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Knowledge (Arcana): 1d20 + 7 ⇒ (18) + 7 = 25
"Eep, that bag is alive!" squeals the gnome. "Better cut it up fast! I don't think it can feel pain, but I sure can, and I bet you will too if you let it nom you up, so be careful!"

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"WHAT THE WHAT?!" Senzo's eyes go wide and he shakes his head. Hoping to nip it in the bud, he waits a second, hoping to hear those delicious words from Sundr:
Delaying until Sundr, and then accepting the rage.
Shuriken: 1d20 + 9 - 1 ⇒ (18) + 9 - 1 = 26 for DMG: 1d2 + 4 ⇒ (1) + 4 = 5
Shuriken: 1d20 + 9 - 1 ⇒ (15) + 9 - 1 = 23 for DMG: 1d2 + 4 ⇒ (2) + 4 = 6
Shuriken: 1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24 for DMG: 1d2 + 4 ⇒ (1) + 4 = 5
"Zirt, outa my way!"

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@ GM: Of course! I'll start my song now.
Know (Arcana): 1d20 + 8 ⇒ (17) + 8 = 25
The many-mirrored Ulfen begins a rousing chorus to spur her comrades -- and herself! Her axe gleams in the moonlight streaming through the open window as she prances into position via red portal...
Will: 1d20 + 6 ⇒ (17) + 6 = 23 ooh it worked! EDIT nvm, DC is 25 not 20, random: 1d4 ⇒ 2
Sündr steps through the red portal and appears behind the party, but FASTER. She uses her speed to hurry to the front. I think that's how it works. GM please correct me if I'm wrong.
If you accept the Inspired Rage as a FREE ACTION at the BEGINNING of your turn:
+2 STR
+2 CON (+1 HP/lvl, +1 on Fort saves)
+2 Will saves
-1 AC
Cannot use Dex-, Int-, or Cha-based skills (except Acro, Fly, Intimidate, Ride)
Cannot use abilities that require patience or concentration
Gain Scent ability
Gain Reckless Abandon (may choose to take additional -2 AC, gain +2 attack)
Gain 1d6 Fire damage on all melee attacks for one round (usable once)

DM Khel |

Looks like you did it right to me, Sündr. Thanks for flying with Portal Air!
On each floor, there are portals of each color. If you step into a portal, roll a die appropriate to the number of portals and and count down from the top of the map to determine which portal of the opposite color you exit from.
Sündr begins to sing and takes a disorienting journal through one of the magical portals! As she steps through, time and space seem to whirl around her, and for an instant she can taste her grandmother’s lutefisk as if she had just taken a bite of it, but at the same time she catches a brief sight of herself as an old crone – and is surprised she’s lived to such a ripe old age! This all happens in the merest wink of an eye, and once through the portal she finds herself propelled at great speed towards the giant striped bag.
Senzo, feeling the skald’s song surge through him, hurls a volley of shuriken at the supply sack. All three metal stars strike the thing, and cut small rents in its fabric, but it seems undeterred. As if in reaction to the flying metal, the sack closes its top tightly, then pops it open again, looking for all the world like a child spitting watermelon seeds. Unfortunately, flying out of the sack’s ‘mouth’ is a bewildering array of supplies! Weapons, flasks, vials and other sundries rain down, some striking the intrepid Pathfinders!
4d6 ⇒ (3, 4, 2, 4) = 13
Flying longsword at Zirt!: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Club flung at Wolvie!: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Alchemist’s Fire at Rayne!: 1d20 + 3 ⇒ (13) + 3 = 16 vs touch AC
Fire Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Acid Flask at Wolvie!: 1d20 + 3 ⇒ (20) + 3 = 23 vs touch AC
Acid Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Crit confirm on Zirt: 1d20 + 3 ⇒ (10) + 3 = 13 Does not confirm
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Crit confirm on Wolverine: 1d20 + 3 ⇒ (16) + 3 = 19 Confirms
Acid Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Once again, the party hears the startled voice of Cerotius from somewhere in the room, exclaiming in alarm as supplies are flung everywhere. Right afterwards, the same voice is heard considering what has just happened, ”Oh, that’s interesting…I wonder if…”
Initiative, Round 2
Sack (-16 hp)
Zirt
Truk
Rayne
Badger
Sündr
Senzo
Re-stacked the initiative so the party is all grouped together – and the party is up!

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I heartily approve of these mechanics, this visual, and this fight!
-Posted with Wayfinder

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perception to hear where that voice is coming from: 1d20 + 15 ⇒ (4) + 15 = 19
Hopefully Scent will help me with that perception. Regardless of whether or not I hear where the voice is coming from, I will move towards the bag and cast Divine Favor. I accept Raging Song and I will be updating my AC and HP accordingly.

DM Khel |

I heartily approve of these mechanics, this visual, and this fight!
I'm very happy to hear it!
Badger - a couple of things: can you tell me the order in which you're taking your actions? If you move first, you'll be casting right next to the big bad bag. Also, can you move your token on the map, which is linked right above my ugly green avatar? Finally, you can use Scent to figure out which direction the voice is coming from, but it takes a move action to do so.

DM Khel |

I feel bad about this, in case I encouraged you to take this action, but:
After calling on Shizuru to bless him in the fight, Badger sniffs the air, but Cerotius appears to be too far away for his scent to be discerned.
Scent can only do that within 30', so you can conclude he's further away than that.

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Rayne fires a trio of shots at the efil bag after it hits him with an alchemist fire.
Point Blank, Rapid, Deadly: 1d20 + 9 ⇒ (16) + 9 = 25
1d8 + 8 ⇒ (3) + 8 = 11
Point Blank, Rapid, Deadly: 1d20 + 9 ⇒ (4) + 9 = 13
1d8 + 8 ⇒ (3) + 8 = 11
Point Blank, Rapid, Deadly: 1d20 + 4 ⇒ (10) + 4 = 14
1d8 + 8 ⇒ (8) + 8 = 16

DM Khel |

Rayne’s arrows make a couple of large holes in the sack! It still seems to want to swallow anyone nearby.
Initiative, Round 2
Sack (-43 hp)
Zirt
Truk
Rayne
Badger
Sündr
Senzo
Bold can go!

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"Heavy bags are better when they don't fight back." He shakes his head, "coming Sundr!" He then dashes into the same portal as his friend: Will: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24 Oh so close!
1d4 ⇒ 2 HA!
He runs forward and lays out another shuriken
1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21 for DMG: 1d2 + 3 ⇒ (1) + 3 = 4

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"Oh I don't know, Senzo," Sündr sings between verses, "this one seems kind of fun!" Bright flames lick the axe head she swings mightily for the bag with a low arcing cut that sticks into the floor instead.
+3 Adamantine Greataxe @ Bag, Heroism, Reckless Abandon Power Attack: 1d20 + 12 + 2 - 2 + 2 ⇒ (1) + 12 + 2 - 2 + 2 = 15 JEEEEEEEEEEEEEEFF!!!
Damage: 1d12 + 16 ⇒ (9) + 16 = 25 plus Fire: 1d6 ⇒ 2
Status: HP 57/57, AC 14, fast healing 2.
If you accept the Inspired Rage as a FREE ACTION at the BEGINNING of your turn:
+2 STR
+2 CON (+1 HP/lvl, +1 on Fort saves)
+2 Will saves
-1 AC
Cannot use Dex-, Int-, or Cha-based skills (except Acro, Fly, Intimidate, Ride)
Cannot use abilities that require patience or concentration
Gain Scent ability
Gain Reckless Abandon (may choose to take additional -2 AC, gain +2 attack)
Gain 1d6 Fire damage on all melee attacks for one round (usable once)
No fatigue generated afterward, can choose to cycle in and out round by round

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GM: if the bag grabs me (making it through my images), I'll cast liberating command on myself as an immediate action for Escape Artist: 1d20 + 1 + 2 + 12 ⇒ (9) + 1 + 2 + 12 = 24

DM Khel |

As Sündr directs her rage at the stone floor, perhaps trying to disrupt the fey circle that the tower sits on, Senzo steps into a portal! He feels like he’s in several places at once, as if he’s faced with the choice of stepping through multiple portals at the same time. The question of where he’d be if he appeared out of a handful of magical doorways at once – and which of him would still really be him – proves disorienting indeed, and he’s unable to control which portal he goes through. Luckily, he gets closer to the magic sack and throws another shuriken, but the massive bag takes the opportunity to try to grab him!
AoO from ranged attack, it has 10’ reach.
Slam AoO vs Senzo: 1d20 + 9 ⇒ (7) + 9 = 16 That’ll miss.
Initiative, Round 2
Sack (-47 hp)
Zirt
Truk
Rayne
Badger
Sündr (4 images)
Senzo
Zirt and Truk to finish the round.
Sündr – understood about the mirror images and escape plan. Remind me if I forget in the heat of devouring you.

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Zirt HP: 24/43
Wolverine HP: 12/26 (with Sündr's rage)
"Ow!" squeaks Zirt, outraged. "That is not nice at all, Mister Bag! You just stop that!" Producing a wand from her belt, she reaches over and boops the wolverine lightly on the head.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Wolverine HP: 17/26
The wolverine, sensing his mistress' distress, hurries around the strange portal and proceeds to rip off a piece of the nasty bag-thing.
Bite (reckless rage): 1d20 + 6 + 3 ⇒ (15) + 6 + 3 = 24
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

DM Khel |

Truk – some exciting things happen when you try to cross the area where the gears are! Please make a DC 22 Acrobatics check and we’ll take it from there. The result of that will also affect how your attack turned out.
Truk makes his way into the fight, but moves perilously close to the spinning gears of the clock tower! As the teeth of the gears whirl right next to his head, Cerotius’ voice calls out, ”Oh! Do be careful! You’ll harm yourself and the clock!”
The hungry bag seems to flail about for a moment, as if unsure how to choose from amongst so many delicious targets, before lashing out at Senzo, who keeps pelting it with little sharp things!
Slam on Senzo: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d8 + 9 ⇒ (4) + 9 = 13
Confirm: 1d20 + 9 ⇒ (16) + 9 = 25 Won’t confirm with cover from Wolvie.
Damage: 1d8 + 9 ⇒ (2) + 9 = 11
Grab: 1d20 + 21 ⇒ (14) + 21 = 35
Constrict damage, Caustic Contents: 1d8 + 9 + 2d4 ⇒ (1) + 9 + (2, 1) = 13
Should be 26 damage to Senzo, and he’s grappled to the max. Due to the sticky alchemical goo inside the sack, attempts to escape the grapple take a -4 penalty. Also, anyone grappled by the sack cannot speak or cast spells with verbal components, though that may not matter much here.
Initiative, Round 3
Sack (-50 hp, 15 damage pending Truk’s acrobatics result)
Zirt
Truk
Rayne
Badger
Sündr (4 images)
Senzo (grappled)
Party time!

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"ESCAPE!" The word floods from the skald's mouth to Senzo's ears.
I'll do liberating command for Senzo too, as an immediate action. Escape Artist check with a +12 bonus.

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Yanking her axe from the floor, Sündr times her swing better with the rhythm of her thunderous ballad.
+3 Adamantine Greataxe @ Bag, Heroism, Reckless Abandon Power Attack: 1d20 + 12 + 2 - 2 + 2 ⇒ (12) + 12 + 2 - 2 + 2 = 26
Damage: 1d12 + 16 ⇒ (12) + 16 = 28
Status: HP 57/57, AC 14, fast healing 2, 4 images.
If you accept the Inspired Rage as a FREE ACTION at the BEGINNING of your turn:
+2 STR
+2 CON (+1 HP/lvl, +1 on Fort saves)
+2 Will saves
-1 AC
Cannot use Dex-, Int-, or Cha-based skills (except Acro, Fly, Intimidate, Ride)
Cannot use abilities that require patience or concentration
Gain Scent ability
Gain Reckless Abandon (may choose to take additional -2 AC, gain +2 attack)
Gain 1d6 Energy damage on all melee attacks for one round (usable once)
No fatigue generated afterward, can choose to cycle in and out round by round

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Rayne keeps firing at the efil nefarious bag.
Point Blank, Rapid, Deadly: 1d20 + 9 ⇒ (19) + 9 = 28
1d8 + 8 ⇒ (1) + 8 = 9
Point Blank, Rapid, Deadly: 1d20 + 9 ⇒ (20) + 9 = 29
Confirming: 1d20 + 9 ⇒ (4) + 9 = 13
1d8 + 8 ⇒ (4) + 8 = 12
Point Blank, Rapid, Deadly: 1d20 + 4 ⇒ (16) + 4 = 20
1d8 + 8 ⇒ (6) + 8 = 14

DM Khel |

Truk – you were just close enough to success that you are not prone and being ground up by the gears – but you now recognize the threat they pose. Because it was the last square of your move, you were still able to get your attack off. You’ll need to make another Reflex save to get off that square, and the fastest you can move through squares with gears on them is half speed.
Truk lands a powerful blow on the supply sack, managing to avoid getting badly stuck in the gears, though they were a little close for comfort. As Sündr frees Senzo, her axe and Rayne’s arrows combine to render the massive bag once again just a lifeless length of burlap, though one still full of useful supplies.
The shredded bag disgorges its contents as it falls to the ground: four each of longswords, clubs, and enhanced versions of alchemist’s fire, acid flasks, tanglefoot bags, holy water and antitoxins. A small pouch on the side of the bag contains two elixirs of hiding, an elixir of truth, two elixirs of tumbling, an elixir of green dragon breath, and 72 gp.
As the Pathfinders evaluate what they’ve found, Cerotius pops into view! He waves a piece of parchment excitedly and exclaims, ”Oh, thank goodness you’ll be all right! What a peculiar thing that bag has been!”
Take a moment to heal and sort out gear if you want, I’ll have a follow-up post up in a while.

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"Peculiar?! More like mean!" retorts Zirt, as she carefully doles out healing from her wand, first tapping the wolverine's head, then her own. (The position required to tap oneself on the head with a wand is rather awkward, but the gnome executes it nonetheless.)
CLW for wolverine: 1d8 + 1 ⇒ (8) + 1 = 9
Wolverine HP: 23/23
CLW for Nome: 3d8 + 3 ⇒ (5, 1, 7) + 3 = 16
Zirt HP: 40/43

DM Khel |

Cerotious continues to talk excitedly, ”I’ve have not dared to fly upstairs, but from the sound of clanking gears and the debris raining down from above, I’m afraid the tower is falling apart!” He casts a worried glance upward, then offers bravely, ”I’ll stay down here and keep an eye on the door and windows. I’ll call out if I notice anyone else entering the tower!”
Holding out the piece of parchment, the pixie continues, ”This will appear, er, did appear? Yes, appeared out of thin air, I managed to grab it before it fell into the gears! It’s got some sort of drawing on the front, and phrases in Sylvan on the back, but I don’t know what it could mean. Maybe you all, since you’ve already figured out useful things about the tower in your brief visit, can sort it out?”
Notice: this might be a puzzle, but it does not appear to need solving right now.
An especially loud crash can be heard from higher up in the tower, and the cackle of vexgit gremlins is briefly heard over the cacophony.

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"Thanks for letting me out. Bag banged me up a bit, and it's bloody embarrassing. Let's get upstairs. I've got an urge to break something."
He grumbles, "No not the tower."

DM Khel |

You guys were able to see the handout, right?
Making their way up the stairs, the Pathfinders come to the second level, which is little more than a wide wooden walkway around the central column of mechanical components that run the clocks. The walls on this level are filled with shelves of papers. Three-foot-tall fences are all that stands between the balcony and the intricate spire of gears that extends from the floor below, growing thicker and wider as it ascends to an impenetrable tangle twenty feet above.
From the floor above, the party can hear the incredible racket made by the gremlins as they tear pieces of the mechanism free. Their tiny arms can be seen reaching into the gears, and the occasional red or blue flash as a piece of machinery is thrown into a portal, only to appear somewhere else!

DM Khel |

You guys also notice the open window on this floor, which the vexgits used to enter the tower. Anything you want to do on this floor, or you want to head up the stairs?

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Senzo, have you got a wand? I'll happily poke you with it.
@ GM: yep!
"Looks like the red arrows point up to the next floor in an 'orderly fashion,' while the blues proceed down in the opposite way..." the skald gestures at the parchment, before looking up at the noise above. "But it looks like that will need to wait. Let's get up there!"
She hurries around the clock tower for the upward stair, avoiding portals as she goes.

DM Khel |

Sorry for the quiet spell, I definitely got Mondayed.
Badger: 1d20 + 2 ⇒ (2) + 2 = 4
Rayne: 1d20 + 5 ⇒ (15) + 5 = 20
Senzo: 1d20 + 7 ⇒ (10) + 7 = 17
Sündr: 1d20 + 1 ⇒ (9) + 1 = 10
Truk: 1d20 + 0 ⇒ (18) + 0 = 18
Zirt: 1d20 + 3 ⇒ (5) + 3 = 8
Gremlins: 1d20 + 4 ⇒ (15) + 4 = 19
As the Pathfinders ascend to the third floor, they find a gang of vexgit gremlins casually ripping apart the gears and throwing them through portals, chittering in delight at the destruction. When the vexgits spot the party, about half of them take to their work with a renewed, manic enthusiasm. One of these tears off a large gear and hurls it at the nearest portal, causing the gear to fly out of the portal at the top of the stairs and go bounding and clattering down to the next level! The other gremlins look menacingly at the intruders…
Initiative, Round 1
Rayne
Vexgits
Truk
Senzo
Sündr
Zirt
Badger
Rayne is up!

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Rayne fires his bow at the nearest gremlin!
Rapid, Deadly, Point Blank: 1d20 + 12 - 4 + 1 ⇒ (9) + 12 - 4 + 1 = 18
1d8 + 8 ⇒ (1) + 8 = 9
Sneak: 2d6 ⇒ (2, 5) = 7
Rapid, Deadly, Point Blank: 1d20 + 12 - 4 + 1 ⇒ (16) + 12 - 4 + 1 = 25
1d8 + 8 ⇒ (8) + 8 = 16
Sneak: 2d6 ⇒ (3, 2) = 5
Rapid, Deadly, Point Blank: 1d20 + 12 - 4 + 1 ⇒ (18) + 12 - 4 + 1 = 27
1d8 + 8 ⇒ (2) + 8 = 10
Sneak: 2d6 ⇒ (1, 2) = 3
So once I get a successful sneak attack, I get to study the target as a free action which means I get +2 at/dmg vs that target from now on.

DM Khel |

The yellow-eyed vexgit drops to the ground with a nicely-grouped trio of arrows in its chest! The one standing next to him, yellow antennae rattling, chitters in rage and sends a volley of arrows in return! It then steps into a portal and reappears elsewhere! An orange-backed gremlin takes a few steps closer and looses another arrow at the unfortunate dwarf!
The other gremlins move around, continuing to wreak havoc on the intricate gears and mechanisms of the clock, yanking off a structural support that seems to cause a part of the mechanical spire to lurch to one side!
Who to shoot?: 1d2 ⇒ 2
Longbow at Senzo: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d4 ⇒ 4
Longbow at Senzo: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d4 ⇒ 3
Portal: 1d20 ⇒ 16
Longbow at Senzo: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d4 ⇒ 3
Initiative, Round 1
Rayne
Vexgits
Truk
Senzo
Sündr
Zirt
Badger
Party is up!

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Sündr winks at patient Senzo and thunders out a timely tempo. With her gleaming axe already in hand, she steps backward into a red portal.
Will: 1d20 + 6 ⇒ (5) + 6 = 11 nope 1d3 ⇒ 2 reading like a book I think it's the top right one
She pops out on the other side of the stairs leading up and takes a few eager steps forward.
Current stats: HP 57/57, AC 16, 4 images, fast healing 2.
If you accept the Inspired Rage as a FREE ACTION at the BEGINNING of your turn:
+2 STR
+2 CON (+1 HP/lvl, +1 on Fort saves)
+2 Will saves
-1 AC
Cannot use Dex-, Int-, or Cha-based skills (except Acro, Fly, Intimidate, Ride)
Cannot use abilities that require patience or concentration
Gain Scent ability
Gain Reckless Abandon (may choose to take additional -2 AC, gain +2 attack)
Gain 1d6 Energy damage on all melee attacks for one round (usable once)
No fatigue generated afterward, can choose to cycle in and out round by round

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Senzo's muscles bulge at the Skald's power. He waits just a second longer... but he just can't wait any longer. He tries to use a portal:
Will: 1d20 + 7 ⇒ (2) + 7 = 9 And REALLY messes it up: Random: 1d3 ⇒ 2
It doesn't much matter though as the quick dwarf can move about the room easily. He dashes towards the creature with flecks of gold in his skin and lunges with a roundhouse elbow to the jaw: 1d20 + 10 + 2 + 1 ⇒ (11) + 10 + 2 + 1 = 24 for DMG if hit: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

DM Khel |

Y’all – when you’re rolling for what portal you come out of, please do it as Sündr described and read the order of portals like a book – left to right, top to bottom. I mention it because Sündr and Senzo both rolled 2’s, but picked different portals. I’ll just leave Senzo’s outcome as is, but some portals have particular significance and I want to keep the results consistent.
Sündr and Senzo travel through space-warping portals as they enter the fray, with Sündr adding a musical counterpoint to the mad chittering of the gremlins! Senzo gives one of the vexgits a firm knock with his elbow, though it doesn’t seem to suffer as much as he’d hoped.
Initiative, Round 1
Rayne
Vexgits (orange: -3 hp)
Truk
Senzo
Sündr
Zirt
Badger
Bold are up!

DM Khel |

No cause for apologies, just trying to keep things clear. Sorry about that DR, I still think you guys can take 'em.

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Rayne fires at the Vexgit next to Sundr!
Point Blank, Rapid, Deadly: 1d20 + 12 - 4 + 1 ⇒ (16) + 12 - 4 + 1 = 25
1d8 + 8 ⇒ (2) + 8 = 10
Point Blank, Rapid, Deadly: 1d20 + 12 - 4 + 1 ⇒ (5) + 12 - 4 + 1 = 14
1d8 + 8 ⇒ (6) + 8 = 14
Point Blank, Rapid, Deadly: 1d20 + 7 - 4 + 1 ⇒ (20) + 7 - 4 + 1 = 24
Confirming: 1d20 + 7 - 4 + 1 ⇒ (6) + 7 - 4 + 1 = 10
1d8 + 8 ⇒ (3) + 8 = 11

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Seeing the others darting through portals, Truk eagerly tries on too!
Will: 1d20 + 7 ⇒ (9) + 7 = 16 1d3 ⇒ 2
Emerging near his ulfen companion Truk comes in swinging (which provokes).
Punch (inspire rage): 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14
Nonlethal Damage: 1d8 + 8 + 4 + 1 ⇒ (8) + 8 + 4 + 1 = 21

DM Khel |

Rayne – there’s a wall between you and your target, just west of you on the map. If you want to move and shoot the orange one, you can keep your first roll (I assume you’ll only get one shot if you move).
Truk steps through a portal and finds himself on the far side of the tower! The experience proves to be disorienting, and his powerful punch misses the little gremlin.
Truk - They have zero reach, so no provoking. The ones you’ve appeared next to don’t seem to be armed, they’re focused on breaking things.
Initiative, Round 1
Rayne – need revised post
Vexgits
Truk
Senzo
Sündr
Zirt
Badger
Zirt and Badger are up, Rayne can revise his action.

DM Khel |

Rayne – yeah, I’d say so, especially since you ignore cover.
Rayne hits the gold-flecked gremlin with a pair of arrows, though they don’t seem to hurt it as much as he’d like.
Initiative, Round 1
Rayne
Vexgits (orange: -14 hp)
Truk
Senzo
Sündr
Zirt
Badger
Zirt and Badger are up.

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I will scorching the yellow one near the bottom left.
ranged touch: 1d20 + 10 ⇒ (15) + 10 = 251d20 + 10 ⇒ (12) + 10 = 22
damage: 4d6 ⇒ (4, 4, 5, 6) = 194d6 ⇒ (6, 3, 3, 1) = 13
Unless the first ray kills him, both rays will be on the same yellow dude.