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Lokaloka summons a dead-head to harrass the snipers, and Zizarc joins Jaxon ready to engage in melee.
Round 4
The Acid Swamp
Conditions: none.
BOLD May Act
Raph (Lifelinked)
Scratch
Red Sniper (standing)
Blue Sniper (standing)
Green Sniper (-2, prone)
Yellow Sniper (-2, prone)
Black Sniper (prone)
Lindelaile (flying, haste, +10 feet)
Jaxon (-6, Lifelinked)
Bushes
Zizarc (-16)
Lokaloka (-14)
Yellow Bush #5 has not been deactivated, but cannot spray effectively from within the wind wall; hence, it is neither dangerous (Red) not Deactivated (Green). (Seriously, I planned where to put all these beforehand, and Lindevaile got super lucky putting the wall right across 2 of them!
The Brown trail area is lightly muddy and slippery. It is not difficult terrain, but does impose a -2 circumstance penalty to Acrobatics and Athletics checks. The green areas are shallow pools of acid, generally several inches deep. You can reasonably assume that moving into or through them will cause acid damage. The fallen tree at mid-map can provide cover to Medium creatures or Greater Cover to Smalls. The depicted bushes do not provide cover.
Engineering Lore or Thievery as a 2-action activity to Disable a bush.

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Raph stands up and calls upon the skeletons buried underneath the snipers in the front! "I call upon your help, bones of the dead underneath!"
◆ Stand
◆◆ Rouse Skeletons, 10-ft burst (affecting Red and Blue), DC 22 basic Reflex save vs 2d6 ⇒ (6, 6) = 12 slashing damage

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"Oh, its on like donkey kong now blue streakers!" Scratch grins as the gophers start scurrying out of their hole. He ◆ draws out his favorite death-dealer from afar, a finely crafted and magically enhanced arquebus. He reaches into the breach and ◆ activates its preloaded magical ammunition before laying his sights on green, returning fire!
BOOM!
A cloud of smoke and sparks bellow from the end of his barrel, sending an acidic ball of rifled steel at the green sniper. His aim is not gud. "FUDGE!"
◆ +1 Striking Arquebus: Concussive, Fatal d12, Kickback: 1d20 + 18 ⇒ (2) + 18 = 20 Damage (P/B): 2d8 + 5 ⇒ (6, 6) + 5 = 17

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"I's sending fireball. Yous waits!" Lokaloka calls...

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"Friends near. Theys needs stay or theys gets hurt!" Lokaloka calls back...

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Raph rouses the dead literally before Scratch does so figuratively. Maybe Scratch should have taken Lokaloka’s advise and waited, cause he just barely misses.
Red Reflex DC 22: 1d20 + 12 ⇒ (5) + 12 = 17
Blue Reflex DC 22: 1d20 + 12 ⇒ (20) + 12 = 32
Red isn’t fast enough to avoid the clawing hands, but Blue sees what’s coming and dances aside with ease. They nod to each other before Leaping across the acid swamp and then moving through the wall of wind. Red takes a swipe at Zizarc, and Blue goes after Jaxon.
Red Falchion v Zizarc: 1d20 + 13 ⇒ (16) + 13 = 29
Damage, S: 1d10 + 6 ⇒ (1) + 6 = 7
Blue Falchion v Jaxon: 1d20 + 13 ⇒ (12) + 13 = 25
Damage, S: 1d10 + 6 ⇒ (8) + 6 = 14
Acid Damage: 2d6 ⇒ (1, 5) = 6
They splash into the edge of the swamp on their way across, but even so, they seem to catch their opponents somewhat unprepared and draw blood. Some of that damage gets passed through to Raph, too.
The snipers confer on targeting for just a moment then each take their shots:
Green Gun v Scratch: 1d20 + 14 ⇒ (4) + 14 = 18
Damage, P, Precision Edge: 1d10 + 5 + 1d8 ⇒ (2) + 5 + (1) = 8
Yellow Gun v Raph: 1d20 + 14 ⇒ (7) + 14 = 21
Damage, P, Precision Edge: 1d10 + 5 + 1d8 ⇒ (9) + 5 + (4) = 18
Black Gun v Lokaloka: 1d20 + 14 ⇒ (17) + 14 = 31
Damage, P, Precision Edge: 1d10 + 5 + 1d8 ⇒ (5) + 5 + (2) = 12
Despite the noise from the wall, you’re sure you can hear swearing from the Man in Black after his shot at Lokaloka is fouled yet again by the winds. His colleagues glare at him and seem to blame his antics for spoiling their shots.
Round 4
The Acid Swamp
Conditions: none.
BOLD May Act
Raph (-5, Lifelinked)
Scratch
Red Sniper (-13)
Blue Sniper (-5)
Green Sniper (-2, prone)
Yellow Sniper (-2, prone)
Black Sniper (prone)
Lindelaile (flying, haste, +10 feet)
Jaxon (-15, Lifelinked)
Bushes
Zizarc (-23)
Lokaloka (-14)
Yellow Bush #5 has not been deactivated, but cannot spray effectively from within the wind wall; hence, it is neither dangerous (Red) not Deactivated (Green). (Seriously, I planned where to put all these beforehand, and Lindevaile got super lucky putting the wall right across 2 of them!
The Brown trail area is lightly muddy and slippery. It is not difficult terrain, but does impose a -2 circumstance penalty to Acrobatics and Athletics checks. The green areas are shallow pools of acid, generally several inches deep. You can reasonably assume that moving into or through them will cause acid damage. The fallen tree at mid-map can provide cover to Medium creatures or Greater Cover to Smalls. The depicted bushes do not provide cover.
Engineering Lore or Thievery as a 2-action activity to Disable a bush.

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Lindevaile Tindome continues flying higher and towards her wall. She slashes through the air with both hands, toward the closest enemies and calls: "Cirvilin!". A disturbance in air flows toward the enemies.
"Jaxon, let me help you", she says and starts dancing in the air. Her movements alternately obstruct and reveal the sunlight on the blue-dressed enemy, a very distracting effect.
◆ Stride
◆◆ Slashing Gust Attack red: 1d20 + 12 ⇒ (3) + 12 = 15 Damage: 4d4 ⇒ (1, 3, 1, 4) = 9 Attack blue: 1d20 + 12 ⇒ (2) + 12 = 14 Damage: 4d4 ⇒ (2, 4, 1, 3) = 10 Wind wall might block the Slashing Gust to Blue.
◆ Distracting Performance Blue Perform (dance): 1d20 + 16 ⇒ (4) + 16 = 20 Against Perception DC. Jaxon will be hidden from Blue if this succeeds.
Well that was horrible dice rolling.

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Zizarc crouches low, hissing in pain after a blow, and then rushes at the opponent, making wide sweeping punches with slightly bent fingers.
◆ Flurry of Blows ◆ Strike ◆ Strike (vs red)
Flurry x Tiger Stance: 1d20 + 14 ⇒ (18) + 14 = 322d8 + 3 ⇒ (2, 6) + 3 = 11
Flurry x Tiger Stance: 1d20 + 10 ⇒ (8) + 10 = 182d8 + 3 ⇒ (4, 4) + 3 = 11
Tiger Stance: 1d20 + 6 ⇒ (3) + 6 = 92d8 + 3 ⇒ (2, 1) + 3 = 6
Tiger Stance: 1d20 + 6 ⇒ (11) + 6 = 172d8 + 3 ⇒ (8, 3) + 3 = 14

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While initially back-to-back with Zizarc, the thug shifts to gang up on the one sniper. He lands a crunching blow to the man's ribs and then hits him even harder in the same spot. There's a sickening pop as something comes loose.
Gang Up makes Red OG to both Jaxon and Zizarc after the Step.
Attack vs Red, OG: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 2d6 + 4 + 2d6 ⇒ (1, 6) + 4 + (1, 2) = 14
Attack vs Red, OG: 1d20 + 15 - 4 ⇒ (19) + 15 - 4 = 30
Damage: 2d6 + 4 + 2d6 ⇒ (3, 3) + 4 + (5, 3) = 18
◆ Step
◆ Strike
◆ Strike
↺ You're Next: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18

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@Lindevaile: Wall of Wind says: “spell effects that don't create physical objects pass through the wall with no penalty.” Slashing Gust will work on Blue as well as on the snipers still on their mound.
Lindevaile flies towards the fracas and slashes with blades of air at one of the Blue Streaks, but he dodges away from them. The other man watches her dancing upon the currents of the breeze, but also keeps his eyes on Jaxon. Distracting Performance did not beat their Perception DC.
@Zizarc: Since you weren’t Bold, and so it technically wasn’t your turn, I’d like to adjust your actions. If you disagree, please let me know.
The sickening pop that everyone can hear is the Red sniper’s neck vertebrae separating and him slumping into the mud. Jaxon turns his steely gaze upon Blue, who seems to ignore it, perhaps having witnessed enough death here in the wastelands of Numeria.
Without a foe in front of him, Zizarc takes a careful step towards the sniper in the Blue bandana and crushes the man’s throat with his first strike.
Both of Jaxon’s Strike’s were Crit’s only due to Gang Up, but it took both hits to drop Red. Zizarc’s first Strike is also a Crit, but all others are misses. “You’re Next” did not Succeed.
Round 4
The Acid Swamp
Conditions: none.
BOLD May Act
Raph (-5, Lifelinked)
Scratch
Red Sniper
Blue Sniper (-27)
Green Sniper (-2, prone)
Yellow Sniper (-2, prone)
Black Sniper (prone)
Lindelaile (flying, haste, +10 feet)
Jaxon (-15, Lifelinked,)
Zizarc (-23)
Lokaloka (-14)
I’m removing the Bushes from Initiative order. As long as you don’t move within 30 feet of the two remaining Red ones (#3 and #6), they can’t really do anything.
The Brown trail area is lightly muddy and slippery. It is not difficult terrain, but does impose a -2 circumstance penalty to Acrobatics and Athletics checks. The green areas are shallow pools of acid, generally several inches deep. You can reasonably assume that moving into or through them will cause acid damage. The fallen tree at mid-map can provide cover to Medium creatures or Greater Cover to Smalls. The depicted bushes do not provide cover.

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Lokaloka directs her flying skull to circle around back, which it does. She then screams as loud as she can, while jumping up and down gleefully. "FLYING HEAD GO BOOM!!!" which it does so.
Final Sacrifice, Fire Damage, DC 21 Basic Reflex: 6d6 ⇒ (2, 6, 2, 5, 2, 2) = 19
ugh... lousy damage, as usual
◆ Sustain Summon Undead
--- ◆◆ Dead head flies to behind the snipers
◆◆ Cast Final Sacrifice

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Raph moves closer and keeps controlling the skeletons on the ground, moving them under Green and Yellow snipers.
He then raises a magical shield for added protection.
◆ Stride
◆ Sustain Rouse Skeletons, 10-ft burst (affecting Green and Yellow), DC 22 basic Reflex save vs 2d6 ⇒ (5, 3) = 8 slashing damage
◆ Raise Shield

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"Oooh yeah! That's what I call a HEAD RUSH!" Squeals Scratch as he jams another bullet into the rifle's breach.
"You guys are too good, better just stick with the cheap stuff, these guys are cooked." He aims and fires at whatever is left once the smoke clears and then ducks for cover to reload.
+1 Striking Arquebus: Concussive, Fatal d12, Kickback: 1d20 + 18 ⇒ (10) + 18 = 28 Damage (P/B): 2d8 + 5 ⇒ (6, 2) + 5 = 13
Replace Damage with Fatal Damage if a Crit, then x2 (P/B): 2d12 + 5 ⇒ (10, 12) + 5 = 27Extra Fatal Dice Damage (P/B): 1d12 ⇒ 11
So 13 damage to one of the prone snipers if any are left after the fireball, otherwise shoot at the last melee one. Covered reload bumps Scratch's AC to 27.

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The dead-head does indeed go BOOM, catching three of the snipers in its blast.
Green Reflex DC 21 : 1d20 + 12 ⇒ (4) + 12 = 16
Yellow Reflex DC 21 : 1d20 + 12 ⇒ (13) + 12 = 25
Black Reflex DC 21 : 1d20 + 12 ⇒ (11) + 12 = 23
The one on the end takes more BOOM than the others, but they’re all still in the fight. The skeletal hands shift beneath the earth and rise to begin clawing at two of the Blue Streak men.
Green Reflex DC 22 : 1d20 + 12 ⇒ (4) + 12 = 16
Yellow Reflex DC 22 : 1d20 + 12 ⇒ (7) + 12 = 19
Scratch fires at 1d3 ⇒ 3 and puts a round in the Man in Black’s shoulder. He feels like the universe is picking on him, what with the winds and now Scratch shooting at him. At least he’s not getting eaten by skeletons.
Blue focuses on Zizarc and steps out of the acid before attacking:
Blue Falchion v Zizarc: 1d20 + 13 ⇒ (9) + 13 = 22
Damage, S: 1d10 + 6 ⇒ (3) + 6 = 9
Hunt Prey, Step, Strike.
Acid puddle: 1d6 ⇒ 6
Deciding that they can’t really hit anyone else - and not liking Scratch’s attitude - the snipers all aim at their fellow shootist:
Green Gun v Scratch: 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18
Damage, P, Precision Edge: 1d10 + 5 + 1d8 ⇒ (10) + 5 + (5) = 20
Yellow Gun v Scratch: 1d20 + 14 - 2 ⇒ (16) + 14 - 2 = 28
Damage, P, Precision Edge: 1d10 + 5 + 1d8 ⇒ (1) + 5 + (7) = 13
Black Gun v Scratch: 1d20 + 14 - 2 ⇒ (4) + 14 - 2 = 16
Damage, P, Precision Edge: 1d10 + 5 + 1d8 ⇒ (7) + 5 + (3) = 15
I forgot that Prone imposes a -2 penalty to attacks. Not gonna go back and sort out retcons of damage.
Only the middle one hits the wily dwarf, and he looks at Black with a smirk.
Round 4
The Acid Swamp
Conditions: none.
BOLD May Act
Raph (-5, Lifelinked)
Scratch (-13)
Blue Sniper (-33)
Green Sniper (-29, prone)
Yellow Sniper (-19, prone)
Black Sniper (-22, prone)
Lindelaile (flying, haste, +10 feet)
Jaxon (-15, Lifelinked,)
Zizarc (-23)
Lokaloka (-14)
I’m removing the Bushes from Initiative order. As long as you don’t move within 30 feet of the two remaining Red ones (#3 and #6), they can’t really do anything.
The Brown trail area is lightly muddy and slippery. It is not difficult terrain, but does impose a -2 circumstance penalty to Acrobatics and Athletics checks. The green areas are shallow pools of acid, generally several inches deep. You can reasonably assume that moving into or through them will cause acid damage. The fallen tree at mid-map can provide cover to Medium creatures or Greater Cover to Smalls. The depicted bushes do not provide cover.

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Lindevaile Tindome flies over her wall. She looks at the enemies, chooses the ones looking most hurt, and gestures toward them: "Cirvilin!.
◆ Stride (They are annoyingly just at the limits of range, black too far and rest probably too far as Lindevaile Tindome's vertical height also adds to the range.)
◆◆ Slashing Gust Attack Green: 1d20 + 12 ⇒ (20) + 12 = 32 Damage (slashing): 4d4 ⇒ (4, 1, 1, 1) = 7 Attack Black: 1d20 + 12 ⇒ (13) + 12 = 25 Damage (slashing): 4d4 ⇒ (2, 2, 3, 3) = 10
◆ Stride
"This should annoy them to come to us" she tells the melee warriors below her, as she flies back to her initial position.
That's a crit on Green? 3d4 persistent damage.

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"Ahh, so you are usin' real bullets. Was startin' to think you were just firin' blanks." The bullet flies clean through his shoulder, but doing more damage to his shirt than his confidence. Scratch pops the gun barrel back through the fallen tree limbs and levels his aim at Black and returns fire.
BOOM!
+1 Striking Arquebus: Concussive, Fatal d12, Kickback: 1d20 + 18 ⇒ (20) + 18 = 38 Damage (P/B): 2d8 + 5 ⇒ (7, 4) + 5 = 16
Replace Damage with Fatal Damage if a Crit, then x2 (P/B): 2d12 + 5 ⇒ (7, 12) + 5 = 24Extra Fatal Dice Damage (P/B): 1d12 ⇒ 2
And BOOM it does! So crits upgrade the damage from fatal, so 50.
Scratch blows Black one final kiss then ducks for cover to reload again, popping up and looking for a repeat performance on whoever's left in fighting shape.
BOOM!
+1 Striking Arquebus: Concussive, Fatal d12, Kickback: 1d20 + 18 ⇒ (12) + 18 = 30 Damage (P/B): 2d8 + 5 ⇒ (5, 4) + 5 = 14
Replace Damage with Fatal Damage if a Crit, then x2 (P/B): 2d12 + 5 ⇒ (6, 3) + 5 = 14Extra Fatal Dice Damage (P/B): 1d12 ⇒ 10
So 14 on a hit, or 38 on a crit. Current AC27

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Jaxon steps towards Blue and stumbles for a moment. But then he lashes out with a vicious kick to the groin.
Attack vs Blue, OG: 1d20 + 15 ⇒ (9) + 15 = 24
Damage: 2d8 + 4 + 2d6 ⇒ (2, 3) + 4 + (2, 4) = 15
◆ Step
◆ Stumbling Stance
◆ Strike
If targeted, Jaxon will use ↺ Nimble Dodge for +2 AC

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Lokaloka moves up and begins playing a lively tune on her pipes.
Performance, Wind Instruments(Virtuosic), Maestro's Instrument: 1d20 + 15 ⇒ (3) + 15 = 18
She then summons a shield.
◆ Stride
◇ Lingering Composition
◆ Courageous Anthem
◆ Shield (+1 AC)

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Raph maintains the skeletons on the ground to bother some of their enemies.
◆ Sustain Rouse Skeletons, 10-ft burst (affecting Green and Yellow), DC 22 basic Reflex save vs 2d6 + 1 ⇒ (6, 6) + 1 = 13 slashing damage
He then launches needles made of cold iron at Green Sniper.
Needle Darts Spell Attack, CA: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22 vs Green Sniper
Spell Damage, CA: 5d4 ⇒ (2, 1, 2, 1, 2) = 8 P damage, plus weakness to cold iron (double damage on Crit Hit and 3 persistent bleed damage)
◆◆ Needle Darts

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Lindevaile flits about the battlefield like a leaf on the wind even as she sends blades of air cutting into two of the snipers. The one in the camo-green shirt takes a deep gash which begins bleeding profusely.
Scratch lines up his first shot at Black. When the smoke from his arquebus clears, Scratch is understandably confused as he can no longer see his target. He realizes that’s because there’s nothing left of the man except a rifle and a few scraps of clothing. After reloading, his second shot is just as effective, but the one in Yellow galoshes is still hanging onto life by a thread. Both Crits!
Jaxon fakes out the one that joined the melee and kicks him solidly in the groin. The man groans in pain, and makes eye contact with Jaxon as if to say ‘You’re next’ right back at him.
Lokaloka plays her pickle pipes (Are they shaped like pickles? Little gherkins for the small pipes, and big ol’ dills for the deeper notes?) She rouses her teammates, but fails to make the song continue of its own accord. The DC for Lingering Composition for this party is 22.
Green Reflex DC 22: 1d20 + 12 ⇒ (14) + 12 = 26
Yellow Reflex DC 22: 1d20 + 12 ⇒ (15) + 12 = 27
Both snipers roll away just a bit from the skeletons, but Yellow’s galoshes keep him from moving enough and he succumbs to his injuries. Raph’s darts find their target, who then bleeds out.
He had 3 HP left after all that, and Lindevaile’s Persistent damage is 3d4.
Can Zizarc finish the fight?
Round 5
The Acid Swamp
Conditions: none.
BOLD May Act
Raph (-5, Lifelinked)
Scratch (-13)
Blue Sniper (-48)
Lindelaile (flying, haste, +10 feet)
Jaxon (-15, Lifelinked,)
Zizarc (-23)
Lokaloka (-14)
I’m removing the Bushes from Initiative order. As long as you don’t move within 30 feet of the two remaining Red ones (#3 and #6), they can’t really do anything.
The Brown trail area is lightly muddy and slippery. It is not difficult terrain, but does impose a -2 circumstance penalty to Acrobatics and Athletics checks. The green areas are shallow pools of acid, generally several inches deep. You can reasonably assume that moving into or through them will cause acid damage. The fallen tree at mid-map can provide cover to Medium creatures or Greater Cover to Smalls. The depicted bushes do not provide cover.

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I didn't think 18 was going to cut it :)

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The half-drow nods to the dwarf and changes the manner of his blows so that it is very painful, but not fatal.
◆ Flurry of Blows ◆ Strike ◆ Strike
Flurry x Tiger Stance: 1d20 + 14 ⇒ (19) + 14 = 332d8 + 3 + 1d4 ⇒ (2, 5) + 3 + (1) = 11
Flurry x Tiger Stance: 1d20 + 10 ⇒ (7) + 10 = 172d8 + 3 + 1d4 ⇒ (5, 3) + 3 + (2) = 13
Tiger Stance: 1d20 + 6 ⇒ (10) + 6 = 162d8 + 3 + 1d4 ⇒ (2, 6) + 3 + (4) = 15
Tiger Stance: 1d20 + 6 ⇒ (10) + 6 = 162d8 + 3 + 1d4 ⇒ (6, 4) + 3 + (1) = 14
All nonlethal; 1d4 sneak attack damage due to Jaxon's gang up.

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Zizarc punches the man in the gut knocking the wind out of him and dropping him into the dirt unconscious but alive!
COMBAT OVER
The Acid Swamp
Raph (-5)
Scratch (-13)
Lindelaile (flying, haste, +10 feet)
Jaxon (-15)
Zizarc (-23)
Lokaloka (-14)
Each of the Blue Streak snipers has the same gear on them: a falchion, rations, and a set of simple manacles. They’re all wearing studded leather armor. Most interestingly, their guns are some kind of techno-junk railguns. While of interest to Scratch, it doesn’t look like he could use any of the ones wielded by your opponents, though they could be sold.
From the scenario: Techno-junk weapons are only functional in the hands of their creator, as only they understand how to use it properly. These weapons can still be sold for scrap to engineers who know how to unlock their secrets.
In addition to their gear, the Blue Streaks have a strange metal and glass slate that bears a glowing image of a map on the glass. By tapping on the image, you can find directions to Annihilation Canyon, a local Blue Streaks hideout. One of the assailants also has a handwritten note in her pocket which says:
“Take care of the scouting party before assaulting the caravan. I need those ledgers! If the Sovereign gets them first, we’re finished. Getting those ledgers is the only way to destroy his trust in those annoying Pathfinders. Plus, I want to see what secrets they’ve been hiding from us, so don’t destroy them. I’ll be waiting at Annihilation Canyon for your return. DON’T COME BACK WITHOUT THEM!
-Crookchar”

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Great... This wind wall was brilliant. Zizarс ties up the knocked-out "sniper" and then allows any of his comrades to apply medicine on him the right number of times.

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Lokaloka has a Pearly White Spindle Aeon stone. She'll be fine in 14 minutes

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I'm going to assume Henri is gonna blast with a healing but if not Scratch can rub some dirt in people's bullet holes with Natural Medicine, or put them down with his gun, your choice.
Scratch quickly gathers up the rifles and pours over their construction, forge stamps (or lack-there-of), and the integrity of any welds. Before long he huffs in annoyance "Bunch of weird, cobbled together junk. Everything is one of a kind, and nothin' works without that KIND. Scrap."
Scratch's attention though is quickly gained by the weird little holo map "Well that's different..."
Great use of wind wall!

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Lindevaile Tindome dances around, and asks about the canyon. "Can we tell from that how far it is? Today or tomorrow?"
Change Exploration to cast cantrip Musical Accompaniment

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"Yeah, nice call, Lindevaile, with the wind wall" Jaxon dusts himself off and winces at the bullet wound. He takes a set of manacles from one of the snipers.
"Sounds like we need to head to Annihilation Canyon to have a chat with this Crookchar."
Jaxon has a pearly white spindle aeon stone, so in 15 minutes, he's at full health.

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While you’re clearly eager to take the fight to the Blue Streaks, you still have a responsibility to the caravan and the Pathfinders within. And you have a meeting at the Gorum Pots to get to. A quick check of the “digital” map tells you that Annihilation Canyon lies beyond the Gorum Pots anyway.
Further study of the map reveals that the caravan will need to cross the acid swamp. You can help them get across safely with:
> Acrobatics (to step carefully)
> Crafting (to create tools or devices to block or neutralize the acid)
> Scouting Lore (to find a safe path)
> Survival (to protect everyone from the acidic pools)
> Perception (to observe areas with fewer techno-organic bushes)
> A ranged attack roll (to help destroy the bushes from long distance)
> Or any relevant Lore skill
You may each make 1 check from the list above. There is no penalty for multiple PCs doing the same thing. The DC is 20 for all of them, and you need 3 successes as a party.

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"I'm happy that you liked it, I have felt the wind willing to be a wall only a little while", Lindevaile Tindome accepts the thanks.
When seeking the route across the swamp, she chats to Jaxon: "You know, it is actually one name. Like 'Mary Ann', one girl in my class. My mom never told me our family name, she just said 'Listen to the stars, reach through time and space, find what should be' and such when I asked. She was a bit cryptic sometimes." She hops from tuft to tuft while talking. "Last time I only found spots not to step on", she recollects the previous route search.
Acrobatics: 1d20 + 14 ⇒ (6) + 14 = 20
Surprised of succeeding across, she shouts instructions: "I made it! Can you see my footprints there? Those are steady enough spots!"

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"First things first I guess.. but one way or another, I'll be blowing that place up." Scratch grumbles as the group does some healing before heading out to clear a safe route.
"Jax, Linde, point out the nasty plants and I'll lay 'em out from up range. Just mark 'em with something I can see from far off and stand clear." Scratch finds himself a high point and sets up his rifle for some target practice.
+1 Striking Arquebus: Concussive, Fatal d12, Kickback: 1d20 + 18 ⇒ (5) + 18 = 23
I'll wait on Ralph and Pickles to decide on healing.

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Concentrating briefly, Lokaloka casts a quick spell on herself before trying to step carefully through the swamp.
Acrobatics(E), Guidance: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19

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The driver looks back sheepishly at Jaxon before holding up his hands in front of himself as if trying to remember which one is Right and which one is … the other thing. He shrugs and goes the way that makes Jaxon yell less. Another group follows Lindevaile’s path, hopping and skipping across the dry tufts of grasses and giggling as they do. Suddenly a BOOM erupts as Scratch takes out another of the acid-spitting bushes from a distance. The noise catches Lokaloka by surprise and she missteps on her attempt to do a cartwheel over an acid puddle. Thankfully she doesn’t get hurt, but the caravan opts not to follow her route.
It’s not more than another day before you and the Pathfinder caravan approach the steaming foothills of Gorum Pots. You can smell the sulfur in the air and feel the hot, humid air stick to you. Ahead, a longspear stuck in the ground marks a small encampment. A long gray banner emblazoned with the sign of a sword impaling a mountain hangs from the tallest point in the camp.
At the center of the camp, several warriors steep themselves in a deep hot spring, steam rises up around them as they lounge, relaxing their powerful muscles. A woman dressed in furs and bits of metal spots you and approaches, her hand hovering close to the hilt of her sword.
“Who are you? Have you come to test yourself against the will of Our Lord in Iron? I, Landra Steelreaper, can ensure that you receive a glorious death soaked in sweat and blood. Otherwise, turn back while you piss yourselves; we don’t allow squeamish brigands among our ranks.” Her tone is not overtly hostile; more like a challenge than a threat.

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No religion here

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Jaxon steps up to Landra, just a half-step closer than is comfortable. "Name's Jaxon. This here is my Pathfinder crew. Was told you'd be expecting us. Where's the Bloodfist? Tell him that Dagur Hawksight sent us." He shows her open palms and then crosses his meaty arms as he glances at her sword.
Religion +6. While Jaxon might not know who the 'Lord in Iron' is, I probably he knows that Gorumites are fighters, plus they were expecting to meet the crew here.

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You all easily recognize "The Lord in Iron" as Gorum, especially with the association to the place you're meeting at - the Gorum Pots.
At the mention of being Pathfinders and asking about Baric the Bloodfist, Landra Steelreaper relaxes, but looks and sounds disappointed. “Pathfinders? Oh, okay, I’ll take you to see Baric. Follow me.” Before she turns, she eyes Jaxon’s “guns” and gives him a look that is clearly a mix of fighting challenge and flirting lust. ”And here I thought I was going to find a worthy foe,” she says as she turns her back to him and then leads everyone to a large tent set up amidst the hot pits.
Landra introduces you to Baric the Bloodfist, a robust man with short silver hair, armor made from an exotic reptile, and thick scars on the backs of his fingers. He carries no weapons save for his massive fists and a bandolier full of alchemical bombs. He immediately welcomes you into his tent and offers you each a shot of Numerian Blue Whiskey, then asks them about the trip.
“So you’re friends of Dagur, eh? Don’t look like much, but then again, I don’t have her eye for talent. Hope your trip here was full of hardship, to make you stronger!” He pours the bright blue fluid into shot glasses, offering one to anyone assembled. “You made it here on time, that shows respect. Tell me of any troubles on the way; I’ll mark it on my map.”

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Many apologies for the silence. I was very busy during the weekend, then there was a holiday here after that, and I lost my internet connection yesterday.
After the fight, Raph gathers everyone around him for a quick healing.
3-action Heal, 3rd Rank: 3d8 ⇒ (1, 5, 8) = 14 HP
He then performs treatment to Zizark to fully heal him.
DC 20 Medicine to Treat Wounds: 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33
Healing, Medic: 4d8 + 10 + 5 ⇒ (5, 2, 3, 6) + 10 + 5 = 31 HP

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Lokaloka plays a tune on her pipes as they travel, both to pass the time and to keep everyone's spirits up.

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"Thanks Raphy, yer a peach!"
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Somehow Scratch is always at the front of the line when 'free' anything is on the table, never is that more true when 'free shot' is on the table. "Name's Scratch, Scratch Steeltoe, great to meet you Baric." He accepts the drink and drinks it down immediately, sliding the empty glass back onto the table.
"We ran into a bunch of BS on the way, but nothin' a crack shot team like this couldn't lay down in a jiff." He scooches ahead and gets his bearings on the map. "Here, hungry kroothe with alotta kids and techno implants, fed 'em and fixed it... Here: swampy and gassy, fixed it. Here, swampy and acidy.. fixed that too, along with some blue haired shotty snipers, one prisoner, 5 feedin' the birds.." He grins.
"But prolly the biggest bit of unfinished business is someone named Crookchar." He finds and points out the Annihilation Canyon and double taps it with his blackened finger.

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Lindevaile Tindome is surprised by Baric's greeting. "Not full, but some. Does it make you stronger? I guess I should be quite strong then, from the dark", she says.
She takes a glass and examines the liquid against light. "It's pretty! Almost like my dress", she says, delighted. "Sometimes I got bad feelings after, but one so tiny can't be too much." She looks at Scratch for example, downs the drink, and blinks her eyes for a while after. "Oh.." she sighs while trying to recover.
"Yes, it is so nice and open! We found a way, not going toward ice wind but a bit to the touch of the lake, and then again to snow. The kroothe are where wind sings of ups and downs. Don't follow the dry feel on the swamp, it doesn't carry. And the acid is simply toward ice wind", she tries to add her hints to Scratch's description.

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Before they enter Baric's tent, Jaxon gives a wink at Landra. "Be out in a bit, love. Then maybe we can work some energy out."
He ducks down into the tent, joining the others. "How many you got here, Baric? Maybe we can teach this Crookchar a lesson. Unless you know them?"

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Baric listens intently to Scratch’s debrief, asking pertinent questions that show he knows the area well but is also learning more as the dwarf speaks. He seems amused at Lindevaile’s input, even if he doesn’t quite understand her frame of reference.
He nods to Jaxon. ”We’ve got a good group here, but I don’t think you’ll need our help. They’ve clearly got an issue with the Pathfinders, and in this case, you’ve got to show them blue bastards what you’re made of. Respond to strength with your own strength. If you don’t, not only will no one here respect you, but those piss spray Technic League rejects won’t leave you alone. We’ll wait here one more day and keep an eye on your caravan for you so that you can go and destroy them. Give them a display of violence they can’t ignore.”
After looking over the glowing map slate, Baric tells you that it’s only a couple miles away and gives you some tips on the best way to approach the canyon.
At the last point where you can remain hidden, you have a moment to scope out the canyon and make last second preparations before approaching.
A long canyon runs south to north and ends at an abrupt cliff face. Paths have been carved into the sides of the canyon, creating ledges that look down on the damaged remains of a massive scorpion-shaped robot, its six legs bolted and strapped to the canyon walls. Below the robot, against the northern end of the canyon, stands a small, sturdy shack with a single door. Metal pylons protrude from the canyon walls, leading a thick black cable from the remains of the scorpion robot to one of the western ledges.
Do any buffs or prep that you wish. You are all healed up now, and all spells restored after sleeping during the trip. You’ll start on the map and in Initiative in the next post.
And I haven’t given out any Hero Points. Lindevaile certainly earns one for the Wall of Wind, and while we’re at it, we’ll just give one to everyone as we head in to the Grand Finale.

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"Lindalë!" Lindevaile Tindome calls and a faint music sounds around her. With another word ""Limbëtalaitë!" her steps get a bit faster.
"I could protect someone aa bit from elements, but I don't know which we are facing", she says. "If we are sure they don't see in the dark, you could drink the elixirs I gave you and I'd bring the darkness."
Musical Accompaniment and Tailwind buffs. I guess minute buffs are not possible to cast before initiative.

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◇ Oracular Warning (auditory, cursebound, divine, emotion, mental, oracle) – Trigger You are about to roll initiative. You have a premonition about impending danger that you use to warn your allies. Each ally within 20 feet gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to half your level, which last for 1 minute. If you are cursebound 2 when you use Oracular Warning, the bonus increases to +3, and if you are cursebound 3, the bonus increases to +4.