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"Zhao, it was nothing. Your swordplay is graceful and precise. A talent like yours is uncommon. Sadly, our adversaries are the 1 of 1000 genius with the fervor of a madman." responds Omble.

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Save you heal spells as the purple dolok tree will continue to heal every 6 seconds
Omble Defontaine's Perception (M): 1d20 + 18 ⇒ (12) + 18 = 30
Eithirim Navarre's Perception (M): 1d20 + 19 ⇒ (11) + 19 = 30
A second signal horn blasts through the air alerting the perimeter guards of more oncoming attackers. Once more Omble and Eithrim take to their vantage points.
The enemy is much more difficult to spot this time around as they seem to be attempting a stealthier approach. Omble notices ash-gray hounds that appear to be unimpeded by the rough terrain.
Eithrim spots several humanoid figures approaching alongside the hounds, using the smoke and burning trees to shroud their advance.
With the smoke and debris from the flames everywhere it is too difficult to tell exactly what direction the enemy will be advancing from.
Go ahead and reposition your tokens and trees.

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Bardok moves his tree closer to the camp site and draws his wand in preparation for the approaching attackers.
Ready.

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Kohl retires to his original position next to the red dolok tree. He leans against it with false casualness, but he gives a very un-Draconic squeak when the tree shifts under his clawed hand.

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Rex returns to his spot nearer the well.
Once in position, can I repeat casting Inspire Courage so it is up at the start of the encounter?

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A signal horn blasts through the air to alert the Farheaven clan forces. Commotion stirs once more as the surrounding areas prepare for more oncoming attackers. The fire continues to roar in contest on the western edge of the forest as howling is heard rapidly approaching despite no footsteps being heard. From the southern and northern borders several large hounds come out from the woods. There also is a charred humanoid creature wielding a bow that is moving stealthily along the western perimeter.
Tremendous Kohl, Search: 1d20 + 17 + 1 ⇒ (6) + 17 + 1 = 24
Omble Defontaine, Investigate: 1d20 + 18 + 1 ⇒ (4) + 18 + 1 = 23
Eithirim Navarre, Search: 1d20 + 19 + 1 ⇒ (12) + 19 + 1 = 32
Bardok Marsh, Detect Magic: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18
Zhao Fen, Scout: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
Rextanglin, Search: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
Ash Archers (Stealth): 1d20 + 13 ⇒ (4) + 13 = 17
Hounds: 1d20 + 15 ⇒ (18) + 15 = 33
Two of the hounds run right over the water as if they were walking on air itself, closing in around Bardok. The third hound to the south begins approaches the southern perimeter of the base and then paws at the edge of the light and emits unearthly baying that starts to send chills down everyone's back.
Everyone make a DC 25 will Save. This is an audible effect with fear and mental traits. Failure is Frightened 1 and Crit failure is Frightened 3 and Fleeing.
Round 1
-----------------------------------
Hounds
-----------------------------------
Eithrim (143/143)
Zhao Fen (80/80
Rextanglin (96/96)
Tremendous Kohl (90/90)
Omble (104/104)
Bardok
-----------------------------------
Ash Archers
------------------------------------

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Will: 1d20 + 13 ⇒ (4) + 13 = 17 +1 if Rex was able to keep Inspire Courage going.
Despite his own trepidation, Rex keeps bolstering his allies.
◆ Inspire Courage
He then draw his alchemical crossbow and fires it at the nearest hound (pink). As the bolt leaves it strikes open the flask, coating the bolt in a layer of frost.
◆ Interact (Draw Crossbow)
◈ Strike +1 Striking Alchemical Crossbow
Range: 30 ft.
Attack: 1d20 + 17 - 1 + 1 ⇒ (14) + 17 - 1 + 1 = 31
Damage: 2d8 + 1 ⇒ (8, 2) + 1 = 11
Cold: 1d6 ⇒ 4

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Will (Bravery): 1d20 + 12 ⇒ (4) + 12 = 16
Not frightened due to Bravery
Dread Marshal Stance (Intimidation: DC 23): 1d20 + 17 ⇒ (13) + 17 = 30
Success. 10-ft emanation of Dread Marshal Aura. (+1 saves vs fear, +2 damage, crits cause frightened 1)
Kohl roars at the dogs, then goes to strike the one closest to Rex.
Snagging Strike: 1d20 + 18 + 1 ⇒ (7) + 18 + 1 = 26 for bludgeoning (cold iron): 2d6 + 7 + 2 ⇒ (2, 4) + 7 + 2 = 15

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Will: 1d20 + 11 ⇒ (9) + 11 = 20
Ancestor: 1d4 ⇒ 3 =>spells
Fen sees her magical ancestor Zhao Shuo floating before her, his arms crossed as ever. She nods in his direction and brings up her katana in both hands, pulling the handle right up to her shoulder and pointing the blade toward the southernmost hound.
A beam of purest moonlight shoots out.
◈◈ Cast a Spell - Divine Lance (Attack Cantrip Evocation)
Spell Attack, status: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
Damage (Good), status: 3d4 + 4 + 1 ⇒ (2, 4, 2) + 4 + 1 = 13
"Yes yes I know" She is speaking the words to conjure her shield before Shuo can even tell her, her eyes on the archers across the river.
◈ Cast a Spell - Shield (Abjuration Cantrip Force)
For next round
Ancestor: 1d4 ⇒ 3 Spells again

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Will DC 25: 1d20 + 15 ⇒ (4) + 15 = 19 Frightened 1
Seeing the large beasts bearing down on him, Bardok exudes energy from his runescars to lengthen his reach, then thrusts his palm forward to conjure a torrent of wind.
◆ Cast a Spell (tentacular limbs Focus Spell), ◆◆ Cast a Spell (gust of wind SLA affecting purple, blue, and orange)
Water Blast vs Blue: 1d20 + 13 ⇒ (8) + 13 = 21
Damage (cold): 4d6 ⇒ (1, 5, 6, 6) = 18

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@Bardok- Even adding the extra 20 feet I don't think you would be able to reach orange with the 80 feet gust of wind is able to go. Am I missing something?
Fen sends pure moonlight into the southern hound. The moonlight sears through beasts hide, ceasing its baying momentarily. With noone left to heal the dolok tree stands by idly. Hit
Rex pulls out his crossbow and sends an alchemical vial into the hounds chest. It bursts open sending a frosty rime across it's muzzle that quickly evaporates from the het of the flames nearby. Hit
Tremendous Kohl roars at the hounds as he shifts in to try and protect Bardok. His flail flicks out, striking against the hounds legs. Hit
Bardok's limbs lengthen out as a torrent of wind and water rush out. The wind begins to draw in the water droplets from the river as it pelst the hounds.
Pink Fort Save DC 23: 1d20 + 15 ⇒ (5) + 15 = 20
Blue Fort Save DC 23: 1d20 + 15 ⇒ (19) + 15 = 34
The pink hound is knocked prone as the wind hits it right in the face, throwing it back. The blast of water misses the hounds low profile.
Active Buff Reminder
Dread Marshall Aura- 10 foot aura on Kohl (+2 Dam; +1 Status vs fear; Crits cause Frightened 1)
Inspire Courage- (+1 Status bonus to attacks; damage; and Fear)
Fire Ward- (All Resistance Fire 5)
Round 1
-----------------------------------
Hounds (Yellow -13) (Pink -30)
-----------------------------------
Eithrim (143/143)
Zhao Fen (80/80
Rextanglin (96/96)
Tremendous Kohl (90/90)
Omble (104/104)
Bardok
-----------------------------------
Ash Archers
------------------------------------

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No, it's only 60 feet. My bad, I thought it was 120 feet for some reason.

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Free action, automatic knowledge 26
Omble with his encyclopedic knowledge tries to identify those hounds.
He strides two times toward pink to have a flanking position and strike him!
discerning strike vs pink: 1d20 + 17 + 1 ⇒ (19) + 17 + 1 = 37
damage+cold+discerning strike+sneak attack+other buff: 2d6 + 6 + 1d6 + 1d6 + 2d6 + 3 ⇒ (3, 4) + 6 + (4) + (6) + (2, 5) + 3 = 33
attack vs Green: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 19cold iron slashing+cold+other uff: 2d6 + 6 + 1d6 + 3 ⇒ (3, 2) + 6 + (2) + 3 = 16add 2d6 ⇒ (5, 3) = 8 precision if flat-footed.

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+1 Striking Ghost touch Cold iron Guisarme attack: 1d20 + 20 ⇒ (1) + 20 = 21
+1 Striking Ghost touch Cold iron Guisarme attack: 1d20 + 15 ⇒ (4) + 15 = 19
+1 Striking Ghost touch Cold iron Guisarme attack: 1d20 + 10 ⇒ (10) + 10 = 20
damage: 2d10 + 7 ⇒ (8, 2) + 7 = 17
damage: 2d10 + 7 ⇒ (7, 6) + 7 = 20
damage: 2d10 + 7 ⇒ (1, 3) + 7 = 11

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Eithrim rushes to cut off the southern offensive as he suddenly charges through the thick forest undergrowth.
◈◈Sudden charge attack: 1d20 + 20 + 1 ⇒ (9) + 20 + 1 = 30
damage by cold iron: 2d10 + 7 + 1 ⇒ (2, 6) + 7 + 1 = 16
Eithrim Dolok Tree Water Blast: 1d20 + 13 ⇒ (10) + 13 = 23
Damage (cold): 4d6 ⇒ (4, 4, 3, 3) = 14
Eithrim's guisarme slashes into the hounds paw, though the blast of water from his tree misses due to the forest in between. cover Omble finds the softer underside of the hound as his blade slices it open. The warbeast howls in pain as it flops about, though still alive. Crit and reaction missed
Omble Dolok Tree Water Blast: 1d20 + 13 ⇒ (15) + 13 = 28
Damage (cold): 4d6 ⇒ (1, 3, 3, 3) = 10
Omble's tree douses the beast in water as it keeps it pinned down to the ground. The three archers begin to hun those in your group as they raise their longbows and fires arrows high into the air.
Orange Longbow vs Tremendous Kohl AC 26; Hunt Prey: 1d20 + 17 ⇒ (9) + 17 = 26
Damage: 1d8 + 8 ⇒ (7) + 8 = 15
Hunt Prey Damage: 1d8 ⇒ 3
Green Longbow vs Fen AC 26; Hunt Prey: 1d20 + 17 ⇒ (1) + 17 = 18
Red Longbow vs Eithrim AC 28; Hunt Prey: 1d20 + 17 ⇒ (4) + 17 = 21
The hounds begin to stir once more and now that they are in a little better light Omble recognizes them as Yeth Warbeasts. Weak to silver and able to walk on the air. A yeth warbeasts bay and bite will cause even the bravest warrior to shake in their boots.
The yeth warbeast bounds out of the woods at Tremendous Kohl and bites at teh kobold.
Jaws vs Tremendous Kohl AC 26: 1d20 + 17 ⇒ (13) + 17 = 30
Damage: 3d6 + 6 ⇒ (6, 1, 6) + 6 = 19
Evil Damage: 1d6 ⇒ 5 + Knockdown + Sinister Bite (DC 25 Will save; failure is frightened 1, if already frightened then increase the value by 1)
Kohl feels the powerful jaws clamp around his lag as he is quickly dragged down to the ground. Meanwhile the pink warbeast near Omble howls in pain as its guts partially spill from its belly. The yowl shakes the trees all around as the sonic effect reverberates through the air.
Ear-Splitting Howl (Omble, Bardok, Bardok Tree) Sonic Damage: 8d6 ⇒ (6, 5, 4, 1, 4, 3, 3, 4) = 30 DC 25 Basic Reflex Save
Bardok Dolok Tree Reflex: 1d20 + 13 ⇒ (7) + 13 = 20
Rounds: 1d4 ⇒ 4
That yelp looks to have taken quite a bit out of the hound as it stands to its feet. The southern hound paws at the barrier as it snaps and claws at Eithrim.
Jaws vs Eithrim AC 28: 1d20 + 17 ⇒ (11) + 17 = 28
Damage: 3d6 + 6 ⇒ (4, 1, 2) + 6 = 13
Evil Damage: 1d6 ⇒ 3 + Knockdown + Sinister Bite (DC 25 Will save; failure is frightened 1, if already frightened then increase the value by 1
Jaws vs Eithrim AC 28: 1d20 + 17 - 5 ⇒ (19) + 17 - 5 = 31
Damage: 3d6 + 6 ⇒ (1, 5, 6) + 6 = 18
Evil Damage: 1d6 ⇒ 2 + Sinister Bite (DC 25 Will save; failure is frightened 1, if already frightened then increase the value by 1
Eithrim is quickly tossed to the ground as the hounds jaws dent in his armor around his ribs.
Active Buff Reminder
Dread Marshall Aura- 10 foot aura on Kohl (+2 Dam; +1 Status vs fear; Crits cause Frightened 1)
Inspire Courage- (+1 Status bonus to attacks; damage; and Fear)
Fire Ward- (All Resistance Fire 5)
Round 2
-----------------------------------
Hounds (Yellow -29) (Pink -106)
-----------------------------------
Eithrim (107/143; Prone)
Zhao Fen (80/80
Rextanglin (96/96)
Tremendous Kohl (48/90; Prone)
Omble (104/104)
Bardok (Dolok Tree -30)
-----------------------------------
Ash Archers
------------------------------------

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Will (Bravery): 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32
Kohl stands, steps to get into an advantageous position, and Strikes at pink.
+1 Striking Cold Iron Flail: 1d20 + 18 + 1 ⇒ (15) + 18 + 1 = 34 for bludgeoning: 2d6 + 7 + 2 ⇒ (5, 2) + 7 + 2 = 16
If that happens to be a crit, pink is knocked prone and frightened 1.
"Ah, he really got me there, but take this!"

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Navarre stand up and attack again with his weapon the hound
◈ Stand Up
◈Guisarme attack: 1d20 + 20 ⇒ (13) + 20 = 33
damage: 2d10 + 7 ⇒ (10, 2) + 7 = 19
◈Guisarme attack: 1d20 + 15 ⇒ (19) + 15 = 34
damage: 2d10 + 7 ⇒ (2, 6) + 7 = 15

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reflex: 1d20 + 18 ⇒ (18) + 18 = 36
discerning strike vs pink: 1d20 + 17 + 1 ⇒ (17) + 17 + 1 = 35
damage+cold+sneak attack: 2d6 + 6 + 1d6 + 2d6 ⇒ (1, 4) + 6 + (6) + (1, 4) = 22
strike vs pink: 1d20 + 17 - 4 + 1 ⇒ (7) + 17 - 4 + 1 = 21
damage+cold+sneak attack: 2d6 + 6 + 1d6 + 2d6 ⇒ (1, 6) + 6 + (2) + (4, 2) = 21
attack vs pink: 1d20 + 17 + 1 ⇒ (19) + 17 + 1 = 37cold iron slashing+cold: 2d6 + 6 + 1d6 ⇒ (3, 1) + 6 + (3) = 13add 2d6 ⇒ (5, 5) = 10 precision if flat-footed.
Omble continue his attacks. If the enemy fall down, stride toward the closest one to flank. If he can't, he will recall knowledge about the archers.

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Eithrim Will Save 1 DC 25: 1d20 + 16 ⇒ (4) + 16 = 20
Eithrim Will Save 2 DC 25: 1d20 + 16 ⇒ (15) + 16 = 31
Eithrim quickly slashes his guisarme across the hounds muzzle giving him a chance to roll to his feet. Hit, Crit
Eithrim Dolok Tree Water Blast: 1d20 + 13 ⇒ (18) + 13 = 31
Tremendous Kohl's flail breaks the hounds leg, pulling back hard he drags the larger beast back down to the ground. Omble drives his blade through the wounded hounds skull to put it out of its misery.
Omble Dolok Tree Water Blast: 1d20 + 13 ⇒ (11) + 13 = 24
Eithrim and Omble's trees both miss as they hit the forest around them.
Round 2
-----------------------------------
Hounds (Yellow -78)
-----------------------------------
Eithrim (107/143)
Zhao Fen (80/80
Rextanglin (96/96)
Tremendous Kohl (48/90)
Omble (104/104)
Bardok (Dolok Tree -30)
-----------------------------------
Ash Archers
------------------------------------

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Reflex DC 25: 1d20 + 14 ⇒ (1) + 14 = 15
Hero Point: 1d20 + 14 ⇒ (14) + 14 = 28
Bardok grits his teeth against the sonic assault, then rushes forward, his tentacular limb extending to strike the nearest hound with a necromantic siphon.
◆ Stride, ◆◆ Cast a Spell (vampiric touch on teal hound, 10-foot reach)
Negative Damage (basic Fortitude DC 26): 6d6 ⇒ (2, 5, 6, 4, 6, 2) = 25
Blue Tree Attack vs Teal: 1d20 + 13 ⇒ (9) + 13 = 22
Damage (cold): 4d6 ⇒ (5, 1, 1, 1) = 8

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Rex moves out to where he can see a new target. He loads another bolt and fires it at the hound.
◆ Stride
◆ Interact (Load Crossbow)
◆ Strike +1 Striking Alchemical Crossbow
Range: 30 ft.
Attack: 1d20 + 17 ⇒ (13) + 17 = 30
Damage: 2d8 ⇒ (1, 3) = 4
Cold: 1d6 ⇒ 6

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Fen starts to take aim for another blast, but she sees the powerfully built spirit of her ancestor Zhao Shuo shake his head and point to Kohl.
Fen gets the message and rushes to try to aid him, doing her best to ignore the arrows falling around her.
◈ Stride
She moves north, then asks the spirits of her ancestors to bind Kohl's wounds and let him fight on.
◈◈ Cast a Spell - Heal (2nd level) (Healing Necromancy Positive)
Healing, status: 2d8 + 16 + 2 ⇒ (8, 2) + 16 + 2 = 28
Ancestor: 1d4 ⇒ 4 Her choice => Spells again

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Fen magically closes Kohl's injuries so that the kobold can keep fighting. Her Dolok Tree sends a small bit of healing towards Eithrim.
Heal (Eithrim): 2d8 + 16 ⇒ (7, 6) + 16 = 29
Rex explodes frozen concoction into another hounds side as it binds one of the legs to the ground. Bardok's tree misses as he putty-like arm reaches through the trees and drains the hounds of its vitality.
Fort Save DC 26: 1d20 + 15 ⇒ (12) + 15 = 27 12 Damage; Bardok gains 6 Temp HP
The archers slowly close in on the encampment as they fire arrow after arrow at their prey.
Orange Longbow vs Tremendous Kohl AC 26; Hunt Prey: 1d20 + 17 ⇒ (3) + 17 = 20
Orange Longbow vs Tremendous Kohl AC 26; Hunt Prey: 1d20 + 17 - 5 ⇒ (3) + 17 - 5 = 15
Green Longbow vs Fen AC 26; Hunt Prey: 1d20 + 17 ⇒ (6) + 17 = 23
Green Longbow vs Fen AC 26; Hunt Prey: 1d20 + 17 - 5 ⇒ (16) + 17 - 5 = 28
Damage: 1d8 + 8 ⇒ (6) + 8 = 14
Hunt Prey Damage: 1d8 ⇒ 4
Red Longbow vs Eithrim AC 28; Hunt Prey: 1d20 + 17 ⇒ (15) + 17 = 32
Damage: 1d8 + 8 ⇒ (8) + 8 = 16
Hunt Prey Damage: 1d8 ⇒ 2
Red Longbow vs Eithrim AC 28; Hunt Prey: 1d20 + 17 - 5 ⇒ (16) + 17 - 5 = 28
Damage: 1d8 + 8 ⇒ (7) + 8 = 15
Arrows stab into Fen and Eithrim from afar as the archers begin to set their sights on the Dolok Trees. The northern hound backs up from the vampiric touch as it sends an ear-splitting howl through the forest.
Ear-Splitting Howl (Bardok and Kohl) Sonic Damage: 8d6 ⇒ (1, 5, 5, 4, 2, 3, 5, 1) = 26 DC 25 Basic Reflex Save
Rounds: 1d4 ⇒ 4
Jaws vs Eithrim AC 28: 1d20 + 17 ⇒ (11) + 17 = 28
Damage: 3d6 + 6 ⇒ (6, 6, 4) + 6 = 22
Evil Damage: 1d6 ⇒ 4 + Knockdown + Sinister Bite (DC 25 Will save; failure is frightened 1, if already frightened then increase the value by 1
Jaws vs Eithrim AC 28: 1d20 + 17 ⇒ (13) + 17 = 30
Damage: 3d6 + 6 ⇒ (5, 5, 3) + 6 = 19
Evil Damage: 1d6 ⇒ 6 + Sinister Bite (DC 25 Will save; failure is frightened 1, if already frightened then increase the value by 1
Eithrim is quickly tore down to the ground once more as the hound shreds his armor. The screeching of claw on metal rings through the forest.
Round 3
-----------------------------------
Hounds (Yellow -78) (Blue -22)
-----------------------------------
Eithrim (52/143)
Zhao Fen (62/80)
Rextanglin (96/96)
Tremendous Kohl (76/90)
Omble (104/104)
Bardok (49/64) (Dolok Tree -30)
-----------------------------------
Ash Archers
------------------------------------

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Reflex DC 25: 1d20 + 14 ⇒ (7) + 14 = 21
Bardok succumbs to the screaming howl more than before, but tries to replenish his health like he did before.
◆ Stride, ◆◆ Cast a Spell (vampiric touch on teal hound, 10-foot reach)
Negative Damage (basic Fortitude DC 26): 6d6 ⇒ (2, 4, 1, 3, 4, 4) = 18
Blue Tree Attack vs Teal Hound: 1d20 + 13 ⇒ (4) + 13 = 17
Damage (cold): 4d6 ⇒ (5, 4, 5, 1) = 15

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Kohl feels somewhat revitalized and dodges those arrows. [b]"Thanks, Fen!"
Reflex: 1d20 + 12 ⇒ (1) + 12 = 13
Hero Point
Reflex: 1d20 + 12 ⇒ (11) + 12 = 23
The howling of the beasts bothers his sensative kobold ears, though.
Kohl runs up to the blue hound and swings on it with his flail.
+1 Striking Cold Iron Flail: 1d20 + 18 + 1 ⇒ (7) + 18 + 1 = 26 for bludgeoning: 2d6 + 7 + 2 ⇒ (2, 2) + 7 + 2 = 13
+1 Striking Cold Iron Flail: 1d20 + 18 + 1 - 5 ⇒ (2) + 18 + 1 - 5 = 16 for bludgeoning: 2d6 + 7 + 2 ⇒ (4, 6) + 7 + 2 = 19

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Navarre focus his attack to try to finish the yellow hound
◆ Stand Up
◆ +1 striking Ghost cold iron Guisarme: 1d20 + 20 ⇒ (13) + 20 = 33
damage by cold iron: 2d10 + 7 ⇒ (10, 5) + 7 = 22
◆ +1 striking Ghost cold iron Guisarme: 1d20 + 15 ⇒ (6) + 15 = 21
damage by cold iron: 2d10 + 7 ⇒ (7, 2) + 7 = 16

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Omble activates his boot of elvenkind to have a flank position with Kohl. His feet doesn't stumble with the underbush.
discerning strike vs blue: 1d20 + 17 ⇒ (18) + 17 = 35
damage+cold+sneak attack+discerning strike: 2d6 + 8 + 1d6 + 2d6 + 1d6 ⇒ (3, 5) + 8 + (4) + (5, 3) + (2) = 30 and he is bleed 1.
strike vs blue: 1d20 + 17 - 4 ⇒ (20) + 17 - 4 = 33
damage+cold+sneak attack: 2d6 + 6 + 1d6 + 2d6 ⇒ (4, 6) + 6 + (5) + (1, 6) = 28
damage+cold+sneak attack: 2d6 + 8 + 1d6 + 2d6 ⇒ (2, 1) + 8 + (1) + (5, 1) = 18
He looks at his wounded compagnions with concern.

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As soon as she has finished healing Kohl the spectral form of Zhao Shuo appears before Fen, pointing back the way she just came with a concerned look. She turns to see Eithrim battling bravely with some serious wounds and rushes toward him
◈ Stride
◈◈ Cast a Spell - Heal (3rd level) (Healing Necromancy Positive)
Healing, status: 3d8 + 24 + 3 ⇒ (3, 7, 6) + 24 + 3 = 43
Ancestor: 1d4 ⇒ 2 Skill Actions

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Eithrim stands, stabbing the hound in the neck while his tree sends a stream of water into the air.
Eithrim Dolok Tree Water Blast: 1d20 + 13 ⇒ (10) + 13 = 23
Fen Dolok Tree Heal Eithrim: 2d8 + 16 ⇒ (2, 7) + 16 = 25
Fen and the purple tree focus healing on the severely wounded Eithrim. While it doesn't do much for his armor it does keep the man in the fight. Kohl manages to bruise the hound with his flail as the archers are now within range of his dolok tree. A long branch reaches out and womps the lizard.
Branch: 1d20 + 15 ⇒ (10) + 15 = 25
Damage: 2d8 + 7 ⇒ (6, 7) + 7 = 20 + Grab
Omble puts some devastating injuries on the northern hound as his blade severs some leg tendons.
Omble Dolok Tree Water Blast: 1d20 + 13 ⇒ (4) + 13 = 17
Fort DC 26: 1d20 + 15 ⇒ (12) + 15 = 27 9 damage and Bardok gains 4 Temp HP
Bardok reaches out leeching out another bit of the hounds life. This causes the hound to stagger as it gets dizzy. Omble uses the opportunity to put his blade in the beasts eye, killing it.
Round 3
-----------------------------------
Hounds (Yellow -100)
-----------------------------------
Eithrim (120/143)
Zhao Fen (62/80)
Rextanglin (96/96)
Tremendous Kohl (50/90)
Omble (104/104)
Bardok (29/64; 4 Temp HP) (Dolok Tree -30)
-----------------------------------
Ash Archers (Green -20; Grabbed)
------------------------------------

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Rex moves up behind Bardok and feeds him an elixir to help keep him standing.
Lesser Elixir of Life: 3d6 + 6 ⇒ (2, 3, 1) + 6 = 12 +1 item bonus to saves vs poison and disease for 10 minutes.
◆ Stride
◆ Interact (draw elixir)
◆ Interact (feed elixir)

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Rex drains a small elixir down Bardok's throat as he gets the briefest opportunity. The orange serpent begins to hunt Fen as it closes in on the brigde while the green ash archer escapes the bonds of the dolok tree only to get womped again as it circles around it.
Orange Longbow vs Fen AC 26; Hunt Prey: 1d20 + 17 ⇒ (2) + 17 = 19
Green Escape vs Athletics DC 24: 1d20 + 17 ⇒ (8) + 17 = 25
Green Longbow vs Fen AC 26; Hunt Prey: 1d20 + 17 - 5 ⇒ (9) + 17 - 5 = 21
↺ Kohl Dolok Tree Lash Out: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 2d8 + 7 ⇒ (3, 4) + 7 = 14
As the branches sway the red ash archer reaches down and grabs ahold of its batle axe. With a snarl it charges the tree and begins hacking into it.
Red Battleaxe vs Dolok Tree AC 22: 1d20 + 17 ⇒ (20) + 17 = 37
Damage: 1d8 + 6 ⇒ (3) + 6 = 9 23 crit damage w/ weakness to axes
A large chunk comes off of the tree as the hound to the south gives an ear shattering howl right in Eithrim's face before snapping at his blade arm.
Eithrim Will Save 1 DC 25: 1d20 + 16 ⇒ (1) + 16 = 17
Eithrim Will Save 2 DC 25: 1d20 + 16 ⇒ (5) + 16 = 21
Ear-Splitting Howl (Eithrim) Sonic Damage: 8d6 ⇒ (3, 4, 1, 1, 3, 1, 4, 3) = 20 DC 25 Basic Reflex Save
Rounds: 1d4 ⇒ 2
Jaws vs Eithrim AC 28: 1d20 + 17 ⇒ (20) + 17 = 37
Damage: 3d6 + 6 ⇒ (4, 2, 1) + 6 = 13
Evil Damage: 1d6 ⇒ 2 + Sinister Bite (DC 25 Will save; failure is frightened 1, if already frightened then increase the value by 1[/ooc]
Round 4
-----------------------------------
Hounds (Yellow -100)
-----------------------------------
Eithrim (90/143; Frightened 1)
Zhao Fen (62/80)
Rextanglin (96/96)
Tremendous Kohl (50/90) (Dolok -23)
Omble (104/104)
Bardok (41/64; 4 Temp HP) (Dolok Tree -30)
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Ash Archers (Green -34)
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"No! My tree!
Hoping to his arboreal buddy, Kohl strides over to green and swings his flail.
Snagging Strike: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31 for bludgeoning: 2d6 + 7 + 2 ⇒ (2, 3) + 7 + 2 = 14
Snagging Strike: 1d20 + 18 + 1 - 5 ⇒ (13) + 18 + 1 - 5 = 27 for bludgeoning: 2d6 + 7 + 2 ⇒ (3, 1) + 7 + 2 = 13
If the first is a crit, he's prone and frightened 1. On a hit, he's flat footed as long as he's adjacent to me.

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Navarre tries to recompose himself and take the value of the deepest part of his soul to tackle again with fierceness the diabolical hound
attack 1: 1d20 + 19 ⇒ (16) + 19 = 35
attack 1: 1d20 + 14 ⇒ (8) + 14 = 22
attack 1: 1d20 + 9 ⇒ (16) + 9 = 25
damage: 2d10 + 7 ⇒ (9, 8) + 7 = 24
damage: 2d10 + 7 ⇒ (1, 5) + 7 = 13
damage: 2d10 + 7 ⇒ (2, 1) + 7 = 10

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Bardok swallows Rex's elixir and nods in thanks, turning his magical power against the most injured attackers.
◆◆◆ Cast a Spell (magic missile). Target the yellow hound unless Elthrim kills it, in which case target the green archer.
Force Damage: 3d4 + 3 ⇒ (2, 3, 3) + 3 = 11
Blue Tree Attack vs Green Archer: 1d20 + 13 ⇒ (9) + 13 = 22
Damage (cold): 4d6 ⇒ (2, 6, 6, 4) = 18

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recall knowledge in the archers, and Battle Assessment
RogueSecret
Source Core Rulebook pg. 184 2.0
With careful observation during battle, you identify an enemy’s strengths and weaknesses. The GM rolls a secret Perception check for you against the Deception or Stealth DC (whichever is higher) of an enemy of your choice who is not concealed from you, hidden from you, or undetected by you, and who is engaged in combat. The GM might apply a penalty for the distance between you and the enemy. The enemy is then temporarily immune to your Battle Assessment for 1 day.
Critical Success The GM chooses two of the following pieces of information about the enemy to tell you: which of the enemy’s weaknesses is highest, which of the enemy’s saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy’s resistances is highest. If the event of a tie, the GM should pick one at random.
Success The GM chooses one piece of information from the above list to tell you about the enemy.
Critical Failure The GM gives you false information (the GM makes up the information).
THE main danger is put down. Omble, hiding in the bushes, tries to identify those archers. Third action sneak

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Fen looks to Shuo for what to do next, but instead she sees her mother's spirit Zhao Jingfei pointing to the nearby archers.
Fen calls out to the one engaged with Kohl
"I'm sure Urxehl will be very proud of you mighty warriors, between you you might yet kill a tree!"
◈ Bon Mot (Auditory Concentrate Emotion General Linguistic Mental Skill)
Diplomacy, status: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35
The smile fades from her face as she continues, and she looks sad.
"Though even that seems unlikely. You're going to die here unless you surrender"
◈ Demoralize (Auditory Concentrate Emotion Fear Mental)
Intimidation, status: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
Her mother continues to encourage her to tackle the and push them into the water, but Fen has long since learned that her mother lacks wisdom, and instead she conjures a shield
DC 6 Flat: 1d20 ⇒ 16
◈ Cast a Spell (verbal) - Shield (Abjuration Cantrip Force)
Ancestor: 1d4 ⇒ 4 Her choice =>Spells

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Rex tosses a bomb at the farther archer (red).
◈ Strike - Dread Ampoule - Moderate (alchemical, bomb, consumable, mental, splash)
Attack: 1d20 + 17 - 2 ⇒ (20) + 17 - 2 = 35
Damage (Mental): 2d6 ⇒ (4, 6) = 10
Additional Effect: frightened 1 (frightened 2 on a critical hit).
Splash Damage: 2 mental.
Rex then tries to send a jolt of electricity through the two archers closest to him.
◈◈ Cast a Spell - Electric Arc (cantrip, electricity, evocation)
Tradition: arcane
Components: somatic, verbal
Range: 30 feet
Targets: 1 or 2 creatures
Saving Throw: basic Reflex (DC 24)
Damage (Electricity): 4d4 + 4 ⇒ (3, 1, 4, 1) + 4 = 13

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@Eithrim- Don't forget all of your saving throws.
Eithrim DC 25 Reflex Howl: 1d20 + 14 ⇒ (9) + 14 = 23
Eithrim DC 25 Will Sinister Bite: 1d20 + 16 ⇒ (7) + 16 = 23
Eithrim Dolok Tree Water Blast: 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 4d6 ⇒ (1, 5, 2, 1) = 9
Quite shaken Eithrim continues to hunt the fiendish hound and manages to wound it a little more as his tree douses some of the archers in water. Hit, miss, miss Fen does all she can to keep the archers off balance Crit success on both.
Zhao Fen Dolok Tree Heal (Eithrim): 2d8 + 16 ⇒ (7, 3) + 16 = 26
Rex sends dread throughout their ranks and it seems very effective. Crit on the bomb.
Red Electric Arc Reflex DC 24: 1d20 + 15 - 2 ⇒ (3) + 15 - 2 = 16
Green Electric Arc Reflex DC 24: 1d20 + 15 - 2 ⇒ (9) + 15 - 2 = 22
Kohl drags the wounded archer to the ground and bashes it's skull in with his flail. His dolok tree reaching for the other.
Kohl Dolok Tree Branch: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 2d8 + 7 ⇒ (7, 3) + 7 = 17 + Grab
A thick and jagged branch smashes into the ash archer's side, breaking numerous bones, as it grabs ahold of the enemy.
Omble remains in the bushes where he tries to observe the enemies weakness.
Omble Defontaine's Perception (M): 1d20 + 18 ⇒ (13) + 18 = 31
Omble is aware that the ash archers seem to have a resistance to fire, but are not immune to its effects.
Omble Dolok Tree Water Blast: 1d20 + 13 ⇒ (7) + 13 = 20
Bardok tries to get eyes on the wounded as he rockets magical missiles into its chest. His Dolok tree concentrates water onto the severely wounded ash archer and ends up drowning it.
Jaws vs Eithrim AC 27: 1d20 + 17 ⇒ (1) + 17 = 18
Jaws vs Eithrim AC 27: 1d20 + 17 - 5 ⇒ (13) + 17 - 5 = 25
Jaws vs Eithrim AC 27: 1d20 + 17 - 10 ⇒ (16) + 17 - 10 = 23
Eithrim holds the hound back while the remaining ash archer makes a break for the tree with his axe.
Orange Battleaxe vs Dolok Tree AC 22: 1d20 + 17 ⇒ (16) + 17 = 33
Damage: 1d8 + 6 ⇒ (1) + 6 = 7 Crit damage for 19 damage
Round 5
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Hounds (Yellow -135)
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Eithrim (96/143; Frightened 1)
Zhao Fen (62/80)
Rextanglin (96/96)
Tremendous Kohl (50/90) (Dolok -42)
Omble (104/104)
Bardok (41/64; 4 Temp HP) (Dolok Tree -30)
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Ash Archers
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Bardok continues cranking out bolts of force from his stable position.
◆◆◆ Cast a Spell (magic missile). Target the yellow hound.
Force Damage: 3d4 + 3 ⇒ (3, 1, 2) + 3 = 9
Blue Tree Attack vs Orange Archer (1 range increment): 1d20 + 13 - 2 ⇒ (1) + 13 - 2 = 12
Damage (cold): 4d6 ⇒ (3, 2, 2, 5) = 12

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Fen points her sword at the remaining archer, desperately trying to cut down a tree as the Pathfinders surround them.
She shifts it and speaks the words as Zhao Shuo mouths them, and a beam of ice shoots at the archer.
◈◈ Cast a Spell - Ray of Frost (Attack Cantrip Cold Evocation)
Spell Attack: 1d20 + 12 ⇒ (19) + 12 = 31
Cold: 3d4 + 4 ⇒ (2, 2, 2) + 4 = 10
She's moving as soon as the spell to help Kohl flank
◈ Stride
Ancestor: 1d4 ⇒ 4 Her choice => Spells again

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Kohl strides up and takes a few swings at the remaining archer, flanking with Fen.
Snagging Strike: 1d20 + 18 + 1 ⇒ (6) + 18 + 1 = 25 for bludgeoning (cold iron): 2d6 + 7 + 2 ⇒ (4, 3) + 7 + 2 = 16
Snagging Strike: 1d20 + 18 + 1 - 5 ⇒ (9) + 18 + 1 - 5 = 23for bludgeoning (cold iron): 2d6 + 7 + 2 ⇒ (5, 2) + 7 + 2 = 16
On a hit, he's flat footed as long as he's adjacent to me.
Strike: 1d20 + 18 + 1 - 5 ⇒ (10) + 18 + 1 - 5 = 24for bludgeoning (cold iron): 2d6 + 7 + 2 ⇒ (2, 1) + 7 + 2 = 12

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discerning strike vs archer: 1d20 + 17 ⇒ (2) + 17 = 19
damage+cold+sneak attack+discerning strike: 2d6 + 8 + 1d6 + 2d6 + 1d6 ⇒ (2, 4) + 8 + (3) + (4, 2) + (6) = 29 and he is bleed 1.
strike vs archer: 1d20 + 17 - 4 ⇒ (2) + 17 - 4 = 15
damage+cold+sneak attack: 2d6 + 6 + 1d6 + 2d6 ⇒ (5, 3) + 6 + (5) + (6, 5) = 30
damage+cold+sneak attack: 2d6 + 6 + 1d6 + 2d6 ⇒ (5, 6) + 6 + (4) + (4, 5) = 30
Omble goes and swing!

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Zhao freezes the ash archer's leg as her dolok tree keeps healing Eithrim.
Zhao Fen Dolok Tree Healing: 2d8 + 16 ⇒ (5, 2) + 16 = 23
Kohl Dolok Tree Branch: 1d20 + 15 ⇒ (20) + 15 = 35
Damage: 2d8 + 7 ⇒ (6, 5) + 7 = 18
Kohl begins to beat into the ash archers side with his flail as the tree's heavy branch shatters the archer's back and spine. Bardok's magic missiles scream out from across the field and batter into the beast's side. The force of the blow breaks it's ribs, puncturing its lungs, killing it.
Out of Combat. You are healed to full via the purple Dolok Tree.
A group of Sarkorian druids soon approach the group with an Iobarian shaman. the Shaman speaks, "I'm Ceneviel, these are your reinforcements. Nelket has asked you return to camp. There are several things we could use help with if you're willing!" Cenenviel prepares to walk back to camp with you as the druids stay to tend to the land. The druids ask to keep the Dolok trees in their place in case of an ambush.
Eithrim (143/143)
Zhao Fen (80/80)
Rextanglin (96/96)
Tremendous Kohl (90/90)
Omble (104/104)
Bardok (64/64)

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Kohl tucks away his flail with a flourish.
"Sure, safe enough now that those demons aren't trying to eat everyone."

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Fen sighs with relief after the battle. Her ancestral spirits that only she can see start to dissipate, but she calls after her mother as she fades away.
"Find Li for me, he didn't visit the whole battle. My swordplay needs his help!"
Answering any questioning looks she receives with a shrug, she checks on her companions to make sure that they are in good health and high spirits.
"When they said we were some of the most experienced Pathfinders left I thought they were exaggerating, but you are amazing!"
Once she's made sure everyone is ok she sets off toward the camp.

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Ceneviel chuckles at Omble, "Very well, catch your breath!" but then hardly waits more than a few moments before setting off in the direction of the camp. On the way he takes note of the nearby forest, pointing out various damage that has been caused to the land and trees.
Several Farheaven warriors who are also heading back to camp join up with the group. They appear to be wounded and tired, but strangely exhilarated and upbeat. You hear them talk amongst themselves "These relatively sparse attacks pale in comparison to the endless waves of demons pouring from the Worldwound. Victory is in sight!"
Arriving to camp you see camp bustling with activity as wounded soldiers get treated, and everyone seems to have something they are working on. Nelket spots your group, "Great work out there, scouts confirmed no enemies made it through your line! If you don't mind another favor, there's lots to be done around here."
Looking around you see all five of your contacts that the Decemvirate mentioned. Each contact appears to be focused on something different.
This is a skill challenge which will take place over 60 minutes. Helping each leader takes 30 minutes. Everyone will be able to attempt two checks, however, you cannot attempt to help the same leader twice.
Please only give one check at a time, we'll do the second check separately.

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Kohl goes around to help out Ceneviel.
"Work, work, work! Let's move those dead logs. Watch out for nettles!."
Athletics: 1d20 + 16 ⇒ (2) + 16 = 18

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Rex tries to help Nelket calm down the survivors.
"My friends do not fear. The demon forces have met their match!"
Diplomacy: 1d20 + 16 ⇒ (14) + 16 = 30