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Mandower struggles still a failure with that roll to play the part, but Lydia's smooth talking quickly lures the guards out. They seem astonished when they discover Pathfinders instead of Aslynn herself waiting for them, and you're quickly able to subdue them. It takes 20 minutes total, as the critical success balances out Mandower's failure, and everyone else succeeded. You have about 25 minutes remaining before Aslynn could return!
Entering the vault, you find an array of items sits on plinths in this chamber, apparently trophies of the night hag. Among them are a crystalline, eight-spoked wheel that appears likely to belong on the airship; a ledger with the name “Thurl” written on the demonhide cover with writing in Abyssal that I don't think any of you can read; a frayed scrap of tapestry; a leather bracelet with a number too faded to read; and a tropical lotus flower.
Finally, there are several Stasian items, one of which seems likely to be the item stolen from the Ardis Scholars' manor. If you go to the maps and art link, you will find the notes from the scraps, and a description of five Stasian items in the room. You need to figure out which of the items that the notes describe (the notes all describe the same item).

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The mentions of opal and the notes on spheres and 'gyroscopes' seem to be about this creation Vella says pointing towards the globe. Though I'll be honest and say I'm a bit foggy on what 'wood' or 'metal' have to do with a plane map.
Is there something preventing us from taking all five anyway? Even if only one was stolen from the Ardis, likely better to make sure Aslynn doesn't keep any of them.
the dwarf moves about the room, looking at several of the objects grimly. Gah! What a shame she doesn't speak Abyssal. I'm sure she's read Chronicles that would make that journal's title *pop* Worst case us just having the wheel means Aslynn'll need to waste time crafting a new one. But do we think the dock is even close enough for us to investigate before she returns? Stealing a ship out of here would be a true stick in Aslynn's eye - if you can pilot it - she adds looking to Dinetrie but getting the Scholars and Narcela out is what's most important. It would be better to ensure all return to Ustalav safely rather than gamble for more and risk everything.

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Quinoline would also advocate taking everything. But, if forced to choose by some limitation (or GM fiat), she would choose the globe.
Clues: Round/sphere, multiple dials, gyroscope inside sealed glass, fits in hand, white/grey/multicolored parts, highlights Air.
Grandfather clock: dials, but none of the other clues. Bowl: spherical, "dials" inside, gyroscope but no glass, no colors. Brass sphere: spherical, no dials, no gyroscope, no colors. Tray: maybe fits none of the clues?
Globe: spherical, has gears inside, spinning inside sealed glass, fits in hand, parts of different materials, and the globe highlights the air contained.

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Lydia pauses and carefully studies the objects with an obvious look of being out of her element. Notwithstanding, she scrutinizes the objects against the notes "This one... it is round, with dials, has a gyroscope inside glass, appears handheld, and has an inner gimbal...." She points to the fist-sized glass globe.
i guess i have lost track of things, i thought we needed to head to skydock to head home, or are those two separate things? how do we exit? I'm in between whether to head to skydock or leave if they are different. Based on past exploration we'd likely run out of time, and whatever that entails, if we tried to do both.

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There's a ship at the skydock, and I don't know if it's interesting, but to my knowledge, we can head home using the key at any time.

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We could try heading towards the skydock. If we make good time, great! But if after 20 minutes we're still on the way there Vela would strongly vote we then just use the key and as Lumna to whisk us home (which they can do pretty much instantly, right GM? Or does it take some time for them to be able to activate the return effect?)
If Lumna could whisk us back 'en route' to the dock if we're too slow Vella is happy to try, but IC she'd be on the more conservative side with our time in case Narcela's estimate (and our pilfered clock) are off or the hag makes an earlier-than-expected surprise return.

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That sounds like a good plan.

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thanks for the refresher!
I've got 2 hero points plus my campaign coin, so i can reroll a bad roll of mine, and i can offer a reroll to someone else so we could avoid some crit failures. I think it might be worth trying but agree it would be ideal if we could pull the escape plan if it seemed like we weren't going to have enough time
Lydia turns to the group. "Time's not long, anyone up for one last stop. Shall we hustle??"
I've never actually seen hustle be used in pf2, but it might work here? lowest con modifier is Zazu's +1 (then Q and Lydia's +3), but this means we could hustle for 10 minutes at twice the speed-- effectively saving us 5 minutes of exploration time between the two locations. Does that work here?

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"If we are heading for the ship we should grab that odd wheel" He points out to an element of the ship.
"I can hustle if the situation needs it"

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It does take 1 minute to activate the key.
Hustle would be a great idea -- I've also never seen it used ever -- but unfortunately, you need to use Explore the Electric Castle as your exploration activity.
Moving as quickly as you can, you head for the skydock, with Narcela anxiously leading the way. You don't find any obstacles, but it still takes you 20 minutes to arrive.
Narcela looks almost like she's going to be sick. "Do we have time? She could be back any minute!"
So there's not a check to add/reduce the time for this, but you get there with just five minutes remaining. You can go in and explore if you want, but if anything goes wrong, you could be in a lot of (potentially fatal) trouble. Or you could grab everyone and leave.

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Per request, here's what you can effectively see from the doorway.
This strange space vaguely resembles a dock, but with metal piers jutting into the shadow beyond the castle walls. What looks like a sailing vessel is tied to one pier. Its two masts are angled backward at a steep angle, making the raised sails look more like a covering canopy than something intended to catch the wind. The ship’s name is marked in blood-red writing: the Gale’s Claw.

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Zazu looks around and puts his backpack on the floor
"Ok! This is where we will make it. I was training for this my whole life. You take care of Aslynn henchmen, and I will challenge her to a fist fight, my right jab is lethal!" Zazu looks at other faces
"I tried to cheer you up, unless someone wants to write Aslynn stinks on the side of that ship why don't we prepare for exit"

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Lydia glances in, and shrugs, "I could take it or leave it" she whispers. turning to the party she asks "Well, what do you say? We don't have time to think."

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I'm going to make a call here to keep the game going.
With time running short and Narcela looking more and more anxious, you decide that as tempting as it is to more closely investigate the ship, you're better off leaving. You gather the scholars, but before you can start the ritual, Narcela lets out another scream.
She collapses, looking up in pain -- and seems to resist the magic! For an all too brief moment, it seems like Aslynn's plan has been foiled, but Bremix lets out a snarl. The air seems to ripple as the magic seems to latch on to him, antlers growing from his head as his expression turns to rage. "I TOLD you!" he growls. "I warned you, but you didn't listen to me! Now look at what's happened!" He jabs at Mandower before retreating a few steps back and pulling out a chain that seems to pulse with malevolent shadow.
Two more horned men quickly rush in, calling out, "Yes, brother, join us!"
Lydia (Perception): 1d20 + 19 ⇒ (9) + 19 = 28
Mandower (Perception): 1d20 + 12 ⇒ (14) + 12 = 26
Quinoline (Perception): 1d20 + 16 ⇒ (4) + 16 = 20
Vella (Perception): 1d20 + 14 ⇒ (17) + 14 = 31
Zazu(Perception): 1d20 + 10 ⇒ (17) + 10 = 27
Bremix: 1d20 + 19 ⇒ (17) + 19 = 36
Green and Yellow: 1d20 + 13 ⇒ (14) + 13 = 27
1d20 + 22 ⇒ (1) + 22 = 23
Vella and Lydia are up! Bremix is outlined in red (just FYI since the images are small).

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Surprised by the sudden transformation reveal? of Bremix, Vella isn't quite sure what to make of him. Hells! Did he get afflicted while he was here? she calls back to the other gathered Ardis scholars as she adds to her colleagues. Stand strong. We just need to buy a bit more time for Lumna!
* Entering Inspiring Marshal Stance
Diplomacy: 1d20 + 14 ⇒ (15) + 14 = 29
Success: Within 10 feet of her you get +1 status to attacks, and +1 status v mental effects.
then nodding to Lydia, she moves over to one of the newly-arrived horned men and strikes down at it (and ready to distract it to make it off-guard for her ally)
* Stride, Strike
Strike: 1d20 + 18 ⇒ (10) + 18 = 28 for Bludgeonign: 2d6 + 6 ⇒ (3, 6) + 6 = 15

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Lydia follows Vellas lead and moves into the flanking position. She tries to strike twice with her jagged swords!
Strike vs Red w/ Exposition (+2 striking flaming sawtooth): 1d20 + 21 ⇒ (3) + 21 = 24
S dmg: 2d6 + 2 ⇒ (5, 2) + 2 = 9 | +fire: 1d6 ⇒ 6 | +sneak vs OG: 2d6 ⇒ (6, 4) = 10 | (If vs OG) +Debilitating strike: No reactions
Strike vs Red w/ Catastrophe (+1 striking frost sawtooth): 1d20 + 20 - 4 ⇒ (2) + 20 - 4 = 18
S dmg, twin: 2d6 + 2 + 2 ⇒ (1, 4) + 2 + 2 = 9 | +cold: 1d6 ⇒ 4 | +sneak vs OG: 2d6 ⇒ (5, 3) = 8 | (If vs OG) +Debilitating strike: No reactions
Actions: ◆Stride ◆Strike ◆Strike
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)
Debilitation The target takes a –10-foot status penalty to its Speeds.
Debilitation The target becomes enfeebled 1.
Debilitation The target can’t use reactions.
Debilitation The target can’t flank or contribute to allies’ flanking.

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Low rolls are low rolls, but don’t forget they’re +1 better due to being w/in 10 feet of me!
Also GM, if Lydia is struck Vella will use her Champion’s reaction on it (enemy can either deal no damage, or be Enfeebled 2 and Lydia has Resist 11 All to the strike)

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Bremix: 36
Vella: 31
Lydia: 28
Green and Yellow: 27
Zazu: 27
Mandower: 26
Quinoline: 20
As the remaining Ardis scholars scatter and Narcela crawls away from the fight, still clearly fighting her own battle even if she's also clearly winning, Lydia and Vella move into action. Surrounding one of the newly arrived attackers, Vella lands a vicious blow that distracts the creature just enough for Lydia to hit as well. With flanking and Vella's aura, that's a hit.
The man lets out a cry of rage, and lashes out at Lydia, catching her full in the chest and knocking her down, before moving away. He roars in frustrating as Vella forces him into a difficult choice. 4 piercing after the reaction and knocked prone; his movement provokes if either of you have Reactive Strike.
The second, seeing Lydia take advantage of the flank, moves closer and casts a spell! Need a DC 24 Will save, please, Lydia. You get the +1 from Vella.
Critical Success The target is unaffected.
Success The target believes everyone it sees is a potential threat. It becomes unfriendly to all creatures to which it wasn't already hostile, even those that were previously allies. It treats no one as an ally. The spell ends after 1 round.
Failure As success, but the effect lasts 1 minute.
Critical Failure As failure, except the target believes that everyone it sees is a mortal enemy. It uses its reactions and free actions against everyone, regardless of whether they were previously its allies, as determined by the GM. It otherwise acts as rationally as it normally does and likely prefers to attack creatures that are actively attacking or hindering it over those leaving it alone.
Yellow target: 1d2 ⇒ 2
Strike: 1d20 + 18 ⇒ (19) + 18 = 37
2d12 + 7 ⇒ (4, 6) + 7 = 17
Yellow: 40, no rx for 1 round, enfeebled 2
Zazu, Mandower and Quinoline are up!

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Lydia nimble dodges first strike against her each round so wouldn't have any other reactions
Will Save DC 24: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31 success
Lydia gets shoved to the ground, though the redeemer of Saloc cushions the fall by protecting her from the full brunt of the attack. Lydia, on the ground, gives a smirk before it is suddenly erased as her eyes start shifting untrustingly around at everyone.

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Quinoline quickly draws a bottle and throws it. Brilliant lightning flashes inside as it flies through the air.
Moderate Bottled Lightning, Far Lobber (30'): 1d20 + 19 ⇒ (3) + 19 = 22 vs Red
Electricity: 2d6 ⇒ (6, 2) = 8 plus 7 splash electricity plus flat-footed
Watching it (presumably) miss, Quinoline throws another.
Moderate Bottled Lightning, Far Lobber (30'), MAP: 1d20 + 19 - 5 ⇒ (13) + 19 - 5 = 27 vs Red
Electricity: 2d6 ⇒ (1, 1) = 2 plus 7 splash electricity plus flat-footed
Splash damage on miss but not critical miss.
Quinoline raises her shield.

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Zazu stretches his paws to the side and looks at the sky. He begins to chant, making complex gestures which begin to leave firey marks in the air . Soon the flames begin to wrap his posture and follow after his hands in shape of flame missiles comet-like shape
He waves his paw and missile flies towards first enemy
Scorching ray@red, level bump: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22
Scorching ray, fire: 4d6 ⇒ (3, 2, 2, 3) = 10
Then he waves his other hand and the missile flies towards the other creature
Scorching ray@yellow, level bump: 1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 34
Scorching ray, fire: 4d6 ⇒ (3, 1, 2, 5) = 11
Scorching ray@green, level bump: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35
Scorching ray, fire: 4d6 ⇒ (1, 5, 4, 4) = 14
His first missile is not that accurate, but the other two fly true!
Casting Scroching ray

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Pull out longbow as action 1
Strike at green with actions 2 and 3
hit: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30 dmg: 2d8 + 4 ⇒ (5, 7) + 4 = 16
hit: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26 to hit takes into account volley trait dmg: 2d8 + 4 ⇒ (5, 7) + 4 = 16 if green dies, it goes to red.

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Vella: 31
Lydia: 28
Green and Yellow: 27
Zazu: 27
Mandower: 26
Quinoline: 20
Bremix: 36
Quinoline misses Bremix, though he lets out a cry of pain as the nearby bottles splash acid on him. Still, he's able to duck under Zazu's scorching ray. The other two attackers, the new arrivals, aren't as lucky, and Zazu hits them full on, scorching them badly -- the second one especially Crit!! Mandower adds to the pain with a pair of arrows.
Moving quickly, Bremix circles around to take on his attackers, lashing out with his chain at the ratfolk wizard! As it swings through the air, directly at the unexpecting spellcaster's head, a series of shadowy afterimages follows it, though it seems to leave him off-balance slightly! He's using an ability that increases the damage of the attack (which crit) and for a kicker effect, but leaves him flat-footed. Zazu takes 34 damage, plus must succeed at a DC 29 Will save or become invisible, inaudible, and otherwise imperceptible to its allies for 4 rounds, and it likewise can’t see, hear, or otherwise perceive those allies! "How do you like it, being left all alone with nothing but enemies around you?!" he rants.
Strike: 1d20 + 23 ⇒ (20) + 23 = 43
3d8 + 12 ⇒ (1, 1, 3) + 12 = 17
Yellow: 51, no rx for 1 round, enfeebled 2
Green: 60
Bremix: 14
Zazu: temp immune to isolating lash
Vella and Lydia are up.

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Zazu raises his paws and his eyes glow with magic. Reaction: Wooden Double it takes 25 dmg the rest goes to Zazu so -9 + save
A cloud of smoke raises and in place of Zazu stands a wooden Ratfolk statue with a mocking grin sticking his tongue out. But Bremix blow sends it to splinters hitting Zazu who moved backwords. Made a step on the map
Will save, DC29, rugged mentor (lvl bump): 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26
But Zazu dissapears ... what a nifty trick!

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Lydia quickly kips up with ease and double takes Vella for a moment before running after the man that is messing with her head. Once she's closed the gap, she raises Catastrophe in the air to strike, but fakes out and stabs Exposition with intent to skewer the man. The flaming, jagged sword strikes true.
Feint vs Green Perception DC: 1d20 + 22 ⇒ (7) + 22 = 29 If success, flat footed to Lydia until end of next turn
Strike vs Green w/ Exposition (+2 striking flaming sawtooth): 1d20 + 21 ⇒ (16) + 21 = 37
S dmg: 2d6 + 2 ⇒ (3, 2) + 2 = 7 | +fire: 1d6 ⇒ 3 | +sneak vs OG: 2d6 ⇒ (4, 1) = 5 | (If vs OG) +Debilitating strike: No reactions
Actions: ◇Kip Up(free) ◆Stride ◆Feint ◆Strike
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)
Debilitation The target takes a –10-foot status penalty to its Speeds.
Debilitation The target becomes enfeebled 1.
Debilitation The target can’t use reactions.
Debilitation The target can’t flank or contribute to allies’ flanking.
With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against that target’s Perception DC.
Critical Success On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.
Success the target is flat-footed against melee attacks you attempt against it until the end of your next turn
Critical Failure Your feint backfires. You are flat-footed against melee attacks the target attempts against you until the end of your next turn.

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Lydia, wait! Vella calls out as the rogue runs off, acting a bit odd. Seeing Zazu vanish from sight from a single strike the dwarf looks around nervously. I'm not sure what sort of strange magics are going on here, but we should stick close together. Don't let them pick up off!
She then moves opposite her companion to try and quickly drop one of the horned foes.
Stride, then two strikes v the flat-footed Green
Strike: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31 for Bludgeoning: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Strike: 1d20 + 18 + 1 - 5 ⇒ (12) + 18 + 1 - 5 = 26 for Bludgeoning: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Anyone who moves within 10 feet of Vella has +1 to attacks and +1 vs mental effects.
Will use her Reaction on the first ally struck w/in 15 feet of her (likely Lydia, but feel free to approach gang). Would give Resist 11 All to the attack and enfeeble 2 the enemy (unless they chose to negate the attack entirely)

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Vella: 31
Lydia: 28
Green and Yellow: 27
Zazu: 27
Mandower: 26
Quinoline: 20
Bremix: 36
As Zazu suddenly is replaced by a wooden replica that's shattered -- is the wizard dead?! -- Vella and Lydia gang up on one of the antlered creatures, blades hitting home over and over. But despite the grievous injuries -- and being on fire! -- the foe still stands, and turns to Lydia with a blow of his antlers. But his wounds appear to be too much, and he misses horribly! Stepping out from between the two, he punches at her again, but it's clear the fire is causing him far too much pain!
Still, the second of the creatures appears unwilling to help, instead using his burning companion as a distraction to get behind Vella and deliver a devastating blow, knocking her to the ground. 27 hp, plus knocked prone.
Deception: 1d20 + 19 ⇒ (3) + 19 = 22
Green antlers: 1d20 + 18 ⇒ (1) + 18 = 19
Green fist: 1d20 + 18 - 4 ⇒ (12) + 18 - 4 = 26
Persistent fire: 1d10 ⇒ 10
Flat: 1d20 ⇒ 8
Yellow antlers: 1d20 + 18 - 2 ⇒ (19) + 18 - 2 = 35
2d12 + 7 ⇒ (11, 9) + 7 = 27
Yellow: 51
Green: 118, pers fire 10
Bremix: 14
Zazu: temp immune to isolating lash
LOL. I was like I will NOT forget to apply the reactions. And then just rolled awful for green. Zazu, Mandower and Quinoline are up. Remember Zazu is invisible, inaudible, and otherwise imperceptible to his allies for 4 rounds, and vice-versa.

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Zazu looks around himself seeing that his allies vanished!
He looks around himself, a bit afraid at first "Ok folks, let me have you!"
He moves his paws and a creature of horror flies towards one of the creatures
Phantasmal Killer@green, will save DC26, mental damage: 8d6 ⇒ (2, 1, 4, 5, 6, 5, 1, 2) = 26
Casting Phantasmal killer - 8d6 mental + frightened 2 on fail,
Than he raises his magical shield

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Quinoline, unaware that Zazu is merely invisible and not banished to the depths of the Abyss, cries out "Nooo!"
However, she focuses on the most wounded (currently Green, but Yellow if Green goes down), trying to focus on their numerical advantage. She moves up to get a better shot on either.
Moderate Bottled Lightning: 1d20 + 19 ⇒ (12) + 19 = 31
Electricity: 2d6 ⇒ (2, 1) = 3 plus 7 splash electricity plus flat-footed
Moderate Acid Flask, MAP: 1d20 + 19 - 5 ⇒ (3) + 19 - 5 = 17
2 acid plus 7 splash acid plus 2d6 persistent acid damage
Splash damage on miss but not critical miss.

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Three shots at yellow hit: 1d20 + 14 ⇒ (2) + 14 = 16 dmg: 2d8 + 4 ⇒ (5, 7) + 4 = 16
hit: 1d20 + 9 ⇒ (19) + 9 = 28 dmg: 2d8 + 4 ⇒ (1, 3) + 4 = 8
hit: 1d20 + 4 ⇒ (16) + 4 = 20 dmg: 2d8 + 4 ⇒ (3, 6) + 4 = 13
Longbow shots goes to red with the volley penalty now in play if yellow dies.

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Vella: 31
Lydia: 28
Green and Yellow: 27
Zazu: 27
Mandower: 26
Quinoline: 20
Bremix: 36
A look of horror suddenly crosses the green-garbed figure's face for no visible reason, and it collapses bonelessly in death. That leaves the yellow-garbed foe for Mandower and Quinoline to focus on, and they hit him with electricity and arrows, though the figure still stands, a snarl on his face.
Bremix closes in on Quinoline, his chain again trailing shadowy duplicates as he swings at her with a vicious blow! Crit! For 54 HP, plus need a DC 29 Will save or becomes invisible, inaudible, and otherwise imperceptible to your allies, and you likewise can’t see, hear, or otherwise perceive those allies "This is all your fault!" he rants.
Green save: 1d20 + 13 - 2 ⇒ (10) + 13 - 2 = 21
Bremix attack: 1d20 + 23 ⇒ (17) + 23 = 40
3d8 + 12 ⇒ (6, 5, 4) + 12 = 27
Yellow: 76
Bremix: 14
Zazu. Quinoline: Isolated
Vella and Lydia are up!

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Lydia runs into a flank with Vella. She simply does a quick one-two slice with her trusted swords, eagerly wanting to move towards Bremix next. "Hold on!" she says, starting to look towards Quinoline with a vague sense of awareness for both Quinoline and Zazu.
Strike vs yellow w/ Exposition (+2 striking flaming sawtooth): 1d20 + 21 ⇒ (16) + 21 = 37
S dmg: 2d6 + 2 ⇒ (4, 4) + 2 = 10 | +fire: 1d6 ⇒ 1 | +sneak vs OG: 2d6 ⇒ (6, 2) = 8 | (If vs OG) +Debilitating strike: No reactions
Strike vs yellow w/ Catastrophe (+1 striking frost sawtooth): 1d20 + 20 - 4 ⇒ (20) + 20 - 4 = 36
S dmg, twin: 2d6 + 2 + 2 ⇒ (3, 4) + 2 + 2 = 11 | +cold: 1d6 ⇒ 6 | +sneak vs OG: 2d6 ⇒ (2, 1) = 3 | (If vs OG) +Debilitating strike: No reactions
Actions: ◆Stride ◆Strike ◆Strike
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)
Debilitation The target takes a –10-foot status penalty to its Speeds.
Debilitation The target becomes enfeebled 1.
Debilitation The target can’t use reactions.
Debilitation The target can’t flank or contribute to allies’ flanking.

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Don't forget those are +1 better due to Vella's aura!
Knocked to the ground, Vella shoves herself up and stares out at the frothing Bremix. It's the fault of Aslynn! And at this point yourself; we have risked our lives to rescue all of you, but if you refuse to accept the hands given out with generosity then I pity you. But I cannot let you hurt any more!
If yellow's still up, Vella will strike them. And if its still up after that she'll Strike again. But if Lydia's two strikes (and possibly two crits!) dropped it, or if Vella's own first swing does) she'll instead Stride right up to Bremix to the star-marked square (and Raise Shield with her 3rd action if still available)
Strike v off-guard: 1d20 + 18 + 1 ⇒ (13) + 18 + 1 = 32 for Bludgeoning: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Strike v off-guard: 1d20 + 18 + 1 - 5 ⇒ (6) + 18 + 1 - 5 = 20 for Bludgeoning: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Reaction to give Resist all, as always

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Will: 1d20 + 17 ⇒ (20) + 17 = 37
"Whips and chains may spill my brains, but I will not be silenced! ... also, ouch."

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Lydia murders the antlered creature in a way that almost certainly made Achaekek smile, spraying blood everywhere. Seeing her services aren't needed there, Vella takes the battle to Bremix, slashing him before raising her shield. I think that's right: Stride, Strike, Raise Shield
Bremix: 14
Zazu: Isolated; Quinoline immune
And now the rest of the party -- Zazu, Mandower and Quinoline -- are up, since the two in the middle of initiative order are both dead.

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Quinoline raises her shield, and Gronks her last bottled lightning at Red's feet.
Moderate Bottled Lightning: 1d20 + 19 ⇒ (8) + 19 = 27
Electricity: 2d6 ⇒ (4, 1) = 5 plus 7 splash electricity plus flat-footed
Then, she Kareems and acid flask over the top of her shield.
Moderate Acid Flask, MAP: 1d20 + 19 - 5 ⇒ (13) + 19 - 5 = 27
2 acid plus 7 splash acid plus 2d6 persistent acid
Will Shield Block the first hit that doesn't break the shield.

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Zazu looks as his spell takes down the enemy, it has to be it as his friends vanished, maybe pulled to another plane
"Ok, chap, not it's your time. Are you impressed by my performance, come on, show some enthusiasm. Cheer, clap when you are in first row to experience greatness!"
Roaring applauseWill save DC26
Than he shields himself

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Three shots at red hit: 1d20 + 14 ⇒ (13) + 14 = 27 dmg: 2d8 + 4 ⇒ (4, 8) + 4 = 16
hit: 1d20 + 9 ⇒ (2) + 9 = 11 dmg: 2d8 + 4 ⇒ (6, 8) + 4 = 18
hit: 1d20 + 4 ⇒ (7) + 4 = 11 dmg: 2d8 + 4 ⇒ (8, 1) + 4 = 13

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Hero Point to Quinoline for the Gronk reference (oh, when my Pats were good...). But then she loses one Hero Point for including a link to Lakers video.
Vella: 31
Lydia: 28
Green and Yellow: 27
Zazu: 27
Mandower: 26
Quinoline: 20
Bremix: 36
With nothing left to distract you, and the sand in the hourglass rapidly falling to one end -- meaning Aslynn is about to return -- you focus your attention on the monstrously transformed Bremix.
Quinoline tries to spray hit him with acid, but despite the close proximity, she can't quite hit -- instead spraying electricity and acid all around. I can't tell; do you have something to protect you and Vella from the splash? Mandower fires arrows, but again, Bremix seems to have some strange protection; perhaps the same magic that transformed him. Just flavor text; you're having some rough rolls. Oddly, he starts applauding your misses, laughing uproariously. "Is that all you have? No wonder Aslynn isn't afraid of you!" he rants.
He moves away, still clapping, and lunges at what appears to be nothing. What most of you can't see is him hitting Zazu. Hit with a 37, which I think is a crit, even with the shield. That'd be 64 damage.
Bremix Will: 1d20 + 21 - 2 ⇒ (4) + 21 - 2 = 23
Bremix: 1d20 + 22 ⇒ (15) + 22 = 37
2d12 + 12 ⇒ (8, 12) + 12 = 32
Bremix: 28, target applauds you so vigorously that it can't use reactions and is slowed 1. The applause is so involved that it has the manipulate trait. This triggers reactions based on the manipulate trait at the start of the target's turn.
Zazu: Isolated; Quinoline immune
Bremix is applauding so vigorously that he can't use reactions and is slowed 1. The applause is so involved that it has the manipulate trait. This triggers reactions based on the manipulate trait at the start of Bremix's turn. He also had a Stride away from Quinoline and Vella, past Zazu, though again, I don't think that caused a Reactive Strike from anyone.
Party is up! Zazu is still unnoticed by almost everyone.

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Mandower: I think we could use some of your big swings about now! Vella yells to her fellow dwarf as she moves around Bremix to give an opening for Lydia to slide into a flank.
Stride, Strike, Raise Shield
Strike: 1d20 + 18 + 1 ⇒ (4) + 18 + 1 = 23 for Bludgeoning: 2d6 + 6 ⇒ (2, 1) + 6 = 9

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Quinoline is a bomber alchemist, she can contain splash to just the target.
Quinoline pulls out two empty bottles, and they begin magically filling. Perpetual Infusion, Debilitating Bomb / Bottled Lightning, Sticky Bomb / Acid Flask.
She rolls the first one towards first base, and hopes Bremix doesn't Buckner it.
Lesser Bottled Lightning, Goggles: 1d20 + 18 + 1 ⇒ (19) + 18 + 1 = 38
Electricity: 1d6 ⇒ 5 plus 7 splash electricity plus flat-footed plus DC 29 Fortitude vs dazzled
"We're at the one yard line!" she assures the team. She takes the acid flask and hands it off to Beastmode - just kidding, she throws it.
Lesser Acid Flask, Goggles, MAP: 1d20 + 18 + 1 - 5 ⇒ (19) + 18 + 1 - 5 = 33 vs flat-footed, presumably
1 acid plus 7 splash acid plus 1d6+7 persistent acid
I live in the SF Bay Area now, but I grew up in New England. I had to keep my NE fandom on the down low after January 14, 2002.

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Lydia rushes over into the flank, "What are you going on about?" She asks. She focuses for a moment in attempt for her blade to land true before slicing at Bremix.
True Strike: 2d20 ⇒ (8, 5) = 13
Strike vs Red w/ Exposition (+2 striking flaming sawtooth), inspire: 8 + 21 + 1 = 30
S dmg: 2d6 + 2 ⇒ (3, 2) + 2 = 7 | +fire: 1d6 ⇒ 1 | +sneak vs OG: 2d6 ⇒ (4, 6) = 10 | (If vs OG) +Debilitating strike: No reactions
Actions: ◆Stride ◆True Strike ◆Strike
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)
Debilitation The target takes a –10-foot status penalty to its Speeds.
Debilitation The target becomes enfeebled 1.
Debilitation The target can’t use reactions.
Debilitation The target can’t flank or contribute to allies’ flanking.
With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against that target’s Perception DC.
Critical Success On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.
Success the target is flat-footed against melee attacks you attempt against it until the end of your next turn
Critical Failure Your feint backfires. You are flat-footed against melee attacks the target attempts against you until the end of your next turn.

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Zazu has 78 HP (62 normally + 10 from lvl bump + 6 form Quinoline mentor) -9 from first strike makes it 69 so the hit for -64 makes it @5
Zazu blocks the strike with his spell shield which slows down the strike 15 hardness => @20 hp
He moves away as he continue to say "Yes that's the way, clap, tap your feet. Come on roar for me! Zazu the Stupefier is here!" Move + sustain the spell
He focus on his rat familiar sitting in his bag Restorative familiar => 3d8 HP
Heal, restorative familiar: 3d8 ⇒ (3, 8, 5) = 16
@36 hp

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Action 1, pull out glaive while dropping bow as free action
Action 2 Swing
Action 3 Swing
hit: 1d20 + 16 ⇒ (5) + 16 = 21 dmg: 2d8 + 6 ⇒ (7, 1) + 6 = 14
hit: 1d20 + 11 ⇒ (8) + 11 = 19 dmg: 2d8 + 6 ⇒ (4, 1) + 6 = 11 at red

motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |

Ah, got it, Quinoline. Thanks!
Vella: 31
Lydia: 28
Green and Yellow: 27
Zazu: 27
Mandower: 26
Quinoline: 20
Bremix: 36
Vella and Lydia close in on Bremix, the latter's blade cutting deep. Still, he's able to avoid the two dwarves' attacks, sneering down at them. "No wonder you've made a mess of this!" But his words are cut short as Quinoline's bombs slam into him, just missing his face! Almost crit!
If Zazu were here, the rest of you feel certain he would be healing himself to Bremix's strange applauding. Still, he stops for a moment and lashes out with his strange shadow-y chain, this time at Lydia. The chain looks like it's headed for a sure strike, but he blinks at the last moment and she's able to duck out of the way! Dazzled saved her!
1d20 + 23 ⇒ (10) + 23 = 33
Acid: 1d6 + 7 ⇒ (1) + 7 = 8
Flat: 1d20 ⇒ 5
Fort: 1d20 + 19 ⇒ (7) + 19 = 26
Dazzled flat check: 1d20 ⇒ 2
Bremix: 74, 1d6+7 persistent acid, target applauds you so vigorously that it can't use reactions and is slowed 1. The applause is so involved that it has the manipulate trait. This triggers reactions based on the manipulate trait at the start of the target's turn.
Zazu: Isolated; Quinoline immune
Only two actions for Bremix, so everyone's up again. He's still taking persistent acid damage as well, plus has no reactions. Party is up!

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Lydia smirks when Bremix remains off-guard. The scoundrel quickly slices with exposition and then pauses for a moment to ensure catastrophe strikes true.
Strike vs Red w/ Exposition (+2 striking flaming sawtooth),inspire: 1d20 + 21 + 1 ⇒ (8) + 21 + 1 = 30
S dmg: 2d6 + 2 ⇒ (3, 1) + 2 = 6 | +fire: 1d6 ⇒ 1 | +sneak vs OG: 2d6 ⇒ (2, 1) = 3 | (If vs OG) +Debilitating strike: No reactions
True Strike: 2d20 ⇒ (14, 9) = 23
Strike vs Red w/ Catastrophe (+1 striking frost sawtooth), inspire: 14 + 20 - 4 + 1 = 31
S dmg, twin: 2d6 + 2 + 2 ⇒ (4, 2) + 2 + 2 = 10 | +cold: 1d6 ⇒ 2 | +sneak vs OG: 2d6 ⇒ (6, 6) = 12 | (If vs OG) +Debilitating strike: No reactions
Actions: ◆Strike ◆True Strike ◆Strike
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)
Debilitation The target takes a –10-foot status penalty to its Speeds.
Debilitation The target becomes enfeebled 1.
Debilitation The target can’t use reactions.
Debilitation The target can’t flank or contribute to allies’ flanking.

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Action 1, rage
Action 2, swing
Action 3 swing hit: 1d20 + 16 ⇒ (15) + 16 = 31 dmg: 2d8 + 8 ⇒ (5, 4) + 8 = 17
hit: 1d20 + 11 ⇒ (20) + 11 = 31 dmg: 2d8 + 8 ⇒ (4, 5) + 8 = 17

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Shouldn't your rage at this level be adding 8 to your damage instead of 2 Mandower?
Vella lashes out twice at the flagging Bremix That's right, keep the pressure up! she yells as she swings twice at the off-guard foe.
Strike v Flat-footed: 1d20 + 18 + 1 ⇒ (7) + 18 + 1 = 26 for Bludgeoning: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Strike v Flat-footed: 1d20 + 18 + 1 - 5 ⇒ (1) + 18 + 1 - 5 = 15 for Bludgeoning: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Unfortunately, her aim is still not at her best. She raises Myrsa up Raise Shield ready to bash back the scholar's spikes.