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"Lo Pei, if you think you can get the chest by yourself, or if you and Aylanna are feeling sneaky enough to double team it, we might be able to do this without a fight. Otherwise, this is coming down to blades anyways and we might as well get started."

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1: 1d20 + 5 ⇒ (1) + 5 = 6
T: 1d20 + 2 ⇒ (8) + 2 = 10
E: 1d20 + 4 ⇒ (16) + 4 = 20
L: 1d20 + 17 ⇒ (13) + 17 = 30
A: 1d20 + 6 ⇒ (12) + 6 = 18
G: 1d20 + 1 ⇒ (9) + 1 = 10
The sentry continues his path, apparently lost in his own thoughts as he nearly trips over a vine before catching himself. He doesn't notice anything out of the ordinary but he looms ever closer as he walks the perimeter.

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Yep, small plus racial bonus plus ranks in the skill adds in PF1, been a while since I played him! The +17 i actually correct..
Lo shrugs. "I will try. Anyone want to come with? Be ready to run in quickly if I mess up!"
He melds into the shadows, heading around to get the wagons between him and the fire before slowly creeping in...
stealth: 1d20 + 17 ⇒ (10) + 17 = 27

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Aylanna gives Lo Pei a casting of Guidance for +1 to that check for a total of 28.
"I'm not sneaky enough to be more of an asset than a liability here, but I'm ready to charge in if need be!"

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Watching Lo Pei dissolve into the shadows before his eyes, Gorrig is forced to admit he had underestimated the little agent's ability to avoid being seen all on his own. "I guess the sneaking approach does have its merits..." He draws his curved two-handed sword and watches the caravan. "Best be ready, just in case."

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Weekend with projects coming up, going to throw some rolls out in case I get stuck in one project in particular that involves pulling a toilet up... will try to check in a time or two though!
stealth: 1d20 + 17 ⇒ (8) + 17 = 25
perception: 1d20 + 9 ⇒ (20) + 9 = 29
disable device: 1d20 + 12 ⇒ (9) + 12 = 21

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It does ... especially in the jungles.

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Terrible time for my laptop to force an update then get stuck in a loop. Good excuse to get a new one though.
1: 1d20 + 4 ⇒ (7) + 4 = 11
1: 1d20 + 4 ⇒ (12) + 4 = 16
2: 1d20 + 5 ⇒ (7) + 5 = 12
2: 1d20 + 5 ⇒ (9) + 5 = 14
2: 1d20 + 5 ⇒ (7) + 5 = 12
2: 1d20 + 5 ⇒ (3) + 5 = 8
3: 1d20 + 10 ⇒ (4) + 10 = 14
4: 1d20 + 4 ⇒ (2) + 4 = 6
4: 1d20 + 4 ⇒ (19) + 4 = 23
T: 1d20 + 2 ⇒ (10) + 2 = 12
E: 1d20 + 4 ⇒ (13) + 4 = 17
L: 1d20 + 17 ⇒ (4) + 17 = 21
A: 1d20 + 6 ⇒ (6) + 6 = 12
G: 1d20 + 1 ⇒ (18) + 1 = 19
As Lo draws into the camp and away from the sentry, he approaches the first tent. He notices something more surprising than gold...it appears to be a lavishly dressed man, two robed individuals and a caged lizard also sleeping.
1: 1d20 + 4 ⇒ (8) + 4 = 12
1: 1d20 + 4 ⇒ (6) + 4 = 10
2: 1d20 + 5 ⇒ (2) + 5 = 7
2: 1d20 + 5 ⇒ (7) + 5 = 12
2: 1d20 + 5 ⇒ (7) + 5 = 12
2: 1d20 + 5 ⇒ (6) + 5 = 11
3: 1d20 + 10 ⇒ (2) + 10 = 12
4: 1d20 + 4 ⇒ (20) + 4 = 24
4: 1d20 + 4 ⇒ (12) + 4 = 16
T: 1d20 + 2 ⇒ (10) + 2 = 12
E: 1d20 + 4 ⇒ (7) + 4 = 11
L: 1d20 + 17 ⇒ (4) + 17 = 21
A: 1d20 + 6 ⇒ (4) + 6 = 10
G: 1d20 + 1 ⇒ (5) + 1 = 6
As Lo approaches the second wagon, he stops in his tracks as an audible alarm starts to emanate from the air as if by spell.

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2: 1d20 + 3 ⇒ (19) + 3 = 22
2: 1d20 + 3 ⇒ (10) + 3 = 13
2: 1d20 + 3 ⇒ (16) + 3 = 19
2: 1d20 + 3 ⇒ (3) + 3 = 6
3: 1d20 + 1 ⇒ (1) + 1 = 2
3: 1d20 + 1 ⇒ (2) + 1 = 3
4: 1d20 - 1 ⇒ (12) - 1 = 11
Lo Pei: 1d20 + 6 ⇒ (12) + 6 = 18
Ella: 1d20 + 4 ⇒ (7) + 4 = 11
Gorrig: 1d20 + 2 ⇒ (14) + 2 = 16
Aylanna: 1d20 + 3 ⇒ (7) + 3 = 10
Snorri: 1d20 + 2 ⇒ (5) + 2 = 7
Trix: 1d20 ⇒ 12
---
The sentry wheels around and rushes towards the wagon, spotting Lo Pei he casts a spell as his bow takes on a dark sheen.
The mercenary with the yellow scarf quickly gets up and grabs his rapier.
Two of the hired wagon drivers continue to lay on the ground not wanting to be a part of the fight.
---
Combat Round 1:
Sentry Mercenary (Red)
Mercenary (Yellow)
Lo Pei
Gorrig
Mercenary (Orange) (Prone)
Trix
Ella
Aylanna
Snorri
Mercenary (Green) (Prone)
Robed Mercenary (Blue) (In Wagon)
Robed Mercenary (Teal) (In Wagon)
Lizard (Purple) (Caged)
Active Effects:
Knowledge (Nature) to identify lizard

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Lo mutters a low curse and sprints for cover, calling on his training and his connection to the shadow realm for assistance...
Move, hide. Using a ki point for +4 to the stealth roll.
stealth: 1d20 + 17 + 4 ⇒ (4) + 17 + 4 = 25

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"Guess that's our cue." Gorrig rushes forward, leaving their hiding spot. "Chaaarge!" he bellows.
Double move.

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"S~!#, get up and get out here." the orange scarfed mercenary says grabbing his weapon and getting up.
---
Combat Round 1:
Sentry Mercenary (Red)
Mercenary (Yellow)
Lo Pei
Gorrig
Mercenary (Orange)
Trix
Ella
Aylanna
Snorri
Mercenary (Green) (Prone)
Robed Mercenary (Blue) (In Wagon)
Robed Mercenary (Teal) (In Wagon)
Lizard (Purple) (Caged)
Active Effects:
Knowledge (Nature) to identify lizard

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Forgot to set up my token and stuff - Fixed
Triix launches Shooting Stars (Magic Missiles) at Orange
ss: 2d4 + 2 ⇒ (2, 2) + 2 = 6

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Ella hustles forward before taking cover in some shrubbery against any potential counterattack.
Knowledge (Nature): 1d20 + 7 + 1d6 ⇒ (12) + 7 + (6) = 25
Riposte!: 1d20 + 8 - 1 ⇒ (9) + 8 - 1 = 16
Magic Piercing: 1d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Additional Parries?: 1d20 + 8 ⇒ (7) + 8 = 15
Additional Parries?: 1d20 + 8 ⇒ (4) + 8 = 12

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Aylanna moves toward the fray and fires a scorching ray at the same orange guy that Trix shot at.
Scorching Ray (Touch): 1d20 + 7 ⇒ (19) + 7 = 26
Fire Damage: 4d6 ⇒ (3, 5, 2, 1) = 11

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As if to answer the question, an arrow flies from the back of the group at Blue Robed Mercenary.
attack: 1d20 + 7 ⇒ (12) + 7 = 19

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If that hits, it deals piercing: 1d8 + 4 ⇒ (5) + 4 = 9

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I forgot that guy hadn't acted yet.
Sneak attack: 1d6 ⇒ 2

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Trix knocks the wind out of the recently armed orange mercenary.
Ella takes a look through the wagons open curtain, seeing quite a commotion but realizing the caged animal is a Young Basilisk. A mean reptile with a nasty bite but the real threat is when you meet its gaze. If a creature weak of fortitude stares into the creatures eyes, they will be turned to stone permanently unless doused in the creatures blood.
Aylanna sends a ray of scorching energy which crumples the mercenary leaving him smoking and back on the ground.
A moment later their backup arrives, Snorri sending a bolt masterfully through the opening of the wagon and into the shoulder of the robed mercenary.
---
In the tent, one robed mercenary steps outside before disappearing. His partner quickly unlocks the cage to set the creature loose. Signaling it to attack the source of his pain. The creature locks eyes with Snorri before rushing towards him.
Snorri DC 15 Fortitude or be turned to stone.
The green mercenary also stands to gather his weapons.
---
Round 2
The mercenary with the yellow decides he would rather not be close with the looming threat, instead pulling his bow and focusing on the charging enemy.
Composite Longbow: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Damage: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5
An arrow collides with his chest, when he realizes they are blunted.
The sentry, no longer seeing Lo also turns his attention, this one on Aylanna who leveled his companion.
Composite Longbow: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
This arrow doesn't meet the mark going wide into the woods.
---
Combat Round 2:
Sentry Mercenary (Red)
Mercenary (Yellow)
Lo Pei
Gorrig (-5)
Trix
Ella
Aylanna
Snorri
Mercenary (Green)
Robed Mercenary (Blue) (In Wagon) (-11)
Robed Mercenary (Teal) (In Wagon) (Invisible)
Young Basilisk (Purple)
Active Effects:

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"We've got a basilisk! Eyes off it unless you're feeling really tough or you're at a safe distance!"
Suiting action to words, Ella turns her back on the big lizard and tries to free Gorrig up from his dancing partner.
Rapier @ Yellow: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24
Piercing: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13

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Eeeeek! Triix replies. What's safe distance?
She steps to the side, takes a quick glance to find the basilisk, gambling that she's far enough away, and fires another round of shooting stars at it.
ss: 2d4 + 2 ⇒ (1, 3) + 2 = 6

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Seeing the sentry turn his gaze away Lo sends a shuriken at him from his stealthy position..
shuriken: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
P damage: 3 + 2d6 ⇒ 3 + (6, 5) = 14 and 1 dex damage.
He then hides again
stealth: 1d20 + 17 ⇒ (14) + 17 = 31

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At the start of Aylanna's turn, Gorrig heals 5 HP and Aylanna takes 5 damage.
Aylanna tries to turn the basilisk on the party's foes. She casts Murderous Command, DC 15 will save to negate.
"You give the target a mental urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks its nearest ally on its next turn with a melee weapon or natural weapon. If necessary, it moves to or charges to the nearest ally in order to make this attack. If it is unable to reach its closest ally on its next turn, the target uses its turn to get as close as possible to the ally."

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Gorrig’s arrow wound heals quickly from Aylanna’s magical link between them, but not before a transition had already begun within him. Calling on his dormant ancestry, Gorrig’s skin pales and his eyes blacken, the scars of previous battles standing in sharp relief now. He swings his wicked blade down in a powerful overhand chop.
Bloodrage! Round 1 of 6.
Mercy + bloodrage vs yellow: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Damage: 1d10 + 10 ⇒ (9) + 10 = 19
Bite vs yellow: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

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His surprise attack gives Lo the edge as the the sentry drops to the ground with a yelp.
Gorrig swings but the force causes him to cleave a mound of dirt into the air, but his tusks sink in deep giving the mercenary a look of pure terror.
Trix sends a barrage of small stars into the side of the basilisk prompting a hiss and for it to whip its head towards her.
With a blur of steel, Ella's rapier creates a release of blood from the basilisk. Furious it doesn't know where to lay it's gaze next.
Will: 1d20 + 5 ⇒ (4) + 5 = 9
Aylanna send violent impulses to the basilisk who in it's rage no longer discerns friend from foe, instead turning to face the nearest mercenary.
---
An volley of arrows both race towards Gorrig as the enemy before him steps back to fire and another joins.
Composite Longbow: 1d20 + 5 ⇒ (13) + 5 = 18
Composite Longbow: 1d20 + 5 ⇒ (1) + 5 = 6
Both go wide as spells bloom on the battlefield. Black tentacles erupt around many of the Pathfinders, threatening to pull them in.
Grapple: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
They successfully wrap around Ella, Trix, and possibly Aylanna. Gorrig and Snorri kick off the tentacles for now. If it meets/beats your CMD then you are Grappled and take the damage.
The other mage causes a burst of light around Aylanna, potentially blinding the trio of Aylanna, Gorrig and Snorri.
DC 16 Will to negate Blindness, otherwise you get to remake your save at the end of the turn. All three of you are covered in glowing dust.
Incited in to murderous intention against its handlers, the basilisk turns to bit the merc in the green cloak.
Bite: 1d20 + 8 ⇒ (9) + 8 = 17
Barely saved by the thickness of his armor, the basilisk hisses.
---
Combat Round 3:
Mercenary (Yellow) (-7)
Lo Pei
Gorrig
Trix (Grappled)(-10)
Ella (Grappled)(-10)
Aylanna (-5)
Snorri
Mercenary (Green)
Robed Mercenary (Blue) (In Wagon) (-11)
Robed Mercenary (Teal) (In Wagon)
Young Basilisk (Purple) (-19)
Active Effects:
Snorri: Fortitude Save versus Petrification, Will Save versus Blindness. Round 2 and 3 actions.
Gorrig: Will Save versus Blindness.
Aylanna: Will Save versus Blindness, CMD information versus grapple.
Pink Circle: Tentacles grapple you each turn.

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Saves for round 2:
Fortitude: 1d20 + 6 ⇒ (8) + 6 = 14
[dice=Will]1d20+1p/dice]

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(Will was broken, but it doesn't matter since Snorri is turned to stone.)

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Retcon, because I wasn't paying enough attention to which page I was one.
The Pathfinders only caught a glimpse of another reality where black tentacles covered the land, in fact it was strands of web coalescing between the trees of the thicket.
The group is not Gappled or Damaged.
DC 14 Reflex or you are Grappled by the strands of web.
Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition, but can break free by making a combat maneuver check or Escape Artist check as a standard action against the DC of this spell. The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC equal to the spell's DC. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.
The webs are also flammable.
Nor does the group suffer from a blinding light. Instead a puddle of greasy liquid appears below the strands of web requiring more agility to stay standing. DC 13 Reflex or fall.
Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

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---
Combat Round 3:
Mercenary (Yellow) (-7)
Lo Pei
Gorrig
Trix
Ella
Aylanna (-5)
Snorri (Petrified)
Mercenary (Green)
Robed Mercenary (Blue) (In Wagon) (-11)
Robed Mercenary (Teal) (In Wagon)
Young Basilisk (Purple) (-19)
Active Effects:
Gorrig: Reflex Save versus Web then Grease.
Aylanna: Reflex Save versus Web then Grease.
Ella: Reflex Save versus Web then Grease.
Pink Circle is Webbed and Greased. See above post for rules moving through it.

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Seeing things going downhill Lo makes his presence known.
He sends a bolt of electricity towards Yellow
Kinetic blast vs FF: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Electrical damage: 1d6 ⇒ 3
sneak?: 2d6 ⇒ (1, 3) = 4
In a gravelly voice in common he says "Fear your true opponent! My Magic!"
He then shakes his head as the bolt goes wide...

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Reflex vs Web 14: 1d20 + 6 ⇒ (7) + 6 = 13
Reflex vs Grease 15: 1d20 + 6 ⇒ (20) + 6 = 26
Aylanna is caught in the webs, but tries to break free!
Escape Artist 14: 1d20 + 2 ⇒ (1) + 2 = 3
The halfling just tangles herself up worse than before.
She tries to cast Liberating Command to help one of her allies get out!
Concentration DC 11: 1d20 + 8 ⇒ (19) + 8 = 27
"Ella, get out of this web!"
Ella can use an immediate action to try an escape artist check to break out of the web, with a +8 bonus from the spell.

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Triix is trying hard not to giggle at the antics of her companions in the web as she launches more shooting stars at the Basalisk.
ss: 2d4 + 2 ⇒ (4, 4) + 2 = 10
Just checking, can a sorcerer use a Pearl of Power?

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Reflex vs. Web: 1d20 + 10 + 1d6 ⇒ (2) + 10 + (4) = 16
Reflex vs. Grease: 1d20 + 10 ⇒ (15) + 10 = 25
Nah, Sorcerers have Runes of Power instead, same great taste and only twice the cost.
Ella's not grappled, so if there's anyone else who needs the Liberating command they should feel free!
Ella twists and sways around the expanding webs, barely keeping her feet with a steadying stomp as the ground goes all greasy. Unable to get to the magicians while their guard beast bars the way, she sidles up to the basilisk, watching its movements in the polished reflection of her sword while she waits for the perfect moment to strike.
"All this magic nonsense is very pretty, but it all comes down to blades in the end."
Rapier: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 25
Magic Piercing: 1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Concealment (high is good): 1d100 ⇒ 54
Confirm?: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21
Magic Piercing: 1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Avoid Gaze (high is good): 1d100 ⇒ 93

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Reflex vs web: 1d20 + 4 ⇒ (4) + 4 = 8
Reflex vs grease: 1d20 + 4 ⇒ (18) + 4 = 22
"You think this will save you?" Gorrig shouts, struggling against the webs. He cuts, bites, and pushes his way out of the thick strands.
Bloodrage! Round 2 of 6.
CMB vs web: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17

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If no one needed it, I'll take my spell slot back for that Liberating Command, unless GM has a problem with that. It was just an immediate action but wouldn't ask for a retcon change in actions on my turn anyway.

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Lo Pei attempts to finish off another mercenary but his throw misses.
Aylanna is tangled in the webs. You can keep the spell as it is immediate and you could have delayed to see if anyone needs it.
Trix sends more stars crashing into the basilisk that starts to waver.
Ella nimbly works her way towards the Basilisk and is able to skewer the creature while looking away. The rapier digs dip enough to pierce vital organs and the creature slumps, as blood pumps from the wound.
Gorrig tears himself free from the strands of the web.
---
The green cloaked merc attempts to keep peppering the raging Pathfinder who stomps closer to his ally.
Composite Longbow: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Both robed caravan members send their own magic missiles at Ella, cursing her for taking down the basilisk. Then they retreat further back.
"Stop them now you dolts!" calls out the one further away.
Magic Missile Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Magic Missile Damage: 1d4 + 1 ⇒ (1) + 1 = 2
The other merc takes another step back in an attempt to keep Gorrig at bay.
Composite Longbow: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Damage: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Combat Round 4:
Mercenary (Yellow) (-7)
Lo Pei
Gorrig (-10)
Trix
Ella (-2)
Aylanna (-5)
Snorri (Petrified)
Mercenary (Green)
Robed Mercenary (Blue) (In Wagon) (-11)
Robed Mercenary (Teal) (In Wagon)
Active Effects:
Pink Circle is Webbed and Greased. See above post for rules moving through it.

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At the start of Aylanna's turn, Gorrig heals for 5, and Aylanna takes 5 damage. (Life Link works in chunks of 5, so no healing for Ella).
Wanting to get out of the sticky mess, Aylanna tries to burn it away, casting Burning Hands around her to wipe the webs away. (no target being damaged by the spell, but the burning webs hurt with no save)
Concentration DC 11: 1d20 + 8 ⇒ (6) + 8 = 14
Fire Damage from Web: 2d4 ⇒ (1, 3) = 4
Thankfully grease is not actually flammable, i think!
"Burning Dispel Magic! Also, ouch!"
Free of the web at last, Aylanna heals herself (swift action)
Lay on Hands: 2d6 + 4 ⇒ (6, 1) + 4 = 11
Than she tries to carefully step out of the Grease at half speed.
Acrobatics DC 10: 1d20 + 5 ⇒ (18) + 5 = 23
With a little tumble to get free, Aylanna rejoices. "Probably should try to stay a little spread out I guess!"
Aylanna health is -5 - 5 - 4 + 11 = -3 HP

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"OW! damnit Should've- GAH - Rust my damn blade, I should've just shielded myself!" Ella gripes as she's pelted my force bolts. She rushes towards the closer magical merc.
"Your silly little spells won't stop me, but your surrender might!"
Rapier: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27
Piercing: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Confirm?: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8
Parry: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14
Riposte: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14
Piercing: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13

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Gorrig mutters a quick prayer to Sarenrae, quietly, and expends a portion of healing magic into himself. Then he darts forward and strikes.
Lay on hands (self): 1d6 + 1 ⇒ (1) + 1 = 2
Bloodrage! Round 3 of 6.
Mercy + bloodrage vs yellow: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
Damage: 1d10 + 10 ⇒ (3) + 10 = 13
Bite + bloodrage vs yellow: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Man these dice hate me today.

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Lo moves up and targets Yellow with another blast.
kinetic blast vs FF: 1d20 + 7 ⇒ (3) + 7 = 10
E damage: 1d6 ⇒ 3

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The mercenary curses as he gets a good glance at the peppering of objects and energy coming from Lo Pei, but the blast just barely misses. He begins to sweat and continue his expletives as he works to dodge the assault of Gorrig.
Trix starts to close the distance as she casts protective magic.
A wave of shock comes over the face of blue as he is nearly skewered through the heart, but clenches the new hole in his shoulder before fainting.
The webs shrivel and blow away as ashes when exposed to the flames, those not directly hit begin to wither as the time passes.
---
The green cloaked merc turns to give chase to Ella while sending an arrow her way.
Composite Longbow: 1d20 + 5 ⇒ (7) + 5 = 12
But it doesn't come close.
"No, no, no. This was supposed to be easy money! Who are you dangerous lot?!" the teal robed adversary says while attempting to flee further.
Instead of a missile, he waves his hand as the earth below Ella shrinks away, turning into a 10 foot pit. Ella: Reflex DC 15 to avoid falling into the pit and taking the 1d6 fall damage.
Another merc continues the dangerous dance with Gorrig, stepping back and sending another arrow his way.
Composite Longbow: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Damage: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Confirm: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Combat Round 5:
Mercenary (Yellow) (-7)
Lo Pei
Gorrig (-13)
Trix
Ella (-2)
Aylanna (-3)
Snorri (Petrified)
Mercenary (Green)
Robed Mercenary (Teal)
Active Effects:
Pink Circle is Greased. See above post for rules moving through it.
Black Square is a 10x10x10ft pit with sloped edges.

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Ella twists to the side the second the ground beneath her feet begins to shift.
"Pfft. A web didn't do it, grease didn't do it, now you think a pit will change the game? Lord of Battle, save me from weak men in robes."
Springing over the fallen tree*, she pins the other mercenary mage up against it with a dismissive flourish.
Reflex: 1d20 + 10 ⇒ (12) + 10 = 22
Rapier: 1d20 + 8 - 1 ⇒ (19) + 8 - 1 = 26
Piercing: 1d6 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Confirm: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21
Extra Damage: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Riposte: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23
Piercing: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8
*I counted it as difficult terrain in the absence of other notes

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Triix shooting stars both mage mercenaries
Let's see if your shields are up - cause I got more where these came from ... using higher level slots
damage teal: 1d4 + 1 ⇒ (1) + 1 = 2
damage green: 1d4 + 1 ⇒ (4) + 1 = 5

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At the start of Aylanna's rutn, Gorrig heals 5 and she takes 5.
I should add that line to my sig... :)
Finally free of the grappling webs, Aylanna resumes offensive casting, firing at yellow.
Scorching Ray (Touch): 1d20 + 7 ⇒ (6) + 7 = 13 Fire Damage: 4d6 ⇒ (6, 2, 1, 2) = 11
Also, sorry Snorri I don't yet know what we need to do about your petrification!

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"Just keep Snorri intact! A little of the basilisk's blood and he'll be right as rain."