
DM Khel |

Senzo senses that the music is coming from somewhere west of him, perhaps near the far edge of the raised platform, perhaps beyond it – it is hard to tell, with the music swirling all around him. As he focuses on this, the party is astonished to see a trio of small blurry figures appear as if out of nowhere, moving with blinding speed and slashing at the Pathfinders as they race by!
Badger: 1d20 + 15 ⇒ (7) + 15 = 22
Rayne: 1d20 + 9 ⇒ (9) + 9 = 18
Senzo: 1d20 + 12 ⇒ (10) + 12 = 22
Sündr: 1d20 + 2 ⇒ (2) + 2 = 4
Truk: 1d20 + 11 ⇒ (16) + 11 = 27
Zirt: 1d20 + 10 ⇒ (4) + 10 = 14
B: 1d20 + 25 + 2 ⇒ (4) + 25 + 2 = 31
Y: 1d20 + 25 + 2 ⇒ (4) + 25 + 2 = 31
R: 1d20 + 25 ⇒ (6) + 25 = 31
One blur whizzes up the stairs, onto the platform and around the fountain, cutting at Senzo as it goes by!
Blue Shortsword vs Senzo flat footed: 1d20 + 14 + 4 ⇒ (7) + 14 + 4 = 25
Damage: 1d4 + 2 + 4d6 ⇒ (3) + 2 + (4, 4, 3, 6) = 22 +4 bleed damage
Senzo - DC 18 Fort save, please.
Another darts out from behind a nearby shop, slashes at the startled wolverine, and runs back the way it came, vanishing again around the corner!
Yellow Shortsword vs Wolvie flat footed: 1d20 + 14 + 4 ⇒ (16) + 14 + 4 = 34
Damage: 1d4 + 2 + 4d6 ⇒ (2) + 2 + (4, 5, 4, 1) = 18 +4 bleed damage
DC 18 Fort save for the wolverine, please.
A third slashing speedster comes zipping out from behind the party, stabs at Rayne, and disappears around the back of another building!
Target?: 1d3 ⇒ 2
Red Shortsword vs Rayne flat footed: 1d20 + 14 ⇒ (7) + 14 = 21
Damage: 1d4 + 2 + 4d6 ⇒ (2) + 2 + (2, 6, 1, 5) = 18 +4 bleed damage
And a DC 18 Fort save for you too!
DR/cold iron, natural invisibility, supernatural speed, vulnerability to slow
Initiative, Round 1
Senzo
Rayne
Q
Zirt
G
Sündr
Badger
Truk
Go Zirt!

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Wolverine Fort: 1d20 + 5 ⇒ (5) + 5 = 10
Knowledge (Nature): 1d20 + 9 ⇒ (11) + 9 = 20
"Eep!" squeaks the gnome. "They're quicklings! Better use anti-fey metal if you have it, because these fellows are not looking to play nice! Just look at what they did to poor Mister Wolverine!" Inspire courage +2!
The wolverine growls and readies himself for another attack, though his little furry face shows a hint of worry. HP after bleed: 1/23. Total defense.

DM Khel |

The fey fiddling continues, though its source seems to move about!
Everyone but Zirt is up!

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Fort: 1d20 + 9 ⇒ (2) + 9 = 11
Fort Reroll: 1d20 + 9 + 3 ⇒ (17) + 9 + 3 = 29
Rayne focuses as he readies a shot against the first speedster that appears, a cold iron arrow knocked.
Deadly, Inspire, Point Blank: 1d20 + 13 ⇒ (18) + 13 = 31
1d8 + 10 ⇒ (8) + 10 = 18

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"Ha ha!" the skald cheers, lifting her axe. Sündr is always ready for another fight. "No friends of yours, I hope?" she asks of the dryad, grinning and belting out a furious tempo to steady her comrades.
Current stats: HP 57/57, AC 16, 3 images, fast healing 2, and SCENT for invisible things.
Inspired Rage!
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)

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Senzo, bleeding profusely, tries to center himself and let the raging song take hold. He spends a moment to try to let the song take hold. Perception: 1d20 + 12 ⇒ (5) + 12 = 17
If he spots one he'll go after it, otherwise he's going to ready and action. If something attacks him, he's going to attack it back with a stunning fist attack.
1d20 + 10 ⇒ (19) + 10 = 29 for DMG: 1d8 + 4 ⇒ (2) + 4 = 6 Stun is FORT DC 17.
I was under the impression that being invisible and attacking were mutually exclusive for quicklings. They are only invisible if they take no actions... Do I think there's something more going on here?

DM Khel |

Miss chance, Rayne: 1d100 ⇒ 87
Miss chance, Senzo: 1d100 ⇒ 57
Miss chance, Truk: 1d100 ⇒ 41
All hit!
Fort vs Stun: 1d20 ⇒ 6 Failed!
One is stunned, another got hit with an arrow, Truk can make a grapple check against the third. More post to follow later tonight or early tomorrow.

DM Khel |

As the fey speedsters attempt to surprise the party again, they’re met with some surprises themselves: Senzo hits one of the quicklings so hard it comes to a complete stop, shaking its head in a daze as it tries to figure out why it didn’t even see the wall it ran into. Truk manages to casually grab hold of another quickling, pinning it in place even as its feet work furiously to try to run away! Rayne hits one with an arrow, injuring it and angering it. The little monster slashes at Rayne, then darts away again!
Red Shortsword vs Rayne flat footed: 1d20 + 14 ⇒ (4) + 14 = 18
Damage: 1d4 + 2 + 4d6 ⇒ (4) + 2 + (3, 3, 3, 6) = 21
Anyone hit by a quickling attack last round, please take 4 additional bleed damage.
Zirt and Sündr get AoO’s vs Red, remember your 20% miss chance.
Oh, and I didn’t notice that Wolvie failed his Fort save. He takes 1d2 ⇒ 2 Dex damage and needs to make another save or take 1d2 ⇒ 2 more Dex damage.
Initiative, Round 2
Senzo
Rayne
Quicklings (Blue: -1 hp, stunned; yellow: grappled; red: -18 hp)
Zirt
G
Sündr
Badger
Truk
Zirt is up!

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Still smiling, Sündr times the fall of her axe to meet with a quickling.
+3 Adamantine Greataxe (AoO) @ Red, Inspire, Reckless Abandon Power Attack: 1d20 + 12 + 2 + 2 - 2 ⇒ (12) + 12 + 2 + 2 - 2 = 26
Damage: 1d12 + 16 + 2 ⇒ (4) + 16 + 2 = 22 Counts as cold iron
Status: HP 57/57, AC 14, 3 images, fast healing 2.

DM Khel |

20% Miss chance: 1d100 ⇒ 18
Sündr's smiles fades for a moment, as she drops her great axe on the quickling only to realize it wasn't standing quite where she thought it was!
AoO from Zirt, then Zirt's turn! And a Fort save from Wolvie while you're at it.

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Not armed.
Wolvie Fort: 1d20 + 5 ⇒ (10) + 5 = 15
"Mister Wolverine, no!!!" exclaims Zirt as the creature falls to the ground, unconscious. Grabbing a wand from her belt, the wee gnome taps the wolverine frantically as she continues to encourage her comrades in their fight. Don't forget your Inspire Courage +2!
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Wolverine HP: 6/23, 9/26 with rage
The wolverine, feeling somewhat better after his nap, stands up and steps forward to bite at the quickling Truk has in his grasp.
Bite (enh. rage, inspire, Dex damage): 1d20 + 6 + 3 + 2 - 2 ⇒ (20) + 6 + 3 + 2 - 2 = 29
Confirm: 1d20 + 6 + 3 + 2 - 2 ⇒ (5) + 6 + 3 + 2 - 2 = 14
Damage: 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8

DM Khel |

20% Miss chance: 1d100 ⇒ 70
Mister Wolverine bites the quickling that Truk has grabbed onto! The fiddling sound increases in volume and rises in pitch, becoming a mind-numbing shriek for a moment before returning to its normal maddening frenzy. As this happens, a group of tiny figures appears in the air near the fountain – a flight of fiddling grigs! A moment’s observation makes clear that there’s really just one, and a number of magical duplicates floating around it to distract the eye.
Everyone but Senzo takes Sonic damage: 1d8 ⇒ 7. Please make a DC 18 Fort save or be stunned for a round.
Note: for anyone wondering, this is not the female grig you met earlier, it’s a male. There’s only so many pictures of grigs out there.
Initiative, Round 2
Senzo
Rayne
Quicklings (Blue: -1 hp, stunned; yellow: -3 hp, grappled; red: -18 hp)
Zirt
Grig
Sündr
Badger
Truk
Everyone but Zirt is up!

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Senzo shake shis head at the creature in front of him and begins a flurry:
Kick with the ball of the foot: 1d20 + 10 ⇒ (14) + 10 = 24 1d100 ⇒ 100 for DMG: 1d8 + 4 ⇒ (4) + 4 = 8
Hammerfist to the face: 1d20 + 10 ⇒ (10) + 10 = 20 1d100 ⇒ 58 for DMG: 1d8 + 4 ⇒ (7) + 4 = 11
Downward elbow to the top of the head: 1d20 + 5 ⇒ (20) + 5 = 25 1d100 ⇒ 28 for DMG: 1d8 + 4 ⇒ (1) + 4 = 5
1d20 + 5 ⇒ (15) + 5 = 20 for DMG: 2d8 + 8 ⇒ (3, 8) + 8 = 19
IF he's still up, I'll spend a ki point to strike again:
roundhouse kick: 1d20 + 10 ⇒ (9) + 10 = 19 1d100 ⇒ 58 for DMG: 1d8 + 4 ⇒ (2) + 4 = 6

DM Khel |

That DR is tough on you, Senzo.
Senzo whacks the stunned quickling again and again, delivering an especially powerful elbow to the top of the thing's head!
Blue at -30 hp now
Senzo - it is definitely still up. If we were at a table, you'd be able to ask me as you delivered each hit how it looked and decide if you wanted to stunning fist it again, so I'll let you add stunning fist attack to one of this round's attacks if you want.

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Rayne will fire upon the stunned one!
Point Blank, Rapid, Deadly, Inspire: 1d20 + 11 ⇒ (10) + 11 = 21
Sneak Attack: 1d8 + 10 + 2d6 ⇒ (7) + 10 + (3, 2) = 22
Point Blank, Rapid, Deadly, Inspire: 1d20 + 11 ⇒ (1) + 11 = 12
Sneak Attack: 1d8 + 10 + 2d6 ⇒ (1) + 10 + (2, 2) = 15
Point Blank, Rapid, Deadly, Inspire: 1d20 + 6 ⇒ (13) + 6 = 19
Sneak Attack: 1d8 + 10 + 2d6 ⇒ (1) + 10 + (2, 6) = 19
If I hit, I will study as a free action so add +2/+2 to all attacks after that.

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Fort: 1d20 + 13 ⇒ (14) + 13 = 27
Truk growls as he squeezes the vicious fey in his grasp. He shifts his stance and cranks up the pressure.
Move action to get greater grapple instead of blind-fight. Swift action to challenge Truk's opponent.
Grapple for Damage (inspire): 1d20 + 19 + 2 ⇒ (20) + 19 + 2 = 41
Damage: 1d8 + 8 + 2 + 6 ⇒ (2) + 8 + 2 + 6 = 18

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Sorry, GM. You specifically wrote "remember your 20% miss chance" and I still forgot it!
Fort: 1d20 + 11 ⇒ (15) + 11 = 26
Sündr weathers the shockwave with a gleam in her eye as she concludes a verse. She does a little stretch of her legs as if unaware of the chaos around her. Then she bolts for the grig with enough speed to rival the quicklings, belting out the refrain at the top of copious lungs. Casting allegro on myself and then moving (60 ft base) to the grig(s).
Status: HP 52/57, AC 17, 3 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 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

DM Khel |

Rayne – thanks for the catch on the Fort save, I missed that you hadn’t rolled it.
The blast of sound stuns Zirt and Rayne, causing them to drop weapons and wands and shake their heads to clear the ringing. Truk gives the quickling he’s caught a powerful hug and Sündr zips across the square at incredible speed!
I realized that I didn’t roll an attack last round for the quickling that Truk grabbed, so I’ll do that now:
Yellow Shortsword vs Truk, Grappled: 1d20 + 14 + 4 - 2 ⇒ (19) + 14 + 4 - 2 = 35
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Crit confirm: 1d20 + 14 + 4 - 2 ⇒ (6) + 14 + 4 - 2 = 22
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Initiative, Round 2
Senzo
Rayne
Quicklings (Blue: -30 hp, stunned; yellow: -16 hp, grappled; red: -18 hp)
Zirt
Grig
Sündr
Badger
Truk
Badger is up, need a Fort save and an action.

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I am going to use my flying kick ability and then burn a ki point for flurry of blows. My first hit will be unarmed and will be a stun attack. The rest will be katana.
attack: 1d20 + 12 ⇒ (15) + 12 = 271d1d8 + 12 ⇒ (3) + 12 = 15 fort DC 19
rest of the attack: 1d20 + 15 ⇒ (7) + 15 = 221d20 + 15 ⇒ (5) + 15 = 201d20 + 10 ⇒ (5) + 10 = 151d1d8 + 18 ⇒ (8) + 18 = 261d8 + 18 ⇒ (3) + 18 = 211d8 + 18 ⇒ (3) + 18 = 21

DM Khel |

Badger - a couple of things: still need a Fort save from you to know if you're stunned this round, and can you break up your attacks a little bit when you post, so I'm not trying to decipher a long line of dice rolls? Thanks.

DM Khel |

20% Miss Chance x3 for Badger: 3d100 ⇒ (93, 73, 57) = 223
Fort: 1d20 ⇒ 8 Stunned!
Two of the quicklings stand stunned by the monks’ powerful attacks, but their outlines still seem to blur and they fade from sight! Truk can tell he’s still got hold of one, so they’re not gone, just unseen.
The quicklings’ natural invisibility takes effect on the two stunned ones this round, since they haven’t moved in 1 round. So they’re stunned but invisible, miss chance goes to 50% (doesn’t apply to Truk’s grapple, though they get a +2 to their CMD from it).
1d20 ⇒ 5
Zirt Perception: 1d20 + 10 ⇒ (10) + 10 = 20
The other quickling appears out of nowhere next to Zirt and slashes at her before darting away!
Red Shortsword vs Zirt flat footed: 1d20 + 14 ⇒ (18) + 14 = 32
Damage: 1d4 + 2 + 4d6 ⇒ (2) + 2 + (3, 2, 4, 3) = 16 +4 bleed damage
The grig calls out to Henbane, who is standing idly by, ”Why are you not helping to destroy the tower? Why do you not help us?” The dryad looks around, glances up at the clock tower, then replies, “The time wasn’t right anymore. Your request only made sense at the later time.”
Letting out a tiny sigh of frustration, the multiple images of the grig snap their tiny fingers and vanish! Sündr then hears the flutter of tiny wings as the creature moves away.
Concentration: 1d20 ⇒ 13
Initiative, Round 3
Senzo
Rayne
Quicklings (Blue: -30 hp, stunned; yellow: -16 hp, grappled, stunned; red: -18 hp)
Zirt
Grig
Sündr
Badger
Truk
Skipping Zirt and Mister W since they’re stunned, everyone else is up again. And I need another Fort save from Wolvie, against the initial poison, or take 1d2 ⇒ 1 Dex damage.

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Rayne fires at the stunned blue one.
Point Blank, Rapid, Deadly, Inspire: 1d20 + 11 ⇒ (17) + 11 = 28
Sneak!: 1d8 + 2d6 + 10 ⇒ (2) + (1, 2) + 10 = 15
Miss: 1d100 ⇒ 59
Point Blank, Rapid, Deadly, Inspire: 1d20 + 11 ⇒ (12) + 11 = 23
Sneak!: 1d8 + 2d6 + 10 ⇒ (6) + (5, 6) + 10 = 27
Miss: 1d100 ⇒ 66
Point Blank, Rapid, Deadly, Inspire: 1d20 + 6 ⇒ (15) + 6 = 21
Sneak!: 1d8 + 2d6 + 10 ⇒ (1) + (2, 4) + 10 = 17
Miss: 1d100 ⇒ 48
Same as last time, if I hit with a sneak attack I can study as a free action.

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GM, how do you feel about Scent giving me an AoO? It should also help with the stunned quicklings, I should think, since they're also within 5 feet.

DM Khel |

I don't think Scent gives you a precise enough sense of location for an AoO. It will help locate the square the stunned quicklings are in, but you already know that. It won't eliminate the miss chance, unless there's some aspect of it I'm not getting.

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I'm going off "If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen" but that makes sense.
"Two can play at that game!" the skald proclaims, though there's a tone of frustration not usually present in her voice. The many Ulfen disappear from sight.
Vanish as a standard and sniff for direction as a move. I'll five foot step in that direction afterward.
Status: HP 54/57, AC 17, 3 images, invisible, 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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keeping with the rage, full attack on the stunned one. First punch is a flaming stunning fist Miss 1: 1d100 ⇒ 61 Miss 2: 1d100 ⇒ 33 Miss 3: 1d100 ⇒ 96 Spinning heel kick: 1d20 + 10 ⇒ (20) + 10 = 30 THREAT CONFIRM: 1d20 + 10 ⇒ (10) + 10 = 20 for DMG: 2d8 + 8 + 1d6 ⇒ (7, 6) + 8 + (4) = 25 Spinning Back fist: 1d20 + 10 ⇒ (4) + 10 = 14 DMG if hit : 1d8 + 4 ⇒ (2) + 4 = 6
Second spinning heel kick: 1d20 + 5 ⇒ (4) + 5 = 9 for DMG if hit: 1d8 + 4 ⇒ (5) + 4 = 9
-Posted with Wayfinder

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I am dizzy from all the spinning kicks and fists from Senzo. Does that attack combo come with a dazzled effect or something?
attacks: 1d20 + 15 ⇒ (16) + 15 = 311d20 + 15 ⇒ (15) + 15 = 301d20 + 10 ⇒ (3) + 10 = 13
damage: 1d8 + 18 ⇒ (6) + 18 = 241d8 + 18 ⇒ (5) + 18 = 231d8 + 18 ⇒ (2) + 18 = 20

DM Khel |

Senzo pounds on the quickling he’s stunned, and Rayne’s first arrow drops it to the stone of the platform where the fountain splashes merrily away. Rayne switches his aim to the quickling pinned by Truk, hitting it twice. With a slash of his blade, Badger then kills the nasty little fey.
Sündr sniffs the air, sensing that the tricky grig has moved in the direction of the fountain and up. (Direction marked on map.)
Initiative, Round 3
Senzo
Rayne
Quicklings (red: -18 hp)
Zirt
Grig
Sündr
Badger
Truk
Truk is up!

DM Khel |

With Zirt still standing unprotected at the back of the party, the remaining quickling zips past her once again and cuts her deeply, then disappears behind a corner!
Red Shortsword vs Zirt flat footed: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 1d4 + 2 + 4d6 ⇒ (2) + 2 + (4, 2, 4, 4) = 18 +4 bleed damage
Crit confirm: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
I don't think Zirt's hp have been updated, but this round's attack did 24 + 4 bleed damage, and last round did 20 total, so at best she's at -5, might be at -8.

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I'm getting -8 after my turn right after the quicklings.
Zirt collapses atop her valiant doggie, who whines and reaches his big fluffy head around to lick her face worriedly. The wolverine, meanwhile, crouches protectively by her side and bares its teeth. Ready to attack if another one comes by.
Someone please heal me... 4 more points of damage (i.e. one round of bleed) and I'm dead-dead. :(

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Zirt's pained cry is enough to break through the skald's concentration on the grig, and she turns to see the gnome fall. Worry creases her invisible brow.
@ Zirt: I'll get to you on my turn. FWIW, unconscious allies automatically accept Raging Song and gain the HP bonus.
@ GM: Do we have a sense of the direction the quickling came/went from? Might help Truk position himself for grappling purposes.

DM Khel |

I've marked the location of where you last saw the last quickling. It's been running in and out from that direction each time, though not always to and from the exact same spot.
The grig and his many duplicates appear in the air above the fountain, briefly recounting an odd, dark joke about two overly polite twins and a talking raisin. To her surprise, Sündr finds it quite hilarious!
DC 17 Will save or you're hideously laughing.
Everyone conscious is up!

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Thanks for the reminder! Hrm... in that case, Zirt would go to -4 right before her turn, accept the raging song on her turn, and immediately pop back to 2hp. DM, how would you rule that works with taking actions?

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What Senzo does next is GREATLY dependent on how high over the fountain the grig is.
If standing on the fountain puts him in melee, Senzo will use a ki point to make a powerful jump to the top and begin assaulting him.
If he can't be reached that way, Senzo will race to the far side of the party and ready to nail the quickling with a sharp strike using the middle row of the dwarf's knuckles:
Either way:
ATK: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29 for DMG: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8 Stunning fist DC is 17.
Miss if appropriate. High is good: 1d100 ⇒ 65

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Will: 1d20 + 6 ⇒ (18) + 6 = 24
"Ha ha! A clown does not belong in a battle, and I will not be tricked!"
The skald rushes over to Zirt, flicking a wand into her hand and laying it on the gnome's bloodied chest. CLW: 1d8 + 1 ⇒ (8) + 1 = 9
On my phone, but Rage is still going. GM, keep in mind that I'm invisible so the quickling may run right into me.