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RK on Blue Society +10: 1d20 + 10 ⇒ (16) + 10 = 26
Luz's Recall Knowledge is a Critical Success! This allows him to know that the Pirates have attacks of Opportunity and triggering the +1 to hit.
He successfully trips Blue but misses on the follow up attack.
Vaggas continues to try and Pike and Strike Mavenee
◆◆ Pike and Strike Mavenee
naval pike: 1d20 + 11 ⇒ (15) + 11 = 26
piercing Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Finally hitting with the Pike, he follows up with a fist strike
fist (agile, nonlethal): 1d20 + 13 ⇒ (12) + 13 = 25
Bludgeoning Damage: 1d6 + 5 ⇒ (1) + 5 = 6
◆ And he tries one last strike with the Pike
naval pike: 1d20 + 11 - 10 ⇒ (19) + 11 - 10 = 20
piercing Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Barely missing the Eidolon
Steerage Access: Round 3
Bold may act
Luz Lumino 48/48 HP
Vaggas The Quartermaster -31 HP
Junior 27/33 HP
Nic Blackwillow 28/28 HP
Martin Amblecrown 24/60 HP
Hui Kong 38/38 HP
IRON RING Bosun Yellow - HP, -2 Will saves & Perception checks
Slipp 48/48 HP
IRON RING Deckhand Green -8 HP, -2 Will saves & Perception checks, Frightened 1
IRON RING DECKHAND Red -40 HP, Dead
IRON RING DECKHAND Blue - HP

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Martin feels weakened by the continuous attacks and casts another round of protective spells on the bloodied eidolon. The eidolon makes a couple of claw attacks on Vaggas.
Claw: 1d20 + 11 ⇒ (9) + 11 = 20
Fire: 2d6 + 4 ⇒ (6, 1) + 4 = 11
Claw: 1d20 + 11 - 4 ⇒ (17) + 11 - 4 = 24
Fire: 2d6 + 4 ⇒ (6, 4) + 4 = 14
◈Act Together (◈Protect Companion, ◈Strike), ◈Reinforce Eidolon, ◈Strike. Mavenee AC: 22, resistance 1 to all damage.

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The halfling nods to Luz. "Good one!" Then he Steps up◆ before trying to run the fallen slaver through.
Strike, rapier, T, flanking: 1d20 + 8 ⇒ (1) + 8 = 9◆
Iterative strike, rapier, T, flanking: 1d20 + 8 - 5 ⇒ (4) + 8 - 5 = 7◆
Unfortunately, the wily pirate is able to dodge both attacks.
At least it set up Junior.

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Mavenee tears into Vaggas with fiery claws and the Bosun drops to the ground, dead. The other pirates start to look at each other nervously but seem resolved to fight on for now.
Nic can't hit the pirate, who seems to roll out of the way with ease.
Steerage Access: Round 3
Bold may act
Luz Lumino 48/48 HP
Vaggas The Quartermaster -56 HP, Dead
Junior 27/33 HP
Nic Blackwillow 28/28 HP
Martin Amblecrown 24/60 HP
Hui Kong 38/38 HP
IRON RING Bosun Yellow - HP, -2 Will saves & Perception checks
Slipp 48/48 HP
IRON RING Deckhand Green -8 HP, -2 Will saves & Perception checks, Frightened 1
IRON RING DECKHAND Red -40 HP, Dead
IRON RING DECKHAND Blue - HP

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JR tries not to wince at Nic's poorly aimed attack, instead focuses on making his distraction blue's downfall.
He quick draws a dagger and slices at blue.
+1 Dagger (Agile, Finesse) vs Flanked, Luz Buff: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Piercing Damage, Sneak Attack: 1d4 + 1d6 ⇒ (1) + (4) = 5
+1 Dagger (Agile, Finesse) vs Flanked, Luz Buff: 1d20 + 9 + 1 - 4 ⇒ (15) + 9 + 1 - 4 = 21
Piercing Damage, Sneak Attack: 1d4 + 1d6 ⇒ (4) + (1) = 5
"Shield!" He finishes it off by conjuring a protective shield on himself.
If blue drops after those two attacks then instead of shield he'll battle medicine on himself.
BM Medicine on Self, DC15: 1d20 + 6 ⇒ (16) + 6 = 22
Healing: 2d8 ⇒ (1, 1) = 2

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JR hits Blue twice with a dagger. Blue isn't unconscious, but with Vaggas down, Blue drops his scimitar. Blue looks like they are out of the fight.
JR, I suspect you'll want to Battle Medicine, since this foe isn't a threat. I'll apply the healing unless you tell me different.
Botting Hui Kong
Hui Kong continues to try and strike the second Bosun
◆◆ Spellstrike:
Spellstrike: +1 Staff (2H): 1d20 + 10 ⇒ (20) + 10 = 30 bludgeoning: 1d8 + 4 ⇒ (5) + 4 = 9 + ray of frost: 2d4 + 3 ⇒ (3, 2) + 3 = 8
◆ Cast Shield
Hui Kong lands another devastating hit, this time on the Yellow Bosun. The Yellow Bosun doesn't drop, but with Vaggas down, the Yellow Bosun drops the Naval Pike and raises their hands in surrender.
Note: Green is not looking very confident, but is still combative. They have not surrendered.
Steerage Access: Round 3
Bold may act
Luz Lumino 48/48 HP
Vaggas The Quartermaster -56 HP, Dead
Junior 29/33 HP
Nic Blackwillow 28/28 HP
Martin Amblecrown 24/60 HP
Hui Kong 38/38 HP
IRON RING Bosun Yellow -34 HP, -2 Will saves & Perception checks, Surrendered
Slipp 48/48 HP
IRON RING Deckhand Green -8 HP, -2 Will saves & Perception checks, Frightened 1
IRON RING DECKHAND Red -40 HP, Dead
IRON RING DECKHAND Blue -10 HP, Surrendered

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The roar of a forest fire fills the air around slip as they turn their anger on the last of the deckhands. "Slaver? You will learn the meaning of pain."
Flames rush from their hands.
produce flame: 1d20 + 10 ⇒ (19) + 10 = 29
F damage: 2d4 + 4 ⇒ (2, 1) + 4 = 7
Slipp then gives the deckhand a Hard Look, suggesting surrender may be the most appropriate course of action....
intimidating glare: 1d20 + 12 ⇒ (7) + 12 = 19

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Slipp's fire severely burns the remaining deckhand (Critical Hit) and he falls over, dead and still smoking.
After you defeat the hobgoblins, the captives thank the party and tell you about a crate in steerage marked with the seal of the Andoren navy containing valuable supplies. The crate’s sturdy and airtight construction protected its contents from being spoiled by the water. The crate contains a mixture of trade goods worth 15 gp, and weighs 2 bulk.
What now, Pathfinders?

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"Once we have everyone off the ship... lets let our goblin friends have some fun..." suggests Slipp.
One vote for burn her to the waterline

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Junior does indeed show mercy as the blue pirate surrenders. He binds a few scratches but not much. "Slaves, take the crew's weapons and get off the ship." He points out where the rescue boat is alongside.
"Time to burn this to the waterline. As far as the other items, we can sell them off individually, no sense in sending them to the bottom of the sea. I'm sure I can find a buyer."
Junior does not toss gold into the ocean over morals, but is certainly willing to part them out to keep Nic and the genies happy.

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Mechnically, you won't get anything for the items if you decide to dispose of them in another way. To quote the scenario:"They can give the items to Raha in exchange for alchemical items, they can return them to Safa, keep them for the Society, or do something else,such as throw them in the sea. Remember to use the scenario’s Reporting Notes to indicate if the PCs return the items to Raha or Safa." So you can say you will sell them off to someone else, but you won't get any compensation.
Nar likes fire but doesn't particularly want to set fire to his former home.
I will point out that the description of the deck you descended to states the ship is armed with cannons and not the ballistae shown on the map. The gunpowder is wet so it won't explode but it can be used to start a fire to take the ship down. You can rig a simple fuse with a successful DC 15 Crafting check. Alternatively, you can start a fire using an item that causes persistent fire damage, like alchemist’s fire.

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Selling them off is fine and not important for 'how much'. If JR thinks he's getting a better deal he'll do the legwork to sell them vs trading for potions. He won't donate them to the PFS or toss them in the drink.
"We've got Nar's concoction, I'm sure there's plenty of dry parts of the ship that'll get things going." He hints at the above deck cabins as a good place to start.

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Luz, one correction. I believe this is the FIRST encounter with SAFA, and she is currently under the control of an evil Genie Binder. In a future scenario she will be freed from the Genie Binder, but not now, if you give Safa the binder materials (Chain, bottle, stopper) she is compelled to turn them over to her master, the evil Genie Binder.

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"Safa all but told us not to do anything more than exactly what she said to us." points of Slipp.
"Lets get the healing potions in exchange for them, or pass them onto the society, I'm happy either way. I don't think we should be enabling her masters plans any more than we need to though."

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The subtext is that Safa would prefer they not be exchanged for the alchemical items, but that outcome is better than bringing them back to her so they end up in her master's hands. To Summarize her opinion of the outcomes: Bringing the items back to her is the worst; next is trading them for alchemical supplies; best is making sure they aren't available for use in Sedeq.

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Yes, thanks for the summary for clarity. JR's first choice is selling them separate, then trading for potions, then giving to Society. No on bringing them back to Safa.

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Nic would prefer to render them unusable, but would settle for giving them to the Society. Selling them, whether in one batch or separately leaves open the possibility that they could be used, and he doesn't want that.
Giving them to Safa is right out.

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Unfortunately for JR, there is no market for the items. As Raha said, she is one of the few who would recognize the value of the combination, and the pieces don't have any value by themselves. As long as the consensus is not to trade them to Raha or give them to Safa, you can come up with your own internal dialogs about what happens to them.
Who's up for a chorus of "We didn't start the Fire!" (but we really did.)

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Slipp shrugs. "If you are concerned that they will be used as a set for binding another genie.." sighs Slipp, "Then I suppose I see your point. We just bring them back to the society. Or we could extract a promise from our friendly seer that they are not used like that?"

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"You're the expert--what else could they be used for that would be of value to Raha?"
We can continue the discussion while we're burning the ship and making our way to safety on the undine's (hopefully big enough) boat.

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Hui Kong's Crafting (T): 1d20 + 8 ⇒ (10) + 8 = 18
Junior's Crafting (T): 1d20 + 8 ⇒ (4) + 8 = 12
Hui Kong manages to rig a fuse that will start the blaze shortly after you leave the ship.
As your party and the captives row across the harbor, the Swift Hunter starts to smoke and then explodes with a brilliant flash of light, with gunpowder kegs flying into the air before they add to the explosions.
The ship burns brightly, obviously visible from all over the city, for several hours before the last remnants of the hull slip below the water.
You all hear Safa's voice whisper in your ears, Well done, Pathfinders.
To move things along, can we assume you make sure the items are not returned to Safa and not turned over to Raha unless she promises they will not be used to bind Genies? That will allow us to move along.

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Strap in, this is a long update.
As you re-enter the lodge, you hear Safa’s voice again
“It is time for he who has bound me to speak with you.”
With a flick of the djinni’s wrist, the room echoes with the harsh grinding and cracking of stone as a grotesque maw opens in the floor. A deep voice filled with vitriol echoes in the abandoned lodge.
“Pathfinders! Disgusting. Always ready to show up where you are least wanted. You are nothing but fastidious meddlers, but this time, your actions will bring you nothing but ruin. This city is mine, mine! And it will never belong to anyone else!”
The maw rumbles with a mocking laugh.
“Genie, I command you to attack the Pathfinders, as you should have when they first arrived in my city! Defeating them should require nothing more than a fraction of your power, so be quick about it and return to me. There is much to be done!”
The room again fills with the grinding sound of stone as the maw disappears.
Safa frowns.
“You have heard the genie binder’s wishes. I must attack you.” The djinni’s frown slowly turns into a sly smile. “We shall fight as if you had just arrived in Sedeq, and I shall use nothing more than a fraction of my power.”
Safa laughs jovially, weaving restorative magic through the air. Suddenly, the room shifts as the bare walls of the abandoned lodge are replaced by the slender and elegant marbles of the djinni’s extraplanar home.
Capricious winds dance amongst the clouds as Safa disappears.
Safa’s patience with Fasiel has grown thin, and they have decided to subvert the genie binder’s request once again. They heal the Pathfinders before the fight, restoring them to “as they were when they arrived in Sedeq.”
Each of you returns to your usual maximum Hit Points and gains the benefit of a full rest and daily preparations, returning to the same state you were in at the beginning of the adventure. However, any consumable items are not returned (except those created during daily preparations as part of a class ability, such as batches of items from an alchemist’s advanced alchemy), and you still possess any new items you have acquired since the beginning of the adventure.
You are now on slide 7
Nic Blackwillow's Initiative Using Avoid Notice*: 1d20 + 10 ⇒ (14) + 10 = 24
Hui Kong's Initiative Using Scout: 1d20 + 5 ⇒ (11) + 5 = 16
Slipp's Initiative Using Search: 1d20 + 7 ⇒ (1) + 7 = 8
Junior's Initiative Using Searching for Traps and Stealth : 1d20 + 10 ⇒ (17) + 10 = 27
Martin Amblecrown's Initiative Using Detect Magic: 1d20 + 10 ⇒ (14) + 10 = 24
Luz Lumino's Initiative Using Your Exploration here: 1d20 + 10 ⇒ (19) + 10 = 29
Zephyr Hawk Black: 1d20 + 7 ⇒ (16) + 7 = 23
Zephyr Hawk Orange: 1d20 + 7 ⇒ (10) + 7 = 17
Living Whirlwind: 1d20 + 10 ⇒ (4) + 10 = 14
Safa's Place: Round 1
Bold may act
Luz Lumino 48/48 HP
Junior 33/33 HP
Nic Blackwillow 28/28 HP
Martin Amblecrown 60/60 HP
Zephyr Hawk Black - HP
Zephyr Hawk Orange - HP
Hui Kong 38/38 HP
Living Whirlwind - HP
Slipp 48/48 HP

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"Mighty and fair Safa... you are commanded to attack us, but you were not commanded to defeat us... nor are you commanded to abide until we defeat you.." points out Slipp, even as they eye up the wonderous extra-dimensional home.

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Not wasting any time, but acknowledging Slipp's own clever interpretation, Junior launches a pair of javelins at the black bird to his north. Hopefully I can take this down before it even joins the fight.
+1 Javelin (Thrown, 30') vs FF Black: 1d20 + 9 ⇒ (14) + 9 = 23
Piercing Damage, Sneak Attack: 1d6 + 1d6 ⇒ (3) + (5) = 8
+1 Javelin (Thrown, 30') vs FF Black: 1d20 + 9 - 5 ⇒ (14) + 9 - 5 = 18
Piercing Damage, Sneak Attack: 1d6 + 1d6 ⇒ (4) + (3) = 7
"Shield, protect me!" He reinforces his own defenses against the possible counter attack.
AC20 for the round. Won't use shield block unless I'm going down.

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Jr's first Javelin hits the Black bird. The second javelin barely misses.
The Bird still looks aggressive.
Safa's Place: Round 1
Bold may act
Luz Lumino 48/48 HP
Junior 33/33 HP
Nic Blackwillow 28/28 HP
Martin Amblecrown 60/60 HP
Zephyr Hawk Black -8 HP
Zephyr Hawk Orange - HP
Hui Kong 38/38 HP
Living Whirlwind - HP
Slipp 48/48 HP

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Never underestimate the power of an unwilling servant. Nic smiles tightly as he readies his shortbow and sends a pair of arrows at the black hawk.
Attack the first, vs. flatfooted AC: 1d20 + 8 ⇒ (7) + 8 = 15
Attack the second, vs. flatfooted AC: 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20
Second arrow damage, including sneak attack: 1d6 + 1d6 ⇒ (3) + (2) = 5

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Luz turns to the injured hawk and devises a strategy.
DaS: 1d20 ⇒ 19
Luz draws his hammer and flings it as the bird.
Ranged Strike: 19 + 11 = 30 Damage wStategic Strike: 2d6 + 1d6 ⇒ (5, 1) + (2) = 8
Luz uses Strategic Strike to make the crow is flat footed to Nic Or which ever Rogue is attackin the bird next

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Identify creature Arcana +10: 1d20 + 10 ⇒ (6) + 10 = 16
Identify creature Nature +8: 1d20 + 8 ⇒ (3) + 8 = 11
Nic's first attack on the Black Bird goes wide. The second arrow hits causing some damage.
Luz thinks through the situation and determines a good angle to strike the bird. He throws his hammer and hits, but the bird is not out of the fight.
Safa's Place: Round 1
Bold may act
Luz Lumino 48/48 HP
Junior 33/33 HP
Nic Blackwillow 28/28 HP
Martin Amblecrown 60/60 HP
Zephyr Hawk Black -21 HP
Zephyr Hawk Orange - HP
Hui Kong 38/38 HP
Living Whirlwind - HP
Slipp 48/48 HP

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Martin takes his time to recall info on the Living Whirlwind. They then take cautious steps to back off for now while reinforcing the eidolon.
◈Recall Knowledge, ◈Act Together (◈Stride, ◈Stride), ◈Reinforce Eidolon. Mavenee AC:21, resistance 1 to all damage

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Recall Knowledge on Living Whirlwind: 1d20 + 8 ⇒ (11) + 8 = 19
Martin tries to remember something about this living whirlwind, but can't get the memory to surface.
Black moves in to attack
◆ "Stride" using Fly Speed
◆◆ Black performs a Circling Attack on Hui Kong and JR
Circling Attack [two-actions] The zephyr hawk Flies up to half its Speed, makes two wing Strikes, and then Flies up to half its Speed again to return to its original location. The second half of this movement doesn’t trigger reactions. Both attacks count toward the zephyr hawk’s multiple attack penalty, but the penalty doesn’t increase until after it makes both attacks.
Wing Strike Versus JR (agile, finesse): 1d20 + 11 ⇒ (16) + 11 = 27
slashing Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Wing Strike Versus Hui Kong (agile, finesse): 1d20 + 11 ⇒ (8) + 11 = 19
slashing Damage: 1d8 + 4 ⇒ (3) + 4 = 7
The Black bird hits JR but barely misses Hui Kong
Orange also moves in to attack
◆ "Stride" using Fly Speed
◆◆ Orange performs a Circling Attack on Mavenee and Slipp
Circling Attack [two-actions] The zephyr hawk Flies up to half its Speed, makes two wing Strikes, and then Flies up to half its Speed again to return to its original location. The second half of this movement doesn’t trigger reactions. Both attacks count toward the zephyr hawk’s multiple attack penalty, but the penalty doesn’t increase until after it makes both attacks.
Wing Strike Versus Mavenee (agile, finesse): 1d20 + 11 ⇒ (6) + 11 = 17
slashing Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Wing Strike Versus Slipp (agile, finesse): 1d20 + 11 ⇒ (2) + 11 = 13
slashing Damage: 1d8 + 4 ⇒ (7) + 4 = 11
The Orange bird misses both targets
Safa's Place: Round 1
Bold may act
Luz Lumino 48/48 HP
Junior 24/33 HP
Nic Blackwillow 28/28 HP
Martin Amblecrown 60/60 HP
Zephyr Hawk Black -21 HP
Zephyr Hawk Orange - HP
Hui Kong 38/38 HP
Living Whirlwind - HP
Slipp 48/48 HP

Character Emulation BOTT |

Botting Hui Kong, since they are travelling.
◆ Move up to the Black Bird
◆◆ Spellstrike:
Spellstrike: +1 Staff (2H): 1d20 + 10 ⇒ (17) + 10 = 27 bludgeoning: 1d8 + 4 ⇒ (6) + 4 = 10 + ray of frost: 2d4 + 3 ⇒ (3, 4) + 3 = 10
Hui Kong lands a powerful blow on the Black Bird.
The Black Bird looks badly injured at this point, but is still in the fight.
The Living Whirlwind moves forward to strike
◆ Stride
◆ Attack Slipp
gust (finesse, reach 10 feet): 1d20 + 14 ⇒ (7) + 14 = 21
bludgeoning Damage plus Push 5 feet: 2d6 + 7 ⇒ (6, 6) + 7 = 19
◆ Attack JR
gust (finesse, reach 10 feet): 1d20 + 14 - 5 ⇒ (5) + 14 - 5 = 14
bludgeoning Damage plus Push 5 feet: 2d6 + 7 ⇒ (3, 1) + 7 = 11
The Living Whirlwind lands a big blow on Slipp, but misses JR
Disperse [reaction] Trigger The living whirlwind takes damage from a hostile action. Effect The living whirlwind disperses. Until the end of the current turn, it can’t be attacked or targeted, doesn’t take up space, and any auras or emanations it has are suppressed. At the end of the turn, the living whirlwind re-forms in any space in which it can fit within 25 feet of where it dispersed, and any auras or emanations it has are restored as long as their duration didn’t run out while it was dispersed.
Safa's Place: Round 1 into 2
Bold may act
Luz Lumino 48/48 HP
Junior 24/33 HP
Nic Blackwillow 28/28 HP
Martin Amblecrown 60/60 HP
Zephyr Hawk Black -41 HP
Zephyr Hawk Orange - HP
Hui Kong 38/38 HP
Living Whirlwind - HP
Slipp 29/48 HP

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Nic shoots the black bird again◆, then stows his bow◆ and draws his rapier◆.
Arrow to bird: 1d20 + 8 ⇒ (1) + 8 = 9
The arrow is caught up in the wake of the living whirlwind, though, and vanishes off into the clouds.

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Seeing things turning violent, Slipp offers a sigh.
"Let us hope this finishes before any lasting harm is done."
Even as they speak, the sound of a roaring forest fire echoes through the keep and flames burst from their hands.
scorching ray vs whirlwind: 1d20 + 10 ⇒ (9) + 10 = 19
damage, dangerous sorcery.,bloodline: 4d6 + 2 + 2 ⇒ (4, 3, 3, 4) + 2 + 2 = 18
scorching ray vs yellow bird: 1d20 + 10 ⇒ (8) + 10 = 18
damage : 4d6 ⇒ (5, 6, 6, 2) = 19
scorching ray vs bluebird: 1d20 + 10 ⇒ (1) + 10 = 11
damage: 4d6 ⇒ (3, 4, 1, 4) = 12
*** cast scorching ray

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Luz once again strategiezes
DaS vs BB: 1d20 ⇒ 18
Luz throws moves behind the bird to flank with Hui
Strike wFlank (flat footed added): 18 + 11 + 2 = 31
Damage w Strategc Strike: 2d6 + 1d6 ⇒ (2, 2) + (4) = 8
Luz uses Shared Stratagem make the bird flat footed to JR if he has more javelines

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Nic missed his attack before he changes weapons.
Slipp casts fiery rays at the various enemies, but all her rays miss their targets. Three attack rolls under ten. Some days the dice are against you.
Luz moves to flank the Black Bird and deals a devastating blow. The Bird dissipates into the air, returning to the Elemental Plane from which it came. Enemy dead
Safa's Place: Round 2
Bold may act
Luz Lumino 48/48 HP
Junior 24/33 HP
Nic Blackwillow 28/28 HP
Martin Amblecrown 60/60 HP
Zephyr Hawk Black -57 HP
Zephyr Hawk Orange - HP
Hui Kong 38/38 HP
Living Whirlwind - HP
Slipp 29/48 HP

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Junior winces after the angry black bird draws blood. Hui mashes it before he can retaliate "Thanks!"
He steps back away from the oversized whirlwind, taking a moment, trying to recall if he's seen such a creature before. Recall Knowledge
He sends a javelin its way.
+1 Javelin (Thrown, 30'): 1d20 + 9 ⇒ (13) + 9 = 22
Piercing Damage: 1d6 ⇒ 1
Sneak Attack if Recall Successful: 1d6 ⇒ 1

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Recall knowledge using Arcana +8: 1d20 + 8 ⇒ (19) + 8 = 27
JR looks at the Living Whirlwind and realizes he has heard a lot about them.
They are immune to: bleed, paralyzed, poison, sleep
The only language they have is Auran.
Fort is their weakest save.
Unfortunately, JR's javelin misses. Yes, I did double check the Armor Class.
Safa's Place: Round 2
Bold may act
Luz Lumino 48/48 HP
Junior 24/33 HP
Nic Blackwillow 28/28 HP
Martin Amblecrown 60/60 HP
Zephyr Hawk Black -57 HP
Zephyr Hawk Orange - HP
Hui Kong 38/38 HP
Living Whirlwind - HP
Slipp 29/48 HP

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Martin reinforces Mavenee with spells as the eidolon charges forwards and positions herself behind the whirlwind. She attempts to strike it with her fiery claws.
Claw: 1d20 + 11 ⇒ (18) + 11 = 29
Fire Damage: 2d6 + 4 ⇒ (3, 6) + 4 = 13
◈Protect Companion, ◈◈Act Together (◈Reinforce Eidolon, ◈◈Beast's Charge). Mavenee AC 22, resistance 1 to all damage

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Martin protect Mavenee while Mavenee strides over to strike the whirlwind.
When Mavenee strikes it, the Whirlwind disperses for a moment and reforms over one of the open areas.
Disperse [reaction] Trigger The living whirlwind takes damage from a hostile action. Effect The living whirlwind disperses. Until the end of the current turn, it can’t be attacked or targeted, doesn’t take up space, and any auras or emanations it has are suppressed. At the end of the turn, the living whirlwind re-forms in any space in which it can fit within 25 feet of where it dispersed, and any auras or emanations it has are restored as long as their duration didn’t run out while it was dispersed.
Random Movement first direction then distance: 1d8 + 1d5 ⇒ (4) + (1) = 5
Random target: 1d7 ⇒ 4
The Orange bird moves to attack.
◆ "Stride"
◆◆ Circling Attack
Circling Attack [two-actions] The zephyr hawk Flies up to half its Speed, makes two wing Strikes, and then Flies up to half its Speed again to return to its original location. The second half of this movement doesn’t trigger reactions. Both attacks count toward the zephyr hawk’s multiple attack penalty, but the penalty doesn’t increase until after it makes both attacks.
Wing Strike Versus Nic (agile, finesse): 1d20 + 11 ⇒ (5) + 11 = 16
slashing Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Wing Strike Versus Slipp (agile, finesse): 1d20 + 11 ⇒ (17) + 11 = 28
slashing Damage: 1d8 + 4 ⇒ (1) + 4 = 5
The attack against Nic misses, but the follow on catches Slipp in a delicate area. Critical Hit
Safa's Place: Round 2
Bold may act
Luz Lumino 48/48 HP
Junior 24/33 HP
Nic Blackwillow 28/28 HP
Martin Amblecrown 60/60 HP
Zephyr Hawk Black -57 HP
Zephyr Hawk Orange - HP
Hui Kong 38/38 HP
Living Whirlwind -13 HP
Slipp 19/48 HP