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"Let's get you healed up.." Kargoth says.
++ Cast Heal on Stork Heal: 2d8 + 16 ⇒ (8, 3) + 16 = 27
+ Cast Guidance on Stork

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Noting that his punches are somewhat ineffective against Red Swarm, Gilgamesh chooses to flank Blue Scamp and attempts to bring it down.
Flurry of Blows Attack: 1d20 + 11 ⇒ (17) + 11 = 28 vs Blue
Damage: 2d6 + 1 ⇒ (5, 4) + 1 = 10 nonlethal B damage
Flurry of Blows Attack, Agile, MAP: 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 9 vs Blue
Damage: 2d6 + 1 ⇒ (4, 2) + 1 = 7 nonlethal B damage
He continues to raise his shield.
◆ Stride
◆ Flurry of Blows
◆ Raise a Steel Shield (+2 to AC)
↺ Orc Superstition - +1 circumstance bonus to your saving throw against the triggering spell or magical effect.

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Alright, i have guidance, I'm going to use guidance on the Will Save.
Will Save DC 17, Guidance: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Stork, not getting distracted by the scamps with the help of Kargoth's spell, gets her guisarme out, and tries to rip apart the swarm. Her guisarme magically sprouts several wolf and bear claws on its blade.
Spellstrike, vs Swarm, Courageous Anthem: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
Slashing Damage, plus gouging Claw (slashing), Courageous Anthem: 2d10 + 4 + 3d6 + 1 ⇒ (3, 3) + 4 + (3, 6, 2) + 1 = 22
◆Draw weapon ◆◆Spellstrike

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Is that "energy" damage a specific energy? It may trigger a reaction.
Just says energy in the text
Stork Reflex: 1d20 + 7 ⇒ (11) + 7 = 18
Stork manages to avoid the worst of the damage and is healed by Kargoth, who also provides some divine assistance. Stork pulls out his weapon and slashes at the swarm, inflicting some heavy damage.
Gilgamesh punches Blue and hits it right in the face. The scamp immediately stops what it's doing. "Stop! Stop! I'm sorry I caused trouble!" it screams, before fleeing.
28 is a crit so its AC is 20 max
Red slashes at Ramona before breathing a cone of pollen right in her face.
Claw vs Ramona AC 22: 1d20 + 8 ⇒ (15) + 8 = 23 for Piercing: 1d6 ⇒ 5
Pollen, Poison; DC 17 Basic Reflex: 2d6 ⇒ (6, 6) = 12
Cooldown: 1d4 ⇒ 2
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Special Conditions:
* The scamps are small. Tokens are enlarged for visibility
Active Conditions: Courageous Anthem (1/1)
Disable the Planar Rift (2 actions; skills below): DISABLED!
Before your Turn:
DC 17 Basic Reflex vs 7 energy: Isurus
DC 17 Basic Will: Isurus
DC 17 Basic Reflex vs 12 Poison: Ramona
------------------
Those with ** may go
-3-
**Ramona Stonesplitter - AC 20 (22 w/shield) 35/44 (AC 22; 2 persistent bleed from Thorn Puncture)
Red Swarm (-25; AC <= 22)
Stork-That-Toweres - AC 21 (22 w/shield) 50/50
Gilgamesh - AC 22 (24 w/shield) 36/52 (AC 24)
Kargoth - AC 16 (18 w/shield) 50/50
Red Scamp (AC <= 20; Cooldown: 0/2)
-2-
**Savan Genieshot - AC 19 22/28 (1 persistent bleed from Thorn Puncture)
**Isurus - AC 19 (20 w/Hydraulic Deflection) 32/32
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
The wood scamp breaks off one of its thornlike claws in the target's skin, dealing 1 persistent bleed damage until the thorn is removed via 1 interact action.
multiple thorns are possible
CS: The creature is affected as if guidance had been cast on them.
S: Unaffected
F/CF: The creature is fascinated until the end of their next turn.

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Savan moves out from behind the hut and takes aim at the scamp near Ramona.
Attack vs Red (anthem): 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
Damage (anthem): 1d8 + 1d4 ⇒ (1) + (1) = 2 +1 cold
◆ Move
◆ Strike
◆ Thoughtful Reload (RK arcana +6)

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Reflex vs. DC 17: 1d20 + 9 ⇒ (18) + 9 = 27
Will vs. DC 17: 1d20 + 5 ⇒ (15) + 5 = 20
Isurus manages to fend off the swarm's energy and the scamp's help. He retreats, and the water in his hand hardens into a small blade of ice. He throws the blade at the swarm of flittering elementals.
◆ Stride
◇ Weapon Infusion (thrown)
◆◆ Elemental Blast: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Cold: 1d8 + 1 + 4 + 1 ⇒ (4) + 1 + 4 + 1 = 10

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Savan shoots the red scamp but does minimal damage. Isurus easily avoids the scamp swarm's wing strikes and also resists their 'helpful' overtures. He steps away and throws an icy blade at the swarm but doesn't connect.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Special Conditions:
* The scamps are small. Tokens are enlarged for visibility
Active Conditions: Courageous Anthem (1/1)
Disable the Planar Rift (2 actions; skills below): DISABLED!
Before your Turn:
DC 17 Basic Reflex vs 12 Poison: Ramona
------------------
Those with ** may go
**Ramona Stonesplitter - AC 20 (22 w/shield) 35/44 (AC 22; 2 persistent bleed from Thorn Puncture)
Red Swarm (-25; 12 < AC <= 22)
Stork-That-Toweres - AC 21 (22 w/shield) 50/50
Gilgamesh - AC 22 (24 w/shield) 36/52 (AC 24)
Kargoth - AC 16 (18 w/shield) 50/50
Red Scamp (-3; AC <= 20; Cooldown: 0/2)
Savan Genieshot - AC 19 21/28 (1 persistent bleed from Thorn Puncture)
Isurus - AC 19 (20 w/Hydraulic Deflection) 32/32
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
The wood scamp breaks off one of its thornlike claws in the target's skin, dealing 1 persistent bleed damage until the thorn is removed via 1 interact action.
multiple thorns are possible

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Reflex: 1d20 + 11 ⇒ (12) + 11 = 23
◆ Continue Anthem
◆ Raise shield
◆ Get whip into hand.
Recovery from Persistent bleed: 1d20 ⇒ 9

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[dice=Recovery from Persistent bleed]1d20
There is no recovery check from this persistent bleed. You need to spend one action to remove the thorn(s)

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The red swarm continues to cluster over Stork, both battering him with their wings then 'helping' him.
Wing Buffets; Energy; DC 17 Basic Reflex: 3d4 ⇒ (1, 2, 1) = 4
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Special Conditions:
* The scamps are small. Tokens are enlarged for visibility
Active Conditions: Courageous Anthem (1/1)
Disable the Planar Rift (2 actions; skills below): DISABLED!
Before your Turn:
DC 17 Basic Reflex vs 4 Energy: Stork
DC 17 Will: Stork
------------------
Those with ** may go
Ramona Stonesplitter - AC 20 (22 w/shield) 27/44 (AC 22; 2 persistent bleed from Thorn Puncture)
Red Swarm (-25; 12 < AC <= 22)
**Stork-That-Toweres - AC 21 (22 w/shield) 50/50
**Gilgamesh - AC 22 (24 w/shield) 36/52 (AC 24)
**Kargoth - AC 16 (18 w/shield) 50/50
Red Scamp (-3; AC <= 20; Cooldown: 0/2)
Savan Genieshot - AC 19 21/28 (1 persistent bleed from Thorn Puncture)
Isurus - AC 19 (20 w/Hydraulic Deflection) 32/32
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
The wood scamp breaks off one of its thornlike claws in the target's skin, dealing 1 persistent bleed damage until the thorn is removed via 1 interact action.
multiple thorns are possible
CS: The creature is affected as if guidance had been cast on them.
S: Unaffected
F/CF: The creature is fascinated until the end of their next turn.

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Gilgamesh turns to Red Scamp into flanking, landing punches on the disturber of peace.
Flurry of Blows Attack: 1d20 + 11 ⇒ (8) + 11 = 19 vs Red Scamp, OG
Damage: 2d6 + 1 ⇒ (1, 5) + 1 = 7 nonlethal B damage
Flurry of Blows Attack, Agile, MAP: 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26 vs Red Scamp, OG
Damage: 2d6 + 1 ⇒ (4, 2) + 1 = 7 nonlethal B damage
He continues to raise his shield.
◆ Stride, Incredible Movement
◆ Flurry of Blows
◆ Raise a Steel Shield (+2 to AC)
↺ Orc Superstition - +1 circumstance bonus to your saving throw against the triggering spell or magical effect.

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I think I'm immune to guidance for a minute? Maybe 10 minutes? I suppose I could look it up
Reflex Save: 1d20 + 7 ⇒ (12) + 7 = 19
Will Save: 1d20 + 7 ⇒ (13) + 7 = 20
Being overly energized by the scamp's energetic energy, Stork feels a slight ache in her jaws.She steps back and let's loose a thunderous strike. Her guisarme comes crashing down, with a thundercrack behind it!
+1 Guisarme Melee Strike, Anthem: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
Slashing Damage, Anthem: 2d10 + 4 + 1 ⇒ (2, 7) + 4 + 1 = 14 Plus I need a basic reflex save for 3 points of damage! I think I get it even if the melee strike is unsucessful! And I recharge my Spellstrike for next turn!
She follows it up with another swipe of her Guisarme!
Guisarme, MAP, Anthem: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Slashing Damage, Anthem: 2d10 + 4 + 1 ⇒ (5, 7) + 4 + 1 = 17
%Stride %Thunderous Strike % Strike

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Kargoth - Stork is immune to guidance for an hour. Also who are you casting Forbidding Ward against? Stork gets +1 AC/Saves against a specific opponent.
Gilgamesh moves to flank Red. He punches Red twice and hits both times, the second time critically. "Enough! I'm sorry! I'm sorry! I was only trying to help!" It screeches before flying away.
I'll process Stork's actions in a bit. Have to go grab lunch before my guests arrive! Sorry about the cliffhanger!

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Kargoth sends some help at Stork and moves up. Stork unleashes a sonic boom from her jaws and slashes at the swarm twice. Unfortunately only the sonic boom hits the swarm.
btw, Thunderous Strike is Fortitude. :)
Fort: 1d20 + 10 ⇒ (3) + 10 = 13
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Special Conditions:
* The scamps are small. Tokens are enlarged for visibility
Active Conditions: Courageous Anthem (1/1)
Disable the Planar Rift (2 actions; skills below): DISABLED!
Before your Turn:
------------------
Those with ** may go
-4-
**Ramona Stonesplitter - AC 20 (22 w/shield) 27/44 (AC 22; 2 persistent bleed from Thorn Puncture)
Red Swarm (-28; 16 < AC <= 22)
Stork-That-Toweres - AC 21 (22 w/shield) 48/50 (+1 Saves vs Swarm)
Gilgamesh - AC 22 (24 w/shield) 36/52 (AC 24)
-3-
Kargoth - AC 16 (18 w/shield) 50/50
**Savan Genieshot - AC 19 21/28 (1 persistent bleed from Thorn Puncture)
**Isurus - AC 19 (20 w/Hydraulic Deflection) 32/32
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
The wood scamp breaks off one of its thornlike claws in the target's skin, dealing 1 persistent bleed damage until the thorn is removed via 1 interact action.
multiple thorns are possible

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Savan takes a moment to pull the thorn from his shoulder. He winces and then aims his rifle at the swarm.
Attack (anthem): 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Damage (anthem): 1d8 + 1d4 + 1 ⇒ (7) + (4) + 1 = 12 +1 acid
◆ Pull thorn
◆ Strike
◆ Thoughtful Reload (arcana +6)

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◆ Continue Anthem
◆◆ Cast Needle Darts: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14for: 4d4 + 1 ⇒ (3, 2, 4, 1) + 1 = 11 piercing damage.

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Savan extracts the painful thorn. He shoots the swarm but doesn't hit. Ramona sends needles at the swarm but she, too, doesn't connect.
------------------
COMBAT TRACKER
Round: 3-4
Tactical Map
Special Conditions:
* The scamps are small. Tokens are enlarged for visibility
Active Conditions: Courageous Anthem (1/1)
Disable the Planar Rift (2 actions; skills below): DISABLED!
Before your Turn:
------------------
Those with ** may go
-4-
Ramona Stonesplitter - AC 20 (22 w/shield) 25/44 (AC 22; 2 persistent bleed from Thorn Puncture)
Red Swarm (-28; 16 < AC <= 22)
Stork-That-Toweres - AC 21 (22 w/shield) 48/50 (+1 Saves vs Swarm)
Gilgamesh - AC 22 (24 w/shield) 36/52 (AC 24)
-3-
Kargoth - AC 16 (18 w/shield) 50/50
Savan Genieshot - AC 19 21/28
**Isurus - AC 19 (20 w/Hydraulic Deflection) 32/32
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
The wood scamp breaks off one of its thornlike claws in the target's skin, dealing 1 persistent bleed damage until the thorn is removed via 1 interact action.
multiple thorns are possible

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Isurus manifests a bow made from the salt of the ocean and fires into the elemental swarm. He immediately releases the bow, which melts back into the orbiting flows of water. He draws his arm back again and manifests a bow of ice.
◇ Weapon Infusion (propulsive)
◆◆ Elemental Blast, Acid: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
◇ Weapon Infusion (propulsive)
◆ Elemental Blast, Cold: 1d20 + 7 + 1 - 5 ⇒ (2) + 7 + 1 - 5 = 5
...why?

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Gilgamesh, Isurus, Ramona, Stork: 1d4 ⇒ 3
Isurus generates a bow and shoots the swarm but doesn't connect. He then turns it into a bow of ice but that attack doesn't work either.
The Swarm flies up to Ramona and flits all over her.
Wing Buffets; Energy; DC 17 Basic Reflex: 3d4 ⇒ (4, 1, 3) = 8
Wing Buffets; Energy; DC 17 Basic Reflex: 3d4 ⇒ (2, 2, 2) = 6
------------------
COMBAT TRACKER
Round: 4-5
Tactical Map
Special Conditions:
Active Conditions: Courageous Anthem (1/1)
Disable the Planar Rift (2 actions; skills below): DISABLED!
Before your Turn:
DC 17 Basic Reflex vs 8, 6 Energy: Ramona (x2)
------------------
Those with ** may go
-5-
**Ramona Stonesplitter - AC 20 (22 w/shield) 25/44 (2 persistent bleed from Thorn Puncture)
-4-
Red Swarm (-28; 16 < AC <= 22)
**Stork-That-Toweres - AC 21 (22 w/shield) 48/50 (+1 Saves vs Swarm)
**Gilgamesh - AC 22 (24 w/shield) 36/52 (AC 24)
**Kargoth - AC 16 (18 w/shield) 50/50
**Savan Genieshot - AC 19 21/28
**Isurus - AC 19 (20 w/Hydraulic Deflection) 32/32
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
The wood scamp breaks off one of its thornlike claws in the target's skin, dealing 1 persistent bleed damage until the thorn is removed via 1 interact action.
multiple thorns are possible

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◆ Continue Anthem
◆◆ Cast Needle Darts: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13for: 4d4 + 1 ⇒ (4, 4, 1, 3) + 1 = 13 piercing damage.

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"Where did you go?" The Kholo sneers as the swarm withers away and towards Ramona. She bounds forward,and swings her guisarme with fiery intensity.
Spellstrike, Produce Flame, vs Red Swarm's AC, Anthem: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
Slashing Damage, Anthem, Fire Damage: 2d10 + 4 + 1 + 3d4 ⇒ (1, 10) + 4 + 1 + (1, 1, 4) = 22
◆ Stride ◆◆Spellstrike

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Isurus manifests a water bow and fires arrow after arrow into the passing swarm.
◆◆ Elemental Blast (acid): 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
◆ Elemental Blast (cold): 1d20 + 7 + 1 - 5 ⇒ (9) + 7 + 1 - 5 = 12

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Gilgamesh now turns his attention to the Red Swarm and gives one-two punches to knock down some scamps
Flurry of Blows Attack, CA: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17 vs Red Swarm, OG?
Damage, CA: 2d6 + 1 + 1 ⇒ (2, 3) + 1 + 1 = 7 nonlethal B damage
Flurry of Blows Attack, CA, Agile, MAP: 1d20 + 11 + 1 - 4 ⇒ (17) + 11 + 1 - 4 = 25 vs Red Scamp, OG?
Damage, CA: 2d6 + 1 + 1 ⇒ (4, 6) + 1 + 1 = 12 nonlethal B damage
She then goes next to Ramona to remove the thorn that is torturing her into bleeding. "That should feel better."
◆ Flurry of Blows
◆ Stride
◆ Interact to remove thorn from Ramona
↺ Orc Superstition - +1 circumstance bonus to your saving throw against the triggering spell or magical effect.

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Savan moves to get a better line on the swarm of scamps and fires again to try and get them to disperse.
Attack (anthem): 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
Damage (anthem): 1d8 + 1d4 ⇒ (4) + (2) = 6
◆ Move
◆ Strike
◆ Reload

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Ramona Reflex vs DC 17: 1d20 + 11 ⇒ (16) + 11 = 27
Ramona Reflex vs DC 17: 1d20 + 11 ⇒ (12) + 11 = 23
Ramona continues performing and sends needles at the swarm. The swarm avoids the darts. Stork charges forward and clobbers the swarm with his polearm, scattering them.
"Okay! OKAY!! We're sorry! We'll cooperate with the iruxi!!"
COMBAT OVER
We can generally hand wave healing since it's really just damage.
Lolly breathes a sigh of relief. "That was well done, Pathfinders. Here, I think you can use this as well."
She hands you a scroll of Resist Energy
Chief Thakkik also sighs with relief. "I'll clean up here. Maybe Kazuuk can take you to see the pyramid and the Elemental Fan."
You head out of the village and head for the pyramid and come upon another potential problem.

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You see scamps laying traps. When you arrive, you find one or more metal scamps laying down caltrops, while the iruxi guards attempt to convince them the traps are not needed. The conversation is getting heated and it could come to blows at any moment.
Kazuuk addresses all present. "Everyone, please calm down! Let us not resort to violence here. Guards, return to your posts." He then addresses the scamps: "Pick this stuff up now, it's dangerous!"
The scamps however, protest. "We just want to make it safe!" they plead.
Kazuuk rolls his eyes and turns to you, saying, "Perhaps you can convince to help in a safer and more constructive way?"
You should begin by trying to convince the scamps that there are better ways they can help the iruxis protect the fan:
DC 20 Diplomacy/Crafting to bring up better, less dangerous ways to help.
DC 18 Warfare Lore to point out tactical flaws in the defense plan
You each have 2 checks and need 6 successes.
Other skills welcome if you can make it fit.
As always, a Crit Success will count as 2 successes.
There is no additional penalty for a Crit Failure

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"What if all intruders are flying? Your caltrops will be useless." Gilgamesh points out.
DC 18 Warfare Lore: 1d20 + 7 ⇒ (14) + 7 = 21
"Okay, let's say not all of them are flying. Look at those caltrops, exposed. You must hide them like thise." Gilgamesh teaches them how to make traps hidden to those unaware of it.
DC ? Stealth: 1d20 + 10 ⇒ (13) + 10 = 23

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DC 20 for non-lore skills. DC 18 for Lore skills
Gilgamesh convinces the scamps that there are flaws in their thinking and teaches them how to hide the caltrops. 2 successes

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"Well, it's kind of going to hurt people who visit..." Kargoth says.
"Maybe you can put stuff that just warns you of them approaching, like nut shells.."
Diplo: 1d20 + 6 ⇒ (19) + 6 = 25
Survival: 1d20 + 9 ⇒ (4) + 9 = 13

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6 successes (well, 3 to go) and you avoid another fight

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"That is merely the illusion of security," Isurus says, gesturing at the caltrops. He describes the methods taught in the society for bypassing traps both simple and complex and how all it takes is one a little more clever to spoil all one's efforts. Furthermore, flight is not beyond many elemental creatures so it really only foils the iruxi guards.
Isurus's Pathfinder (T): 1d20 + 4 ⇒ (15) + 4 = 19
Isurus's Pathfinder (T): 1d20 + 4 ⇒ (9) + 4 = 13

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Stork thinks that Gilgamesh raises a valid point. Caltrops are no use against a dragon! She stops and thinks of better ways to try to defend the contraption.
Crafting: 1d20 + 9 ⇒ (1) + 9 = 10 Ugh, Hero Point
Crafting: 1d20 + 9 ⇒ (11) + 9 = 20
She also suggests that the scamps and the Iruxi sit down and try to hammer out a written agreement, and she offers to write the agreement for them.
Scribing Lore: 1d20 + 9 ⇒ (1) + 9 = 10
Welp, I probably negate my own success

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Welp, I probably negate my own success
Fortunately, your Successful Crafting is safe with below.
There is no additional penalty for a Crit Failure

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Isurus and Stork attempt to convince the scamps that there are better ways of 'defending' the pyramid with mixed success. Savan attempts to teach them how to use their caltrops but the theory proves to be too complex. Kargoth calms the scamps down but his nut shell idea doesn't interest the scamps.
Savan - Failure
Stork - Success, Failure
Isurus - Success, Failute
Checks Needed:
Ramona - 2
Savan - 1
Success Needed: 1
Anyone want to HP a failure or wait for one of the others?

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Warfare Lore: 1d20 + 6 ⇒ (11) + 6 = 17 *facepalm*
Savan continues trying to lecture them on tactics, only growing more frustrated. He just tries speaking louder, to little avail.

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"I was really hoping to avoid this."
Diplomacy: 1d20 + 4 ⇒ (11) + 4 = 15
Getting out Banjo, Ramona will attempt to show, by means of a puppet show, how to improve the situation.
Performance: 1d20 + 10 ⇒ (16) + 10 = 26

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Savan continues teaching the scamps but the scamps have a very very VERY short attention span and have even less patience for Savan's tactics. Fortunately, Ramona manages to convince them by way of a puppet show.
"OHHHH! So we're not supposed to put them so close! The whiskered one kept using fancy words!"
They pick up their caltrops and move to a safer distance, chattering all the way...
As the Iruxi and Kazuuk breathe a sigh of relief, you settle down and listen to Kazuuk describe the elemental fan and what it is used for. Suddenly you look up and see an earth scamp on top of the pyramid, posturing as if to guard the fan. The scamp bellows out a challenge.
The earth scamp bellows, "I am Smolrok, king of the pyramid and protector of the fan!" The scamp points a wing at the gathered Pathfinders. "Come prove to me you are worthy allies who can assist the iruxi in protecting their fan."
Kazuuk performs what appears to be the iruxi version of a facepalm. "NOT AGAIN!" he groans.
You have enough time to make 2 checks to impress Smolrok. A critical success counts as two successes, while a critical failure removes one success.
Skills:
DC 18 Athletics/Acrobatics/Intimidation/Stealth
Successes Needed: 6+
Please describe what you're doing to prove that you deserve to be King of the Hill

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Without saying a word, Gilgamesh effortless climbs the pyramid and carefully pushe the earth scamp to the side. He then acts as if to steal the fan before going down the pyramid as if nothing happens.
Athletics: 1d20 + 7 ⇒ (20) + 7 = 27
Thievery: 1d20 + 10 ⇒ (1) + 10 = 11
Hero Point! Thievery: 1d20 + 10 ⇒ (4) + 10 = 14

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Gilgamesh easily climbs the pyramid and shoves the scamp aside. Trying to steal the fan, however, doesn't go as smoothly... (Crit Success, Failure)

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Stealth: 1d20 + 8 ⇒ (16) + 8 = 24
Acrobatics: 1d20 + 8 ⇒ (14) + 8 = 22
Savan sneaks up the other side while Gilgamesh is distracting them with his approach. Then the catfolk nimbly flips himself up and over the fan to show he can even ward it from above.

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Acrobatics: 1d20 + 9 ⇒ (9) + 9 = 18
Acrobatics: 1d20 + 9 ⇒ (8) + 9 = 17
Ramona, while holding Banjo aloft, summersaults past the fan.

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"Well, there can be many kings. And you're kind of insubstantial..."
Intimidation: 1d20 + 6 ⇒ (15) + 6 = 21
Intimidation: 1d20 + 6 ⇒ (11) + 6 = 17

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Savan startles Smolrok by sneaking up the pyramid and somersaulting over the fan. Success x2
Ramona runs up the pyramid and does the same but is not as stealthy. Smolrock is impressed, but not as impressed as he is with Savan Success, Failure
Kargoth heckles Smolrok, causing the scamp to redden slightly. Success, Failure
"Ok. You are King of the Hill. You have proven yourself!" the crestfallen scamp acquiesces and goes back down the Pyramid.
In the end, the scamps are convinced that the Iruxi and Pathfinders have something to teach them. They form an alliance with the Iruxi enclave.
FIN
Thanks for playing!