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Arlo looks on at the gnarled, protruding, thorny roots. One thing is certain: he absolutely hates that he has almost no idea what to do about this. Still, he assesses the situation and hopes serendipity will allow a solution to come to him.
[dice=nature]1d20+1
Without a doubt, it did not.

GM Watery Soup |
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For the lulz, you guys ended up with a negative score ... 4 crit fails and 2 fails. On the bright side, while re-reading the scenario for the answer to what happens with negative success, I noticed that I did Part 1 wrong. If enough of you pass, nobody takes damage. So Gurka and Hopper are not Sickened 1, and get back 14 hp. On the other hand, if there are enough failures, everybody takes damage (but not double damage from crit failing).
It takes some effort for Gurka and Oskar, the two who are not hopelessly entangled, to rip their compatriots out. In the process, everyone takes Piercing: 2d10 + 7 ⇒ (2, 8) + 7 = 17 damage.
Part 3: Blood Haze
A contingent of canine-featured Bhopanese guards has wandered into the passage ahead, into a sanguine haze. The guards tear at each other in confusion, unable to recognize friend from foe.
Diplomacy (to gently guide the guards back into rational thought), Intimidation (to assert your dominance over the guards), or Performance (to rouse the guards from confusion).
Arlo (-23 hp, -6 max hp)
Franzine (-17 hp)
Gurka (-17 hp)
Hopper (-17 hp)
Oskar (-17 hp)
Phineas (-17 hp)

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Oskar quickly strikes up a tune from the previous night's dance, in hopes that the guards will be reminded of their former lives.
Performance: 1d20 + 12 ⇒ (6) + 12 = 18
If we get a moment when pausing for 10 minutes doesn't seem problematic Oskar will use Medicine to do some healing. At the moment that seems unlikely...

GM Watery Soup |

If we get a moment when pausing for 10 minutes doesn't seem problematic ...
I will offer this friendly warning: this scenario offers very little opportunity for rest. When you do have 10 minutes, I will not be handwaving damage healing as I did in the first part.

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Hopper is very annoyed by the branches with thorns
"What the hell is this place...." and he stops saying as he sees the guards. He waits with anticipation if Oskar music helps the guards to not be hostile.
I would imagine Wolfie also got -17 HP, just reminding

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Arlo, who is now battered, bruised, and bleeding from his previous mishaps along the path, is ready for a hot bath, a massive flagon of good wine, and another bacon-wrapped turkey leg. He finds the tussling guards to be an irritating obstruction to this end.
Despite his desire to lash out, or perhaps even unleash a torrent of magic, he takes a long deep breath and attempts a more diplomatic approach.
"Ladies and gentleman! There is no need for this rambunctious behavior! While this is a highly stressful situation, we must think clearly about how to make our way out of here, help each other, and help the rest of the great city above us! Now, let us all stop, at least for the moment, take a drink from our wineskins if you have them, and calmly move down the path!"
diplomacy with bonus from crown, which Arlo still wears: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13

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They must not be able to hear you two.
She says to Phineas and Arlo.
Maybe I can get them to listen to reason.
Franzine places her hands on her hips, holds her chin up, and addresses the fighting guards with her commanding presence.
Hey! Stop this nonsense!
Qxal has influenced your actions with his evil corruption! Stop hurting each other and focus your thoughts on the real danger that's coming! Qxal's forces will destroy you if you don't pull yourselves tegether! Am I going to have to come over there and knock some sense in all of you?
Intimidation: 1d20 + 9 ⇒ (3) + 9 = 12
Uh-oh.
It appears that the dice roller wants us to fail this scenario.

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Oskar furiously scribbles notes and whispers to Franzine, "Don't worry - it's better when I write the plot like this - it will make our eventual victory seem all the more heroic!"

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performance for intimidate: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32
Gurka just growls angrily at the crowd. " Just leave before you get yourselves killed ," she utters very plainly.

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Am I going to have to come over there and knock some sense in all of you?
"Damn, that did not convince even me."
I was under impression that this is a social situation, but if this is one of the tests like the previous one and everyone should make a check I will make the roll so that the GM can add it to success or failures
"Look folks, can you stop this nonsense? We are important guests of your king, on very important mission to save your people. You should aid us however you can."
Deception, charming lier: 1d20 + 7 ⇒ (20) + 7 = 27
Hopper has CHarming liar if he can use it. If not DIplomacy, Intimidation, Performance are all at +1 ;)

GM Watery Soup |

Oskar strikes up last night's tune, causing the guards to pause.
Phineas tries to juggle, but the dim light in the caverns causes him to drop a baton, which in turn reminds the guards they're supposed to be bashing each others' heads in.
Arlo tries to talk some sense into them, and Franzine threatens them, but they're not listening.
Finally, the orc steps up and gathers their attentions with some forceful words, and Hopper reminds them they are there to serve the king.
"The king! The king!" they shout, suddenly bursting into a spring down the hallways.
You can run after them (and forego resting) or you can rest for 10 minutes.
Arlo (-23 hp, -6 max hp)
Franzine (-17 hp)
Gurka (-17 hp)
Hopper (-17 hp)
Wolfie (-17 hp)
Oskar (-17 hp)
Phineas (-17 hp)
On the ground, the group finds a mambele with orchid etchings, and some additional art objects. The mambele is not magical, but very pretty, and collectively, the objects are worth 2 Treasure Bundles.

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Oskar watches the confused guards running away and clicks his tongue disapprovingly. "Their costumes are not very authentic - I'll have to talk to wardrobe about that..." Then he eyes his battered comrades and decides that Arlo is the most in need of some patching up. "Here, let me bandage your face, it's looking worse for wear."
Using Assurance/Medicine for an auto result of 15 on his Medicine check to Treat Wounds.
Treat Wounds: 2d8 ⇒ (1, 3) = 4
If we also have 2 or 3 rounds available in addition to the 10 minutes, Oskar can also use Battle Medicine on everyone (it only takes 1 action, so he can do it on 3 people in a single round) for another 2d8 healing each. Once he's used Battle Medicine, the recipient is immune for 1 day.

GM Watery Soup |

It can be up to each individual whether to accept Battle Medicine, because of the immunity. Do note two things: 1. the target is immune whether Battle Medicine works or not (not an issue here since Oskar has Assurance but I've seen people try to re-use Battle Medicine when the first roll fails), and 2. the target is immune to Oskar's Battle Medicine, not Battle Medicine overall. So if multiple people have Battle Medicine, they can still use Battle Medicine later.

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heal three action: 2d8 ⇒ (1, 8) = 9
heal three action: 1d8 ⇒ 3
2nd and 1st used
"As much as I hate what condition we're in we should get moving as soon as possible. We're sitting ducks."

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With everyone healed for 12 (and Arlo for an additional 4), Oskar will hold off on using Battle Medicine for now so that we can keep moving.

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Thank you for the healing, Oskar. Who still needs some healing? I can lay my hands upon one of you for Iomedae's healing as well.
Franz is only at 39 out of 44 hp. Anyone else worse off?

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Arlo is currently 16/23 (that includes being 6 down from his usual max of 29).
"I'm feeling much better, but the road we are on has given me a beating."

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By the power of Iomedae, may you receive this blessing.
Franzine's hands hover over Arlo's wounds. A soft shimmering golden light closes the wounds.
12 hp healed, Arlo.

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The mutagen lasts 10 minutes. I am not sure how much time have passed since we went over the Pit. It was Pit, vines and guards. If each took like 3 minutes to solve Arlo would be over. This means that he could be healed for the missing 6 HP.
Hopper appreciated the healing saying
"I have found a healing potion if anyone needs it." It is the training item.
Hopper makes sure that Wolfie feels fine and enjoys the breather.
"Are we waiting some more or should we get going?"

GM Watery Soup |

Arlo's mutagen has worn off, so he can be back at 28/29.
Audho speaks again.
"We must move."
The party moves through the tunnels, into an antechamber where Qxal’s roots have smashed through the wall. A gagging stench permeates this once-grand vault, the decorated walls and ornate tiled floor standing in stark contrast to the southwestern wall, which has been utterly obliterated by a massive entanglement of roots. The source of the vile odor is immediately apparent; an exposed sewer line on the far side of the collapsed wall that’s visibly choked with debris and filth.
King Webhekiz and a contingent of his armed guards stand among the ruins, covered in blood and minor scratches, their weapons drawn.
“Beware!” Audho’s thoughts radiate forth from the Perennial Crown with a sense of urgency. “I sense Qxal’s twisted presence, their spite and malice like a briar patch that chokes the thought from the minds of my fellow Bhopanese.”
Webhekiz bellows an inhuman roar and charges forth with deadly abandon, as if to confirm the warrior-hero’s warning.
Perception (Oskar)): 1d20 + 9 ⇒ (20) + 9 = 29
Perception, Inc Init (Arlo): 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
Defend (Franzine): 1d20 + 6 ⇒ (7) + 6 = 13
Perception (Gurka): 1d20 + 6 ⇒ (18) + 6 = 24
Stealth (Hopper): 1d20 + 9 ⇒ (2) + 9 = 11
Perception (Phineas): 1d20 + 5 ⇒ (3) + 5 = 8
Initiative (Webhikiz): 1d20 + 11 ⇒ (10) + 11 = 21
Guards: 1d20 + 7 ⇒ (11) + 7 = 18
Round 1!
Oskar
Arlo
Gurka
His Majesty King Webhekiz, Fourth of His Name, Chosen Sovereign of Bhopan by the Grace of the Four Seasons
Red Guard
Orange Guard
Yellow Guard
Green Guard
Blue Guard
Franzine
Hopper
Phineas

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Arlo sighs and raises his shield spell.
Moving forward, he then calls out:
"Your Majesty King Webhekiz, Fourth of His Name, Chosen Sovereign of Bhopan by the Grace of the Four Seasons! Have your guards stand down! We bear ill tidings that must be heard!"
Diplomacy, perhaps?
diplomacy: 1d20 + 5 ⇒ (12) + 5 = 17
Action 1: cast shield
Action 2: Stride
Action 3: Maybe diplomacy request action?

GM Watery Soup |

Webhekiz's mind is now completely entangled by Qxal’s powers.
Nothing is left of the man the Pathfinders interacted with a few hours ago.

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Oskar once again rouses his comrades to what is sure to be certain victory!
Performance (Lingering Composition): 1d20 + 12 ⇒ (8) + 12 = 20
1 Focus point spent and Inspire Courage lasts for 3 rounds
Then he wiggles his eyebrows at Yellow, trying to muddle his mind.
Daze cantrip (60' range), DC 19 Will basic save; success: 2 mental dmg; failure: 4 mental dmg; crit failure: 8 mental dmg & stunned 1.
Free action: Lingering Composition; Single action: Inspire Courage; Two actions: Daze cantrip
Reminder to everyone: for the next 3 rounds you have +1 to attacks, dmg, and saves vs fear as long as you are within 60' of Oskar. I would appreciate it if you note that you are including this in your posts to make it easy to see whether or not it was included.

GM Watery Soup |

Just remembered to carry over the damage from the skill portion.
Arlo and Oskar start off at -1, the rest at -5 hp.
---
The Pathfinders adopt a defensive posture. The guards ... not so much.
Red, Orange, and Yellow draw clubs (disregard picture), rush up to Gurka, and try to club her.
Red Club: 1d20 + 9 ⇒ (20) + 9 = 29
Bludgeoning: 1d6 + 4 ⇒ (1) + 4 = 5
Orange Club: 1d20 + 9 ⇒ (12) + 9 = 21
Bludgeoning: 1d6 + 4 ⇒ (1) + 4 = 5
Yellow Club: 1d20 + 9 ⇒ (10) + 9 = 19
Bludgeoning: 1d6 + 4 ⇒ (6) + 4 = 10
The first club knocks her right on the head, while the next two bounce off her armor. I assume you will use Shield Block.
Green and Blue draw crossbows, load, and fire at Arlo.
Green Crossbow: 1d20 + 7 ⇒ (16) + 7 = 23 vs cover AC
Piercing: 1d8 ⇒ 1
Blue Crossbow: 1d20 + 7 ⇒ (5) + 7 = 12 vs cover AC
Piercing: 1d8 ⇒ 5
The first bolt hits, the second misses. I will assume that you will not use Shield Block.
Webhekiz reaches over and touches Green's club. The club grows vines and leaves, brimming with primal energy. Nature to Recall Knowledge if you want to identify the spell. He draws his scepter, which looks like it would make a formidable weapon.
Round 1/2!
Universal: Inspire Courage (0/3)
Oskar (-1 hp)
Arlo (-2 hp)
Gurka (-10 hp)
His Majesty King Webhekiz, Fourth of His Name, Chosen Sovereign of Bhopan by the Grace of the Four Seasons
Red Guard
Orange Guard
Yellow Guard
Green Guard (viney club)
Blue Guard
Franzine (-5 hp)
Hopper (-5 hp)
Phineas (-5 hp)

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I'm going to keep shield for the time being. No shield block.
attack non-lethal: 1d20 + 10 + 1 - 2 ⇒ (9) + 10 + 1 - 2 = 18
damage: 2d8 + 3 + 1 ⇒ (2, 6) + 3 + 1 = 12
attack 2 non-lethal: 1d20 + 10 + 1 - 7 ⇒ (1) + 10 + 1 - 7 = 5
Shield
"Still coming after us.... I would say run away but there's too many of them."

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Franzine darts up to the guard wearing a red bedazzled outfit and puts herself near a wall to gain cover from the crossbows.
Please! Halt your aggressions! Qxal's evil influence is corrupting your thoughts! I don't want to hurt you!
She shouts at the guards, hoping that they will see the error of their actions as she tries to redeem them.
She swings her sword high, then brings it down on a non-vital part of the guard's body, hoping to subdue rather than kill. She then hoists her shield to block any incoming blows.
+1 longsword & IC: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
slashing & IC: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
stride, strike, raise shield.
Will use shield block if an attack hits Franz or Glimpse of Redemption for anyone within 15 feet of her.
Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options:
The ally is unharmed by the triggering damage.
The ally gains resistance to all damage against the triggering damage equal to 2 + your level (5 total). After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.

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GM, I think you missed Oskar's Daze spell vs Yellow?
Oskar sends three bolts of force hurtling towards the mad king.
3 Magic Missiles, IC: 3d4 + 3 + 1 ⇒ (4, 2, 1) + 3 + 1 = 11
Inspire Courage remains in effect.

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Arlo steps forward and calls upon his magic.
This is a bit of a gamble. Moving and casting color spray. This should affect all three of the near guards. Of course Arlo is vulnerable to an AoO from one of the guards.
Will save, DC 19
Success The creature is dazzled for 1 round.
Failure The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute.
Critical Failure The creature is stunned for 1 round and blinded for 1 minute.

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Wolfie howls in a deep voice and his paws rushes forwards. With very little grace Hopper holds to the saddle trying to not fall down.
Blight Bomb(moderate)@Green, inspire courage: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Damage, poison, inspire courage: 2d6 + 1 ⇒ (1, 3) + 1 = 5 +2 splash damage to green, blue and His Majesty King Webhekiz, Fourth of His Name, Chosen Sovereign of Bhopan by the Grace of the Four Seasons. +2d4 persistent damage if hit.
Then Hopper reaches for his dagger.
Command an animal, throw a bomb (quick bomber), get out dagger

GM Watery Soup |

Putting back the -5 hp from Shield Block for Gurka.
Oskar, I apologize. I lost the back part of my post and I must have forgotten to fill it back in. I will re-roll, as I can't remember what I rolled before (it was not crit fail and not crit success).
Will, DC 19: 1d20 + 5 ⇒ (14) + 5 = 19
Retconning -2 hp on Yellow.
---
Gurka swings at the guards, knocking one on the head. In case any of you are unfamiliar with with non-lethal damage works in PF2, non-lethal is no longer tracked separately.
Phineas casts a spell, and a sticky hand grabs Red's foot.
Franzine swings, but misses, and hides behind her shield.
Oskar sends three bolts against the mad king, whose anger gets channeled towards Oskar.
Arlo begins casting a spell. Red reacts and swings at Arlo.
Club: 1d20 + 9 ⇒ (4) + 9 = 13
Bludgeoning: 1d6 + 4 ⇒ (6) + 4 = 10
Arlo easily ducks and bright colors spray forth.
Red Will, DC 19: 1d20 + 5 ⇒ (16) + 5 = 21 dazzled
Orange Will, DC 19: 1d20 + 5 ⇒ (14) + 5 = 19 dazzled
Yellow Will, DC 19: 1d20 + 5 ⇒ (20) + 5 = 25 unaffected
Hopper runs up and throws a bomb, which lands on Green. Blue and the King get splashed, much to their delight.
"Poison! Death to all!"
---
Red begins swinging wildly, and Franzine, Arlo, and Gurka are all in the radius of spaz. 3d3 ⇒ (1, 3, 1) = 5
Dazzled, DC 5: 1d20 ⇒ 4
Red Club vs Franzine: 1d20 + 9 ⇒ (2) + 9 = 11
Bludgeoning: 1d6 + 4 ⇒ (1) + 4 = 5
Dazzled, DC 5: 1d20 ⇒ 3
Red Club vs Gurka, MAP: 1d20 + 9 - 5 ⇒ (16) + 9 - 5 = 20
Bludgeoning: 1d6 + 4 ⇒ (1) + 4 = 5
Dazzled, DC 5: 1d20 ⇒ 8
Red Club vs Franzine, MAP: 1d20 + 9 - 10 ⇒ (4) + 9 - 10 = 3
Bludgeoning: 1d6 + 4 ⇒ (1) + 4 = 5
His swings are wild and undisciplined. Also he can't see very well.
Orange rushes through the gap between the Pathfinders, and strikes at the nefarious spellcaster that dazzled him.
Dazzled, DC 5: 1d20 ⇒ 20
Orange Club vs Arlo: 1d20 + 9 ⇒ (11) + 9 = 20
Bludgeoning: 1d6 + 4 ⇒ (6) + 4 = 10
Dazzled, DC 5: 1d20 ⇒ 15
Orange Club vs Arlo, MAP: 1d20 + 9 - 5 ⇒ (4) + 9 - 5 = 8
Bludgeoning: 1d6 + 4 ⇒ (1) + 4 = 5
Orange lands one solid blow, or rather, is about to when he catches a glimpse of Franzine's holy fury. He rejects her spiritual authority. Blocking 5 from Arlo, and Orange is Enfeebled 2.
Yellow begins beating on Gurka.
Yellow Club vs Gurka, flanking: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Bludgeoning: 1d6 + 4 ⇒ (3) + 4 = 7
Yellow Club vs Gurka, flanking, MAP: 1d20 + 9 + 2 - 5 ⇒ (6) + 9 + 2 - 5 = 12
Bludgeoning: 1d6 + 4 ⇒ (1) + 4 = 5
Yellow Club vs Gurka, flanking, MAP: 1d20 + 9 + 2 - 10 ⇒ (20) + 9 + 2 - 10 = 21
Bludgeoning: 1d6 + 4 ⇒ (6) + 4 = 10
The third attack is only a hit, as the nat 20 changes failure to success. Gurka takes two hits, but stays in the battle. Shield?
Green drops his crossbow and draws out his sprouting, viney club. Rushing up, he gets one good swing at Hopper.
Green Club vs Hopper, viney: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Bludgeoning, viney: 2d6 + 4 ⇒ (5, 3) + 4 = 12
Persistent Poison: 2d4 ⇒ (4, 4) = 8
Flat Check: 1d20 ⇒ 5
Blue reloads his crossbow, moves up, and fires at Oskar.
Crossbow: 1d20 + 7 ⇒ (3) + 7 = 10
Piercing: 1d8 ⇒ 8
It flies wide.
King Webhekiz is not content with letting others fight for him. He strides to Hopper, and reaches out with his hand.
Shocking Grasp: 1d20 + 12 ⇒ (6) + 12 = 18
Electricity: 2d12 ⇒ (12, 9) = 21 plus 1d4 persistent electricity
He cannot quite grab the goblin.
Round 2/3!
Universal: Inspire Courage (1/3)
Oskar (-1 hp)
Arlo (-7 hp)
Gurka (-32 hp, -27 hp with shield block
His Majesty King Webhekiz, Fourth of His Name, Chosen Sovereign of Bhopan by the Grace of the Four Seasons (-13 hp)
Red Guard (-12 hp, -10' speed, dazzled)
Orange Guard (enfeebled 2 0/1, dazzled)
Yellow Guard (-2 hp)
Green Guard (-15 hp, 2d4 persistent poison, viney club)
Blue Guard (-2 hp)
Franzine (-5 hp)
Hopper (-17 hp)
Phineas (-5 hp)

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I'm using it now
Cast Heal on myself heal: 2d8 + 16 ⇒ (6, 4) + 16 = 26
Attack non-lethal same target as before: 1d20 + 4 + 2 + 1 + 3 - 2 + 1 ⇒ (2) + 4 + 2 + 1 + 3 - 2 + 1 = 11
Gurka heals herself and violently strikes out at the nearest enemy before hesitating with her deadly force

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Oskar moves forward and sends a blast of incomprehensible sound amidst the mad king and his guards.
Single action: move; double action: cast Sound Burst targeting the King, Green, and Blue.
Sonic dmg, IC: 2d10 + 1 ⇒ (9, 7) + 1 = 17
Critical Success: The creature is unaffected.
Success: The creature takes half damage.
Failure: The creature takes full damage and is deafened for 1 round.
Critical Failure: The creature takes double damage, is deafened for 1 minute, and is stunned 1.
Inspire Courage remains in effect for everyone within 60' of Oskar.

GM Watery Soup |

Gurka, casting a spell will provoke an AoO from all three guards. I haven't rolled, but did want to confirm that you remembered. Gurka would know because she watched them strike Arlo when Arlo cast a spell.
Edit: on the other hand, maybe you wanted to eat all their reactions. If you haven't responded when I process the next batch of actions, I'll assume that was your intent.
---
Green Fortitude, DC 19: 1d20 + 8 ⇒ (16) + 8 = 24
Blue Fortitude, DC 19: 1d20 + 8 ⇒ (15) + 8 = 23
King Fortitude, DC 19: 1d20 + 7 ⇒ (9) + 7 = 16
Round 2/3!
Universal: Inspire Courage (1/3)
Oskar (-1 hp)
Arlo (-7 hp)
Gurka (-27 hp)
His Majesty King Webhekiz, Fourth of His Name, Chosen Sovereign of Bhopan by the Grace of the Four Seasons and even in his current state still very much the rightful ruler of Bhopan (-30 hp, deafened 0/1)
Red Guard (-12 hp, -10' speed, dazzled)
Orange Guard (enfeebled 2 0/1, dazzled)
Yellow Guard (-2 hp)
Green Guard (-23 hp, 2d4 persistent poison, viney club)
Blue Guard (-10 hp)
Franzine (-5 hp)
Hopper (-17 hp)
Phineas (-5 hp)

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Phineas lets out a howl of frustration as the King attacks. He sets his jaw. "I guess we take them down and heal them later." He sends an electric arc from the King Orange to Yellow!
Basic Reflex DC 19: 2d4 + 4 + 1 ⇒ (2, 1) + 4 + 1 = 8 electricity damage!
With his last action he draws his dagger!
EDIT:Thanks Oskar, I always forget!

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Phineas, you get +1 dmg on that electric arc from Inspire Courage.

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Dam it.... Paizo ate my post. I missed the AOO. New attacks
No spell.
attack 2: 1d20 + 10 - 6 ⇒ (2) + 10 - 6 = 6
attack 3: 1d20 + 10 - 12 + 1 ⇒ (17) + 10 - 12 + 1 = 16

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Arlo carefully extracts himself from the position he is in (using the step action).
From his new position, he once again prepares a blast of magic.
Casting magic missile at red--two actions, two missiles.
damage w/ Oskar's Inspire: 2d4 + 2 + 1 ⇒ (3, 3) + 2 + 1 = 9

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Franzine, enraged that the guards aren't retreating or surrendering, swings her sword in a circular motion with all of her might and brings it down hard on the guard wearing red.
Stop ganging up on my friend!
+1 longsword & IC: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12
piercing & IC: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
She misses badly, but, with the momentum of her spinning sword, she brings the blade down again in an overhand chop, then quickly snaps her shield in front of her.
+1 longsword, MAP & IC: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
piercing & IC: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
strike, strike, raise shield.
Will use shield block if an attack hits Franz or Glimpse of Redemption for anyone within 15 feet of her.
Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options:
The ally is unharmed by the triggering damage.
The ally gains resistance to all damage against the triggering damage equal to 2 + your level (5 total). After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.

GM Watery Soup |

Phineas arc electricity between Orange and Yellow.
Orange Reflex: 1d20 + 8 ⇒ (1) + 8 = 9
Yellow Reflex: 1d20 + 8 ⇒ (17) + 8 = 25
Yellow jumps to the left and dodges half the blast. Orange jumps to the left and gets hit right in the neck.
Gurka slashes at Orange. There are three that are equally close to you, but I'll go for the most damaged. She distracts Orange with two wild swings and then puts the third between the eyes.
Damage: 2d8 + 3 ⇒ (5, 2) + 3 = 10
Orange falls to the ground.
Arlo steps back and puts two force missiles into Red.
Franzine uses the distraction to cut Red down.
Round 2/3!
Universal: Inspire Courage (1/3)
Oskar (-1 hp)
Arlo (-7 hp)
Gurka (-27 hp)
His Majesty King Webhekiz, Fourth of His Name, Chosen Sovereign of Bhopan by the Grace of the Four Seasons but even in his current state still very much the rightful ruler of Bhopan (-30 hp, deafened 0/1)
Red Guard (-31 hp, -10' speed)
Orange Guard (-26 hp, enfeebled 2 0/1)
Yellow Guard (-6 hp)
Green Guard (-23 hp, 2d4 persistent poison, viney club)
Blue Guard (-10 hp)
Franzine (-5 hp)
Hopper (-17 hp)
Phineas (-5 hp)

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Hopper yells in pain after he is attacked by the guard.
He raises his dagger and feints immediately telling Wolfie to take a strike at the guard
Deception, feint@Green: 1d20 + 7 ⇒ (3) + 7 = 10 Using feint to make the guard flat-footed.
Wolfie shows his big fangs and growls at the guard that struck his rider. It reaches out for his leg
Attack@Green guard, inside courage: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
Damage jaws (finesse), piercing, inspire courage: 2d8 + 1 ⇒ (6, 5) + 1 = 12
Hopper yells something and pulls Wolfie to back away. Wolfie takes a step backward growling and lying down his ears. The blood is dripping of its fangs
Hopper pulls out another bottle and tosses it at the guard that made him bleed.
Throw Alchemist fire@Green, inspire courage, MAP: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Damage, fire, inspire courage, burn it!: 2d8 + 1 + 1 ⇒ (4, 3) + 1 + 1 = 9 +2 splash damage to Green, Blue and His Majesty King Webhekiz, Fourth of His Name, Chosen Sovereign of Bhopan by the Grace of the Four Seasons. +3 persistent fire damage to Green.

GM Watery Soup |

Hopper tries to feint, but the guard is too well-trained to fall for simple tricks. But Wolfie biting him is not a simple trick, and the guard falls to the ground.
You can redirect your flask to Blue or the King.

GM Watery Soup |

Orange goes down with a polite concussion. :)
Hopper's flask falls a little short of Blue, but Blue is still splashed.
---
As their allies collapse around them, the remaining guards (and the king) are no less bloodthirsty. Yellow swings repeatedly.
Yellow Club: 1d20 + 9 ⇒ (18) + 9 = 27
Bludgeoning: 1d6 + 4 ⇒ (5) + 4 = 9
Yellow Club, MAP: 1d20 + 9 - 5 ⇒ (15) + 9 - 5 = 19
Bludgeoning: 1d6 + 4 ⇒ (1) + 4 = 5
Yellow Club, MAP: 1d20 + 9 - 10 ⇒ (5) + 9 - 10 = 4
Bludgeoning: 1d6 + 4 ⇒ (1) + 4 = 5
Yellow connects once, but catches a Glimpse of Franzine. Glimpse used. Blue charges Hoppe, vowing revenge for his friend.
Blue Club: 1d20 + 9 ⇒ (5) + 9 = 14
Bludgeoning: 1d6 + 4 ⇒ (3) + 4 = 7
Blue Club, MAP: 1d20 + 9 - 5 ⇒ (10) + 9 - 5 = 14
Bludgeoning: 1d6 + 4 ⇒ (3) + 4 = 7
Blue cannot catch Hopper.
The king himself lurches forward, swiping at Hopper.
Scepter, flanking: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29
Bludgeoning: 1d6 + 5 ⇒ (5) + 5 = 10
Scepter, flanking, MAP: 1d20 + 12 + 2 - 5 ⇒ (14) + 12 + 2 - 5 = 23
Bludgeoning: 1d6 + 5 ⇒ (5) + 5 = 10
The king strikes twice, putting himself in the thick of battle, then emits an otherworldly roar.
Round 3/4!
Universal: Inspire Courage (2/3)
Oskar (-1 hp)
Arlo (-7 hp)
Gurka (-31 hp)
His Majesty King Webhekiz, Fourth of His Name, Chosen Sovereign of Bhopan by the Grace of the Four Seasons but even in his current state still very much the rightful ruler of Bhopan (-30 hp, deafened 0/1)
Red Guard (-31 hp, -10' speed)
Orange Guard (-26 hp, enfeebled 2 0/1, unconscious)
Yellow Guard (-6 hp)
Green Guard (-35 hp, viney club)
Blue Guard (-12 hp)
Franzine (-5 hp)
Hopper (-37 hp)
Phineas (-5 hp)

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Step north twice
non lethal attack: 1d20 - 2 + 10 ⇒ (3) - 2 + 10 = 11
I'm rerolling that
non lethal attack: 1d20 - 2 + 10 ⇒ (16) - 2 + 10 = 24
non-lethal bludgeoning: 2d8 + 3 ⇒ (2, 7) + 3 = 12
Bardic performance?
Gurka just looks confused at the king and hits him in the gut hoping to knock him out.