
EbonFist |

Sorry guys, I flipped the HPs on the Demons. Should be corrected below.
Donovan continues to keep the demons off balance and this time manages to land a blow with his knife on one.
Mahari continues to have issues connecting while Rhubarby follows up her punch with another that would rattle the creature's teeth...if it had teeth and not mandibles.
Round 2/3, the BOLD may act.
Mahari
Rhubarbie -10
Donovan -18
Demons Red-Shaken 1 round -22HP; Blue-Shaken 3 rounds, Flat-footed -6HP
Wilson -7

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Wilson takes a double swing, now with tactical benefit from Mahari.
Thunderstrike gauntlet attack 1 w/ flanking, full attack, vs Red's KAC: 1d20 + 4 + 2 - 4 ⇒ (4) + 4 + 2 - 4 = 6
Thunderstrike damage: 1d6 + 1 ⇒ (6) + 1 = 7 bludgeoning/sonic
Thunderstrike gauntlet attack 2 w/ flanking, full attack, vs Red's KAC: 1d20 + 4 + 2 - 4 ⇒ (9) + 4 + 2 - 4 = 11
Thunderstrike damage: 1d6 + 1 ⇒ (6) + 1 = 7 bludgeoning/sonic

EbonFist |

Blue: 1d2 ⇒ 2
Wilson tries to get in his own combination of punches but narrowly misses one and outright misses the other.
The demons stick with their current targets, attacking Donovan and Wilson, again.
Red bite vs. Wilson: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 15
Piercing: 1d6 + 7 - 2 ⇒ (3) + 7 - 2 = 8
Blue bite vs. Donovan: 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21
Piercing: 1d6 + 7 - 2 ⇒ (1) + 7 - 2 = 6
Only the blue is able to connect, this time.
Round 3/4, the BOLD may act.
Mahari
Rhubarbie -10
Donovan -24
Demons Red -22HP; Blue-Shaken 2 rounds, Flat-footed -6HP
Wilson -7

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Donovan again tries to demoralize the Jinsul with RED marks!
Move action: Improved Intimidate demoralize jinsul red vs. (10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), only sense dependent : 1d20 + 16 ⇒ (19) + 16 = 35
Demoralize: If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.
GM: Donovan has Grim Trophies (Magic) so if they are shaken then they also get -2 to damage rolls. Essentially, they are SICKENED.
* *
He then also makes a quick movement to feint and make a clever attack to hit the blue Jinsul with his knife!
Standard action: Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 + 1d6 ⇒ (15) + 13 + (3) = 31
Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.
plus attack with clever attack:
Survival knife: 1d20 + 6 ⇒ (14) + 6 = 201d4 + 4 ⇒ (2) + 4 = 6

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Rhubarby will continue her pattern of Move Action for *Calibrate Defenses* for a +1 AC versus Red then punch it
Then Punch the Demon.
Thunderstrike Gauntlet Punch w/ overcharge: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 2d6 + 2 ⇒ (5, 4) + 2 = 11
You #$%&**$^^&@@ Im gonna put you $#^&*&! down!

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Electing to focus fire on the more severely wounded of the demons, Mahari switches targets to the one between her and Officer Wilson (Red).
Trick attack, Spy’s Bluff vs CR: 1d20 + 20 - 20 ⇒ (11) + 20 - 20 = 11
Trick damage: 1d8 ⇒ 2
If the Trick succeeds, target is flatfooted to her.
Attack, melee, flanking: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
damage, B: 1d4 + 1 ⇒ (1) + 1 = 2
If both the Trick and attack succeed, the target is flatfooted to all allies’ attacks until the beginning of her next turn.

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Wilson tries to focus his attack, rather than throwing too many random punches.
Thunderstrike gauntlet attack w/ flanking vs red's (flatfooted?) KAC: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Thunderstrike damage: 1d6 + 1 ⇒ (3) + 1 = 4 bludgeoning/sonic
Yet nevertheless, he missed his punch.

EbonFist |

[spoiler=GM Screen]Blue: 1d3 ⇒ 3
Red: 1d2 ⇒ 1
Donovan somehow manages to terrify one of the demons, leaving it quaking for the foreseeable future. He then plunges his knife into the other one.
Mahari decides to eliminate at least one set of teeth and turns her attention to the more injured one, landing a solid blow with her baton.
Yet, Wilson and Rhubarby are unable to capitalize and both miss with their swings, leaving both the demons still standing.
Mahari manages to garner both demons' attention for the moment and they snap at her.
Red bite: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12
Piercing: 1d6 + 7 - 2 ⇒ (6) + 7 - 2 = 11
Blue bite: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11
Piercing: 1d6 + 7 - 2 ⇒ (5) + 7 - 2 = 10
Things finally seem to be breaking the starfinders' way as neither is able to get a purchase on her.
Round 4/5, the BOLD may act.
Mahari
Rhubarbie -10
Donovan -24
Demons Red -26HP - Shaken 4 rounds, Flat-footed; Blue-Shaken 1 rounds, Flat-footed -12HP
Wilson -7

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"Hey, watch it. You're gonna tear my outfit," Mahari gripes at the demons even as they miss her. But she sticks to what she knows and tries to fake out Red with a bluff.
Trick attack, Spy’s Bluff vs CR: 1d20 + 20 - 20 ⇒ (9) + 20 - 20 = 9
Trick damage: 1d8 ⇒ 8
If the Trick succeeds, target is flatfooted to her.
Attack, melee, flanking: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
damage, B: 1d4 + 1 ⇒ (4) + 1 = 5
If both the Trick and attack succeed, the target is flatfooted to all allies’ attacks until the beginning of her next turn.
Max damage! Woohoo!

EbonFist |

Between Mahari tricking the demon into being off balanced she leaves the red demon vulnerable to to Rhubarby's attack. The damage that both the women are able to do is enough to down the creature and it dissipates into red tinged black smoke.
Round 4/5, the BOLD may act.
Mahari
Rhubarbie -10
Donovan -24
Demons Red down; Blue-Shaken 1 rounds, Flat-footed -12HP
Wilson -7

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Wilson mutters, "C'mon and die you stupid demon thing." He returns to rapidfire punches at the creature.
Thunderstrike attack 1 w/ flanking, full attack vs. Red's KAC: 1d20 + 4 + 2 - 4 ⇒ (2) + 4 + 2 - 4 = 4
Thunderstrike damage: 1d6 + 1 ⇒ (2) + 1 = 3 bludgeoning/sonic
Thunderstrike attack 2 w/ flanking, full attack vs. Red's KAC: 1d20 + 4 + 2 - 4 ⇒ (14) + 4 + 2 - 4 = 16
Thunderstrike damage: 1d6 + 1 ⇒ (3) + 1 = 4 bludgeoning/sonic

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Donovan again tries to demoralize the Jinsul with blue marks!
Move action: Improved Intimidate demoralize jinsul red vs. (10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), only sense dependent : 1d20 + 16 ⇒ (15) + 16 = 31
Demoralize: If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.
GM: Donovan has Grim Trophies (Magic) so if they are shaken then they also get -2 to damage rolls. Essentially, they are SICKENED.
* *
He then also makes a quick movement to feint and make a clever attack to hit the blue Jinsul with his knife!
Standard action: Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 + 1d6 ⇒ (17) + 13 + (5) = 35
Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.
plus attack with clever attack:
Survival knife: 1d20 + 6 ⇒ (14) + 6 = 201d4 + 4 ⇒ (1) + 4 = 5

EbonFist |

Wilson swings wide with his first blow but his follow up hits.
Donovan continues to keep the demon on the ropes with his intimidating presence and adds injury to insult with a well placed stab of his knife.
The demon retaliates against Wilson.
Blue bite vs. Wilson:: 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21
Piercing: 1d6 + 7 - 2 ⇒ (3) + 7 - 2 = 8
Round 5/6, the BOLD may act.
Mahari
Rhubarbie -10
Donovan -24
Demons Red down; Blue-Shaken 3 rounds, Flat-footed -21HP
Wilson -15

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Mahari shuffles her feet like she's going to slide to the left, but instead moves into flanking with Rhubarby.
Trick attack, Spy’s Bluff vs CR: 1d20 + 20 - 20 ⇒ (8) + 20 - 20 = 8
Trick damage: 1d8 ⇒ 5
If the Trick succeeds, target is flatfooted to her.
Attack, melee, flanking: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
damage, B: 1d4 + 1 ⇒ (3) + 1 = 4
If both the Trick and attack succeed, the target is flatfooted to all allies’ attacks until the beginning of her next turn.

EbonFist |

Almost as though Rhubarby's declaration makes it true, she, Donovan and Mahari stab, punch and bludgeon the remaining demon into nothingness and it evaporates in midnight blue smoke.
It's easy enough to use the communications equipment on the bridge to contact Radaszam with the leak's name and information.
"Tsimtsara, eh? Thanks for the info. I'll start...plugging this particular leak," the vesk says with an ominous grin.

EbonFist |

Venture-Captain Naiaj’s face appears on a communication screen, her features even paler and more somber than usual. She pauses for a moment before speaking. “A group of elite jinsul starships ambushed one of our scout flights near the starship graveyard orbiting Agillae-5. None of our agents responded to my summons. I assume they’re all dead. The jinsuls have left, but we need to know where they’re going next or we’ll be cleaning up another massacre. Check the remains of our ships for anything that might tip us off about their next target.”
It takes you 4 hours to get to the next location. The Starfinder fleet is in the system so you benefit from covering fire.
Ahead, you find the debris of several Starfinder ships that have been savagely destroyed. You hone in on a relatively intact vessel.
[spoiler=DC17 Culture check}The craft is the Parting Glance, a veteran Starfinder ship captained by a highly ranked flight leader named Jessyn.
The entire ship is dark, with no atmosphere or gravity.
You are easily able to enter through some of the holes left in the hull in the area marked with a red box. Fortunately, you are able to enter near the power core. It is heavily damaged but still capable of accessing emergency power with some jury-rigging.
While you're flying to your next destination, you can spend a Resolve to take a 10 Minute Rest.

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"Whew, nice job everyone. That was a tough fight, but looks like we're not done yet."
Culture: 1d20 + 10 ⇒ (5) + 10 = 15
Computers: 1d20 + 9 ⇒ (19) + 9 = 28
From her station at the Mean Gurl's sensor console, Mahari scans the unfamiliar ship. "Nobody home," she says with a twinge of sadness at the loss of Starfinder lives.
She seals up her environmental protections, and keeps telling herself that the zero-g will be okay. Really. Not at all like all the other times.
Engineering: 1d20 + 5 ⇒ (19) + 5 = 24
It gives her motivation to get some of the systems back up including low-g and some red emergency lights.
@GM, I opened the GM Screen just to see, but I think there's a little formatting error re: the embedded Culture check. So I rolled it, but didn't hit the DC.

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Computers : 1d20 + 3 ⇒ (12) + 3 = 15
Engineering : 1d20 + 3 ⇒ (18) + 3 = 21
Donovan supports to get the ship operational.
”It is a disaster!! So many dead!!“
spending resolve. Just read about the GM screen.
culture : 1d20 + 3 ⇒ (17) + 3 = 20
”The craft is the Parting Glance, a veteran Starfinder ship captained by a highly ranked flight leader named Jessyn!! I know them!!“

EbonFist |

Sorry about the formatting problem. I meant for the spoiler about the Culture check to be visible.
Mahari gets emergency lighting and gravity working. It's not exactly comfortable, but it will make things easier to get around.
For ease of exploration, I'm going to list the interesting locations for you guys to investigate. Just let me know where you want to go.
Computer Lab
Transmission Center
Gunner's Station
Engineering
Bridge

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Wilson says, "Probably best to get to the Bridge, to see what ship systems we can access."

EbonFist |

Rhubarby is easily able to find a schematic for the class of ship and directs the group toward the bridge. To get there, they have to pass through the computer bay.
It is clear that this area has been stripped of materials.
The doors to the bridge open easily enough. Inside, six corpses—three humans, a shirren, a ysoki, and a korasha lashunta identifiable as Captain Jessyn—lay scattered around, their positions and postures suggesting they were floating in the zero G until recently. Their bodies and faces are mangled by decompression.
A cracked screen on the communications station flickers in standby mode.

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perception: 1d20 + 5 ⇒ (7) + 5 = 12
medicine : 1d20 + 3 ⇒ (17) + 3 = 20
"Hey, I was able to run the computer’s last operation, discovering that the Parting Glance shared all its data collected about the jinsuls’ movements and numbers with a system-wide transmission tower we Starfinders hastily assembled on the twelfth moon of Bastiar-8. Furthermore, disarmed countermeasures indicate the jinsuls who boarded the ship also retrieved this info, likely flagging the transmission tower as their next target. We have to get this info to the VC!" Donovan says.

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Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Mahari sticks close to the others as they make their way through the ghost ship of death. She's not worried about anything jumping out at them, rather she's more concerned about the gravity going out again.
Passing through the computer bay, she points out the scratches on the walls made by jinsul leg blades. "They came through here and looted everything," she tells her teammates as she pokes at a torn open console.
Physical Science: 1d20 + 5 ⇒ (15) + 5 = 20
"Looks like the ship was being used as a recce bird, watching the surface for jinsul movements," she shares.
When Donovan informs them of what he found in the computer logs, she breathes a sigh of relief. "Okay, sounds like we're done here," she says a bit too eagerly. "Let's tell Naiaj that the jinsul are heading to the tower at Bastiar-8 and get out of here before something else goes wrong."
Dun-dun-dun... cause what else could go wrong?

EbonFist |

Dun-dun-dun... cause what else could go wrong?
Everyone place your tokens in the bridge, please...no reason...

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Wilson motions from Mahari to the console. "Hey, I think you're the best tech we have on this squad ... What's up with that?"

EbonFist |

Mahari: 1d20 + 5 ⇒ (1) + 5 = 6
Wilson: 1d20 + 6 ⇒ (13) + 6 = 19
Rhubarbie: 1d20 + 5 ⇒ (2) + 5 = 7
Donovan: 1d20 + 3 ⇒ (6) + 3 = 9
undead: 1d20 + 2 ⇒ (5) + 2 = 7
As the group gathers their data and prepares to depart, there is a faint moment of whispering and a chill that goes through each of them, even within their environmental protections. It raises the hair on their arms and napes and catches their breath while simultaneously making their hearts race.
Slowly, 3 of the corpses, including Jessyn, rise. Their movements are made all the stranger by the lack of full gravity on the ship. The two shambling crew members merely shuffle toward you but Jessyn's mouth opens in a primordial scream of rage. Despite the lack of a medium to carry it, you can practically hear the sound.
Round 1. The Bold may act.
The red one is Jessyn, the others are the other crewmembers.
Wilson
Donovan
Rhubarbie
Not so dead crew of the Parting Glance
Mahari

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Is intimidating mind affecting? It says demoralize is only sense dependent in the skill so I’ll try vs undead.
Donovan again tries to demoralize the undead with purple marks!
Move action: Improved Intimidate demoralize undead purple vs. (10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), only sense dependent : 1d20 + 16 ⇒ (9) + 16 = 25
Demoralize: If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.
GM: Donovan has Grim Trophies (Magic) so if they are shaken then they also get -2 to damage rolls. Essentially, they are SICKENED.
* *
He then moves back and simultaneously retrieves his knife!

EbonFist |

Gonna Bot Wilson
Wilson holds until the undead come to him, slugging the deceased captain in the face when she gets close.
thunderstrike pulse gauntlet: 1d20 + 4 ⇒ (10) + 4 = 14
B&So: 1d6 + 1 ⇒ (4) + 1 = 5
She stares in return, her empty gaze conveying the pain and despair of her death as she suffocated in the cold, black void. That stare is literally painful as it seems you can't breath either.
decompression gaze: 1d4 + 1 ⇒ (3) + 1 = 4
Then, she strikes but is unable to connect.
slam: 1d20 + 11 ⇒ (2) + 11 = 13
bludgeoning: 1d6 + 7 ⇒ (4) + 7 = 11
The other undead can only shamble forward, getting close to the starfinders, but unable to strike.
Round 1/2. The Bold may act.
The red one is Jessyn, the others are the other crewmembers.
Wilson
Donovan
Rhubarbie
Not so dead crew of the Parting Glance Red -5HP, Purple Shaken for 3 Rounds
Mahari

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Donovan tries to demoralize the undead with RED marks!
Move action: Improved Intimidate demoralize undead purple vs. (10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), only sense dependent : 1d20 + 16 ⇒ (20) + 16 = 36
Demoralize: If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.
GM: Donovan has Grim Trophies (Magic) so if they are shaken then they also get -2 to damage rolls. Essentially, they are SICKENED.
* *
He then makes a quick movement to feint and makes a clever attack to hit the purple undead with his knife!
Standard action: Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 ⇒ (7) + 13 = 20
Using:
Expertise talent - 3rd Level:
Convincing Liar (Ex; Bluff): When you attempt a Bluff check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add the result to the total or forgo the expertise die and reroll the check.
Standard action: REROLL Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 ⇒ (9) + 13 = 22
Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.
plus attack with clever attack:
Survival knife: 1d20 + 6 ⇒ (12) + 6 = 181d4 + 4 ⇒ (1) + 4 = 5

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Busy with the ships logs, Mahati fails to react quickly enough and the undead swarm all around her. As she gets a good look at the one now right up in her face, she tries to remember what she knows of these things from her recent mission on Eox.
Mysticism: 1d20 + 4 ⇒ (18) + 4 = 22
Then she quickly dances around the one with the Purple namebadge to get into flanking with her pal Rhubarbie.
Trick attack, Spy’s Bluff vs CR: 1d20 + 20 - 20 ⇒ (5) + 20 - 20 = 5
Trick damage: 1d8 ⇒ 5
If the Trick succeeds, target is flatfooted to her.
Attack, melee, flanking: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
damage, B: 1d4 + 1 ⇒ (3) + 1 = 4
extra Crit damage: 1d8 + 1d4 + 1 ⇒ (2) + (1) + 1 = 4
Total damage = 13
If both the Trick and attack succeed, the target is flatfooted to all allies’ attacks until the beginning of her next turn.

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Round 2
Wilson steps around, so the group of you don't get completely encircled by these things. He punches at the one with the red badge.
Thunderstrike pulse gauntlet attack: 1d20 + 4 ⇒ (19) + 4 = 23
Thunderstrike pulse gauntlet damage: 1d6 + 1 ⇒ (5) + 1 = 6 bludgeoning/sonic

EbonFist |

Sorry guys...forgot to put the save in there. Everyone needs a DC 14 Will save or they take the Decompression Gaze damage.

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Will save: 1d20 + 5 ⇒ (14) + 5 = 19
Just curious if any of these from Toughness would apply, in case we have to save against this again:
+2 vs. fear effects
+4 vs the harmful effects of thick or thin atmospheres

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Will Save: 1d20 + 3 ⇒ (1) + 3 = 4
Rhubarby will drop her Arc Caster and just punch at Purple. Since we got some flanking going on.
Thunderstrike w/overcharge: 1d20 + 4 ⇒ (7) + 4 = 11 Flanking on Purple.
damage: 2d6 + 2 ⇒ (3, 4) + 2 = 9

EbonFist |

[spoiler=Gm Screen]rando: 1d3 ⇒ 3
Mahari realizes that the two lesser undead are simple occult zombies. They are very slow but largely immune to nonmagical physical damage (DR5/magical).
Jessyn has become something much more terrifying - a Nihili. While not resistant to damage, she is capable of inflicting an echo of her death by suffocation on living creatures, making them feel like they can't breath to such an extent that they literally cannot breath. Everyone within 15' every round must make a will save or take bludgeoning damage from suffocation.
Donovan manages to unsettle the thing that was Jessyn and stab the one with the purple badge but his blade doesn't seem to affect anything vital...in fact there isn't much vital to affect.
Wilson punches Jessyn in the stomach, a blow that would have made her lose her breath if she had any.
Mahari thunks the purple zombie on the head with her baton but it doesn't have as much effect as she would think.
Thanks to Mahari's quick footwork and positioning, Rhubarby is able to score a hit on the undead as well and the sonic blast from her gauntlet causes visible damage.
Everyone but Mahari (and maybe Wilson) is affected by Jessyn's gaze and everyone but Mahari experiences it again. Their lungs seem to shrink upon themselves, despite their environmental seals being in place.
Decompression Gaze: 1d4 + 1 ⇒ (4) + 1 = 5
It is not a fear effect and doesn't actually change the atmosphere so I would say neither of those bonuses apply. Also, it's actually a Fort Save and not a Will save. Given the rolls involved last round, I don't think it will make much difference for them.
Jessyn swings at Wilson in return for his blow on her but misses, perhaps recognizing a fellow starfinder at the last moment.
slam: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10
bludgeoning: 1d6 + 7 - 2 ⇒ (5) + 7 - 2 = 10
The blue badged zombie can only try to move into position while the purple badged zombie strikes at Mahari. It is no more effective than it's captain.
slam: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
Bludgeoning: 1d6 + 5 - 2 ⇒ (2) + 5 - 2 = 5
Round 2/3. The Bold may act.
The red one is Jessyn, the others are the other crewmembers.
Wilson - DC14 Fort save or 4 damage and DC14 Fort save or 5 damage.
Donovan -4HP DC14 Fort save or 5 damage
Rhubarbie -4HP DC14 Fort save or 5 damage
Not so dead crew of the Parting Glance: Red -11HP Shaken for 3 rounds, Purple -17HP Shaken for 3 Rounds
Mahari

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Mahari tries to make the Purple zombie thinks she's going to move. Instead, she stays where she is to benefit from flanking with Rhu.
Trick attack, Spy’s Bluff vs CR: 1d20 + 20 - 20 ⇒ (14) + 20 - 20 = 14
Trick damage: 1d8 ⇒ 6
If the Trick succeeds, target is flatfooted to her.
Attack, melee, flank: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
damage, B: 1d4 + 1 ⇒ (3) + 1 = 4
If both the Trick and attack succeed, the target is flatfooted to all allies’ attacks until the beginning of her next turn.