Arlo Rumble
|
Arlo yelps in surprise when Yellow Beardy runs straight for him. The scythe is vicious, but he's had worse.
"Thanks for your concern Jayma, happy to be your meat shield," he says as he puffs out his chest a little.
Still, even though he's protecting Jayma, he does not like being so up close and personal with that big scythe.
Arlo starts casting a spell provoking a Reaction from Yellow if he has one, and winds start buffetting Yellow. Arlo keeps casting, until the wind is nearly hurricane-strength.
Yellow may make a DC 22 Fortitude save against Pushing Gust. I run the risk of pushing him against Fin-Thir, but I hope he succeeds and is only pushed 5 feet.
After that, Arlo quickly casts a Shield spell to protect him from further harm.
GM Tyranius
|
Jayma sends out a trio of burning rays that scorch across the blood soaked fey, killing one and severely burning the other two.
Fort DC 22 vs Pushing Gust: 1d20 + 11 ⇒ (20) + 11 = 31
The tiny fey cackles as he tries to keep his grip on his scythe. "Your blood will soak into this hat nicely."
Fin'Thir's arrows remove another of the fey as it cleaves through its ribs.
@Iniquity- Your target is dead would you like to retcon your actions?
★★★
Court of the Thorned Monarch! Round 2
──────────
BOLD IS UP!:
──────────
➤ Symeon (51/51 HP)
Jayma (50/50 HP)
Arlo (53/66 HP)
Fin-Thir (72/72 HP) │ Resist Fire 5
➤ Salaish (39/48 HP)
➤ Iniquity Pen (86/86 HP) │ Sanctuary
Fey (Green) (-52 HP)
Fey (Yellow) (-28 HP)
Salaish Talenduth
|
Pivoting from defense to offense, Salaish belts out a tune to empower her teammates.
To the tune of "Seven Nation Army" by The White Stripes
"We're gonna fight 'em all
A seven nation army couldn't hold us back
They're gonna rip it off
Taking their time right behind our backs
And we're talking to ourselves at night
Because we can't forget
Back and forth through our minds
Like a marionette"
All players get a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
As the words leave her lips, she seamlessly transitions to the incantation for a spell, aiming it at the farthest and most-hurt-looking one.
Produce Flame vs. green: 1d20 + 10 ⇒ (7) + 10 = 172d4 + 4 ⇒ (3, 3) + 4 = 10
◆ Inspire Courage; ◆◆ Cast a spell
Arlo Rumble
|
Oh crap, bad time for a nat 20. At least it's not on an attack, right? I predict pain in my future. I'll pop my Shield spell when I take 15 or more damage (Shield resists 10).
Iniquity Pen
|
Switch Goblin Song targets to Yellow & Green and Demoralize target to Green.
GM Tyranius
|
Salaish inspires his companions, though less so with his aim as he misses the spry fey. Iniquity Pen's song causes the red-capped fey to shake in their metal boots.
★★★
Court of the Thorned Monarch! Round 2
Party Conditions: Inspire Courage
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Symeon (51/51 HP)
Jayma (50/50 HP)
Arlo (53/66 HP)
Fin-Thir (72/72 HP) │ Resist Fire 5
Salaish (39/48 HP)
Iniquity Pen (86/86 HP) │ Sanctuary
Fey (Green) (-52 HP) │ Frighten 1
Fey (Yellow) (-28 HP)
Symeon Isafira
|
Symeon lines up a shot of his bow at the closest man.
Devise Stratagem: 1d20 ⇒ 12
Secret roll: 1d20 ⇒ 16 +13 for Society, Arcana, Academia Lore, or Surgery Lore; +12 for Medicine and Nature, +11 for Crafting, Occultism, or Pathfinder Society Lore; +9 for Religion or Other Lores.
Seeing a good shot, he takes a step back closer to Iniquity and Salaish, before pulling out an arrow and firing on the one with yellow accents on his clothes.
Pointy end of the sword, Stratagem, IC: 12 + 13 + 1 = 26
Damage, Slashing or Piercing, IC: 1d6 + 1 ⇒ (4) + 1 = 5
Strategic strike: 2d6 ⇒ (6, 3) = 9
GM Tyranius
|
Symeon surmises that these stronger fey are known as Redcaps. Weak against cold iron and have a revulsion to divine religious symbols of good dieties.
Redcaps are sadistic and capricious fey who thrill in bloodletting and murder. While they are most famous for appearing as wizened, bearded men, redcap women are no less fearsome or cruel. Redcaps are ultimately craven bullies, cowed by anything more powerful than themselves, a trait that leads them to fear and despise the symbols of good deities. Many fairy tales explain how the redcaps draw power from dipping the hats for which they are named in fresh blood. Just as iconic to these cruel little fey are their iron-clad boots, and the clanging sound of their metal soles clanking on stone floors is both discordant and disconcerting— especially to those who recognize the sound for what it is. Redcaps typically stand only 3 feet tall, with hunched frames, pointed ears, crooked teeth, and long, white, tangled hair.
Symeon gives them the old pointy end of the arrow. Both of the Redcaps begin to quickly heal as they look for a soft target with their scythes.
Green Scythe Trip vs Salaish AC 21; Frightened 1: 1d20 + 15 - 1 ⇒ (12) + 15 - 1 = 26
Green Boot Stomp vs Salaish AC FF 19; Frightened 1: 1d20 + 13 - 4 - 1 ⇒ (5) + 13 - 4 - 1 = 13
Yellow Boot Stomp vs Salaish AC FF 19: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 1d6 + 8 ⇒ (5) + 8 = 13 + 2d6 persistent Bleed 8 resisted due to Glimpse of Redemption.
Yellow Boot Stomp vs Salaish AC FF 19: 1d20 + 13 - 4 ⇒ (19) + 13 - 4 = 28
Damage: 1d6 + 8 ⇒ (6) + 8 = 14 + 2d6 persistent Bleed
The scythe drops Salaish to the ground as the pair of redcaps begin to viciously kick her with their metal boots over and over again as they giggle with glee. "This is fun!"
★★★
Court of the Thorned Monarch! Round 3
Party Conditions: Inspire Courage
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Symeon (51/51 HP)
➤ Jayma (50/50 HP)
➤ Arlo (53/66 HP)
➤ Fin-Thir (72/72 HP) │ Resist Fire 5
➤ Salaish (20/48 HP) │ Prone, 2d6 persistent Bleed
➤ Iniquity Pen (86/86 HP) │ Sanctuary
Fey (Green) (-42 HP) │ Frighten 1
Fey (Yellow) (-32 HP)
──────────
AFTER YOUR TURN:
──────────
Salaish: Persistent Damage
Salaish Talenduth
|
"Ow! Ow! Ow!" Salaish wishes she could deny these jerk wads the pleasure of hearing her cry out, but she just can't. Panicking, she curls into a ball and rolls away so she can stand up without getting her eye gouged out by his boot spikes. As she stands, she huffs, consciously leaving the panic on the ground so she can focus. Turning to glare daggers at him, she belts out the next part of her inspiring song with stubborn determination.
Every ally gets a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Persistent Bleed damage: 2d6 ⇒ (2, 1) = 3
DC 15 Flat check to overcome Persistent Bleed damage: 1d20 ⇒ 20
Yeah!
◆ Crawl ◆ Stand ◆ Inspire Courage
Arlo Rumble
|
Arlo is surprised that he didn't get hit, but poor Salaish seems to take the brunt of the damage this time. Trusting that the good doctor will take care of her, he curses that Gozreh is neutral-aligned and will not strike fear into these enemies. Well, nothing left to do than to zap them.
Static electricity starts to build up as Arlo casts a spell, making his hair stand up straight, then points at Yellow and Green Beardy, and electricity zaps between them.
Both Redcaps may make a DC 22 Reflex save versus Electric Arc.
Electric Arc damage, plus Inspire Courage: 3d4 + 4 + 1 ⇒ (4, 1, 2) + 4 + 1 = 12
Then, Arlo raises his Shield spell again.
Jayma
|
As her fellow compatriot goes down under the blows of the evil fey, Jayma becomes even more incensed. "You cads! You've done enough damage for one day. It's time to finish this."
First, she closes one eye and says, "Shyka show me the way." Everything around her seems to come into sharper focus.
Action 1 (◆): Cast a Spell: True Strike
Not having her full magical powers available to her, Jayma settles for a weaker version of her favorite spell. The ball of superheated gas she forms is smaller, but should be enough for two targets. "Time to terminate two ticks."
Action 2 & 3 (◆◆): Cast a Spell: Scorching Ray [L2] with Dangerous Sorcery, True Strike and Inspire Courage vs Fey (Green, Yellow)
Scorching Ray Attack 1: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21
Scorching Ray Attack 1: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28
Scorching Ray Damage 1: 4d6 + 2 + 1 ⇒ (6, 1, 3, 3) + 2 + 1 = 16 fire damage vs Fey (Green)
Scorching Ray Attack 2: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28
Scorching Ray Damage 2: 4d6 + 2 + 1 ⇒ (5, 5, 5, 6) + 2 + 1 = 24 fire damage vs Fey (Yellow)
If a crit, the target takes double damage.
GM Tyranius
|
Green Reflex DC 22: 1d20 + 15 ⇒ (7) + 15 = 22
Yellow Reflex DC 22: 1d20 + 15 ⇒ (3) + 15 = 18
With a little inspiration Jayma's scorching rays nearly kill the redcaps outright, though it is Arlo's shock that sends them over the edge as the pair of recaps smoldering bodies collapse for good.
As you fend off the fey, it gave Blackthane the opportunity to lead the survivors out of Hoba Dukuza and into the jungles of Bhopan before dashing to the Unsinkable.
Because you are trying to escape the city, you have no time to use activities such as Refocus or Treat Wounds
More and more fey are barreling towards your location. It is time to leave Bhopan behind. “Hurry, Pathfinders! We’re nearly there!” Khoumrock Blackthane’s cries pierce the chaos and confusion of Hoba Dukuza as he, Pathfinder agents, and throngs of Bhopanese civilians head for the docks and the safety of the Unsinkable. Without warning, the ground erupts beneath the Pathfinders’ feet as dozens of roots emerge approximately one hundred feet behind them, weaving together into a massive creature resembling a twisted, thorn-covered butterfly standing over twenty feet tall, bellowing as it slowly lurches toward the fleeing group.
“We’ll keep the creature at bay; get our people to safety!” a Bhopanese man shouts, sporting the finery of a guard captain. The captain resolutely charges at the monstrosity as it continues toward the Pathfinders, ignoring the efforts of dozens of guards as they slash at it with their weapons. Yet as many superficial wounds as they manage to inflict, the creature’s flesh knits itself back together rapidly, and with a second, blood-curdling roar, a haze of thorns and tendrils explodes forth from the creature’s flesh, skewering every soldier who stood before it. A terrible slurping sound fills the city streets as the Bhopanese corpses, swaying upon the manifestation’s tendrils like grim fetishes, begin to pale as it drinks their blood. The creature roars again and barrels toward the Pathfinders with terrifying speed.
Audho calls out to your minds in near panic. "RUN!" The chaotic outskirts of Hoba Dukuza are filled with panicked mobs fleeing fey and fire alike.
This is a chase and will take several chase points to overcome each obstacle. Chase map is located in the maps.
Acrobatics or Athletics to weave or push through, Society to follow the flow
★★★
Chase to the Coast! Round 1
──────────
BOLD IS UP!:
──────────
➤ Symeon (51/51 HP)
➤ Jayma (50/50 HP)
➤ Arlo (53/66 HP)
➤ Fin-Thir (72/72 HP) │ Resist Fire 5
➤ Salaish (19/48 HP)
➤ Iniquity Pen (86/86 HP)
Avatar (- HP)
Iniquity Pen
|
Athletics (E): 1d20 + 14 ⇒ (16) + 14 = 30
Iniquity leads the way, forcing a path through the panicked mobs. "This way!"
Jayma
|
Jayma hops and claps with excitement as Arlo's bolts of electricity finish off the last of the red-capped fey. "Bravo, Arlo! Qxal will think twice before sending any more of them after us."
Jayma helps herd the Bhopanese civilians towards the Unsinkable, but when the giant spiny butterfly appears, she joins the fleeing crowd heading towards the docks.
Society (Follow the Flow) vs DC ??: 1d20 + 14 ⇒ (8) + 14 = 22
Salaish Talenduth
|
Wounded, Salaish does her level best to keep up with the group. Second-guessing herself after a mere moment, she switches from following one particularly large person to another who seems less panicky (and has an extremely long tail on his coat that she grabs in case she stumbles).
Society: 1d20 + 6 ⇒ (1) + 6 = 7
Hero Point Society: 1d20 + 6 ⇒ (20) + 6 = 26
Arlo Rumble
|
Arlo pats his static hair back down into a floppy mess and says, "Thanks Jayma, though I think that might be a bit premature. At least we've cleared the way for now..."
Acrobatics: 1d20 + 12 ⇒ (13) + 12 = 25
Arlo nearly gets trampled by the crowd, but manages to duck and weave along with the rest of the longshanks.
Nice Hero Point reroll, Salaish! :)
GM Tyranius
|
The group quickly pushes their way trough the panicked mob to get a bit of distance from the Avatar.
Immediately outside of Hoba Dukuza is a thicket of dense foliage and plant matter, the greenery yellowed by the roaring flames engulfing the city in the distance. Myriad leaves and branches attempt to restrain anyone who passes through them, with preternatural strength.
Athletics to force your way through the foliage, Nature or Survival to weave a path past the plants[ooc]
★★★
Chase to the Coast! Round 1
[ooc]Battlemap
──────────
BOLD IS UP!:
──────────
➤ Symeon (51/51 HP)
Jayma (50/50 HP)
Arlo (53/66 HP)
➤ Fin-Thir (72/72 HP) │ Resist Fire 5
Salaish (19/48 HP)
Iniquity Pen (86/86 HP)
Avatar (- HP)
Iniquity Pen
|
Iniquity hustles to catch up as the others move onward. He glowers at the grasping branches. "We can do this! I have faith in you, my fellow Pathfinders!" he encourages his companions. "I'm just going to take a moment to catch my breath."
Arlo Rumble
|
Ah, so if we get enough successes, we advance to the next "square" and people who haven't acted yet can still act. So if you're not great at a particular challenge, wait with posting until everyone has been, maybe we'll advance to the next challenge and you can try that.
Symeon Isafira
|
Symeon tries to find a way through the path of trees ahead.
Nature: 1d20 + 12 ⇒ (7) + 12 = 19
He has some difficulties however.
GM Tyranius
|
@Arlo- correct.
Symeon and Fin-Thir begin to force their way through the plants and foliage as the Manifestation finishes forming.
Athletics to force your way through the foliage, Nature or Survival to weave a path past the plants
★★★
Chase to the Coast! Round 2
──────────
BOLD IS UP!:
──────────
➤ Symeon (51/51 HP)
➤ Jayma (50/50 HP)
➤ Arlo (53/66 HP)
➤ Fin-Thir (72/72 HP) │ Resist Fire 5
➤ Salaish (19/48 HP)
➤ Iniquity Pen (86/86 HP)
Avatar (- HP)
Iniquity Pen
|
Athletics (E): 1d20 + 14 ⇒ (16) + 14 = 30
"Alright. Caught my breath!" Iniquity says as he follows after Fin-thir and Symeon. "This feels familiar, like I have done this before."
Arlo Rumble
|
Survival: 1d20 + 13 ⇒ (17) + 13 = 30
Arlo scans the jungle ahead of him and orders the others to plow through where the foliage seems the least dense.
GM Tyranius
|
Arlo and Iniquity Pen cut and force their way through the impenetrable thicket. The terror and amount of noise on the island as a horde of deer, squirrels, and other usually tame wildlife approaches, their eyes shining with fey malevolence as their heads turn in unison toward any intruders.
Deception to misdirect the herd, Intimidation to cow the animals, Stealth to sneak past them, Nature to treat with them to stand down
★★★
Chase to the Coast! Round 2
──────────
BOLD IS UP!:
──────────
➤ Symeon (51/51 HP)
➤ Jayma (50/50 HP)
Arlo (53/66 HP)
➤ Fin-Thir (72/72 HP) │ Resist Fire 5
➤ Salaish (19/48 HP)
Iniquity Pen (86/86 HP)
Avatar (- HP)
Jayma
|
Knowing that she wasn't equipped to tackle the dense foliage, Jayma relied on her companions to show her the way through. Even so, it was hard going and Jayma was not in a good mood when the fey-tainted animal horde decided to charge them. Standing her ground with one hand akimbo, she raises her staff with the other as its head bursts into flames. Putting on her patented stare-of-death™ she glowers at them menacingly. "I've had it up to here with you fey! If you don't get out of our way I'll blast you all to The Boneyard and let Pharasma sort you out."
Intimidation (Cow Animals) vs DC ??: 1d20 + 15 ⇒ (20) + 15 = 35
You do not want to mess with this little lady.
Salaish Talenduth
|
As she dashes, Salaish casts Dancing Lights, creating two glowing shapes that look like very small people. She sends them bounding off to the right, calling out to them: "Run, kids! Run!"
Decpetion: 1d20 + 10 ⇒ (20) + 10 = 30
GM Tyranius
|
Symeon Isafira's Nature (E): 1d20 + 10 ⇒ (12) + 10 = 22
Fin-thir's Nature (E): 1d20 + 11 ⇒ (12) + 11 = 23
Fin-Thir and Symeon get the animals to stand down as Salaish urges them away from the group so that Jayma can scare them away. The trees sway as the Manifestation begins to close in on your location with frightening speed.
At a clearing near the edge of the forest, a chill mist descends. Those who breathe the mist experience figments of their most terrifying and unpleasant memories.
Perception to notice flaws that tell you the memory isn’t real, Medicine to provide mental care to your companions, Arcana, Occultism, or Religion or Nature to recognize the memories as fey illusion magic.
★★★
Chase to the Coast! Round 3
──────────
BOLD IS UP!:
──────────
➤ Symeon (51/51 HP)
➤ Jayma (50/50 HP)
➤ Arlo (53/66 HP)
➤ Fin-Thir (72/72 HP) │ Resist Fire 5
➤ Salaish (19/48 HP)
➤ Iniquity Pen (86/86 HP)
Avatar (- HP)
Jayma
|
Jayma nods in satisfaction as the animals scatter before her. She wasn't looking forward to having to slaughter them en masse and was happy not to have been put in that position. Continuing their escape from the Manifestation, she pauses panting at a clearing when the chill mist descends on her. Gulping in air, the mist starts working its magic and she begins to experience flashbacks of the traumatic events of her childhood in Cheliax, including her harrowing escape from that place to avoid death. She squeezes her eyes shut and attempts to push these disabling thoughts from her mind.
Arcana (Disbelieve Illusion) vs DC ??: 1d20 + 13 ⇒ (9) + 13 = 22
Iniquity Pen
|
Religion (T): 1d20 + 9 ⇒ (17) + 9 = 26
"Realist recreations are still art and not reality," Iniquity counters as the trees try to revise themselves into the walls of the orphanage.
Arlo Rumble
|
Arlo suddenly finds himself in the middle of Absalom, living a cozy life in a well-furnished room. He looks down and he's reading a book in front of a hearth fire. He has a small paunch and his hands are soft from lack of exercise. He closes his eyes and mumbles, "No, I was in the forest just now, running for my life. This can't be real."
He slaps himself awake, and he feels his calloused hands against his cheeks and undergrowth beneath his feet.
"Everyone, try to focus on your breathing. Will those images away, they aren't real!"
Medicine check: 1d20 + 15 ⇒ (6) + 15 = 21
GM Tyranius
|
Salaish, Symeon, and Fin-Thir are up. Let's keep pushing to try and get this copleted before Gameday.
Salaish Talenduth
|
With a panting breath, Salaish is instantly transported back to her mother's house. One of her former stepfathers, the meanest one, is closing in on her little brother, but she's tied to a chair and can't do anything to stop it. NO! IT'S NOT REAL! It can't be real! Frantically, she glances around, desperately trying to see the forest she was just racing through. It honestly feels safer there than this memory does.
Perception: 1d20 + 9 ⇒ (19) + 9 = 28
GM Tyranius
|
Symeon Isafira's Nature (E): 1d20 + 10 ⇒ (1) + 10 = 11
The group begins to make decent progress through the mist, though Fin-Thir and Symeon end up each taking a BIG breath of it and see their own terrifying deaths at the hands of the manifestation as barbed vines shred them apart before regaining consciousness at the sound of it closing in closer and closer.
Still in the Glade of Screams. Perception to notice flaws that tell you the memory isn’t real, Medicine to provide mental care to your companions, Arcana, Occultism, or Religion or Nature to recognize the memories as fey illusion magic.
★★★
Chase to the Coast! Round 4
──────────
BOLD IS UP!:
──────────
➤ Symeon (51/51 HP)
➤ Jayma (50/50 HP)
➤ Arlo (53/66 HP)
➤ Fin-Thir (72/72 HP) │ Resist Fire 5
➤ Salaish (19/48 HP)
➤ Iniquity Pen (86/86 HP)
Avatar (- HP)
Jayma
|
Jayma already rolled Arcana in the Glade of Screams, so I don't know if she's allowed to roll again. But since she is listed as UP!, along with everyone else, I'll assume that another roll is required.
Jayma makes some progress towards shaking off visions of her old traumas, but is still getting hit by memories of the horrible scenes she witnessed during visits with her parents to the slave markets of Egorian; or the terror she felt hiding from the Thrune-backed diabolist assassins sent to purge Brastlewark of nobles who had not steadfastly supported Abrogail Thrune II, the new queen of Cheliax. She'd hoped to leave such things in her past, but here they were, overwhelming her once again, and forcing her to relive them. "No, NO!" No, this could not be happening; it must be some sort of fey trickery at work...
Occultism (Disbelieve Illusion) vs DC ??: 1d20 + 13 ⇒ (20) + 13 = 33
Symeon Isafira
|
Symeon panics in fear over his memory killing a moving anatomy mannequin and then the fabrication of being banished from the Surgery Fellowship of Absalom for his Crimes Against the Trade. He almost starts to hyper ventilate at the thought...
Nature: 1d20 + 12 ⇒ (6) + 12 = 18
... and in the panicked state fails to notice the tell-tale signs of fey illusions.
Salaish Talenduth
|
Having picked out some patches of the illusion where foliage broke through, Salaish frantically searches for more signs, hoping with all her might to banish these memories.
Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Well, after a streak of two natural 20s and a 19, this was bound to happen.
GM Tyranius
|
Symeon recognizes the dark fey magic as Jayma counters a path through the mist for her companions through the Glade of Screams and into the Bloody Mire.
The ground suddenly gives way, in a matter akin to quicksand. Rather than silt, the ground is loose soil mixed with blood.
Athletics to haul yourself free, Medicine or Crafting to use reagents to coagulate the sand and make escape easier
★★★
Chase to the Coast! Round 4
──────────
BOLD IS UP!:
──────────
Symeon (51/51 HP)
Jayma (50/50 HP)
➤ Arlo (53/66 HP)
➤ Fin-Thir (72/72 HP) │ Resist Fire 5
➤ Salaish (19/48 HP)
➤ Iniquity Pen (86/86 HP)
Avatar (- HP)
Arlo Rumble
|
GM, Sailash and Fin-thir already rolled before you, your posts must've crossed. I guess the Glad of Screams was completed before the nat 1 occurred?
In which case, better to roll a nat 1 when we don't have any points in the first place. :)
Arlo sinks knee-deep into the quicksand and gets stuck immediately. Luckily, it brings him closer to the soil, allowing him to recognise it as blood-soaked.
"Uh, I think this is the result of hundreds of years of 'offerings.' That's not good. Luckily, blood and dirt are both my specialties."
He goes digging through his medicine case for coagulants.
Medicine: 1d20 + 15 ⇒ (6) + 15 = 21
My last few rolls haven't been great either, but I guess good enough to pass these challenges.
GM Tyranius
|
Correct the Glade of Screams closed just before your rolls. And the skills you used didn't correspond to the next area so get to retcon your rolls. Or use the ones you have and let me know the new modifier.
Iniquity Pen
|
Iniquity tries to pull himself free of the roiling dirt and blood.
Athletics (E): 1d20 + 14 ⇒ (17) + 14 = 31
GM Tyranius
|
Salaish holds back as Iniquity easily forces himself free from the muck while Arlo is able to coagulate some of the shifting sands. Fin-Thir was a failure. Holding off on Salaish, he can try a roll if she wishes but all three of those were likely not good choices for her.
You hear several screams of pain from the stragglers as the Manifestation closes in close and closer, pushing through the Glade of Screams just behind you.
★★★
Chase to the Coast! Round 5
──────────
BOLD IS UP!:
──────────
➤ Symeon (51/51 HP)
➤ Jayma (50/50 HP)
➤ Arlo (53/66 HP)
➤ Fin-Thir (72/72 HP) │ Resist Fire 5
➤ Salaish (19/48 HP)
➤ Iniquity Pen (86/86 HP)
Avatar (- HP)
Iniquity Pen
|
Athletics (E): 1d20 + 14 ⇒ (10) + 14 = 24
Iniquity continues to forge forward.
Is Salaish remember her level bump on her skill checks?
Arlo Rumble
|
Same checks as before? Gogo Medicine!
Seeing everyone get stuck in the quicksand, Arlo rushes over to turn the sand back into solid ground.
Medicine: 1d20 + 15 ⇒ (3) + 15 = 18
You can spend a Hero Point after you hear the result of the check. If an 18 isn't enough, I'll spend my last point to reroll.
Medicine, Reroll: 1d20 + 15 ⇒ (7) + 15 = 22
Salaish Talenduth
|
Is Salaish remember her level bump on her skill checks?
She leveled up to 4 after the last one, so no level bump, right? Her modifiers for this challenge are +1, +0, -2, so she's definitely allowing others to roll before her.