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Tweeting and tooting for all he is worth, BK attempts a lingering inspire courage performance.
perform: 1d20 + 7 ⇒ (16) + 7 = 23
With that a success he tosses his head and points his flute at the apparition and hurls a rock at it using a TK Projectile spell, though the thing being ghostly and all he doesn't expect it to do much. At least if it passes through it, the others will know better than to hit it with mundane objects, he figures.
to hit, inspired: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
damage, inspired: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Ovidivo |

Despite the fear in his heart, Ovidivo darts into the room. A second pistol appears in his other hand faster than a blink. He snaps off two rapid shots at the possessed broom. Unfortunately, he pulls the trigger too fast on the first shot and chips the floor.
◇ Ten Paces: 10-foot Step, Interact (Draw Dueling Pistol)
◆ Strike vs. #2: dueling pistol (E): 1d20 + 10 - 1 + 1 ⇒ (1) + 10 - 1 + 1 = 11
bludgeoning/piercing, singular focus: 1d6 + 1 ⇒ (3) + 1 = 4
◆ Strike vs. #2: slide pistol (E): 1d20 + 10 - 1 + 1 - 5 ⇒ (14) + 10 - 1 + 1 - 5 = 19
bludgeoning/piercing, singular focus: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
◆ Cast (V): shield
AC 20
Frightened decreases 1 > 0
↺ Shield Block 5

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I’m rusty on 2e, so let me know if I’m doing this wrong
Grimacing from the creature’s touch, Alanossë will designate red as his prey, step back 5’ NE and fire twice at it…
To hit: Base+DEX, Magic
Damage: Base, PBS, Hunted Shot
Magic Shortbow: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Magic/Piercing Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Magic Shortbow: 1d20 + 9 + 1 - 5 ⇒ (17) + 9 + 1 - 5 = 22
Magic/Piercing Damage: 1d6 + 2 ⇒ (3) + 2 = 5
If both shots hit and the creature has DR, total damage from both shots before DR with Hunted Shot
I’ll await till the others post their attacks before botting Relia

GM Hawthwile |

Since this is a multi-table special and we're working with a time limit, I would advise against waiting for other folks to post because that can greatly draw out an encounter. I'll be happy to retcon Strikes into Strides or redirect attacks as needed, or feel free to include contingencies in your posts like "If Purple is already down, target Pink instead."
Banterknell's song raises the Pathfinders' spirits even as his rock punches through the floating spirit. It doesn't seem quite as effective as it would be against something corporeal, but the translucent shape is more transparent where the rock passed through. It resists some of the damage, but not all of it. Ovidivo's bullet punches through the wooden handle of the closest broom, splintering it and causing the cleaning tool to falter. @Ovidivo - I'm assuming you were aiming at Yellow, but please correct me if that is wrong. @Everyone, please indicate the target of each attack with the roll so I don't resolving things incorrectly. Thanks!
@Alanossë - Point Blank Shot is a stance that you'd have to spend an action to enter during an encounter. Do you want to use your second action for the Step or to enter the stance? I'm resolving this as if you chose to Step, but let me know if you decide otherwise and we'll retcon as needed. Also, are you certain that's your attack modifier? I would expect a +11 (Expert proficiency +4, Level +2, Dexterity +4, Rune +1). With the boost from inspire courage, that's enough of a difference to matter here.
Alanossë's arrows pierce through the ghostly form in rapid succession, leaving it much more insubstantial than it was before.
Weeping and Wailing
Round 1! Bold may act!
Red (-10)
Ovidivo (-5)
Alanossë (-6)
Cassimon (-2, Frightened 2)
Bugtussle (-5)
Banterknell (-5)
Relia (-2)
Blue
Yellow (-5, Broken)
Green
Area Effects:
- Inspire Courage is active until Banterknell's turn in Round 4
What do you do?

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Sorry for the silence; all caught up now and hopefully ready to keep up!
Bugtussle is also surprisingly quick to react, darting forward and into the room after the others. He quickly moves to the corner and fires off a shot at Yellow...
Strike vs. Yellow (Dueling Pistol; Concussive, Fatal d10; IC): 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Damage (B; IC, Singular Expertise): 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
...and then, as he reloads, he hollers, "Better give up, ghosty-goos, we've got an army of priests right behind us!" Clearly nothing of the sort is true but it's clear that the cactus is trying to intimidate them.
Intimidate (Demoralize): 1d20 + 6 ⇒ (17) + 6 = 23
______________
◇ Ten Paces: 10-foot Step
◆ Stride
◆ Strike
◆ Raconteur's Reload (Interact to Reload; Intimidate to Demoralize)

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Botting Relia; if I’m doing it wrong, please let me know…
Relia will move thru Alanossë’s space to reach red and attempt a feint…
Distracting Feint via Deception: 1d20 + 9 ⇒ (4) + 9 = 13
…and then try to strike red with her dagger…
Dagger: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Sneak Damage if Feint succeeds: 1d6 ⇒ 4

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Attack on Red: 1d20 + 5 ⇒ (7) + 5 = 12
Dmg: 1d8 + 2 ⇒ (8) + 2 = 10
Attack on Red: 1d20 + 5 - 5 ⇒ (18) + 5 - 5 = 18
Dmg: 1d8 + 2 ⇒ (6) + 2 = 8
Attack on Red: 1d20 + 5 - 10 ⇒ (20) + 5 - 10 = 15
Dmg: 1d8 + 2 ⇒ (7) + 2 = 9
Deadly: 1d8 ⇒ 3
Cassimon tries to bring down the closest foe, using his glaive in quick strikes

GM Hawthwile |

@Cassimon, don't forget that Frightened will affect your attack rolls in addition to your skill checks, saves, and AC.
Bugtussle's bullet breaks the broom beyond repair, and his threat of divine retribution makes the ghost moan with fright as well as sorrow. Relia tries to capitalize on the moment with a distracting movement and a quick stab of her dagger, but the spirit is too preoccupied to notice either. (Mechanically it's a miss on the Strike.) Cassimon swings his glaive wildly in spite of the fear in his heart, and with Banterknell's invigorating music manages to cut down the frightened ghostly figure.
Side note: the third strike would be a Failure, but because that's a Nat 20 it increased its level of success to a Success. While that means we don't get to add the Deadly damage in, it does mean Cassimon deals the last hitpoint of damage needed to take out the ghost. Nicely done!
But the chamber is not peaceful yet! The two remaining brooms sweep into action, dancing across the floor and attempting to aggressively clean Ovidivo and Cassimon!
Blue Bristles vs Cassimon AC 15: 1d20 + 6 ⇒ (8) + 6 = 14 (AC is 1 lower than usual due to Frightened condition)
Bludgeoning damage: 1d4 ⇒ 4
Green Bristles vs Ovidivo AC 19: 1d20 + 6 ⇒ (13) + 6 = 19
Bludgeoning damage: 1d4 ⇒ 4
Green Bristles vs Ovidivo AC 19: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18
Bludgeoning damage: 1d4 ⇒ 3
Ovidivo is not quite quick enough to avoid the broom's battering, and the dust cloud that erupts from its bristles upon impact threatens to send him into a coughing fit! @Ovidivo, please make a Fortitude save (DC 15) at the start of your next post to avoid having to spend your next action coughing.
Weeping and Wailing
Round 2! Bold may act!
Red (-19)
Ovidivo (-6, Fortitude save needed)
Alanossë (-6)
Cassimon (-2, Frightened 1)
Bugtussle (-5)
Banterknell (-5)
Relia (-2)
Blue
Yellow (-12, Broken)
Green
Area Effects:
- Inspire Courage is active until Banterknell's turn in Round 4
What do you do?

Ovidivo |

See Discussion. Broom should have missed last round on a 19 due to shield cantrip.
His slide pistol makes a clacking sound as Ovidivo pushes the cartridge over with his thumb. He points it at the broom, fires with a bang, and then pushes the cartridge to the final slot with his thumb.
◆ Interact (reload)
◆ Strike: +1 slide pistol (E): 1d20 + 10 ⇒ (18) + 10 = 28 vs. Green #3
bludgeoning/piercing, singular focus: 1d6 + 1 ⇒ (6) + 1 = 7
fatal, double first d10+1: 1d10 + 1 + 1d10 ⇒ (8) + 1 + (4) = 13
◆ Interact (reload)
AC 19
Slide Pistol: loaded, 1/3 remain
Dueling Pistol: unloaded

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BKs inspire courage lingers on as he casts a shield spell and TK projectile on the broom.
to hit green broom, inspired: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
damage, inspired: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
AC now 18
*cast shield
**cast TK projectile
"Let's clean the floor with these things!" Whether or not the others find the joke funny, BK laughs heartily at his own wit.

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Looking like things are in hand and wanting to preserve arrows where he can, Alanossë will designate blue as his pray and fire a single arrow…if blue is down, then he’ll target and fire at green…
To hit: Base+DEX, Magic, IC
Damage: Base, PBS, Hunted Shot, IC
Magic Shortbow: 1d20 + 10 + 1 + 1 ⇒ (15) + 10 + 1 + 1 = 27
Magic/Piercing Damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6

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Bugtussle moves along the wall, angling for a clearer shot at Blue. Once he's got the thing in his sights, he takes aim yet again and pulls the trigger...
Dueling Pistol vs. Blue (IC): 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Damage (P; Concussive, Fatal d10): 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
...and then quickly reloads.
______________
◆ Stride, ◆ Strike, ◆ Interact (Reload)

GM Hawthwile |

The brooms never stood a chance. In the wake of the flurry of missiles and blades, the room is silent.
Out of initiative! Damage Report:
Ovidivo (-2)
Alanossë (-6)
Cassimon (-2)
Bugtussle (-5)
Banterknell (-5)
Relia (-2)
A quick investigation of the room reveals no other secrets, and the Pathfinders quickly move on. An adjoining room appears to be some sort of repository, with stone shelves built into the walls to store books, ledgers, and other documents. A desk with an oil lamp provides space for a solitary researcher to investigate the materials.
Unfortunately, further investigation here requires being able to speak Dwarven.
With little else to do, the Pathfinders return to camp and report their findings. Feel free to roleplay your reports! Everyone is served a bowl of vegetable stew with dark bread and cheese before being sent to bed.
Everyone is Rested - all hitpoints restored, spell slots back, daily preparations done.
Over a breakfast of lamb sausages, apples, and fresh bread, the group decides where to head next. Our options are The Sunken Halls and The Unsealed Way. First option with three votes moves the party.
What do you do?

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BK, though unable to read Dwarven, does copy what he can under the restrictions of time and paper. Upon returning he proudly shows the debriefer his work.
"This place is obviously dwarven and, no surprise, most of the writing is in dwarven. You should follow up with someone that can read it. I got some of it down, but it will take a looong time to read it all, much less make copies."
BK gives an estimate to the number of books and such they found.
I may be crazy, but how about the sunken halls?

Ovidivo |

"Even if the Society provides us with the means to make it through underwater, Bugtussle and I will be hand-tied underwater," Ovidivo explains. "Best get the most out of our skills and stay on dry land."
While we may end up needing to do the Sunken Halls, it'll be more efficient to do the ones where Bugtussle and I can use our class features to their fullest first.

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"Sounds wise," BK replies almost as if that were a bad thing.
Looks like we are going to The Unsealed Way.

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"Yep, let's tackle the things we can tackle at 100% first," Bugtussle agrees. "Then we can take a dip in the water. Not friendly to firearms, but eh, that's why you carry a few backup weapons."

GM Hawthwile |

Then it is decided.
1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 7 ⇒ (8) + 7 = 15
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 8 ⇒ (3) + 8 = 11
1d20 + 7 ⇒ (18) + 7 = 25
Armed with reports on the various hazards encountered so far in the Pallid Peak, the Pathfinders head back underground and travel through a series of tunnels that get progressively smaller and smaller the further they walk. At their narrowest point, broken rocks and debris tell a tale of explosive demolitions. On the other side, the passage shifts back to worked stone and carved decorations - though none of them weeping this time.
At the bottom of a set of aged stairs, the explorers find a stone chamber with only slender posts running from from floor to ceiling in each corner. Relia points out that the brackets holding the posts to the floor is chipped, meaning the posts are only loosely attached - but they appear to continue beneath the floor, suggesting that this is a false floor. Alanossë tests the theory out, pushing gently on the floor in front of him. The whole floor tips in response, wobbling wildly.
It's another Hazard! The floor is all wibbly-wobbly, but you could stabilize it with Crafting or Thievery - or perhaps you've got another creative solution?
What do you do?

Ovidivo |

"Let me know if you need my help," Ovidivo calls out while contemplating how the floor might be stabilized.
Thievery (T): 1d20 + 8 ⇒ (9) + 8 = 17

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BK, though resolved to let others do all that suff, seeing all of the others working to gether is too much for him to resist and he pitches in.
thievery: 1d20 + 6 ⇒ (1) + 6 = 7
*facepalm* Hero point to reroll. I have to break this streak.
thievery: 1d20 + 6 ⇒ (13) + 6 = 19

GM Hawthwile |

Whoops - @Relia, that's a d10 rather than a d20 you've rolled. Let me fix that...
Relia Thievery: 1d20 + 8 ⇒ (20) + 8 = 28
...Well then. XD
Relia's idea certainly seems effective - when Alanossë pushes again on the floor, it is as solid as a not-moving rock.
That means Banterknell keeps his Hero Point since there was no need to use it. But now we've broken the streak! Right? XD
Also, I misread the map - we approached this room from the south, not the north.
The Pathfinders step carefully onto the unstable floor, but Relia's work is flawless and the stones do not shift beneath them and throw them roughly against the walls. On the other side, the passage continues to the southwest and opens into a large room with broken stone steps (stairs are both difficult terrain and uneven ground). Moldering bags and gear are piled in a nearby corner - but as the group approaches, skeletal figures rise out of the debris. Down the stairs, more bones shake themselves to un-life.
Banterknell Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Bugtussle Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Cassimon Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Ovidivo Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Relia Stealth: 1d20 + 8 ⇒ (20) + 8 = 28
1d20 + 4 ⇒ (16) + 4 = 20
1d20 + 2 ⇒ (3) + 2 = 5
Some of the skeletons are quick, but some of the Pathfinders are quicker!
Them Dry Bones
Round 1! Bold may act!
Relia
Banterknell
Alanossë
Ovidivo
Red
Blue
Yellow
Green
Bugtussle
Cassimon
Purple
Pink
Environmental Effects:
- Stairs are both difficult terrain and uneven ground
What do you do?

Ovidivo |

Quick as a whip, Ovidivo bounds forward and fires off two quick shots at one of the skeletons. He then withdraws from the front.
◇ Ten Paces: 10-ft Step, Draw Dueling Pistol
◆ Strike: dueling pistol (E): 1d20 + 10 ⇒ (12) + 10 = 22 vs. Yellow 3
bludgeoning/piercing, singular focus: 1d6 + 1 ⇒ (1) + 1 = 2
◆ Strike: +1 slide pistol (E): 1d20 + 11 - 5 ⇒ (3) + 11 - 5 = 9 vs. Yellow 3
bludgeoning/piercing, singular focus: 1d6 + 1 ⇒ (1) + 1 = 2
◆ Stride

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Sorry, GM, and thanks; must’ve fat-fingered the 1d10. Also, got a note from Relia and she should be back soon, perhaps tomorrow…
In PBS stance, Alanossë will designate red as his prey, firing twice at it…
To hit: Base+DEX, Magic
Damage: Base, PBS, Hunted Shot
Magic Shortbow: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
Magic/Piercing Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Magic Shortbow: 1d20 + 10 + 1 - 5 ⇒ (19) + 10 + 1 - 5 = 25
Magic/Piercing Damage: 1d6 + 2 ⇒ (4) + 2 = 6
If both shots hit and the creature has DR, total damage from both shots before DR with Hunted Shot
Also, not sure of its AC, could any of these be a critical success?
…and then moves back…

GM Hawthwile |

@Alanossë, that looks like too many actions to me - could you clarify? What I see is:
1. Enter Point-Blank Shot stance
2. Hunt Prey vs Red
3. Hunted Shot vs Red
4. Stride
I'll resolve the turn without Point-Blank Shot, but let me know if you would prefer the extra damage over the movement and we'll retcon as needed.
The sound of an explosion echoes through the stone halls once more as Ovodivo's guns fire in quick succession - but only one bullet blasts through bone before hitting the far wall. (First hit, second miss.) Alanossë follows up with a pair of missiles at the nearby skeleton, but his aim is just shy of putting an arrow in a skeletal eye socket. (Two solid hits, but just shy of a crit.) Even with his excellent aim, the arrows barely seem to affect the elf's prey. (Even with combined damage, the resistance soaked up most of it.)
Blue Reflex vs Relia DC 17: 1d20 + 10 ⇒ (19) + 10 = 29 (Critical Success -> No damage)
Purple Reflex vs Relia DC 17: 1d20 + 8 ⇒ (9) + 8 = 17 (Success - Half damage)
The bulkier skeleton pulls its ribcage completely out of the way of Relia's electrical blast before putting it back in place, but its fellow - who has sparks jumping between its fingerbones - doesn't seem to suffer any ill effects either. (It appears they have a measure of resistance to electric damage.)
Them Dry Bones
Round 1! Bold may act!
Relia
Banterknell
Alanossë (Clarification needed)
Ovidivo
Red (-1)
Blue
Yellow (-2)
Green
Bugtussle
Cassimon
Purple
Pink
Environmental Effects:
- Stairs are both difficult terrain and uneven ground
What do you do?

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Banterknell, flute already in hand, starts a tune you all have grown familiar with (inspire courage) and casts a raise shield just in case. Knowing his limitations he also beats a quick retreat to a safe place behind the others.
*cast IC
*cast shield
*stride
What is the DC of the difficult terrain on the stairs?

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I’ll forego the movement and deal the extra damage…plus I can’t leave Cassimon up front all alone to get ganged up on. Seems like I can’t shake my habits in combat from PF1…not used to taking actions to activate a feat…

GM Hawthwile |

What is the DC of the difficult terrain on the stairs?
Difficult terrain doesn't have a DC to overcome, but the Uneven Ground requires an Acrobatics DC 10 check to traverse gracefully.
The creak of old bones and rusty metal scraping against tarnished sheathes mixes with Banterknell's music as the bulkier skeletons move to engage Cassimon and Alanossë.
Red Scimitar vs Cassimon AC 16: 1d20 + 8 ⇒ (3) + 8 = 11
Slashing damage: 1d6 + 4 ⇒ (4) + 4 = 8
Blue Scimitar vs Alanossë AC 18: 1d20 + 8 ⇒ (20) + 8 = 28
Slashing damage: 1d6 + 4 ⇒ (2) + 4 = 6
@Cassimon, let me know if you want to use your Glimpse of Redemption reaction here and we'll adjust as needed.
Two more skeletons grab bows from the piles of junk at their feet and release a flurry of arrows at Ovidivo and Relia.
Yellow Shortbow vs Ovidivo AC 19: 1d20 + 8 ⇒ (9) + 8 = 17
Piercing damage: 1d6 + 2 ⇒ (1) + 2 = 3
Yellow Shortbow vs Ovidivo AC 19: 1d20 + 8 - 5 ⇒ (11) + 8 - 5 = 14
Piercing damage: 1d6 + 2 ⇒ (1) + 2 = 3
Green Shortbow vs Relia AC 19: 1d20 + 8 ⇒ (7) + 8 = 15
Piercing damage: 1d6 + 2 ⇒ (5) + 2 = 7
Green Shortbow vs Relia AC 19: 1d20 + 8 - 5 ⇒ (14) + 8 - 5 = 17
Piercing damage: 1d6 + 2 ⇒ (6) + 2 = 8
Alanossë suffers a grievous gash to his torso, but the other Pathfinders duck and dodge away from their attackers.
Them Dry Bones
Round 1! Bold may act!
Relia
Banterknell
Alanossë (-12)
Ovidivo
Red (-5)
Blue
Yellow (-2)
Green
Bugtussle
Cassimon
Purple
Pink
Environmental Effects:
- Stairs are both difficult terrain and uneven ground (Acrobatics DC 10)
- Inspire Courage is active until Banterknell's turn in Round 2
What do you do?

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Grimacing from the gash, Alanossë will step back 5’ and fire again at red…
To hit: Base+DEX, Magic, IC
Damage: Base, PBS, Hunted Shot, IC
Magic Shortbow: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
Magic/Piercing Damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Magic Shortbow: 1d20 + 10 + 1 - 5 + 1 ⇒ (6) + 10 + 1 - 5 + 1 = 13
Magic/Piercing Damage: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
If both shots hit and the creature has DR, total damage from both shots before DR with Hunted Shot

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This time a bit slower on the take, Bugtussle flits into the room and moves next to Ovidivo, pistol in his hand. He takes aim and fires a round at Yellow...
Strike vs. Yellow (Dueling Pistol; IC): 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Damage (P; Concussive, Fatal d10): 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Damage If Crit: 3d10 + 3 + 1 ⇒ (3, 4, 2) + 3 + 1 = 13 (Let me know if I'm calculating Fatal d10 damage incorrectly!)
...then reloads and fires again!
Strike vs. Yellow (Dueling Pistol; IC): 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Damage (P; Concussive, Fatal d10): 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
______________
◇ Ten Paces: 10-ft Step, Draw Weapon
◆ Strike
◆ Interact (Reload)
◆ Strike

GM Hawthwile |

Looks good Bugtussle - I've also seen folks roll the first d10 and add all the modifiers, double that, then add the fatal d10 and give the total amount.
Bugtussle shoots the skeleton's head clean off its shoulders! It doesn't seem to recognize that it's missing something for several seconds, notching another arrow and putting it to the bow, before collapsing into a pile of unmoving bones once more. A second shot sends its smaller neighbor flying as well, pieces scattering across the floor. Shifted the second attack to Pink since the first took out Yellow.
Them Dry Bones
Round 1! Bold may act!
Relia
Banterknell
Alanossë (-12)
Ovidivo
Red (-5)
Blue
Yellow (-15)
Green
Bugtussle
Cassimon (Reaction?)
Purple
Pink (-4)
Environmental Effects:
- Stairs are both difficult terrain and uneven ground (Acrobatics DC 10)
- Inspire Courage is active until Banterknell's turn in Round 2
What do you do?

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Cassimon uses his glaive on the nearest Red skeleton, even if its fleshless body can't be cut by the long weapon
Begone, foul abomination! You bring neither beauty nor joy in this world.
Attack, IC: 1d20 + 5 ⇒ (13) + 5 = 18
Dmg, IC: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Attack, IC: 1d20 + 5 - 5 ⇒ (2) + 5 - 5 = 2
Dmg, IC, Forceful: 1d8 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5
Attack, IC: 1d20 + 5 - 10 ⇒ (17) + 5 - 10 = 12
Dmg, IC, Forceful: 1d8 + 2 + 1 + 2 ⇒ (1) + 2 + 1 + 2 = 6
Not sure if I read "forceful" weapon trait for my Glaive correctly: "This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice,
and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice". So +1 dmg on the second attack, +2 on third (and subsequent) attacks, right? Now if only I could hit a foe..^^

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"Right in the bean!" Bugtussle hoots as Yellow collapses and then Pink. "Nothing like some target practice to keep things interesting!"

GM Hawthwile |

Since class abilities are there to be used, I'll assume going forward that Cassimon uses his reaction for Glimpse of Redemption at the first opportunity each round. Does that sound acceptable @Cassimon?
Cassimon's glaive scrapes on the skeleton's ribs one after another, but the creature doesn't seem to notice the sound nor the wound. Damage was soaked by resistance unfortunately. But that's correct on the Forceful damage!
The shortest un-shattered skeleton steps into the fray and swings its scimitar!
Purple Scimitar vs Cassimon AC 16: 1d20 + 6 ⇒ (16) + 6 = 22
Slashing damage: 1d6 + 2 ⇒ (4) + 2 = 6
With luck rather than skill, it ducks under the warrior's mighty glaive and slices into his leg.
Them Dry Bones
Round 2! Bold may act!
Relia
Banterknell
Alanossë (-9)
Ovidivo
Red (-5, Enfeebled 2)
Blue
Yellow (-15)
Green
Bugtussle
Cassimon (-6)
Purple
Pink (-4)
Environmental Effects:
- Stairs are both difficult terrain and uneven ground (Acrobatics DC 10)
- Inspire Courage is active until Banterknell's turn in Round 2
What do you do?

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GM: Using my previous post from above, when I jumped the gun and went too early…
Grimacing from the gash, Alanossë will step back 5’ and fire again at red…
To hit: Base+DEX, Magic, IC
Damage: Base, PBS, Hunted Shot, IC[Magic Shortbow]8+10+1+1=20
[dice=Magic/Piercing Damage]1d6+2+1=8[Magic Shortbow]6+10+1-5+1=13
[Magic/Piercing Damage]1d6+2+1=5If both shots hit and the creature has DR, total damage from both shots before DR with Hunted Shot

Ovidivo |

Ovidivo advances the chamber on his slide pistol with his thumb and takes a shot at the damaged (red) skeleton. He then holsters his dueling pistol.
◆ Reload
◆ Strike: +1 slide pistol (E): 1d20 + 11 ⇒ (4) + 11 = 15 vs. Red through lesser cover
bludgeoning/piercing, singular focus: 1d6 + 1 ⇒ (1) + 1 = 2
◆ Stow Dueling Pistol
AC 19
Slide pistol 1/3
Dueling pistol 0/1

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Relia feels a bit more like herself, grumbling at her daggers and spell not doing much.
"Well, guess it's time to be really dramatic!"
She gives the others a wink then glides past Cassimon and tries to do a back-bending slide underneath red's legs to get into a flanking position to help the others land their strikes.
Acrobatics: 1d20 + 8 ⇒ (10) + 8 = 18 vs reflex dc
She'll hero point if that fails, and she'll use nimble dodge as a reaction for a +2 to her AC if they have attacks of opportunity
Assuming she gets on the other side of the red one, she'll try to feint ◆
Deception: 1d20 + 9 ⇒ (15) + 9 = 24 vs perception dc
Scoundrel racket: When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours + (Feat) While a creature is flat-footed by your Feint, it also takes a –2 circumstance penalty to Perception checks and Reflex saves.
Then she balls up her fist and tries to punch it! ◆
Unarmed fist: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18 vs flat-footed?
Damage: 1d4 + 1 ⇒ (3) + 1 = 4 B (Agile, finesse, nonlethal, unarmed)
Sneak attack: 1d6 ⇒ 4
Moved Relia as if she succeeded at the tumble but feel free to move me back if she failed on her first roll and hero point roll. Sorry for being gone so long and THANK YOU for covering me!! <3