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With great annoyance at the the sudden shifts in tone, the antics, the parlance peculiar to goblins and their kind, Axel busies himself gathering wood for the fire...
Athletics (Expert): 1d20 + 9 ⇒ (5) + 9 = 14
Hero Point!
Athletics (Expert): 1d20 + 9 ⇒ (20) + 9 = 29
...he then pulls out an Alchemist's Fire bomb, and crashes it into the gathered wood, which explodes with a roar, and brings the skinny logs to a sudden blaze!
Alchemist Fire / Life Shot / Skunk Bomb @ (☑□/□□/□□)

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After his bad flute playing, Welby tries to do some acrobatics to please the goblins. Drakes shakes its head and covers its face with its wings, expecting disaster.
"A-and now for some t-tumbles!" Welby says.
Acrob: 1d20 + 5 ⇒ (20) + 5 = 25

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...as Muck Muck, well, muck mucks about, draining the morale of his soldiers with his infectious despair, Axel, himself above elaborate theatrics (but not bone-chilling pranks!), instead mock-threatens the goblin with a dangerous dare, handing the goblin a peach, and pulling out his long rifle striding back several feet to give instructions "Put it on your head" with a click-clock cocking sound...
Deception (Trained): 1d20 + 7 ⇒ (10) + 7 = 17

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As everyone moves around doing different tasks, Basalt gets himself busy getting firewood and other things to burn. unfortunatedly, all the travelling seems to have taken a toll on his body as the task seems to be harder than what he believes it should be.
Athletics: 1d20 + 6 ⇒ (7) + 6 = 13

GM Valen |

Rinshu rolls rightfully. Ami acts amiably; all the while, Welby wheels well enough to wow!
The kholo klimbs kwite kapably and then Axel apes amazingly!
The goblins gazes gloss over the others.
2 crit successes; 3 successes=7 Morale Points!
The max attempts for both Athletics and Acrobatics have been reached. Both Deception and Performance may still each be attempted twice. Rinshu and Pearl may each try one more skill attempt; Basalt may try two more skills (since Athletics max was reached before his roll).
Only three tents and a camel succumb to flames during the evenings activities, but the wagons and supplies are safe and secure such that even Muckmuck's morale mounts by morning.
The next day at the sun rises, the caravan packs and then continues its trek through the wilds of Katapesh. The trip is uneventful beyond spotting the skeletal remains of a sizable sand eel.
Axel, Perception, Search: 1d20 + 10 ⇒ (4) + 10 = 14
Basalt, Perceotion, Defend: 1d20 + 4 ⇒ (15) + 4 = 19
Dave, Perception, Search: 1d20 + 5 ⇒ (7) + 5 = 12
Pearl, Perception, Search: 1d20 + 6 ⇒ (6) + 6 = 12
Rinshu, Stealth, Avoid Notice: 1d20 + 7 ⇒ (13) + 7 = 20
Ami, Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Wolf (black), Stealth: 1d20 + 7 ⇒ (2) + 7 = 9
Wolf (blue), Stealth: 1d20 + 7 ⇒ (15) + 7 = 22
Wolf (green), Stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Wolf (red), Stealth: 1d20 + 7 ⇒ (13) + 7 = 20
Wolf (yellow), Stealth: 1d20 + 7 ⇒ (4) + 7 = 11
As the caravan approaches a large, stone structure built near a small oasis close to the bridge site, a large, canine shape is seen swiftly crossing the sands!
Nature to ID the creatures
It heads directly for the closest wagon.
Stride x2
Map now revealed with wolf path indicated.
The wolf-like beast opens its powerful jaws, which seem to be aflame with some fire from inside the beast. The jaws clamp down on the outside of the wagon, setting the dry, wooden vehicle aflame!
Melee, jaws: 1d20 + 9 ⇒ (3) + 9 = 12
Damage piercing plus 1 fire and Knockdown: 1d6 + 3 ⇒ (6) + 3 = 9
The goblin workers within cry out! Fearing more the beasts than the flames, the goblins begin to scatter and hide. The tools and materials inside the wagon threaten to be consumed with flame.
The most sharp-eyed of the party, Ami quickly realizes that the beast is not alone.
AMBUSH! - Round One Begins!
PCs in bold may act
Wolf (blue)
Ami
Wolf (green)
Wolf (red)
Rinshu
Basalt
Axel
Pearl
Dave
Wolf (yellow)
Wolf (black)
Wagon 1
Wagon 2 -10 HP (ignited)
Wagon 3
Wagon 4
The caravan has 4 wagons. Each has 50 Hit Points and is 10 feet wide and 15 feet long. When a wagon is dealt fire damage, it ignites and takes 1d6 fire damage per round; this fire damage increases by 1d6 each round (maximum 3d6). A PC who is adjacent to a wagon can spend 1 action and attempt a DC 14 Reflex save to Interact with the wagon to put out a fire using blankets, water, or some other appropriate tool. The fire is extinguished if its damage per round is reduced to 0. The outcome of the Reflex save depends on the results of the PC’s roll.

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Smelling the smoke behind him, Axel whips his longarm into his hand and springs into action!
◇) Living Fortification to draw Harmona Gun (to AC 20)

GM Valen |

As Ami heads toward the smoking wagon, one of the wolves (green) rushes toward the wagons, but encounters a Pathfinder!
Stride x2
It tries to bite Basalt!
Melee, jaws: 1d20 + 9 ⇒ (9) + 9 = 18
Damage piercing plus 1 fire and Knockdown: 1d6 + 3 ⇒ (6) + 3 = 9
Its chomp is deflected by Basalt's raised shield!
Another wolf (red) approaches another wagon.
Stride x3
AMBUSH! - Round One Cont'd!
PCs in bold may act
Wolf (blue)
Ami
Wolf (green)
Wolf (red)
Rinshu
Basalt
Axel
Pearl
Dave
Wolf (yellow)
Wolf (black)
Wagon 1
Wagon 2 -10 HP (ignited)
Wagon 3
Wagon 4
The caravan has 4 wagons. Each has 50 Hit Points and is 10 feet wide and 15 feet long. When a wagon is dealt fire damage, it ignites and takes 1d6 fire damage per round; this fire damage increases by 1d6 each round (maximum 3d6). A PC who is adjacent to a wagon can spend 1 action and attempt a DC 14 Reflex save to Interact with the wagon to put out a fire using blankets, water, or some other appropriate tool. The fire is extinguished if its damage per round is reduced to 0. The outcome of the Reflex save depends on the results of the PC’s roll.

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Do I have to make two checks GM? All the other ones are at effectively 0 which at this level isn't horrible but still. I will if I need to as it not a big deal
Get out of wagon.
Move
Activate Kinetic Aura and 1-action melee elemental blast blue wolf
attack: 1d20 + 8 ⇒ (12) + 8 = 20
damage melee: 1d8 + 2 ⇒ (6) + 2 = 8 Cold sure lets try cold first
Pearl's happy demeanor turns to a scowl as she hears the attack approaching. Hopping out of the cart she approaches the nearest wolf. Channeling the water around her surroundings she blasts the wolf with a barrage of ice.
"As I said. Im not going to let anything come to harm to these goblins," she says quite angry at the weird wolves.

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Springing into motion, Axel speeds towards the green wolf, flanking with Basalt, and readying his shot, whips is across the muzzle first, then cracks off a loud KAFOOOM, blasting the black wolf across the way between the rocks!
Strike w/ Reinforced Stock (blunt) vs Green (Flanked): 1d20 + 7 ⇒ (18) + 7 = 251d6 + 2 ⇒ (3) + 2 = 5
◆) Stride
◆) Strike w/ Reinforced Stock vs Green
◆) Reload w/ Harmona Gun vs Black
Strike w/ Potent Harmona Gun (blunt) w/ MAP (-5) vs Black: 1d20 + 11 - 5 ⇒ (16) + 11 - 5 = 221d10 + 2 ⇒ (3) + 2 = 5
"...Heh..."

GM Valen |

Do I have to make two checks GM?
No, making the skill checks in the prior encounter was optional. I just wanted to make sure PCs were aware of their options.
Channeling the water around her surroundings she blasts the wolf with a barrage of ice.
The wolf (blue) howls in pain as it is struck by the icy barrage.
Springing into motion, Axel speeds towards the green wolf, flanking with Basalt, and readying his shot, whips is across the muzzle first, then cracks off a loud KAFOOOM, blasting the black wolf across the way between the rocks!
The first shot strikes the wolf directly in the mouth, opening a wound (green) even as the projectile melts within its fiery maw.
Crit!The second shot strike another (black), but is less precise.
AMBUSH! - Round One Cont'd!
PCs in bold may act
Wolf (blue) -8 HP
Ami
Wolf (green) -10 HP
Wolf (red)
Rinshu
Basalt
Axel
Pearl
Dave
Wolf (yellow)
Wolf (black) -5 HP
Wagon 1
Wagon 2 -10 HP (ignited)
Wagon 3
Wagon 4
The caravan has 4 wagons. Each has 50 Hit Points and is 10 feet wide and 15 feet long. When a wagon is dealt fire damage, it ignites and takes 1d6 fire damage per round; this fire damage increases by 1d6 each round (maximum 3d6). A PC who is adjacent to a wagon can spend 1 action and attempt a DC 14 Reflex save to Interact with the wagon to put out a fire using blankets, water, or some other appropriate tool. The fire is extinguished if its damage per round is reduced to 0. The outcome of the Reflex save depends on the results of the PC’s roll.

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Drake lets out a honk, rushes to the wolf to the left and pecks at it.
"B-be careful, Drake!" Welby says.
◆◆◆) Act Together
◆) Welby: Protect Companion
◆) Drake: Stride
◆) Drake: Attack Peck: 1d20 + 8 ⇒ (18) + 8 = 26Piercing dmg: 1d8 + 4 ⇒ (1) + 4 = 5
◆) Drake: Wing Buffet Wing: 1d20 + 4 ⇒ (14) + 4 = 18Bldg: 1d6 + 4 ⇒ (3) + 4 = 7

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Basalt will summon his elements and attack the wolf that's next to him twice, raising his shield afterwards.
◆Channel Elements
◇Elemental Blast Wolf (green)1d20 + 7 ⇒ (6) + 7 = 13bludgeoning: 1d8 + 3 ⇒ (4) + 3 = 7
◆Elemental Blast Wolf (green)1d20 + 2 ⇒ (19) + 2 = 21bludgeoning: 1d8 + 3 ⇒ (6) + 3 = 9
◆Raise Shield

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A cascade of water blunts or disperses the incoming attack. You gain resistance to damage from the triggering effect equal to your level if it's bludgeoning or slashing, or double your level if it's acid or fire damage. If the effect deals more than one applicable type of damage, apply the highest resistance, but apply it only once.
I forgot if I get hit Im using Deflecting Wave if Im not off guard/flat footed.
Trigger You would take acid, bludgeoning, fire, or slashing damage from an enemy's attack, spell, or other hostile effect. Requirements You're aware of the hostile effect, and you aren't off-guard against it.

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The Shisk targets the red one and casts a spell.
Phase bolt: 1d20 + 8 ⇒ (2) + 8 = 10
Damage:1d4 + 4 ⇒ (1) + 4 = 5
If the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, reduce the target's circumstance bonus to AC (if any) by 1 until the beginning of your next turn.
Then he moves away.

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"Tough son of a b~+!~!" our strident hero remarks as the wolf just takes the pistol-whip to the muzzle. Grabbing a shell from his carriage, he stuffs it into the cartridge, Chok-Chik!
◆) Reload

GM Valen |

Drake lets out a honk, rushes to the wolf to the left and pecks at it.
The peck is precise! (crit!)
The weaponized wing wallops the wolf.Basalt will summon his elements and attack the wolf that's next to him twice, raising his shield afterwards.
At Basalt's bidding the beings batter the beast, blundering before beating.
The Shisk targets the red one and casts a spell.
The Pathfinder's phase bolt phails.
The other wolves (yellow & black) each move forward.
Stride x2
With no clear path to a wooden wagon, each targets a Pathfinder.
Wolf (yellow), Melee, jaws v Pearl: 1d20 + 9 ⇒ (1) + 9 = 10
Damage piercing plus 1 fire and Knockdown: 1d6 + 3 ⇒ (2) + 3 = 5
Wolf (black), Melee, jaws v Axel: 1d20 + 9 ⇒ (11) + 9 = 20
Damage piercing plus 1 fire and Knockdown: 1d6 + 3 ⇒ (5) + 3 = 8
Pack Attack - Strikes deal 1d4 extra damage to creatures within reach of at least two of the wolf’s allies.: 1d4 ⇒ 4
One of the wolves (black) clamps its jaws on Axel!
The ignited wagon burns.
Fire damage: 1d6 ⇒ 2
Another wolf (blue) tries to chomp through Pearl.
Wolf (blue), Melee, jaws v Pearl: 1d20 + 9 ⇒ (11) + 9 = 20
Damage piercing plus 1 fire and Knockdown: 1d6 + 3 ⇒ (4) + 3 = 7
Pack Attack - Strikes deal 1d4 extra damage to creatures within reach of at least two of the wolf’s allies.: 1d4 ⇒ 3
A cascade of water disperses the flames from the incoming attack.
Pearl gains fire resistance
The wolf pierces Pearl and pulls her down prone!
Knockdown
It then proceeds to bite.
Wolf (blue), Melee, jaws v Pearl: 1d20 + 9 ⇒ (16) + 9 = 25
Damage piercing plus 1 fire w/Pack Attack: 1d6 + 3 + 1d4 ⇒ (3) + 3 + (3) = 9
I believe that is a crit due to prone/flat-footed
AMBUSH! - Round Two Begins!
PCs in bold may act
Wolf (blue) -8 HP
Ami
Wolf (green) -19 HP
Wolf (red) -17 HP
Rinshu
Basalt
Axel -13 HP
Pearl -28 HP (resist fire 4; prone)
Dave
Wolf (yellow)
Wolf (black) -5 HP
Wagon 1
Wagon 2 -12 HP (ignited)
Wagon 3
Wagon 4
The caravan has 4 wagons. Each has 50 Hit Points and is 10 feet wide and 15 feet long. When a wagon is dealt fire damage, it ignites and takes 1d6 fire damage per round; this fire damage increases by 1d6 each round (maximum 3d6). A PC who is adjacent to a wagon can spend 1 action and attempt a DC 14 Reflex save to Interact with the wagon to put out a fire using blankets, water, or some other appropriate tool. The fire is extinguished if its damage per round is reduced to 0. The outcome of the Reflex save depends on the results of the PC’s roll.

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She blasts the wagon with a torrent of water, aiming at the fire.
blast: 1d20 + 5 ⇒ (6) + 5 = 11 water: 1d8 + 4 ⇒ (2) + 4 = 6 ((2 actions))
Hopefully that's enough to put the fire out.
Her third action is to activte her kinetic aura which is a 10ft emanation of water vapour which should dampen any hot spots.
PEARL! she exclaims as she sees her friend go down.

GM Valen |

She blasts the wagon with a torrent of water, aiming at the fire.
Ami manages to extinguish the flames burning the wagon and to dampen the wood against any further ignition in the near future.
A wounded wolf (green) takes a quick bite at Axel.
Wolf (green), Melee, jaws v Axel: 1d20 + 9 ⇒ (12) + 9 = 21
Damage piercing plus 1 fire and Knockdown: 1d6 + 3 ⇒ (3) + 3 = 6
It then backs off cautiously.
Step
Then rushes away.
Stride
Another wounded wolf (red) tries to ignite the wagon.
Wolf (red), Melee, jaws v Wagon: 1d20 + 9 ⇒ (15) + 9 = 24
Damage piercing plus 1 fire and Knockdown: 1d6 + 3 ⇒ (1) + 3 = 4
It then backs off cautiously.
Step
Then rushes away.
Stride
Another wounded wolf (red) tries to ignite the cart.
It, too, backs off cautiously.
Step
Then rushes away.
Stride
AMBUSH! - Round Two Cont'd
PCs in bold may act
Wolf (blue) -8 HP
Ami
Wolf (green) -19 HP
Wolf (red) -17 HP
Rinshu
Basalt
Axel -19 HP
Pearl -28 HP (resist fire 4; prone)
Dave
Wolf (yellow)
Wolf (black) -5 HP
Wagon 1
Wagon 2 -12 HP
Wagon 3
Wagon 4 -5 HP (ignited)
The caravan has 4 wagons. Each has 50 Hit Points and is 10 feet wide and 15 feet long. When a wagon is dealt fire damage, it ignites and takes 1d6 fire damage per round; this fire damage increases by 1d6 each round (maximum 3d6). A PC who is adjacent to a wagon can spend 1 action and attempt a DC 14 Reflex save to Interact with the wagon to put out a fire using blankets, water, or some other appropriate tool. The fire is extinguished if its damage per round is reduced to 0. The outcome of the Reflex save depends on the results of the PC’s roll.

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Stand up
Battle Medicine DC 15 medicine 15: 1d20 + 8 ⇒ (14) + 8 = 22
heal: 2d8 ⇒ (4, 1) = 5
ocean balms
heal: 1d8 ⇒ 7 and resist fire 2
Reaction
Frequency once per day; Trigger A creature that has blood and is not at its maximum Hit Points hits you with a melee Strike; Effect You channel salt and brine from your blood into the creature's wounds. The creature must attempt a Fortitude save using your class DC or spell DC, whichever is higher. On a failure, the creature takes 1d6 persistent acid damage and is sickened 1 by the pain. On a critical failure, it instead takes 2d6 persistent acid damage and is sickened 2.
"Don't worry these furballs won't keep me down. Im hurt but not dead."

GM Valen |

Basalt will step and bash the nearest wolf with a glaive shaped earth impulse.
Basalt whollops the wolf!
AMBUSH! - Round Two Cont'd
PCs in bold may act
Wolf (blue) -17 HP
Ami
Wolf (green) -19 HP
Wolf (red) -17 HP
Rinshu
Basalt
Axel -19 HP
Pearl -15 HP (resist fire 2)
Welby
Wolf (yellow)
Wolf (black) -5 HP
Wagon 1
Wagon 2 -12 HP
Wagon 3
Wagon 4 -5 HP (ignited)
The caravan has 4 wagons. Each has 50 Hit Points and is 10 feet wide and 15 feet long. When a wagon is dealt fire damage, it ignites and takes 1d6 fire damage per round; this fire damage increases by 1d6 each round (maximum 3d6). A PC who is adjacent to a wagon can spend 1 action and attempt a DC 14 Reflex save to Interact with the wagon to put out a fire using blankets, water, or some other appropriate tool. The fire is extinguished if its damage per round is reduced to 0. The outcome of the Reflex save depends on the results of the PC’s roll.

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Drake honks after the wolf and then tries to put a pot over the fire.
◆◆◆ Act Together
◆ Welby - Protect Companion
◆ Drake putting out fire
Reflex save: 1d20 + 6 ⇒ (6) + 6 = 12
◆ Drake second try Reflex save: 1d20 + 6 ⇒ (8) + 6 = 14
Reflex save: 1d20 + 6 ⇒ (18) + 6 = 24 (if needed)
◆ Stride
Welby shouts to Drake. "N-no. Don't chase after it!" Drake manages to pour some water over the fire and then goes towards the remaining wolves.

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Strike w/ Potent Harmona Gun (blunt) vs Black Wolf: 1d20 + 11 ⇒ (19) + 11 = 301d10 + 2 ⇒ (9) + 2 = 11
Cocking his longarm, Axel crackshots the adjacent black wolf point blank - FAKOOM - then whips it across the muzzle with practiced force - BATT - sending it flying backwards with a lump on it's nose. it keels over dead dead.
Shove (Athletics, Expert, Great Gnoll) vs Black Wolf (Fortitude DC): 1d20 + 11 ⇒ (5) + 11 = 16
"Run to your fleeing pack"
"Supper"
◆) Reload
◆) Strike
◆) Clear a Path (Shove and Reload)
◆) Stride
He heads towards the final melee where the wolves still engage those "weaker" among his comrades, gun empty of barrel, menacing them with his weapon as if it were merely a blunt object...

GM Valen |

Axel blasts a beast between the eyes, killing it outright.
AMBUSH! - Round Two Cont'd
PCs in bold may act
Wolf (blue) -17 HP
Ami
Wolf (green) -19 HP
Wolf (red) -17 HP
Rinshu
Basalt
Axel -19 HP
Pearl -15 HP (resist fire 2)
Welby
Wolf (yellow)
Wolf (black) -27 HP
Wagon 1
Wagon 2 -12 HP
Wagon 3
Wagon 4 -5 HP
The caravan has 4 wagons. Each has 50 Hit Points and is 10 feet wide and 15 feet long. When a wagon is dealt fire damage, it ignites and takes 1d6 fire damage per round; this fire damage increases by 1d6 each round (maximum 3d6). A PC who is adjacent to a wagon can spend 1 action and attempt a DC 14 Reflex save to Interact with the wagon to put out a fire using blankets, water, or some other appropriate tool. The fire is extinguished if its damage per round is reduced to 0. The outcome of the Reflex save depends on the results of the PC’s roll.

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Seeing the wolven fleeing the Shisk moves forward ans casts anotehr bolt of energy towards the red one.
Phase bolt: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
If the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, reduce the target's circumstance bonus to AC (if any) by 1 until the beginning of your next turn.

GM Valen |

Seeing the wolven fleeing the Shisk moves forward ans casts anotehr bolt of energy towards the red one.
The bolt buzzes the beast so badly it bites the dust.
One of the wolves (yellow) makes a rush for one of the wagons.
Stride
Wolf (yellow), Melee, jaws v Wagon: 1d20 + 9 ⇒ (6) + 9 = 15
Damage piercing plus 1 fire and Knockdown: 1d6 + 3 ⇒ (4) + 3 = 7
Having set the wagon ablaze, the wolf then moves to another wagon.
Stride
Another wolf (blue), badly injured, warily departs--backing away slowly before making stride toward the rocks.
Step x2; Stride
AMBUSH! - Round Three Begins!
PCs in bold may act
Wolf (blue) -17 HP
Ami
Wolf (green) -19 HP
Wolf (red) -24 HP
Rinshu
Basalt
Axel -19 HP
Pearl -15 HP (resist fire 2)
Welby
Wolf (yellow)
Wagon 1
Wagon 2 -12 HP
Wagon 3 - 8 HP (ignited)
Wagon 4 -5 HP
The caravan has 4 wagons. Each has 50 Hit Points and is 10 feet wide and 15 feet long. When a wagon is dealt fire damage, it ignites and takes 1d6 fire damage per round; this fire damage increases by 1d6 each round (maximum 3d6). A PC who is adjacent to a wagon can spend 1 action and attempt a DC 14 Reflex save to Interact with the wagon to put out a fire using blankets, water, or some other appropriate tool. The fire is extinguished if its damage per round is reduced to 0. The outcome of the Reflex save depends on the results of the PC’s roll.

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On his turn...
"Heh..."
Strike w/ Potent Harmona Gun (Blunt, 150-ft) vs Yellow Wolf: 1d20 + 11 ⇒ (9) + 11 = 201d10 + 2 ⇒ (4) + 2 = 6
Taking a clean aim at the Yellow Wolf attacking the wagon, Axel quickly reloads, fires, and reloads again!
◆) Reload
◆) Strike
+
◆) Reload (If Green wolf leaves him be!)
or
◆) Clear a Path (If Green wolf gets near!)
Eyeballing the green wolf, Axel poises ready to clobber it's muzzle if it comes up to try and bite!

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Ami goes to deal with the new fire. Fortunately it's close by.
blast: 1d20 + 5 ⇒ (8) + 5 = 13 water: 1d8 + 4 ⇒ (8) + 4 = 12 ((2 actions))
She then moves up close to the wagon to let her kinetic aura deal with the hot spots and dampen the wagon.

GM Valen |

The most badly injured wolf (green) makes a break for the open desert.
Stride x3 - retreated off map
The kholo reloads, blasts the uninjured wolf (yellow), then reloads again.
AMBUSH! - Round Three Cont'd!
PCs in bold may act
Wolf (blue) -17 HP
Ami
Wolf (green) -19 HP (retreated off map)
Rinshu
Basalt
Axel -19 HP
Pearl -15 HP (resist fire 2)
Welby
Wolf (yellow) -6 HP
Wagon 1
Wagon 2 -12 HP
Wagon 3 - 8 HP (ignited)
Wagon 4 -5 HP
The caravan has 4 wagons. Each has 50 Hit Points and is 10 feet wide and 15 feet long. When a wagon is dealt fire damage, it ignites and takes 1d6 fire damage per round; this fire damage increases by 1d6 each round (maximum 3d6). A PC who is adjacent to a wagon can spend 1 action and attempt a DC 14 Reflex save to Interact with the wagon to put out a fire using blankets, water, or some other appropriate tool. The fire is extinguished if its damage per round is reduced to 0. The outcome of the Reflex save depends on the results of the PC’s roll.

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Drake turns around and strikes at the yellow wolf.
"P-please! We d-don't want to kill you all!" Welby says.
◆◆◆ Act Together
◆ Welby - Protect Companion
◆ Drake Strides
◆ Drake Pecks Peck: 1d20 + 8 ⇒ (18) + 8 = 26Piercing dmg: 1d8 + 4 ⇒ (6) + 4 = 10
◆ Drake Bludgeons with wings bldg: 1d20 + 4 ⇒ (6) + 4 = 10Bldg dmg: 1d6 + 4 ⇒ (3) + 4 = 7

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The Shisk targets the yellow one and casts a spell before to move away.
Phase bolt: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
If the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack. On a success, reduce the target's circumstance bonus to AC (if any) by 1 until the beginning of your next turn.

GM Valen |

The combined assault of the Pathfinders swiftly downs the least injured wolf (yellow) and the remaining wolf (blue) makes a break for it, fleeing into the wilds.
COMBAT OVER
With all immediate threats driven off, the party has time to perform any healing and explore the nearby rocks.
A PC that succeeds at a DC 10 Perception check to Seek, may open the spoiler below:
After the ambush and any search, nothing remains to be done but to take the wagons that survived the attack and complete the journey to the bridge camp. The surviving goblins regroup and pack anything they can salvage to patch up the damaged wagons.
Upon arriving at the camp, you find it bustling with activity. Goblin engineers do their best to guide goblin workers as they build the decking and assemble the piers; the bridge appears simple, but sturdy, and is approximately half complete by this point.
As the wagons are unloaded, Muckmuck directs you to the leader of the bridge camp.
While many of the goblins at the work camp are covered in dirt and sweat, the leader stands tall and straight among them. He pours over maps of the surrounding area before speaking. “It is good to see you. They call me Zig. I’m glad my father asked you to come here to help."
“We have been building a very important bridge." The goblin pauses to point at the nearby structure. "But every night, the big cats attack our camp. We leave out meat for them and they saunter right past it. Instead, they seem bent on filling their bellies with goblin flesh. If we move camp across the river; they cross over it overnight. If we light fires around the camp to scare them away, the goblins workers burn themselves in the flames. It’s a lose-lose situation."
“Every few nights, the cats come back to hunt us." Zig continues. "Everyone is terrified and that’s bad for business. With all this talk of some saber-toothed whatever coming for us in the night, we’re all too scared to finish our work. If someone doesn’t take these furballs out, I suspect the bridge isn’t ever gonna get built."
“These kitties aren’t natural." The goblin's brow furrows. "Whatever you need, you got it. I can give you workers to build fences. But fences alone aren’t going to be enough. Either the cats go, or this bridge is history. The only other answer is death.”
The areas of note in the camp are the supply depot, where tools and materials are kept for building the bridge, the mess hall, where Zig works and food is stored, the infirmary, where sick or injured goblins are cared for, and the tents where each goblin sleeps.

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Ami has a bit of a poke around before hopping back on the wagon.
perception: 1d20 + 4 ⇒ (17) + 4 = 21
At the camp she glances at the river, wondering if there is enough time for a swim.

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Axel chuckles as the wolves flee.
He loads a special cartridge of Life Shot, and shoots himself with it without flinching.
Life Shot (Minor) vs Axel (AC 17, off-guard): 1d20 + 11 ⇒ (12) + 11 = 231d4 ⇒ 4 @ heal +4 HPs
When he arrives at the camp and meets Zig, he suggests that "Ambush tonight. Get ready" and begins looking around for a place to lay that would give him cover as well as an eyeball on the entire camp!

GM Valen |

"Am-ambush? To-tonight?" Zig replies to the kholo. "Are you sure? But, the attacks are usually a few nights apart. And, we've already lost about a dozen to the creatures. This slaughter must end."
Zig asks, "Would you be willing to patrol the camp’s perimeter during the night and stop theses beats from killing the goblin workers?"
He spreads his arms, gesturing to the entire camp.
Muckmuck approaches Zig. "We goblins all be ready to leave," he says.
"But, you just arrived!" Zig turns pleadingly to the Pathfinders with his big, red eyes. "Perhaps, you can have some of my workers build sections of fence to help them fend off the beast attacks and protect the more sensitive areas of the camp, such as the tents or the infirmary. However, since the best way to protect the camp is simply to get the bridge done, we can’t spare more supplies or workers to build
defenses beyond the wood from which the wagons are made. If we provided any more materials than that, there would simply not be enough left to complete the bridge."
The fences that already surround the encampment provide some protection, but more may be useful
The PCs can place sixteen segments of fence, four for every every wagon. Each section of fence fills a 5-foot square, is 6 feet high, and is made of wood (10 Hardness, 40 HP, Broken Threshold 20).The PCs can place these segments of fence wherever they wish and can move the fences each day.
[ooc]While they are staying in the camp, the PCs do not have much opportunity to perform other actions, as they spend their evening on patrol and their days resting as best they can. It is assumed generally the PCs do not have the chance to Craft items or conduct research. The PCs can perform some other Exploration and Downtime activities, such as putting time towards training a Bonded Animal, Learning a Spell that takes more than 4 hours to learn, or Treating a Disease, but PCs who perform such activities are fatigued during any events that take place that night.
What do you wish to do, Pathfinders?

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The Shisk is not sure about waiting for an attack.
Shouldn’t we go to track them in their lair instead of waiting here? Oh yes yes yes. We should go to track them.
He nods convinced leaning on his spear.