Brunwulf
|
With Zelphari in melee range of a kobold, Brünwulf instead marks the kobold in the far corner as his prey. Having adjusted to the dim lighting, he fires two quick shots at it(red). He then fires a final shot back at the kobold harassing Zelphari.
Comp Longbow: 1d20 + 8 ⇒ (1) + 8 = 9
piercing: 1d8 + 1 ⇒ (7) + 1 = 8
deadly?: 1d10 ⇒ 6
DC 5 flat: 1d20 ⇒ 9
Comp Longbow, MAP: 1d20 + 8 - 3 ⇒ (18) + 8 - 3 = 23
piercing: 1d8 + 1 ⇒ (7) + 1 = 8
deadly?: 1d10 ⇒ 8
DC 5 flat: 1d20 ⇒ 8
Comp Longbow, MAP: 1d20 + 8 - 6 ⇒ (3) + 8 - 6 = 5
piercing: 1d8 + 1 ⇒ (1) + 1 = 2
deadly?: 1d10 ⇒ 6
DC 5 flat: 1d20 ⇒ 14
Wooo! Sorry 'bout that first shot, everyone! Where'd it go? Anyone hit by a stray arrow?
Action 1: hunt prey
Action 2: hunted shot w/flurry.
(If both shots hit, combine their damage for the purpose of resistances and weaknesses).
Action 3. Final shot at yellow
Elsha Ustosh
|
Elsha slinks to the other side of the line along the wall, hoping to get a better shot at the kobolds in the dark. He continues listening intently to their draconic.
They a-a-appear to have taken a "liking" to you, Zelphair.
[[A]] Stride, 20'
[[A]] Interact: Draw sling
[[A]] Interact: Reload sling
Elfino
|
Several kobolds scream and unleash their sling stones at the elf. Out of the half dozen stones flung at him, only two strike painfully.
Elfino says, "Ugh! Ow!" when the bullets hit home. "How rude of them," he thinks half jokingly as he grits his teeth against the pain. "Time to return the favor."
Noticing that Brünwulf has claimed the farther (red dash) kobold, Elfino selects the nearer (yellow) one for a closer look.
Action 1: Devise a Stratagem vs. Yellow Kobold
Devise a Stratagem: 1d20 ⇒ 20
"It appears that these kobolds did not graduate at the top of their guard academy class," he thinks as he spots another easy opening. He quickly nocks an arrow and sends it flying at the (yellow) kobold.
Action 2: Strike (Shortbow) vs. Yellow Kobold with Devise a Stratagem (uses INT mod of +4) and Strategic Strike (extra 1d6 damage)
Shortbow: (20) + 4 + 3 = 27
Shortbow Damage (Strategic Strike): 1d6 + 1d6 ⇒ (2) + (1) = 3 (piercing damage)
It's a crit, so double the damage, plus ...
Shortbow Deadly d10: 1d10 ⇒ 4 (piercing damage)
Feeling rather exposed, Elfino moves closer to the steps and uses the wall to give him some cover from the kobolds.
Action 3: Stride
| GM Blake |
Itka, Search: 1d20 + 4 ⇒ (1) + 4 = 5
Elfino, Investigate: 1d20 + 7 ⇒ (9) + 7 = 16
Ezaki, Search: 1d20 + 3 ⇒ (13) + 3 = 16
The last of the kobold warriors fall as arrows take them in their chests. With the danger past, you regroup into your assigned roles. Zephari senses magic in the area.
Elfino determines that these are, indeed, kobolds. Kobolds are agile and adept at setting traps to protect their territory. On the body of one of them is a vial with a red liquid inside.
There's something odd about the arrangement of the pilfered treasures in the northwest corner, but you can't put your finger on it.
Feel free to do other exploration activities in this room or move around the room. Just remember the dim light and move your token to the area you want to investigate. When you're ready, you'll need to pick a side of the stairs to ascend.
Status
Ikta (full hp)
Zelphari (full hp)
Ezaki (full hp)
Elsha (full hp)
Elfino (-6 hp)
Brunwulf (full hp)
Brunwulf
|
That looks interesting over there. Brünwulf says as he moves to a corner between two strange pylons and searches the area.
perception: 1d20 + 8 ⇒ (10) + 8 = 18
Elfino
|
Elfino scans the room and his attention falls onto the northwest corner. He's about to head over there to investigate further but Brünwulf beats him to it.
He calls out to warn the big man, "Careful Brünwulf. There's something odd about the arrangement of the pilfered treasures in the northwest corner."
But first, the elf goes to the bottom of the stairs and looks up to see or hear if there are any reinforcements coming down.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
If Elfino hears anything coming down the stairs, he will warn the others.
He then heads over to the northwest corner to see what it was that caught his attention. He decides to hold back a little and inspect the area from a slight distance in case it turns out to be something dangerous.
Action: Pursue a Lead (Pilfered Treasures) - Gives a a +1 circumstance bonus to Perception or skill checks to investigate a designated subject.
Perception +Pursue a Lead: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Elfino will tell the others whatever it is he finds out.
"Did you find anything Brünwulf?"
Elfino
|
He will also offer to heal Elfino, although that would use his last spell slot and he would prefer to save it. (Does anyone else have out of combat healing?)
"Ah, thank you Ezaki, but that won't be necessary. I have the supplies and the wherewithal to take care of such things myself." responds Elfino. The boy had the right idea though. I better not ignore my wounds. We're all going to need to be in top form for what's ahead.
He pauses in his searching for a minute and applies some ointment to the contusions.
Action: Battle Medicine (Forensic Medicine)
Battle Medicine (Medicine) DC 15: 1d20 + 5 ⇒ (10) + 5 = 15
Battle Medicine Healing: 2d8 + 1 ⇒ (4, 7) + 1 = 12 hit points healed
The swelling subsides and Elfino begins to feel a lot better.
Zelphari Caryarus
|
With the combat done, Zelphari rather belatedly activates the light from his wayfinder to aid in searching the place.
perception: 1d20 + 3 ⇒ (15) + 3 = 18
Zelphari has a scroll of heal from his Pathfinder Training if needed.
Itka Biklest
|
Though Elfino's wounds are not life-threatening, they do give her something to think about. Hmm... Maybe I should learn some first aid or something. That'll probably be useful if we keep running into things that attack us. Deciding to think about that later, Itka makes like Elfino: first she goes to look and listen for reinforcements at the south stairs, and then (if there's nothing) she strolls east along the south wall, looking for anything suspicious or noteworthy.
Perception: Stairs: 1d20 + 4 ⇒ (3) + 4 = 7
Perception: South wall to east corner: 1d20 + 4 ⇒ (1) + 4 = 5
For someone with darkvision, she sees remarkably little. Perhaps it's because she's still thinking about learning first aid. Perhaps the black rat in her pocket is being annoying again. Perhaps she's focused on trying to hear the quieter conversation on the other side of the room. Whatever it is, she's on autopilot, eyes unfocused, until she realizes she's standing in the corner. Huh. Nothing. She grunts to the team: "All clear here."
Elsha Ustosh
|
Before his teammates step away from the door to search, Elsha offers them more elixirs. He slips two out of his bandolier and holds them up for all to see.
Who would l-l-like an aid in detail and search? These will help you see things better, and notice what you might miss.
Eagle-eye elixir (2), Perception+1 (Traps+2) for 1 hour, and no downside unlike the quicksilver mutagen.
Elsha Ustosh
|
Ezaki will keep an eye out for traps - both in the room and on the bodies.
He will also offer to heal Elfino, although that would use his last spell slot and he would prefer to save it. (Does anyone else have out of combat healing?)
Yes, Elsha has two minor Elixir's of Life.
Elsha chimes in with Ezaki. I can help there too, if you're looking to preserve your divine energies.
See the alchemist at the companion support desk for healing!
| GM Blake |
I moved some people based on interrupting events.
Brunwulf heads towards the treasures gathered in the northeast corner, while Elfino calls out a warning. The elf is rapidly treats his wounds and listening at the stairwell--where he hears nothing at the moment--while everyone else spreads out to search. The moment Brunwulf spots a trapdoor set in the floor of the northeast corner, Ikta falls through a trapdoor in the southwest corner before the stairwell.
Ikta can make a Reflex Save vs. DC 15 to Grab an Edge. Failure or Critical Failure both result in 10 bludgeoning damage.
Itka Biklest
|
Retconning Itka's dialogue:
"All clear heEEEEEERRRRE!"
Reflex DC 15: 1d20 + 5 ⇒ (10) + 5 = 15
Itka just manages to grab the edge before plummeting into the depths. She growls and calls out: "Never mind. Not clear. A little help!" She waits to pull herself up until someone has come to help her (preferably by taking a firm grip on her arms or something so she doesn't fall). A frantic, angry squeaking is heard from her pocket.
Ouch.
Ezaki Glico
|
Can Ezaki pull her out of the hole? I'm unsure of the game mechanics here.
Ezaki reaches down with one hand and grabs an arm ... and reaches a second to grab a belt or something with a good hold.
Athletics: 1d20 + 6 ⇒ (20) + 6 = 26
Or maybe just pulls her up with one pinky.
Itka Biklest
|
| 1 person marked this as a favorite. |
Grunting with the effort and cursing her skinny arms, Itka tries again to pull herself out of the hole.
Athletics to climb DC 15: 1d20 + 5 ⇒ (16) + 5 = 21
As she heaves herself up, the squeaking pocket goes ballistic as it is partially squished. Once she shifts her weight, the black rat bursts from it and gives Itka such a verbal lashing of squeaks and hisses that it's probably a blessing that it cannot speak an understandable language. Completely ignoring it, she sits at the edge of the hole and peers down into it to see how far down it went, and what's at the bottom.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Once the rat seems to be winding down, she apathetically grabs it and stuffs it back in her pocket, deliberately avoiding looking at it. Stupid rat.
Elfino
|
Elfino is about to head over to the northwest corner to investigate the trapdoor that Brünwulf discovered when he hears Itka's yelp and turns to see her falling into another trap. Before he can react, Ezaki gets to her first. With his help, Itka pulls herself out of the hole, apparently unharmed. Phew, close call. I thought I was going to have to break out my ointment again.
Once the excitement is over, Elfino leaves Itka and Ezaki to examine their trap and slides up next to Brünwulf to see about the other trap. "It appears to be a trap similar to the one Itka fell into. I better disable it before it causes us any problems.
Action: Disable a Device (Thievery)
Disable a Device (Thievery): 1d20 + 6 ⇒ (18) + 6 = 24
Assuming the trap is disabled, Elfino will look through the pilfered treasures in the corner and see if there is anything of interest or value.
Elsha Ustosh
|
Elsha gets suspicious and scans the area in front of the North entrance to the stairs for traps, pit or otherwise.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8 All clear!
| GM Blake |
Ikta crawls out of the pit with the assistance of her companions.
Elfino intentionally trips the remaining trap door, making it obvious to everyone and easy to avoid. No victims have fallen into either of the pits. Among the random treasures is a white, embroidered handwrap. Ikta can narrow down the magical items to be the handwrap, which radiates transmutative magic, and the contents of the vial, which radiates necromantic magic.
Identify Magic, barring feats, is a 10 minute exploration activity. Religion or Primal for the vial. Any for the handwraps.
Zelphari Caryarus
|
You mean Nature instead of Primal?
Zelphari paces over to study the items curiously, but doesn't seem to recognise much about them.
vial: Nature: 1d20 + 3 ⇒ (11) + 3 = 14
handwrap: Nature: 1d20 + 3 ⇒ (3) + 3 = 6
Itka Biklest
|
Dusting herself off and pointedly ignoring her still-peeved pocket-occupant, Itka bustles over with her hunched gait, her heavy cane making a deep tapping/thunking noise on the hard floor. Peering closely at each of the items, her black eyes squint as she tries to stare deep into their magi-physical properties, or whatever.
Religion (vial): 1d20 + 4 ⇒ (6) + 4 = 10
Occultism (handwraps): 1d20 + 7 ⇒ (3) + 7 = 10
Hmph. Maybe I'm trying too hard.
| GM Blake |
Zelphari thinks he has the red liquid figured out, but it escapes him in the end.
DC 15 for the vial. DC 16 for the handwraps.
Elfino
|
Elfino looks over the vial and the handwraps to see if he can determine what they are.
Nature (Vial) DC 15: 1d20 + 5 ⇒ (13) + 5 = 18
Occultism (Handwraps) DC 16: 1d20 + 7 ⇒ (7) + 7 = 14
After they've searched the room, Elfino suggests that they take the southwestern stairs up to the next floor. "The less time they have to prepare for us, the better".
| GM Blake |
Elfino determines that the vial contains a minor potion of healing.
The next map is a little complicated for me to set up without giving away all the GM notes, but I should have it late this evening.
Brunwulf
|
With a puzzled look, Brünwulf cocks an eyebrow at Ezaki as he suddenly blurts out nonsense.
"There goes that Ezaki kid talkin' to himself again. It's like he's hearin' voices coming from another dimension. Humph. Strange kid. Gonna keep my eye on this one, for sure."
He thinks to himself.
He turns and speaks to the group.
Sorry I cant help ya identifying those items. He says in his gruff voice with a hint of embarrassment.
I'm not skilled in magic... Yet. I've heard of some spellcraft being able to enhance the power of a ranger's bow, though. Might hafta look into that at the Academy.
I wonder if both sets of stairs lead up to the same chamber. He looks at El Fino and shrugs his shoulders.
This set of stairs it is, then. I'll scout ahead for danger.
He nods to the group then crouches low as he slinks slowly up the steps.
| GM Blake |
Itka, Search: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Brünwulf, Scout: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Elsha, Avoid Notice: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Elfino, Investigate: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Ezaki, Search: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Zelphari, Detect Magic: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Red: 1d20 + 8 ⇒ (3) + 8 = 11
Blue: 1d20 + 8 ⇒ (19) + 8 = 27
Yellow: 1d20 + 8 ⇒ (16) + 8 = 24
Blue Crossbow: 1d20 + 9 ⇒ (14) + 9 = 23
P: 1d8 ⇒ 5
Yellow Crossbow: 1d20 + 9 ⇒ (10) + 9 = 19
P: 1d8 ⇒ 3
Presumably, Ezaki retrieves his illuminated stone from the ground, and you proceed up the stairwell, which does merge with the opposite to lead to the second level. The spiral staircases leading to this room converge, opening up into a barren stone room. To the east, an open doorway leads to a mirrored room that is almost identical to this one, except that it leads into another room that gives off a strange, eldritch glow through the open doorway and contains three blue-scaled kobolds with crossbows in their hands at the ready.
1. This section suffers from some editorial challenges.
2. I've left all of the areas visible so you can react accordingly, try to keep the meta to a reasonable level.
Encounter! Round 1. Bold may act (e.g. your don't know you're in an encounter at the moment of this initiative).
Dim light except where noted and within Ezaki's circle.
Blue
Yellow
Ezaki
Elsha
Ikta
Brunwulf
Zelphari
Red
Elfino
Ezaki Glico
|
Meddling: 1d4 ⇒ 3
Cast a spell, boy.
Ezaki casts shield and moves up, carefully scanning the ground for traps.
I'll change that to detect magic if you think it's too metagamey, but I think it's appropriate.
*thunk*
An arrow hits him, dispersing his shield. Two other bolts fly, one piercing his arm.
"Kobolds!"
Ezaki drops his lighted stone and grips his halberd with both hands.
Cast, Stride, Shield Block, Interact
Brunwulf
|
Brünwulf hears the twang of crossbows and a shout from Ezaki. He sneaks into the room, staying close to the wall, and gets in a spot behind Ezaki.
Stealth +8
Stride x3, half movement for stealth.
Zelphari Caryarus
|
Zelphari, hearing the cries of Ezaki, quickly dashes forward, running past the passage entrance to get a good look within before taking cover on the other side. Popping out his head, he then sends a blast of concentrated blast of air at the nearest kobold.
vs red: elemental toss, bludgeoning: 1d20 + 7 ⇒ (17) + 7 = 24 dmg: 1d8 ⇒ 6
stride, stride, elemental toss
Itka Biklest
|
Huffing slightly as she rushes to ascend the stairs, Itka sidles in behind Ezaki, beside Brünwulf, and pulls out a bullet from her pouch. She grouses: "Hmph. Gotta love their 'Shoot first, ask questions later' attitude."
◆◆ Stride twice, ◆ Interact
Elsha Ustosh
|
Earlier...
Itka, do you mind if I see those r-r-r-wraps?
Arcana (handwraps), DC16: 1d20 + 7 ⇒ (18) + 7 = 25
-------------
What is going on in here? Everybody okay?
◆◆ Stride twice
Elsha slings around the back of the room behind Brünwulf.
Did someone say kobolds? Oh...
◆ Draw sling
| GM Blake |
Red Crossbow: 1d20 + 9 ⇒ (6) + 9 = 15
P: 1d8 ⇒ 5
Ezaki consumes the power of his eldritch shield to absorb the first quarrel that strikes. The second quarrel grazes his arm deeply. The rest of you file out of the stairwell. Unfortunately, everyone is observed as they pass into the room and have little to hide behind except the walls.
Zephari does just that, taking cover at the edge of the wall, and sends a blast of air into the nearest kobold's face. The kobold tries to return the favor, firing his crossbow. The quarrel shatters on the corner of the archway. He then skitters away into the room from which the eerie glow comes.
Elsha identified the handwrap as +1 handwraps
Encounter! Round 1. Bold may act.
Dim light except where noted and within Ezaki's circle.
Blue
Yellow
Ezaki (-3 hp)
Elsha
Ikta
Brunwulf
Zelphari
Red (-6 hp)
Elfino
Elfino
|
For some unknown reason (*cough* crappy rolls *cough*), Elfino is once again the last one to the party. He's still carefully working his way up the stairs when he hears Ezaki call out "Kobolds!".
He leaps up the last few steps and sprints into the room as quickly as possible. Grasping the situation in an instant, he analyzes the (blue) kobold to determine his weak points.
Action 1: Stride (35 feet)
Action 2: Devise a Stratagem vs. Blue Kobold
Devise a Stratagem: 1d20 ⇒ 20
"Ah, another graduate of the same guard school as the last ones," he thinks, once again finding the same opening as before on the (blue) kobold. Nocking an arrow, he sends it flying in the (blue) kobold's direction.
Action 3: Strike (Shortbow) vs. Blue Kobold with Devise a Stratagem (uses INT mod of +4) and Strategic Strike (extra 1d6 damage)
Shortbow: (20) + 4 + 3 = 27
Shortbow Damage (Strategic Strike): 1d6 + 1d6 ⇒ (6) + (6) = 12 (piercing damage)
It's a crit, so double the damage, plus ...
Shortbow Deadly d10: 1d10 ⇒ 4 (piercing damage)
Now, that's what we call massive overkill.
Brunwulf
|
Damn, El Fino. You didn't need to make its head explode like that. Brünwulf says, disturbed by the grisly scene of skull shattering and the fine mist of spraying blood.
Elfino
|
| 1 person marked this as a favorite. |
Damn, El Fino. You didn't need to make its head explode like that. Brünwulf says, disturbed by the grisly scene of skull shattering and the fine mist of spraying blood.
Elfino looks over at Brünwulf with an exaggerated sheepish look, and shrugs. "Sorry about that Brünwulf, but for some reason, these particular kobolds seem unusually easy to kill today. Not sure why (*cough* great rolls *cough*). I'll go easier on them if you prefer."
I think there should be even more damage - doesn't Elfino add his Intelligence to damage for Devised strikes?
Devise a Stratagem basically lets you see what your attack roll will be ahead of time for a specific target. You then have the option of using that roll for your next attack against the specified target, or you can pick a different target and roll again. If you do use the Devise attack, then you get to add your INT modifier to the attack instead of STR or DEX as usual.
In addition to Devise, Investigators also get the Strategic Strike class feature that adds 1d6 of precision damage to the usual weapon damage from a successful Devise attack. There is no mention of adding any other modifiers to damage.
Elfino
|
Huh, I must have misread it. I thought INT got added to damage. I'm playing an investigator in another game, but I have not yet rolled high enough to actually use the Devise a Strategem roll! :(
I must admit to being unusually lucky in my Devise rolls so far this adventure: 19, 4, 10, 18, 20, 20. It is proving to be a lot more productive than I expected (he says, clutching his rabbit's foot and knocking on wood like a woodpecker :).
| GM Blake |
| 1 person marked this as a favorite. |
New Blue: 1d20 + 3 ⇒ (14) + 3 = 17
Rune 1: 1d20 + 6 ⇒ (17) + 6 = 23
Rune 2: 1d20 + 4 ⇒ (3) + 4 = 7
I neglected to announce giving Brunwulf a hero point after last battle.
The remaining kobold wipes the gore from his scaled face and darts into the eldritch light of the other room.
The colored squares on the map are glowing runes of that color etched into the floor tiles. I'll need to know your path moving through that room.
Encounter! Round 2. Bold may act.
Dim light except where noted and within Ezaki's circle.
(1)
Yellow
Ezaki (-3 hp)
Elsha
(new blue)
Ikta
Brunwulf
Zelphari
Red (-6 hp)
Elfino
(2)
Itka Biklest
|
Huh. They're pulling back. That was... too easy, especially considering those trap doors downstairs. Itka suspects a trap, but she's trying to make up for falling down on the job (literally) earlier, so she surges ahead of the guys to peer into the room from which they had been shooting. Once she verifies that the room is empty, she reports: "This room's clear." The colored lights shining through the other doorway, both beautiful and ominous, beckon to her.
Taking a deep breath, because she just *knows* what's going to happen next (mostly because that's what happened when Ezaki burst into their last ambush), Itka steps into the open doorway fully expecting to be turned into a half-orc pincushion. As soon as she sees what can be seen in a quick glance, she ducks back behind the wall and calls out: "Ambush and colored lights!" She makes a mental note of where the kobold in the colored light room was standing. (6B)
◆◆ Stride twice, ◆ Take Cover
Brunwulf
|
Thank you for the hero point!
Brünwulf darts quickly to the next room after hearing Itka give the "All Clear". He gets to the entrance of the colored tile room and sees two kobolds retreating. He raises his bow and takes a shot at the furthest one (yellow) before it can dart around the corner and out of sight.
Comp. Longbow: 1d20 + 8 ⇒ (20) + 8 = 28
piercing: 1d8 + 1 ⇒ (6) + 1 = 7
deadly?: 1d10 ⇒ 2
DC 5 flat: 1d20 ⇒ 4
Gonna hero point that DC 5 flat check!
1d20 ⇒ 8
Ezaki Glico
|
| 1 person marked this as a favorite. |
Meddling: 1d4 ⇒ 1
Kill them! Chop off their heads!
Ezaki will drop his second hand, pick up the lighted stone, and Stride twice, but stop before entering the room.
Why are you stopping? Go and kill them!
Meddling Flat Check, DC 5: 1d20 ⇒ 15
"I can't reach them," Ezaki hisses.
Brunwulf
|
Brünwulf, thinking Ezaki is just frustrated and not talking to the voices in his head, offers words of encouragement.
No need to get upset, lad. We'll get 'em. When you get close enough, just use your magik or that halberd to take 'em down.
He looks up from the aim of his bow and gives the boy a wink, then goes back to aiming his bow at the kobolds.
The kid shoulda brought a bow. Or something to throw, at least.
Zelphari Caryarus
|
"Be wary. Kobolds are cunning little creatures."
Did any of us manage to see the route that they took? I don't think so right?
Zelphari races after the kobolds, only to see the strangely lighted room. The grizzled ex-mercenary knows a killing field when he sees one, and this has all the marks of one. Instead, he raises his staff and sends a bolt of freezing ray flying at the nearest kobold, confident that Brunwulf's arrow would have taken care of the other.
vs red: ray of frost: 1d20 + 7 ⇒ (20) + 7 = 27 dmg: 1d4 + 4 ⇒ (1) + 4 = 5 Crit success: -10' to speed for 1 round, if it's still alive, that is.
flat check DC5: 1d20 ⇒ 14
| GM Blake |
Brunwulf's shot takes one of the kobolds in the chest. The second falls down after being frozen by Zelphari (I left his corpse behind for reference).
Now all that remains apparent is the arcane killing field.
Encounter! Round 2. Bold may act.
Dim light except where noted and within Ezaki's circle.
(1)
Ezaki (-3 hp)
Elsha
(new blue)
Ikta
Brunwulf
Zelphari
Elfino
(2)
Elsha Ustosh
|
Back! Thought I'd be the last one to act this round :)
The alchemists hustles to follow the radius of light carried by his party.
[[A]] Stride 25'
[[A]] Stride 25'
They can't run from th-th-these!
[[A]] Strike RED, alchemical bomb (far lobber, quick bomber)
alchemical bomb attack, fire damage: 1d20 + 6 ⇒ (14) + 6 = 201d8 ⇒ 4
1 persistent fire damage, 1 fire splash damage
dim light flat check (DC5): 1d20 ⇒ 3 ouch