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Will Save versus DC 25: 1d20 + 13 ⇒ (6) + 13 = 19
I agree with Teja. This place wears you down. He says as he pinches the bridge of his nose

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Will: 1d20 + 13 ⇒ (20) + 13 = 33 vs DC 25
Do we have time to prepare? If so, Nina will gather everyone around her and cast Globe of Invulnerability.

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Unfortunately not
Rolling for Marigold
will: 1d20 + 11 ⇒ (17) + 11 = 28
Nina, Marigold & Jayma save.
Drak, Teja, and Fernardo fail. You three are Stupefied 1.
Stupefied - Your thoughts and instincts are clouded. Stupefied always includes a value. You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores. Any time you attempt to Cast a Spell while stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value.
You are suddenly attacked by two Horrid Nightmares. In addition a angry Void Boil erupts from the ground nearby. This counts as a Hazard.
Initiative Marigold Longfoot: 1d20 + 11 ⇒ (13) + 11 = 24
Initiative Nina: 1d20 + 13 ⇒ (19) + 13 = 32
Initiative Teja: 1d20 + 13 ⇒ (13) + 13 = 26
Initiative Fernardo: 1d20 + 12 ⇒ (9) + 12 = 21
Initiative Jayma: 1d20 + 11 ⇒ (7) + 11 = 18
Initiative Drak: 1d20 + 13 ⇒ (8) + 13 = 21
Nightmare(Red): 1d20 + 16 ⇒ (7) + 16 = 23
Nightmare(Green): 1d20 + 16 ⇒ (14) + 16 = 30
Void Boil: 1d20 + 18 ⇒ (9) + 18 = 27
Round 1 - Bold are up.
Nina
Green
Voil Boil
Teja
Marigold
Red
Drak
Fernardo
Jayma
Aslynn
Disabling the Void Boil - DC 28 Occultism (trained) to reshape the substance of the dream, or Performance DC 32 (trained) or Religion DC 30 (trained) to invoke Desna’s blessing through hymns or prayers. Each check to disable the hazard is a two-action activity; two total successes are required to disable the hazard.
Nightmare Smoke (aura) 15 feet. The nightmare continually exhales black smoke that creates concealment in an aura around it. Nightmares and their riders can see through this smoke. A creature that begins its turn in the area becomes sickened 2 (DC 25 Fortitude negates) and is then temporarily immune to sickness from the smoke for 1 minute. The nightmare, its rider, any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura’s sickened effect but not the concealment.

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Fortitude: 1d20 + 12 ⇒ (16) + 12 = 28 vs DC 25
Nina is shocked by the sudden appearance of smoke, but powers through. Seeing the boil so close, she steps up ◆ and tries to Disable ◆◆ it.
Occultism: 1d20 + 12 ⇒ (16) + 12 = 28 vs DC 28

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Which she does. .
Green gallops next to the battlefield doing a Flaming Gallop
The nightmare Strides or Flies up to triple its Speed. Its hooves burst with intense flame, dealing 4d6 fire damage (DC 26 basic Reflex save) once to each creature other than the nightmare’s rider that the nightmare moves adjacent to during its gallop.
This affects Drak and Marigold fire: 4d6 ⇒ (2, 3, 3, 6) = 14
The void boil explodes showering everyone in a 15ft burst, except the Nightmares dealing force: 5d8 ⇒ (1, 8, 6, 5, 6) = 26 damage (DC 26 basic Reflex or Will save, target’s choice)
Round 1 - Bold are up.
Nina
Green
Voil Boil - One out of two successes achieved to disable.
Teja
Marigold
Red
Drak
Fernardo
Jayma
Aslynn

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Will: 1d20 + 15 ⇒ (3) + 15 = 18 vs DC 26
Gonna Hero Point that because that's a lot of damage.
Will, Hero Point Reroll: 1d20 + 15 ⇒ (4) + 15 = 19 vs DC 26
Blech.

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How convenient that we're all within the 15ft burst :) Maybe the best place to be is right next to one of the Nightmares... or maybe not.
Despite remaining unstupefied by Sarnia's psychic intrusion, Jayma is slow to react to the tableau that presents itself. Before she can do anything, a void boil explodes and showers her with, uh... stuff of some sort...
Basic Will Save vs DC 26: 1d20 + 13 ⇒ (19) + 13 = 32
...much of which she manages to avoid with some quick... thinking?
And only takes 13 HP of damage.

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Reflex Save DC 26 versus Flaming Gallop 14 fire damage: 1d20 + 14 ⇒ (9) + 14 = 23
I would actually argue Drak is outside the 15 foot burst, based on the last diagonal. I'll let the GM decide but roll the Reflex save just in case
Reflex save DC 26 against 26 Force damage: 1d20 + 14 ⇒ (14) + 14 = 28
So I get all 14 fire damage and I'll let the GM decide whether I get the 13 Force damage

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The statblock says: On the hazard’s initiative, a boil erupts from
the ground and bursts. This blast strikes as many enemies as possible in a 15-foot burst anywhere on the isle
Presumably that means they can pop up wherever they want to then disappear

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Teja screams as the boil explodes.
reflex DC 26: 1d20 + 17 ⇒ (17) + 17 = 34 Also has evasion, so maybe no damage?
Realising the boil is a major threat, she tries to focus on good throughs to drive it away.
occultism,stupified: 1d20 + 16 - 1 ⇒ (19) + 16 - 1 = 34
She then draws her rapier, and starts holding her breath.
If I am deemed likely to have rapier in hand (but you did say no time to prepare) then I'll try to identify the nightmares.
Recall knowledge (occultist) +16-1 = +15, on a fail can use society for net +17
** disarm
* draw weapon. OR recall knowledge

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Marigold grabs her shortbow. As she draws it, a blue arrow with a frosty white tip appears. She fires it at one of the horsey demon things.
Interact, Cast ray of frost at Red
Attack: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 3d4 + 4 ⇒ (1, 4, 2) + 4 = 11C

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Marigold's arrow misses but Teja removes the void boil from the equation. You hear the voice of an old crone screeches in anger as it pops out.
Red moves up to the group, rears up, and kicks out with two hooves towards Teja and Fernardo in that order
left hoof: 1d20 + 19 - 0 ⇒ (7) + 19 - 0 = 26 bludgeoning: 1d8 + 10 ⇒ (3) + 10 = 13 evil: 1d8 ⇒ 3 fire: 1d8 ⇒ 2 v Teja
right hoof: 1d20 + 19 - 4 ⇒ (4) + 19 - 4 = 19 bludgeoning: 1d8 + 10 ⇒ (7) + 10 = 17 evil: 1d8 ⇒ 1 fire: 1d8 ⇒ 8 v Fernando
Round 1/7 - Bold are up.
Nina
Green
Voil Boil - Two out of two successes achieved to disable.
Teja
Marigold
Red
Drak
Fernardo
Jayma
The Old Crone

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AC 19 is lower than my AC. That was a miss.
DC 26 Reflex vs. Force damage: 1d20 + 15 ⇒ (2) + 15 = 17
DC 25 Fortitude vs. Smoke: 1d20 + 15 ⇒ (18) + 15 = 33
So, Immune to Smoke and Fernardo takes 26 Force.
Fernardo risks being attacked while attempting to cast a spell...
Flat check DC=6: 1d20 ⇒ 7
Fernardo succeeds and casts Phantasmal Killer at "Red"...
1d20 + 15 ⇒ (17) + 15 = 32 Current to hit used.
Cast: somatic, verbal Range: 120 feet Targets: 1 living creature
Saving Throw: Will
You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will save.
Critical Success The target is unaffected.
Success The target takes 4d6 mental damage and is frightened 1.
Failure The target takes 8d6 mental damage and is frightened 2.
Critical Failure The target is so afraid it might die. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes 12d6 mental damage, is fleeing until the end of its next turn, and is frightened 4. This effect has the incapacitation trait. NOTE: DC total now 25.
Fernardo then tries to cast Shield....
Flat check vs. DC:6: 1d20 + 6 ⇒ (15) + 6 = 21
AC for this turn now 24
Please let me know if I missed anything

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will: 1d20 + 14 ⇒ (3) + 14 = 17
Frightened 2 and 8d6 ⇒ (3, 4, 2, 5, 1, 4, 1, 3) = 23

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So...difference of 8. Standard Fail if I am correct.
Mental Damage: 8d6 ⇒ (3, 1, 6, 2, 2, 2, 2, 4) = 22 also Frightened 2
Please let me know if I am incorrect.
Oppsss...jumped the gun. Sorry.

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Fortitude save versus Smoke, DC 25: 1d20 + 13 ⇒ (3) + 13 = 16
It just gets better and better. At least Sickened and Stupefied don't stack where they overlap, since they are both Status penalties.
Drak moves away from the Red Nightmare and tries to Inspire his Allies.
◆ Stride
◇ Cast Lingering Performance for the Inspire Defense to come
Flat Check DC 6: 1d20 ⇒ 4
Performance Check for Lingering Performance, minus Sickened: 1d20 + 19 - 2 ⇒ (6) + 19 - 2 = 23
◆ Cast Inspire Defense +1 status bonus to AC and saving throws, as well as resistance 2 to physical damage.
Flat Check DC 6: 1d20 ⇒ 12
◆ Retch
Fortitude save versus Sickened from Smoke, DC 25 plus Inspire Defense: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31
So the Lingering performance fails, but the Inspire Defense succeeds for one round, and I reduce my Sickened Condition by one.

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Jayma watches as the nightmare gets uncomfortably close to her and attacks Teja and Fernando. She can't help but get a lungful of the black smoke it exudes...
Fortitude Save with Inspire Defense vs DC 25: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33
...but doesn't get enough of it to sicken her.
Does that render her immune from being sickened by the black smoke of both nightmares or only the one? How does the holding breath thing work? Do the Drowning and Suffocation rules come in effect? They state that: You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn.
Noticing the flaminess of the nightmares, she decides to avoid any of her many spells that inflict fire damage. Instead, she strikes her staff on the ground once. A concentrated ball of electricity forms in her palm. It crackles and rumbles like impossibly distant thunder. She flings it at the creature and says, "hot horse has huge headache."
Action 1 & 2 (◆◆): Cast a Spell: Horizon Thunder Sphere [L3] with Dangerous Sorcery vs Red
Concealed Flat Check vs DC 5: 1d20 ⇒ 8
Horizon Thunder Sphere Attack: 1d20 + 15 ⇒ (20) + 15 = 35
Horizon Thunder Sphere Damage: 7d6 + 3 ⇒ (3, 5, 2, 5, 1, 3, 4) + 3 = 26 electrical damage
If a crit, double the damage and is dazzled for 1 round.
Concentrating on the aeon stone in her wayfinder, she says the words, "scutum magicae," and the space around her shimmers a light pink.
Action 3 (◆): Activate an Item: Wayfinder & Aeon Stone: Dusty Rose Prism - Cast: Shield - Now at AC 24 (Mage Armor, Shield - H:10, Inspire Defense)
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.

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Red is Dazzled and down 75hp
Falling Stars also fall around you accompanied by the cackling of a hag, but none hit you.
Round 2/7 - Bold are up.
Nina
Green
Teja
Marigold
Red (-75 dazzled)
Drak
Fernardo
Jayma
The cackling hag
Just the one nightmare Jayma

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Nina casts her shield and then waves her arms at Green, casting a spell.
Casting calm emotions, heightened 4th. I might be able to get away with 3rd, but unless we know for sure these are Level 6 or lower, it's best to be safe.
Will save vs DC 26
Critical Success The creature is unaffected.
Success Calming urges impose a –1 status penalty to the creature's attack rolls.
Failure Any emotion effects that would affect the creature are suppressed and the creature can't use hostile actions. If the target is subject to hostility from any other creature, it ceases to be affected by calm emotions.
Critical Failure As failure, but hostility doesn't end the effect.
Note to allies: if Green fails, do NOT attack it! Just take Red out, and then Nina will run out the clock by Sustaining the spell.

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will: 1d20 + 14 ⇒ (20) + 14 = 34
((Sorry Nina - Nice try))
Green moves in then attacks Marigold and Jayma in that order
left hoof: 1d20 + 19 - 0 ⇒ (9) + 19 - 0 = 28 bludgeoning: 1d8 + 10 ⇒ (1) + 10 = 11 evil: 1d8 ⇒ 3 fire: 1d8 ⇒ 2 v Marigold
right hoof: 1d20 + 19 - 4 ⇒ (10) + 19 - 4 = 25 bludgeoning: 1d8 + 10 ⇒ (5) + 10 = 15 evil: 1d8 ⇒ 5 fire: 1d8 ⇒ 4 v Jayma
Round 2/7 - Bold are up.
Nina (38/64)
Green
Teja (78/78, stupified 1, Fort save vs. sickened 2)
Marigold (04/53)
Red (-75 dazzled)
Drak (51/78, stupified 1, sickened 1)
Fernardo (54/80, stupified 1)
Jayma (30/67)
The cackling hag

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Marigold doubles over at the blow, then closes her eyes tight for a moment. Her wounds start to heal.
Dream Healing: 3d8 + 24 ⇒ (4, 4, 3) + 24 = 35
She stands up straight, eyes open. ”Here horsey horsey, got a nice carrot for ya!”
She draws her shortsword.

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fort - but Teja was holding her breath... see previous post: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Seeing Marigold in trouble, she quickly passes over some herbs to chew and take the sting away.
combat medicine, assurance, stup DC20: 10 + 11 - 1 = 20healed: 2d8 + 10 ⇒ (3, 2) + 10 = 15
Using the distraction to slip around the back of the nightmare, the scholar then offers an epistemological challenge to "The pen is mightier than the sword" by sticking her rapier into the back of the nightmare.
strike,FF: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21
P damage: 2d6 + 2 ⇒ (5, 5) + 2 = 12
additional sneak damage: 2d6 ⇒ (2, 2) = 4
* battle medicine
* stride (attracts AOO if red can take them)
* strike

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The strike misses
Red moves out of the flank then strikes out at Marigold (flanking with Green) then Drak
flat: 1d20 ⇒ 18 left hoof: 1d20 + 19 - 0 ⇒ (13) + 19 - 0 = 32 bludgeoning: 1d8 + 10 ⇒ (7) + 10 = 17 evil: 1d8 ⇒ 8 fire: 1d8 ⇒ 3 v Marigold(FF)
flat: 1d20 ⇒ 1 right hoof: 1d20 + 19 - 4 ⇒ (10) + 19 - 4 = 25 bludgeoning: 1d8 + 10 ⇒ (7) + 10 = 17 evil: 1d8 ⇒ 4 fire: 1d8 ⇒ 6 v Drak
Marigold is hit (crit because of flank) but Drak is concealed because of the dazzle.
Round 2/7 - Bold are up.
Nina (38/64)
Green
Teja (78/78, stupified 1, Fort save vs. sickened 2)
Marigold (25/53)
Red (-75 dazzled, frightened 1)
Drak (51/78, stupified 1, sickened 1)
Fernardo (54/80, stupified 1)
Jayma (30/67)
The cackling hag

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Jayma watches as the other nightmare approaches, and knowing what's coming, takes a deep breath as the smoke washes over her (she's good for some 6 rounds).
Reaction (↺): Shield Block - Shield takes 10 hp off the attack leaving 14 hp for Jayma. No more Shield spell for the rest of this encounter though.
Drak's Inspire Defense provides everyone with resistance 2 to physical damage, so Jayma now only took 12 hp total and is at 42/67.
Jayma's magical shield collapses and Drak's protection is similarly swept aside, but they managed to soften the nightmare's blow a little and Jayma isn't as badly injured as she could have been. Regardless, she's not used to taking any damage and is a little irritated that her usual retinue of defenders is not available to protect her to the degree that she's used to. Striking her staff on the ground once again, another concentrated ball of electricity forms in her palm. It crackles and rumbles like impossibly distant thunder. She flings it at the original nightmare she wounded earlier and says, "flaming filly fries furiously," then moves behind the pyramid and away from both creatures where the air is clearer.
Action 1 & 2 (◆◆): Cast a Spell: Horizon Thunder Sphere [L3] with Dangerous Sorcery vs Frightened 1 Red
Concealed Flat Check vs DC 5: 1d20 ⇒ 20
Horizon Thunder Sphere Attack: 1d20 + 15 ⇒ (18) + 15 = 33 vs Frightened 1
Horizon Thunder Sphere Damage: 7d6 + 3 ⇒ (1, 3, 3, 6, 4, 1, 3) + 3 = 24 electrical damage
If a crit, double the damage and is dazzled for 1 round.
Action 3 (◆): Stride (40 feet)
Once Jayma is outside the smokey aura of both nightmares, she breathes easily again.
Jayma has Empathetic Plea (↺) that can be used against any creature that attacks her and against whom she has yet to act hostile. In this case that would just be the Green nightmare.
Attempt a Diplomacy check against your attacker's Will DC.
Critical Success The creature pulls its attack, wasting its action, and can't use hostile actions against you until the beginning of its next turn.
Success The creature takes a –2 circumstance penalty to damage on the triggering Strike and all its Strikes against you until the beginning of its next turn. The penalty is –4 if you're an expert in Diplomacy, –6 if you're a master, and –8 if you're legendary.
Failure The creature's attack is unaffected, and the creature is temporarily immune to your Empathic Pleas for 24 hours.

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Fortitude save versus Smoke from the other horse, minus sickened DC 25: 1d20 + 13 - 1 ⇒ (13) + 13 - 1 = 25
Drak moves away from the Nightmares and tries again to Inspire his Allies.
◆ Stride
◇ Cast Lingering Performance for the Inspire Defense to come
Flat Check DC 6: 1d20 ⇒ 11
Performance Check for Lingering Performance, minus Sickened: 1d20 + 19 - 2 ⇒ (18) + 19 - 2 = 35
◆ Cast Inspire Defense +1 status bonus to AC and saving throws, as well as resistance 2 to physical damage.
Flat Check DC 6: 1d20 ⇒ 19
I think that is a critical success on the lingering performance, so four rounds of Inspire Defense.
◆ Retch
Fortitude save versus Sickened from Smoke, DC 25 plus Inspire Defense: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31
I think this means I am done with Sickened, but still stupefied.

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Fernardo briefly raises his right fist, concentrates on the Ring of the Ram (bonded item), draining it of it's mystical energies allowing him to recall the Phantom Killer spell.
Fernardo risks being attacked while attempting to cast a spell...
Flat check DC=6:: 1d20 ⇒ 13
Fernardo succeeds and casts Phantasmal Killer at "Green"...
Phantasmal Killer vs. Green: 1d20 + 15 ⇒ (14) + 15 = 29 Current to hit used.
Cast: somatic, verbal Range: 120 feet Targets: 1 living creature
Saving Throw: Will
You create a phantasmal image of the most fearsome creature imaginable to the target. Only the spell's target can see the killer, though you can see the vague shape of the illusion as it races forth to attack. The effect of the killer is based on the outcome of the target's Will save.
Critical Success The target is unaffected.
Success The target takes 4d6 mental damage and is frightened 1.
Failure The target takes 8d6 mental damage and is frightened 2.
Critical Failure The target is so afraid it might die. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes 12d6 mental damage, is fleeing until the end of its next turn, and is frightened 4. This effect has the incapacitation trait. NOTE: DC total now 25.
Fernardo then tries to cast Shield....
Flat check vs. DC:6:: 1d20 + 6 ⇒ (3) + 6 = 9
AC for this turn now 24

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More falling stars rain upon you but none hit.
will(g): 1d20 + 14 ⇒ (10) + 14 = 24
Green fails the Will taking 8d6 ⇒ (3, 2, 6, 2, 3, 6, 2, 3) = 27 and is Frightened 2
Red gets smacked by the Thunder Sphere
Round 3/7 - Bold are up.
Nina (38/64)
Green (-27 Frightened 2)
Teja (78/78, stupefied 1)
Marigold (25/53)
Red (-95, frightened 1)
Drak (51/78, stupefied 1)
Fernardo (54/80, stupefied 1)
Jayma (30/67)
The cackling hag

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Nina will try to top Marigold off.
2-action Heal, 2nd Level, Angelic Halo: 2d8 + 16 + 4 ⇒ (2, 3) + 16 + 4 = 25
argh
She'll shield herself as a third action.

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Marigold is still flanked and Nina is now within reach. So ...
left hoof: 1d20 + 19 - 2 - 0 ⇒ (10) + 19 - 2 - 0 = 27 bludgeoning: 1d8 + 10 ⇒ (4) + 10 = 14 evil: 1d8 ⇒ 6 fire: 1d8 ⇒ 7 Marigold(FF)
right hoof: 1d20 + 19 - 2 - 4 ⇒ (4) + 19 - 2 - 4 = 17 bludgeoning: 1d8 + 10 ⇒ (5) + 10 = 15 evil: 1d8 ⇒ 5 fire: 1d8 ⇒ 1 Nina
jaws: 1d20 + 19 - 2 - 8 ⇒ (11) + 19 - 2 - 8 = 20 piercing: 2d10 + 10 ⇒ (10, 7) + 10 = 27 evil: 1d8 ⇒ 8 Marigold(FF)
Round 3/7 - Bold are up.
Nina (38/64)
Green (-27 Frightened 1)
Teja (78/78, stupefied 1)
Marigold (23/53)
Red (-95, frightened 1)
Drak (51/78, stupefied 1)
Fernardo (54/80, stupefied 1)
Jayma (42/67)
The cackling hag

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Teja follows the nightmare south. Flanking again, she plungers her rapier into its side.
strike,flank: 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 20
damage,sneak: 2d6 + 2 + 2d6 ⇒ (3, 5) + 2 + (4, 5) = 19
strike,flank,map: 1d20 + 16 + 2 - 5 ⇒ (6) + 16 + 2 - 5 = 19
damage,sneak: 2d6 + 2 + 2d6 ⇒ (3, 3) + 2 + (3, 2) = 13
RNG really hates me today.
* stride
* strike
* strike
NB with Breath Control, Teja can hold her breath for (5+2) * 25 = 175 rounds. Even burning through these at double rate due to fighting, she shouldn't run into problems at all during a 7 round fight. Got to love all those early underwater scenarios.

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Yup. I'd like some more

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Marigold gives Teja a wink, and starts filleting a horse.
Strike, Strike vs Red
Attack 1: 1d20 + 14 ⇒ (15) + 14 = 29 flanked
Damage 1: 3d6 + 4 ⇒ (4, 1, 2) + 4 = 11P
Attack 2: 1d20 + 10 ⇒ (9) + 10 = 19 flanked
Damage 2: 3d6 + 4 ⇒ (1, 2, 3) + 4 = 10P
Then she tucks her bow away Interact

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Marigold's first attack hits.
Red responds with a kick at Marigold, a back kick at Teja and a bite at Marigold. Only Teja is hit. Desna must be with Marigold today.
left hoof: 1d20 + 19 - 1 - 0 ⇒ (2) + 19 - 1 - 0 = 20 bludgeoning: 1d8 + 10 ⇒ (7) + 10 = 17 evil: 1d8 ⇒ 8 fire: 1d8 ⇒ 7 Marigold(FF)
back hoof: 1d20 + 19 - 1 - 4 ⇒ (17) + 19 - 1 - 4 = 31 bludgeoning: 1d8 + 10 ⇒ (6) + 10 = 16 evil: 1d8 ⇒ 3 fire: 1d8 ⇒ 4 Teja
jaws: 1d20 + 19 - 1 - 8 ⇒ (6) + 19 - 1 - 8 = 16 piercing: 2d10 + 10 ⇒ (2, 1) + 10 = 13 evil: 1d8 ⇒ 4 Marigold(FF)
Round 3/7 - Bold are up.
Nina (38/64)
Green (-27 Frightened 1)
Teja (55/78, stupefied 1)
Marigold (23/53)
Red (-106, frightened 0)
Drak (51/78, stupefied 1)
Fernardo (54/80, stupefied 1)
Jayma (42/67)
The cackling hag

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Frustration lines form on Fernardo's forehead as he tries to cast a spell...
Flat Check vs. DC:6: 1d20 ⇒ 8
Fernardo points at "Green" and a beam of Negative Energy springs forth...
Enervation
Extending a finger, you fire a beam of negative energy that weakens the life force of any creature it touches. Each living creature in the line must attempt a Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes 2d8 persistent negative damage.
Failure The creature takes 4d8 persistent negative damage and becomes drained 1.
Critical Failure The creature takes 4d8 persistent negative damage and becomes drained 2 and doomed 1.
NOTE: Current DC=25.
He then attempts to cast Shield once more...
Flat Check vs. DC:6: 1d20 ⇒ 20
...and is successful.
AC is now: 23

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Second Round of Inspire Defense of four
let's see what we can do with these creatures.
Drak will try to cast Slow on Red
Will save Normally DC 25 -1 for Stupefied
DC 6 Flat Check to see if the spell goes off: 1d20 ⇒ 1
Lost the spell. That is two failed flat checks this combat
Cast Shield
DC 6 Flat Check to see if the spell goes off: 1d20 ⇒ 4
That was a wasted turn.

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Gotta keep the meat shie... uh, I mean, damage dealers on their feet. Us lady gnomes have to stick together.
Now out of immediate danger, Jayma decides to conserve her rapidly dwindling magical energy. Instead of casting another spell, she concentrates and manipulates the isle's nature to send healing energy Marigold's way before ducking down behind the pyramid to stay out of sight of the nightmares.
Action 1 & 2 (◆◆): Lucid Dreaming: Restore (Levels 7-8) vs Marigold
Concealed Flat Check vs DC 5: 1d20 ⇒ 14
Lucid Dreaming (Restore): 3d8 + 24 ⇒ (3, 5, 6) + 24 = 38 hit points healed
Action3 (◆): Hide (Stealth +11) - SECRET - with +4 for Greater Cover?

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fort: 1d20 + 17 ⇒ (20) + 17 = 37
The nightmare shrugs off Fernardo's spell
More rocks fall around you, all missing.
Round 4/7 - Bold are up.
Nina (38/64)
Green (-27 Frightened 1)
Teja (55/78, stupefied 1)
Marigold (53/53)
Red (-106, frightened 0)
Drak (51/78, stupefied 1)
Fernardo (54/80, stupefied 1)
Jayma (42/67)
The cackling hag

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Without a lot of offensive options, Nina raises her staff and calls on Andoletta's aid. A ghostly staff appears and attacks Red.
◆◆ Spiritual Weapon (2nd): 1d20 + 16 ⇒ (9) + 16 = 25
Force: 1d8 + 4 ⇒ (5) + 4 = 9
◆ Shield

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The ghostly staff misses.
Green continues it's attacks on Marigold and Nina.
left hoof: 1d20 + 19 - 1 - 0 ⇒ (3) + 19 - 1 - 0 = 21 bludgeoning: 1d8 + 10 ⇒ (5) + 10 = 15 evil: 1d8 ⇒ 7 fire: 1d8 ⇒ 3 Marigold(FF)
right hoof: 1d20 + 19 - 1 - 4 ⇒ (7) + 19 - 1 - 4 = 21 bludgeoning: 1d8 + 10 ⇒ (2) + 10 = 12 evil: 1d8 ⇒ 3 fire: 1d8 ⇒ 4 Nina
jaws: 1d20 + 19 - 1 - 8 ⇒ (10) + 19 - 1 - 8 = 20 piercing: 2d10 + 10 ⇒ (10, 7) + 10 = 27 evil: 1d8 ⇒ 7 Marigold(FF)
Only the first strike hits.
Round 4/7 - Bold are up.
Nina (38/64)
Green (-27 Frightened 0)
Teja (55/78, stupefied 1)
Marigold (28/53)
Red (-106, frightened 0)
Drak (51/78, stupefied 1)
Fernardo (54/80, stupefied 1)
Jayma (42/67)
The cackling hag

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Marigold ducks out of the way. ”Air horse!”
Reaction: Nimble Dodge
She then keeps stabbing at it, bringing her buckler to bear for defense.
Attack 1: 1d20 + 14 ⇒ (10) + 14 = 24 flanking
Damage 1: 3d6 + 4 ⇒ (3, 2, 1) + 4 = 10P
Attack 2: 1d20 + 10 ⇒ (14) + 10 = 24 flanking
Damage w: 3d6 + 4 ⇒ (2, 4, 4) + 4 = 14P
Raise Shield

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Teja frantically wonders if there are any weaknesses that the Nightmares might have that the team can take advantage of.
Recall knowledge, not sure what is the appropriate one to roll here, has cognitive crossover between occultism and society if occultism is the right skill and I fail the check.
Sticking with her current plan for the moment, she continues to try and stab the red nightmare in the back.
strike, flank: 1d20 + 16 + 2 ⇒ (18) + 16 + 2 = 36
damage,sneak: 2d6 + 2 + 2d6 ⇒ (1, 5) + 2 + (3, 3) = 14 doubled if that is a crit
deadly: 1d8 ⇒ 2
strike, flank,MAP: 1d20 + 16 + 2 - 5 ⇒ (9) + 16 + 2 - 5 = 22
damage,sneak: 2d6 + 2 + 2d6 ⇒ (3, 1) + 2 + (5, 5) = 16
deadly: 1d8 ⇒ 1
* recall knowledge
* strike
* strike

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Marigold nimble dodges out of the way of that strike so it actually misses, but misses her attacks as well
Teja tries to think of weaknesses
occultism: 1d20 + 14 ⇒ (20) + 14 = 34
but comes to the horrible conclusion that it doesn't have any.
Red strikes back - same as the last round.
left hoof: 1d20 + 19 - 1 - 0 ⇒ (11) + 19 - 1 - 0 = 29 bludgeoning: 1d8 + 10 ⇒ (4) + 10 = 14 evil: 1d8 ⇒ 2 fire: 1d8 ⇒ 7 Marigold(FF)
back hoof: 1d20 + 19 - 1 - 4 ⇒ (11) + 19 - 1 - 4 = 25 bludgeoning: 1d8 + 10 ⇒ (3) + 10 = 13 evil: 1d8 ⇒ 4 fire: 1d8 ⇒ 5 Teja
jaws: 1d20 + 19 - 1 - 8 ⇒ (3) + 19 - 1 - 8 = 13 piercing: 2d10 + 10 ⇒ (7, 5) + 10 = 22 evil: 1d8 ⇒ 4 Marigold(FF)
Round 4/7 - Bold are up.
Nina (38/64)
Green (-27)
Teja (33/78, stupefied 1)
Marigold (33/53)
Red (-136)
Drak (51/78, stupefied 1)
Fernardo (54/80, stupefied 1)
Jayma (42/67)
The cackling hag
Don't forget the concealment from the smoke

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Fernardo tries to push through the Stupefied that is hindering his spell casting...
DC:6 Flat Check vs. Stupefied: 1d20 ⇒ 19
...he then concentrates on his Staff of Evocation, drawing forth a spell from the energies stored within. An arrow dripping acid forms in front of him and springs forward attempting to strike "Green"....
DC:5 Flat Check vs. Concealment: 1d20 ⇒ 6
Spell Attck vs. Green: 1d20 + 15 ⇒ (10) + 15 = 25 Current Spell Attack
possible Acid damage vs. Green: 3d8 ⇒ (2, 3, 7) = 12 +1d6 persistent acid damage.
Acid Arrow:
You conjure an arrow of acid that continues corroding the target after it hits. Make a spell attack against the target. On a hit, you deal 3d8 acid damage plus 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.
Not sure if it matters, but as a reminder, Fernardo has the Spell Penetration Feat
Fernardo then attempts to cast Shield...
DC:6 Flat Check vs. Stupefied: 1d20 ⇒ 13
...and he succeeds. AC now 23

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Jayma is happy she was able to keep Marigold on her feet and is about to throw something a little more electrifying into the mix when the blasted nightmare takes another chunk out of her main defender. Jayma sighs! Her blast will have to wait. Once again she concentrates and manipulates the isle's nature to send healing energy Marigold's way before ducking down behind the pyramid to stay out of sight of the nightmares.
Action 1 & 2 (◆◆): Lucid Dreaming: Restore (Levels 7-8) vs Marigold
Concealed Flat Check vs DC 5: 1d20 ⇒ 2
The gods have it in for us. Hero Point reroll time...
Concealed Flat Check vs DC 5: 1d20 ⇒ 15
Lucid Dreaming (Restore): 3d8 + 24 ⇒ (3, 7, 7) + 24 = 41 hit points healed
Action3 (◆): Hide (Stealth +11) - SECRET - with +4 for Greater Cover?

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Third Round of Inspire Defense of four
Hopefully, this will go better than the last attempts I made to cast a spell.
◆◆Casting Agonizing Despair on Red
Stupefied Flat check DC 6: 1d20 ⇒ 19
Concealment Flat Check DC 5: 1d20 ⇒ 19
Will save DC 25 - 1 for Stupefied= DC 24 against
Mental damage: 4d6 ⇒ (3, 4, 2, 2) = 11
◆ Cast Shield
Stupefied Flat check DC 6: 1d20 ⇒ 9
Don't forget Inspire Defense is still up, +1 AC and Saves, and DR 2 Physical damage.

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Fernardo's Acid Arrow misses
Jayma hides behind the Pyramid and sends healing energy to Marigold
will: 1d20 + 14 ⇒ (13) + 14 = 27 Red v Agonising Despair
More rocks hit the ground around you but again, none of you are hit
Round 5/7 - Bold are up.
Nina (38/64)
Green (-27)
Teja (33/78, stupefied 1)
Marigold (53/53)
Red (-141 frightened 1)
Drak (51/78, stupefied 1)
Fernardo (54/80, stupefied 1)
Jayma (42/67)
The cackling hag

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Nina ◆ sustains the spiritual weapon against Red.
Spiritual Weapon: 1d20 + 16 ⇒ (19) + 16 = 35 vs frightened AC
Force: 1d8 + 4 ⇒ (1) + 4 = 5
She'll ◆ step up behind Marigold and ◆ shield herself.

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Red gets hit.
Green continues it's assault
left hoof: 1d20 + 19 - 0 ⇒ (15) + 19 - 0 = 34 bludgeoning: 1d8 + 10 ⇒ (3) + 10 = 13 evil: 1d6 ⇒ 4 fire: 1d8 ⇒ 8 Marigold(FF) [Crit]
right hoof: 1d20 + 19 - 4 ⇒ (19) + 19 - 4 = 34 bludgeoning: 1d8 + 10 ⇒ (1) + 10 = 11 evil: 1d6 ⇒ 3 fire: 1d8 ⇒ 7 Nina [Hit]
jaws: 1d20 + 19 - 8 ⇒ (15) + 19 - 8 = 26 piercing: 2d10 + 10 ⇒ (2, 7) + 10 = 19 evil: 1d6 ⇒ 3 Marigold(FF) [Hit]
Round 5/7 - Bold are up.
Nina (17/64)
Green (-27)
Teja (33/78, stupefied 1)
Marigold(00/53 - Dying 1)
Red (-146 frightened 1)
Drak (51/78, stupefied 1)
Fernardo (54/80, stupefied 1)
Jayma (42/67)
The cackling hag