) + 5 = 10

GM Super Zero |

As Aldonza slices into one bugbear, the one that bowled her over previously takes a moment to catch his breath--and then unleashes it in a torrent of obscenities and threats and promises to knock her down again permanently.
It might be enough to throw her off a little, but it's not enough for him to be able to hit her. It's not even enough to prevent her from spotting the opening he's left in his defense as he attacks...
At least the fire seems to have gone out. He has that going for him.
That's a hit.
Yellow knocked someone prone during his last turn, so he meets the requirements to use his Bully's Rage ability that gives him some bonuses. He does that, then successfully Demoralizes Aldonza, then attacks her and misses--actually, Parry cancels out the Frightened penalty to AC. That's a critical failure.
Though he does end the Persistent fire damage.
Farryn's turn.
Initiative:
Murph (58/58)
Darkened Shadow Cannon A (30 feet up)
Angvim (78/78, Flat-Footed one round)
Red Bugbear Trickster (28 damage)
Aldonza (66/66, Parrying, Panache, Frightened 1, Opportune Riposte provoked)
Yellow Bugbear Bully (18 damage)
Farryn (66/66)
Darkened Shadow Cannon 1 (30 feet up)
Star (+1 status to all Pathfinders' attack rolls and skill checks)
Theo (50/53)
Ra'Uf (66/66, DC 21 basic Ref vs 16)
Pink Bugbear Bully (10 damage)
Green Bugbear Bully
Attack: 1d20 + 10 ⇒ (4) + 10 = 14 for bludgeoning damage: 1d10 + 7 ⇒ (7) + 7 = 14
Persists?: 1d20 ⇒ 17

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The halfling sighs, ”I shall make the ultimate sacrifice today and move into melee. Just tell the whole world how amazing I was through story, song and parable.”
He rushes up the dunes into flanking with his ally then turns to toss a bomb at a less injured bugbear!
Although, being away from my allies like this probably means I won’t be targeted by those cannons. I never really felt I was good cannon fodder anyway. Perhaps this was a smart move?
Stride 2x, quick bomb at Pink.
Moderate Alchemist’s Fire vs Pink + Star: 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26 if hits does 2d8 + 4 ⇒ (8, 2) + 4 = 14 Fire and adds 2 Persistent Fire. Miss does 4 Fire Splash. Fumble does nothing.

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Aldonza catches the bugbear monologuing.
Riposte Attack: 1d20 + 15 ⇒ (1) + 15 = 16
Damage: 2d6 + 5 ⇒ (4, 5) + 5 = 14
Hero Point: 1d20 + 15 ⇒ (9) + 15 = 24
Sorry, just realized I didn’t take Frightened into account
The halfling sighs, ”I shall make the ultimate sacrifice today and move into melee. Just tell the whole world how amazing I was through story, song and parable.”
”His bravery inspired us
To victory and fame,And so we honor our dear friend…
Did someone catch his name?”

GM Super Zero |

Aldonza punishes the clumsy bugbear, while Farryn splatters another with flaming achemical reagens.
Those both hit.
The shadow cannon fires at the only remaining group of Pathfinders standing close together--Theo and Angvim. The ball of shadows bursts into them.
DC 21 basic Ref vs 16 bludgeoning damage
"There!" says Star, as they once again manage to conjure a whirling sphere of wind. Murph, Aldonza, Farryn, and most of the bugbears are already within the area when the winds burst to life. "Should I expand it?" asks Star.
Again, wall of wind, except it's an emanation.
Theo and Ra'Uf's turns.
Initiative:
Murph (58/58)
Darkened Shadow Cannon A (30 feet up)
Angvim (78/78, Flat-Footed one round, DC 21 basic Ref vs 16)
Red Bugbear Trickster (28 damage)
Aldonza (66/66, Parrying, Panache, Frightened 1)
Yellow Bugbear Bully (32 damage)
Farryn (66/66)
Darkened Shadow Cannon 1 (30 feet up)
Star (+1 status to all Pathfinders' attack rolls and skill checks)
Theo (50/53, DC 21 basic Ref vs 16)
Ra'Uf (66/66, DC 21 basic Ref vs 16)
Pink Bugbear Bully (24 damage, 2 persistent fire)
Green Bugbear Bully

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Reflex vs the Shadow cannon: 1d20 + 13 ⇒ (2) + 13 = 15
Theo's attention was on the rail of the ship, but not on the cannon, so he catches the full force of the shadowy round.
Shaking off the effects, he crouches briefly, then springs into the air, barely clearing the railing as he drops onto the ship's deck.
He crouches again, trying to find a hidden spot before pausing to patch his own wounds.
Stealth: 1d20 + 13 ⇒ (3) + 13 = 16
Assured Healing nets a result of 19, so he heals 16 hp, nullifying the effects of the cannon shot.
assured Medicine: 2d8 + 5 ⇒ (6, 5) + 5 = 16

GM Super Zero |

There's nobody else on the deck. It seems Aslynn's forces didn't expect the Pathfinders to reach the ship, as there's nobody here to defend the strange devices. Formed mostly of cast iron, the shadow that infuses them visible pulses. They must be operated from inside, and there's no obvious entrance into the ship--but Theo might be able to disable them from here. If he could disrupt the flow of shadowy magic so it can't fire--or defeat that pulley so it can't aim...
Ra'Uf's turn.
Initiative:
Murph (58/58)
Darkened Shadow Cannon A (30 feet up, Arcana or Thievery to Disable)
Angvim (78/78, Flat-Footed one round, DC 21 basic Ref vs 16)
Red Bugbear Trickster (28 damage)
Aldonza (66/66, Parrying, Panache, Frightened 1)
Yellow Bugbear Bully (32 damage)
Farryn (66/66)
Darkened Shadow Cannon 1 (30 feet up, Arcana or Thiever to Disable)
Star (+1 status to all Pathfinders' attack rolls and skill checks)
Theo (50/53, 30 feet up)
Ra'Uf (66/66, DC 21 basic Ref vs 16)
Pink Bugbear Bully (24 damage, 2 persistent fire)
Green Bugbear Bully

0-Bot |

Reflex: 1d20 + 8 ⇒ (7) + 8 = 15
Ra'Uf takes the brunt of the cannon blast, but the bugbear takes the brunt of his axe as he lays into him again and again. The second of the bugbears falls.
+1 Striking Greataxe: 1d20 + 14 ⇒ (11) + 14 = 25
Slashing Damage: 2d12 + 4 ⇒ (3, 11) + 4 = 18
+1 Striking Greataxe: 1d20 + 14 - 5 ⇒ (12) + 14 - 5 = 21
Slashing Damage: 2d12 + 4 ⇒ (7, 8) + 4 = 19
+1 Striking Greataxe: 1d20 + 14 - 10 ⇒ (18) + 14 - 10 = 22
Slashing Damage: 2d12 + 4 ⇒ (11, 4) + 4 = 19

GM Super Zero |

Struggling through the powerful winds that Star produces, the bugbear in green forces his way into a more advantageous position as he presses his assault on Aldonza. It's no help against the nimble battledancer, who continues to evade all attacks. No, not any help at all.
Stride to flanking position, Strike and miss, Strike and critically fail. Y'know, they've seen Aldonza use Opportune Riposte, so I should probably stop having them make long-shot attacks against her.
Murph's turn.
Initiative:
Murph (58/58)
Darkened Shadow Cannon A (30 feet up, Arcana or Thievery to Disable)
Angvim (78/78, Flat-Footed one round, DC 21 basic Ref vs 16)
Red Bugbear Trickster (28 damage)
Aldonza (66/66, Parrying, Panache, Frightened 1)
Yellow Bugbear Bully (32 damage)
Farryn (66/66)
Darkened Shadow Cannon 1 (30 feet up, Arcana or Thiever to Disable)
Star (+1 status to all Pathfinders' attack rolls and skill checks)
Theo (50/53, 30 feet up)
Ra'Uf (50/66)
Green Bugbear Bully (Opportune Riposte Provoked)
Attack: 1d20 + 5 ⇒ (2) + 5 = 7

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Faryn, I will forever grateful for your sacrifice.
Murph goes after Red
◆ First Strike using Shortsword, enemy should be Off-Guard due to Flanking/Gang up.
+1 ghost touch striking shortsword(magical, versatile S, agile, finesse): 1d20 + 15 ⇒ (10) + 15 = 25
Damage 2d6+4 P +2d6 P/Prec: 2d6 + 4 + 2d6 ⇒ (6, 1) + 4 + (1, 3) = 15
◆ Second Strike using kukri
+1 striking kukri(agile, finesse, trip, magical): 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25
Damage 2d6+4 S +2d6 S/Prec: 2d6 + 4 + 2d6 ⇒ (3, 4) + 4 + (2, 4) = 17
◆Third Strike using Shortsword.
+1 ghost touch striking shortsword(magical, versatile S, agile, finesse): 1d20 + 15 - 8 ⇒ (4) + 15 - 8 = 11
Damage 2d6+4 P +2d6 P/Prec: 2d6 + 4 + 2d6 ⇒ (4, 2) + 4 + (2, 6) = 18

GM Super Zero |

The bugbear bellows as Murph stabs her. Enraged, she barely seems to notice the second strike and blocks the third with her dagger.
"I will crush you!"
First hits and bloodies her, second also hits, third misses.
On the deck of the ship, Theo can feel the force of the cannon fire--but it seems helpless to target him, instead firing down at the rest of the party. With no more Pathfinders grouped together, it seems to be firing essentially at random--this time at Angvim.
DC 21 basic Reflex save against 13 bludgeoning damage.
Angvim's turn.
Initiative:
Murph (58/58)
Darkened Shadow Cannon A (30 feet up, Arcana or Thievery to Disable)
Angvim (78/78, DC 21 basic Ref vs 16, DC 21 basic Ref vs 13)
Red Bugbear Trickster (60 damage, bloodied)
Aldonza (66/66, Parrying, Panache, Frightened 1)
Yellow Bugbear Bully (32 damage)
Farryn (66/66)
Darkened Shadow Cannon 1 (30 feet up, Arcana or Thiever to Disable)
Star (+1 status to all Pathfinders' attack rolls and skill checks)
Theo (50/53, 30 feet up)
Ra'Uf (50/66)
Green Bugbear Bully
Damage: 2d8 + 5 ⇒ (2, 6) + 5 = 13

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Reflex DC 21: 1d20 + 14 ⇒ (6) + 14 = 20
I believe I was also hit before... so Angvim should be at 78-20-13 = 45/78
Unable to dodge once again, Angvim throws one last weapon at the (yellow) bugbear and then jumps over to help Theo, taking a second as well to heal himself.
◆ Attack Bugbear(yellow) Chakram: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23slashing damage: 2d8 + 5 ⇒ (3, 3) + 5 = 11
◆ Jump to the ship (he already drank the potion)
◆ Use healer's glove on himself Healing: 2d6 + 7 ⇒ (5, 3) + 7 = 15

GM Super Zero |

And one more: Angvim Reflex: 1d20 + 14 ⇒ (14) + 14 = 28.
Angvim's boomerang strikes the bugbear on the side of the head. It'll take more than that to down the brute--but a trickle of blood leaks from his ear.
That hits and bloodies him.
The lead bugbear pulls away from Murph, struggling against Star's wind. "So you're afraid to face me up close, little one?" she says to Farryn, "Good instinct!" Free of the wind, she suddenly moves much faster and kicks sand into the halfling's eyes. He's still able to duck under her swing as she tries to stab him with the dagger.
Farryn is Dazzled one round and Flat-Footed against her attack, though it misses regardless.
Aldonza's turn.
Initiative:
Murph (58/58)
Darkened Shadow Cannon A (30 feet up, Arcana or Thievery to Disable)
Angvim (52/78, 30 feet up)
Red Bugbear Trickster (60 damage, bloodied)
Aldonza (66/66, Parrying, Panache, Frightened 1)
Yellow Bugbear Bully (43 damage, bloodied)
Farryn (66/66, Dazzled one round)
Darkened Shadow Cannon 1 (30 feet up, Arcana or Thievery to Disable)
Star (+1 status to all Pathfinders' attack rolls and skill checks)
Theo (50/53, 30 feet up)
Ra'Uf (50/66)
Green Bugbear Bully
Attack: 1d20 + 13 ⇒ (4) + 13 = 17

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Aldonza flicks her scabbard at the bugbear’s face, then takes a stab at their belly.
Feint, Confident Finisher vs Yellow
Deception: 1d20 + 12 ⇒ (14) + 12 = 26
Attack: 1d20 + 16 ⇒ (6) + 16 = 22
Damage: 5d6 + 2 ⇒ (2, 5, 1, 3, 6) + 2 = 19
Delaying last action to see results

GM Super Zero |

Aldonza's movements throw off his reaction, and her stab succeeds. The bugbear glowers down at her, breathing heavily.
Successful feint and successful hit, but he's not quite down.

GM Super Zero |

With a powerful shout, the bugbear shoves Aldonza back with his club. He follows up with a swing towards her head, which she ducks under. He then backs off, retreating a ways up the dune.
Successful shove, failed Strike, Stride.
Farryn's turn.
Initiative:
Murph (58/58)
Darkened Shadow Cannon A (30 feet up, Arcana or Thievery to Disable)
Angvim (52/78, 30 feet up)
Red Bugbear Trickster (60 damage, bloodied)
Aldonza (66/66, Parrying, Panache, Frightened 1)
Yellow Bugbear Bully (43 damage, bloodied)
Farryn (66/66, Dazzled one round)
Darkened Shadow Cannon 1 (30 feet up, Arcana or Thievery to Disable)
Star (+1 status to all Pathfinders' attack rolls and skill checks)
Theo (50/53, 30 feet up)
Ra'Uf (50/66)
Green Bugbear Bully
Attack: 1d20 + 5 ⇒ (14) + 5 = 19