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Using Counter Performance for Will #1.
Will #2: 1d20 + 15 ⇒ (19) + 15 = 34
Nina steps up behind Marigold and touches her shoulder. Marigold disappears.
Invisibility, heightened (4th). Have fun.

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Slightly alarmed by the voice and the appearance of massive talons, Jayma takes an involuntary step back, but the creatures are almost on her before she can move very far. Their horrendous appearance and offensive smell...
With Drak's Inspire Defense
Will Save vs DC 19: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28
Will Save vs DC 19: 1d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25
...doesn't affect her in any meaningful way.
She looks around to see if she can put a little distance between herself and the creatures before her, but notices that the group is essentially surrounded. Given that she has nowhere to run, she decides that perhaps a little defense is called for. Concentrating on the aeon stone in her wayfinder, she says the words, "scutum magicae," and the space around her shimmers a light pink.
Action 1 (◆): Activate an Item: Wayfinder & Aeon Stone: Dusty Rose Prism - Cast: Shield - With Inspire Defense, she's now at AC 24 (Hardness 10, Resistance physical 2)
Shield Block (↺)
Trigger While you have your shield raised, you would take damage from a physical attack.
Description: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
With the +1 item bonus from Mage Armor, the +1 circumstance bonus from Shield, and the +1 status bonus from Inspire Defense, Jayma is currently at AC 24. Her Shield spell will suck up the first 10 HP of damage, then Inspire Defense will provide an additional 2 HP of protection before the damage actually touches her person.
She then opens her arms wide and calls out, "glowing globs garnish gruesome gibberers", before pounding the tip of her staff down hard twice: <crack!, crack!>. With every strike of her staff on the ground, a ray of scorching heat blasts from its head and flies towards a different gibbering mouther.
Action 2 & 3 (◆◆): Cast a Spell: Scorching Ray [L4] with Dangerous Sorcery vs Green and Red
Scorching Ray Attack 1: 1d20 + 15 ⇒ (15) + 15 = 30
Scorching Ray Damage 1: 8d6 + 4 ⇒ (5, 4, 6, 5, 4, 4, 4, 3) + 4 = 39 fire damage vs Green
Scorching Ray Attack 2: 1d20 + 15 ⇒ (13) + 15 = 28
Scorching Ray Damage 2: 8d6 + 4 ⇒ (4, 2, 5, 3, 2, 6, 1, 4) + 4 = 31 fire damage vs Red
If a crit, the target takes double damage.
With the +1 item bonus from Mage Armor, the +1 circumstance bonus from Shield, and the +1 status bonus from Inspire Defense, Jayma is currently at AC 24. Her Shield spell will suck up the first 10 HP of damage, then Inspire Defense will provide an additional 2 HP of protection before any physical damage actually touches her person.

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I’ll take the Counter Performance, thank you
Marigold looks over her shoulder at Nina.
”Heh. Heheh. HAHAHAHAHA!”
She draws her shortsword, slips between the mouthers, and stabs at the one near Jayma.
Interact, Stride, Strike
Attack: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 1d6 + 4 ⇒ (3) + 4 = 7 + Sneak Attack: 2d6 ⇒ (3, 1) = 4P

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((Green: -50 Red: -31))
The shadows are Greater Shadows - incorporeal undead. Immunities death effects, disease, paralyzed, poison, precision, unconscious. Weaknesses light vulnerability. Resistances all 10 (except force, ghost touch, or positive; double resistance against non-magical)
Red attempts to bite, grab, engulf on Fernando
jaws: 1d20 + 14 - 0 ⇒ (7) + 14 - 0 = 21 piercing: 2d8 + 5 ⇒ (8, 7) + 5 = 20 persistent bleed: 1d4 ⇒ 4
That looks like a fail so it has another go to Bite and Grab
jaws: 1d20 + 14 - 4 ⇒ (15) + 14 - 4 = 25 piercing: 2d8 + 5 ⇒ (8, 3) + 5 = 16 persistent bleed: 1d4 ⇒ 3
The Shadows swoop in and attack - Yellow versus Teja, Cyan versus Drak
Cyan v Drak
shadow hand: 1d20 + 18 - 0 ⇒ (12) + 18 - 0 = 30 negative: 2d10 + 6 ⇒ (7, 9) + 6 = 22
shadow hand: 1d20 + 18 - 4 ⇒ (20) + 18 - 4 = 34 negative: 2d10 + 6 ⇒ (3, 7) + 6 = 16 negative crit: 2d10 + 6 ⇒ (10, 8) + 6 = 24
Yellow v Teja
shadow hand: 1d20 + 18 - 0 ⇒ (12) + 18 - 0 = 30 negative: 2d10 + 6 ⇒ (3, 10) + 6 = 19
shadow hand: 1d20 + 18 - 4 ⇒ (7) + 18 - 4 = 21 negative: 2d10 + 6 ⇒ (3, 6) + 6 = 15
Teja is up followed by Red.

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That really hurts. I think the Mouthers may not be the biggest threat here.

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Teja gasps in pain as the shadow sucks vitality from her body.
Flicking her rapier in the shadows face she steps backward, toward the horrid gibbering sound. Luckily for her the groups bards were playing tavern music that brought back good memories.
She steps to the left and stabs to the right...
feint: 1d20 + 15 ⇒ (7) + 15 = 22
attack red: 1d20 + 16 ⇒ (14) + 16 = 30
damage: 2d6 + 2 ⇒ (5, 5) + 2 = 12
sneak damage if applicable: 2d6 ⇒ (5, 4) = 9
deadly?: 1d8 ⇒ 1
* step
* feint
* strike

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Sneak attack does apply but not deadly (Red: -52)
Green attempts to bite, grab, engulf on Jayma
jaws: 1d20 + 14 - 0 ⇒ (1) + 14 - 0 = 15 piercing: 2d8 + 5 ⇒ (5, 8) + 5 = 18 persistent bleed: 1d4 ⇒ 3
Since the bite missed, it's now bite then grab
jaws: 1d20 + 14 - 4 ⇒ (3) + 14 - 4 = 13 piercing: 2d8 + 5 ⇒ (3, 7) + 5 = 15 persistent bleed: 1d4 ⇒ 2
Third bite lucky?
jaws: 1d20 + 14 - 8 ⇒ (15) + 14 - 8 = 21 piercing: 2d8 + 5 ⇒ (8, 3) + 5 = 16 persistent bleed: 1d4 ⇒ 1
Everyone except Teja are up.

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Note: Drak has a pearly white spindle aeon stone slotted in his Wayfinder, so he will resist 1 on each of those negative energy damage rolls.
Here goes nothing:
◆ Battle Medicine Myself with Assurance, auto 19
Battle Medicine Healing: 2d8 ⇒ (8, 2) = 10
◆◆ Cast Sooth on myself, using a Second level slot since I have Sooth as a Signature Spell
Second Level Soothe Healing: 2d10 + 8 ⇒ (2, 4) + 8 = 14
So 24 Healing if all that works.

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They do not seem to have Attacks of Opportunity so I guess that does work

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Would it be possible for you to add an updated list of damage taken each round? If it's not too much trouble, of course.
Fernardo curses and casts a spell touching the creature (red)
shocking grasp(4L): 1d20 + 16 ⇒ (2) + 16 = 18
base electrical damage: 5d12 ⇒ (1, 8, 7, 5, 12) = 33
Shocking Grasp:
Targets: 1 creature Melee Strikes: +16 / +11 / +6 Melee Damage: 5d12 E Melee Crit Damage: ×2 Situational bonuses and penalties: Spell Effect: +1 circ bonus to hit targets wearing or made or metal, and add 1d4+3 pers E
Spell 1 Arcane, Attack, Electricity, Evocation Cast: somatic, verbal
Range: touch Targets: 1 creature
Description: You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit. On a critical hit, double the initial damage, but not the persistent damage.
Heightened (+1) The damage increases by 1d12, and the persistent electricity damage increases by 1.
Fernardo then gathers the ambient energy into his staff, and attacks...
Bespell Weapon:
Abjuration: force damage
Conjuration or Transmutation: the same type as the weapon
Divination, Enchantment, or Illusion: mental damage
Evocation: a type the spell dealt, or force damage if the spell didn’t deal damage
Necromancy: negative damage
Staff attack w/electrical: 1d20 + 11 ⇒ (8) + 11 = 19
possible damage (B + electic): 1d4 + 1d6 ⇒ (2) + (2) = 4

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Seeing how effective her earlier spell was against the creatures, Jayma tries for an encore. Raising her magical shield once more, she follows up with a "mouthy monsters meet molten missiles" and another <crack!, crack!> that sends more scorching heat blasts at the gibbering mouthers.
Burning through her Level 4 slots quickly here, but she isn't one to hold back.
Action 1 (◆): Activate an Item: Wayfinder & Aeon Stone: Dusty Rose Prism - Cast: Shield - With Inspire Defense, she's now at AC 24 (Hardness 10, Resistance physical 2)
Shield Block (↺)
Trigger While you have your shield raised, you would take damage from a physical attack.
Description: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Action 2 & 3 (◆◆): Cast a Spell: Scorching Ray [L4] with Dangerous Sorcery vs Green and Red
Scorching Ray Attack 1: 1d20 + 15 ⇒ (6) + 15 = 21
Scorching Ray Damage 1: 8d6 + 4 ⇒ (4, 1, 4, 5, 4, 6, 4, 5) + 4 = 37 fire damage vs Green
Scorching Ray Attack 2: 1d20 + 15 ⇒ (10) + 15 = 25
Scorching Ray Damage 2: 8d6 + 4 ⇒ (1, 5, 6, 6, 2, 1, 3, 6) + 4 = 34 fire damage vs Red
If a crit, the target takes double damage.
With the +1 item bonus from Mage Armor, the +1 circumstance bonus from Shield, and the +1 status bonus from Inspire Defense, Jayma is currently at AC 24. Her Shield spell will suck up the first 10 HP of damage, then Inspire Defense will provide an additional 2 HP of protection before any physical damage actually touches her person.

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"If someone can bring down the mouthers, I can blast both shadows with healing spells."
Nina engages her Angelic Halo, and then casts Spiritual Weapon, attacking the more damaged shadow, or Cyan if both are undamaged.
Spiritual Weapon: 1d20 + 16 ⇒ (9) + 16 = 25
Force: 1d8 + 4 ⇒ (6) + 4 = 10

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"If someone can bring down the mouthers, I can blast both shadows with healing spells."
”Yeah yeah”, Marigold replies. ”Still working on my dentistry”
She turns back to the mouther. ”We’re gonna have to cauterize, ma’am”
A red arrow with a flaming tip appears in her left hand. She stabs the creature with it, followed by her shortsword.
Cast produce flame, Strike vs Green (flanking, invisible)
Attack (flame): 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 3d4 + 4 ⇒ (1, 4, 4) + 4 = 13 + Sneak Attack: 2d6 ⇒ (1, 2) = 3F
Attack (sword): 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d6 + 4 ⇒ (4) + 4 = 8 + Sneak Attack: 2d6 ⇒ (3, 2) = 5P

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"If someone can bring down the mouthers, I can blast both shadows with healing spells."
Jayma glances sideways at Nina. "I'm throwing everything I've got at them, but they're tougher than I expected. It's going to take a little more time. You keep working on the Shadows."

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Drak does healing.
All of Fenardo's attacks miss.
Jayma blasts both mouthers with fire (Red:-86, Green: -87)
Nina's Spiritual Weapon bonks Cyan (-10)
Marigold misses with both attacks.
((Anyone want to throw Hero Points at any of those attacks?)
Fenardo is Grabbed so Green goes bite, bite, bite.
jaws: 1d20 + 14 - 0 ⇒ (6) + 14 - 0 = 20 piercing: 2d8 + 5 ⇒ (7, 8) + 5 = 20 persistent bleed: 1d4 ⇒ 4
jaws: 1d20 + 14 - 4 ⇒ (11) + 14 - 4 = 21 piercing: 2d8 + 5 ⇒ (4, 5) + 5 = 14 persistent bleed: 1d4 ⇒ 4
jaws: 1d20 + 14 - 8 ⇒ (1) + 14 - 8 = 7 piercing: 2d8 + 5 ⇒ (7, 6) + 5 = 18 persistent bleed: 1d4 ⇒ 3
Cyan v Drak
shadow hand: 1d20 + 18 - 0 ⇒ (10) + 18 - 0 = 28 negative: 2d10 + 6 ⇒ (10, 10) + 6 = 26
shadow hand: 1d20 + 18 - 4 ⇒ (7) + 18 - 4 = 21 negative: 2d10 + 6 ⇒ (10, 1) + 6 = 17
shadow hand: 1d20 + 18 - 8 ⇒ (9) + 18 - 8 = 19 negative: 2d10 + 6 ⇒ (7, 2) + 6 = 15
Yellow v Teja
Move
shadow hand: 1d20 + 18 - 0 ⇒ (2) + 18 - 0 = 20 negative: 2d10 + 6 ⇒ (10, 8) + 6 = 24
shadow hand: 1d20 + 18 - 4 ⇒ (6) + 18 - 4 = 20 negative: 2d10 + 6 ⇒ (3, 2) + 6 = 11
Teja is up followed by Red.

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With the gibbering mouther flanked, Teja drives her rapier into it again and again.
strike, FF: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23
P damage: 2d6 + 2 ⇒ (2, 3) + 2 = 7
sneak damage: 2d6 ⇒ (1, 1) = 2
strike, FF,MAP: 1d20 + 15 + 2 - 5 ⇒ (20) + 15 + 2 - 5 = 32
P damage: 2d6 + 2 ⇒ (6, 5) + 2 = 13 x2 from crit
sneak damage: 2d6 ⇒ (4, 2) = 6 x2 from crit
deadly?: 1d8 ⇒ 6
Turning she considers the shadows, hoping for some memory about a weakness of them.
religion: 1d20 + 11 ⇒ (9) + 11 = 20
* strike
* strike
* recall knowledge
If by some miracle she drops the red mouther with the first attack, she'll move with her second action and strike with her third, and not do the recall knowledge.

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And that's Red removed from your misery, thanks to that second crit.
((Teja gets a Hero Point))
With Red gone, everyone else is up.
Shadow Weaknesses: Light Vulnerability. An object shedding magical light (such as from the light spell) is treated as magical when used to attack the shadow.

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Note: This is round 2 of 4 for Inspire Defense: +1 Status bonus to AC and Saving Throws plus Resistance 2 to all physical damage.
I'm hoping somebody else can keep me on my feet.
◆◆◆ Three Action Magic Missile at Cyan
3 Action Magic Missile Damage: 3d4 + 3 ⇒ (3, 3, 2) + 3 = 11

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((Cyan -21))

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Fernardo looks at "Yellow" and says, "Chew on this.", and thrusts his right fist at it. A ram shaped blast of Force streaks forward...
possible Force damage for 3 charges: 6d6 ⇒ (2, 1, 3, 5, 1, 6) = 18
base distance is 15'
Ring of the Ram:
This heavy iron ring is shaped to look like the head of a ram, with curling horns.
Activate or more (Interact); Frequency: once per minute; Effect: A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) determines the intensity of the force. The blow deals 2d6 force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save.
Critical Success The target is unaffected.
Success The target takes half damage and is pushed half the distance.
Failure The target takes full damage and is pushed the full distance.
Critical Failure The target takes double damage and is pushed twice the distance.

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fort: 1d20 + 11 ⇒ (2) + 11 = 13
((Yellow: -18))

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GM, can you please post a status update, so I know which allies are hurt - or indicate which of the enemies' attacks have hit or crit.

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Since the mouther is more interested in Fernando than her, Jayma decides to let loose with one last devastating round of flaming rays in the hopes that the mouther and shadows can be removed from the board in one grand gesture. "Fiery fingers find fiends" and a <crack!, crack!, crack!> sends them shooting out in all directions.
Action 1, 2 & 3 (◆◆◆): Cast a Spell: Scorching Ray [L4] with Dangerous Sorcery vs Green, Yellow, and Cyan
Scorching Ray Attack 1: 1d20 + 15 ⇒ (17) + 15 = 32
Scorching Ray Damage 1: 8d6 + 4 ⇒ (3, 6, 2, 1, 6, 3, 6, 4) + 4 = 35 fire damage vs Green
Scorching Ray Attack 2: 1d20 + 15 ⇒ (11) + 15 = 26
Scorching Ray Damage 2: 8d6 + 4 ⇒ (2, 4, 1, 4, 5, 1, 3, 5) + 4 = 29 fire damage vs Yellow
Scorching Ray Attack 3: 1d20 + 15 ⇒ (19) + 15 = 34
Scorching Ray Damage 3: 8d6 + 4 ⇒ (1, 2, 2, 5, 2, 1, 3, 2) + 4 = 22 fire damage vs Cyan
If a crit, the target takes double damage.
Welp! That's me out of Level 4 slots. Damage production will drop accordingly from hereon out.

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Note: This is round 2 of 4 for Inspire Defense: +1 Status bonus to AC and Saving Throws plus Resistance 2 to all physical damage.
I'm hoping somebody else can keep me on my feet.
”You rang, sir?”, asks a disembodied voice. Drak feels his recent wounds being tended to. ”Hey, hold still!”
Then there’s a *swish*, like a blade slicing through the air near the shadow.
Stride, Battle Medicine, Strike
Medicine: 1d20 + 11 ⇒ (15) + 11 = 26
Healing: 2d8 ⇒ (2, 4) = 6
Crit Healing: 2d8 ⇒ (4, 4) = 8
Attack: 1d20 + 14 ⇒ (6) + 14 = 20
Damage: 1d6 + 4 ⇒ (3) + 4 = 7P +Sneak Attack: 2d6 ⇒ (1, 1) = 2

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Jayma destroys Green (that was a crit so have a Hero Point) Yellow and Cyan are also damaged but they seem to have some resistance (Yellow: -37, Cyan: -55)
Marigold misses her attack.
I'll try Nina - I usually rely on the players to track that

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Nina casts a 3-action, 4th level heal.
Heal, Angelic Halo, Staff of Healing: 4d4 + 8 + 2 ⇒ (4, 3, 2, 4) + 8 + 2 = 23
This heals all damaged allies by 23 (no roll).
Cyan needs a DC 26 Fortitude save vs 23 positive damage.
Yellow needs a DC 26 Fortitude save vs 15 positive damage. Yellow is outside the Angelic Halo (15').
"Take my hand, Marigold."
Marigold (and also anyone else within touch range) can touch Nina as a one-action Interact to discharge her vital beacon (4d10 healing)

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Fort saves:
cyan: 1d20 + 11 ⇒ (15) + 11 = 26
yellow: 1d20 + 11 ⇒ (20) + 11 = 31
Is that a save for half or a save for none?

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It's a basic Fort save, so Cyan takes half (11 positive) and Yellow takes none.

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((Cyan: -66, Yellow: -37)) Cyan is looking a bit ..... thin.
Yellow flies to Teja, hits once, then tries to hide in her shadow.
shadow hand: 1d20 + 18 - 0 ⇒ (8) + 18 - 0 = 26 negative: 2d10 + 6 ⇒ (3, 3) + 6 = 12
stealth: 1d20 + 20 ⇒ (4) + 20 = 24
Cyan hits Marigold twice then tries to hide in her shadow ((if Marigold is still invisible then it is Drak instead))
shadow hand: 1d20 + 18 - 0 ⇒ (7) + 18 - 0 = 25 negative: 2d10 + 6 ⇒ (7, 2) + 6 = 15
shadow hand: 1d20 + 18 - 4 ⇒ (11) + 18 - 4 = 25 negative: 2d10 + 6 ⇒ (5, 1) + 6 = 12
stealth: 1d20 + 20 ⇒ (4) + 20 = 24
Everyone is up.

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Fernardo casts a spell. 6 3" diameter skulls appear in front of him and streak towards Yellow...
Magic Missile (3L; 3 actions): 6d4 + 6 ⇒ (4, 1, 3, 2, 3, 2) + 6 = 21
Magic Missile:
Targets: 1 creature Damage: 6d4+6 force You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
Heightened (+2) You shoot one additional missile with each action you spend.

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Marigold has greater invisibility, so she's still invisible.
Teja is hit once and Drak twice, before Nina's actions, HP stands at:
Drak: 27/78
Fernardo: 80/80
Jayma: 67/67
Marigold: 62/62
Nina: 64/64
Teja: 78/78
Nina raises her staff and casts a 3rd-level, 2-action heal on Drak.
◆◆ Healing, Angelic Halo, Staff of Healing: 3d8 + 24 + 6 + 2 ⇒ (5, 5, 7) + 24 + 6 + 2 = 49
That should put Drak at 76/78.
She then ◆ shields herself.

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Actually, Drak isn't hit. The Inspired defense is still up, so his AC is 26. The 25's don't hit because of that. He doesn't need healing at that point.
I can't see them. Let's see if this works.
He will try to cast Dancing Lights in his square to increase the light level
Flat Check: 1d20 ⇒ 18
◆ Cast Shield to bring AC to 27 (25 Base, Inspire Defense +1 Status, Shield +1 circumstance)
The equivalent of four torches appear in his space.

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Don't forget they're hiding so you need to make a Perception check to see them. Could you make one please Fenardo?

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Teja seems to wilt under the shadows touch. Gritting her teeth against the pain she tries to trick the shadow into not knowing which direction her blade will strike from.
feint: 1d20 + 15 ⇒ (4) + 15 = 19
attack vs FF : 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30
P magic damage: 2d6 + 2 ⇒ (1, 5) + 2 = 8 doubled if crit?
sneak damage?: 2d6 ⇒ (1, 1) = 2doubled if crit?
deadly?: 1d8 ⇒ 1
attack vs FF , MAP : 1d20 + 16 + 2 - 5 ⇒ (19) + 16 + 2 - 5 = 32
P magic damage: 2d6 + 2 ⇒ (3, 3) + 2 = 8doubled if crit?
sneak damage?: 2d6 ⇒ (2, 1) = 3 doubled if crit?
deadly?: 1d8 ⇒ 7
* feint
* strike
*strike
If I need to make a perception check to see it, then...perception: 1d20 + 13 ⇒ (17) + 13 = 30

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Jayma is a little tired after that last big spell. She doesn't think she has another one like that in her. She sucks in some air and straightens up. She tests the magical waters around her again and her blood still sings, if at a lower octave. She pops up her magical shield and tries once again. "Searing strikes smash spooky shadows." <crack!, crack!>
Action 1 (◆): Activate an Item: Wayfinder & Aeon Stone: Dusty Rose Prism - Cast: Shield - With Inspire Defense, she's now at AC 24 (Hardness 10, Resistance physical 2)
Shield Block (↺)
Trigger While you have your shield raised, you would take damage from a physical attack.
Description: You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Action 2 & 3 (◆◆): Cast a Spell: Scorching Ray [L3] with Dangerous Sorcery vs Cyan and Yellow
Hidden Flat Check vs DC 11: 1d20 ⇒ 12
Scorching Ray Attack 1: 1d20 + 15 ⇒ (19) + 15 = 34
Scorching Ray Damage 1: 6d6 + 3 ⇒ (4, 4, 6, 2, 1, 4) + 3 = 24 fire damage vs Cyan
Hidden Flat Check vs DC 11: 1d20 ⇒ 13
Scorching Ray Attack 2: 1d20 + 15 ⇒ (13) + 15 = 28
Scorching Ray Damage 2: 6d6 + 3 ⇒ (6, 6, 2, 3, 1, 3) + 3 = 24 fire damage vs Yellow
If a crit, the target takes double damage.

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Perception: 1d20 + 12 ⇒ (19) + 12 = 31
I am not sure why though. I have been casting Light (H:4) on my staff the whole time. That's 60' Bright light plus 60' Dim light. Even at 50%, that's still 15' Bright light to see a creature adjacent to me.

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Okay, Nina is going to revise her actions, then. I'll do so later today.

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Wait a sec. Are we talking Perception checks, or DC 11 Flat Checks because of the Hidden condition?
If Perception, then once per targeting? If so, then I'll use Jayma's earlier Hidden flat checks with her Perception +11 to get rolls of 23 & 24.
Jayma squints hard to make out the shadows before sending her flaming rays at them.

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Nina will cast a 3-action, 3rd-level heal through the staff. That should be 25 healing to Drak, putting him back at full, and DC 26 Fortitude saves from both shadows vs 25 positive damage (Yellow is now in the aura).

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I ended up going through the rules and you're quite right. There is a DC 11 Flat check involved. My apologies - I was not aware of that one, first time it has come up for me. It's when the creature was hiding that Stealth v Perception DCs come into play. I was probably thinking of PFS1e.
So Teja just needs to make Flat checks. ((flats 1d20 ⇒ 11 1d20 ⇒ 12))
fort cyan: 1d20 + 11 ⇒ (15) + 11 = 26
fort yellow: 1d20 + 11 ⇒ (13) + 11 = 24
Teja hits Yellow twice, the second being a crit and destroys it.
Jayma hits Cyan with a crit and destroys it as well. It literally explodes.
((Nina you may as well keep your spell and you can have a Hero Point too. Fenardo - you may also keep your spell.))
Combat is over. What do you want to do now?
If anyone is down to zero Hero Points, you may have a Hero Point too

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Nina will heal Drak non-magically.
Treat Wounds, Assurance 22: 2d8 + 10 ⇒ (8, 2) + 10 = 20
Drak: 74/78. Nina can bump him with a 2-action, 1st-level heal from the staff. 1d8+8 will bring him to full.
Nina will then spend 10 minutes Refocusing.

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Drak also has the pearly white spindle aeon stone so he heals 1 HP per minute. That means you can save the spell from the staff, since I am down less than 10 HP, I'll recover that while you refocus.
Drak will also spend 10 Minutes refocusing.

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Teja looks around the area.
"This place is more of nightmares than dreams." she notes.
That doesn't stop her looking for another monolith, or perhaps another segment of the poem.
"Sometimes clues or riddles are hidden in plain sight... such as within a poem. That might give us an insight about who ... or what... is trapped here. "
Teja also has battle medicine available which would be better to use than burning a spell slot..

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There are three other monoliths, one of which you have suppressed, on the island as well as the pyramid, the market and the field of statues.

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Didn't we supress two of the monoliths (Teja @ A1 & Jayma @ A2), leaving only 2 left? I thought we already did the Market (A2) and found the lantern there. Is there more to do there?
Jayma notices that a couple of her hairs got violently thrown out of place during the fight, and that one of her shoes has picked up a little dust. "Oh no. We can't have that." She cleans herself up with a wave of the hand and a "deterge".
Action: Cast a Spell: Prestidigitation (Tidy) vs Jayma
Back to her usual immaculate state, she offers the same service to the rest of the group. She looks around the island and spots another of the monoliths. She points at the rise to the north. "Looks like there's another monolith over there (A4) with some statues along the way (A3). Shall we do the statues first and then the monolith?"
We can go back through the Market if we missed something there.

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You suppressed the Monolith at A1 but it still needs to be purified or destroyed. You found the lantern at the Market and purified the A2 monolith so that's A2 all done. The other two monoliths are at A4 and A6.
You trudge over to the statue field. Pale, faceless statues, half-buried in black dust, litter the field at the island’s center. An occasional hand or head peeks out from below, pressed downward beneath another statue lifting itself to the air. It looks as if they are struggling against each other to stay above the black dust.
One round after you enter the area the statues reach out to Grapple each of you
athletics: 1d20 + 21 ⇒ (1) + 21 = 22 v Drak
athletics: 1d20 + 21 ⇒ (19) + 21 = 40 v Fernardo
athletics: 1d20 + 21 ⇒ (6) + 21 = 27 v Jayma
athletics: 1d20 + 21 ⇒ (3) + 21 = 24 v Marigold
athletics: 1d20 + 21 ⇒ (8) + 21 = 29 v Nina
athletics: 1d20 + 21 ⇒ (6) + 21 = 27 v Teja
On a success you are Grabbed, (Escape DC 31 and a whispered shout carries through the air: “I have a face! I have a name! My sisters may be forgotten, but I will reclaim what’s mine!
This is a Haunt. If any of you are Grabbed, we will go into initiatives. To Disable this Haunt, it is a DC 27 Diplomacy (expert) to urge the statues to work together, DC 30 Intimidation (expert) to Coerce the statues away, or DC 33 Occultism (trained) to oppose the psychic influence. Each check to disable the haunt is a two-action activity; three total successes are required to disable the haunt.
Looks like Fernardo is the only one grabbed so we'll go into inits.
Haunt: 1d20 + 21 ⇒ (9) + 21 = 30
Initiative Marigold Longfoot:: 1d20 + 11 ⇒ (12) + 11 = 23
Initiative Nina: 1d20 + 13 ⇒ (4) + 13 = 17
Initiative Teja: 1d20 + 13 ⇒ (12) + 13 = 25
Initiative Fernardo: 1d20 + 12 ⇒ (13) + 12 = 25
Initiative Jayma: 1d20 + 11 ⇒ (10) + 11 = 21
Initiative Drak: 1d20 + 13 ⇒ (3) + 13 = 16
Fernando starts to sink deeper into the dust. Everyone takes mental damage: 2d10 + 13 ⇒ (6, 8) + 13 = 27, DC 28 basic Will Save (29 for Fernardo as he is Grabbed). On a crit failure, you are Confused for one round.
Everyone is up.
If anyone has Pathfinder Society Lore or Blakros Family Lore, I'll allow a roll for you to figure out what is going on.