
GM Hmm |

Yes, I messed up and put Chulyin's name instead of yours in my text. So there are two fort saves for you. I really should not update PBP tables after running a special live. Tired GMs make dumb mistakes.
Greezgux gets ripped by those doggy gazes, and then does some ripping of his own. This is immediately followed up by an opportune backstab from Sideon, that critically hits, and the Red dog goes down!
Then Greezgux's poppet sends a fireball at the completely uninjured blue.
Blue Reflex: 1d20 + 17 - 1 ⇒ (5) + 17 - 1 = 21
★ --- ★ --- ★ --- ★
It is Blue's turn and the poor dog is bereft because everyone within reach of his aura is immune. Knowing that cats aren't that much of a threat to dogs, it moves and then attacks Grum.
Blue jaws: 1d20 + 17 - 1 ⇒ (15) + 17 - 1 = 31
Piercing: 2d10 + 7 - 1 ⇒ (10, 2) + 7 - 1 = 18
Blue claw: 1d20 + 17 - 1 - 4 ⇒ (8) + 17 - 1 - 4 = 20
Slashing: 2d8 + 7 - 1 ⇒ (7, 5) + 7 - 1 = 18
★ --- ★ --- ★ --- ★
Chulyin (-41)
Chulyin's Jaguar (-29, Immune to Ripping Gaze)
Sideon (-35, Slowed)
Grum (-43, Immune to Ripping Gaze)
Hounds
Red (DEAD)
Yellow (DEAD)
Blue (-15)
Green (DEAD)
Patrick (-45)
Greezgux (-47)

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Map does not appear to be up to date--may be a software glitch--so I will act based on the above description.
With the others now safe, having slain their alien hounds, Chulyin turns his attention back to the remaining hound. He chants and draws an eldritch sign in the air, directing vital energy into the jaguar and erasing his wounds. With the flaming cat immune to the rips in space and time, he instructs him, "Press!"
Cast (V/S): heal animal, Command
Healing @ Jaguar: 4d8 + 32 ⇒ (5, 4, 2, 7) + 32 = 50

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The jaguar bounds after the hound and pounces at it while Grum distracts it from the other side.
Stride, Strike
◆ Jaws: 1d20 + 13 ⇒ (17) + 13 = 30
Piercing: 2d6 + 3 ⇒ (3, 5) + 3 = 11 + Fire: 1 = 1
+ Precision: 1d4 ⇒ 3

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Patrick needs healing badly. He gets a Lesser Healing Potion from his supplies, drinks it, then grabs another.
healing: 2d8 + 5 ⇒ (8, 3) + 5 = 16

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Grum takes a swing at the beast.
two action-power attack
1d20 + 16 ⇒ (13) + 16 = 29
3d12 + 12 ⇒ (5, 7, 2) + 12 = 26 magical slashing.
one action-swing
1d20 + 16 - 10 ⇒ (18) + 16 - 10 = 24
2d12 + 12 ⇒ (8, 9) + 12 = 29

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Sideon advances across the curved chamber, then stabs at the last remaining dog.
Flat-Footed due to Gang Up
dagger: 1d20 + 17 ⇒ (14) + 17 = 31 for piercing: 2d4 + 6 + 2d6 ⇒ (1, 3) + 6 + (5, 5) = 20
Opportune Backstab; Flat-Footed due to Gang Up
dagger: 1d20 + 17 ⇒ (11) + 17 = 28 for piercing: 2d4 + 6 + 2d6 ⇒ (2, 2) + 6 + (1, 3) = 14

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Vital Beacon: 4d8 ⇒ (8, 3, 6, 2) = 19
Greezgux licks his wounds a bit more as he stomps closer to his next meal.
Huge Glutton's Jaw vs FF: 1d20 + 15 ⇒ (14) + 15 = 29
Damage (Piercing): 2d8 + 4 + 4 ⇒ (1, 1) + 4 + 4 = 10
Greezgux Temp HP Gained: 2d6 ⇒ (2, 1) = 3
◆ Interact Vital Beacon
◆ Stride
◆ Strike
HP 55/82 | (Vital Beacon Active D10, D8 used)
AC 26 (27 w/ Shield; Clumsy 1)
Resistances (Resist Fire 5 | Self and Adjacent Allies Resist Evil 3)
Spells (1) 3/4
Spells (2) 1/4
Spells (3) 2/4
Spells (4) 0/4
Focus 0/2
Hero Point 2/3
Mosquito Witch Doll
HP 40/40
AC 26
Items: Necklace of Fireballs II (4d6 Used x2)
Decanter of Endless Water

GM Hmm |

The whole party gangs up on the last hound of Tindalos, and earns another Wave Success!
You have ten minutes to heal refocus, use up healing potions, lick the goblin's vital beacon or even buy some more healing potions. Remember the extra you got from supplies, and use it.
WAVE SUCCESS!

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Grum will pull and drink his last healing potion as he recovers with his back to a wall.
lesser healing potion: 2d8 + 5 ⇒ (2, 2) + 5 = 9
Down 34
He lets the bottle clink to floor, "Well this has been fun. Let's get back to it"
Grum grabs and places both hands on his great axe and stands ready.

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Patrick drinks two more lesser healing potions, one of his own and two from the Pathfinder School.
healing: 2d8 + 5 ⇒ (5, 2) + 5 = 12
healing: 2d8 + 5 ⇒ (7, 5) + 5 = 17
He also ensures the empties are collected for recycling.

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Chulyin (-41)
Sideon (-35)
Grum (-34)
Greezgux (-28)
2-Action Wand of Heal (1st)@ Chulyin: 1d8 + 8 ⇒ (2) + 8 = 10 (Chulyin 31)
Chulyin regenerates 10 hp, refocus while tending wounds (Chulyin 21)
Treat Wounds Assurance vs. DC 20 @ Grum: 2d8 + 10 ⇒ (3, 5) + 10 = 18 (Grum 16)
Treat Wounds Assurance vs. DC 20 @ Sideon: 2d8 + 10 ⇒ (4, 5) + 10 = 19 (Sideon 16)
3-Action Staff of Healing (1st): 1d8 + 1 ⇒ (2) + 1 = 3
Chulyin -18 hp
Grum -13 hp
Sideon -13 hp
Greezgux -25 hp
2-Action Staff of Healing (1st) @ Greezgux: 1d8 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Status after 10 Minutes of Chulyin's Tending
Chulyin -18 hp
Grum -13 hp
Sideon -13 hp
Greezgux -8 hp

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Wave 4
Pip runs up with her clipboard. "Another time rift opened! The good news... it sucked up some of those hounds of Tindalos. The bad news is that a group of Kyras were near that rift and they are getting sucked in too!" She looks at you anxiously. "Can you help them?"

GM Hmm |

The time rift is 40 feet long and 20 feet wide at its center, then narrows at its edges to 5 feet wide. Eight Pathfinders, all bearing a distinct resemblance to Kyra, are in danger of falling into the time rift. Six cling to the tiled floor at the edge of the rift, with their bodies dangling into it. One climbed partway up a pillar whose base has disappeared into the rift; they are 15 feet in the air. The final Pathfinder holds onto a rope tied to a grappling hook, which they tossed into the chamber at the last moment to save themself. The grappling hook is gripping the gap in a stone tile and is clearly not well secured.
Use the map on Slide 20 for this encounter; the map marks the location of the rift. Each creature within 10 feet of the time rift is slowed 1 for as long as they remain in the area, unless they succeed at a DC 23 Fortitude save . All squares adjacent to the time rift are difficult terrain and uneven ground (DC 22 Acrobatics check to Balance.)
You have numerous options to save their fellow Pathfinders. I will let you be creative, and allow you to use non-physical skills to help the Pathfinders. Most attempts should require at least 1 Interact action and a skill check to complete. The DC of these skill checks is DC 23. Examples include anchoring the grappling hook, grabbing hold of a Pathfinder, pulling a Pathfinder back onto solid ground, Leaping to a pillar, Climbing up a pillar, or using a magical skill to bend the Rift and bounce a Pathfinder out with sheer Rift energy.
Kyra 8 holds on to the grappling hook, shrieking as she watches her grappling hook loosen its grip on the tile. "Ack! I am going to fall in!"
★ --- ★ --- ★ --- ★
Everyone is up! Remember to start with the Fort Save to avoid being slowed if you enter the dotted area.
Chulyin
Chulyin's Jaguar
Greezgux
Grum
Patrick
Sideon

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Chulyin frowns at the desperate situation. "This will require mobility." He then opens the scroll case on his belt and removes the rolled parchment within. "Gun sgiathan bidh mi ag itealaich air an adhar," he chants as he invokes the power of the scroll.
Interact, Activate Scroll (V/S): fly.

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Fortitude (E): 1d20 + 13 ⇒ (15) + 13 = 28
The jaguar moves toward the struggling Pathfinder at the edge of the rift, but he balks at the rippling ground.
MAC: Stride
Not Slow next turn.
FYI: At one action per round, with the Balance action, the cat is not going to accomplish much, so feel free to rescue those Pathfinders he's heading toward, too.

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Fortitude: 1d20 + 12 ⇒ (8) + 12 = 20
Sideon Strides into the rift to rescue a Kyra, but the time-distorting feature slows him down.
With a grunt of annoyance, Sideon tries to bend the magical forces away from himself and the cleric.
Arcana: 1d20 + 18 ⇒ (17) + 18 = 35

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Fort Save DC 23: 1d20 + 14 ⇒ (2) + 14 = 16
Greezgux enlarges and reaches out for the Pathfinder dangling 15 feet into the air. He holds his bone staff out for them to grab onto. "Get away from there!"
◆◆ Enlarge (Signature Spell 3rd Level)
◆ Slowed
HP 74/82 | (Vital Beacon Active D10, D8 used)
AC 26 (27 w/ Shield; Clumsy 1)
Resistances (Resist Fire 5 | Self and Adjacent Allies Resist Evil 3)
Spells (1) 3/4
Spells (2) 1/4
Spells (3) 1/4
Spells (4) 0/4
Focus 0/2
Hero Point 2/3
Mosquito Witch Doll
HP 40/40
AC 26
Items: Necklace of Fireballs II (4d6 Used x2)
Decanter of Endless Water

GM Hmm |

Sideon and Greezgux -- the slowed does not happen until next turn. Take your third actions.
Sideon bends the energies of the rift, and does such a good job of it, he bounces Kyras Five and Six both out of the Rift!
"Aiiiiiiieeeee!" they shout as they are thrown to either side of the rift. Neither takes falling damage as this is Akiton, where low gravity prevails.
Greezgux enlarges and reaches for the Pathfinder stuck in the middle of the Rift.

GM Hmm |

With a skill check, please.

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fort: 1d20 + 10 ⇒ (17) + 10 = 27
HOW many Kyras? Patrick exclaims. This sounds like one of his worse nightmares - at least they're not naked vampires and out to kill him ... or something worse.
This has to some sort of wibbly wobbly time effect with Kyra crossing her own timeline multiple times. Does this mean there are multiple Merisiels as well? Or Amiras .. or Seonis or ..... *shudders*
He tries using Arcana to use the magical power of the Rift itself to spit out a Kyra.
arcana: 1d20 + 18 ⇒ (7) + 18 = 25

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I actually missed that it was difficult terrain in the rift, so it would have taken me 2 Stride actions to get to that square. Good to go!

GM Hmm |

Greezgux tosses Kyra One out of the rift, and she calls out, "Sarenrae's blessings upon yo-o-o-o-o-ou!!"{/b]
Patrick bounces the nearest Kyra out of the Rift. [b]"Wheeeeeeeeee!" she yells.
Remember that long jumps in low gravity can be super long!
★ --- ★ --- ★ --- ★
Still need to post:
Grum
Status:
Kyras 1, 3, 5, 6 have been rescued.
Kyra 7 is clinging to a pilar, and slowly slipping downwards towards the Rift. Kyra 8 is hanging over the rift from a grappling hook that is slipping. Kyras 4 and 2 are on the edge of the Rift, hanging on for dear life.

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fort save vs slow: 1d20 + 16 ⇒ (20) + 16 = 36
acrobatics, to balance: 1d20 + 11 ⇒ (11) + 11 = 22
Grum grabs hold of Kyra 2 by the robes and attempts to pull her from the rift.
athletics: 1d20 + 15 ⇒ (5) + 15 = 20
By hero point
athletics reroll: 1d20 + 15 ⇒ (13) + 15 = 28

GM Hmm |

Grum's fingers at first slip, and then he adjusts his grip and pulls Kyra 2 from the rift. He sends her flying towards safety. "Oof!" She gets up, give you a thumbs up, and departs the area.
ROUND 2
The grappling hook slips off the tile, dropping Kyra 8 5 feet further into the time rift. The grappling hook snags another tile 5 feet closer to the edge of the time rift. Its hold is precarious, and it's likely to slip again in moments.
★ --- ★ --- ★ --- ★
Everyone is up!
Chulyin (flying, has not yet entered the area)
Chulyin's Jaguar
Greezgux (slowed 1)
Grum
Patrick
Sideon (slowed 1)
Status:
Kyras 1, 2, 3, 5, 6 have been rescued.
Kyra 7 is clinging to a pilar, and slowly slipping downwards towards the Rift. Kyra 8 is hanging over the rift from a grappling hook that is slipping. Kyra 4 is on the edge of the Rift, hanging on for dear life.

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Fortitude (E): 1d20 + 13 ⇒ (2) + 13 = 15
Chulyin flies over the chasm to the Pathfinder clinging to the floating segment of a column. "Grab hold!" he shouts as he reaches for the clone agent.
Fly, Fly, Interact
Athletics (T): 1d20 + 12 ⇒ (6) + 12 = 18
Slowed next round
Going to meta and just be sad instead of Hero Pointing that.

GM Hmm |

Chulyin fails to grasp onto Kyra this round.

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Sideon Steps to Kyra 4 (Feather Step) and attempts to stabilize reality around them both.
Arcana: 1d20 + 18 ⇒ (4) + 18 = 22

GM Hmm |

Sideon falls just short of stabilizing Kyra's reality. She remains clinging to the edge.

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acrobatics to Balance: 1d20 + 11 ⇒ (7) + 11 = 18
Grum fails to find footing and attempts again.
acrobatics to Balance: 1d20 + 11 ⇒ (16) + 11 = 27
Finally able to find purchase he makes his way over to Kyra 7 and attempts to yank her out as well.
athletics: 1d20 + 15 ⇒ (5) + 15 = 20
Kyra's robes slips from Grum's finger tips.

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Greezgux shifts down as he leans towards the rift. He holds his staff out to Kyra #8. "Grab ahold, I will swing you away from there!" He worries that the longshanks octuplet will fall to here death and be sucked into a different time.
Athletics: 1d20 + 14 ⇒ (15) + 14 = 29

GM Sedoriku |

Grum fails for a moment to grab the Kyra slipping down the rope but finally gets a hold of the rope and hauls her back in, Patrick's scroll making it much easier to haul the lighter Kyra up.
Greezgux is able to grab Kyra from the column as it slowly sinks into the time rift.
The last Kyra isn't going to fall for a few rounds so you can readily fish her out before she is lost in time forever.
Once the Kyras are safe, they hustle out of the room to a safer place, giving you 10 minutes to watch the rift close slowly and patch up from the fight with the hounds. You have another 10 minutes to fix up as needed.
But before the time rift can fully close it spits out a few large lumbering dinosaurs!
★ --- ★ --- ★ --- ★
Chulyin, Search: 1d20 + 15 ⇒ (17) + 15 = 32
Patrick, Detect Magic: 1d20 + 12 ⇒ (11) + 12 = 23
Sideon, Avoid Notice: 1d20 + 19 ⇒ (15) + 19 = 34
Greezgux, Avoid Notice: 1d20 + 13 ⇒ (16) + 13 = 29
Grum, Search: 1d20 + 12 ⇒ (11) + 12 = 23
Spiney Dino: 1d20 + 15 ⇒ (7) + 15 = 22
Bugling Dinos: 1d20 + 15 ⇒ (18) + 15 = 33
★ --- ★ --- ★ --- ★
Sideon gets the drop on the dinos!
Sideon
Trumpeting Dinos Two and Three
Chulyin
Chulyin's Jaguar
Greezgux
Grum
Patrick
Spiney Dino One
DC 28 Nature to identify Spiney Dino One
DC 22 Nature to identify Trumpeting Dinos Two and Three

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Sideon will attempt to identify the spiny dino using Dinosaur Lore, then try to hit it with a ball of fire.
Bardic Lore +14
Produce Flame: 1d20 + 12 ⇒ (13) + 12 = 25 for fire: 4d4 + 4 ⇒ (1, 3, 4, 2) + 4 = 14

GM Sedoriku |

Recall: 1d20 + 14 ⇒ (12) + 14 = 26
Sideon is able to recognize the spiny dino as a Mokele-Mbembe, large, reptilian predators found deep within Golarion's jungles. Mwangi view mokele-mbembes as embodiments of nature's strength and majesty. Most information about them — including the fact that they're voracious predators — comes from following the signs of their passage. They are known to have a surprising reach with heir tail and can even stun prey in a small area with a quick sonic whip.
The fire bolt bounces harmlessly off the spines of the Mokele leaving it unharmed.
The two other dinos both give a trumpeting call of dominance at the group of intruders (in their eyes) and charge forward.
The first with a large burn mark in the shape of a two (if you squinted) rushes forwards and tries to trample everyone under foot.
Trample: 2d4 + 10 ⇒ (1, 1) + 10 = 12 DC 23 Basic Reflex save from everyone
The second just moves closer to the group and tries to whip its tail at Grum.
Tail: 1d20 + 16 ⇒ (8) + 16 = 24
Damage: 2d6 + 10 ⇒ (2, 5) + 10 = 17
★ --- ★ --- ★ --- ★
Round 1:
Before your turn
Sideon: DC 23 Basic Reflex save
Chulyin and Jaguar: DC 23 Basic Reflex save
Greezgux: DC 23 Basic Reflex save
Grum: DC 23 Basic Reflex save
Patrick: DC 23 Basic Reflex save
Sideon
Trumpeting Dinos Two and Three
Chulyin
Chulyin's Jaguar
Greezgux
Grum
Patrick
Mokele-Mbembe One
DC 28 Nature to further learn about the Mokele-Mbembe
DC 22 Nature to identify Trumpeting Dinos Two and Three

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Moderate Healing Postion: 3d8 + 10 ⇒ (3, 5, 8) + 10 = 26
Assurance DC 20 vs. Grum: 2d8 + 10 ⇒ (7, 1) + 10 = 18
Assurance DC 20 vs. Sideon: 2d8 + 10 ⇒ (3, 7) + 10 = 20
Between Rift and Dinosaurs: Grum, Sideon, and Chulyin now at Max HP. Only leaves Greezgax possibly down some HP.
Reflex (E) vs. DC 23: 1d20 + 13 ⇒ (4) + 13 = 17 12 -> Resist 5 -> 7 hp (7 minutes)
Chulyin is trapped and crushed between the pillar and the dinosaur as the animal charges through them. Bits of his red stone skin crack under the pressure. Shaking off the experience he moves to the side and turns toward the Mokele-mbembe. "Bidh na stoirmean a’ reubadh agus an dealanach a’ tuiteam às na speuran!" he calls out as he draws a sigil in the air with his staff.
Lightning crackles across the room through the parasaurolophus and the Mokele-mbembe.
Stride, Cast (V/S): lightning bolt (4th)
Electricity (Basic Reflex DC 25): 5d12 ⇒ (4, 4, 10, 4, 10) = 32

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Reflex (E): 1d20 + 3 ⇒ (1) + 3 = 4 Hmm... going to hold that Hero Point for something even worse.
The flaming jaguar suffers particularly poorly under the crashing feet of the parasaurolophus. However, he gets back up and runs to flank with the humanoids as he has become accustomed to doing.
MAC: Stride

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ref: 1d20 + 14 ⇒ (14) + 14 = 28
Patrick avoids the worst of it as he gets out of the way.
He then tries to identify both species
Nature: 1d20 + 12 ⇒ (9) + 12 = 21 Mokele-Mbembe
Nature: 1d20 + 12 ⇒ (5) + 12 = 17 The other two
Maybe his mind is still reeling from seeing an entire congregation of Kyras - that was seven Kyras too many.

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Appreciate the heals.
reflex: 1d20 + 11 ⇒ (10) + 11 = 21
Grum fails to get out of the way in time.
He enters a rage and sudden charges #1.
1d20 + 16 ⇒ (19) + 16 = 35
2d12 + 12 ⇒ (8, 8) + 12 = 28 magical slashing

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Reflex DC 23: 1d20 + 13 ⇒ (14) + 13 = 27 5 damage.
"Seems we are eating from past, present, and future tonight. This is almost as good as eating a Demon Lord!" The large goblin smiles as he bets the scales are crunchy.
◆◆ Enlarge (Signature Spell 2nd Level)
◆ Glutton's Jaw
HP 69/82 | (Vital Beacon Active D10, D8 used)
AC 26 (27 w/ Shield; Clumsy 1)
Resistances (Resist Fire 5 | Self and Adjacent Allies Resist Evil 3)
Spells (1) 3/4
Spells (2) 0/4
Spells (3) 1/4
Spells (4) 0/4
Focus 0/2
Hero Point 2/3
Mosquito Witch Doll
HP 40/40
AC 26
Items: Necklace of Fireballs II (4d6 Used x2)
Decanter of Endless Water

GM Sedoriku |

Chulyin fails to dodge the feet that come trampling down around him, but his spell absorbs some of the damage making it sting less than it should. His jaguar, however, gets a good foot to the face and seems to bleed heavily from the dino’s rampage.
Reflex saves, Mokele, Trumpeting; bonuses removed: 1d20 ⇒ 31d20 ⇒ 1
The druid then throws a bolt of lightening at two of the dinos. The large Mokele-Mbembe fails to avoid the blast and takes it full on, but the trumpting dino proves to be extremely conducive to electricity and chars heavily from the currents Chulyin produces. Failure and Crit Failure
The flaming jaguar starts to move into a flanking position to help people.
Patrick avoids the feet better than Chulyin and his jaguar but not perfectly, still getting a kick to the ribs. He moves into a better spot before trying to recall information about the dinos. They swim in his vision for a moment, appearing to wear the head pieces and robes of yet another Kyra, with a holy symbol of Sarenrae in their mouths for a moment. Maybe that kick also hit his head?
Grum fails to avoid the feet as well, but that only seems to encourage his rage as he charges up to the Mokele-Mbembe He slashes out at the large dino and gets a deep cut in, but the spinees prevent it from being as devastating as possible.
Greezgux avoids the worst of the trampling before turning into a large goblin with a mouth full of wickedly sharp teeth. The trumpeting dinos seem a little terrified at the look the goblin gives them as they reflexively flex their scales.
The Mokelel-Mbembe takes a moment to try and bite a hunk of flesh out of the half-orc that just cut into it.
Bite: 1d20 + 22 ⇒ (1) + 22 = 23
It bites air just next to Grum, the force of it clamping closed sending a small wave of air over the half-orc.
Damage: 2d12 + 10 ⇒ (12, 12) + 10 = 34
It then turns around and whips its tail down right next to Grum, shattering the stone and sending a shock wave of stunning force at the barbarian. Grum needs to make a DC 28 Fort save vs. a Sonic and Incapacitation (in case you count as 3 levels higher for this effect) effect
Critical Success You are unaffected.
Success You are stunned 1.
Failure You are stunned 2.
Critical Failure You are stunned 3.
★ --- ★ --- ★ --- ★
Round 2:
Before your turn
Sideon: DC 23 Basic Reflex save
Grum: DC 28 Fort save
★ --- ★ --- ★ --- ★
Sideon
Trumpeting Dinos:
- Two | -64
- Three
Chulyin | -7
Chulyin's Jaguar | -24
Greezgux | -6
Grum | -12 hp, 10 Temp
Patrick | -6
Mokele-Mbembe One | -60
DC 28 Nature to learn more about the Mokele-Mbembe
DC 22 Nature to identify Trumpeting Dinos Two and Three

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Reflex (Evasion): 1d20 + 19 ⇒ (20) + 19 = 39
Sideon slides under the belly of the rampaging dinosaur, then slashes out at it.
Attacking 2; Flat-Footed due to Gang Up
dagger: 1d20 + 17 ⇒ (15) + 17 = 32 for piercing: 2d4 + 6 + 2d6 ⇒ (3, 3) + 6 + (5, 4) = 21
dagger: 1d20 + 17 - 4 ⇒ (5) + 17 - 4 = 18 for piercing: 2d4 + 6 + 2d6 ⇒ (2, 2) + 6 + (3, 3) = 16
dagger: 1d20 + 17 - 8 ⇒ (19) + 17 - 8 = 28 for piercing: 2d4 + 6 + 2d6 ⇒ (4, 4) + 6 + (6, 2) = 22
Reaction: Opportune Backstab. (If anyone hits 2 with a melee attack)
dagger v. FF: 1d20 + 17 ⇒ (11) + 17 = 28 for piercing: 2d4 + 6 + 2d6 ⇒ (2, 1) + 6 + (1, 1) = 11

GM Hmm |

In his long elvish life, Sideon has been trampled by dinosaurs before. He easily evades the rampaging dinosaur, and then slashes up at it, critting it with a deep cut. Number 2 falls to the ground on the first hit.
I am going to assume that Sideon uses his remaining two actions to move up to either Dino 3 and miss or to move up to the Mokele-Mbembe.
Feel free to move yourself where appropriate, Sideon!
★ --- ★ --- ★ --- ★
Dino Three moves up to the party. He whacks at the very large Greezgux with his tail...
Tail: 1d20 + 16 ⇒ (7) + 16 = 23
Bludgeoning Damage: 2d6 + 10 ⇒ (5, 6) + 10 = 21
Tail: 1d20 + 16 - 5 ⇒ (7) + 16 - 5 = 18
Bludgeoning Damage: 2d6 + 10 ⇒ (1, 1) + 10 = 12
...and misses twice!
★ --- ★ --- ★ --- ★
Round 2:
Before your turn
Grum: DC 28 Fort save
★ --- ★ --- ★ --- ★
Sideon
Trumpeting Dinos:
- Two | DEAD
- Three
Chulyin | -7
Chulyin's Jaguar | -24
Greezgux | -6
Grum | -12 hp, 10 Temp
Patrick | -6
Mokele-Mbembe One | -60
DC 28 Nature to learn more about the Mokele-Mbembe
DC 22 Nature to identify Trumpeting Dinos Two and Three

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Patrick positions into a better spot for an Electric Arc then lets it loose.
electricity: 4d4 + 4 ⇒ (2, 4, 2, 3) + 4 = 15 DC 25 basic reflex.
He also wonders if, instead of counting sheep, he's going to end up counting Kyras

GM Hmm |

Reflex: 1d20 + 12 ⇒ (3) + 12 = 15
Reflex: 1d20 + 15 ⇒ (9) + 15 = 24
ZZZZZOT!
Both Dinos fail, but Dino three seems to take a double wallop of electricity!
★ --- ★ --- ★ --- ★
Round 2:
Before your turn
Grum: DC 28 Fort save
★ --- ★ --- ★ --- ★
Sideon
Trumpeting Dinos:
- Two | DEAD
- Three | -30
Chulyin | -7
Chulyin's Jaguar | -24
Greezgux | -6
Grum | -12 hp, 10 Temp
Patrick | -6
Mokele-Mbembe One | -75
DC 28 Nature to learn more about the Mokele-Mbembe
DC 22 Nature to identify Trumpeting Dinos Two and Three

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fort, DC 28: 1d20 + 16 ⇒ (3) + 16 = 19 That would be a fail, so it could be a success?
If I am stunned 1, I will just power attack. If I am stunned 2, I will attack normally
1d20 + 16 ⇒ (5) + 16 = 21
normal attack dice: 2d12 + 12 ⇒ (4, 9) + 12 = 25
power attack dice: 1d12 ⇒ 4

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Chulyin moves around the parasauralophus and far closer to the Mokele-mbembe than anyone should want to be. "Tha sinn uile ceangailte ri ùine," he chants as he draws another eldritch sigil in the air with his staff.
Stride, Cast (V/S): slow Fortitude (unfortunately) DC 25
Critical Success The target is unaffected.
Success The target is slowed 1 for 1 round.
Failure The target is slowed 1 for 1 minute.
Critical Failure The target is slowed 2 for 1 minute.