
Dramiil Rau |

Dramiil does the same as Billy, unleashing nine magical missiles. His look different, of course.
MM Heightened to 5th: 9d4 + 9 ⇒ (2, 3, 3, 4, 4, 2, 3, 4, 3) + 9 = 37
"More like Teng-don't, eh Billy?" quips the psychic.
"Ok, ok, I'll keep to the psychic magic and lay off the puns..."

GMAndrewW |

More missiles slam into Blue who slowly topples over, not to rise again.
Green hurriedly reloads his strange tube like weapon, fires at Slick and reloads again. The spike slams into a tree next to Slick.
Green reloads, fires and reloads
Spike: 1d20 ⇒ 4
Turn Order
Inspire 2/3
Dramiil
Billy
---------------------------------------
Green
---------------------------------------
Slick
Nubnonk
---------------------------------------
Orange
Blue
Bold to act.
Combat status
Slick 124/188
Dramiil 94/116, -5' speed penalty
Nubnonk 145/166, -5' speed penalty
Billy 115/138
Captain Dead
Green 43
Orange 43
Blue Dead

Slick Silvertongue |

Slick watches Nubnonk's boomerang fly unerringly towards the Captain and can almost feel the crunch as it hits home and the tengu collapses at his feet. He's about to round on the nearest soldier when he feels the creature's beak tearing at the back of his neck, followed closely by another spike finding a gap in his armor. The luck of these birds was almost uncanny.
Before he can react to the new attack, two volleys of magical missiles slam into his sharp-beaked assailant and take him out of the fight. Slick looks right, then left at the remaining soldiers. Seeing that the two to his left had already been softened up a little, he decides to target them next. Putting on his most intimidating face, he rushes up to the nearest enemy and roars in the tengu soldier's face. "GRAA..."
Actions 1 & 2 (◆◆): Scout's Charge
- Action: Stride (45 feet)
- Action: Feint with Ventriloquist's Ring (Greater) vs Orange
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Enlarge and Inspire Courage vs Orange.
Deception (Feint): 1d20 + 18 + 2 ⇒ (1) + 18 + 2 = 21 vs Orange Perception DC
Assuming this is a Critical Failure, then Your feint backfires. You are flat-footed against melee attacks the target attempts against you until the end of your next turn.
"...AA <hic!> Urk! <cough, cough, cough>" A hiccup and coughing fit interrupt what would otherwise have been a terrifying display, throwing Slick momentarily off balance. He quickly recovers, and skipping any further formalities, swings his sword through his sharp-beaked opponent twice before slamming him up against another tree.
Greatsword Attack: 1d20 + 23 + 2 + 1 ⇒ (20) + 23 + 2 + 1 = 46
Greatsword Damage: 3d12 + 8 + 1 + 2 ⇒ (12, 4, 8) + 8 + 1 + 2 = 35 slashing damage
Definitely a crit, so Orange is now flat-footed.
Action 3 (◆): Brutish Shove with Powerful Shove and Flinging Shove
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Enlarge, MAP1 and Inspire Courage vs Flat-Footed Orange.
- Action: Shove with Powerful Shove and Flinging Shove vs Orange
Greatsword Attack: 1d20 + 23 + 2 + 1 - 5 ⇒ (12) + 23 + 2 + 1 - 5 = 33 vs Flat-Footed
Greatsword Damage: 3d12 + 8 + 1 + 2 ⇒ (8, 4, 7) + 8 + 1 + 2 = 30 slashing damage
The Shove uses the same success criteria as the Strike. Slick will NOT follow Orange.
If Target <= Huge: The target is flat-footed until the end of your current turn (Powerful Shove & Brutish Shove).
If Target <= Huge: The target is flat-footed until the end of your current turn (Powerful Shove & Brutish Shove).
The target is flat-footed until the end of your current turn (Brutish Shove).
Reaction (↺): Attack of Opportunity
Action (◆): Strike (+2 Greater Striking Grievous Greatsword) with Enlarge and Inspire Courage vs ???.
Greatsword Attack: 1d20 + 23 + 2 + 1 ⇒ (7) + 23 + 2 + 1 = 33
Greatsword Damage: 3d12 + 8 + 1 + 2 ⇒ (6, 10, 1) + 8 + 1 + 2 = 28 slashing damage
If Crit Success, the target is flat-footed until the end of your next turn (Grievous).

Nubnonk |

Nubnonk does a little leap into the air as he catches his blood-slicked boomerang. "One down, three to--" And then another tengu enemy falls to the combined might of missiles from Billy and Dramiil. "Two to--" Two absolutely vicious strikes from Slick nearly cleave one of the two enemies still standing and Nubnonk blanches. "Nubnonk not great counter..." he says with a shrug. "No matter. We save new tengu friends from new tengu enemies!"
Targeting Orange if still up, otherwise Green
◆ Exploit Vulnerability Esoteric Lore, Orange: 1d20 + 23 ⇒ (7) + 23 = 30 vs Standard DC for the creature's level
◆ +2 Striking Returning Boomerang Ranged Strike, IC, Orange (FF): 1d20 + 22 + 1 ⇒ (17) + 22 + 1 = 40
Bludgeoning Dmg, Inspiring Aura, Personal Antithesis: 2d6 + 6 + 3 + 7 ⇒ (1, 4) + 6 + 3 + 7 = 21
His first blow feels like a palpable, powerful hit, so he leaps to catch his weapon and spins it out once more.
◆ +2 Striking Returning Boomerang Ranged Strike, IC, MAP, Orange: 1d20 + 22 + 1 - 5 ⇒ (3) + 22 + 1 - 5 = 21
Bludgeoning Dmg, Inspiring Aura, Personal Antithesis: 2d6 + 6 + 3 + 7 ⇒ (3, 3) + 6 + 3 + 7 = 22
Although his second attack feels like it's almost certainly a miss even as it leaves his hand.

GMAndrewW |

As Slick rushes forward all three remaining soldiers discharge their spike launchers at him!
These attacks are reactions, all are out of range for an OA at the time they take them! Slick takes 18 damage.
Slick rushes at Orange who seems initially unfazed until Slick nearly chops him in half!
Your feint is not a critical failure. You do hit him for 105 damage.
As he crashes against the tree there is a sickening crunching noise and he collapses to the ground, the back of his skull caved in.
Green stands, open mouthed, which is unfortunate as Nubnonk's boomerang smashes into his face. If he had teeth he would have lost many of them to the blow. The second strike gets tangled in some branches and flies wide.
That's a crit for 42 damage on green
Red, seeing the writing is on the wall flees into the forest, never to be seen again. Most likely he will fall into a life of petty banditry, corruption and alcoholism before being murdered by a fellow bandit for the few silver coins in his purse.
With that you are able to quickly dispatch the remaining soldier.
Calling the fight here rather than rolling out every last few HP. You can capture Green if you want but Skawnak will tell you that they are unlikely to tell you anything unless you have magical compulsions and, even if you do, likely dont know very much.
With the attackers defeated Skawnak and his people emerge from hiding. My thanks for your help, if you were not here then I do not know what we would have done. You have saved us this day and we are most grateful. What can we do for you?
Three reactive attacks!
Spike Launcher: 1d20 ⇒ 9
Spike Launcher: 1d20 ⇒ 13
Spike Launcher: 1d20 ⇒ 18
Damage: 2d8 + 7 ⇒ (7, 4) + 7 = 18
Slick 106/188
Dramiil 94/116
Nubnonk 145/166
Billy 115/138

Slick Silvertongue |

Before his opponent even hits the tree, Slick knows the tengu has been taken out of the fight. He turns in time to see the soldier's colleague go down under a fusillade of friendly firepower and then turns back the other way to glare at the last of the enemy.
Red, seeing the writing is on the wall flees into the forest, never to be seen again. Most likely he will fall into a life of petty banditry, corruption and alcoholism before being murdered by a fellow bandit for the few silver coins in his purse.
Well, shoot! Now I'm all invested in Red's story. When does the movie come out? :)
Slick decides to let the last of the enemy escape unharmed. No doubt the unfortunate creature would soon come to a sticky end; such was the life of banditry.
After taking care of his own wounds and making sure everyone else was similarly healed, Slick shrinks back down to his usual size. He then searches the bodies of the fallen, stashing anything of value in Billy's Bag of Holding.
Any loot worth listing on the dead tengus? How about those Spike Launchers they were using?
Returning in triumph to talk with their new tengu friends whose lives they had just saved, he asks, "So what's the story here? Who were those guys and why were they after you guys? You called them Mivanians right? Dramiil here says he thinks we're in the Halana Theocracy ruled by the Windborne Theocrats. Are you with the theocrats or were they?

Billy Bardy |

As the last of the Mivanians runs off, Billy bravely walks out from behind the safety of the wall. "That's right. And there will be a repeat performance if you ever return!" Billy looks to Skawnak. "Are you and your people okay?"
Once Slick collects any loot, Billy retrieves his healers tools while the heroes chat with their new tengu friends. Billy tends to Slick and Nubnonk first.
Maybe handwave? But for the first round of healing ...
Medicine-Treat Wounds DC 20: 1d20 + 21 ⇒ (18) + 21 = 39
Damage Healed +Medic: 2d8 + 10 + 5 ⇒ (4, 2) + 10 + 5 = 21
Crit Damage Healed: 2d8 ⇒ (1, 8) = 9
(Continual Recovery for every 10 mins and Ward Medic to heal 2 at a time.)
Between applying new dressings, Billy turns back to Skawnak, "You were saying you needed to deliver supplies?"

GMAndrewW |

You can handwave healing at this point, there is no direct time pressure.
Skawnak and his people cautiously emerge and check themselves over. My people are fine he says, thank you for rescuing us.
As Slick mentions the Mivanians he scowls, No, we are not part of the Theocrats. They have subjugated our lands for many years along with their demonic allies. We are part of the resistance and now you have fought their Mivanian Guard they will consider you their enemies also. I am sorry that you have become enmeshed in our conflict.
As Slick starts to take stock of the defeated soldiers equipment he finds a variety of interesting looking objects.
The 3 dead soldiers each carry a +1 striking rapier as well as a Spike Launcher. The Captain caries the same along with set of +1 leather armour. I wont make you roll for any of these.
As you gather the stuff Skawnak says, These spike launchers would be of great use to us in our battles to free our people but you saved our lives, if you require them as tribute then so be it.
He glances out across the plains, You said you were looking for the "Big Sky". I do not know what that is but perhaps some of my people might. We are due to bring these supplies to them but must cross the grass plains to do so. I suspect Mivanian forces patrol the skies above. I am reluctant to ask you to do more but I must. Are you willing to help us cross the plains?

Billy Bardy |

Billy reassures Skawnak, "Please don't worry that we've made enemies here. We have enemies at home too." The halfling shrugs, "Slick jokes that it's my singing. He's a kidder." Billy strums his lute, "Have I mentioned I'm the most renowned performer in the Grand Bazaar?"
Billy realizes the conversation is focused on him again. Somehow. He stops playing, and responds to Skawnak's question. "Of course we'll help our new friends cross the plains. Especially if it leads to more information in our quest to find The Big Sky. We're in!"
Regarding the loot and the spike launchers (which look very heavy to the halfling ... "You're doing great, Slick"...), Billy hands the fighter his Bag of Holding (type 2) and lets the fighter handle that discussion.

Slick Silvertongue |

Slick drops the last of the loot into Billy's Bag of Holding and straightens up. Loot sheet updated. When Skawnak mentions tributes and crossing plains, Slick shrugs. "Sorry bub, but we're not really in this for the glory, and adventuring turns out to be a lot more expensive than you might imagine. We've gotten mixed up in your affairs here, so we'll see that through, but once we find what we've come for, we're out of here. So let's cross those plains of yours and see if your friends can help us."

Nubnonk |

Nubnonk screeches after the fleeing Tengu as well, enjoying whatever verbal barbs the enemy throws back in his direction much more than the physical barbs that had slowed him down during their furious melee.
He sidles up to Slick after Billy's masterful healing. While the half-elf is "pocketing" (bagging?) the weaponry, Nubnonk leans in, motioning for Slick to bend down before hopping on his shoulder and whispering raggedly into his ear. "Maybe good to sell, but maybe they keep for now?" He had softened in his old age to the point that gold was not the key driver for him. But Slick was right--this line of work was expensive.
Whether Slick swats him off or he is able to gracefully tumble down on his own, Nubnonk lands gracefully on the ground. "We help Anti-Theocrats!" he declares, shaking his surprisingly deadly boomerang. "Make Mivanians bleed!"

Dramiil Rau |

"Well, I don't really require any tribute," says Dramiil graciously, or pragmatically, as the case may be, gazing with a smirk at his empty hands. "I'd probably launch the spikes right into my face."
He chuckles. "'Big Sky' is a very vague name, but I'm sure we'll know it when we see it, or rather, people who know of it will know to tell us...ah, anyhow, let's go defend against Mivanians. Possibly by making them bleed, Nub. We don't always need to be so brutish in our methods."
"...Skawnak, what should we know about these demonic forces? Are there areas we need to avoid? Do we know of their weaknesses?"

Slick Silvertongue |

Slick reacts to Nubnonk and Dramiil's pleas by cinching the bag of holding and handing it back to Billy. "Sorry guys, but I think we've helped them plenty already. After all, they're still breathing, right? I'm pretty sure we'll make better use of this stuff than our new friends here anyway."
All that loot is worth 780gp to us. Nothing to sneeze at given that we got nothing from our visit to the theater in Cheliax.

GMAndrewW |

Skawnak nods at Slick, Very well, I understand. I thank you for agreeing to help my people. Our enemies number many powerful, flying demons. We must do all we can to avoid their notice. They patrol the skies in this region. We must cross the plains unnoticed. The grasses here are very high and I am told that there are many hidden gullies but this is the first time I have made the trip. If you could scout a way for us to cross or, if you have more impressive magic that could get us there, then that would be most useful?
OK, the open plain is about 2000' across. If you have a magic solution then that may bypass the skill challenge but I suspect not given you need to get Skawnak and his troops across. In the absence of that each of you can make one of the following checks: Perception, Nature, Survival, Plains Lore. This isnt a recall knowledge so Nubnonk cannot substitute Esoteric Lore. If you have some other Lore you think would be valid then I will consider it.

Billy Bardy |

When Skawnak asks about magic, Billy (still wanting to impress the tengu leader) puffs out his chest and boasts, "I have magic that can teleport myself up to 1 mile." But the halfling admits, "Sadly, that won't help the rest of you." He continues thinking.
The bard excitedly says, "I can create an invisible eye that can be placed up to 500' away to help us scout the first half of the journey." Billy is ready to have his Prying Eye come out to play again, if the group thinks it would be helpful.
Either way, just before the group sets out, Billy sings about himself (in the 3rd person, which is not unusual):
♫"We don't want a surprise.
From enemies unseen.
They might be in the skies.
But Billy's eyes are keen."♫
The bard casts See Invisibility. (Duration: 10 minutes)

Slick Silvertongue |

Slick scans the open plains ahead trying to pick out a path through it that maximizes their cover. He then scans the skies to see if there are any patrols. He didn't like the sound of flying demons; he taps his Warding Tattoo against fiends for good luck.
Perception: 1d20 + 20 ⇒ (10) + 20 = 30
You gain resistance 2 to spells cast by fiends and magical attacks by fiends, which increases to 5 when the tattoo is activated.
Activate (↺) envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage.

Billy Bardy |

After Billy casts See Invisibility, he strums his lute and sings out,
♫"Perception is the key
Our road trip we have planned.
A magic eye to see.
I'm Billy. Ain't I grand?"♫
Billy casts Prying Eye and floats it 500' feet in the distance to help him look in all directions.
Perception: 1d20 + 23 ⇒ (3) + 23 = 26
In addition to See Invisibility, all halflings have Keen Eyes to help locate hidden/concealed creatures.

Nubnonk |

A scouting mission strikes Nubnonk as terrifically exciting, and a great opportunity to show off a few tricks. His training had taught him a few spells that he was ready to use. Mindlink to let Skawnak know instantly what they had found. Message to coordinate their efforts quietly across the half-mile expanse. Sigil to leave clues behind at different waypoints indicating turns or signaling patrols. He's also ready to use his Elven Cloak to become invisible if things get sticky, his voice-throwing ring to throw someone off track (along with his new trick to be especially convincing), or use his fancy silver ring to conjure a helpful (and hopefully inconspicuous) animal to help with the effort. Yes, Nunnonk was ready. The hardest thing is going to be not humming during the effort, especially with Billy insisting on doing his little ditties.
Perception: 1d20 + 20 ⇒ (2) + 20 = 22
Well it looks like he's humming after all. Crap.

Billy Bardy |

With his See Invisibility and Prying Eye, Billy doesn't notice anything at first. He blinks and tries again with some Guiding Luck.
Guiding Luck provides a 1/day reroll of a Perception check or attack roll.
Perception: 1d20 + 23 ⇒ (18) + 23 = 41
Note: When using 1/day rerolls, they are struck out on Billy's character sheet in the Fortune Rerolls section.

Slick Silvertongue |

So far all of those are fails. Dramiil is yet to roll. Billy or Slick may want to use their hero point.
Ouch. Tough roll if 30 doesn't cut it. Since I am being asked, I will assume that making the roll is of importance, so I will use Slick's hero point reroll his skill check.
Slick is having trouble finding a viable way through the plains that won't expose them unnecessarily to any enemy patrolling the sky. He rubs at his eyes and concentrates harder hoping for better luck...
Perception: 1d20 + 20 ⇒ (20) + 20 = 40
...and quickly indeed, his eyes sharpen and everything seems clearer.
Uh, I guess that was probably worth it :)

Nubnonk |

Nubnonk tries to keep himself from humming, twisting his rings nervously as he works to help the Anti-Theocrat-Tengus avoid the demons in the Big Sky.
Burning the Crowns reroll from the Harrowing.
Perception reroll: 1d20 + 20 ⇒ (7) + 20 = 27
But the humming must continue until morale improves, and a goblin once set in motion stays in motion.

GMAndrewW |

The group head out into the plains, Skawnak and his rebels following behind. The magical eyeball allows Billy to spot gullies and blinds which let the group more easily navigate the high grasses. It looks like all is going well until a cry from Skawnak alerts the group to danger. The rebels scatter into the grasses out of the way as a group of powerful, winged, demons appear in mid air!
You got three successes which means the rebels dont get caught up in the battle. Your exploration activity is navigating the grasses. The enemies are all 30' in the air and out of range of Battle Cry.
Initiative
Dramiil : 1d20 + 19 ⇒ (17) + 19 = 36
Slick : 1d20 + 20 + 2 ⇒ (9) + 20 + 2 = 31
Billy : 1d20 + 23 + 2 ⇒ (20) + 23 + 2 = 45
Nubnonk : 1d20 + 20 ⇒ (15) + 20 = 35
Turn Order
Billy
-------------------------------------
Zeshuvin
-------------------------------------
Dramiil
Nubnonk
Slick
-------------------------------------
Blue
Orange
Red
Red
Bold to act.
Combat status
Slick 188/188
Dramiil 116/116
Nubnonk 166/166
Billy 138/138
Blue
Green
Orange
Red
Zeshuvin

Billy Bardy |

With the overland travel, Billy cradles his lute and scouts through his watchful floating eye. Upon seeing the danger, he strums his lute and sings:
♫"Crossing the plains with great care.
When demons attack from the air.
.....This fight may seem dire.
.....I'm here to inspire!
Let's fight and give them a good scare!"♫
Performance - Lingering Composition +Virt Perfomer +Lute DC 30: 1d20 + 23 + 2 + 1 ⇒ (14) + 23 + 2 + 1 = 40
Crit Success: Inspire Courage lasts 4 rounds. (Cost: 1 focus point).
All allies within 60' have +1 status bonus to attacks/damage and fear saves.
♫"Thru the plains, we're travellin'
Demons up ahead.
Holy fire, batmen!
A spell to make them dead!"♫
Billy casts Searing Light as holy fire shoots from his hands to the nearest enemy.
Searing Light +IC, vs Green: 1d20 + 19 + 1 ⇒ (11) + 19 + 1 = 31
If that fails, HERO POINT...
Searing Light +IC: 1d20 + 19 + 1 ⇒ (19) + 19 + 1 = 39
Fire Damage: 5d6 ⇒ (2, 5, 6, 5, 5) = 23
Good Damage +Dangerous Sorcery: 5d6 + 3 ⇒ (6, 1, 3, 3, 6) + 3 = 22
◆ Inspire, ◆◆ Searing Light

GMAndrewW |

Billy inspires his allies and then unleashes a beam of searing flame at the nearest flying creature. Green shrieks in pain as he blasts a hole in its wing.
Thats a hit for 45 damage, no hero point needed
Meanwhile, the apparent leader of the group swoops forward, hovering over you all and casting you into the shade of its massive wingspan. It unleashes powerful magic, filling your minds with shadow and doubt. Unfortunately for it most of you have wills made of solid adamantine.
Slick fails, becoming frightened 1 after bravery. The rest of you critically pass, either because you rolled well enough (Billy) or because of resolve (Nubnonk and Dramiil).
Will Saves
Dramiil : 1d20 + 21 ⇒ (18) + 21 = 39, Walls of Will
Slick : 1d20 + 19 ⇒ (3) + 19 = 22, Bravery
Billy : 1d20 + 23 ⇒ (20) + 23 = 43, Resolve
Nubnonk : 1d20 + 21 ⇒ (17) + 21 = 38, Resolve
Turn Order
Billy
-------------------------------------
Zeshuvin
-------------------------------------
Dramiil
Nubnonk
Slick
-------------------------------------
Blue
Orange
Red
Red
Bold to act.
Combat status
Slick 188/188, frightened 1
Dramiil 116/116
Nubnonk 166/166
Billy 138/138
Blue
Green, 45 damag
Orange
Red
Zeshuvin

Slick Silvertongue |

Slick frowns at the unfamiliar emotion flooding his body when the leader casts him into shade. "That's odd. Is that what fear feels like? Must be some powerful magic at work. Whatever it is, I don't like it." He decides to move away from the shade in question and under the demon that Billy just wounded. Then, with a twitch of his foot, he sends a stone flying straight up at the creature, following it up with a, "Hey! You up there! Why don't you get your leathery butt down here and show me what you've got!"
Action 1 (◆): Stride (45 feet) - Looks like the demon's token is hiding Slick's and I don't see a way to push him to the top.
Actions 2 & 3 (◆◆): Cast a Spell: Telekinetic Projectile with Inspire Courage and Frightened 1 [L6] vs Green
Telekinetic Projectile Attack: 1d20 + 18 + 1 - 1 ⇒ (18) + 18 + 1 - 1 = 36
Telekinetic Projectile Damage: 6d6 + 4 + 1 ⇒ (3, 2, 3, 2, 3, 4) + 4 + 1 = 22 bludgeoning damage
If a crit, you deal double damage.
Frightened status goes to 0.
Reaction (↺): Attack of Opportunity
Greatsword Attack: 1d20 + 23 + 2 + 1 ⇒ (7) + 23 + 2 + 1 = 33
Greatsword Damage: 3d12 + 8 + 1 ⇒ (4, 12, 10) + 8 + 1 = 35 slashing damage
Should hit, but if not, then I will use Slick's +0 Hammers marking for a reroll of the attack.
Greatsword Attack: 1d20 + 23 + 2 + 1 ⇒ (19) + 23 + 2 + 1 = 45
If Crit Success, the target is flat-footed until the end of your next turn (Grievous).

GMAndrewW |

Slick sends a rock smashing into the flying demons knee.
That's a hit for 22 damage
Turn Order
Billy
-------------------------------------
Zeshuvin
-------------------------------------
Dramiil
Nubnonk
Slick
-------------------------------------
Blue
Orange
Red
Green
Bold to act.
Combat status
Slick 188/188, frightened 1
Dramiil 116/116
Nubnonk 166/166
Billy 138/138
Blue
Green, 77 damag
Orange
Red
Zeshuvin

Dramiil Bot |

Dramiil sees the creatures hovering 30 feet above. "How strange?"
Recall Knowledge on one of the 4 helpers: Religion +19
After sharing, he casts Phantasmal Calamity centered 35' above his current position.
Mental Damage +IC, vs Leader/Green/Blue: 11d6 + 1 ⇒ (3, 2, 2, 6, 6, 2, 6, 4, 2, 6, 3) + 1 = 43
30' burst should catch 3 of them.
Basic Will DC 31 (more on crit fail ... see spell)
◆ Recall, ◆◆ Phantasmal Calamity

GMAndrewW |

Dramiil realises that the four creatures surrounding you are Vrocks, a dangerous kind of demon. You have already realised that they are vulnerable to good damage but Dramiil knows they are also vulnerable to good damage and that they can emit clouds of poisonous spores which affect all creatures adjacent to them.
Billy also recognises them from his visit to the Carnival. He realises that, while they are resistant to magic, their minds are far weaker than their physical bodies.
Will is their worst save, fort is their best
Dramiil unleashes terrifying visions against the demons. The leader seems only mildly bothered but the other two demons begin to twitch in terror, perhaps assaulted by visions of being smothered by adorable kittens or similar.
The leader passes taking 21, the other two critically fail taking 86. Both then make the reflex save.
Leader, Green, Blue
Will: 1d20 ⇒ 10
Will: 1d20 ⇒ 1
Will: 1d20 ⇒ 1
Reflex: 1d20 ⇒ 9
Reflex: 1d20 ⇒ 18
Turn Order
Billy
-------------------------------------
Zeshuvin
-------------------------------------
Dramiil
Nubnonk
Slick
-------------------------------------
Blue
Orange
Red
Green
Bold to act.
Combat status
Slick 188/188, frightened 1
Dramiil 116/116
Nubnonk 166/166
Billy 138/138
Blue, 86 damage
Green, 163 damage
Orange
Red
Zeshuvin, 21 damage

Nubnonk |

"Nasty demons," Nubnonk hisses, trying to remember what he knows about the leader. He looks like a vrock...but is he?
If it looks like a vrock, squawks like a vrock, and dances like a vrock...
◆ Exploit Vulnerability Esoteric Lore, Zeshuvin: 1d20 + 23 ⇒ (10) + 23 = 33 vs Standard DC for the creature's level
◆ +2 Striking Returning Boomerang Ranged Strike, IC, Zeshuvin: 1d20 + 22 + 1 ⇒ (1) + 22 + 1 = 24
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (2, 2) + 6 + 3 = 13 Plus weakness/breach defense as applicable
Success grants information as Recall Knowledge (Diverse Lore) w/ additional information or context (Know-It-All). Should still get something w/ Dubious Knowledge. Activating weakness or breaching defense, whichever is more beneficial.
Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness.
The little goblin mis-aims as the large-winged creature flies over him and blots out the sun. With a growl, he catches the boomerang and lets it fly once more.
◆ +2 Striking Returning Boomerang Ranged Strike, IC, MAP Zeshuvin: 1d20 + 22 + 1 - 5 ⇒ (1) + 22 + 1 - 5 = 19
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (5, 1) + 6 + 3 = 15 Plus weakness/breach defense as applicable
Even though his will is of adamantine, his aim seems to have been affected by the spell. He begins grumbling and cursing loudly in his native tongue.
Very inspiring, Nubnonk. Good job.

GMAndrewW |

Nubnonk also realises these creatures are Vrocks, powerful demons capable of unleashing a terrifying screech that can stun lesser beings. However, he also realises that the group is pretty resistant to this.
You will all benefit from incapacitation
Blue promptly swoops down onto the group and unleashes its stunning screech. Nubnonk finds his mind going numb! It then unleashes a could of spores against the three clumped together. All three of you feel like something is burrowing into your skin.
Nubnonk, Billy and Dramiil take 4 damage and are all taking 2d8 persistent piercing damage. Nubnonk fails the screech save with a natural 1. If you want to reroll with some effect you can do so but make sure its the first roll in your post.
Green, badly injured, swoops down to Slick but tauntingly just outside of his reach. It also screeches, and this time Dramiil finds his mind overwhelmed.
Dramiil fails with a natural 1 and is stunned 2. You may want to reroll, if you do so please make it the first roll in your post (or the Dramiil bot post).
It then tries to bite Slicks face off with its massive beak. Instead it manages to score a nasty wound to his cheek.
Slick takes 23 damage
Red swoops down onto Slick and also screams! It then bites and claws him but only manages to scratch his armour. Finally Orange swoops down to Billy and also beaks and claws him, this time with a more satisfying tearing and rending effect.
Billy takes 23 damage
Fort saves against Blues screech
Dramiil : 1d20 + 19 ⇒ (11) + 19 = 30
Slick : 1d20 + 23 ⇒ (12) + 23 = 35, Juggernaut
Billy : 1d20 + 19 ⇒ (6) + 19 = 25
Nubnonk : 1d20 + 21 ⇒ (1) + 21 = 22
Fort saves against Blues spore cloud
Dramiil : 1d20 + 19 ⇒ (8) + 19 = 27
Billy : 1d20 + 19 ⇒ (4) + 19 = 23
Nubnonk : 1d20 + 21 ⇒ (6) + 21 = 27
Damage: 2d8 ⇒ (1, 3) = 4
Fort saves against Greens screech
Dramiil : 1d20 + 19 ⇒ (1) + 19 = 20
Slick : 1d20 + 23 ⇒ (12) + 23 = 35, Juggernaut
Billy : 1d20 + 19 ⇒ (13) + 19 = 32
Nubnonk : 1d20 + 21 ⇒ (14) + 21 = 35
Green Beak: 1d20 ⇒ 17
Damage: 3d8 + 9 ⇒ (7, 6, 1) + 9 = 23
Fort saves against Reds screech
Dramiil : 1d20 + 19 ⇒ (18) + 19 = 37
Slick : 1d20 + 23 ⇒ (12) + 23 = 35, Juggernaut
Billy : 1d20 + 19 ⇒ (14) + 19 = 33
Nubnonk : 1d20 + 21 ⇒ (1) + 21 = 22
Red Beak: 1d20 ⇒ 2
Damage: 3d8 + 9 ⇒ (2, 6, 1) + 9 = 18
Red Claw: 1d20 - 4 ⇒ (10) - 4 = 6
Damage: 3d6 + 9 ⇒ (3, 1, 2) + 9 = 15
Orange Beak: 1d20 ⇒ 12
Damage: 3d8 + 9 ⇒ (6, 3, 5) + 9 = 23
Orange Claw: 1d20 - 4 ⇒ (2) - 4 = -2
Damage: 3d6 + 9 ⇒ (4, 2, 1) + 9 = 16
Turn Order
Billy
-------------------------------------
Zeshuvin
-------------------------------------
Dramiil
Nubnonk
Slick
-------------------------------------
Blue
Orange
Red
Green
Bold to act. Please roll your own persistent damage along with your recovery check at the end of your turn.
Combat status
Slick 165/188, frightened 1
Dramiil 112/116, 2d8 persistent piercing, stunned 2
Nubnonk 162/166, 2d8 persistent piercing, stunned 2
Billy 111/138, 2d8 persistent piercing
Blue, 86 damage, 5' in the air
Green, 163 damage, 10' in the air
Orange, 10' in the air
Red, 10' in the air
Zeshuvin, 21 damage, 30' in the air

Billy Bardy |

I don't see it in Combat Status, but Inspire Courage is up for 3 more rounds, yes?
Facing the cloud of spores on the initial attack (by Blue), Billy uses his reaction to activate his Fiend Warding Tattoo. "Not today, my batty friend!"
This grants him Resistance 5 to spells & magical attacks until end of current turn. Which would take the spore damage down to 0. If this is true, since he took NO damage from spores, maybe the persistent damage stemming from that doesn't happen either?
Billy feels that our chances would greatly improve if Slick could fly. He sings,
♫"I need to move near Slick.
Without the bad guys knowing.
A teleporting trick.
My legend just keeps growing."♫
The bard casts Time Jump to teleport near his friend. Once in position, he graces the battlefield with more music.
♫"To win this fight today.
We need Slick in the air.
We'll have to hope and pray,
This doesn't muss my hair."♫
Billy runs his fingers through his golden locks, and touches Slick to cast Fly, granting him flight for five minutes.
Hoping the persistent damage does not apply as per above, but if so, here are the rolls...
Persistent Piercing: 2d8 ⇒ (3, 2) = 5
Persistent Flat Check, DC 15: 1d20 ⇒ 9
◆ Time Jump (3rd level slot), ◆◆ Fly (4th level slot)

GMAndrewW |

Negating the damage will prevent the persistent. Damage values updated for Billy.
Billy blinks across the battlefield and reaches out to grant Slick the flight blessing. Unfortunately he is within the reach of green who snaps out with his massive beak at the plucky bard. Billy takes a nasty gash to the arm but maintains concentration on his spell.
Billy takes 19 damage
The lead demon, angry at Dramiils dangerous magic, flies down and unleashes a bolt of lightning through him and Nubnonk.
Nubnonk saves, Draamil critically fails. I am going to pause here to see if Dramiil wants to reroll this one as well .
Beak OA: 1d20 ⇒ 16
Damage: 3d8 + 9 ⇒ (4, 1, 6) + 9 = 20 +1d6 ⇒ 3 evil
Dramiil : 1d20 + 20 ⇒ (1) + 20 = 21
Nubnonk : 1d20 + 21 ⇒ (14) + 21 = 35
Turn Order
Billy
-------------------------------------
Zeshuvin [awaiting reroll decision]
-------------------------------------
Dramiil
Nubnonk
Slick
-------------------------------------
Blue
Orange
Red
Green
Bold to act.
Combat status
Slick 165/188, frightened 1
Dramiil 112/116, 2d8 persistent piercing, stunned 2
Nubnonk 162/166, 2d8 persistent piercing, stunned 2
Billy 96/138
Blue, 86 damage, 5' in the air
Green, 163 damage, 10' in the air
Orange, 10' in the air
Red, 10' in the air
Zeshuvin, 21 damage, ground level

Nubnonk |

Nubnonk begins shouting out what he knows about vrocks when they start screeching. It was very rude.
Fort vs Blue Screech, Harrow Point Reroll: 1d20 + 21 + 4 ⇒ (3) + 21 + 4 = 28
Fort vs Red Screech, Chaotic Destiny: 1d20 + 21 ⇒ (17) + 21 = 38 A super-critical success
Harrow Draw: 1d6 + 1d9 ⇒ (6) + (2) = 8
Suit: Hammers, Keys, Shields, Books, Stars, Crowns
Alignment: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil
With a huff, the goblin turns to the vrocks, bares his teeth, and YELLS LOUDER THAN THEM!
"NUBNONK WAS TALKING!" he shrieks, producing an amount of sound that betrays his size. Whatever bad luck had threatened to dazzle his very smart mind now seems much likelier to rebuff the nasty demons. "VROCKS NASTY FILTHY DEMONS WITH BAD SONG VOICE!" he shouts, trying to drown them out.
---
Active Effects: Inspiring Aura (15-foot emanation centered on Nubnonk) [emotion, mental, visual]

Dramiil Bot |

When Green screeches, Dramiil activates his Shields harrow card,
Fort Save vs Green Screech: 1d20 + 19 ⇒ (14) + 19 = 33
When Leader uses lightning, Dramiil activates his Keys harrow card,
Reflex Save vs Lightning: 1d20 + 20 ⇒ (8) + 20 = 28
Dramiil has 3 harrow cards remaining for rerolls: one Stars/Will and two Books/Skills. His Harrowing Ritual info (including chosen cards) is in the Discussion tab.

GMAndrewW |

Both Dramiil and Nubnonk manage to hold themselves together in the face of the demons noisy unpleasantness. Nubnonk and Dramiil still get blasted by lightning but Dramiil at least revives himself enough to duck!
All of the rerolls are now at least successes, which is a plus. Both take 21 electrical damage.
Lightning Bolt Damage: 6d12 ⇒ (3, 9, 7, 2, 10, 11) = 42
Turn Order
Inspire 2/3
Billy
-------------------------------------
Zeshuvin
-------------------------------------
Dramiil
Nubnonk
Slick
-------------------------------------
Blue
Orange
Red
Green
Bold to act.
Combat status
Slick 165/188
Dramiil 91/116, 2d8 persistent piercing
Nubnonk 141/166, 2d8 persistent piercing
Billy 96/138
Blue, 86 damage, 5' in the air
Green, 163 damage, 10' in the air
Orange, 10' in the air
Red, 10' in the air
Zeshuvin, 21 damage, ground level
Just in case it might come up, you cannot step with a speed other than your land speed which is a really weird bit of the movement rules. Also, going upwards would be difficult terrain in any event if you want to reach either of the demons flying above you. It is apparent that Vrocks do have opportunity attack..

Dramiil Bot |

If my calculations are correct from both battles (tengu and vrock), Dramiil has used 1 5th and both 6th level spell slots. This info is now listed in the Dramiil-Bot header.
Because Dramiil cast a spell last round, he'll Unleash his Psyche and draw upon his psychic energy.
When casting damaging spell, add status damage bonus of twice the spell level.
Wanting to conserve his final high-level spell slot, the psychic casts a mid-level, 3-action Magic Missile at the most injured vrock.
Magic Missile (3rd) + Unleash Psyche vs Green: 6d4 + 6 + 6 ⇒ (3, 3, 1, 3, 1, 3) + 6 + 6 = 26
Assuming the (Blue) vrock hovering above him takes the opportunity to attack him, Dramiil unleashes a (4th-level) Blood Vendetta against the attacker.
Heightened for 4d6 persistent bleed. Basic Will Save DC 31.
With Unleash Psyche, possibly additional 8 status damage if it applies to triggered effects?
And now for Dramiil's own persistent damage...
Persistent Piercing: 2d8 ⇒ (6, 7) = 13
Persistent Flat Check, DC 15: 1d20 ⇒ 9
◇ Unleash Psyche, ◆◆◆ Magic Missile (3rd level slot), ↺ Blood Vendetta (if triggered from Blue's AoO attack)

GMAndrewW |

Dramiil draws on his powers, dropping his focus a little and exposing him to attack from above. Fortunately for him the beak snaps shut a foot above his head.
The OA misses meaning no Blood Vendetta.
His magic missiles streak across the battlefield, straight into Green who shudders, twitches and then collapses to the ground, narrowly missing Slick and Billy.
Blue OA: 1d20 ⇒ 4
Turn Order
Inspire 2/4
Billy
-------------------------------------
Zeshuvin
-------------------------------------
Dramiil
Nubnonk
Slick
-------------------------------------
Blue
Orange
Red
Green
Bold to act.
Combat status
Slick 165/188
Dramiil 78/116, 2d8 persistent piercing
Nubnonk 141/166, 2d8 persistent piercing
Billy 96/138
Blue, 86 damage, 5' in the air
Green, dead
Orange, 10' in the air
Red, 10' in the air
Zeshuvin, 21 damage, ground level

Nubnonk |

The defiant goblin sizzles with the jolt of electricity and he is tempted to stumble out of the way. But Nubnonk has enough wherewithal to recognize that the vrocks have a good battle sense and would cut him to ribbons if he exposed his flank to them. Dramiil fortunately draws one for the team, allowing Nubnonk to step ◆ out of the greatest danger.
"Sarenrae no like you," Nubnonk says, drawing out his precious ankh and pressing it against the boomerang. He continues to focus his attention on the leader.
◆ +2 Striking Returning Boomerang Ranged Strike, IC, Zeshuvin: 1d20 + 22 + 1 ⇒ (8) + 22 + 1 = 31
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (5, 5) + 6 + 3 = 19 Plus weakness to Good
The whirling maelstrom of goblinoid chaos leaps into the air to catch the boomerang as it returns, and he looks over at Slick. Of all of them, the half-elven warrior was the most likely to do the most damage. Nubnonk reaches into his pocket and grabs a ring inscribed with elven runes. "Catch!" he cries, hurling it through the air for Slick to catch.
Then the vines continue to grow and crackle from the spores embedded in his skin, leading to more shrieking.
Persistent Piercing: 2d8 ⇒ (3, 1) = 4
Persistent Flat Check Recovery, DC 15: 1d20 ⇒ 8
He doesn't feel better, but he doesn't feel too much worse either.

Slick Silvertongue |

I assume that the beak attack was piercing damage. If these creatures start using slashing attacks against him, Slick has resistance 3 to that.
Just in case it might come up, you cannot step with a speed other than your land speed which is a really weird bit of the movement rules. Also, going upwards would be difficult terrain in any event if you want to reach either of the demons flying above you. It is apparent that Vrocks do have opportunity attack..
What a coincidence. I was just looking at the rules for Step and Fly and cursing quietly to myself knowing that I was going to have to trigger an AoO to get these critters within reach :)
Slick watches the demon swoop down at him with its massive beak and just before it slices his cheek open, thinks, "What's with all the beaks today?" Slick yells back at it. "You fiend! Don't you know the rules? Not in the face! You'll pay for that one." And not a second later, Dramiil's magical bolts slam into the creature and it falls dead to the ground at Slick's feet. "See? I told you so."
The other demon's attack is so comically inept that Slick turns to it and laughs. "Wow! That was terrible. You clearly need lessons in proper attack posture. Here, let me show you how it's done."
With Billy's very helpful Fly spell in effect (Fly speed is now 45' for 5 minutes, which should come in very handy), and Nubnonks's ring in his possession, Slick shoots straight up 5' to get it within reach (while remaining unflankable) and slashes twice.
Action 1 (◆): Fly (45 feet)
Action 2 (◆): Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage and Share Weakness vs Red Vrock.
Greatsword Attack: 1d20 + 23 + 2 + 1 ⇒ (19) + 23 + 2 + 1 = 45
Greatsword Damage: 3d12 + 8 + 1 ⇒ (9, 2, 3) + 8 + 1 = 23 slashing damage plus weakness to Good
Will assume that's a crit, so Red should be flat-footed until the end of Slick's next turn.
Action 3 (◆): Brutish Shove with Powerful Shove
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage, Share Weakness and MAP1 vs Flat-Footed Red Vrock.
- Action: Shove with Powerful Shove vs Green Vrock
Greatsword Attack: 1d20 + 23 + 2 + 1 - 5 ⇒ (17) + 23 + 2 + 1 - 5 = 38 vs Flat-Footed
Greatsword Damage: 3d12 + 8 + 1 ⇒ (7, 1, 3) + 8 + 1 = 20 slashing damage plus weakness to Good
The Shove uses the same success criteria as the Strike. Please NOTE that Slick will not follow the demon.
If Target <= Huge: The target is flat-footed until the end of your current turn (Powerful Shove & Brutish Shove).
If Target <= Huge: The target is flat-footed until the end of your current turn (Powerful Shove & Brutish Shove).
The target is flat-footed until the end of your current turn (Brutish Shove).

GMAndrewW |

Nubnonk sends his boomerang whizzing at the leader but the demon ducks away at the last minute and it flies over its shoulder before returning.
Meanwhile, Slick flies up to engage red who snaps at him with its beak, tearing off another gobbet of flesh.
Slick takes 17 damage
Slick returns the favour and then some, driving red back with two massive blows.
Both attacks crit, dealing 106 damage and pushing him back 20'
Blue flies down, landing next to Dramiil, and tries to tear him apart. The beak rips a huge gash between shoulder and neck while the claws just miss him. It promptly regrets its actions as wounds tear open across its body.
Dramiil takes 44 damage and, I assume, Blood Vendettas Blue. It fails taking 4d6 bleed from a 4th level Vendetta. It bleed for 13.
Orange flies down to deal with Nubnonk. It tears chunks out of him and screeches in victory!
Nubnonk takes 58 damage
Red casts a spell and suddenly there are multiple copies of it swirling around. It then moves to interpose itself between Slick and the leader.
Red OA: 1d20 ⇒ 14
Damage: 3d8 + 9 ⇒ (6, 1, 1) + 9 = 17 P
Blue moves, Beaks and Claws
Beak: 1d20 ⇒ 20
Damage: 3d8 + 9 ⇒ (4, 4, 4) + 9 = 21 P +1d6 ⇒ 5 evil
Claw: 1d20 - 4 ⇒ (14) - 4 = 10
Blue will BV: 1d20 ⇒ 9
Blue bleed: 4d6 ⇒ (1, 4, 2, 6) = 13
Blue recovery: 1d20 ⇒ 8
Orange moves, Beaks and Claws but against FF AC
Beak: 1d20 ⇒ 17 HIT
Damage: 3d8 + 9 ⇒ (3, 7, 7) + 9 = 26 P +1d6 ⇒ 4 evil
Claw: 1d20 - 4 ⇒ (14) - 4 = 10 HIT
Damage: 3d8 + 9 ⇒ (2, 5, 6) + 9 = 22 P +1d6 ⇒ 6 evil
Turn Order
Inspire 3/4
Billy
-------------------------------------
Zeshuvin
-------------------------------------
Dramiil
Nubnonk
Slick
-------------------------------------
Blue
Orange
Red
Bold to act.
Combat status
Slick 148/188
Dramiil 78/116, 2d8 persistent piercing
Nubnonk 79/166, 2d8 persistent piercing
Billy 96/138
Blue, 99 damage, ground level
Green, dead
Orange, ground level
Red, 106, 10' in the air, Mirror Image [3], FF end of Slicks next turn
Zeshuvin, 21 damage, ground level

Nubnonk |

⟳ Roll With It
A foe hits you with a melee weapon or unarmed attack. When you take a big hit, your foe bounces you around like a rubber ball, but you escape the worst of the blow. Your foe can move you any distance of its choice up to 30 feet in a direction of its choice (this is not forced movement, and it triggers reactions as normal). You fall prone and are stunned 1. Attempt a DC 6 flat check. On a success, you take minimum damage from the attack, and on a critical success, if the attack was a critical hit, you don’t take double damage from the critical hit.
⟳ Roll With It: 1d20 ⇒ 20

Billy Bardy |

Billy watches as the number of enemies just increased! He recognizes Mirror Image, a spell in his occult tradition, and he shakes his head. He moves in and sings,
♫"The vrocks are multiplying.
Too many for this show.
To save my friends from dying,
These images must go!"♫
The bard casts Dispel Magic (2nd level) in an attempt to counteract the Mirror Image spell.
Counteract vs Spellcaster(Vrock) DC: 1d20 + 21 ⇒ (12) + 21 = 33
If successful, the target is counteracted if target level (2) (since Mirror Image is a 2nd level spell) is no greater than 1 level higher than the counteract spell level (2) (since Dispel Magic is being cast at 2nd level).
◆ Stride, ◆◆ Dispel Magic

GMAndrewW |

Damage values updated.
Nubnonk draws on his resilient, almost rubbery, heritage, and finds himself face planted into the ground.
The Vrock chooses to move you 0 feet.
Billy easily dispels Reds mirror images and it snarls in frustration.
The lead demon launches a ball of fire at Slick which goes well wide. It then swoops down at Billy and tries to rend him with its talons but they simply dig gouges into the long grass.
Produce Flame: 1d20 ⇒ 5
Talon: 1d20 - 4 ⇒ (8) - 4 = 4
Turn Order
Inspire 3/4
Billy
-------------------------------------
Zeshuvin
-------------------------------------
Dramiil
Nubnonk
Slick
-------------------------------------
Blue
Orange
Red
Bold to act.
Combat status
Slick 148/188
Dramiil 34/116, 2d8 persistent piercing
Nubnonk 92/166, 2d8 persistent piercing, prone, stunned 1
Billy 96/138
Blue, 99 damage, ground level, 4d6 bleed
Green, dead
Orange, ground level
Red, 106, 10' in the air, FF
Zeshuvin, 21 damage, 5' in the air

Slick Silvertongue |

Slick was hoping that his demon punching bag would turn around and head back for more, but is instead a little disappointed to see it keep its distance and multiply. He roars at it. "Coward!" When Billy flicks away the multiple copies with his ditty, Slick grins and charges. He flies directly West but makes a quick cut left towards the adjacent demon before sliding under his chosen target and slicing open its exposed belly.
Action 1 (◆): Fly (45 feet)
Slick will fly in such a way that he will move through the reach of Zeshuvin, Red and Green. Something like W, W, W, W, SW, NW should work. Nice thing is that he's within Nub's Inspiring Aura for that extra bit of damage. He will remain 1 square in the air.
Action 2 (◆): Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage, Inspiring Aura and Share Weakness vs Flat-Footed Red Vrock.
Greatsword Attack: 1d20 + 23 + 2 + 1 ⇒ (4) + 23 + 2 + 1 = 30 vs Flat-Footed
Greatsword Damage: 3d12 + 8 + 3 ⇒ (11, 2, 2) + 8 + 3 = 26 slashing damage plus weakness to Good
Action 3 (◆): Brutish Shove with Powerful Shove
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage, Inspiring Aura, Share Weakness and MAP1 vs Flat-Footed Red Vrock.
- Action: Shove with Powerful Shove vs Red Vrock
Greatsword Attack: 1d20 + 23 + 2 + 1 - 5 ⇒ (17) + 23 + 2 + 1 - 5 = 38 vs Flat-Footed
Greatsword Damage: 3d12 + 8 + 3 ⇒ (3, 12, 9) + 8 + 3 = 35 slashing damage plus weakness to Good
The Shove uses the same success criteria as the Strike. Please NOTE that Slick will not follow the demon.
If Target <= Huge: The target is flat-footed until the end of your current turn (Powerful Shove & Brutish Shove).
If Target <= Huge: The target is flat-footed until the end of your current turn (Powerful Shove & Brutish Shove).
The target is flat-footed until the end of your current turn (Brutish Shove).

Nubnonk |

That had hurt. Nubnonk's rubbery body absorbs some of the blow, but the vrock seems to bounce him more like a ball before wrenching into him with claws.
Couldn't just knock me away, eh? Nasty thing.
Now of course his head was ringing from a different source altogether: his brain rattling around within his skull. He ◆ stands up, accepting the likelihood of incoming pain, and then tries to add his own damage to bring down another one of the demons.
"Nasty leader not Vrock!" he shouts. "You Hurlilu. Gonna try to ground us if we fly, and skin tougher than usual."
◆ +2 Striking Returning Boomerang Ranged Strike, IC, Red: 1d20 + 22 + 1 ⇒ (8) + 22 + 1 = 31 Or Blue if Red is already down
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (6, 4) + 6 + 3 = 19
It's about now that I wish I hadn't given up sympathetic vulnerabilities. I don't think I'll be triggering the weakness now unless the GM is feeling nice.
Persistent Piercing: 2d8 ⇒ (6, 3) = 9
Persistent Flat Check Recovery, DC 15: 1d20 ⇒ 18

Dramiil Bot |

Now that coast is clear for casting, thanks to Slick, Dramiil uses his remaining unleashed psyche to power a full-strength Magic Missile at the most injured enemy.
Targeting Red (if still up), or Blue (if red is down), or Leader (if both red/blue are down)
Magic Missile (5th) + Unleash, vs (see above): 9d4 + 9 + 10 ⇒ (1, 3, 2, 3, 2, 4, 3, 3, 3) + 9 + 10 = 43
He then tries to fight off the persisting vines growing within him.
Persistent Piercing: 2d8 ⇒ (1, 7) = 8
Persistent Flat Check, DC 15: 1d20 ⇒ 13
If anyone other than Blue attacks Dramiil, he'll cast Blood Vendetta (2nd level) at the attacker.
2d6 persistent bleed, with a basic Will save
At the end of the round, with his psyche fully unleashed, Dramiil is Stupefied 1 for 2 rounds
◆◆◆Magic Missile, ↺ Blood Vendetta (if triggered from anyone (besides Blue) AoO attack)

GMAndrewW |

Slick hurtles across the battlefield, Red and Blue both snap out at him but he avoids them with ease. He crashes into Red and two quick blows dispatch him. Nubnonk nimbly leaps to his feet and slams his boomerang into Blue who remains standing. Dramiil sends a barrage of missiles slamming into Blue who, somehow, remains standing.
Blue, enraged, decides to take his revenge on Dramiil. Beating his wings to stay in the air....
I am going to pause at this point to see if Slick wants to use a reroll (if he has one). Blue is about to shred Dramiil, he has just used an action to fly in order to stay in the air. This provokes. I rolled a 2 for Slicks OA which misses. He looks very badly off, a hit may well take him down and save Dramii a beating. Its up to you, if I dont hear anything in the next 12 hours I will move us on.
OAs on Slick
OA: 1d20 ⇒ 10
OA: 1d20 ⇒ 1
OA on Nubnonk
OA: 1d20 ⇒ 9
Slicks OA on Blue
1d20 ⇒ 2
Turn Order
Inspire 3/4
Billy
-------------------------------------
Zeshuvin
-------------------------------------
Dramiil
Nubnonk
Slick
-------------------------------------
Blue
Orange
Bold to act.
Combat status
Slick 148/188
Dramiil 34/116, 2d8 persistent piercing
Nubnonk 83/166
Billy 96/138
Blue, 161 damage, ground level, 4d6 bleed
Green, dead
Orange, ground level
Red, dead
Zeshuvin, 21 damage, 5' in the air

Slick Silvertongue |

Shoot! I forgot to provide an AoO roll. Sorry about that. Okay, Here it is using the 2 you rolled as the initial attack roll.
Reaction (↺): Attack of Opportunity
"Oh no you don't. Take that for your troubles."
Action (◆): Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage, Inspiring Aura and Share Weakness vs Blue Vrock.
Greatsword Attack: 2 + 23 + 2 + 1 = 28
That ends up being a 28, which is suspiciously close to their AC. If that's indeed still a miss, then I will definitely use one of the +4 (crit success) Hammers result on the following re-roll.
"Uh, I meant, take that, that for your troubles."
Greatsword Attack: 1d20 + 23 + 2 + 1 + 4 ⇒ (8) + 23 + 2 + 1 + 4 = 38
That should definitely do it.
Greatsword Damage: 3d12 + 8 + 3 ⇒ (11, 4, 8) + 8 + 3 = 34 slashing damage plus weakness to Good
Back to bed...