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Society, Investigation Bonus: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
"Was that a bleeding medusa on the wind?" Jaehaera swears. She strides along the barbarian, though she falls behind getting out her spiked chain.
Jaehaera has a 35 move speed.

GM Valen |

As the Pathfinders approach, one of the technic zombies (yellow) moves forward to engage, showing surprising speed for an undead.
Stride x2
Melee Strike, fist (reach 10 feet) v Jaehaera: 1d10 + 12 ⇒ (6) + 12 = 18
The investigator easily avoids its blow.
MEETING AND MORGAN'S! - Round One Cont'd!
PCs in bold may act
Gnome (purple) (concealed; cover)
Farnguy
Hancock the Angry
Jaehaera
Technic Zombie (yellow)
Aeinquel
Pennypockets
Technic Zombie (red)
Oksar
Technic Zombie (blue)

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Fully expecting to get ganged up on, Hancock looks on with mystification as it darts past him to engage the skinny little elf.
"Hmph!"

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Aeinquel strides forward (x2), then whirls his staff around his head and throws it at the yellow zombie.
Hand of the Apprentice attack: 1d20 + 11 ⇒ (16) + 11 = 27
Base damage, B: 1d8 + 4 ⇒ (6) + 4 = 10
After it hits the zombie, it returns to his hands.

GM Valen |

As the goblin scuttles forward, the elf's staff flies forward to strike the technic zombie (yellow) with a significant impact.
Critical hit!
Another technic zombie (red) moves to place itself Hancock and the gnome.
Stride
It then trains its fists on the raging dwarf.
Melee Strike, fist (reach 10 feet) v Hancock: 1d10 + 12 ⇒ (2) + 12 = 14
Melee Strike, fist (reach 10 feet) v Hancock: 1d10 + 12 - 4 ⇒ (7) + 12 - 4 = 15
MEETING AND MORGAN'S! - Round One Cont'd!
PCs in bold may act
Gnome (purple) (concealed; cover)
Farnguy
Hancock the Angry
Jaehaera
Technic Zombie (yellow) -20 HP
Aeinquel
Pennypockets
Technic Zombie (red)
Oksar
Technic Zombie (blue)

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Oskar is shocked to see the cast starting the performance without him. "You are supposed to wait until I say 'Action!' - what is the world coming to?!?" He hurriedly trundles forward, or as hurriedly as his stubby halfling legs will allow.
◆◆ Stride 25' x2
When he gets close enough for everyone to hear he begins to shriek sing beautifully, an aria of bold adventure, certain to remind his comrades of just how brave and heroic they are!
◇ Lingering Composition
Performance, virtuosic performer, persona mask: 1d20 + 14 + 1 + 1 ⇒ (15) + 14 + 1 + 1 = 31 I'm presuming that Oskar would have turned off Musical Accompaniment while the group was approaching the building
DC for level 6 should be 22, so that's a success but not a crit - courageous anthem will be in effect for 3 rounds and Oskar spends 1 focus point (2 remaining)
[ooc]◆ Courageous Anthem: +1 status to attacks, dmg, and saves vs fear within 60' of Oskar.[/ooc ]

GM Valen |

As Oskar sings, another technic zombie (blue) moves to attack Hancock.
Stride
Melee Strike, fist (reach 10 feet) v Hancock: 1d10 + 12 ⇒ (6) + 12 = 18
Melee Strike, fist (reach 10 feet) v Hancock: 1d10 + 12 - 4 ⇒ (8) + 12 - 4 = 16
With Hancock posing the closest threat, the gnome targets the barbarian with a spell.
Cast slow
He continues to maintain cover.
Take Cover
MEETING AND MORGAN'S! - Round One Cont'd!
PCs in bold may act; Courageous Anthem: +1 status to attacks, dmg, and saves vs fear
Gnome (purple) (concealed; cover)
Farnguy
Hancock the Angry (Fort DC 25 v. slow)
Jaehaera
Technic Zombie (yellow) -20 HP
Aeinquel
Pennypockets
Technic Zombie (red)
Oksar
Technic Zombie (blue)

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fort save: 1d20 + 13 ⇒ (3) + 13 = 16
Hancock step in and pounds on the impudent spellcaster
*slow
*step
*attack
to hit maul: 1d20 + 14 ⇒ (1) + 14 = 15
Hero point for a reroll!!!
to hit maul: 1d20 + 14 ⇒ (3) + 14 = 17
force damage; cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (7, 9) + 8 = 24
ACK!

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Farnguy runs as fast as his stumpy legs allow, and then spores rush towards Hancock.
"Be swift, Hancock!" Farnguy says.
◆ Stride
◆◆ Cast Haste on Hancock

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Hancock, don't forget you have +1 to attacks and dmg

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Jaehaera takes a second to think of how she wants to attack.
Devise a Strategem against Yellow: 1d20 ⇒ 1
It doesn't look like the Zombie has a good opening. Jaehaera has Known Weakness, so I get a free Recall Knowledge. If its arcana or society, I have a +10, +9 if its crafting. If its religion, +8. If its a crit success, I give a +1 circumstance bonus to my allies to attack Yellow until the start of my next turn
She instead tries to wrap her spiked chain under the zombie's feet and get it off its feet.
Athletics vs Yellow Zombie's Reflex DC, Item and Status bonus: 1d20 + 9 + 1 + 1 ⇒ (8) + 9 + 1 + 1 = 19
She moves around and away from Yellow to give herself more options.
◆devise a stratagem ◇ recall knowledge ◆Trip ◆Stride

GM Valen |

Hancock maul swings wide of the gnome even as Farnguy swiftens him.
Jaehaera can find no weakness, but she manages to bring the technic zombie down.
Unfortunately, the creature rapidly returns to its feet.
Stand
It swings at a Pathfinder.
1 Farnguy, 2 Pennypockets: 1d2 ⇒ 1
Melee Strike, fist (reach 10 feet) v Farnguy: 1d20 + 12 ⇒ (6) + 12 = 18
Melee Strike, fist (reach 10 feet) v Farnguy: 1d20 + 12 - 4 ⇒ (19) + 12 - 4 = 27
Damage bludgeoning plus 1d6 electricity plus Improved Push 5 feet: 1d10 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8
Athletics to Push/Shove: 1d20 + 11 ⇒ (2) + 11 = 13
MEETING AND MORGAN'S! - Round Two Cont'd!
PCs in bold may act; Courageous Anthem: +1 status to attacks, dmg, and saves vs fear
Gnome (purple) (concealed; cover)
Farnguy - 8 HP
Hancock the Angry
Jaehaera
Technic Zombie (yellow) -20 HP
Aeinquel
Pennypockets
Technic Zombie (red)
Oksar
Technic Zombie (blue)

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The wizard studies the zombies, trying to figure out what they're resistant to.
One-action Recall Knowledge; possibly-relevant skill bonuses as follows: Religion +8T, Arcana +13E, Crafting +13E (long shot), Occultism +11T, Society +13E, Nature +8T. His next two actions will depend on the results of the RK.

GM Valen |

The wizard studies the zombies, trying to figure out what they're resistant to.
One-action Recall Knowledge; possibly-relevant skill bonuses as follows: Religion +8T, Arcana +13E, Crafting +13E (long shot), Occultism +11T, Society +13E, Nature +8T. His next two actions will depend on the results of the RK.
As he studies the technic zombies, Aeinquel realizes that creatures are resistant to energetic sparks, but would be horribly injured by having their tendons and sinews slashed.
Weaknesses slashing 10; Resistances electricity 5

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"Slashing weapons, and don't use electricity." That's one cantrip I shouldn't use.... Muttering words of arcane power, Aeinquel points at the yellow zombie and snaps his fingers, sending a gout of flame at it. Casting ignition◆◆.
Spell attack roll, including courageous anthem: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
Fire damage, including courageous anthem: 4d4 + 1 ⇒ (3, 2, 3, 4) + 1 = 13

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"Goblins bite and goblins bash
all your stupid skulls we smash!
Crush your bones up into paste,
We have got no time to waste,
When you see our mighty host
We be Goblins, YOU BE TOAST!"
The goblin pulls out his shortsword and looks very stabby at the yellow Zomber!
◆ Draw
◆ Attack
◆ Attack
Attack 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Damage 1d6 + 1 ⇒ (1) + 1 = 2 Slash
Attack 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Damage 1d6 + 1 ⇒ (1) + 1 = 2 Slash
Ugh

Lysle |

Aeinquel nearly immolates the technic zombie.
Critical hit!
Pennypockets slashes the final remnants to pieces.
At the insistence of the gnome, one of the technic zombies tries to push Hancock away from the gnome.
Melee Strike, fist (reach 10 feet) v Hancock: 1d20 + 12 ⇒ (11) + 12 = 23
Damage bludgeoning plus 1d6 electricity plus Improved Push 5 feet: 1d10 + 4 + 1d6 ⇒ (3) + 4 + (1) = 8
Athletics to Push/Shove: 1d20 + 11 ⇒ (16) + 11 = 27
Melee Strike, fist (reach 10 feet) v Hancock: 1d20 + 12 - 4 ⇒ (18) + 12 - 4 = 26
Damage bludgeoning plus 1d6 electricity plus Improved Push 5 feet: 1d10 + 4 + 1d6 ⇒ (7) + 4 + (6) = 17
Athletics to Push/Shove: 1d20 + 11 ⇒ (10) + 11 = 21
Beating upon the barbarian, the technic zombie (red) pounds and shocks Hancock, forcing the Pathfinder back before interposing itself between Hancock and the gnome.
Step
MEETING AND MORGAN'S! - Round Two Cont'd!
PCs in bold may act; Courageous Anthem: +1 status to attacks, dmg, and saves vs fear
Gnome (purple) (concealed; cover)
Farnguy - 8 HP
Hancock the Angry -25 HP
Jaehaera
Technic Zombie (yellow) -70 HP
Aeinquel
Pennypockets
Technic Zombie (red)
Oksar
Technic Zombie (blue)

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Remember to reduce damage by 9 from the temp rage HP. I'll reduce it in my tag line now.

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For the future, if an ally within 30' of Oskar makes a Recall Knowledge check Oskar will spend 1 focus point as a free action to use Loremaster's Etude which lets them roll twice and take the better result.
Courageous Anthem continues - this is the start of round 2 of 3
Oskar advances forward while continuing to narrate the action through operatic bellows melodies and the occasional shouted stage direction: "Hey Yellow, can you die a little more dramatically please!?!"
◆ Stride
The only enemy that Oskar can - barely - see is Blue. He magically sends a barrage of needles hurtling towards the zombie.
◆◆ Needle Darts
Spell Attack Roll, courageous anthem: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
P dmg, CA: 5d4 + 1 ⇒ (4, 4, 3, 1, 1) + 1 = 14

GM Valen |

The needles pierce their target. The target considers moving forward, but then realizes that it already has an interloper within reach. It swings its fists at Hancock.
Melee Strike, fist (reach 10 feet) v Hancock: 1d20 + 12 ⇒ (2) + 12 = 14
Damage bludgeoning plus 1d6 electricity plus Improved Push 5 feet: 1d10 + 4 + 1d6 ⇒ (4) + 4 + (1) = 9
Athletics to Push/Shove: 1d20 + 11 ⇒ (12) + 11 = 23
Melee Strike, fist (reach 10 feet) v Hancock: 1d20 + 12 - 5 ⇒ (15) + 12 - 5 = 22
Damage bludgeoning plus 1d6 electricity plus Improved Push 5 feet: 1d10 + 4 + 1d6 ⇒ (5) + 4 + (6) = 15
Athletics to Push/Shove: 1d20 + 11 ⇒ (9) + 11 = 20
It connects with a strike, but fails to move the barbarian prompting it to strike again.
Melee Strike, fist (reach 10 feet) v Hancock: 1d20 + 12 - 10 ⇒ (3) + 12 - 10 = 5
Damage bludgeoning plus 1d6 electricity plus Improved Push 5 feet: 1d10 + 4 + 1d6 ⇒ (10) + 4 + (3) = 17
Athletics to Push/Shove: 1d20 + 11 ⇒ (11) + 11 = 22
With Hancock still too close for his comfort, the gnome casts a spell on the barbarian.
Cast laughing fit
Hancock is overtaken with uncontrollable laughter.
Hancock must attempt a DC 25 Will save. With a Critical Success he is unaffected. With a Success, Hancock can't use reactions.
Hancock is slowed 1 and can't use reactions. If the result is a Critical Failure, Hancock falls prone and can't use actions or reactions for 1 round. He then takes the effects of a failure.
The gnome, then rushes further away behind some stacked crates.
Stride; crates provide cover.
MEETING AND MORGAN'S! - Round Three Begins!
PCs in bold may act; Courageous Anthem: +1 status to attacks, dmg, and saves vs fear
Gnome (purple) (concealed; cover)
Farnguy - 8 HP
Hancock the Angry -9 THP |-31 HP (Will save)
Jaehaera
Aeinquel
Pennypockets
Technic Zombie (red)
Oksar
Technic Zombie (blue) -14 HP

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The yellow zombie is still on the map--hoping that doesn't mean anything....
Aeinquel Strides closer to the fight◆ and tries his burning cantrip again◆◆.
Spell attack, including courageous anthem: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
This time, his accuracy isn't what it had been.

GM Valen |

The yellow zombie is still on the map--hoping that doesn't mean anything....
Yellow zombie now removed!
MEETING AND MORGAN'S! - Round Three Cont'd!
PCs in bold may act; Courageous Anthem: +1 status to attacks, dmg, and saves vs fear
Gnome (purple) (concealed; cover)
Farnguy - 8 HP
Hancock the Angry -9 THP |-31 HP (Will save)
Jaehaera
Aeinquel
Pennypockets
Technic Zombie (red)
Oksar
Technic Zombie (blue) -14 HP

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"Keep fighting, Hancock!" Farnguy says.
◆ Cast Guidance on Hancock
◆◆ Heal (2nd level) on Hancock Heal: 2d8 + 16 ⇒ (5, 2) + 16 = 23

GM Valen |

Wounds and bruises begin to close and heal on the barbarian.
MEETING AND MORGAN'S! - Round Three Cont'd!
PCs in bold may act; Courageous Anthem: +1 status to attacks, dmg, and saves vs fear
Gnome (purple) (concealed; cover)
Farnguy - 8 HP
Hancock the Angry -9 THP |-8 HP (Will save; guidance'd)
Jaehaera
Aeinquel
Pennypockets
Technic Zombie (red)
Oksar
Technic Zombie (blue) -14 HP

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will save: 1d20 + 10 ⇒ (15) + 10 = 25
Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
If blue is down he rushes the caster
Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
If blue is down he rushes the caster; if blue is still up:

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Jaehaera tries to find a weak point in the blue zombie's defenses.
Devise a Stratagem vs Blue: 1d20 ⇒ 7
Seeing an okay opening, and being assured by Oskar's song, she steps forward and swings her chain into the blue zombie.
Strike vs Blue, Courage Anthem, Strategic Strike: 7 + 11 + 1 = 19
Slashing Damage, Strategic Strike, Courageous Anthem: 1d8 + 1d6 + 2 + 1 ⇒ (3) + (5) + 2 + 1 = 11

GM Valen |

Choking back a chuckle, Hancock hits a technic zombie (blue).
Tech Zombie, Fort: 1d20 + 11 ⇒ (1) + 11 = 12
The tech zombie drops and the barbarian beats it into pulp. He then rushes the caster, who is clearly unhappy to see him.
Seeing an okay opening, and being assured by Oskar's song, she steps forward and swings her chain into the blue zombie.
Moving target to Technic Zombie (red) since Technic Zombie (blue) is down.
Jaehaera strikes another technic zombie.MEETING AND MORGAN'S! - Round Three Cont'd!
PCs in bold may act; Courageous Anthem: +1 status to attacks, dmg, and saves vs fear
Gnome (purple) (concealed; cover)
Farnguy - 8 HP
Hancock the Angry -9 THP |-8 HP (no reactions; guidance'd)
Jaehaera
Aeinquel
Pennypockets
Technic Zombie (red) -11 HP
Oksar
Technic Zombie (blue) -83 HP

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Penny zips across the open space to deal with the next Zombie!
"Now you have us all crabby!
The goblin and friends are all stabby
We'll slice you to bits
and fill you with slits
Your welcome to us was real shabby"
Attack 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Damage 1d6 + 1 ⇒ (4) + 1 = 5 Slash
Attack 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
CRIT Damage 2d6 + 2 ⇒ (2, 1) + 2 = 5 Slash
◆ Stride
◆ Attack
◆ Attack

GM Valen |

The tech zombie drops and the barbarian beats it into pulp. He then rushes the caster, who is clearly unhappy to see him.
The gnome skitters away.
[reaction] Trigger A creature ends its movement adjacent to Zatqualmish; Effect Zatqualmish Strides up to 10 feet (or his Speed, if that Speed is less than 10 feet). He must end his movement in a location that isn’t within 5 feet of a foe. This movement doesn’t trigger reactions.Penny zips across the open space to deal with the next Zombie!
"Now you have us all crabby!
The goblin and friends are all stabby
We'll slice you to bits
and fill you with slits
Your welcome to us was real shabby"
The goblin cuts twice into the technic zombie. His slashing weapon proves to be quite effective!
The technic zombie responds with its fists!
Melee Strike, fist (reach 10 feet) v Penny: 1d20 + 12 ⇒ (14) + 12 = 26
Damage bludgeoning plus 1d6 electricity plus Improved Push 5 feet: 1d10 + 4 + 1d6 ⇒ (8) + 4 + (6) = 18
Athletics to Push/Shove: 1d20 + 11 ⇒ (8) + 11 = 19
Pushing the goblin away, the technic zombie turns on the closest Pathfinders.
Melee Strike, fist (reach 10 feet) v Jaehaera: 1d20 + 12 - 5 ⇒ (19) + 12 - 5 = 26
Damage bludgeoning plus 1d6 electricity plus Improved Push 5 feet: 1d10 + 4 + 1d6 ⇒ (9) + 4 + (4) = 17
Athletics to Push/Shove: 1d20 + 11 ⇒ (11) + 11 = 22
It then moves to stop Hancock from attacking the gnome.
Stride
MEETING AND MORGAN'S! - Round Three Cont'd!
PCs in bold may act; Courageous Anthem: +1 status to attacks, dmg, and saves vs fear
Gnome (purple) (concealed; cover)
Farnguy - 8 HP
Hancock the Angry -9 THP |-8 HP (no reactions; guidance'd)
Jaehaera -17 HP
Aeinquel
Pennypockets -18 HP
Technic Zombie (red) -41 HP
Oksar

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Courageous Anthem continues - this is the start of round 3 of 3 (it will end just before Oskar's next turn).
Oskar runs to catch up, worried that show will be over before he's barely hit the stage. "Consarn these stubby little legs!" he puffs, rather out of breath.
◆ Stride 25'
Panting like the out of shape hobbit he is, Oskar says, "What's needed here is to pick up the tempo - a bit of Vivace or even Prestissimo I think..." He stops running for a moment and changes his tune to one more rapid, accompanied by some frenzied 'hurry up' gestures to his comrades. "Don't let 'im get away!"
◆◆ Cast Loose Time's Arrow
Everyone in the party is now Quickened for 1 round. The extra action can only be used to Step or Stride. (Oskar will get his extra action on his next turn, and then the spell will end).
(p.s. yes, this would have been the perfect spell for the start of this fight but alas Oskar was all the way at the bottom of the initiative - by the time he could have cast it everyone was already long gone...)
GM, can Oskar see the Gnome from his current position? If so, he'll use the Lose the Path spell as a reaction if the gnome Strides. It's a 60' range spell (Will DC 22) so the only issue is whether Oskar can see the gnome from his current position or not. If I was GM-ing I would probably say he can't so I will completely understand if that's your ruling! I just added the spell and haven't had a chance to use it yet and this is perfect for it so hopefully we can catch him before he escapes...

GM Valen |

GM, can Oskar see the Gnome from his current position? If so, he'll use the Lose the Path spell as a reaction if the gnome Strides. It's a 60' range spell (Will DC 22) so the only issue is whether Oskar can see the gnome from his current position or not. If I was GM-ing I would probably say he can't so I will completely understand if that's your ruling! I just added the spell and haven't had a chance to use it yet and this is perfect for it so hopefully we can catch him before he escapes...
I placed a white dotted line on the map, which I believe confirms that Oskar has line of sight. When in doubt, I will defer to "rule of cool". The spell can be cast.
Gnome, Will save: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22
The gnome, adept at seeing through illusions, shakes off the spell.
Eager to not get caught by the barbarian, the gnome casts dizzying colors.
Will save DC 25 from Hancock
He then makes a break for the stack of crates that separate him from a door to the outside. Looking upward, he fears the climb ahead of him, but sees no other way out.
Stride
MEETING AND MORGAN'S! - Round Four Begins!
PCs in bold may act; Courageous Anthem: +1 status to attacks, dmg, and saves vs fear
Gnome (purple) (concealed)
Farnguy - 8 HP
Hancock the Angry -9 THP |-8 HP (Will save; no reactions; guidance'd)
Jaehaera -17 HP
Aeinquel
Pennypockets -18 HP
Technic Zombie (red) -41 HP
Oksar

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DC 25 will save vs. dizzying colors: 1d20 + 10 ⇒ (17) + 10 = 27
Well, I'll be...
Hancock is the gnome's worst nightmare as the colors swirl around him, but he follows his nose. Bolting forward, he swings twice at the hapless caster, seeming to sense right where he is.
to hit maul: 1d20 + 14 ⇒ (15) + 14 = 29
force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (10, 11) + 8 = 29
DC 3 flat check vs. concealment, supernatural senses: 1d20 ⇒ 12
Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
to hit maul, iterative 1: 1d20 + 14 - 5 ⇒ (6) + 14 - 5 = 15
force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (3, 2) + 8 = 13
DC 3 flat check vs. concealment, supernatural senses: 1d20 ⇒ 4
*stride
*swing
*swing

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Despite the blow, Penny steps back in swinging!
Attack 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Damage 1d6 + 1 ⇒ (1) + 1 = 2 Slash
Attack 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
CRIT Damage 1d6 + 1 ⇒ (6) + 1 = 7 Slash
◆ Stride
◆ Attack
◆ Attack

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Aeinquel follows the retreating zombie* and tries fire again**. Hmmm...what were we supposed to do with the gnome?
Ignition spell attack, including courageous anthem: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
Fire damage, if applicable, including courageous anthem: 4d4 + 1 ⇒ (2, 3, 1, 1) + 1 = 8

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Farnguy shambles and tries to take down the zombie. A spout of water erupts from under it.
"I think you should let yourself decay. Fungi will be nice to you."
◆ Stride
◆◆ Spout Bldg: 3d4 + 4 + 1 ⇒ (1, 3, 3) + 4 + 1 = 12 (Reflex DC 21)

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Dr. Jaehaera, feeling a burst of energy, strides up to the red Zombie and looks for an opening.
Devise a Stratagem: 1d20 ⇒ 18
She sees it favoring one side, leaving it open on the other, so she swings her spiked chain counter-clockwise at angle of .8 radians from its spine.
Attack Stratagem, CA: 18 + 11 + 1 = 30
Slashing Damage, Strategic Strike, CA: 1d8 + 1d6 + 2 + 1 ⇒ (6) + (2) + 2 + 1 = 11
She follows it up, spinning around with her chain.
Spiked Chain, MAP, CA: 1d20 + 10 - 5 + 1 ⇒ (1) + 10 - 5 + 1 = 7
Slashing Damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Actions ◆ Stride (Arrow of Time) ◆ Devise a Statagem ◆ strike ◆ follow up strike

GM Valen |

Seeing his worst nightmare as the colors swirl around him, the gnome braces for impact.
Zatqualmish, Fort: 1d20 + 10 ⇒ (2) + 10 = 12
He drops to the ground. The gnome awaits a second impact, but it doesn't come...yet.
Despite the blow, Penny steps back in swinging!
Moved token accordingly to nearest open spot. Unfortunately, the zombie has cover.
Penny's swing hits the money!Alas, no crit due to cover
Aeinquel follows the retreating zombie* and tries fire again**. Hmmm...what were we supposed to do with the gnome?
Perhaps lost in thought, Aeinquel's fire fails to hit its mark.
Miss due to lesser cover from allyFarnguy shambles and tries to take down the zombie. A spout of water erupts from under it.
"I think you should let yourself decay. Fungi will be nice to you."
Technic Zombie, Reflex: 1d20 + 4 ⇒ (4) + 4 = 8
The leshy destroys the technic zombie and the wave washes away the remains, tidying up the floor!
Since technic zombie is no more, Jaehaera may post new set of actions this round, if she wishes.
MEETING AND MORGAN'S! - Round Four Cont'd!
PCs in bold may act; Courageous Anthem: +1 status to attacks, dmg, and saves vs fear
Gnome (purple) (concealed) -29 HP
Farnguy - 8 HP
Hancock the Angry -9 THP |-8 HP (Will save; no reactions; guidance'd)
Jaehaera -17 HP
Aeinquel
Pennypockets -18 HP
Technic Zombie (red) -77 HP
Oksar
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Jaehaera runs and tries to get up on the boxes, dropping her spiked chain as she does so.
Athletics, to Climb: 1d20 + 9 ⇒ (3) + 9 = 12
She gets out her whip, and tries to snap it onto the Gnome.
Devise a Stratagem: 1d20 ⇒ 7
Strategic Strike with Whip, Courageous Anthem: 7 + 11 + 1 = 19[
Non Lethal Slashing, Strategic Strike, Courageous Anthem: 1d4 + 1d6 + 2 + 1 ⇒ (3) + (3) + 2 + 1 = 9
◆Stride (arrow of Time) ◆Climb ◆Interact to Draw the Whip ◇Devise A Stratagem (since the gnome can answer question's about Zatqualmish's disappearance) ◆strike

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It appears that everyone but Jaehaera missed that I quickened the whole party for one round on my last turn. Oh well - I guess that's the classic dilemma of bards.
Courageous Anthem has now expired
Oskar uses his newfound speediness to advance closer to the pesky gnome.
◆ Stride (Loose Time's Arrow)
Then Oskar shifts the tune of his opera to something with a more goblinish flavor.
Goblin Song - Performance vs gnome's Will DC, persona mask, virtuosic performer: 1d20 + 14 + 1 + 1 ⇒ (11) + 14 + 1 + 1 = 27
Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute.
Success The target takes a –1 status penalty to Perception checks and Will saves for 1 round.
Critical Failure The target is temporarily immune to Goblin Song for 1 hour.
It's clear that his years studying goblin musical theory were not for naught!
He follows this up with some particularly cutting insults, referencing an inordinate amount of detail about the sanitary habits of the gnome and all his kin.
◆◆ Cutting Insult DC 22 Will
Mental dmg: 4d6 ⇒ (5, 6, 4, 5) = 20
You utter an insult so offensive that it cuts your target to the quick. Your target takes 4d6 mental damage and 1 persistent bleed damage and must attempt a Will save.
Critical Success The creature is unaffected.
Success The creature takes half mental damage but no persistent bleed damage, and it becomes frightened 1.
Failure The creature takes full mental damage and full persistent bleed damage, and it becomes frightened 2.
Critical Failure The creature takes double mental damage and double persistent bleed damage, and becomes frightened 3
GM, Oskar has a Dread rune on his armor
Frightened enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their frightened condition doesn’t decrease below 1 that turn.

GM Valen |

Jaehaera runs and tries to get up on the boxes, dropping her spiked chain as she does so.
Success; it is a simple DC
She gets out her whip, and tries to snap it onto the Gnome.
Her whip cracks above the gnome's head.
Zatqualmish succumbs to Oksar's goblinish tune, then suffers from the insults.
Zatqualmish, Will: 1d20 + 13 - 1 ⇒ (2) + 13 - 1 = 14
His ears bleed.
Terrified, the gnome casts invisibility on himself and he tries to climb to safety.
Athletics to Climb, frightened 2: 1d20 + 1 - 2 ⇒ (14) + 1 - 2 = 13
Flat check v. bleed: 1d20 ⇒ 18
MEETING AND MORGAN'S! - Round Four Cont'd!
PCs in bold may act; Courageous Anthem: +1 status to attacks, dmg, and saves vs fear
Zatqualmish (purple) (invisible; frightened 2) -50 HP
Farnguy - 8 HP
Hancock the Angry -9 THP |-8 HP (Will save; no reactions; guidance'd)
Jaehaera -17 HP
Aeinquel
Pennypockets -18 HP
Oksar

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Oskar scans the area where the gnome was trying to climb to his escape.
◆ Seek; Expert Perception +12, +2 circ bonus from Halfling Keen Eyes ability, for a total of +14
Will wait before using my other actions to see if I spot him

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Fanguy approaches and tries to seek as well. "Come back gnome. If you surrender that would be wiser."
◆ Stride
◆ Seek Perception+13
◆ Cast guidance on Jaheera

GM Valen |

Zatqualmish, Sneak while Climb w/frightened 2: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4
Oskar, Perception to Seek: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
Farnguy, Perception to Seek: 1d20 + 13 ⇒ (6) + 13 = 19
Both Oskar and Farnguy readily spy sunken crate boards buckling beneath the clumsy gnome's weight. They can discern exactly where he is.
Location now provided on map.
Remember that indicating where the gnome is to others requires a separate Point Out action.
MEETING AND MORGAN'S! - Round Four Cont'd!
PCs in bold may act
Zatqualmish (purple) (invisible; frightened 2) -50 HP
Farnguy - 8 HP
Hancock the Angry -9 THP |-8 HP (Will save; no reactions; guidance'd)
Jaehaera -17 HP
Aeinquel
Pennypockets -18 HP
Oksar (2 actions)

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"I'll try to cut him off." Aeinquel hustles around to the other side of the pile of crates (Stride 2x ◆◆), then spends his last action trying to undercut the pile of crates so that if the gnome exits that way the crates will fall under him.
Not sure what to roll for that.

GM Valen |

"I'll try to cut him off." Aeinquel hustles around to the other side of the pile of crates (Stride 2x ◆◆), then spends his last action trying to undercut the pile of crates so that if the gnome exits that way the crates will fall under him.
Not sure what to roll for that.
I like the creative thinking! It would seem to me that this would be an Athletics check to Shove.
Given that this requires some muscle and involves a fair number of creates, that it takes an expert DC (20) to succeed. If successful, the crates that the gnome is standing on will be considered Uneven Ground, making the gnome off-guard and putting him at risk of falling prone should he be hit or try to move.
MEETING AND MORGAN'S! - Round Four Cont'd!
PCs in bold may act
Zatqualmish (purple) (invisible; frightened 2) -50 HP
Farnguy - 8 HP
Hancock the Angry -9 THP |-8 HP (Will save; no reactions; guidance'd)
Jaehaera -17 HP
Aeinquel (1 action)
Pennypockets -18 HP
Oksar (2 actions)

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Hancock rushes up the pile and tries to thump the elusive gnome.
"Hereis!" He shouts.
* stride/climb; Note: He can do a Sudden Charge if the gnome is more than one move away.
* attack
* point out
to hit maul: 1d20 + 14 ⇒ (16) + 14 = 30
DC 3 flat check vs. concealment: 1d20 ⇒ 8
force damage - cold iron, ghost touch, draconic rage(force): 2d12 + 8 ⇒ (11, 12) + 8 = 31
Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
Yea, this fight might be over.

GM Valen |

Pretty sure that ends it!
It does.
Expecting to get a bit further away from the barbarian, the gnome figures if he is struck, then perhaps he will beg for mercy. He never gets the opportunity as he is struck down swiftly. He is now quite dead.
COMBAT OVER
Searching the body of the gnome confirms that he is Zatqualmish as his name is sewn into his undergarments.
A search of the desk reveals that the original, missing documents, as well as forgeries, had been hastily shoved into the desk's sturdy drawer. The documents include a ledger of activities the Hajoth Hakados Lodge has undertaken in or near Numeria over the last two decades, with careful notes showing that the Pathfinders didn’t steal or damage any of the technological equipment they studied. Fortunately, the documents are in good condition.
With Zatqualmish eliminated and the documents recovered, the Pathfinders now simply need to make it back to the lodge in time.
When the party arrives, Vanis s relieved to see you. "Please report on what happened," requests Vanis.
Seeing that you have recovered the documents undamaged, Vanis thanks you profusely, "The Society is most appreciative. The documents are intact. Thanks to you, disaster has been averted. You have each proven quite worthy of the trust placed in you. Your services to this lodge may well be needed again. To that end, I am extending to you each and offer to provide additional training in handling those threats that are unique here to Numeria."
Each PC earns the Numerian Archaeologist boon.
Reporting Notes The PCs killed Zatqualmish, so I will check box A.
Primary Objective The PCs fulfilled the primary objective by recovering the original documents and returning them to the Pathfinder lodge. Doing so earns each PC 1 Fame and 1 Reputation for any faction associated with their currently slotted faction boon.
I will post a link later today in the Discussion thread to the chronicle sheets. Thanks all for a gun table!