
GM Frost |

Graeyson slashes against Blue and connects, but the creature can still flutter its wings. Blue tries to stick its barbed leg on Graeyson's skin.
Barbed Leg Attack vs Graeyson AC 17: 1d20 + 9 ⇒ (13) + 9 = 22
With its position secured, it begins to drink his blood using its proboscis.
Blood Drain: 1d8 ⇒ 1 damage
Having not gotten much, it drinks again.
Blood Drain: 1d8 ⇒ 7 damage
I forgot to reduce Haka's max HP due to drained 1 condition.
Graeyson -9, Drained 1
MOSQUITO ATTACK! Round 2
ENCOUNTER MAP
Active Conditions: I forgot about the Inspire Courage, sorry. I already added the +1 on Razzm's attack damage. Inspire Courage (1 rd)
Character in BOLD can act!
Razzm HP 32/32, AC 20(22)
Graeyson HP 10/18(19), AC 17 | Drained 1
Zhamie HP 16/16, AC 15
Zug HP 28/28, AC 19
Blue -14, THP +8 | Concealed (DC 5 flat check to target), FF, Attached to Graeyson
Haka HP 28/30(32), AC 20 | Drained 1, 2 persistent bleed damage
Zac HP 21/21, AC 17
Yellow -10 | Concealed (DC 5 flat check to target), FF, Attached to Zac
Red
Pink

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Given he still has hunt prey on blue, he shoots, hunted shot hit: 1d20 + 7 ⇒ (17) + 7 = 24 dmg: 1d6 ⇒ 4
hit: 1d20 + 2 ⇒ (12) + 2 = 14 dmg: 1d6 ⇒ 5
3rd shot, 2nd action hit: 1d20 - 3 ⇒ (18) - 3 = 15 dmg: 1d6 ⇒ 4
4th shot, 3rd action hit: 1d20 - 3 ⇒ (19) - 3 = 16 dmg: 1d6 ⇒ 4
flat checks: 4d20 ⇒ (8, 13, 8, 17) = 46

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Given he still has hunt prey on blue, he shoots, hunted shot hit: 1d20 + 7 ⇒ (7) + 7 = 14 dmg: 1d6 ⇒ 2
hit: 1d20 + 2 ⇒ (6) + 2 = 8 dmg: 1d6 ⇒ 1
3rd shot, 2nd action hit: 1d20 - 3 ⇒ (8) - 3 = 5 dmg: 1d6 ⇒ 4
4th shot, 3rd action hit: 1d20 - 3 ⇒ (8) - 3 = 5 dmg: 1d6 ⇒ 3

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Haka moves around Graeyson to get a better angle on the bug.
concealment, DC 5: 1d20 ⇒ 9
Attack, flank, inspire courage, snagging strike: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
damage, inspire courage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
concealment, DC 5: 1d20 ⇒ 4
Attack, flank, inspire courage, MAP, snagging strike: 1d20 + 10 + 1 - 5 ⇒ (13) + 10 + 1 - 5 = 19
damage, inspire courage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12

GM Frost |

I forgot the bardic song, I think I add 2 more hp of damage to blue
Your first attack becomes critical success then, killing Blue even before it attaches itself and drain your blood.
Retcon
The Varisian slashes Blue into half, falling into the ground.
End Retcon
Zac and Haka, you can change your three actions., I'm sorry.
MOSQUITO ATTACK! Round 2
ENCOUNTER MAP
Active Conditions: Inspire Courage (1 rd)
Character in BOLD can act!
Razzm HP 32/32, AC 20(22)
Graeyson HP 19/19, AC 17
Zhamie HP 16/16, AC 15
Zug HP 28/28, AC 19
Haka HP 28/30(32), AC 20 | Drained 1, 2 persistent bleed damage
Zac HP 21/21, AC 17
Yellow -10 | Concealed (DC 5 flat check to target), FF, Attached to Zac
Red
Pink
Blue

GM Frost |

Haka moves and splats the bloodseeker flat. It harms Zac though because its barbed leg is sticking on his skin.
We are still in initiative. Needs to resolve the Drained condition and persistent damage. For the Drained condition, a creature that has its blood drained by a bloodseeker is drained 1 until it receives healing (of any kind or amount). Roll DC 15 flat checks for persistent bleed damage.
MOSQUITO ATTACK! Round 2/3
ENCOUNTER MAP
Active Conditions: Inspire Courage (1 rd)
Character in BOLD can act!
ROund 3
Razzm HP 32/32, AC 20(22)
Graeyson HP 19/19, AC 17
Zhamie HP 16/16, AC 15
Zug HP 28/28, AC 19
Round 2
Haka HP 28/30(32), AC 20 | Drained 1, 2 persistent bleed damage
Zac HP 21/21, AC 17 | 2 persistent bleed damage

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Zhamie runs up to Haka and tries to patch his wounds with a bandage.
Battle Medicine: 1d20 + 6 ⇒ (16) + 6 = 22
Healing: 2d8 ⇒ (4, 5) = 9
That should remove both the bleed and drained condition.

GM Frost |

Zhamie quickly moves to patch up the bleeding wounds of Haka and moments later, he is healed whole.
MOSQUITO ATTACK! Round 2/3
ENCOUNTER MAP
Active Conditions: Inspire Courage (1 rd)
Character in BOLD can act!
ROund 3
Razzm HP 32/32, AC 20(22)
Graeyson HP 19/19, AC 17
Zhamie HP 16/16, AC 15
Zug HP 28/28, AC 19
Round 2
Haka HP 32/32, AC 20
Zac HP 21/21, AC 17 | DC 15 Flat check or successful healing

GM Frost |

COMBAT OVER!
Graeyson HP 19/19, AC 17
Zhamie HP 16/16, AC 15
Zug HP 28/28, AC 19
Haka HP 32/32, AC 20
Zac HP 21/21, AC 17
Following the battle, you find among yourselves that none is badly hurt. You can lend aid instead to the beleaguered civilians in the market. DC 15 Crafting or Medicine check or DC 12 Herbalism Lore or Mercantile Lore check can help the civilians with their injuries or help repair property damaged in the chaos.

GM Frost |

They are all dead, initiative continued to remove drained and persistent bleed conditions of others.

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Flat checks, rolling till I get a 15 in case I don't get healed in time, max HP is 21, so I'd expire after 11 rounds, so rolling 11 checks all at once. flat checks: 11d20 ⇒ (12, 3, 6, 17, 16, 4, 20, 19, 4, 8, 15) = 124 so I will end the check on the 4th round if I'm not healed before then.

GM Frost |

You are good now, Zac. Haka healed you already.

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Haka sets up an area for triage and treatment.
Come on everyone. Let's get you patched up. Anyone see where those things came from?
Assurance for a 16 on medicine

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Zhamie helps rebuild.
Crafting: 1d20 + 7 ⇒ (14) + 7 = 21
She steps back and admires the stall she rebuilt.

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Zug looks around and thinks how to best help the locals. Goblins aren't famous builders, and Zug isn't an exception there, so maybe he'll pass the rebuilding efforts. But he could help the wounded. It can't be that hard, can it?
"Hello! Not be afraid! Me take care of wounds!" he says to one of the wounded, approaching him with some makeshift bandages. For a time, the goblin works with the man, wrapping the patient in layers of bandages. And as a result, the man now looks totally badass. Unfortunately, the wrapping do little to stop the bleeding.
Medicine: 1d20 + 4 ⇒ (9) + 4 = 13

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Razzm also pitches in to assist with restoring the market.
Crafting DC 15: 1d20 + 3 ⇒ (11) + 3 = 14

GM Frost |

Haka begins medical assistance to the civilians. Graeyson joins as well. Zug helps by wrapping bandages to one of the patients to prevent some bleeding but it does little. Haka teaches him on how to properly do it instead. Zac, Razzm and Zhamie help the merchants repair and rebuild the stalls caused by the buzzy chaos a while ago.
A grateful merchant approaches your party and gives you two oils of potency. "Please, take this as our token of thanks for helping us here.". Another merchant also gives a bronze bull pendant.
Since everyone are at full health, I will move you to next.
From here, you continue to follow the dockhand’s directions and proceed north to the abandoned tavern. See the map HERE.
A large, windowless, single-story tavern occupies the center of this run-down, dead-end street. Stairs lead up to a small landing on the west side. On the landing, the large wooden double doors (marked as red/orange rectangles) that serve as the building’s only entrance are boarded up.

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Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Razzm approaches the door as well and agrees with Haka's observation of the situation. "We got anyone who knows how to pick locks? Otherwise, I'll help ya bash the door down. Probably make a bunch of noise though..."
Athletics DC 20: 1d20 + 8 ⇒ (12) + 8 = 20 +1 from Guidance if anyone has it

GM Frost |

Graeyson easily disables the lock and opens the door quietly. Inside the building, over a dozen tables and countless chairs crowd the interior of this tavern, all scattered about in disarray. During the day, anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north. Most of the building is made of wood, with the exception of the brick fireplaces and chimneys.
Kindly position yourselves inside the building in the map.

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Razzm has a wayfinder that he can activate to shed light. He will wait for Haka to look around with his darkvision but then will activate the wayfinder unless there is a reason not to.

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Zhamie has a wayfinder as well and lights it. She takes her Jezail and loads it.

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Zug sneaks in after Haka, moving as quietly as a goblin with a cowbell ever can. As darkness doesn't bother him much, he is free to look around a bit while in there.
Perception +6

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Since Zhamie is activating her wayfinder, Razzm does the same, then makes sure that he has both shields properly set on each arm as he looks around in the light cast by the wayfinder.

GM Frost |

Zug's Perception: 1d20 + 6 ⇒ (12) + 6 = 18

GM Frost |

Zhamie Zhapp, Investigate: 1d20 + 9 ⇒ (17) + 9 = 26
Razzm Tazzm, Search: 1d20 + 9 ⇒ (2) + 9 = 11
Zug Cowbell, Detect Magic: 1d20 + 7 ⇒ (20) + 7 = 27
Zac Freelan 4, Avoid Notice: 1d20 + 8 ⇒ (1) + 8 = 9
Graeyson, Scout: 1d20 + 6 ⇒ (1) + 6 = 7
Red's Stealth: 1d20 + 6 ⇒ (18) + 6 = 24
Pink's Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
Blue's Stealth: 1d20 + 7 ⇒ (18) + 7 = 25
Green's Stealth: 1d20 + 7 ⇒ (12) + 7 = 19
Haka is greeted with drawn daggers and hatchet.
BOUT IN HIDEOUT! Round 1
Terrain Condition: Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north. Most of the building is made of wood, with the exception of the brick fireplaces and chimneys. Squares with stairs and tables are difficult terrain.
ENCOUNTER MAP
Character in BOLD can act!
Zug HP 28/28, AC 19 | (with darkvision)
Zhamie HP 16/16, AC 15 | (with wayfinder)
Blue 25
Red 24
Green 19
Haka HP 32/32, AC 20 | (with darkvision)
Pink 14
Razzm HP 32/32, AC 20(22) | (with wayfinder)
Zac HP 21/21, AC 17
Graeyson HP 19/19, AC 17

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Zhamie strides forward, bathing the area in light from her wayfinder. She sees the creatures and games a strategy in her mind, all the while thinking where she has seen or heard of such creatures before.
Devise vs Pink: 1d20 + 7 ⇒ (4) + 7 = 11
Not finding a suitable tactic, she turns on Blue and fires a shot anyway.
Jezail vs Blue: 1d20 + 4 ⇒ (6) + 4 = 10
◆ Stride
◆ Devise vs Pink
◆ Shoot at Blue

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"HANDS UP! This museum inspection!" Zug yells, following up on Haka's opening.
"NOBODY expects the museum inspectors - our chief weapon is surprise... surprise and fear..."
"... our two weapons are surprise and fear ... and..."
But then Zug cuts his blabbering short, and starts to work on his magic to put he enemy group to slumber.
◆Stride
◆◆ Cast a spell: Sleep (will save DC18), should cover the whole group

GM Frost |

Zhamie misses in hitting Blue, maybe she is thinking now she should have shoot Pink instead. Zug acts ala museum inspector that can make visitors sleep in a museum tour.
DC 18 Red's Will Save: 1d20 + 6 ⇒ (6) + 6 = 12 (Failure)
DC 18 Blue's Will Save: 1d20 + 5 ⇒ (5) + 5 = 10 (Failure)
DC 18 Pink's Will Save: 1d20 + 5 ⇒ (12) + 5 = 17 (Failure)
DC 18 Green's Will Save: 1d20 + 5 ⇒ (15) + 5 = 20 (Success)
Three out of four falls unconcious, slumbering in their current position. Green is able to ward off the sleepiness, but not its allies. He hisses in anger, seeing that their plans would be thwarted by these strangers. She lunges forward to Zhamie and slashes her with a dagger.
Dagger Attack vs Zhamie AC 15: 1d20 + 9 ⇒ (20) + 9 = 29
Dagger Damage: 1d4 + 1 ⇒ (2) + 1 = 3 slashing damage (x2)
Seeing she successfully hits her, she attempts another one.
Dagger Attack vs Zhamie AC 15, MAP: 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 18
Dagger Damage: 1d4 + 1 ⇒ (2) + 1 = 3 slashing damage
BOUT IN HIDEOUT! Round 1
Terrain Condition: Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north. Most of the building is made of wood, with the exception of the brick fireplaces and chimneys. Squares with stairs and tables are difficult terrain.
ENCOUNTER MAP
Character in BOLD can act!
Zug HP 28/28, AC 19 | (with darkvision)
Zhamie HP 7/16, AC 15 | (with wayfinder)
Blue | Unconcious (1 min)
Red | Unconcious (1 min)
Green
Haka HP 32/32, AC 20 | (with darkvision)
Pink | Unconcious (1 min)
Razzm HP 32/32, AC 20(22) | (with wayfinder)
Zac HP 21/21, AC 17
Graeyson HP 19/19, AC 17

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Freeing his axe the half-orc barrels past the empty tables and slams it down on the only thief still standing.
Attack, snagging strike: 1d20 + 10 ⇒ (19) + 10 = 29
damage: 1d8 + 4 ⇒ (7) + 4 = 11
◆draw
◆stride
◆strike

GM Frost |

Haka's axe connects to Green, slashing her a wide gash across her chest, but she is still standing, but bleeding. She does not like it.
BOUT IN HIDEOUT! Round 1
Terrain Condition: Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north. Most of the building is made of wood, with the exception of the brick fireplaces and chimneys. Squares with stairs and tables are difficult terrain.
ENCOUNTER MAP
Character in BOLD can act!
Zug HP 28/28, AC 19 | (with darkvision)
Zhamie HP 7/16, AC 15 | (with wayfinder)
Blue | Unconcious (1 min)
Red | Unconcious (1 min)
Green -22 | Flat-footed
Haka HP 32/32, AC 20 | (with darkvision)
Pink | Unconcious (1 min)
Razzm HP 32/32, AC 20(22) | (with wayfinder)
Zac HP 21/21, AC 17
Graeyson HP 19/19, AC 17

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Razzm moves to flank Green and then swings both shields at her!
◆ Stride
◆◆ Double Slice
Shield Boss vs flat-footed AC: 1d20 + 10 ⇒ (7) + 10 = 17
B dmg: 1d6 + 4 ⇒ (1) + 4 = 5
Shield Spikes vs flat-footed AC, not agile: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19
P dmg: 1d6 + 4 ⇒ (4) + 4 = 8

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Razzm moves to flank Green and then swings both shields at her!
◆ Stride
◆◆ Double Slice
Shield Boss: 1d20 + 10 ⇒ (20) + 10 = 30
B dmg: 1d6 + 4 ⇒ (2) + 4 = 6
Shield Spikes, not agile: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14
P dmg: 1d6 + 4 ⇒ (6) + 4 = 10

GM Frost |

Razzm posted twice, but either of them ends Green anyway.
Razzm misses no opportunity to end Green. She falls on the ground with a thud.
Graeyson, you can redirect your last action into others or your choice of what you would want to do with it.
BOUT IN HIDEOUT! Round 2
Terrain Condition: Anywhere within 10 feet of the open doorway is in bright light and anywhere from 10–20 feet is in dim light, but the rest of the building’s interior lies in darkness. The ceiling is 15 feet high, rising a few feet to accommodate the extra elevation of the rooms to the north. Most of the building is made of wood, with the exception of the brick fireplaces and chimneys. Squares with stairs and tables are difficult terrain.
ENCOUNTER MAP
Character in BOLD can act!
Round 2
Zug HP 28/28, AC 19 | (with darkvision)
Zhamie HP 7/16, AC 15 | (with wayfinder)
Blue | Unconcious (1 min)
Red | Unconcious (1 min)
Haka HP 32/32, AC 20 | (with darkvision)
Pink | Unconcious (1 min)
Round 1
Razzm HP 32/32, AC 20(22) | (with wayfinder)
Zac HP 21/21, AC 17
Graeyson HP 19/19, AC 17 (one action left)

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Move, hunters mark red and fire twice, hunted shot hit: 1d20 + 7 ⇒ (11) + 7 = 18 dmg: 1d6 ⇒ 3
hit: 1d20 + 2 ⇒ (1) + 2 = 3 dmg: 1d6 ⇒ 3
given they are asleep, I might have also crit deadly: 1d10 ⇒ 8

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Happy to be fighting sleeping enemies, Zug retrieves a sturdy rope from his backpack. The rope in hand, he hustles closer to the sleeping ruffians, and starts tying blue's hands and feet together.
◆ Interact to take the rope
◆ Stride
◆ Interact to tie the enemy? (Is it an interact action?)