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Gale looks over his shoulder to see all the brainy types behind him and sighs. His manner suddenly shifts, and while his expression doesn't change at all he suddenly starts staggering to the left and right, as though he's either very drunk or trying to lure the ooze in front of him out of position. Then, suddenly, he shouts, his arms flaring as he lashes out with both arms in sudden strikes forward that flash with energy, before he takes a third swing...
◆Stumbling Stance into ◆Cast Inner Upheaval for Force and take a flurry on RED as part of it, then take another ◆Strike on RED without.
Flurry 1: 1d20 + 9 ⇒ (7) + 9 = 16 Bludgeoning Damage: 1d8 + 3 ⇒ (8) + 3 = 11 Force Damage: 1d6 ⇒ 4
Flurry 2: 1d20 + 4 ⇒ (11) + 4 = 15 Bludgeoning Damage: 1d8 + 3 ⇒ (5) + 3 = 8 Force Damage: 1d6 ⇒ 3
Strike: 1d20 - 1 ⇒ (9) - 1 = 8 Bludgeoning Damage: 1d8 + 3 ⇒ (7) + 3 = 10
So, total is first the Inner Upheaval deals 19 Bludgeoning and 7 Force, assuming a 15 hits, as a single blow for DR purposes, then if an 8 hits that's 10 more Bludgeoning.

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Seeing the situation the Shisk decides to ask for the help of the spirits. He casts Runic body and transforms himself then into a bear (Darkened forest form).

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Lokoloko moves up, pulls out a bottle of alchemist and hurls it at the ooze Nikma is dealing with. He then pulls out a bottle of blue liquid and chucks that at the one Tharpe is contending with.
Moderate Alchemist Fire, 30' range vs Blue Ooze: 1d20 + 10 ⇒ (8) + 10 = 18 for Fire Damage, Burn It!: 2d8 + 1 ⇒ (7, 4) + 1 = 12 plus Persistent Fire: 2 = 2 plus Splash Damage (Fire): 2 = 2 Critical Hit: Double Damage
Moderate Bottled Lightning, 30' range vs Yellow: 1d20 + 5 ⇒ (5) + 5 = 10 for Electricity Damage: 2d8 ⇒ (7, 8) = 15 plus Electricity Splash Damage: 2 = 2 Target Flat-footed on hit; Critical Hit: Double Damage
I think these are immune to crits
◆ Stride
◆ Bomb vs Blue (Quick Bomber)
◆ Bomb vs Yellow (Quick Bomber)

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Yeah they are, but Tharpe has crit spec (as Ruffian vs off-guard targets), which would mean bleeding 1d6 - but oozes could be resistant to bleeding :(

GM Frost |

All but the last of Gale's strikes hit the Red Ooze in front of him. 11 B +4 Force +8 B +3 Force
Rinshu calls upon the aid of the spirits to empower himself and turn into a bear.
Lokoloko closes in and throws a bottle to burn it. 12 fire damage, immune to Crit Hits, 2 persistent fire, 2 splash fire damage Some of the fire splashes to Nikma and Sir Miles.
He throws another to electrocute Yellow. 15 E, 2 splash E damage Some current jumps to Tharpe.
Yeah they are, but Tharpe has crit spec (as Ruffian vs off-guard targets), which would mean bleeding 1d6 - but oozes could be resistant to bleeding :(
Immune to bleed, unfortunately.
Yellow Ooze tries to stick its pseudopod to Tharpe!
Pseudopod Attack: 1d20 + 9 ⇒ (11) + 9 = 20 vs Tharpe AC 21
Pseudopod Attack, MAP: 1d20 + 9 - 5 ⇒ (11) + 9 - 5 = 15 vs vs Tharpe AC 21
Having missed to hit, the ooze unleashes a wave of filth, covering all creatures within a 20-foot emanation. Each creature in the area must succeed at a DC 17 Reflex save (Tharpe, Gale, Lokoloko) or take 1d4 ⇒ 3 acid damage and take a –10-foot penalty to its Speeds for 1 minute (on a critical failure, the creature also falls prone). A creature can spend an Interact action to clean someone off, decreasing the Speed penalty by 5 feet with each action.
The same goes with Blue ooze, attacking Sir Miles and then Nikma.
Pseudopod Attack: 1d20 + 9 ⇒ (15) + 9 = 24 vs Sir Miles AC 20
Damage: 1d6 + 1 ⇒ (1) + 1 = 2 bludgeoning plus 1d4 ⇒ 4 acid damage
Pseudopod Attack, MAP: 1d20 + 9 - 5 ⇒ (19) + 9 - 5 = 23 vs Nikma AC 20
Damage: 1d6 + 1 ⇒ (5) + 1 = 6 bludgeoning plus 1d4 ⇒ 2 acid damage
It also unleashes a wave of filth, covering all creatures within a 20-foot emanation. Each creature in the area must succeed at a DC 17 Reflex save (Sir Miles, Nikma, Lokoloko) or take 1d4 ⇒ 1 acid damage and take a –10-foot penalty to its Speeds for 1 minute (on a critical failure, the creature also falls prone). A creature can spend an Interact action to clean someone off, decreasing the Speed penalty by 5 feet with each action.
⬤ SEWER RUSH! Round 2 ⬤
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard
BEFORE YOUR TURN
❗ Sir Miles: DC 17 Reflex save vs Filth Wave B ❗
❗ Nikma Odria: DC 17 Reflex save vs Filth Wave B ❗
❗ Tharpe: DC 17 Reflex save vs Filth Wave A ❗
❗ Lokoloko: DC 17 Reflex save vs Filth Wave A; DC 17 Reflex save vs Filth Wave B ❗
❗ Gale Goumel: DC 17 Reflex save vs Filth Wave A ❗
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Flory Buntzer (AC 18) (HP 32/32) | 2☘️ |
➤⠀⠀⠀Sir Miles (AC 20) (HP 29/37) |
➤ Nikma Odria (AC 20) (HP 31/41) | 2☘️ |
➤ Tharpe (AC 21) (HP 46/48) | 2☘️ |
Red Ooze (HP -26) |
Rinshu (AC 18) (HP 38/38, +5 tHP) | 2☘️ |
Lokoloko (AC 21) (HP 42/42) | 2☘️ |
Gale Goumel (AC 19) (HP 44/44) | 2☘️ |
Yellow Ooze (HP -10) | OG |
Blue Ooze (HP -27) |
AFTER YOUR TURN
❗ Blue Ooze: DC 15 flat check vs 2 splash fire damage ❗
EFFECTS & CONDITIONS REFERENCE

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Reflex: 1d20 + 11 ⇒ (17) + 11 = 28
Lokoloko leaps, grabs an overhead ledge and holds on, tucking his legs up as the filth wave washes beneath him.
Now that's a sight to behold for a goblin! :)

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DC 17 Reflex: 1d20 + 10 ⇒ (18) + 10 = 28
Nikma is able to dodge the filth wave and lays into the nearby ooze.
◆ Strike BLUE: +1 bastard sword attack, slashing damage (two-hand, magical): 1d20 + 9 ⇒ (15) + 9 = 241d12 + 3 ⇒ (7) + 3 = 10
◆ Strike BLUE: +1 bastard sword attack (flurry), slashing damage (two-hand, magical): 1d20 + 9 - 3 ⇒ (4) + 9 - 3 = 101d12 + 3 ⇒ (3) + 3 = 6
◆ Strike BLUE: +1 bastard sword attack (flurry), slashing damage (two-hand, magical): 1d20 + 9 - 6 ⇒ (2) + 9 - 6 = 51d12 + 3 ⇒ (3) + 3 = 6
IF BLUE is down with any actions left, Nikma will stride towards RED

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"Yous technique good, Longshanks!" Lokoloko calls to Nikma as he watches the human avoid the slime.

GM Frost |

Lokoloko and Nikma easily handle the filthy situation they are dealing with. Nikma has no trouble eliminating Blue Ooze, leaving it burned and sliced to mundane jelly pieces. Blue out
Lokoloko still has to roll again, for Filth Wave B.
⬤ SEWER RUSH! Round 2 ⬤
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard
BEFORE YOUR TURN
❗ Sir Miles: DC 17 Reflex save vs Filth Wave B ❗
❗ Tharpe: DC 17 Reflex save vs Filth Wave A ❗
❗ Lokoloko: DC 17 Reflex save vs Filth Wave B ❗
❗ Gale Goumel: DC 17 Reflex save vs Filth Wave A ❗
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Flory Buntzer (AC 18) (HP 32/32) | 2☘️ |
➤⠀⠀⠀Sir Miles (AC 20) (HP 29/37) |
Nikma Odria (AC 20) (HP 31/41) | 2☘️ |
➤ Tharpe (AC 21) (HP 46/48) | 2☘️ |
Red Ooze (HP -26) |
Rinshu (AC 18) (HP 38/38, +5 tHP) | 2☘️ |
Lokoloko (AC 21) (HP 42/42) | 2☘️ |
Gale Goumel (AC 19) (HP 44/44) | 2☘️ |
Yellow Ooze (HP -10) | OG |
Blue Ooze (HP -43) |
EFFECTS & CONDITIONS REFERENCE

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Reflex vs Wave B: 1d20 + 11 ⇒ (13) + 11 = 24
Lokoloko gets hit by some of the slime and pulls his legs higher to escape. He hisses more from surprise than pain as acid burns the back of his thigh. "Bah!" he growls, "Fires burn worse when mixing bomb!"
He appears unharmed, though he limps a bit...

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I havent seen yello wstanding up, I will assume that it did not do second strike and did get up
Reflex save, DC17: 1d20 + 10 ⇒ (19) + 10 = 29
Tharpe easily dodges the extrements, and he tries again to trip the creature
Athletics, kukri@yellow: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16
Than he strikes twice
Kukri@yellow possibly og: 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14
Damage, s: 2d6 + 4 ⇒ (1, 5) + 4 = 10
Kukri@yellow possibly og: 1d20 + 11 - 8 ⇒ (2) + 11 - 8 = 5
Damage, s: 2d6 + 4 ⇒ (4, 1) + 4 = 9

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The great spider is nimble for his size, and avoids the worst of the filth.
”Well struck, good sir knight!”, says Flory. She makes sewing motions in the air, and his wounds start to close.
He scuttles over to Tharpe, and bites at his foe.
Flory: Cast heal [two-action]
Sir Miles: Stride, Strike Yellow
Attack: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 3d6 + 4 ⇒ (5, 2, 2) + 4 = 13S

GM Frost |

The ability does not mention taking half damage on a Successful save so... Lokoloko escapes the wave of acid thrown at them.
I havent seen yello wstanding up, I will assume that it did not do second strike and did get up
I missed that, I should have put Prone (OG) for Yellow, yes, let say it stands and strikes and does filth wave.
Tharpe manages to be not burned by the acid wave. He tries to trip it again but it just bounces his kukri back to him. Fail He manages to slice a part of it once, anyway. 10 S damage
Sir Miles also saves himself from the filth. Flory heals Sir Miles' wounds, bringing him back to full health, like nothing happened. Sir Miles, on the other hand, moves (which I moved to other side because that part is not part of the sewer) to attack Yellow to add gaping wounds to it. Immune to crit, 13 S damage The Yellow Ooze is still standing.
The Red Ooze sticks its pseuodopod to Gale!
Pseudopod Attack: 1d20 + 11 ⇒ (3) + 11 = 14 vs Gale AC 19
And again.
Pseudopod Attack, MAP: 1d20 + 11 - 5 ⇒ (4) + 11 - 5 = 10 vs Gale AC 19
And unleashes a wave of filth too, covering all creatures within a 20-foot emanation. Each creature in the area must succeed at a DC 17 Reflex save (Sir Miles, Tharpe, Gale, Lokoloko, Rinshu, Flory) or take 1d4 ⇒ 3 acid damage and take a –10-foot penalty to its Speeds for 1 minute (on a critical failure, the creature also falls prone). A creature can spend an Interact action to clean someone off, decreasing the Speed penalty by 5 feet with each action.
⬤ SEWER RUSH! Round 2 ⬤
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard
BEFORE YOUR TURN
❗ Flory Buntzer: DC 17 Reflex save vs Filth Wave C ❗
❗ Sir Miles: DC 17 Reflex save vs Filth Wave C ❗
❗ Tharpe: DC 17 Reflex save vs Filth Wave C ❗
❗ Rinshu: DC 17 Reflex save vs Filth Wave C ❗
❗ Lokoloko: DC 17 Reflex save vs Filth Wave C ❗
❗ Gale Goumel: DC 17 Reflex save vs Filth Wave A; DC 17 Reflex save vs Filth Wave C ❗
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Flory Buntzer (AC 18) (HP 32/32) | 2☘️ |
⠀⠀⠀Sir Miles (AC 20) (HP 37/37) |
Nikma Odria (AC 20) (HP 31/41) | 2☘️ |
Tharpe (AC 21) (HP 46/48) | 2☘️ |
Red Ooze (HP -26) |
➤ Rinshu (AC 18) (HP 38/38, +5 tHP) | 2☘️ |
➤ Lokoloko (AC 21) (HP 42/42) | 2☘️ |
➤ Gale Goumel (AC 19) (HP 44/44) | 2☘️ |
Yellow Ooze (HP -33) |
Blue Ooze (HP -43) |
EFFECTS & CONDITIONS REFERENCE

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Lokoloko chucks a pair of bottled lightnings at Yellow and Red
Moderate Bottled Lightning, 30' range vs Yellow: 1d20 + 10 ⇒ (20) + 10 = 30 for Electricity Damage: 2d8 ⇒ (7, 6) = 13 plus Electricity Splash Damage: 2 = 2 Target Flat-footed on hit; Critical Hit: Double Damage
Moderate Bottled Lightning, 30' range, MAP vs Red: 1d20 + 5 ⇒ (8) + 5 = 13for Electricity Damage: 2d8 ⇒ (1, 4) = 5 plus Electricity Splash Damage: 2 = 2 Target Flat-footed on hit; Critical Hit: Double Damage
Yellow is OG for sure
He follows with an Alchemist Fire at Yellow.
Moderate Alchemist Fire, 30' range, MAP 2+: 1d20 + 1 ⇒ (1) + 1 = 2 for Fire Damage, Burn It!: 2d8 + 1 ⇒ (3, 6) + 1 = 10 plus Persistent Fire: 2 = 2 plus Splash Damage (Fire): 2 = 2 Critical Hit: Double Damage EEEK!
Alchemist Fire: 2/4
Bottled Lightning: 0/2
Ghost Charge: 1/1
Elixir of Life: 1/1
Versatile: 5/6

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Ref: 1d20 + 11 ⇒ (18) + 11 = 29
Lokoloko easily avoids the slime again...

GM Frost |

Lokoloko electrifies Yellow Ooze into soft but burned gooey mass. Yellow out. Some current jumps to Sir Miles and Tharpe.
Another is thrown to Red that boils off some part of the ooze. 5+2 damage The lightning is splashed to Sir Miles (again) and Gale as well.
Redirecting, he throws something that produces fire this time but the bottle bounces on his target and the thing explodes somewhere behind them.
⬤ SEWER RUSH! Round 2 ⬤
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard
BEFORE YOUR TURN
❗ Flory Buntzer: DC 17 Reflex save vs Filth Wave C ❗
❗ Sir Miles: DC 17 Reflex save vs Filth Wave C ❗
❗ Tharpe: DC 17 Reflex save vs Filth Wave C ❗
❗ Rinshu: DC 17 Reflex save vs Filth Wave C ❗
❗ Gale Goumel: DC 17 Reflex save vs Filth Wave A; DC 17 Reflex save vs Filth Wave C ❗
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Flory Buntzer (AC 18) (HP 32/32) | 2☘️ |
⠀⠀⠀Sir Miles (AC 20) (HP 35/37) |
Nikma Odria (AC 20) (HP 31/41) | 2☘️ |
Tharpe (AC 21) (HP 44/48) | 2☘️ |
Red Ooze (HP -33) | OG |
➤ Rinshu (AC 18) (HP 38/38, +5 tHP) | 2☘️ |
Lokoloko (AC 21) (HP 42/42) | 2☘️ |
➤ Gale Goumel (AC 19) (HP 44/44) | 2☘️ |
Yellow Ooze (HP -48) |
Blue Ooze (HP -43) |
EFFECTS & CONDITIONS REFERENCE

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Reflex: 1d20 + 7 ⇒ (7) + 7 = 14
The bear steps to bite the ooze.
In animal form: AC 19. 5 temporary Hit Points. Low-light vision and imprecise scent 30 feet.
Jaws, Runic body: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Damage:3d8 + 1 ⇒ (3, 7, 5) + 1 = 16
And he strikes it as well.
Claw: 1d20 + 9 + 1 - 4 ⇒ (17) + 9 + 1 - 4 = 23
Damage: 2d8 + 1 ⇒ (1, 1) + 1 = 3

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Reflex Save vs Filth Wave A: 1d20 + 9 ⇒ (7) + 9 = 16
Reflex Save vs Filth Wave C: 1d20 + 9 ⇒ (18) + 9 = 27
Gale starts looking. . . a bit annoyed as first lightning, then . . . stuff . . . washes over him. "Ugh. . . still, good work guys. This. . . should . . . finish it!" And he proceeds to . . . . stumble around the creature's flank like he's been downing hard spirits by the bottle, his limbs seeming to wildly flail about while still smacking the disgusting creature hard.
Right, may as well go full on multiattack here. ◆Flurry, ◆Strike, ◆Strike
Flurry A: 1d20 + 9 ⇒ (8) + 9 = 17 for Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Flurry A: 1d20 + 4 ⇒ (5) + 4 = 9 for Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Strike A: 1d20 - 1 ⇒ (5) - 1 = 4 for Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Strike B: 1d20 - 1 ⇒ (10) - 1 = 9 for Damage: 1d8 + 3 ⇒ (1) + 3 = 4
...although only the first blow seems to do much.

GM Frost |

The filth sticks to Flory while Sir Miles evades the wave.
Rinshu is washed with the filth too but steps close, biting and clawing the remaining ooze. 16+3 damage Her attacks are enough to make the ooze become a puddle of jellies torn to pieces.
Rolling Tharpe's save... Tharpe's Reflex Save (E): 1d20 + 10 ⇒ (6) + 10 = 16 Fail, 3 acid damage
Gale and Tharpe are also splashes with some acidic filth.
COMBAT OVER!
Sir Miles (35/37 HP)
Nikma Odria (31/41 HP) [2☘️]
Tharpe (41/48 HP) [2☘️]
Rinshu (38/38 HP) [2☘️]
Lokoloko (42/42 HP) [2☘️]
Gale Goumel (41/44 HP) [2☘️]

GM Frost |

Kivzyz is happy that the sewer ooze are gone. "Thank you so much for helping me!" and gives the group a purse that contains a fine gold ring. "You should take this as reward." he then motions everyone to get out of the sewer so they can help others.
It takes 15 minutes to get into the sewer and 15 minutes back to get out, consuming one 30-minute block of your time left before the feast. For anyone with pearly white aeon stone, I will adjust the HP. If anyone needs healing or refocus, we can spend one 30-minute block of your time for that, just let me know or we can proceed to helping more people.
So far, this is the time left in 30-minute blocks before dinner feast: [X][X]-[ ][ ]-[ ][ ]-[ ][ ]

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”Hardly the worse for wear”, says Flory. She waves her hand in a brushing motion, and the nastiness falls away from her (and anyone else who can use some freshening up). Cast prestidigitation

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Lokoloko mixes a quick potion and hands it to Tharpe.
"Yous drink! Make yous feel better" he says, as the party walks out of the sewers.
It's greenish in color and tastes a bit sour, you wouldn't be surprised if there was pickle brine mixed into it! :)

GM Frost |

Apologies for the silence. I've been busy these past few days preparing for audits scheduled over the next two weeks. I may also be slow to post next week due to the audits.
Just as they arrive at where they meet Kivzyz, a farmer approaches them for another help needed.
Aggressive Farming
“Hello, Pathfinders. You see, we perform lots of farming around here given our natural verdancy. Unfortunately… I’ve been a bit lax on my land. Would you come with me and help me clear it up a bit? I’ve not maintained my tools or cleaned like I should and I’m a bit embarrassed about it. I am Kana, by the way.” The farmer, a song’o halfling named Kana, leads the group to an area slightly outside of the bazaar where their farmland is, as described, in disrepair.
Each PC can only make one check for each 30 minute period with the following skills:
> DC 16 Athletics check can tend to the manual labor of the land, clearing out broken fencing, and generally helping to get the land back in order
> DC 18 Nature Check or DC 17 Farming Lore check to Recall Knowledge can provide information on how best to deal with the fauna now and going forward
> DC 20 Diplomacy check to Make an Impression, or DC 18 Intimidation check to Coerce, can convince Kana to take the work seriously.
> Other skills appropriate for the situation will be allowed at DC 20 check.
I am looking for a certain number of successes, so help Kana with her farm.

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Nikma chuckles.
Manual labor is it? Alright Kana, we'll help you.
He proceeds to tend to the manual labor of the land, clearing out broken fencing, and generally helping to get the land back in order.
DC16 Athletics: 1d20 + 8 ⇒ (20) + 8 = 28

GM Frost |

Working together, even just the two of them, Nikma and Rinshu are more than capable of handling the mundane task at hand. The farmer watches in awe as their efforts transform the farm into a neat and orderly state.
Success!
"Thank you so much! I will remember what your spirits teach me so that I can keep the farm as neat as this!" the farmer thanks them profusely. Kana’s land and their ability to properly maintain it has improved by leaps and bounds.
So far, this is the time left in 30-minute blocks before dinner feast: [X][X]-[X][ ]-[ ][ ]-[ ][ ]
Full Bellies, Warm Hearts
Once they are out from the farm, they find that not only is there opportunity to help with the upcoming feast, but there are several others feeding and providing nourishment to members of their community in more holistic ways. No matter the circumstances of their needs, other members of the community have stepped up to help.
"Hello, Pathfinders. I am Leaping Gazelle and I hope you are free to help me." a matronly kholo approaches them.
"Would you mind helping those without the means to buy food by preparing meals, speaking with patrons, sharing stories, or providing care?" she motions them toward the unusually large crowd that they can help with.
Each PC can only make one check for each 30-minute period with the following checks:
> DC 20 Crafting or DC 18 Cooking Lore check to Craft prepares excellent meals despite the meager kitchen
> DC 16 Medicine check to Administer First Aid can help treat those who haven’t been able to receive proper care
> DC 16 Performance check to Perform entertains those in attendance in some fashion
> DC 18 Perception check provides a sympathetic ear to those in attendance
> Other skills appropriate for the situation will be allowed at DC 20 check.
I am looking for a certain number of successes, so help the crowd prepare what they need.

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Gale smirks. "All right, well, let's get to work then."
Ahletics because who doesn't like hard work?: 1d20 + 8 ⇒ (3) + 8 = 11
Will use a Hero Point
Ahletics because who doesn't like hard work?: 1d20 + 8 ⇒ (15) + 8 = 23

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Flory hums to herself as she prepares a lentil dish. You get the impression that she does this when she’s engrossed in her work. Lady Gwendolyn nudges spices towards her as needed.
Crafting: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16
Hero Point
Crafting: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34

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Er...oops, forget my last post. Bad timing, it was meant to go with the former challenge.
Gale looks around, and then roots around in his kit to pull out some bandages, then a small collection of exotic liquor bottles. "Right...let's see...." The various selections, to those who might be in the know, are at least rumored to have medical properties, and the bandages are clean...
Medicine, DC 16: 1d20 + 6 ⇒ (10) + 6 = 16

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I see two crit successes again, but just in case...
Nikma is not the best cook, but he helps hand out food, organize medicinal supplies, and primarily asks the recipients about their situations. He figures listening to their stories will boost their spirits.
DC 18 Perception: 1d20 + 8 ⇒ (7) + 8 = 15 well... no help anyway. I don't think we need a hero point on this one.

GM Frost |

Flory prepares a fantastic lentil dish for everyone. Tharpe and Gale go to treat that are wounded and sick. Nikma joins in helping too because that's what Pathfinders do. His help is well-received by the community.
Success in helping the community!
Leaping Gazelle thanks them for all their hard work, telling them they did an excellent job.
So far, this is the time left in 30-minute blocks before dinner feast: [X][X]-[X][X]-[ ][ ]-[ ][ ]
Checking Out Unchecked Magic
After two hours of helping, there are still more people they need to help!
“You all look quite capable! You see, I’ve been performing some experiments in my home that have gotten out of hand. If you wouldn’t mind following me to my home, I can explain more!” As the Pathfinders follow an anadi named Weaver-of-Tales Djani to their home, they take the time to discuss, in excruciating detail, their experiments using their Familiar as a focal point for a ritual they were researching. However, they often flit between theoretical models, other planned research, and similar digressions, resulting in a failure to say anything of substance.
After their ranting, they finally convey what they want to tell, “Something seems to have gone wrong with the ritual. If you can get there and just stop my familiar from getting too out of control, I would appreciate it! We’ve grown quite attached and I’d hate to go through the process of finding a new one. Ultimately, if you can’t, could you just report back the findings of the experiment? Thank you! I really appreciate it!”
Inside the home, a bat — said familiar, clearly identified by the trail of arcane sparks following behind it — is zipping about in a panic. If left unattended, these sparks could start a fire, or potentially set off some other arcane chaos.
Each PC can only make one check for each 30-minute period with the following checks:
> DC 20 Arcane or Occultism check to Recall Knowledge provides the means to stop the ritual (gaining an additional Community Point for preventing a potential fire). You need only succeed at this check once, as removing the ritual’s power makes further attempts necessary.
> DC 16 Athletics check to Grapple will grab onto the bat.
> DC 20 Nature check to Command an Animal will make the bat more likely to stay in one place
> DC 18 Perception check can help keep sight of the bat
> DC 18 Stealth check to Sneak lets a PC get close to the bat without it realizing
> Other skills appropriate for the situation will be allowed at DC 20 check.
I am looking for a certain number of successes, so help the anadi in handling their frenzied bat familiar.
I forgot to tell you that every successful task earns you Community Points. So far, your group earned 4 Community Points!

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As the Pathfinders follow an anadi named Weaver-of-Tales Djani to their home
Interesting. I though anadi did not reveal their true form (i.e., that they are even anadi), without some level of familiarity and trust.
Snatching it out of the air is clearly the easiest approach! He stands back by the wall of the interior, waiting until the bat glides by before...
DC16 Athletics: 1d20 + 8 ⇒ (17) + 8 = 25
snatching it out of the air.
Ha! he exclaims with gusto.

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Lokoloko quickly looks around and comes up with a mist-net thrower to snag the bat in the air without harming it.
Crafting: 1d20 + 12 ⇒ (6) + 12 = 18
His device works... except that Lokoloko misses the bat when it flies by...

GM Frost |

Nikma catches the bat familiar before Lokoloko's working mist-net thrower does the same objective. Flory readies herself to catch the familiar by hiding, now that it tries to escape Nikma's grasp when it gets too afraid when Rinshu is trying to calm it down.
I need one more success from those who have not rolled yet (Tharpe and Gale).

GM Frost |

Nikma catches the bat familiar before Lokoloko's working mist-net thrower does the same objective. Flory readies herself to catch the familiar by hiding, now that it tries to escape Nikma's grasp when it gets too afraid when Rinshu is trying to calm it down.
I need one more success from those who have not rolled yet (Tharpe and Gale).

GM Frost |

Tharpe and Gale makes sure the bat familiar does not go somewhere while Weaver-of-Tales Djani provides the means to stop the ritual after they bring the familiar to them.
Success in catching the bat familiar! Another community point for the group.
So far, this is the time left in 30-minute blocks before dinner feast: [X][X]-[X][X]-[X][ ]-[ ][ ]
"Thank you so much! I will take it from here." they tell the Pathfinders when twin brothers approach the group with one holding a smashed vase in his hands.
Two Sides
They introduce themselves as Jelani and Zahur, and Jelani is holding the remnants, and sadly explains, "I believe my twin brother smashed it out of jealousy. He must have knocked it off its shelf so that it would look like an accident."
Zahur claims otherwise. "I would never intentionally hurt my brother. I was simply careless when I knocked it over."
Each PC can only make one check for each 30-minute period to resolve the twin brothers' problem.
> DC 20 Crafting check to Repair can help fix the vase
> DC 18 Diplomacy check to Request can get the twins to listen to one another
> DC 16 Deception check to Lie or, Intimidation check to Coerce, will convince the brothers of dire consequences should this come between them
> Dc 20 Perception check to Sense Motive can determine how truthful each brother is being
> Other skills appropriate for the situation will be allowed at DC 20 check.
I am looking for a certain number of successes, so help them with the broken vase.

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"I's fix vase. This easy."
Crafting: 1d20 + 12 ⇒ (5) + 12 = 17
Unfortunately, Lokoloko seems to have confused glue with pickle brine...