
GM Doug H |

This is the gameplay thread for PFS2E 1-09, Star-Crossed Voyages at Gameday IX. The scenario will begin on September 01, 2020 and end before November 10, 2020.

GM Doug H |

We begin!
You’re in the city of Anthusis, capital of the young nation of Vidrian.
It’s humid here in the Southern Mwangi, but the wind from the bay brings in cooler air to the docks district, and you're grateful to be there now. Anthusis is an unusual place: it features an idiosyncratic blend of architecture that favors stoic gothic stonework adapted to a warm climate. The buildings are wide and low, and usually include a spacious inner courtyard. Many of these structures also bear the scars of revolution.
Venture-Captain Mirian Raas has put out a call to local Pathfinders for an exhilarating expedition: a voyage to the enigmatic iruxi island-city of Ekkeshikaar on behalf of Vidrian! There are bulletins posted all over the city and at the typical Pathfinder haunts.
You’ve answered the call, and are making your way to a familiar three-master looming above the other ships in the harbor. It's the Grinning Pixie of course, the flagship of the Horizon Hunters and home of Venture-Captain Calisro Benarry. Once aboard, you’re to meet Mirian Raas for the briefing.
As you walk up the gangplank, you see Mirian herself at the top — feet bare like so many sailors, dagger and sword at her side. She stands with her arms crossed, watching stevedores lug crates below. There is an iruxi warrior at her side; he carries a spear decorated with runes.
You also notice some fellow Pathfinders with you; it might be a good idea to introduce yourself before setting out on this voyage.
Now is the time for character intros! Please introduce yourself; it might be interesting to note what you look like, anything that stands out about your character, or what you’re doing here in Vidrian. I would like to move you on to the briefing tomorrow evening, leaving some room for RP!
Art and map on slide 1

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The months spent in the north have lightened but not eliminated the tan that his childhood and training in the region infused into what would otherwise be pale Sarkorian skin. Chulyin carries a roll of heavy hides under one arm and balances across the gangplank with a staff in the other. The jaguar that follows behind him trots across with no difficulties.
"Venture-Captain," the primalist says with a polite bow made somewhat awkward by the bulk under his arm and the pack on his back. Sweat beads on his brow, and he is indeed thankful for the sea breeze. "I fear that my body has forgotten the Mwangi heat after trekking back and forth across the Land of the Linnorn Kings."
He looks down at the jaguar and says, "But you have had no such trouble, have you? Your coat is shining."

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"No. He is not a pet," Chulyin says. "We have had an understanding for a long time, though. I am Chulyin from Nantambu."

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A half-elven man with dark, rough skin answers the Venture-Captain next. He is covered in heavy plate armor, except for upon his head he is wearing a black kufi cap embroidered in gold geometric designs that appear to diverge and then converge as they wind over and around. He has several weapons that could possibly doubles as tools in a pinch, including a pick and a machete as well as a quiver of javelins on his back. Strapped to one arm was a stout steel shield with a boss that had a rune etched onto it.
"I am Toanthel. I was born and raised in Nantambu. The people there might call me a northerner, but the heat is the same. I have been on several missions in the area since it is relatively close to my home lodge."

Zirul Huntinghawk |

Greetings, Toanthel, what was your favorite mission? Mine was racing 200 miles over the course of 4 days, don't know how we traveled that fast either, but it was fun and exhausting, like we ran 2 marathons a day. He is a pregen, but I'm Rping him like he played something. The race I'm refering to comes from Tarnbreaker's Trail 1-10

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There comes a commotion from the far end of the harbor, followed by shouting and the shrill sound of whistles. An old Mwangi woman, gray haired and stooped, quickly shuffles away from the ruckus, glancing over her shoulder as she does so. High above, among the seagulls, a black bird with a yellow beak flits about, cawing, as the old woman weaves around dock workers and fishermen. She reappears from behind a stack of crates without her colorful head scarf, and somewhere between a row of barrels and the pier, she loses her wig altogether. Until finally, tossing the tattered skirts into the water, Farzin Maaravi climbs aboard the Grinning Pixie waving a Pathfinder bulletin in one hand, and wiping the last of his pancake makeup off with the other.
The yellow-beaked magpie lands on Farzin's shoulder and caws.
"We made it boss!"
Farzin smiles at Mirian and and says, "I hope I've arrived in time."

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A young tien-shu woman walks toward the boat, dressed in ornate plate armor, intricately decorated with jade-green designs of dragons and the moon. Her hair wafts around, as if being blown in two directions at once, and in fact none of her belongings seem to sit still on her, from her pack to the large two-handed sword at her belt. She seems miserable in the heat. She is talking to herself as she walks up onto the ship
When she sees the assembled pathfinders though she smiles and bows.
"Greetings. I am Zhao Fen. Forgive my appearance, for this climate disagrees with me, but I was advised that I would be needed here, and so I came" When she says advised she stares at a spot over her shoulder.
"My family owes the Pathfinder Society a great debt, and I joined to help repay it in some small part. I will try to keep you all safe, Tsukiyo willing"
As she has spoken about her duty her hair and belongings seem to settle down, and peaceful would be the word to describe her smile at the end.
"Even if my ancestors sometimes guide me into getting on a boat in a humid country wearing full plate"
At that her hair is pulled from its know and thrown into her face, and her sword rattles in its sheathe. She laughs long and hard, and begins checking on the Pathfinders in a motherly way.

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"Unless you expect to fight sea serpents on the deck," Chulyin says with a tone lightly laced with amusement and hefts the bundle under his arm for emphasis, "You could carry your armor rather than cooking inside it. I have a friend with the same problem. He prefers to fight in heavy metal plates but has been assigned to Garund for what seems like a year."

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Smiling, Farzin introduces himself and his magpie, Papayo.
”Are we the only ones not wearing armor again?” He double checks the bulletin. ”I thought this was to be more of an easy one. I mean, a trade mission.”
His smile broadens. ”Well, I’m sure we’ll be fine aboard the famous Grinning Pixie.”

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"Have you ever tried asking a pirate, 'pardon me, sir, but do you think you could give us a few minutes to don our armor before you board our vessel?'"

GM Doug H |

Mirian waves.
Heard the groaning about the heat — it'll be a bit cooler out on the open ocean. Relief is coming soon. She ushers you over to the foredeck.
Welcome! Zirul, it’s good to see a fellow Horizon Hunter here — I knew at least one of us would answer the call.
As I’m sure you read in the bulletins, we’ve been tasked with traveling to the iruxi island-city of Ekkeshikaar on behalf of the nation of Vidrian, to help negotiate the renewal of an alliance between the two nations. The Vidric Council’s provided us with a map based on ancient sea charts to help us get there, and we’ll be compensated for our efforts!
We’ll need to stay sharp, though: this route hasn’t been traveled in centuries, and we have no idea what might be out there. Toanthel is right — this can be a dangerous area, and pirates and sea dragons usually won't wait. So keep that armor on. With the help of the Horizon Hunters and my brother Jekka, she lays her hand on the shoulder of the iruxi next to her, I have no doubts this will be a successful expedition!
★★★
As Mirian speaks, several of you consider what you know about the region.
Toanthel, Nature: 1d20 + 6 ⇒ (16) + 6 = 22
Chulyin, Nature (E): 1d20 + 10 ⇒ (16) + 10 = 26
Zirul Hunting Hawk: 1d20 + 5 ⇒ (5) + 5 = 10
Toanthel, Society: 1d20 + 1 ⇒ (18) + 1 = 19
Chulyin, Society (T): 1d20 + 7 ⇒ (13) + 7 = 20
Zhao Fen, Society: 1d20 + 7 ⇒ (13) + 7 = 20
Toanthel has glanced at old trade maps in Nantambu, and remembers that ancient sea routes into southern Garund have been little used in the last century because the Eye of Abendego changed many of Garundi’s ocean currents from their previous patterns. Hopefully, this voyage will be safe…
Chulyin remembers some nuances of the sea here and its dangers. The catastrophic Eye of Abendego is not the only force disrupting trade with southern Garund and the nearby islands. Vicious sea devils also lurk in the southern waters. They prefer to dismantle the victimized ship’s rudders before murdering the crew. Mirian spoke the truth when she mentioned that this is a dangerous oceanic region.
For Toanthel, Chulyin, and Zhao, Mirian’s words jog memories of Vidrian’s historical context. When Cheliax established its colony of Sargava, now overthrown and replaced by the nation of Vidrian, it redirected all trade in the region northward. This is why the architecture here seems so weirdly gothic — it’s Chelaxian! And the revlution is why they bear scorch-mark and other scars… At any rate, Chelaxian colonists originally drove off iruxi traders during the early years because they saw the iruxi as monsters. In response the iruxi ceased sending trade vessels into Sargavan waters long ago.
★★★
Sailors begin casting off lines. A salty-cool zephyr rustles your clothing, promising the freedom of the open ocean.
Miran breathes deep, clearly relishing the moment of beginning a new journey. Questions?
You may slot boons any time between now and when you’re done asking questions. You can also make purchases on the ship; the Grinning Pixie is fully stocked!

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"It appears that none of us are Chelish," Chulyin says as he looks his companions over once more. "Hopefully, that will make one less hurdle in negotiations."
He looks back to Mirian and asks, "How much authority have we been given to negotiate and what is available to offer upon the table? Or is this simply an opening diplomatic overture?"

GM Doug H |

I need you for the journey; you won't be doing any negotiations this time around. We're mostly here as an overture.
We already brought gifts, Farzin! The Vidric Council members have given us two chests of ancient relics from the lost iruxi city of Kutnaar. Repatriating the relics to the leaders of Ekkeshikaar should grease the negotiation’s wheels and help secure the desired trade agreement.
Whatever the case, there’ll be a lot of meetings and deliberations. The journey’s far more interesting, and that’s what I need you all for. There hasn’t been much contact with the lands this far south in a long time. Traveling the seas, and then overland, could present all kinds of interesting problems to solve!

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”Such as avoiding being eaten by the wildlife?” Chulyin asks with a smile.

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Fen's ears perk up at the mention of relics for repatriation.
"Is it public knowledge that we carry such items? Pirates might wish to take them from us to sell to the Iruxi. Or perhaps a group of Iruxi that doesn't wish to see peace with Vidrian. Are they secure?"

GM Doug H |

We've kept it under wraps, but you know word still gets out. There's still lots of bad blood between the locals and Chelaxian colonists, who're officially protected by the government in the name of peace for the greater good. Jekka and I will be keeping a personal eye on those items, so I think they'll be pretty secure!
Both Mirian and her brother look like forces to be reckoned with.

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His smile beginning to slip, Farzin scans the bulletin for a mention of pirates or dangerous wildlife.
Papayo caws: ”Easy one boss!”

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"I can prepare the magic to gift us with the gills of a fish," Chulyin mentions. "However, it takes considerable time and concentration and does not last but a single inch of candle, so I fear it would not serve well if we were ambushed by sea devils or sea serpents."

GM Doug H |

Landfall will be in 6-8 days… if you make it that far!
A convoy of two ships accompanies you into the open ocean — the Glorious Payoff and the Sea Sparkle — as other parts of the delegation. Salt-spray sparkles, sails luff, and foam churns for three blissfully uneventful days. Dolphins leap alongside the ship on the second day — a good omen!
As the sun begins to set on the fourth day at sea, the Grinning Pixie suddenly sways to port. It's very alarming; the motion feels uncontrolled. The ship then begins tilting, making it hard to stay on your feet. Something isn't right…
You look over the rail and see that the ocean’s currents have become inexplicably tempestuous. Your ship is being dragged wildly off course at an accelerating speed by an uncharted current!
The helmsman of the Pixie shouts to the crew, Hold on! as the vessel is pulled away from the convoy. The alarmed calls from the Glorious Payoff and the Sea Sparkle fade, and your hearts sink as you watch the other ships disappear entirely from sight.
Then Pixie begins tilting again — it's getting alarmingly worse. The helmsman, Eras, is having a difficult time holding the rudder in place. His bare feet slip on the deck and his muscles bulge. His eyes are wide. He gasps.
If he slips, the wheel will spin and the ship will be completely out of control. Sailors are busy scrambling in the lines and lashing down loose gear — it’s up to you to help!
Stabilizing the ship!
One of you can attempt an Athletics or Sailing Lore check to help stabilize the ship.
One PC can aid the main roller. You can read the spoiler below to see the DC. This is a pass/fail check, not a Basic check that has gradations success. Only two PCs can participate in this check: a primary roller and a PC attempting to assist.

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Fen braves the lurching deck, grasping the sides to pull her along toward the rudder where she lends her considerable strength to Eras.
She's not learned but she is strong, and an expert in Athletics, so she's probably a good choice for the main roll
Athletics: 1d20 + 13 ⇒ (6) + 13 = 19

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The Sarkorian springs towards the helm as the wheel begins to master the helmsman. He arrives moments after Fen grabs the wheel and applies her considerable strength. He grabs the spokes from the opposite site and lends his own strength to the efforts.
Athletics (T): 1d20 + 7 ⇒ (13) + 7 = 20

GM Doug H |

Fen and Chulyin help yank the wheel back into place. Eras nods. We'll make sailors of ye lot yet! Thankee. The ship stabilizes in a moment, and it seems like the old sea-dog has it from here.
Thanks to your efforts, the ship will be stable for the next problem that surfaces…
★★★
Meanwhile Toanthel watches for trouble, and soon enough trouble is what he finds. Fins and eyes rise from the waves… almost concurrently, the lookout from the crow's-nest bellows: Ready! Devils from the sea! You draw your weapons! You look out to sea, and see evil-looking creatures with longs pears strapped to their backs swimming towards the ship, like sharks circling prey…
Farzin, Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Fen: 1d20 + 8 ⇒ (10) + 8 = 18
Toanthel, Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Zirul Hunting Hawk, search: 1d20 + 7 ⇒ (8) + 7 = 15
Scout 1-2: 1d20 + 9 ⇒ (9) + 9 = 18
Scout 3-4: 1d20 + 9 ⇒ (12) + 9 = 21
★★★
Adrift! Round 1: Bold may act
Ship deck is 15' above the water.
Toanthel
——
Scout 3-4
Scout 1-2
——
Fen
Zirul Hunting Hawk
Chulyin
Farzin

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Still a bit far off, Toanthel decided to wait for the sea devils to close. He took up a defensive position with his shield, kneeling down to take cover.
He'd heard a lot of tales about these creatures from sailors, but some of it was so conflicting he had no idea what to believe.
◆ Recall Knowledge - Society: 1d20 + 1 ⇒ (8) + 1 = 9
◆ Raise Shield
◆ Take Cover
AC is currently 23 unless I am in a position where I can get greater cover from the ship for a 25. Will use shield block against the first attack that hits me.

GM Doug H |

I'll give you greater cover; that seems reasonable since you're 15 feet up.
No climb DC given in scenario. Using Level based DC with Easy adjustment because these are sea raiders who probably climb lots of ships.
#3, Climb vs DC 14: 1d20 + 9 ⇒ (12) + 9 = 21
#3, Climb vs DC 14: 1d20 + 9 ⇒ (12) + 9 = 21
#4, Climb vs DC 14: 1d20 + 9 ⇒ (19) + 9 = 28
#4, Climb vs DC 14: 1d20 + 9 ⇒ (4) + 9 = 13
#1, Climb vs DC 14: 1d20 + 9 ⇒ (1) + 9 = 10
#1, Climb vs DC 14: 1d20 + 9 ⇒ (3) + 9 = 12
#2, Climb vs DC 14: 1d20 + 9 ⇒ (8) + 9 = 17
#2, Climb vs DC 14: 1d20 + 9 ⇒ (9) + 9 = 18
The creatures swim closer, then begin climbing up the side of the ship, gouging their claws fingers into the wooden sides of the ship! One of them slips and drops back into the water. The others make progress — they seem like experienced raiders — this isn't the first ship they've preyed upon… hopefully, it's their last. Swim, Climb, Climb x4
★★★
Adrift! Round 1-2
Ship deck is 15’ above the water.
Toanthel Taking Cover, shield block available
——
Scout 3 10/15’ up side
Scout 4 10/15’ up side
Scout 1 0/15’ up side
Scout 2 10/15’ up side
——
Fen
Zirul Hunting Hawk
Chulyin
Farzin

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As the sea devils begin to scale the ship's hull, Chulyin makes an arcane gesture and speaks, "Stailc ó bholg an mac tíre agus déan do chreiche a dhíleá."
A needle-thin spray of acid darts toward the nearest sea devil (#4).
He then speaks another indecipherable phrase as he calls upon the physical essences to summon a defensive barrier, "ខែលនៃកម្លាំង"
Cast (S, V): acid arrow, Cast (V): shield
First trigger met.
1. Shield Block 5
2. Recognize Spell (autosuccess any level 2 or lower, primal level 4 or lower, roll for critical success but can't get worse than success; else roll to identify; modifiers +10 Nature, +8 Religion, +7 Arcana/Occult
Acid Arrow (Spell Attack): 1d20 + 8 ⇒ (17) + 8 = 25
Acid: 3d8 ⇒ (5, 6, 1) = 12 + Persistent Acid: 1d6 ⇒ 2
Current AC: 20

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Fen draws her Katana in both hands at the shout.
Society: 1d20 + 7 ⇒ (13) + 7 = 20
"Sea Devil Scouts! Bleeding makes them go into a frenzy, so try not to bleed!"
She moves up to the rail where its trying to come over and strikes down at it Assuming she can reach it. I think if it's one level down they're adjacent but maybe it has cover from the edge?
+1 Striking Katana: 1d20 + 11 ⇒ (14) + 11 = 25
Slashing: 2d10 + 4 ⇒ (10, 4) + 4 = 18
◈ - Stride
◈ - Strike

GM Doug H |

They are 5' away from the bottom of the deck, so they occupy in the second square down. You would need 10' reach to hit them right now. I've updated the map with a cross-section that shows the threatened area of 5' reach, if a visual aid will help more than my textual descriptions. You are welcome to bank that roll as a reaction (and say you didn't recall knowledge since readying takes 2 actions), or do something else.

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Thanks, masterful work! In that case
Seeing she can't strike, she instead calls out an insult.
"Are you climbing that our ship or trying to make love to it? It's a shame that what must be your first raiding mission will be your last!"
That's her attempt at a Bon Mot
Diplomacy vs. Will DC: 1d20 + 14 ⇒ (6) + 14 = 20

GM Doug H |

Chulyin leans over the rail and shoots acid into the sea-devil's face! It almost hits the flat-footed creature in the eye. So close.
The creature looks confused at Fen's Bon Mot. Unfortunately these creatures don't speak common (or Tien)! I'll try to drop in languages on the next knowledge check for you so you can make better use of Bon Mot. I thought in this case the frenzy might be more useful.
★★★
Adrift! Round 1-2
Ship deck is 15’ above the water.
Toanthel Taking Cover, shield block available
——
Scout 3 10/15’ up side
Scout 4 10/15’ up side, -12 HP 2 persistent
Scout 1 0/15’ up side
Scout 2 10/15’ up side
——
Fen
Zirul Hunting Hawk
Chulyin
Farzin

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Farzin draws a secret sign in the air and says, "From the deepest jungles, I summon you, Grosk the troll!" Casting Illusory Creature!
The illusory troll tries to claw devil #3!
Claw: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Claw: 1d20 + 7 - 5 ⇒ (8) + 7 - 5 = 10
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

GM Doug H |

The creature has some standard cover around the corner of the ship, but the large scrag with reach still connects once! The sea devil looks surprised at the sudden appearance of a sea troll on the ship…
★★★
Adrift! Round 1-2
Ship deck is 15’ above the water.
Toanthel Taking Cover
——
Scout 3 -6 HP, 10/15’ up side
Scout 4 10/15’ up side
Scout 1 0/15’ up side
Scout 2 10/15’ up side
——
Fen
Zirul Hunting Hawk
Chulyin
Farzin

GM Doug H |

I'll say you delay till after the actual enemies go then you can take this action, if that's OK. Otherwise you could ready but that takes 2 actions (meaning no rage). Delaying till after they go seems more efficient at this point, since they're taking so long to clamber aboard.
#3 Climb vs DC 14: 1d20 + 9 ⇒ (4) + 9 = 13
#3 Climb vs DC 14: 1d20 + 9 ⇒ (18) + 9 = 27 Gets up, 1 action left
#4 Climb vs DC 14: 1d20 + 9 ⇒ (9) + 9 = 18 Gets up, 2 actions left
#1 Climb vs DC 14: 1d20 + 9 ⇒ (8) + 9 = 17
#1 Climb vs DC 14: 1d20 + 9 ⇒ (14) + 9 = 23
#1 Climb vs DC 14: 1d20 + 9 ⇒ (7) + 9 = 16 Gets up, 0 actions left
#2 Climb vs DC 14: 1d20 + 9 ⇒ (18) + 9 = 27 Gets up, 2 actions left
Longspear, Strike 1: 1d20 + 11 ⇒ (1) + 11 = 12 Woof
The scouts get up on deck and draw longspears, aiming to control the battlefield up here with superior reach!
Zirul delays, then chops at the nearest scout when it comes close.
One of them stabs towards Fen… well, she thinks so. The creature pitifully gouges deck at her feet instead.
★★★
Adrift! Round 2
Troll is an illusion controlled by Farzin, flagged with dashed lines.
Toanthel Shield raised
——
Scout 3 -19 HP
Scout 4
Scout 1 No weapon drawn
Scout 2
——
Fen
Zirul Hunting Hawk Raging
Chulyin
Farzin

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Fen reaches out with the hand holding her katana and touches the Sea Devil in front her her. As she does it experiences a sudden rush as it sees a whirling hurricane of spectral forms that spin around Fen at all times, invisible to everyone but her. They all shout and scream incoherently at it.
Everyone else merely sees Fen hair and gear swirl and jostle as if she we're in strong winds, but they will see the terrified reaction on the devil's face!
She's casting Ancestral Touch
Mental damage: 3d4 ⇒ (3, 4, 3) = 10
It functions as a basic will save, also becoming frightened 1 on a failure or frightened 2 on a crit failure
In addition as that has the cursebound trait, her ancestors start getting uppity!
Dominant ancestor: 1d4 ⇒ 4
4 is my choice, I'll go with strikes
Fen sees a particularly martial spirit, with long hair and a Fu-Manchu mustache shouting orders at her like a general, and she strikes with her katana two-handed:
◈ Strike - Katana (Deadly d8, Two-Hand d10, Uncommon, Versatile P)
Strike: 1d20 + 11 ⇒ (4) + 11 = 15
Damage (Magical slashing): 2d10 + 4 ⇒ (4, 9) + 4 = 17
Deadly: 1d8 ⇒ 6
◈ Strike - Katana (Deadly d8, Two-Hand d10, Uncommon, Versatile P)
2nd Strike: 1d20 + 11 - 5 ⇒ (6) + 11 - 5 = 12
Damage (Magical slashing): 2d10 + 4 ⇒ (10, 10) + 4 = 24
Deadly: 1d8 ⇒ 8
◈ Strike
◈ Strike

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Toanthel calls out to the spirits and begins to work himself into a rage. His weapons become ghostly and dark.
He then lashes out at the sea devil to his side:
◈ Strike - Pick (fatal d10, negative)
1st Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Damage (Negative, Ghost Touch, Raging): 1d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10
Critical Damage: 1d10 + 4 + 3 ⇒ (9) + 4 + 3 = 16 x 2 +1d10 ⇒ 9
Finally he raises his shield to defend.
◈ Rage (4 temp hp, weapons deal negative damage)
◈ Strike
◈ Raise Shield (AC 22)

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#4 appears to have lost his 12 damage and persistent (2) 1d6 acid damage and did not make its Flat Check.
"Take them down," Chulyin commands his jaguar and then twists his fingers in a complex gesture and summons lightning from the air with the incantation, "Ghairm mi air an stoirm!"
Command, Cast (S, V): electric arc
Electric (Basic Reflex DC 18) vs. #4 & #3: 2d4 + 3 ⇒ (2, 4) + 3 = 9

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Farzin concentrates to sustain his illusion, and the troll tries again to slash at #3.
Claw: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Claw: 1d20 + 7 - 5 ⇒ (7) + 7 - 5 = 9
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Farzin then draws an eldritch symbol in the air and attempts to fling a chum bucket at #2, with his mind.
Telekinetic Projectile: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11

GM Doug H |

Thanks Chuliyn!
Order of operations: Flat check, Fen's spell, then Chulyin's spell.
14 Acid back to 4.
Flat check: 1d20 ⇒ 14
Will: 1d20 + 7 ⇒ (4) + 7 = 11 crit fail for 20 mental
Ref, 3: 1d20 + 10 ⇒ (17) + 10 = 27 4 damage
Ref, 2: 1d20 + 10 ⇒ (7) + 10 = 17 9 damage
The acid burns into the Scout's skin, and then Fen touches it — you hear a disturbing pop inside the creature's skull, and then it drops to the ground dead. Blood streams out of its ears. Crit fail :O
Fen then moves to strike the next nearest creature, yearning to strike something combat as she channels her martial ancestor, but she cannot connect (even with the flank). 20' speed; this seems like a reasonable spot to end and get a strike in.
Toanthel's shadowy pick pierces into the creature's muscle, causing the edges of the wound to desiccate with negative energy! Scout 2 -10 HP
The nameless jaguar connects — it turns to the nearest Scout and rips into its flesh! The scout teeters on its feet but remains standing. Chulyin then sends lightning arcing through the air, scorching the flesh of two of the Scouts. Since #4 is down moved to #2. 2 takes 9, 3 takes 4.
Farzin hopes to finish off the scout, but the illusory scrag's claws only pass through the air. He then sends a chum bucket into the ocean, where it'll make some fish very happy.
★★★
My turn
Toanthel’s AC: 21+2(circ shield bon)-1(rage) -2(flank circ pen)=20
Scout 1, ready action strike 1 vs FF: 1d20 + 11 ⇒ (7) + 11 = 18
Scout 2, strike 1 vs FF: 1d20 + 11 ⇒ (2) + 11 = 13
Scout 2, strike 2 vs FF: 1d20 + 11 - 5 ⇒ (8) + 11 - 5 = 14
Scout 3, strike 1 : 1d20 + 11 ⇒ (4) + 11 = 15
Scout one grins at Toanthel, drawing its spear in the air and nodding at its companion. Ready an action for a flank.
Scout two steps behind the barbarian and, the two scouts strike in tandem! But somehow, they get their spears tangled up and miss the raging, flanked half-elf.
The last scout, barely standing, leaps off into the water! This really is NOT their day.
★★★
Adrift! Round 3-4
Toanthel Shield raised
——
Scout 1
Scout 2 -19 HP
——
Fen
Zirul Hunting Hawk Raging
Chulyin
Farzin