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"I can swim. Not well, a bit. Can do some complex things", Zuza offers her skills.
"Mantis must have prepared to get crates. Ropes, lines, on buoy", she tries to think in advance how to get the crates up.

GM Super Zero |

"Wonderful, thank you! I can swim, but humanoids with your little hands are so much better at some things."
Tesparisod leads the way to buoy, floating above a chained line of crates below. He is able to describe the situation in detail.
Which gives the PCs a +1 circumstance bonus on all skill checks in their attempts to retrieve and open the crates below.
Tesparisod thanks them for their assistance and promises to call the Pathfinder Society his allies if ever they again ply the same seas. He also asks that they convey a message to Venture-Captain Viore that he would greatly enjoy conversing with the aiuvarin again.
Tesparisod’s complaints were about crates caught in small caves in the reefs near the island. Whether they were put there intentionally, or lost when going overboard on an errant ship, it’s unclear. They leak a red ink that seems like blood but doesn’t dissolve in water like octopus’s ink. While it's not a far swim, the snake warns the Pathfinders of fire coral that can cause irritation with skin contact.
Getting to them below the marker buoy requires an Average-difficulty Athletics check to swim down without touching the fire coral hooked on the guide chain.
Dragging them up then requires a harder Athletics check, or they can be opened underwater with a harder Thievery check.

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The fruit-bearing leshy glances between the monk and the fighter, the most muscular looking pair of the group. "Hauling them up makes the most sense to me. I'd be happy to assist." They grab part of the chain and try to assist with leverage.
↺ Aid
Athletics vs DC 15: 1d20 + 4 ⇒ (2) + 4 = 6
Well, at least that's not a critical fail
Unfortunately, a small shrub does not have much to offer in the way of counterweight, so their efforts do little to assist.

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Zisiro sits on the edge of the boat to remove his boots. Then he strips down to his small clothes. "Should I tie a rope to myself in case I get into more trouble than just fire coral?"
Ultimately, he jumps into the water. With a wave, he surface dives and disappears under the water.
Swim: Athletics (E): 1d20 + 9 ⇒ (7) + 9 = 16
Haul: Athletics (E): 1d20 + 9 ⇒ (19) + 9 = 28

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Agate removes heavy gear that has no use, except for her Repairs Toolkit. Then she and Clanky slip into the water and swim cautiously down to one of the crates.
As Clanky is a little better at swimming, Agate assists him if needed.
Clanky Athletics: 1d20 + 6 ⇒ (14) + 6 = 20
Agate, Athletics, Aid: 1d20 + 5 ⇒ (10) + 5 = 15
Assuming that is enough for trying the second part of the task:
Clanky Athletics: 1d20 + 6 ⇒ (20) + 6 = 26
Agate, Athletics, Aid: 1d20 + 5 ⇒ (19) + 5 = 24

GM Super Zero |

Both Zisiro and Clanky manage to get to the crates without difficulty, and they haul them up. At that point, transporting them back to the Seekers' Quest makes them easy to open.
The crates are filled with rejuvenating goods and useful items to deal with undead and living foes—almost as if their owners didn’t exactly trust each other. One crate is filled with bottles of which five are undamaged. These five bottles are minor elixirs of life, another holds ten bottles, five of which are holy water and the others moderate alchemist’s fires. The final intact crate holds fifteen small bags of coin, and small missives attached to each bag that have lost their messages in the murky depths. Unlike the other crates, the seal on this one had been broken, releasing a dark red inky substance into the waters as some sort of tracking method.
Reporting another success. And only one mission left.
Which we probably won't finish, because that success actually hits the next threshold.
“I could tell you tomes about Mediogalti and most of the surrounding islands.” Zarta Dralneen gestures to a dozen thick books splayed about her table and four heavy chests by her side by way of greeting. “But our destination is little more than a rumor to me. So, I need your best expertise in this venture. We need to figure out as much as we can about local lore, the navigational issues in these seas, and possible meteorological unpleasantness we can run into. Anything that I can bring to the Seekers’ Quest’s captain to save us from unexpected... situations.”
The Pathfinders can split between those that can assist Zarta in the harder to find lore about the island and those looking to assist with the navigational needs of the Seekers’ Quest.
Each skill success adds one point to their Tales of Woe pool while critical successes add two points to the pool. If a PC fails at one of the skill checks, they may attempt the other, but each PC is limited to 1 successful check or 2 failures.
The PCs can attempt a Hard check to Recall Knowledge for information they might have heard over time about their destination, the Island of Claimed Souls, or by poring through Zarta’s books, brought from her own corner of the archive just for that purpose. Remember that these checks should be rolled secretly, so roll in a spoiler box or just post the skill and bonus you want to use. You can use Occultism, Religion, Library Lore, or anything else you can convince me makes sense.
The PCs can attempt a Hard check to Sense Direction with Survival or Recall Knowledge with Nature to find a good path around the upcoming reefs and sandbars and using the wind currents flowing freely over the waters to their advantage. Alternatively, they can attempt a Hard check to climb with Athletics or an Average Sailing or Weather Lore check to put their sea legs to use joining the crew of the Seekers’ Quest in their work up in the rigging. Any successes go a long way toward helping navigate the conflicting winds and mists that hide sandbars and reefs just below the surface of the water.

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Zuza goes on the deck to help in the navigation. She tries to see patterns on the nature around her: "Those waves are different. That bird looks like going to dive. Can't dive to shallow."
Nature +5, are the navigation rolls also secret?

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Religion (E): 1d20 + 6 ⇒ (7) + 6 = 13
Zisiro reads through the tomes with Zarta and some of the others. However, his more esoteric introduction to religion and religious practices does not aid in a true understanding of the words he reads.
Athletics (E): 1d20 + 9 ⇒ (19) + 9 = 28
Proving a disappointment in the cognitive space, he sets down the last book he was reading and makes his way to the deck. There he can, at least, put himself to practical use and help with the crew.

bigrin42 |

**HOUSE GM ANNOUNCEMENT**
The Seekers’ Quest drops its heavy anchors as the crew tie up the massive square-rigged sails. From the sides of the main deck, pairs of rowboats are lowered into the choppy waters below for you to follow the scouts towards the docks revealed in the parting mists of the inlet.
The Mists Part condition is now in effect

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"I'll go with you, the other can go to the sea." Jared quickly tells Zarta, choosing books over saltwater.
"Where did you even get these books?" he is somewhat overwhelmed but begings poring over them to find what they are looking for.

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Blueberry Peat considers the lore of secret societies that might be associated with this island, or other mysterious lore about the place and its inhabitants.
Note: Since one of my investigations is locating the headquarters of the Red Mantis Dispatch, my +1 Pursue a Lead bonus might also apply here.

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Agate has always been fascinated with both occult and arcane subjects as she tries to apply their principles into her inventions. So she digs through the books and muses on how the strange magical workings might help anticipate problems on the island.
Her Arcane and Occultism bonuses are both +7. GM can make the roll.
If that fails, she will try to help with the sailors working on the rigging. For an egghead, she is in pretty good shape. Athletics +5. GM can make the roll.

GM Super Zero |

Agate and Zisiro have some trouble making headway with the research, but they're both effective at helping the sailors instead. Their work goes a long way toward helping navigate the conflicting winds and mists that hide sandbars and reefs just below the surface of the water.
Zuza finds the opposite is true, and she and Jared find some useful information in Zarta's books.
The Island of Claimed Souls has been unsuccessfully settled eight times, sometimes by traders looking for an out of the way home base, and more often by local pirates looking for a secreted haven against prying eyes and competitors. Each time, the structures and towns built were more or less abandoned within a month or two with rumors of “accidental” deaths, missing crew, and the rise of undead forces. And each time, the settlements went abandoned, leaving buildings, goods, and sometimes even meals behind.
The rumored undead presence from the failed settlements on the island have more truth than previously thought. An ill wind haunts the island and makes a powerful ghoul able to command other undead and some living beings on its surface. Everyone on the island is either a thrall of this ghoul, or in their employ. Though hardworking workers travel regularly back to Mediogalti from the island, they bring with them the stories of the undead that roam the streets, only attacking outsiders, but making the living fear to anger their employer, Sotroz, all the same.
Zarta writes in her notes that these particular Pathfinders are valuable for the benefit of gathering much-needed field knowledge in the future.
As a result of their newly gleaned information, they gain a +1 circumstance bonus to the first saving throw they roll after arriving on the island.
The first few landing boats from the Seekers’ Quest pull into the slip inlet leading toward the docks adjacent to a small settlement. Teams of workers push through the midday heat to load crates marked with Red Mantis stamps onto small barges for the next pass of courier ships destined for parts unknown. But as the newcomers arrive, a few of them take notice and call out, “Hey! You’re not supposed to be here!”
The workers call out to the newcomers with threats for getting in the way of their work and for their ship blocking the inlet from its anchoring.

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Clides raises his shield, staring daggers at the workers, "Keep telling me where I'm supposed to be, longshanks, and you'll regret not minding your own business!"

GM Super Zero |

That settles the matter. In that they move to attack. This does not surprise (most of) the Pathfinders in the least, and they are entirely ready for it.
They notice that most of these people seem prepared for conflict, armed with cutlasses. There is one among them armed with a glass bottle; he seems like he's in over his head, a little.
★★★
Dockside Brouhaha Round 1
──────────
BOLD IS UP!:
──────────
➤ Blueberry Peat (26/26 HP)
➤ Zisiro (30/30 HP)
➤ Clide (30/30 HP)
➤ Jared (18/18 HP)
➤ Zuza the Scout (15/15 HP)
Yellow Pirate (- HP)
Red Pirate (- HP)
Blue Pirate (- HP)
Agate Stark (16/16 HP)
Green Pirate (- HP)
Orange Dockhand (- HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 25 (crit success), second success by another PC, or DC 17 as second check after first success:
DC 23(crit success), second success by another PC, or DC 15 as second check after first success:
Blueberry Peat's Initiative Using Including Scout bonus: 1d20 + 8 ⇒ (20) + 8 = 28
Zisiro's Initiative Using Avoid Notice: 1d20 + 8 ⇒ (16) + 8 = 24
Agate Stark's Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Zuza the scout's Initiative: 1d20 + 7 ⇒ (13) + 7 = 20
Clides's Initiative Using Including Scout Bonus: 1d20 + 8 ⇒ (16) + 8 = 24
Orange Dockhand: 1d20 + 1 ⇒ (4) + 1 = 5
Red Pirate: 1d20 + 4 ⇒ (12) + 4 = 16
Blue Pirate: 1d20 + 4 ⇒ (12) + 4 = 16
Green Pirate: 1d20 + 4 ⇒ (1) + 4 = 5
Yellow Pirate: 1d20 + 4 ⇒ (14) + 4 = 18

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Clides is surprised his garden-variety taunting worked, and plants his feet apart in a wide stance as he starts twirling his sling-staff!
◆ Point Blank Stance ◆ Strike (2-handed) ◆ Interact (Reload = 1)
Ranged Halfling Sling Staff (Halfling, Propulsive, Uncommon) vs. Blue: 1d20 + 8 ⇒ (12) + 8 = 20
B dmg, Propulsive, Stance: 1d10 + 1 + 2 ⇒ (2) + 1 + 2 = 5

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DC 15 Society: 1d20 + 7 ⇒ (3) + 7 = 10 to RK about pirate
DC 13 Society: 1d20 + 7 ⇒ (18) + 7 = 25 to RK about dockhand
"Those dockhands, they are no real warrior, just strong and quick to anger. Once they have their drinks though, they might turn dangerous. Their mind isn’t ready for this fight, so anything that weakens their mentality will be effective." Jared shares this information with them. He then draws a glue bomb.
◆ Recall Knowledge
◆ Recall Knowledge
◆ Interact to draw lesser glue bomb

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Zisiro takes a breath and then exhales slowly. The color of his tattoos change from dark blue to a shimmering red, and his heterochromatic eyes become fully amber. "Very well," he says as he hops out of the boat, "We expected a fight."
He moves carefully but quickly down the dock. He pauses to take another deep breath. His fingers curl like claws as he exhales, and then his black hair and eyes turn the orange of flames.
◆ Enter Spirit Trance (+4 temporary HP)
◆ Stride
◆ Rain of Embers Stance
AC 21, HP 34/30

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"Fiiiii" Zuza instinctively whistles as the workers reach for their weapons.
"Pirate by the clothes, so...?" Zuza thinks aloud as she estimates her enemy.
◆ Recall knowledge Society Pirate (Yellow) DC 15: 1d20 + 5 ⇒ (16) + 5 = 21
"Seen a lot. Hard to frighten", she sums her knowledge.
"Takes that stance and vitals - there", she estimates her aim. She sends two arrows at the yellow-dressed enemy.
◆ Strike Attack yellow: 1d20 + 7 ⇒ (8) + 7 = 15 Damage (P): 1d8 + 1d6 ⇒ (6) + (6) = 12
◆ Strike Attack yellow: 1d20 + 7 - 5 ⇒ (6) + 7 - 5 = 8 Damage (P): 1d8 + 1d6 ⇒ (6) + (2) = 8
Mastermind Rogue gives off-guard after successful recall knowledge.

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Pirates: Society: 1d20 + 4 ⇒ (7) + 4 = 11
Dockhand: Society: 1d20 + 4 ⇒ (19) + 4 = 23
"'ware the drunk! He may not be a trained fighter, but he's pissed and dangerous. A good taunt might confuse him ... or set him off."

GM Super Zero |

Clides's shot hits. Zuza's first shot also hits, and a little more effectively, though her target doesn't fall either.
Yellow is bloodied (shorthand for "at or below half HP," if you're not familiar).
★★★
Dockside Brouhaha Round 1
──────────
BOLD IS UP!:
──────────
➤ Blueberry Peat (26/26 HP)
Zisiro (34/30 HP) │ Rain of Embers Stance
Clides (30/30 HP)
Jared (18/18 HP)
Zuza the Scout (15/15 HP)
Yellow Pirate (-12 HP) │ Bloodied
Red Pirate (- HP)
Blue Pirate (-5 HP)
Agate Stark (16/16 HP)
Green Pirate (- HP)
Orange Dockhand (- HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 25 (crit success), second success by another PC, or DC 17 as second check after first success:
DC 23(crit success), second success by another PC, or DC 15 as second check after first success:

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Blueberry Peat disembarks the ship, wielding their loaded hand crossbow and alert for danger. Seeing the Red Mantis symbol, it's clear that these pirates have information about the location at the heart of their Red Mantis Dispatch investigation.
◇ Devise Stratagem: Blue Pirate
Know Weakness Recall Knowledge (Society) on Pirate: 1d20 + 8 ⇒ (11) + 8 = 19
Stratagem roll: 1d20 ⇒ 11
Not confident that they can strike the pirate they strategized against, Peat moves forward and considers a different course of action.
◆ Stride
They fire around Zisiro toward the yellow pirate instead.
◆ Strike
Hand crossbow attack vs Yellow Pirate: 1d20 + 5 ⇒ (14) + 5 = 19
Hand crossbow damage (piercing): 1d6 ⇒ 4
After firing, Peat pulls a crossbow bolt and reloads the hand crossbow, ready for action.
◆ Interact: Reload hand crossbow

GM Super Zero |

Peat's crossbow bolt grazes the pirate in yellow.
She then comes towards the Pathfinders, swinging her cutlass at Zisiro. He evades the first swipe, but she catches him with a glancing blow on the backswing.
◆ Stride
◆ Strike Cutlass: 1d20 + 8 ⇒ (3) + 8 = 11
◆ Strike Cutlass: 1d20 + 8 - 5 ⇒ (19) + 8 - 5 = 22 Hits Zisiro for Slashing damage: 1d6 + 4 ⇒ (1) + 4 = 5
One of the uninjured pirates hurries after her. Needing to move further, she swings only once and nearly stumbles on the edge of the dock, missing badly.
◆ Stride
◆ Stride
◆ Strike Z/BP: 1d2 ⇒ 1 Cutlass: 1d20 + 8 ⇒ (1) + 8 = 9
Another pirate, with a blue hat, charges forward. He swings at Blueberry Peat, who ducks under the blade, but it sweeps past them to cut Zisiro deeply.
◆ Stride
◆ Strike Z/BP: 1d2 ⇒ 2 Cutlass: 1d20 + 8 ⇒ (4) + 8 = 12
◆ Strike Cutlass: 1d20 + 8 + 1 - 5 ⇒ (17) + 8 + 1 - 5 = 21 Hits Zisiro for Slashing damage: 1d6 + 4 ⇒ (6) + 4 = 10
★★★
Dockside Brouhaha Round 1
──────────
BOLD IS UP!:
──────────
Blueberry Peat (26/26 HP)
Zisiro (19/30 HP) │ Rain of Embers Stance
Clides (30/30 HP)
Jared (18/18 HP)
Zuza the Scout (15/15 HP)
Yellow Pirate (-16 HP) │ Bloodied
Red Pirate (- HP)
Blue Pirate (-5 HP)
➤ Agate Stark (16/16 HP)
Green Pirate (- HP)
Orange Dockhand (- HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 25 (crit success), second success by another PC, or DC 17 as second check after first success:
DC 23(crit success), second success by another PC, or DC 15 as second check after first success:

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Holding her Sukung in two hands, for better aim, Agate moves to the edge of the dock to get a clear shot against most of the pirates. She fiddles with the weapon to set certain gears and leverage points to extra tension.
◆ Stride
◆ Overdrive
Crafting: 1d20 + 7 ⇒ (20) + 7 = 27 DC = standard DC for your level
Critical Success: your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier [+4] for 1 minute.
She then aims at the pirate with the red sash.
◆ Strike
Sukgung: 1d20 + 5 ⇒ (14) + 5 = 19
Piercing, Critical Overdrive: 1d10 + 4 ⇒ (10) + 4 = 14
Clanky doesn't get involved in fights and instead watches with interest and listens to see if Agate instructs him to do something.

GM Super Zero |

The arrow strikes the pirate's shoulder.
A hit, which bloodies her.
The last pirate moves up. They have Zisiro pretty well surrounded now, and the pirate in green gives him another gash.
◆ Stride
◆ Stride
◆ Strike Cutlass: 1d20 + 8 ⇒ (17) + 8 = 25 Hits Zisiro for slashing damage: 1d6 + 3 ⇒ (1) + 3 = 4
The dockhand takes a few moments to drain the contents of the bottle in his hand before staggering forward.
◆◆ Swig; that gives him a damage bonus but makes him Off-Guard
◆ Stride
★★★
Dockside Brouhaha Round 1
──────────
BOLD IS UP!:
──────────
➤ Blueberry Peat (26/26 HP)
➤ Zisiro (15/30 HP) │ Rain of Embers Stance
➤ Clides (30/30 HP)
➤ Jared (18/18 HP)
➤ Zuza the Scout (15/15 HP)
Yellow Pirate (-16 HP) │ Bloodied
Red Pirate (-14 HP) │ Bloodied
Blue Pirate (-5 HP)
Agate Stark (16/16 HP) │ Critical Overdrive
Green Pirate (- HP)
Orange Dockhand (- HP) │ Off-Guard
──────────
RECALL KNOWLEDGE:
──────────
DC 25 (crit success), second success by another PC, or DC 17 as second check after first success:
DC 23(crit success), second success by another PC, or DC 15 as second check after first success:

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Zuza looks at the dockhand carelessly lumbering forward. "Really?" she wonders and starts sending arrows at the easy target.
◆ Strike Attack Orange: 1d20 + 7 ⇒ (19) + 7 = 26 Damage (P): 1d8 + 1d6 ⇒ (7) + (3) = 10
Deadly if above is a crit: 1d10 ⇒ 9
◆ Strike Attack Orange: 1d20 + 7 ⇒ (7) + 7 = 14 Damage (P): 1d8 + 1d6 ⇒ (8) + (6) = 14 On Yellow, if orange died from above.
◆ Stride
She retreats some steps to be in better range for her weapon against the nearer enemies.

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Now close together, Peat swaps out the crossbow for a rapier.
◇ Devise Stratagem: Dockhand
Know Weakness free Recall Knowledge (Society) on dockhand: 1d20 + 8 ⇒ (7) + 8 = 15
Stratagem roll: 1d20 ⇒ 3
Considering if there's a way to exploit the dockhand's weaknesses, Blueberry Peat makes a daring gambit ... leaping across the pier and landing next to a pirate, shooting her point blank, and then trying to intimidate the dockhand.
◆ Leap: 10 feet
◆ Strike
Hand crossbow attack on Yellow Pirate: 1d20 + 5 ⇒ (14) + 5 = 19
Hand crossbow damage (piercing) on Yellow Pirate: 1d6 ⇒ 1
◆ Demoralize on Dockhand
Intimidate (untrained) w/ Pursue a Lead/Stratagem bonus: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
The small shrub attempts to growl at the dockhand in a menacing fashion.
His Will save would have to be really bad for that to work ...

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Jared gets closer and aims in throwing the glue bomb he is holding to Red.
Lesser Glue Bomb Attack: 1d20 + 6 ⇒ (11) + 6 = 17 vs Red
Effect: –10-foot penalty (or Immobilized for 1 rd on Crit Hit), and DC 17 Escape to remove effects or spend a total of 3 manipulate actions
◆ Strike
He then draws an ampoule and throws it at Red too.
Lesser Dread Ampoule Attack, MAP: 1d20 + 6 - 5 ⇒ (1) + 6 - 5 = 2 vs Red
Damage: 1d6 ⇒ 6 mental damage, 1 mental splash damage (to target only), and becomes Frightened 1 (or frightened 2 on a critical hit)
◆ Quick Bomber
He then holds his dueling cape
◆ Interact to wield dueling cape

GM Super Zero |

Zuza's arrow strikes, and the drunken dockhand topples over and falls into the water. Her next arrow is a near miss.
Crit for massive damage. 14 misses the pirate.
Peat his, but the bolt barely grazes the pirate.
A hit. 13 actually would have gotten the dockhand, but I'll redirect that as he's down--and it doesn't succeed against a pirate.
Jared gums one of them up with glue, but his dread amp doesn't work at all.
The 17 is a hit. 2 is a critical failure, so no splash.
★★★
Dockside Brouhaha Round 1
──────────
BOLD IS UP!:
──────────
Blueberry Peat (26/26 HP)
➤ Zisiro (15/30 HP) │ Rain of Embers Stance
➤ Clides (30/30 HP)
Jared (18/18 HP) │ Dueling
Zuza the Scout (15/15 HP)
Yellow Pirate (-17 HP) │ Bloodied
Red Pirate (-14 HP) │ Bloodied, -10 Speed (DC 17 Escape)
Blue Pirate (-5 HP)
Agate Stark (16/16 HP) │ Critical Overdrive
Green Pirate (- HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 25 (crit success), second success by another PC, or DC 17 as second check after first success:

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Flames appear on the tips of each of Zisiro's fingers as he unleashes his assault upon the pirates surrounding him. The fire leaves tracings in the air as he spins from one pirate to the next. Ephemeral shock waves land after each successful strike, striking at the pirates' spirits.
◆ Flurry of Blows
Strike vs. Yellow: Handwraps of Mighty Blows +1, Fire Talon (T): 1d20 + 8 ⇒ (14) + 8 = 22
Magic, Fire: 1d4 + 3 ⇒ (1) + 3 = 4 + Spirit: 1 = 1 (5 damage total)
Strike vs. Red: Handwraps of Mighty Blows +1, Fire Talon (T): 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19
Magic, Fire: 1d4 + 3 ⇒ (3) + 3 = 6 + Spirit: 1 = 1 (7 damage total)
Depending upon who is still standing:
◆ Strike vs. Yellow > Red > Blue: Handwraps of Mighty Blows +1, Fire Talon (T): 1d20 + 8 - 8 ⇒ (17) + 8 - 8 = 17
Magic, Fire: 1d4 + 3 ⇒ (3) + 3 = 6 + Spirit: 1 = 1 (7 damage total)
[ooc]◆ Step

GM Super Zero |

After a series of blows, two of the pirates topple from the dock.
First hit takes out Yellow. Second attack hits Red, who's still up. But down after the third one.
Delaying Clides.
The pirate in blue steps forward to bring both Peat and Zisiro into his reach. "Ah, falling back, eh? We've got you right where we want you!" he says, as though most of his side haven't already fallen. He sweeps his blade in a wide arc to catch both Peat and Zisiro; he catches neither.
◆ Step
◆ Strike Peat/Zisiro: 1d2 ⇒ 1 Cutlass: 1d20 + 8 ⇒ (4) + 8 = 12 Miss
◆ strike Cutlass: 1d20 + 8 + 1 - 5 ⇒ (16) + 8 + 1 - 5 = 20 Miss while in Rain of Embers Stance
★★★
Dockside Brouhaha Round 1
──────────
BOLD IS UP!:
──────────
Blueberry Peat (26/26 HP)
Zisiro (15/30 HP) │ Rain of Embers Stance
Jared (18/18 HP) │ Dueling
Zuza the Scout (15/15 HP)
Blue Pirate (-5 HP)
Clides (30/30 HP)
Agate Stark (16/16 HP) │ Critical Overdrive
Green Pirate (- HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 25 (crit success), second success by another PC, or DC 17 as second check after first success:

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The light warps in a heat haze around Zisiro, throwing the pirate's aim off just enough that the Vudrani avoids the blade. "You want to have the advantage? As you wish!"
Nobody is Bolded, but it looks like it should be Clides and Agate. :)

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Clides keeps twirling his sling-staff!
◆ Strike (2-handed) ◆ Interact (Reload = 1) ◆ Strike (2-handed)
Ranged Halfling Sling Staff (Halfling, Propulsive, Uncommon) vs. Green: 1d20 + 8 ⇒ (13) + 8 = 21
B dmg, Propulsive, Stance: 1d10 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Ranged Halfling Sling Staff (Halfling, Propulsive, Uncommon) vs. Green, MAP1: 1d20 + 8 - 5 ⇒ (6) + 8 - 5 = 9
B dmg, Propulsive, Stance: 1d10 + 1 + 2 ⇒ (2) + 1 + 2 = 5

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Agate calmly reloads her Sukgung ◆, fires ◆ and reloads again ◆.
Sukgung: 1d20 + 5 ⇒ (9) + 5 = 14 Target = Blue
Damage, P, Critical Overload: 1d10 + 4 ⇒ (3) + 4 = 7

GM Super Zero |

Clides's first shot is a hit, but his second misses. Agate's attack is also a narrow miss.
"Huh? Of course we want an advantage!"
The pirate scowls as he circles Zisiro. Even under attack from both sides, though, he proves too evasive to hurt.
◆ Stride to flank
◆ Strike Cutlass: 1d20 + 8 ⇒ (1) + 8 = 9 Critical failure
◆ Strike Cutlass: 1d20 + 8 - 5 ⇒ (11) + 8 - 5 = 14 Miss
★★★
Dockside Brouhaha Round 1
──────────
BOLD IS UP!:
──────────
➤ Blueberry Peat (26/26 HP)
➤ Zisiro (15/30 HP) │ Rain of Embers Stance
➤ Jared (18/18 HP) │ Dueling
➤ Zuza the Scout (15/15 HP)
Blue Pirate (-5 HP)
Clides (30/30 HP)
Agate Stark (16/16 HP) │ Critical Overdrive
Green Pirate (-5 HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 25 (crit success), second success by another PC, or DC 17 as second check after first success:

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"The other moved like that, so there", Zuza estimates the movements of the blue dressed pirate.
◆ Recall Knowledge (blue): 1d20 + 5 ⇒ (4) + 5 = 9 That's not going to succeed, so no offguard.
She shoots more arrows at the pirates.
◆ Strike Attack Blue: 1d20 + 7 ⇒ (4) + 7 = 11 Damage (P): 1d8 ⇒ 1
◆ Strike Attack BLue: 1d20 + 7 - 5 ⇒ (17) + 7 - 5 = 19 Damage (P): 1d8 ⇒ 4

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Peat devises a stratagem against the pirate next to them assuming he is still alive after Zuza's attack.
◇ Devise Stratagem
Know Weakness free Recall Knowledge (Society) on blue pirate: 1d20 + 8 ⇒ (7) + 8 = 15
Stratagem: 1d20 ⇒ 19
The berries on Peat's face area curve to form a cunning smile as they put their plan into motion. No one will expect this ...
◆ Step
◆ Strike
Fist strike w/ Strategic Strike vs. flanked (off-guard) blue pirate: 19 + 8 = 27
Fist damage (bludgeoning, nonlethal) w/ Strategic Strike damage: 1d4 + 1d6 ⇒ (1) + (6) = 7
Peat steps over and, with the hand not holding a crossbow, curls up a haymaker and, being short, punches the pirate in ... well, in his berries.
Fist strike w/ multiattack (agile) vs. flanked (off-guard) blue pirate: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
Fist damage (bludgeoning, nonlethal): 1d4 + 1d6 ⇒ (1) + (6) = 7
"We should be sure to take one of them alive, to get information," Peat says.

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While they go for the Blue Pirate, Jared bombs the Green Pirate, who is closer to him. He draws another glue bomb and dread ampoule, throwing both at the enemy.
Lesser Glue Bomb Attack: 1d20 + 6 ⇒ (2) + 6 = 8 vs Green Pirate
Effect: –10-foot penalty (or Immobilized for 1 rd on Crit Hit), and DC 17 Escape to remove effects or spend a total of 3 manipulate actions
◆ Quick Bomber
Lesser Dread Ampoule Attack, MAP: 1d20 + 6 - 5 ⇒ (5) + 6 - 5 = 6 vs Green Pirate
Damage: 1d6 ⇒ 6 mental damage, 1 mental splash damage (to target only), and becomes Frightened 1 (or frightened 2 on a critical hit)
◆ Quick Bomber
The bombs land too short a distance to hit the enemy, unfortunately.
He then raises his dueling cape.
◆ Raise Dueling Cape (+1 to AC)

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Zisiro unleashes another assault with his flaming claws between dodging the pirate's swings. This time, however, he strikes for less vital locations, seeking to incapacitate. Then he moves cautiously to stand beside Peat and trap the pirates between them and the other Pathfinders.
◆ Flurry of Blows
Strike vs. Blue > Green: Handwraps of Mighty Blows +1, Fire Talon (T): 1d20 + 8 ⇒ (6) + 8 = 14 (Blue is flanked)
Nonlethal, Magic, Fire: 1d4 + 3 ⇒ (3) + 3 = 6 + Spirit: 1 = 1
Strike vs. Blue > Green: Handwraps of Mighty Blows +1, Fire Talon (T): 1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 11 (Blue is flanked)
Nonlethal, Magic, Fire: 1d4 + 3 ⇒ (4) + 3 = 7 + Spirit: 1 = 1
◆ Step
◆ Step