
![]() |

Garad extends his claws out and slashes at the lurker. Unfortunately it is far too nimble and leaps out of his path. Jak manifests a spiritual weapon behind the spider and slashes down at its legs, slicing off one of them.
Omar Lurker Venom Stage 1 Poison Damage: 1d6 ⇒ 4
Omar sticks another bolt into the larger spider despite its cover.
The tarantulas corner Jak against a wall with one of its legs as it pushes past him
Red Leg vs Jak AC 20: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 1d10 + 5 ⇒ (6) + 5 = 11 Crit for 22 + Knockdown
The leg smashes Jak hard against the wall, knocking him unconcious as he hits his head hard. Dying 2 due to crit.
Red Fangs vs Kernal Klank AC FF 21, Clusmy 1: 1d20 + 12 - 5 ⇒ (6) + 12 - 5 = 13
Green Leg vs Kernal Klank AC FF 21; Clumsy 1: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d10 + 5 ⇒ (7) + 5 = 12 + Knockdown | Shield block 8, you and shield each take 4.
The second spider raises a hairy leg up and brings it down on Kernal Klanks back, pinning him to the ground. Knocked down prone.
★★★
Deadfall Ambush! Round 2
──────────
BEFORE YOUR TURN:
──────────
Kernal Klank: DC 25 Fort save for Tarantula Venom
──────────
BOLD IS UP!:
──────────
Omar Jones (24/38 HP) │ Stage 2 Lurker Venom Rnd 1, FF
Jak (0/44 HP) │ Dying 2, Prone, Unconsious
Tarantula (Red) (-36 HP)
Tarantula (Green) (-27 HP)
➤ Isaku Beru (27/44 HP) │ Immobilized (DC 20 Acrobatics to escape)
➤ Kernal Klank (28/62 HP) │ Stage 2 Poison Rnd 1 | Sturdy Shield Hardness 8, HP 60/64.
Lurker (Yellow) (-8 HP)
Lurker (Orange) (-0 HP)
Lurker (Pink) (-8 HP)
Garad (42/53 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

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Isaku points his pistol at Pink and attempts to calculate the best plan of attack.
Devise, FF: 1d20 ⇒ 13
Fairly sure of his strategy, he pulls the trigger (hits AC 22)
Piercing, Precision: 3d6 ⇒ (5, 4, 4) = 13
He then stabs the same pink spider with his bayonet.
Bayonet vs Pink, FF, MAP, Agile: 1d20 + 4 ⇒ (18) + 4 = 22
Piercing?: 1d4 + 1 ⇒ (3) + 1 = 4
"Kernal! Pink's weakening! Try to finish it!"
(Assuming Pink is still alive, Pink is now FF to Kernal Klank)
◆ Devise
◆ Bang!
◆ Stab

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Fort vs Poison, DC25: 1d20 + 11 ⇒ (6) + 11 = 17
With a groan Klank wearily raises his shield, trying to cover himself as he stands back up. A dribble of bloody spit rolls down his beard. "I hope you all got some tricks, else we're off to the great anvil in the sky." He swings at red.
+1 Striking Warhammer (B), Clumsy 1: 1d20 + 13 - 1 ⇒ (11) + 13 - 1 = 232d8 + 4 ⇒ (1, 4) + 4 = 9
Raise Shield, Stand (and hope no AOOs), Strike red. Use reaction for whatever triggers first: AOO or Block. Sorry Isaku, can't reach pink.
+1 Striking Warhammer (B), Clumsy 1: 1d20 + 13 - 1 ⇒ (4) + 13 - 1 = 162d8 + 4 ⇒ (7, 1) + 4 = 12

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Isaku blasts a round from his pistol into the smaller lurer and them stabs down into it's body. Teh spider screeches and squirms but manages to wriggle free with its life intact.
Kernal Klank Stage 3 Venom Poison Damage: 1d4 ⇒ 2
The saller lurkers scuttle to safety and begins sending streaks of webbing to hold their prey still.
Yellow Web vs Omar AC 20: 1d20 + 11 ⇒ (6) + 11 = 17
Yellow Web vs Omar AC 20: 1d20 + 11 - 5 ⇒ (12) + 11 - 5 = 18
Orange Web vs Garad AC 24: 1d20 + 11 ⇒ (12) + 11 = 23
Orange Web vs Kernal Klank AC FF 20, Clumsy 2: 1d20 + 11 - 5 ⇒ (20) + 11 - 5 = 26
Yellow Web vs Omar AC 20: 1d20 + 11 ⇒ (12) + 11 = 23
Yellow Web vs Garad AC 24: 1d20 + 11 - 5 ⇒ (8) + 11 - 5 = 14
Kernal Klank and Omar are similarly bound tightly to the stone floor, their feet encased in thick films of webbing. Meanwhile on the otherside of the collapsed rubble you hear the Iolite Squad Alpha fighting for their own survival.
★★★
Deadfall Ambush! Round 2/3
──────────
BEFORE YOUR TURN:
──────────
Omar Jones: DC 19 Fort vs Lurker Venom
──────────
BOLD IS UP!:
──────────
➤ Omar Jones (24/38 HP) │ Stage 2 Lurker Venom Rnd 1 | Immobilized (DC 20 Acrobatics to escape)
➤ Jak (0/44 HP) │ Dying 2, Prone, Unconsious
Tarantula (Red) (-45 HP)
Tarantula (Green) (-27 HP)
Isaku Beru (27/44 HP) │ Immobilized (DC 20 Acrobatics to escape)
Kernal Klank (26/62 HP) │ Stage 3 Poison Rnd 2, FF, Clumsy 2| Immobilized (DC 20 Acrobatics to escape) | Sturdy Shield Hardness 8, HP 60/64.
Lurker (Yellow) (-8 HP)
Lurker (Orange) (-0 HP)
Lurker (Pink) (-25 HP)
➤ Garad (42/53 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

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Fort save: 1d20 + 9 ⇒ (18) + 9 = 27
Dual-Weapon Reload, then fire at red: 1d20 + 12 ⇒ (6) + 12 = 18, Damage: 1d8 + 2 ⇒ (8) + 2 = 10

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Crazy day today so I'm going to post ahead
Isaku reloads his pistol. He concentrates for a bit, summoning a small fireball to his palm. He points at one of the spiders (Red. Pink if Red goes down before my turn), shooting the fireball at it.
Produce Flame vs Red: 1d20 + 10 ⇒ (9) + 10 = 19
Fire?: 2d4 + 4 ⇒ (2, 1) + 4 = 7
◆ Reload
◆◆ Hadoken! ;)

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The sorcerer steps and casts Produce flame on the Lurker Orange.
Produce flame:1d20 + 10 ⇒ (20) + 10 = 30
Damage:3d4 + 4 ⇒ (3, 4, 2) + 4 = 13

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Garad tosses bit of flames at the uninjured spider. It is standing in a thick pile of webbing as the flames spatter and catch it on fire. Crit so 3d4 persistent fire.
Omar Stage 1 Venom Poison: 1d6 ⇒ 5
Omar reloads as the poison slowly subsides. Stage 1 now. Firing his crossbow the tarantula begins to look a little worse off as it wobbles about. Jak too begins to show signs of recovery. Dying 1.
The larger tarantula steps a bit closer biting and clawing at Kernal Klank.
Red Fangs vs Kernal Klank FF AC 20, Clumsy 2: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 2d6 + 5 ⇒ (2, 4) + 5 = 11 + DC 25 Fort vs Tarantula Venom (All this will do if fail is advance you by another stage.
Shield Block 8 for 3 damage to yourself and shield.
Red Fangs vs Kernal Klank FF AC 20, Clumsy 2: 1d20 + 12 - 5 ⇒ (20) + 12 - 5 = 27
Damage: 2d6 + 5 ⇒ (5, 1) + 5 = 11 Crit for 22 + DC 25 Fort vs Tarantula Venom (All this will do if fail is advance you by another stage.
Kernal Klank takes his dues as the spider bites deep inot his body. Meanwhile the near dead tarantula shakes its leg sending several spined hairs at Kernal Klank, Garad, and Isaku.
Green Hair Barrage (Kernal Klank, Garad, and Isaku) Damage: 3d8 ⇒ (3, 6, 3) = 12 DC 19 Basic Reflex.
Depending on Kernal Klanks Reflex save he may be Dying 1 or Dying 2 as it he is currently at 1 HP not having calculated the hair barrage damage in yet.
★★★
Deadfall Ambush! Round 3
──────────
BEFORE YOUR TURN:
──────────
Isaku Beru: DC 19 Reflex vs Hair Barrage
Kernal Klank: DC 25 Fort vs Tarantula Venom x2, DC 19 Reflex vs Hair Barrage
Garad: DC 19 Reflex vs Hair Barrage
──────────
BOLD IS UP!:
──────────
Omar Jones (19/38 HP) │ Stage 1 Lurker Venom Rnd 2 | Immobilized (DC 20 Acrobatics to escape)
Jak (0/44 HP) │ Dying 1, Prone, Unconsious
Tarantula (Red) (-55 HP)
Tarantula (Green) (-27 HP)
➤ Isaku Beru (27/44 HP) │ Immobilized (DC 20 Acrobatics to escape)
➤ Kernal Klank (1/62 HP) │ Stage 3 Poison Rnd 2, FF, Clumsy 2| Immobilized (DC 20 Acrobatics to escape) | Sturdy Shield Hardness 8, HP 57/64.
Lurker (Yellow) (-8 HP)
Lurker (Orange) (-26 HP) │ 3d4 Persistent Fire
Lurker (Pink) (-25 HP)
Garad (42/53 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

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Reflex DC19, Bulwark: 1d20 + 8 + 3 ⇒ (7) + 8 + 3 = 18
Fort vs Poison DC25: 1d20 + 11 ⇒ (1) + 11 = 12
Fort vs Poison DC25: 1d20 + 11 ⇒ (19) + 11 = 30
Klank falls over with an ungraceful clatter.

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GM I took my turn earlier, thinking that it would roll around last Wednesday

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Isaku Reflex DC 19: 1d20 + 10 ⇒ (8) + 10 = 18
Kernal Klank collapses. As his body strikes the ground he doesn't even twitch a muscle due to paralysis.
Isaku reloads his pistol as he fires off a small ball of flames inot teh tarantula. His snarls and hisses in pain as the flames scorch against it's side.
The lurkers work on trapping on more of their mobile meals.
Yellow Web vs Garad AC 23: 1d20 + 11 ⇒ (16) + 11 = 27
With Garad trapped by the web the lurkers cautiously move in.
Yellow Fangs vs Omar AC 20: 1d20 + 11 - 5 ⇒ (19) + 11 - 5 = 25
Damage: 1d8 + 6 ⇒ (6) + 6 = 12 + DC 19 Fort vs Lurker Venom
Pink Claw vs Omar AC 20: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 1d8 + 6 ⇒ (5) + 6 = 11 Crit for 22 + Knockdown
Orange Persistent Fire: 3d4 ⇒ (3, 3, 2) = 8
Flat Check: 1d20 ⇒ 8
Omar feels one of the small spiders leap onto his back as it knocks him to the ground in a heap. He smashes his face into the stone knocking him unconscious.
The third spider climbs teh walls, bobbing up and down eager for a snack.
★★★
Deadfall Ambush! Round 3/4
──────────
BEFORE YOUR TURN:
──────────
Jak: Dying check
Kernal Klank: Dying check, DC 25 Fort vs Poison
Omar Jones: DC 19 vs Lurker Venom x2
Garad: DC 19 Reflex vs Hair Barrage
──────────
BOLD IS UP!:
──────────
➤ Jak (0/44 HP) │ Dying 1, Prone, Unconsious
➤ Kernal Klank (0/62 HP) │ Dying 1, Prone, Unconscious | Stage 4 Poison Rnd 3, Paralyzed| Immobilized (DC 20 Acrobatics to escape) | Sturdy Shield Hardness 8, HP 57/64.
Tarantula (Red) (-62 HP)
Tarantula (Green) (-27 HP)
Isaku Beru (15/44 HP) │ Immobilized (DC 20 Acrobatics to escape)
Omar Jones (0/38 HP) │ Dying 1, Prone, Unconscious | Stage 1 Lurker Venom Rnd 2 | Immobilized (DC 20 Acrobatics to escape)
Lurker (Yellow) (-8 HP)
Lurker (Orange) (-34 HP) │ 3d4 Persistent Fire
Lurker (Pink) (-25 HP)
➤ Garad (42/53 HP) │ Immobilized (DC 20 Acrobatics to escape)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

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Assuming Isaku is still up after the 2 spiders take their turns
Isaku reaches into his belt pouch and pulls out a potion. Uncorking it, he tips it back.
Lesser Healing: 2d8 + 5 ⇒ (3, 5) + 5 = 13
He then levels his pistol at Red and pulls the trigger.
+1 Striking Dueling Pistol: 1d20 + 9 ⇒ (17) + 9 = 26
Piercing: 2d6 ⇒ (2, 5) = 7
Crit Damage: 2d10 ⇒ (4, 1) = 5
Fatal Damage: 1d10 ⇒ 4
◆◆ Pull out potion, bottoms up!
◆ Bang!

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Reflex:1d20 + 10 ⇒ (15) + 10 = 25
The sorcerer casts Shoking grasp on the red
Shoking grasp height +1:1d20 + 11 ⇒ (11) + 11 = 22
Damage:3d12 ⇒ (2, 7, 12) = 21 + 1d4+2 persistent electricity damage
Then he casts shield.

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Reaching out Garad smokes the giant tarantula as the electricity coarses through its body. Burning hair and flesh permeate the small chamber as the body falls to the floor in a smoldering heap.
Jak recovers a bit more, while no longer dying he is a bit more stable but still in danger.
Kernal Klank Poison Stage 3: 1d4 ⇒ 1 Dying 2
The poison lessens a bit in Kernal Klank's system. While minor it is deadly on his body as it tries to recover. Poison brought you to Dying 2 and Failed Recovery check brought you to Dying 3.
The remaining wounded tarantula continues to creep along the floor as it tries to pin down Garad.
Green Leg vs Garad AC 23: 1d20 + 12 ⇒ (7) + 12 = 19
Green Leg vs Garad AC 23: 1d20 + 12 - 5 ⇒ (15) + 12 - 5 = 22
The tarantula misses, but Omar finds himself in a similar situation to Kernal Klank as the poison seems to get worse.
Kernal Klank Poison Stage 2: 1d6 ⇒ 1 Dying 2
Failed poison brings you to Stage 2 which damage from that would make you dying 2. The successful recovery check would then make you Dying 1.
★★★
Deadfall Ambush! Round 4
──────────
BOLD IS UP!:
──────────
Jak (0/44 HP) │ Wounded 1, Prone, Unconsious
Kernal Klank (0/62 HP) │ Dying 3, Prone, Unconscious | Stage 3 Poison Rnd 4| Immobilized (DC 20 Acrobatics to escape) | Sturdy Shield Hardness 8, HP 57/64.
Tarantula (Green) (-27 HP)
➤ Isaku Beru (15/44 HP) │ Immobilized (DC 20 Acrobatics to escape)
Omar Jones (0/38 HP) │ Dying 1, Prone, Unconscious | Stage 2 Lurker Venom Rnd 3 | Immobilized (DC 20 Acrobatics to escape)
Lurker (Yellow) (-8 HP)
Lurker (Orange) (-34 HP) │ 3d4 Persistent Fire
Lurker (Pink) (-25 HP)
Garad (36/53 HP) │ Immobilized (DC 20 Acrobatics to escape)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

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Instead of shooting the spider, Isaku will hold out his last lesser healing potion for Garad to feed to Kernal Klank

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@Garad- The 6 damage was from the hair barrage earlier that you made the reflex save for. I didn't have the damage calculated in the total yet since it was still awaiting a save. Hair Barrage post
@Isaku- You have enough actions to shoot as well. ◆ Draw Potion | ◆ Interact to hand potion to Garad | ◆ Strike
Isaku quickly hands a potion off to Garad to try and save Kernal Klanks life before it is too late. Once the potio is taken Isaku levels the barrel of his weapon at the wounded spider and fires into its fanged mouth. Crit.
The smaller spiders circle their prey, waiting to see if their much larger pet can disable your bodies with its poison. They ready their webs in case anyone breaks free from their restraints.
All 3 are readying web attacks if anyone moves.
★★★
Deadfall Ambush! Round 4/5
──────────
BEFORE YOUR TURN:
──────────
Kernal Klank: Recovery Check DC 13, DC 25 Fort vs Poison
──────────
BOLD IS UP!:
──────────
➤ Jak (0/44 HP) │ Wounded 1, Prone, Unconsious
➤ Kernal Klank (0/62 HP) │ Dying 3, Prone, Unconscious | Stage 3 Poison Rnd 4| Immobilized (DC 20 Acrobatics to escape) | Sturdy Shield Hardness 8, HP 57/64.
Tarantula (Green) (-41 HP)
Isaku Beru (15/44 HP) │ Immobilized (DC 20 Acrobatics to escape)
Omar Jones (0/38 HP) │ Dying 1, Prone, Unconscious | Stage 2 Lurker Venom Rnd 3 | Immobilized (DC 20 Acrobatics to escape)
Lurker (Yellow) (-8 HP)
Lurker (Orange) (-34 HP) │ 3d4 Persistent Fire
Lurker (Pink) (-25 HP)
➤ Garad (36/53 HP) │ Immobilized (DC 20 Acrobatics to escape)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

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It did not, thanks for the reminder.
Persistent Damage: 3d4 ⇒ (1, 3, 4) = 8
Flat Check: 1d20 ⇒ 17
★★★
Deadfall Ambush! Round 4/5
──────────
BEFORE YOUR TURN:
──────────
Kernal Klank: Recovery Check DC 13, DC 25 Fort vs Poison
──────────
BOLD IS UP!:
──────────
➤ Jak (0/44 HP) │ Wounded 1, Prone, Unconsious
➤ Kernal Klank (0/62 HP) │ Dying 3, Prone, Unconscious | Stage 3 Poison Rnd 4| Immobilized (DC 20 Acrobatics to escape) | Sturdy Shield Hardness 8, HP 57/64.
Tarantula (Green) (-41 HP)
Isaku Beru (15/44 HP) │ Immobilized (DC 20 Acrobatics to escape)
Omar Jones (0/38 HP) │ Dying 1, Prone, Unconscious | Stage 2 Lurker Venom Rnd 3 | Immobilized (DC 20 Acrobatics to escape)
Lurker (Yellow) (-8 HP)
Lurker (Orange) (-42 HP)
Lurker (Pink) (-25 HP)
➤ Garad (36/53 HP) │ Immobilized (DC 20 Acrobatics to escape)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

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Alas I have no hero points to save me. If I fail my checks I'm doomed without healing. I'll wait to see Garad's actions before I make my rolls.

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The sorcerer is treating Kernal Klank.
Battle medicine:1d20 + 7 ⇒ (13) + 7 = 20
Damage Heald:2d8 ⇒ (4, 3) = 7
He casts Hydraulic push on the Tarantula Green.
Hydraulic push height +2:1d20 + 11 ⇒ (17) + 11 = 28
Damage:7d6 ⇒ (6, 5, 4, 3, 1, 4, 5) = 28 The Tarantula is pushed against the wall.

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Garad quickly performs some emergency triage on Kernal Klank and get him back conscious once more. Looking up he seems the spider looming over him and casts a spell propelling it back against the wall. The spider smashes with a sickening plop against the wall as it dies from the forceful blow.
Stage 2 Poison Damage: 1d4 ⇒ 2
★★★
Deadfall Ambush! Round 4/5
──────────
BOLD IS UP!:
──────────
➤ Jak (0/44 HP) │ Wounded 1, Prone, Unconsious
➤ Kernal Klank (5/62 HP) │ Wounded 1, Prone | Stage 2 Poison Rnd 5| Immobilized (DC 20 Acrobatics to escape) | Sturdy Shield Hardness 8, HP 57/64.
Isaku Beru (15/44 HP) │ Immobilized (DC 20 Acrobatics to escape)
Omar Jones (0/38 HP) │ Dying 1, Prone, Unconscious | Stage 2 Lurker Venom Rnd 3 | Immobilized (DC 20 Acrobatics to escape)
Lurker (Yellow) (-8 HP)
Lurker (Orange) (-42 HP)
Lurker (Pink) (-25 HP)
Garad (36/53 HP) │ Immobilized (DC 20 Acrobatics to escape)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

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I will update you but someone may heal you by the time your turn rolls around.
★★★
Deadfall Ambush! Round 5
──────────
BOLD IS UP!:
──────────
➤ Jak (0/44 HP) │ Wounded 1, Prone, Unconsious
➤ Kernal Klank (5/62 HP) │ Wounded 1, Prone | Stage 2 Poison Rnd 5| Immobilized (DC 20 Acrobatics to escape) | Sturdy Shield Hardness 8, HP 57/64.
➤ Isaku Beru (15/44 HP) │ Immobilized (DC 20 Acrobatics to escape)
➤ Omar Jones (0/38 HP) │ Dying 3, Prone, Unconscious | Stage 3 Lurker Venom Rnd 4 | Immobilized (DC 20 Acrobatics to escape)
Lurker (Yellow) (-8 HP)
Lurker (Orange) (-42 HP)
Lurker (Pink) (-25 HP)
Garad (36/53 HP) │ Immobilized (DC 20 Acrobatics to escape)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

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Klank's eyes open quickly, fearing a coup de grace from a looming spider, his eyes relax seeing nothing immediately looming. He hauls out a potion bottle from his belt, drinks it and scrambles to grab his dropped shield. Laying prone he wishes he could do more but just can't yet. "Thank you Garad."
Lesser Healing Potion: 2d8 + 5 ⇒ (6, 3) + 5 = 14
Get potion, drink potion, grab shield. Will save reaction for reactive shield.
Reactive Shield: ↺*Trigger: An enemy hits you with a melee Strike*
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.

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Isaku reloads his pistol and attempts to calculate the best strategy to get the team out of this mess.
Devise vs Pink: 1d20 ⇒ 15
Satisfied of his calculations, he shoots Pink.
Hits AC 24
Piercing? + Precision: 3d6 ⇒ (3, 6, 6) = 15
Crit? + Precision: 2d10 + 1d6 ⇒ (9, 2) + (3) = 14 Doubled to 28
Fatal: 1d10 ⇒ 3
◆ Reload
◆ Devise
◆ Bang

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Jak remains unconscious as Kernal Klank grabs his shield and digs around hoping his potion didn't get crushed in his fall. Finding it intact he drinks the contents feeling much better.
Omar on the other hand gets much worse nd looks near death himself. Isaku takes a clean shot into one of the spiders and blows off several of its legs in the process. The spider bobs and wobbles but barely remains standing.
The lurkers get a little bolder with all of their prey immobilized as they skitter across some of the unconscious and bite at Garad and Isaku.
Yellow Fangs vs Isaku AC 20: 1d20 + 11 ⇒ (5) + 11 = 16
Yellow Fangs vs Isaku AC 20: 1d20 + 11 - 5 ⇒ (19) + 11 - 5 = 25
Damage: 1d8 + 6 ⇒ (8) + 6 = 14 + DC 19 Fort vs Lurker Venom
Orange Fangs vs Garad AC 23: 1d20 + 11 ⇒ (4) + 11 = 15
Orange Fangs vs Garad AC 23: 1d20 + 11 - 5 ⇒ (7) + 11 - 5 = 13
Yellow Fangs vs Isaku AC 20: 1d20 + 11 ⇒ (7) + 11 = 18
Yellow Fangs vs Isaku AC 20: 1d20 + 11 - 5 ⇒ (4) + 11 - 5 = 10
Isaku gets a small nip, if the poison gets through his system he may also fall unconscious from the strain on his body.
Omar will need some sort of healing this turn or he may die.
★★★
Deadfall Ambush! Round 5
──────────
BEFORE YOUR TURN:
──────────
Isaku Beru: DC 19 vs Web Lurker Venom
──────────
BOLD IS UP!:
──────────
➤ Jak (0/44 HP) │ Wounded 1, Prone, Unconsious
➤ Kernal Klank (19/62 HP) │ Wounded 1, Prone | Stage 2 Poison Rnd 5| Immobilized (DC 20 Acrobatics to escape) | Sturdy Shield Hardness 8, HP 57/64.
➤ Isaku Beru (1/44 HP) │ Immobilized (DC 20 Acrobatics to escape)
➤ Omar Jones (0/38 HP) │ Dying 3, Prone, Unconscious | Stage 3 Lurker Venom Rnd 4 | Immobilized (DC 20 Acrobatics to escape)
Lurker (Yellow) (-8 HP)
Lurker (Orange) (-42 HP)
Lurker (Pink) (-40 HP)
➤ Garad (36/53 HP) │ Immobilized (DC 20 Acrobatics to escape)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

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Fort: 1d20 + 9 ⇒ (13) + 9 = 22
Isaku fights off the poison but it's too much and he drops with a thud.
Good night all

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That is a success so you are still standing with 1 hp Isaku.

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ACK! Forgot about that...
Isaku pulls out his last lesser healing potion and tips it back.
Lesser Healing Potion: 2d8 + 5 ⇒ (5, 1) + 5 = 11
He then stabs Pink with his bayonet.
Bayonet vs Pink: 1d20 + 8 ⇒ (11) + 8 = 19
Piercing?: 1d4 + 1 ⇒ (3) + 1 = 4
"Garad, may I have my potion back please?"
◆◆ Pull out potion and drink it
◆ Stab Pink

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Fort vs DC25: 1d20 + 11 ⇒ (1) + 11 = 12 How very nice. I think I've got the other side of GM's dice!
Klank wrestles with the webbings to try to break free.
Athletics Escape DC20: 1d20 + 10 ⇒ (3) + 10 = 13
Starting to feel a bit more desperate Klank lunges ahead with his shield from the ground, trying to finish off the orange spider nearby.
Shield Spike (P), Prone: 1d20 + 12 - 5 - 2 ⇒ (13) + 12 - 5 - 2 = 181d6 + 4 ⇒ (4) + 4 = 8
Finally, he asks for Torag's strength through Valais's teachings and wisdom. "Pull us through this webbed death trap!"
Escape, Lunge vs Orange, Lay on Hands Self for 12. Use reaction for whatever triggers first. Sorry I couldn't reach you Jak.
Shield Spike (P), Prone: 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 211d6 + 4 ⇒ (6) + 4 = 10
(0/3)Valais’s Assurance: (General, Limited-Use) Valais Durant is the leader of the Radiant Oath, in no small part because of her kindness and willingness to share her power with those in need. You may check a box next to this boon and spend an action to use the champion focus spell lay on hands, heightened appropriately for your level. This does not cost a focus point.

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Which potion ? I didn’t take your potion.
The sorcerer casts Acid arrow on the yellow one.
Acid arrow:1d20 + 11 ⇒ (17) + 11 = 28
Damage:3d8 ⇒ (8, 7, 6) = 21 + 1d6 persistent acid
Then he casts shield.

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Isaku used an interact action to hand you a potion a couple of turns ago. It was a lesser healing potion. If wanting it back and not using it I am good with just saying you didn't grab it from Isaku.

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Recovery: 1d20 ⇒ 18
Stabilized!
Fort DC 19: 1d20 + 9 ⇒ (13) + 9 = 22
Stage is one less, but still take 1d6 ⇒ 2 poison damage
Dying 4
Dead

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Isaku used an interact action to hand you a potion a couple of turns ago. It was a lesser healing potion. If wanting it back and not using it I am good with just saying you didn't grab it from Isaku.
Then in that case, Isaku will reload with the last action (if Garad didn't take it, then I'm still holding it. So I'll tip it back and reload)

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** spoiler omitted **
If you stabilized, you'd be Wounded 1. The extra damage would get you to Dying 2

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Garad sends acid into the smaller, but deadlier spider as its body bloats, sizzles and pops.
Kernal Klank Poison Stage 4: 1d4 ⇒ 4
Kernal Klank's body spasms once more as it locks up again. That Nat 1 on the poison was a crit fail so jumps you 2 Stages. Stage 4 is paralyzed for the round. So save your Lay on Hands for the moment.
Isaku stabs his bayonet out skewering the spider and killing it.
Assuming Omar burns his Hero Point to live, please correct me if you don't wish to.
The gods looks down on Omar's form as he feels a warm feeling overcome his body. Seems he survives Pharasma's touch this day as he stabilizes. Unfortunately it isn't for long as the poison continues to run its course. From Stabilized to Dying 1.
The spiders continue to assault Garad and Isaku.
Yellow Fangs vs Isaku AC 20: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d8 + 6 ⇒ (8) + 6 = 14 + DC 19 Fort vs Lurker Venom
Yellow Fangs vs Isaku AC 20: 1d20 + 11 - 5 ⇒ (1) + 11 - 5 = 7
Acid Arrow Persistent Damage: 1d6 ⇒ 6
Flat Check: 1d20 ⇒ 10
Orange Fangs vs Garad AC 23: 1d20 + 11 ⇒ (9) + 11 = 20
Orange Fangs vs Garad AC 23: 1d20 + 11 - 5 ⇒ (20) + 11 - 5 = 26
Garad manages to hold out for the moment but everyone else around him is dying or unconscious. Can he hold out long enough fr the grou to survive.
★★★
Deadfall Ambush! Round 5
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BEFORE YOUR TURN:
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Kernal Klank: DC 25 Fort vs Poison
Omar Jones: DC 11 Recovery Check
Isaku Beru: DC 19 Fort vs Poison | DC 11 Recovery Check
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BOLD IS UP!:
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➤ Jak (0/44 HP) │ Wounded 1, Prone, Unconsious
➤ Kernal Klank (15/62 HP) │ Wounded 1, Prone | Stage 4 Poison Rnd 6| Immobilized (DC 20 Acrobatics to escape) | Sturdy Shield Hardness 8, HP 57/64.
➤ Omar Jones (0/38 HP) │ Dying 1, Prone, Unconscious | Stage 1 Lurker Venom Rnd 5 | Immobilized (DC 20 Acrobatics to escape)
➤ Isaku Beru (0/44 HP) │ Dying 1, Prone, Unconscious | Immobilized (DC 20 Acrobatics to escape)
Lurker (Yellow) (-35 HP) │ 1d6 Persistent Acid
Lurker (Orange) (-42 HP)
➤ Garad (36/53 HP) │ Immobilized (DC 20 Acrobatics to escape)
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CONDITIONS & EFFECTS REFERENCE
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Fort: 1d20 + 9 ⇒ (11) + 9 = 20
Waiting to see if Garad can heal me before I make a Recovery Check

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Fort vs DC25 Poison: 1d20 + 11 ⇒ (15) + 11 = 26
Klanks joints loosen up and he again struggles to free himself from the webbings.
Athletics vs DC20: 1d20 + 10 ⇒ (1) + 10 = 11 sigh
Klank stands and heals himself.
Now I see why we found the pile of dead, webbed dwarves... Lay on Hands for 12 on self. Use first reaction that triggers. AOO rolled below.
Shield Spike (P): 1d20 + 12 ⇒ (11) + 12 = 231d6 + 4 ⇒ (5) + 4 = 9

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Just realized that Garad moves after me...
Recovery: 1d20 ⇒ 19
Stable, Wounded 1

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The sorcerer casts Produce flame on the Orange one.
Produce flame:1d20 + 11 ⇒ (20) + 11 = 31
Damage:3d4 + 4 ⇒ (1, 4, 4) + 4 = 13
Then he casts shield.