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Will GMPC Brunwulf if no post by this evening.

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Seeing Olivia cast a spell and suddenly noticing the Aspis agents (might) relax and lower their weapons, Brünwulf waits for their next move.
◇ Delay.

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#1 Will DC 20: 1d20 + 5 ⇒ (19) + 5 = 24
#2 Will DC 20: 1d20 + 5 ⇒ (1) + 5 = 6
#3 Will DC 20: 1d20 + 5 ⇒ (17) + 5 = 22
#4 Will DC 20: 1d20 + 5 ⇒ (3) + 5 = 8
#5 Will DC 20: 1d20 + 5 ⇒ (3) + 5 = 8
Most of the Aspis Agents begin to get naturally comfortable as they calm down, lowering their blades. "What's all this fighting about, can't we all just be friends here?"
The Agent in the back pushes past. "What is wrong with you? These are Pathfinder's you dolt." He ushers in two of his colleagues, both of whom don't seem too keen on hurting you.
#1 Dagger vs Flint AC 22: 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
#3 Dagger vs Flint AC 22: 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
#6 Dagger vs Flint AC 22: 1d20 + 7 ⇒ (4) + 7 = 11
★★★
First Contact! Round 1/2
──────────
BOLD IS UP!:
──────────
➤ Brunwulf (41/41 HP)
➤ Olivia (40/40 HP)
Aspis 1 (-0 HP) │ -1 Attack
Aspis 2 (-0 HP) │ Extremely Calm
Aspis 3 (-0 HP) │ -1 Attack
Aspis 4 (-0 HP) │ Extremely Calm
Aspis 5 (-0 HP) │ Extremely Calm
Aspis 6 (-0 HP)
➤ Flint (56/62 HP)
➤ Radim (55/55 HP)
➤ Loong Laohu (56/56 HP)
➤ Yeet! (46/46 HP)

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Brünwulf runs along the eastern wall and up the steps. He marks #6 as his prey and makes a hunted shot at him.
+1 Comp Longbow: 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
piercing: 1d8 + 1 ⇒ (7) + 1 = 8
deadly?: 1d10 ⇒ 2
+1 Comp Longbow, map: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9
piercing: 1d8 + 1 ⇒ (6) + 1 = 7

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Tiger drops into a fighting stance and moves into a flank with Flint against the thug that has A1 painted on his tunic. He then unleashes two quick strikes against him.
Flashing Spark, Flurry 1, FF: 1d20 + 10 ⇒ (4) + 10 = 14
Flashing Spark, Flurry 2, MAP, FF: 1d20 + 5 ⇒ (2) + 5 = 7
ouch...
◆ Stoked Flame Stance
◆ Stride
◆ Whiff Whiff

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Yeet dances through the feet of the one with A3 smeared on his forehead on her way to flank them with Flint.
"Maybe we are. Maybe we aren't!" she says, gleefully swishing her rapier.
Acrobatics: 1d20 + 13 ⇒ (8) + 13 = 21
Melee, Flanked, Confident Finisher: 1d20 + 11 ⇒ (4) + 11 = 15 for piercing: 2d6 + 2 + 2d6 ⇒ (1, 3) + 2 + (1, 3) = 10

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Radim chuckles. Seeing that two opponents have already been taken to the flank by his experienced comrades, he decides to deal with the third, which will be the hardest to hit - so as not to blow the dwarf's head off. So much the better! Radim is not one of those who are looking for easy ways! He squints, measuring the trajectory, spins his hammer and sends it flying (A6).
◆ Hunt Prey ◆ Strike ◆ Strike
Flurry: +1 Striking Returning Light Hammer: 1d20 + 10 ⇒ (20) + 10 = 302d6 + 3 ⇒ (1, 3) + 3 = 7
Flurry: +1 Striking Returning Light Hammer: 1d20 + 8 ⇒ (20) + 8 = 282d6 + 3 ⇒ (5, 5) + 3 = 13
Holy Cow! Looks like 40 dmg!
The hammer sweeps past Flint's head, smashes the Aspid in the face, flies further, then hovers in the air and flies back into Radim's hand, simultaneously crashing into the same Aspid in the back of the head with a slurping sound! In the end, the bloody hammer turns out to be in the hand of a blond young man, who smiles victoriously...

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Wow! 2 Nat 20's!!

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Flint's Exploration mode is defense, not that it matters here, but AC 24.
"Love me a target rich environment! TORAAAAAAAG!" Not really thinking these guys are a threat, he starts wailing away with his hammer like a skald beating a drum. V. A6 is alive, then A1, then A3.
ATK 1: 1d20 + 10 ⇒ (11) + 10 = 21 for DMG if hit: 2d8 + 4 ⇒ (2, 6) + 4 = 12
ATK 2: 1d20 + 5 ⇒ (13) + 5 = 18 for DMG if hit: 2d8 + 4 ⇒ (6, 1) + 4 = 11
ATK 3: 1d20 + 0 ⇒ (18) + 0 = 18 for DMG if hit: 2d8 + 4 ⇒ (3, 5) + 4 = 12
Hoping with flanks!

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Finding herself in the thick of the skirmish with the Aspis agents, Olivia lets out an involuntary cry. Aiyee!
She then brings out her Virtuoso Flute and begins to weave a melody around her allies to aid them in battle.
Performance+1: 1d20 + 13 ⇒ (1) + 13 = 14
DC>19(?)
Taking a deep breath to strengthen her own resolve, Olivia then casts Telekinetic Projectile. Against #1
Spell Attack: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
Bludgeoning Damage: 2d6 + 4 + 1 ⇒ (4, 1) + 4 + 1 = 10
◇Lingering Composition ◆ Inspire Courage (1 round) ◆◆ Spell Attack

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Flint's axe quickly dispatches one of the Aspis as the second is grievously wounded. Radim's hammer comes spinning out and swiftly brains the other two.
With the immediate threat over and things calming down you are able to walk your new friends back to the entrance where they are quickly detained for the foreseeable future.
★ -- ★ -- ★ -- ★
Back at the encampment word quickly spreads. There's some good news. The reserves of needed spellcasting reagents have been replenished, allowing for the casting of non-essential spells.
Spellcasting Services for common spells in the CRB are 10% discount. (This includes removing negative conditions).
This is an 8 hour rest so all spells and resources are replenished.
★ -- ★ -- ★ -- ★
The next day you begin making your way into the Sunken Halls. As you near the entrance a newer recruit stands with a cart, handing out potions. "These are potions of water breathing. the entrance is below the lake. Good Luck." He points to the lake. "There is a guided rope below."

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Back at Camp.
As news of the encampment spreads, more merchants arrive to sell distinctive wares. You can purchase any common item of up to your level to which you have access at the base camp (including items that aren’t from the Core Rulebook). In addition, each PC receives a free
healing potion or oil of unlife with an item level of up to their level. The potion includes a tag advertising Hands-Off Healing, one of the newest merchants at the base camp with a main location in Absalom.

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Flint purchases one potion, and happily accepts the second freebie! Ready

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Tiger (Loong Laohu)'s Perception (T): 1d20 + 8 ⇒ (10) + 8 = 18
Brünwulf's Perception (E): 1d20 + 9 ⇒ (6) + 9 = 15
Yeet!'s Perception (E): 1d20 + 8 ⇒ (9) + 8 = 17
Olivia Danju's Perception (T): 1d20 + 10 ⇒ (14) + 10 = 24
Flint's Perception (E): 1d20 + 10 ⇒ (20) + 10 = 30 Darkvision
Radim Vesperra's Perception (E): 1d20 + 9 ⇒ (19) + 9 = 28
Just as Flint is getting ready to enter the water he notices a Barbed wire stretches across the passageway at the perfect height to tear into ankles. Seems the Aspis must have been through here while the novice Pathfinder was on break.
Thievery (Trained) to detach the wire.

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Olivia will cast Guidance on our nimble fingered swashbuckler.
She will also take the proffered water breathing potion. Nothing from the merchants catches her eyes.

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Nothing appeals to Yeet! from the wares that have been spread out. She is delighted to take a free healing potion, though.
----
In the Sunken Halls, Yeet splashes forward to disable the nasty barbed wire. "I think someone doesn't like us. That's OK. I don't like them either!"
Thievery + guidance: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24

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With the barbed wire cut and disabled you are able to enter the 'refreshing' waters one by one as you cling to the guide rope moving below the surface.
Faintly glowing algae tints jagged stone walls in a green light. A fine silt that clouds the water with every movement covers the bottoms of the chamber, though it settles seconds later. Clearly manufactured steps start at the base of the floor and sink to deeper waters in the flooded room to the east.

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Yeet! rubs her eyes, getting used to the underwater location. She peers around to see if anything is ready to jump out at them.
Can I assume that I could have put on my flippers beforehand?
Perception: 1d20 + 8 ⇒ (13) + 8 = 21

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"Barbed wire? Those sick bastards."
Brünwulf scowls as he shakes his head.
"We should'a killed all o' them Snakes earlier."

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Tiger accepts the free water breathing potion as well as the free healing potions (at least, I think they're free). Is it assumed that we're all wearing our flippers (and Brunwulf has his pink flippers and floaties?)

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Tiger (Loong Laohu)'s Initiative Using Avoid Notice: 1d20 + 9 ⇒ (6) + 9 = 15
Brünwulf's Initiative Using Incred Init +2: 1d20 + 11 ⇒ (14) + 11 = 25
Yeet!'s Initiative Using Perception: 21 = 21
Olivia Danju's Initiative Using Perception : 1d20 + 10 ⇒ (7) + 10 = 17
Flint's Initiative: 1d20 + 10 ⇒ (13) + 10 = 23
Radim Vesperra's Initiative: 1d20 + 9 ⇒ (19) + 9 = 28
Bunyip: 1d20 + 10 ⇒ (3) + 10 = 13
Those that bought flipper put them on. Upon rounding the corner Yeet! peers in and notices four creatures stealthily lurking within. They seem to be a cross between a shark and a seal. They appear to be quite hungry.
This room is 20 feet tall, but all but a sliver of air near its ceiling is filled with still water (DC 10 Athletics to Swim). The rough stone wall provides natural handholds that PCs can use, so long as they are careful not to grab onto anything sharp. While adjacent to the walls, the PCs can use the handholds to Climb instead of Swimming (the DC of the Athletics check to Climb along these handholds is 10).
★★★
Sunken Antechamber! Round 1
──────────
BOLD IS UP!:
──────────
➤ Radim (55/55 HP)
➤ Brunwulf (41/41 HP)
➤ Flint (62/62 HP)
➤ Yeet! (46/46 HP)
➤ Olivia (40/40 HP)
➤ Loong Laohu (56/56 HP)
Shark Seal 1 (-0 HP)
Shark Seal 2 (-0 HP)
Shark Seal 3 (-0 HP)
Shark Seal 4 (-0 HP)

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Tiger pulls out his hand crossbow, loads it, and fires at the Shark Seal with the 4 painted on its side.
Hand Crossbow: 1d20 + 9 ⇒ (17) + 9 = 26
Piercing: 1d6 ⇒ 6
◆◆ Draw and Load Hand Crossbow
◆ Fire

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Assuming I drank my potion and put on my flippers before descending into the water. With a +15 to swim I can't ever crit fail.
Grumbling with enough verve to send a steady stream of bubbles to the surface, Flint wades towards the creatures. What he lacks in grace he more than makes up for in stubborn strength.
He swings his hammer as hard as the water will allow:
ATK!: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28 for DOUBLE: 2d8 + 4 ⇒ (5, 2) + 4 = 11
He then raises his shield and treads water.

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Brünwulf nods in approval as Olivia puts on the bright mermaid flippers.
"They look much better on you then they would on me."
He says with a small chuckle.
He chugs the potion of water breathing and drops into the water.
"Wooo! C-c-c-cold!"
Brünwulf swims along with the group, his longspear held forward as he kicks his swim fins.
-------------------------------
Brünwulf takes a deep breath, then dives down towards the shark that Flint is attacking.
Athletics to swim: 1d20 + 6 ⇒ (8) + 6 = 14
He marks the shark as his prey, then jabs it with his spear.
Longspear: 1d20 + 9 ⇒ (10) + 9 = 19
piercing: 1d8 + 1 ⇒ (7) + 1 = 8
◆ swim
◆ hunt prey
◆ strike (w/reach)

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Yeet flutters her fins to push herself closer to the combat, then tries to "tumble" through the space.
Athletics: 1d20 + 8 ⇒ (15) + 8 = 23 to swim
Acrobatics: 1d20 + 13 ⇒ (6) + 13 = 19 for a flip or maybe just a flop
She stabs at the creature with 4 tattooed on it.
Stab, confident finisher: 1d20 + 11 ⇒ (5) + 11 = 16 for piercing: 2d6 + 2 + 2d6 ⇒ (6, 1) + 2 + (1, 6) = 16
◆ Swim
◆ Flip
◆ Stab!

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@Yeet- Since we are underwater your tumble throughs are currently using the swim action so Athetics vs their DC.
@All- Keep in mind the swim distance you can make with your checks. A success is usually 10' and a crit success is normally 15'. +5' for those with swim fins.
Brunwulf swims forward, his spear jabbing into the underside of the shark seal. Flint's hammer has some serious resistance, though it manages to find the shark's snout, bloodying it.
Yeet tries to tumble through teh dark murky waters and fails to get past the shark seal as it cuts her off at the pass. Failure on Tumble Through so moved you back to the space before you could tumble. Yeet tres to stab the shark and ends up striking the jagged wall instead.
Tiger loads a bolt and sticks it into the side of the wounded shark seal.
★★★
Sunken Antechamber! Round 1
──────────
BOLD IS UP!:
──────────
➤ Radim (55/55 HP)
Brunwulf (41/41 HP)
Flint (62/62 HP)
Yeet! (46/46 HP)
➤ Olivia (40/40 HP)
Loong Laohu (56/56 HP)
Shark Seal 1 (-0 HP)
Shark Seal 2 (-0 HP)
Shark Seal 3 (-0 HP)
Shark Seal 4 (-36 HP)

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Thank you for clarifying.

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athletics, DC>=10: 1d20 + 3 ⇒ (3) + 3 = 6
Olivia takes out her flute and plays a magical composition, the music taking on an ethereal resonance. She then casts Inspire Courage.
Performance: 1d20 + 12 ⇒ (1) + 12 = 13
Unable to move in the water, she casts a Phase Bolt spell attack on 4.
Attack: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
Damage: 2d4 + 4 + 1 ⇒ (4, 1) + 4 + 1 = 10
◇ Lingering Composition ◆ Inspire Courage ◆◆ Spell Attack

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Swim: 1d20 + 11 ⇒ (10) + 11 = 21 - 15'
Swim: 1d20 + 11 ⇒ (14) + 11 = 25 - 15'
+1 Striking Returning Light Hammer: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 92d6 + 3 ⇒ (1, 4) + 3 = 8
Radim confidently swims to the hungry fish (?), but it seems that he does not have any underwater combat skills at all - the hammer sweeps very far from the predator's head.

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Olivia's phase bolt kills one of the sharks as Radim's hammer sweeps slowly through the water, missing its target.
The hungry shark-like creatures swim feverishly as blood begins to trickle into the dark water. A shrill shriek emits through the water as they begin to feast.
@All- Need a DC 21 Will Save or become: Success (Frightened 1), Failure (Frightened 2), Crit Fail (Frightened 3)
#1 Jaws vs Radim AC 21: 1d20 + 11 ⇒ (9) + 11 = 20
#1 Jaws vs Radim AC 21: 1d20 + 11 - 5 ⇒ (14) + 11 - 5 = 20
#2 Jaws vs Flint AC 24: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d10 + 4 ⇒ (1) + 4 = 5 + 1d6 Persistent Bleed
#2 Jaws vs Yeet AC 21: 1d20 + 11 - 5 ⇒ (14) + 11 - 5 = 20
#3 Jaws vs Brunwulf AC 18: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d10 + 4 ⇒ (1) + 4 = 5 + 1d6 Persistent Bleed
#3 Jaws vs Brunwulf AC 18: 1d20 + 11 - 5 ⇒ (19) + 11 - 5 = 25
Damage: 1d10 + 4 ⇒ (3) + 4 = 7 + 1d6 Persistent Bleed
Flint Will DC 21: 1d20 + 11 ⇒ (13) + 11 = 24
As the shark-like seals or is it seal-like sharks, doesn't matter bite into Brunwulf and Flint they get even more excited and begin thrashing about.
★★★
Sunken Antechamber! Round 1
Party Conditions: Inspire Courage 1 round
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Radim: DC 21 Will or Frightened
Brunwulf: DC 21 Will or Frightened
Yeet!: DC 21 Will or Frightened
Olivia: DC 21 Will or Frightened
Loong Laohu: DC 21 Will or Frightened
──────────
BOLD IS UP!:
──────────
➤ Radim (55/55 HP)
➤ Brunwulf (29/41 HP) │ Persistent Bleed 1d6
➤ Flint (57/62 HP) │ Persistent Bleed 1d6, Frightened 1
➤ Yeet! (46/46 HP)
➤ Olivia (40/40 HP)
➤ Loong Laohu (56/56 HP)
Shark Seal 1 (-0 HP)
Shark Seal 2 (-0 HP) │ Frenzy 1 Min, Temp HP 8
Shark Seal 3 (-0 HP) │ Frenzy 1 Min, Temp HP 8
──────────
AFTER YOUR TURN:
──────────
Brunwulf: Persistent Flat Check
Flint: Persistent Flat Check

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Will: 1d20 + 9 ⇒ (12) + 9 = 21
◆ Hunt Prey + Monster Hunter ◆ Strike ◆ Strike
Flurry: +1 Striking Returning Light Hammer: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 92d6 + 3 ⇒ (5, 6) + 3 = 14
Flurry: +1 Striking Returning Light Hammer: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 252d6 + 3 ⇒ (1, 6) + 3 = 10
You swiftly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature.
It can be seen that Radim is still trying on underwater combat and the second blow goes as crooked as the first one. However, from the third time he still finds the way he can hit with a hammer under water.

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Will: 1d20 + 10 ⇒ (20) + 10 = 30
Tiger frees his javelin from his back and throws it twice at #3.
+1 Returning Javelin vs #3: 1d20 + 10 ⇒ (7) + 10 = 17
+1 Returning Javelin vs #3, MAP: 1d20 + 5 ⇒ (6) + 5 = 11
I should have bought a longspear like Brunwulf
◆ Interact to draw
◆◆ Whiff Whiff

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Will: 1d20 + 8 ⇒ (18) + 8 = 26
Yeet gives up on swimming further and tries to distract the shark before stabbing.
Deception: 1d20 + 11 ⇒ (3) + 11 = 14
Stabby: 1d20 + 11 ⇒ (5) + 11 = 16 for damage: 2d6 + 2 + 2d6 ⇒ (6, 6) + 2 + (3, 1) = 18
Stabby: 1d20 + 11 - 5 ⇒ (1) + 11 - 5 = 7 for damage: 2d6 + 2 ⇒ (2, 5) + 2 = 9
Wow.

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Brünwulf's eyes go wide in shock and pain after getting bit. To make matters worse, the sharks begin to frenzy.
Will:: 1d20 + 9 ⇒ (10) + 9 = 19
Athletics to swim: 1d20 + 6 ⇒ (4) + 6 = 10
He tries to swim again.
Athletics to swim: 1d20 + 6 ⇒ (20) + 6 = 26
He paddles back into a small chamber and attacks the #3 shark with his longspear.
Longspear: 1d20 + 9 - 1 ⇒ (1) + 9 - 1 = 9
piercing: 1d8 + 1 ⇒ (1) + 1 = 2
Flat check to stop bleed: 1d20 ⇒ 11
◆ swim
◆ swim
◆ strike

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APologies, I should have been targeting your FF AC due to underwater combat. So there should have been a lot more hits last round. I am going to keep it as is for now as it was my mistake.
Radim Vesperra's Nature (T): 1d20 + 7 ⇒ (3) + 7 = 10
Radim hunts his prey as he believes these to simply be different breed of sharks. This particular breed has a serious weakness to slashing damage.
Radim's hammer manages to make contact as it bruises the Shark's side. Brunwulf tries to swim away in a panic and the shark takes advantage of this.
AoO vs Brunwulf AC FF 16: 1d20 + 11 ⇒ (2) + 11 = 13
Brunwulf manages to swim past though his spear misses in the pain.
Brunwulf Bleed Damage: 1d6 ⇒ 5
Yeet is unable to feint the shark, as her blade also misses, moving quite slowly through the water.
Tiger's javelin twists through the water stabbing into the shark's underbelly.
Yeet, Radim, and Tiger all quickly sink to the cavern floor. Those that don't use a swim action sink 10 feet. You are now 10' below the sharks.
★★★
Sunken Antechamber! Round 1
Party Conditions: Inspire Courage 1 round
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Olivia: DC 21 Will or Frightened
──────────
BOLD IS UP!:
──────────
Radim (55/55 HP)
Brunwulf (24/41 HP) │ Persistent Bleed 1d6, Frightened 1
➤ Flint (57/62 HP) │ Persistent Bleed 1d6, Frightened 1
Yeet! (46/46 HP)
➤ Olivia (40/40 HP)
Loong Laohu (56/56 HP)
Shark Seal 1 (-10 HP)
Shark Seal 2 (-0 HP) │ Frenzy 1 Min, Temp HP 8
Shark Seal 3 (-3 HP) │ Frenzy 1 Min
──────────
AFTER YOUR TURN:
──────────
Brunwulf: Persistent Flat Check
Flint: Persistent Flat Check

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GM I got a nat 20 on my will save. Is there another save I need to make?

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Nope, I just forgot to delete that. It is deleted now.

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Piercing: 1d6 + 2 ⇒ (6) + 2 = 8
not sure if the GM rolled damage since I didn’t think a 17 would hit

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Nope, was getting ready to send you a message to roll damage. Hehe. That 8 takes care of the temp HP on #3.
★★★
Sunken Antechamber! Round 1
Party Conditions: Inspire Courage 1 round
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Olivia: DC 21 Will or Frightened
──────────
BOLD IS UP!:
──────────
Radim (55/55 HP)
Brunwulf (24/41 HP) │ Persistent Bleed 1d6, Frightened 1
➤ Flint (57/62 HP) │ Persistent Bleed 1d6, Frightened 1
Yeet! (46/46 HP)
➤ Olivia (40/40 HP)
Loong Laohu (56/56 HP)
Shark Seal 1 (-10 HP)
Shark Seal 2 (-0 HP) │ Frenzy 1 Min, Temp HP 8
Shark Seal 3 (-0 HP) │ Frenzy 1 Min
──────────
AFTER YOUR TURN:
──────────
Brunwulf: Persistent Flat Check
Flint: Persistent Flat Check

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Will Save: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Swim DC: 1d20 + 3 ⇒ (7) + 3 = 10
Hoping to bolster courage among the chaos, Olivia plays through the battle.
performance: 1d20 + 12 ⇒ (9) + 12 = 21
Then casts two spells.
Spell Attack: 3: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 2d4 + 4 ⇒ (3, 2) + 4 = 9
◇ Lingering Performance ◆ Inspire Courage ◆◆ Phase Bolt

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Olivia bolsters the battle as her phase bolt injures yet another shark. Flint goes all out, raising his shield he begins to sweep his warhammer through the water.
ATK!: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27
Damage: 2d8 + 4 ⇒ (2, 5) + 4 = 11
Swim: 120 + 15 = 135
Strike, Swim raise Shield.
A dull thud is heard through the water as the frenzied sharks do another sweep for more blood.
#1 Jaws vs Radim AC FF 19: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d10 + 4 ⇒ (6) + 4 = 10 +1d6 Persistent Bleed
#1 Shove vs Radim Fort DC 19: 1d20 + 11 - 5 ⇒ (3) + 11 - 5 = 9
The shark bites into Radim and then tries to pin him against the wall but only ends up flounderinga round.
#1 Jaws vs Radim AC FF 19: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d10 + 4 ⇒ (9) + 4 = 13 +1d6 Persistent Bleed
The second shark swims around Flint, trying to get away from his hammer as it traps Brunwulf in the alcove, snapping at Yeet and Brunwulf.
#2 Jaws vs Yeet AC FF 19: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d10 + 4 + 4 ⇒ (10) + 4 + 4 = 18 +1d6 Persistent Bleed
Flint blocks a portion of the bite coming at Yeet as he strikes back with his hammer.
Retributive Strike (Yeet resist 5): 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17
Damage: 2d8 + 4 ⇒ (7, 7) + 4 = 18
#2 Jaws vs Brunwulf AC FF 16: 1d20 + 11 - 5 ⇒ (19) + 11 - 5 = 25
Damage: 1d10 + 4 + 4 ⇒ (7) + 4 + 4 = 15 +1d6 Persistent Bleed
The third shark darts right for Tiger, shoving him into a wall.
Shove vs Tiger Fort DC 20: 1d20 + 11 ⇒ (5) + 11 = 16
#3 Jaws vs Tiger AC FF 19: 1d20 + 11 - 5 ⇒ (5) + 11 - 5 = 11
Tiger uses his spear as it strains against the powerful jaws.
★★★
Sunken Antechamber! Round 3
Party Conditions: Inspire Courage 3 rounds
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Radim (45/55 HP) │ Persistent Bleed 1d6
➤ Brunwulf (9/41 HP) │ Persistent Bleed 1d6
➤ Flint (57/62 HP) │ Persistent Bleed 1d6
➤ Yeet! (33/46 HP) │ Persistent Bleed 1d6
➤ Olivia (40/40 HP)
➤ Loong Laohu (56/56 HP)
Shark Seal 1 (-10 HP) │ Frenzy 1 Min, 8 Temp HP
Shark Seal 2 (-32 HP) │ Frenzy 1 Min
Shark Seal 3 (-10 HP) │ Frenzy 1 Min
──────────
AFTER YOUR TURN:
──────────
Radim: Persistent Flat Check
Brunwulf: Persistent Flat Check
Flint: Persistent Flat Check
Yeet!: Persistent Flat Check

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Yeet grunts as the shark bites deeply. She tries to flip through the space where shark-seal #2 is swimming and stab it where it wasn't expecting her.
Athletics: 1d20 + 8 ⇒ (3) + 8 = 11 for swim
Athletics: 1d20 + 8 ⇒ (2) + 8 = 10 for tumble
Strike: 1d20 + 11 ⇒ (15) + 11 = 26 for piercing: 2d6 + 2 + 2d6 ⇒ (3, 6) + 2 + (6, 5) = 22
Strike2: 1d20 + 11 - 5 ⇒ (14) + 11 - 5 = 20 for piercing: 2d6 + 2 ⇒ (3, 6) + 2 = 11
I'm betting the tumble failed, so I haven't moved my token
flat check: 1d20 ⇒ 4

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Athletics: 1d20 + 10 ⇒ (14) + 10 = 24
◆ Swim ◆ LoH ◆ Strike
At first, Radim got carried away with the fight so much that he even forgot that he also needed to stay on the water. A couple of bites brought him back to reality. He puts his hand to the wound site and some kind of blackness begins to spread over it, pulling the edges together. His lips form words, and it would be logical to expect that this is a prayer, but they form something like "F+#& You." Apparently, he has a complicated relationship with his divine patron, whoever it is.
Flurry + Inspire Courage : +1 Striking Returning Light Hammer: 1d20 + 10 + 1 - 2 ⇒ (1) + 10 + 1 - 2 = 102d6 + 3 + 1 ⇒ (2, 2) + 3 + 1 = 8 - lol! The third nat 1 on the attack I have for this fight! I'm lucky sharks aren't swashbucklers.
Then he swings powerfully with a hammer, but again completely misses.

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Tiger drops both his hand crossbow and javelin and swims upwards so that he's nose to snout with #3. He drops into his namesake stance and slashes at the shark.
Flurry 1 Tiger Claw vs 3, Slash penalty, IC: 1d20 + 9 ⇒ (10) + 9 = 19
Flurry 2 Tiger Claw vs 3, Slash penalty, IC, MAP, Agile: 1d20 + 5 ⇒ (4) + 5 = 9
Slashing Damage, IC: 1d8 + 3 ⇒ (2) + 3 = 5
Swim, Athletics: 1d20 + 8 ⇒ (4) + 8 = 12
◇◇ Drop Hand Crossbow and Javelin
◆ Swim up 10'
◆ Tiger Stance
◆ Flurry

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Olivia is alarmed at how close the #3 brute has come. "Go away!" she yells. Though the sound is garbled, she is hopeful her spell will have an effect.
DC20 Fortitude Save
Oh dear! The big fellow doesn't look good. She casts Soothe to help him.
Soothe Brunwulf: 1d10 + 4 ⇒ (2) + 4 = 6
Athletics to Swim: 1d20 + 3 ⇒ (8) + 3 = 11
◆ Kinetic Ram on #3 ◆◆ Soothe on Brunwulf.