
GM rainzax |

Goblin patriarch, merchant, and Pathfinder Society ally Yigrig Moneymaker needs help! The cunning goblin merchant has big plans to build a bridge that will connect two promising trade partners, but something is stirring up the local wildlife and convincing the lions and other predators of the Katapeshi plains that goblins are more tasty than can possibly be true. The Troupe must find out who's responsible for the trials Yigrig's family faces before the lions of Katapesh devour the entire goblin clan and end the chance for trade between two desert cities.
To Do:
1) Character Intro (What do you look like? What clues does your appearance give us about your abilities? How?)
2) Background Info (Please post your Nature modifier and proficiency for a Secret Recall Knowledge check!)
3) Troup Role (What assets do you bring to the Troupe? How does your relationship to Authority moderate how you respond to Commands?)
4) Character Details (What is your Ancestry? Background? Class? Alignment?)
5) GM Details (Is there anything you would like the GM to know about your character? What?)
x) Battlecry! (What does your Battlecry sound and look like?!)

Amiri PFS placeholder |

1) Character Intro
Amiri is a female human of Kellids decent from the Six Bears tribe in the Realm of the Mammoth Lords. She is dressed in worn, battle scarred Hide Armour. Most people when they meet her are cowed by the enormous bastard sword she wields, which is as tall as she is. They are further intimidated by the permanent scowl on her face, which barely holds back the bubbling fury stewing within her.
2) Background Info
Well, I'll stick to the original backstory.
Her Nature and Survival are both Trained and at a +5.
3) Troup Role
Amiri is the group muscle. Her desire to always one-up everyone around her and be the strongest person in the room makes her perfect for the job. While she acknowledges that the leader of the Troupe doesn't need to be the strongest, the best way to command Amiri is to convince her that the commands will facilitate her one desire - cracking skulls for Gorum.
4) Character Details
Amiri is a Versatile Heritage Hunter Barbarian of the formerly Chaotic Neutral alignment.
5) GM Details
Can I get my PFS credit for playing Amiri towards Clara instead? Otherwise no questions.
x) Battlecry! (What does your Battlecry sound and look like?!)
SKULLS FOR GORUM! and RAAAAAGH!

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(1) White Hawk, as those who could not--or would not--pronounce his Erutaki name, often kept his long, black hair tied back in a looped bun. He still wore reinforced leathers made of seal skin and polar bear fur from his homeland, and his shield was made from walrus hide. The wooden albatross afixed to the front of his shield carried a circle with intersecting spears in its feet. A similar symbol made of silver hangs from a chain around his neck.
A rune-inscribed bandolier carried an assortment of weapons from a handful of light javelins to a dagger to a scrimshawed bone club.
(2) Nature (T) +10
(3) Healer/Flanking. The arctic wolf needs to pay close attention to the signals from the others in the pack when on the hunt.
(4) Human, Versatile, Cleric (warpriest), Sanctified Holy
(5) 2 Glyphs, 2 Hero Points to distribute

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1) Character Intro (What do you look like? What clues does your appearance give us about your abilities? How?) He looks almost like a Humanoid Lizardfolk, except you can tell his skin Green and Brown and smooth to the touch.
2) Background Info (Please post your Nature modifier and proficiency for a Secret Recall Knowledge check!) Nature+5.
3) Troup Role (What assets do you bring to the Troupe? How does your relationship to Authority moderate how you respond to Commands?) I control where the enemy can and cannot go, and I move the enemy to where I want him. Also I can protect my ally next to me.
4) Character Details (What is your Ancestry? Background? Class? Alignment?) Nagaj Guardian 3. NG Back-Alley Doctor.
5) GM Details (Is there anything you would like the GM to know about your character? What?) 3 GM Glyphs, I have plenty of reactions when in melee with an enemy and they try to move or strike. I'll try to post them ahead of time when I'm next to them and the circumstances.
x) Battlecry! (What does your Battlecry sound and look like?!) Shx!

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1) Character Intro
Nat is a goblin carrying chain armor that's a little too big and heavy for him. He carries several weapons, because he isn't sure what to expect with this situation.
He carries the troupe's banner. Though it's actually affixed to the saddle of his terrifying giant chicken, Prindle, so if the two of them separate the banner is usually with the latter.
(Prindle is very clearly not a chicken. Nat... probably knows this. It's a joke. Probably.)
2) Background Info
Natalu's parents were dancers, so he's always been around performers. He's worked in several theaters as a mechanic repairing equipment, and increasingly took on organization tasks because someone wasn't doing them right. People need to be able to trust everyone else to be where they're supposed to be, or the whole thing falls apart.
Working with some traveling acts, it helps to know your way around a weapon. The real kind. With sharp edges! Natalu can do that, but he knows Amiri and Kaya can do it better. Watching for opportunities and planning tactics to help them fight at their best is probably the best thing for him to do. And that's not so different, really.
3) Troupe Role
Stage manager. Nat makes sure everyone has everything they need and they're all standing in the right places at the right time.
Authority? Eh... but coordination and planning helps ensure things work out right. Surprise your audience (or, er, your enemies), not each other.
4) Character Details
CG/NG Goblin Mechanic Commander 3
And Terror Bird Animal Companion 3
5) GM Details
Allies in a 30-foot emanation around Nat's Commander's Banner get a +1 status bonus to saves against fear. The banner will usually be in Prindle's space, no necessarily Natalu's. The downside is that if it's ever stolen or destroyed (though it has no stats or rules for rebuilding...), allies within 30 feet become Frightened 1. Nat can put it away as an action, which ends the benefits but doesn't cause Frightened.
I also have complicated Initiative (sorry). Nat can use Warfare Lore as long as he's observing an enemy when Initiative is rolled. He gets a +1 circumstance bonus (doesn't stack with Scouting) to all Initiative checks from his Twitchy ancestry feat, or +4 if an enemy uses Deception or Diplomacy for their Initiative roll. So his Initiative bonus is usually +12, but it's lower if enemies are hidden and higher if they're trying to trick him. It's in the banner ^.
Two GM Glyphs.
x) Battlecry!
"Keep it together! Keep the pace! Like we practiced!"

GM rainzax |

The adventure begins in a meeting room in Katapesh, where the PCs are briefed on their mission by Yigrig Moneymaker.
Yigrig Moneymaker, the powerful goblin merchant, slumps in a large chair. His face, normally so proud and assured, looks troubled. “It’s good to see you, Pathfinders! I have a lot of respect for the Society. You’ve been good to me in the past, and my family has aided you in return. But today I come before you, my hat in my hands, in need of help. My family and I have almost brokered a trade agreement between the cities of Solku and Oenopion. It’s a beneficial deal, one where Solku gains the materials it needs to defend itself, Oenopion gains a new trading partner, and everyone stands to make a heap of coin. There’s only one issue standing in the way of the negotiation being finalized: a bridge must be constructed over the Elemion River to facilitate safe travel between the two cities. My family is responsible for building and maintaining this bridge. It should have been a simple job… easy to pull off."
“It has been anything but easy.” The old goblin leans forward “Every morning at the work camp, it is discovered that more of my children have been pulled from their beds in the night, presumed dead. Every shipment of aid I send gets attacked. The last one I sent did not even arrive. There is a lot of money riding on this deal, but I admit this isn’t about money anymore. This is personal. Someone is harming my family and I can’t sit by and let that happen."
“I have contracted the Pathfinder Society to protect the bridge and surrounding work camp while construction is completed. I have a caravan ready to leave, filled with new workers and supplies for the bridge site. I want you on it. When you see it safely to the bridge site, I need you to stop the attacks on the camp by any means necessary until the job is complete. When you get to the work camp, you will meet my son Zig, the overseer of the project. Sweet kid… takes after his old man. He’ll be your liaison with the workers and see to your needs. Nothing is more important than family. Nothing. And so, I’m asking you to take care of mine. Our future is in your hands.”
He pauses to answer any questions!
Amiri to Recall w/ Nature (Trained) vs DC 15: 1d20 + 5 ⇒ (7) + 5 = 12
Qigiq to Recall w/ Nature (Trained) vs DC 15: 1d20 + 10 ⇒ (2) + 10 = 12
Kaya to Recall w/ Nature (Trained) vs DC 15: 1d20 + 5 ⇒ (17) + 5 = 22
If a PC attempts a Nature check to Recall Knowledge
(DC 15), they know the information corresponding to
the outcome of their roll.
Critical Success: The PC recognizes that the area they are
visiting is home to great beasts such as lions, panthers,
dire wolves, and more. The PC’s understanding of these
creatures gives them a +1 circumstance bonus to all
initiative rolls made against them during this scenario
as the PC is better able to anticipate these animals’
behaviors.
Success: The PC realizes that the area they are visiting
is home to great beasts such as lions, panthers, dire
wolves, and more. Such creatures might be responsible
for the attacks on the camp.
Failure: The PC knows nothing of note about the area.
Critical Failure: While the PC remains confident that they
understand the local fauna, they absolutely don’t. The
PC takes a –1 circumstance penalty to initiative rolls
during encounters that include animals as the PC’s
errant information constantly leads them astray.
The PC realizes that the area they are visiting is home to great beasts such as lions, panthers, dire
wolves, and more. Such creatures might be responsible for the attacks on the camp.

Amiri PFS placeholder |

Amiri hefts her giant sword confidently.
"Heh, I could take a lion or two. I'd like to see them take a bite out of me before I take a chunk out of them." She starts to motion to the group to get going.
"Time's a wastin', Troupe. We've got skulls to claim."

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His fur cloak stowed away since arriving in Katapesh, Qigiq still looks too well bundled for the climate. "Wild predators, we can handle," he says and indicates that he has no questions.

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Wow, this guy must have a lot of kids.
"Slay the beasts, save the goblins! We can handle beasts. Amiri kills dangerous beasts all the time."

GM rainzax |

(A) The Caravan
With no questions, the party takes leave of Yigrig Moneymaker, who provides escorts to his stationed caravan.
The goblin caravan consists of four Wagons and twenty-something nervous goblin workers. It also contains a trove supplies including wooden beams and food. The leader of the caravan is a goblin named Muckmuck, who remains terrified of his responsibilities and fearful of what could happen on the ensuing journey. He has little to say to the PCs and doesn’t contribute much beyond driving the caravan. Because many goblins loathe horses, the caravan’s wagons are pulled by camels. Read or paraphrase the following. Muckmuck laughs to himself. “You longshanks think you can protect us? You can’t save Muckmuck. You’re weak. Face facts. We’re all going to die. You sit there in the back and talk to the workers. We’re all scared. Doesn’t matter what we do. We’re all going to die. Tell you truth, I don’t want to go. Yigrig reads too many books. He’s lost his mind. We all think about leaving before he gets us killed. Not help that the minstrel lost hand in teethbrushing accident. Much blood. Can’t play lute anymore. Tell you what. You want to help? You be the minstrel. Make fancy music. Make goblins feel less likely to run away. Convince them we’re not all going to die.”
The caravan takes two days to reach the camp with one overnight stay on the side of the path. The PCs have the chance to speak with the goblin workers. Just as Muckmuck says, they are terrified to travel to the camp. However, the caravan is filled with goblins, and despite their fear, their wandering attention span quickly turns to revelry in its many forms. The night is filled with fights and cackling laughter as the goblins try to impress the PCs and each other with feats of physical prowess. If the PCs so choose, they can partake in this revelry, lifting the spirits of the goblins and gaining their trust through their impressive displays. The following checks include some of the various ways the PCs might attempt to impress the goblins and raise their spirits. Each PC can attempt a total of two checks, and no check listed below can be attempted more than three times before the caravan arrives at the bridge camp.
Goblins attempt to impress each other with feats of acrobatics. A PC can attempt a DC 15 Acrobatics check (DC 18 in Subtier 3–4) to Tumble Through the crowd while trying to display agility and grace.
The goblins show off their bravery by climbing tents, cliffs, trees or anything so high that falling from it results in a nasty impact. A PC can attempt a DC 15 Athletics check (DC 18 in Subtier 3–4) to Climb so well they impress the goblins with their physical prowess.
The goblins love impressions, and if a PC can Impersonate Muckmuck or otherwise impress them with this skill, they fall over with laughter. A PC can attempt a DC 15 Deception check (DC 18 in Subtier 3–4) to Impersonate Muckmuck or another goblin in the caravan.
A PC can attempt a DC 15 Performance check (DC 18 in Subtier 3–4) to Perform for the goblins.
To Do:
1) Go ahead and Roll your Checks at your discretion, keeping in mind the limits highlighted in Bigger Text above!
2) Please declare Pathfinder Provisions!
3) Place your Token on the Map (Marching Order is Marching Left)
x) GM will bestow another Hero Point to a player who uses the Troupe Name while participating in this Skill Challenge in a thematic or entertaining way!

Amiri PFS placeholder |

Amiri only has Acrobatics and Athletics. Both are not best in the party. She will do one of each check, leaving 2 checks available for each for those better at those skills to do (Qigiq and Kaya respectively).
Anathema: Fail to take up a challenge of strength.
Amiri ignores Muckmuck and his defeatist pleading until he calls her weak.
"Weak? ME! You insult me, goblin. I will demonstrate my strength to you right now." She roars at him, spitting on the ground with indignation. Observing the other goblins, she moves to the biggest tree in sight and attempts to climb it faster and higher than anyone else. She does so in record time.
Athletics: 1d20 + 9 ⇒ (20) + 9 = 29
Having thoroughly demonstrated her strength, she also demonstrates her natural agility by rolling around on the ground at the speed of sound. She, reluctantly, puts away her sword so that she doesn't make herself clumsy while doing so.
Acrobatics: 1d20 + 7 ⇒ (16) + 7 = 23
She does a decent job of rolling around. Covered in mud, dust and dirt, she yells out to the goblins in a loud, booming voice.
"Are you not entertained? We may be Far From Home, but we are protecting YOU right here, right now! I, Amiri, will knock all your enemies down!"
Give me a lesser healing potion. Can't use any talisman these days (thanks Remaster and concentrate requirement).

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"Hey! I'm a goblin!" Maybe he didn't notice.
"And there's nothing to fear with us here. We're traveling Far From Home because we need to spread our reputation farther and wider. We can show you!"
Impressive feats of acrobatics are one of Nat's strengths.
Acrobatics: 1d20 + 10 ⇒ (1) + 10 = 11
...but he also knows most of the others are more physical, so he keeps working to talk them up and make them seem even more impressive.
Performance: 1d20 + 6 ⇒ (7) + 6 = 13
Oh. Okay. Hero Point Acrobatics: 1d20 + 10 ⇒ (17) + 10 = 27

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A stout dwarven druid of the animal and flame orders whose beard is knotted with tender branches arrives to the scene together with his bear walking beside him. He wears an armor made from the bones and horns while stowed behind him is a hide shield.
2) Background Info (Please post your Nature modifier and proficiency for a Secret Recall Knowledge check!) - Nature (T) +10 to Recall Knowledge
3) Troup Role (What assets do you bring to the Troupe? How does your relationship to Authority moderate how you respond to Commands?) -Tandang usually supports the group with spells and healing. When fighting, his animal companion deals more damage with his successful strikes.
4) Character Details (What is your Ancestry? Background? Class?) Ancestry: Strong-Blooded Dwarf, Background: Hunter, Class: Druid of the Animal and Flame Orders
5) GM Details (Is there anything you would like the GM to know about your character? What?) Tandang has a mature bear as his animal companion named Kaibigang Oso, and he also explores the flame order.
x) Battlecry! (What does your Battlecry sound and look like?!) [ooc]Tandang screams "Attack!" while Kaibigang Oso growls "Grrr!""

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Once they are travelling, and to boost the morale of the goblins, Tandang and his bear, Kaibigang Oso, shows off a friendly wrestling match.
Athletics: 1d20 + 9 ⇒ (3) + 9 = 12
Tandang then commands Oso to climb some trees to impress the goblins.
Athletics: 1d20 + 10 ⇒ (1) + 10 = 11
Hero Point! Athletics: 1d20 + 10 ⇒ (11) + 10 = 21
Lesser healing potion as Pathfinder Provision. Done with the tokens on Maps.

GM rainzax |

Tandang to Recall w/ Nature vs DC 15: 1d20 + 10 ⇒ (7) + 10 = 17
Earlier...
The PC realizes that the area they are visiting is home to great beasts such as lions, panthers, dire wolves, and more. Such creatures might be responsible for the attacks on the camp.
Amiri makes an absolute smash with the goblins (CS/S = 3 Morale Points) - Nat is somewhat impressive (F/S = 1 Morale Points) - As is Tandang (F/S = 1 Morale Points) - but soon the goblins grow bored with climbing trees and yearn for more humor...
Current Goblin Morale: 5 points
☑☑□ Acrobatics
☑☑☑ Athletics
□□□ Deception
☑□□ Performance
...Can anyone tell a story or imitate Muck Muck!?
Kaya (w/ ◆◆) and Qigiq (w/ ◆◆) are Up!

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Qigiq strips off the seal furs down to his lighter linen clothing once they have made camp. He joins the goblins in their games and tries his best.
Acrobatics (T): 1d20 + 8 ⇒ (8) + 8 = 16
Later he tries to make jokes to a stone-faced audience. "Sorry. I'm far from home, so the humor may not translate well."
Performance (U): 1d20 + 0 ⇒ (11) + 0 = 11

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Kaya, doesn't have performance or Deception, so I guess he will try to tell unbelievable lies and sing badly.
You know, Goblins are one of the best races, I wonder what it would be like to be one of those. deception: 1d20 ⇒ 11
I came up with a cool goblin fight song. and tries to sing performance: 1d20 ⇒ 14

GM rainzax |

The goblins are unimpressed with Kaya and Qigiq.
Secondary Antagonists: 1d10 ⇒ 1
The next day, the caravan comes under ambush!
Society or Warfare Lore to Identify the Antagonists!
Amiri to Initiative w/ Scout (Perception, Incredible Initiative): 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Natalu to Initiative w/ Defend (Perception) w/ Scout (+1): 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Kaya to Initiative w/ ??? (Perception) w/ Scout (+1): 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Qigiq to Initiative w/ ??? (Perception) w/ Scout (+1): 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Tandang to Initiative w/ Defend (Perception) w/ Scout (+1): 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23
New Map!

Banditos! |

Several men, some now visible among the rocks and cacti, others better hidden, armed with shortbows and leather armors, shortswords strapped to their sides, seem to take orders from another, gruffer looking man near the sphinx, similarly armed!
Black Bandit Leader to Initiative w/ Scout (Perception) w/ Scout (+1): 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Red Bandit to Initiative w/ Avoid Notice (Stealth) w/ Scout (+1): 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Orange Bandit to Initiative w/ Avoid Notice (Stealth) w/ Scout (+1): 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Green Bandit to Initiative w/ Avoid Notice (Stealth) w/ Scout (+1): 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Blue Bandit to Initiative w/ Avoid Notice (Stealth) w/ Scout (+1): 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Purple Bandit to Initiative w/ Avoid Notice (Stealth) w/ Scout (+1): 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
As the party crosses the oasis, one lobs a bomb at the Red Wagon - a first volley!
Red Bandit
◆) Interact to Draw Bomb
◆) Strike w/ Bomb vs Red Wagon
◆) Strike w/ Shortbow vs Kaya
Red Bandit to Throw Bomb (1d8 fire, 1 splash) w/ range increment (-4) vs Red Wagon (AC 10): 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 51d8 ⇒ 41 = 1
Red Bandit to Shortbow (P; deadly d10) w/ MAP (-5) vs Kaya: 1d20 + 5 - 5 ⇒ (3) + 5 - 5 = 31d6 ⇒ 61d10 ⇒ 8
The Red Wagon begins to smolder (1 fire damage) - goblins inside shriek! - but his arrow goes wide.
Orange Bandit - also fast on the draw - does the same against the Blue Wagon (and Kaya)!
Orange Bandit
◆) Interact to Draw Bomb
◆) Strike w/ Bomb vs Blue Wagon
◆) Strike w/ Shortbow vs Kaya
Orange Bandit to Throw Bomb (1d8 fire, 1 splash) w/ range increment (-4) vs Red Wagon (AC 10): 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 101d8 ⇒ 51 = 1
Orange Bandit to Shortbow (P; deadly d10) w/ MAP (-5) vs Kaya: 1d20 + 5 - 5 ⇒ (3) + 5 - 5 = 31d6 ⇒ 41d10 ⇒ 7
The Blue Wagon quickly comes ablaze (6 fire damage) - goblins inside shriek! - but his arrow too goes wide.

GM rainzax |

AMBUSH
Reactions: Unready (Ambush)
Lighting: Bright
Terrain: Rocks and Bushes are Difficult Terrain but allow (◆) Take Cover
Monster ID: Society or Warfare Lore (Don't forget to ask one question!)
Putting out the Fire: Adjacent to cart, (◆) Interact roll a Reflex (DC 16) or other ideas
Red Bandit (AC 15) w/ shortbow
Orange Bandit (AC 15) w/ shortbow
Amiri
Natalu
Kaya
Blue Bandit (AC 15 w/ +2 Take Cover) w/ shortbow
Tandang
Green Bandit (AC 15 w/ +2 Take Cover) w/ shortbow
Purple Bandit (AC 15 w/ +2 Take Cover) w/ shortbow
Qigiq
Black Bandit Leader (AC ?? w/ +2 Take Cover) w/ shortbow
Wagons @ Red on fire (-1), Blue on fire (-6)
➤➤➤➤➤➤➤➤➤➤
Amiri, Natalu, and Kaya are Up!

Amiri PFS placeholder |

Amiri attempts to put out the fire ravaging the Blue cart by spinning her sword around really fast, whipping up a strong wind!
Reflex, Clumsy 1, DC 16: 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 17
She succeeds! She points her large bastard sword menacingly towards Blue.
"You know, if you wanted a fight, you just had to ask. Now I have a burning desire to take your head. SKULLS FOR GORUM!" She roars as she Sudden Charges towards the Blue bandit, who hasn't had the chance to act yet. She attempts to run using 50 feet of movement in total around the cover the bandit is hiding behind to get adjacent to him and Strike with her large Bastard Sword! Hopefully, avoiding the cover that way.
Strike: 1d20 + 9 ⇒ (6) + 9 = 15, Slashing Damage: 1d12 + 4 ⇒ (3) + 4 = 7
◆Interact, ◆◆ Sudden Charge
Reactions:↺
No Escape: Amiri follows after adjacent foes Striding away from her for 25 feet.

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Oh no, the goblins are on fire! They hate that! Usually.
Nat watches Amiri move, and sees another opening if she acts quickly. "Oh his left!"
One of the things they'd gone over--'his left' means 'your left.' Throws 'em off every time.
He then urges Prindle forward. "Come on, you big chicken. Get to the wagon! And kick it!"
** Strike Hard! Amiri can make a Strike as a reaction. But Nat gives her an extra Reaction to use, so she still has hers.
* Command an animal.
>* Stride
>* Put out fire (if allowed) Reflex: 1d20 + 7 ⇒ (2) + 7 = 9. Well, doesn't matter.
"Banner" trait means she must be within 30 feet of Nat's banner (which she was before he moved).
"Squadmate" is an ally Natalu designates during daily prep. He's limited to 2+Int squamates, but that's enough to cover four other PCs and two animal companions, so it's effectively synonymous with "ally" for now.

GM rainzax |

Blue barely survives two of Amiri’s wild swings! (2 HP left)
Both fires go out.
Kaya!

GM rainzax |

Correction: Red remains on fire!
Kaya!

Banditos! |

Grievously wounded, Blue Bandit fights for his life!
Blue Bandit
◆) Interact to Draw Shortsword
◆◆) Strike Amiri x2
Blue Bandit to Shortsword (P; agile) vs Amiri (AC 19 / clumsy): 1d20 + 5 ⇒ (6) + 5 = 111d6 + 2 ⇒ (6) + 2 = 8
Blue Bandit to Shortsword (P; agile) w/ MAP (-4) vs Amiri (AC 19 / clumsy): 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 211d6 + 2 ⇒ (3) + 2 = 5
She leaves an opening which he exploits! (-10 damage)

GM rainzax |

AMBUSH
Reactions: Unready (Ambush)
Lighting: Bright
Terrain: Rocks and Bushes are Difficult Terrain but allow (◆) Take Cover
Monster ID: Society or Warfare Lore (Don't forget to ask one question!)
Putting out the Fire: Adjacent to cart, (◆) Interact roll a Reflex (DC 16) or other ideas
Red Bandit (AC 15, HP 15) w/ shortbow
Orange Bandit (AC 15, HP 15) w/ shortbow
Amiri @ -10
Natalu
Blue Bandit (AC 15, 02/15 HPs) w/ shortbow and shortsword
Kaya
Tandang
Green Bandit (AC 15 w/ +2 Take Cover) w/ shortbow
Purple Bandit (AC 15 w/ +2 Take Cover) w/ shortbow
Qigiq
Black Bandit Leader (AC ?? w/ +2 Take Cover) w/ shortbow
Wagons @ Red on fire (-1)
➤➤➤➤➤➤➤➤➤➤
Kaya and Tandang are Up!

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I can't get into melee unless I triple move right now, so
Move Action 1
Pull out Longbow, Action 2
Fire Longbow Shot at red, Action 3 hit: 1d20 + 6 ⇒ (2) + 6 = 8 dmg: 1d8 ⇒ 4
I've positioned myself so I'm adjacent to 2 allies, so if any enemies try to attack one of those two, even with a ranged shot, I will do this.
INTERCEPT STRIKE [reaction]
GUARDIAN
Trigger An adjacent ally takes physical damage.
You fling yourself in the way of oncoming harm to protect an ally. You take the damage instead of your ally, though thanks to your armor, you gain resistance to all damage against the triggering damage equal to 2 + your level.

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Tandang moves closer to the burning wagon and brings about a 'cold' splash of water from the nearest oasis! "I'll take care of the fire!"
◆ Stride
◆◆ Rousing Splash
Seeing that the cantrip has a Water trait, I assume that it can counter mundane fire, utilizing the cantrip like water, instead for its healing properties, if the GM will allow it given that the cantrip's target is a creature, not an object. Though I am not sure if I should roll something for the effectivity of the cantrip.
DC 16 Reflex save: 1d20 + 7 ⇒ (14) + 7 = 21
◆ Stride
◆ Stride
◆ Interact to put out fire

Banditos! |

Kaya swap weapons, repositions, and misses, while Tandang puts out the fire on Red Wagon at the front of the caravan.
But then Green and Purple Bandit focus fire on the rear of the caravan - both learning from Blue's mistake and taking cover afterwards!
Green Bandit
◆) Interact to Draw Bomb
◆) Strike w/ Bomb vs Green Wagon
◆) Take Cover
Green Bandit to Throw Bomb (1d8 fire, 1 splash) w/ range increment (-4) vs Red Wagon (AC 10): 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 81d8 ⇒ 41 = 1
Purple Bandit
◆) Interact to Draw Bomb
◆) Strike w/ Bomb vs Green Wagon
◆) Take Cover
Purple Bandit to Throw Bomb (1d8 fire, 1 splash) w/ range increment (-4) vs Red Wagon (AC 10): 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 131d8 ⇒ 21 = 1
Green Wagon now starts to burn!

GM rainzax |

AMBUSH
Reactions: Unready (Ambush)
Lighting: Bright
Terrain: Rocks and Bushes are Difficult Terrain but allow (◆) Take Cover
Monster ID: Society or Warfare Lore (Don't forget to ask one question!)
Putting out the Fire: Adjacent to cart, (◆) Interact roll a Reflex (DC 16) or other ideas
Red Bandit (AC 15, HP 15) w/ shortbow
Orange Bandit (AC 15, HP 15) w/ shortbow
Amiri @ -10
Natalu
Blue Bandit (AC 15, 02/15 HPs) w/ shortbow and shortsword
Kaya
Tandang
Green Bandit (AC 15 w/ +2 Take Cover) w/ shortbow
Purple Bandit (AC 15 w/ +2 Take Cover) w/ shortbow
Qigiq
Black Bandit Leader (AC ?? w/ +2 Take Cover) w/ shortbow
Wagons @ Green on fire (-4)
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Qigiq is Up!

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Qigiq moves toward Amiri and opts to defend her by trying to strike down her injured foe.
◆ Stride
◆ Draw javelin (interact)
◆ Strike vs. Blue: +1 striking javelin (T): 1d20 + 9 ⇒ (12) + 9 = 21
magic, piercing: 2d6 + 2 ⇒ (4, 3) + 2 = 9

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Kaya knows they are spread out and doesn't feel like chasing them down. bow shot at red: 1d20 + 6 ⇒ (10) + 6 = 16 dmg: 1d8 ⇒ 8 action 1
bow shot at red: 1d20 + 1 ⇒ (6) + 1 = 7 dmg: 1d8 ⇒ 7 action 2
Action 3, if red is down, I will move next to my other ally Natalu. Are you large sized or is that an aura? See the red arrow, I have to be adjacent to you for me to use my intercept reaction, as the more enemies have a clearer shot at you vs anyone else.
If red is not down, action 3 is shoot red hit: 1d20 + 6 - 10 ⇒ (10) + 6 - 10 = 6 dmg: 1d8 ⇒ 4

Banditos! |

Qigiq puts Blue Bandit out of it's misery, freeing up Amiri.
The cunning leader focuses intently on the party's commander... and fires!
Black Bandit Leader
◆) Take Cover
◆) Single Out
◆) Strike at Nat
Shortbow (deadly d10) w/ Single Out (-0 range increment) vs Nat (AC 20): 1d20 + 8 - 0 ⇒ (1) + 8 - 0 = 91d6 ⇒ 11d10 ⇒ 4
Green Wagon continues to burn! On Fire: 1d6 ⇒ 6
His subordinates stick to tossing more fire bombs at the lead wagons!
Red Bandit
◆) Interact to Draw Bomb
◆) Strike w/ Bomb vs Blue Wagon
◆) Take Cover
Red Bandit to Throw Bomb (1d8 fire, 1 splash) w/ range increment (-2) vs Blue Wagon (AC 10): 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 101d8 ⇒ 61 = 1
Orange Bandit
◆) Interact to Draw Bomb
◆) Strike w/ Bomb vs Red Wagon
◆) Take Cover
Orange Bandit to Throw Bomb (1d8 fire, 1 splash) w/ range increment (-4) vs Red Wagon (AC 10): 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 171d8 ⇒ 71 = 1

GM rainzax |

AMBUSH
Lighting: Bright
Terrain: Rocks and Bushes are Difficult Terrain but allow (◆) Take Cover
Monster ID: Society or Warfare Lore (Don't forget to ask one question!)
Putting out the Fire: Adjacent to cart, (◆) Interact roll a Reflex (DC 16) to extinguish 1d6 fire damage (roll if you succeed)
Red Bandit (AC 15 w/ +2 Take Cover, HP 15/15) w/ shortbow
Orange Bandit (AC 15 w/ +2 Take Cover, HP 15/15) w/ shortbow
Amiri @ -10
Natalu @ Singled Out by Black
Kaya
Tandang
Green Bandit (AC 15 w/ +2 Take Cover, HP 15/15) w/ shortbow
Purple Bandit (AC 15 w/ +2 Take Cover, HP 15/15) w/ shortbow
Qigiq
Black Bandit Leader (AC ?? w/ +2 Take Cover, HP ??/??) w/ shortbow @ Singling Out Nat
Wagons @ Green on fire (-10), Blue on fire (-7), Red on fire (-8)
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Everyone (except Qigiq) is Up!

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Action 1, Longbow shot at red hit: 1d20 + 6 ⇒ (15) + 6 = 21 dmg: 1d8 ⇒ 3
Action 2, Longbow shot at red hit: 1d20 + 1 ⇒ (20) + 1 = 21 dmg: 1d8 ⇒ 2
Action 3, Move Red Line drawn to show where I was. I only have to move 1 diagnol
Looks like shot 2 crit, so 4 damage, Plus deadly d10: 1d10 ⇒ 10 So 3 dmg first shot and 14 dmg second shot, hopefully red is dead.

GM rainzax |

Kaya doubleshots Red Bandit who falls with a pained holler! (red is dead)
Amiri, Natalu, and Tandang!

Amiri PFS placeholder |

Amiri nods in acknowledgement to Qigiq. Always nice to have him watching your back! She bites back her rage for a little bit longer as she runs all the way to Purple I counted 70 out of my max speed of 75 feet, making sure to get around the covering rocks. She Sudden Charges the bandit and Strikes with what looks like a good blow!
Dice: 1d20 + 9 ⇒ (16) + 9 = 25, Damage, Slashing: 1d12 + 4 ⇒ (10) + 4 = 14
If critical due to being around cover, double damage.
◆Stride, ◆◆ Sudden Charge
Reaction ⟳ : No Escape.

GM rainzax |

Purple doesn't even see it coming! (another murdered bandit)
Natalu and Tandang!

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None of the tactics Natalu had so carefully prepared are particularly suited to this scenario. Putting out fires seems important, but stopping the enemies from reigniting them is clearly going to have to come first.
But maybe he can convince them to stop.
"I dunno why you want to do that, but haven't you noticed all of your friends dying? You might wanna give it up! Prindle, keep stomping the fire." The bird seems to have the hang of it this time!
Nat swaps his armaments, readying his bow--though his sword falls the ground.
"Follow the arrow!"
◆ Command an animal
>◆ Put out green fire Reflex: 1d20 + 7 ⇒ (18) + 7 = 25 anti-damage: 1d6 ⇒ 5
>◆ Put out red fire Reflex: 1d20 + 7 ⇒ (19) + 7 = 26 Anything extra on a crit? anti-damage: 1d6 ⇒ 5
[free] Drop rapier
◆ Swap shield for shortbow
◆ Guiding Shot Green +1 shortbow: 1d20 + 9 ⇒ (8) + 9 = 17 for piercing damage: 1d6 ⇒ 3. The next creature to attack Green gains a +1 circumstance bonus to their attack roll.

GM rainzax |

Prindle puts out flames while his commander's arrow strikes true!
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AMBUSH
Lighting: Bright
Terrain: Rocks and Bushes are Difficult Terrain but allow (◆) Take Cover
Monster ID: Society or Warfare Lore (Don't forget to ask one question!)
Putting out the Fire: Adjacent to cart, (◆) Interact roll a Reflex (DC 16) to extinguish 1d6 fire damage (roll if you succeed) - Rousing Splash automatically critically succeeds (2d6)
Orange Bandit (AC 15 w/ +2 Take Cover, HP 15/15) w/ shortbow
Amiri @ -10
Natalu @ Singled Out by Black
Kaya
Tandang
Green Bandit (AC 15 w/ +2 Take Cover, HP 12/15) w/ shortbow @ Guided (next PC +1 to hit this guy)
Qigiq
Black Bandit Leader (AC ?? w/ +2 Take Cover, HP ??/??) w/ shortbow @ Singling Out Nat
Wagons @ Green on fire (-5), Blue on fire (-7)
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Tandang is Up!

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"I will handle this one!" Tandang referes to Blue Wagon. He gets close to it and throws sand to quench its flames
DC 16 Reflex save: 1d20 + 7 ⇒ (2) + 7 = 9
He tries again!
DC 16 Reflex save: 1d20 + 7 ⇒ (20) + 7 = 27
◆ Stride
◆ Interact to Quench Flame on Blue Wagon
◆ Interact to Quench Flame on Blue Wagon

GM rainzax |

Tandang Puts Out Fire on Blue Wagon: 2d6 ⇒ (2, 1) = 3
The druid struggles against the fire...

Banditos! |

Green Bandit aims for the recently extinguished Red Wagon again!
Green Bandit
◆) Interact to Draw Bomb
◆) Strike w/ Bomb vs Red Wagon
◆) Take Cover
Green Bandit to Throw Bomb (1d8 fire, 1 splash) w/ range increment (-4) vs Red Wagon (AC 10): 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 211d8 ⇒ 31 = 1
Several goblins disembark as something explodes!

GM rainzax |

➤➤➤➤➤➤➤➤➤➤
AMBUSH
Lighting: Bright
Terrain: Rocks and Bushes are Difficult Terrain but allow (◆) Take Cover
Monster ID: Society or Warfare Lore (Don't forget to ask one question!)
Putting out the Fire: Adjacent to cart, (◆) Interact roll a Reflex (DC 16) to extinguish 1d6 fire damage (roll if you succeed) - Rousing Splash automatically critically succeeds (2d6)
Orange Bandit (AC 15 w/ +2 Take Cover, HP 15/15) w/ shortbow
Amiri @ -10
Natalu @ Singled Out by Black
Kaya
Tandang
Green Bandit (AC 15 w/ +2 Take Cover, HP 12/15) w/ shortbow @ Guided (next PC +1 to hit this guy)
Qigiq
Black Bandit Leader (AC ?? w/ +2 Take Cover, HP ??/??) w/ shortbow @ Singling Out Nat
Wagons @ Green on fire (-5), Blue on fire (-4), Red on fire (-7)
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Qigiq is Up!