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Hopper runs after the creature and strikes it with his dogslicer
Dogslicer, ca: 1d20 + 22 + 1 ⇒ (1) + 22 + 1 = 24
Damage, s, fire: 2d6 + 1d6 + 1 + 1 ⇒ (6, 4) + (1) + 1 + 1 = 13 If hit 1d6 bleeding and Fort save DC30 with -2 modifier against Blisterwort
Wow! That will take a while, poison bites the dust ...
Move, strike, command Wolfie

Hopper's Wolf |

Fort save, DC33: 1d20 + 19 ⇒ (18) + 19 = 37
Wolfie runs and flanks the creature
Bite@Jamimpi, flanked, ca: 1d20 + 18 + 1 ⇒ (19) + 18 + 1 = 38
Damage, p: 2d8 + 8 + 1 ⇒ (7, 4) + 8 + 1 = 20
Massive jaws grabs the creature and pierces its skin, then it moves its head and tries to send it to the ground
Knockdown vs Reflex DC: 1d20 + 20 + 1 ⇒ (12) + 20 + 1 = 33 I guess this is how it works in remastered rules
Fire: 2d6 ⇒ (1, 4) = 5
DC15: 1d20 ⇒ 12
Fort save, DC33 vs poison: 1d20 + 19 ⇒ (11) + 19 = 30
Poison: 3d6 ⇒ (5, 3, 4) = 12
So 5 fire + 12 poison => 17 dmg to Wolfie. It should do 20 piercing and potentially throw the creature to the ground

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Fortiva adds another slash to Wolfie's attack.
↺ Opportune Backstab: 1d20 + 21 + 1 ⇒ (9) + 21 + 1 = 31
Double-digits? What are those?

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Leo takes a dive into the Elemental Plane of Water and splatters Jamimpi with some of the elemental water, hitting her with the force of a pile driver. He channels the remnants of the spell energy into his sword and strikes her with it.
Reflex vs Leo: 1d20 + 25 ⇒ (1) + 25 = 26
Fort vs Patrick: 1d20 + 24 ⇒ (9) + 24 = 33
Jamimpi screams as she caught flat-footed by the splash of water. She screams even more when Leo's enspelled sword slams into her.
Fortiva easily withstands the sonic boom and runs in to stab at Jamimpi. Unfortunately, her sword skips off the naga's scales.
SQUASH appears stunned by the sonic blast but recovers. He attempts to slam his hammer into Jamimpi but can't quite hit.
Patrick staggers to his feet and hurls a snowball at Jamimpi. Jamimpi manages to get out of the way in time and avoids the worst of the damage. Patrick does, however, manage to pat out the fire on his clothes.
Hoppper runs after Jamimpi and tries to slash her with his dogslicer. This time, he misses completely and sees the coating of poison fly off his blade.
Wolfie manages to resist the worst of the sonic boom. Nevertheless, Wolfie manages to flank Jamimpi and bite her tail, though he's unable to knock her down. Fortiva attempts to add a slash to Wolfie's attack but is unable to connect.

Tigerbot v1.0 |

Jiki turns and sends some much needed healing to Patrick. Before raising a mystical shield.
◆◆ Cast a Spell (Signature)
"♪ Gentle hum, soothing balm,
♪ Comfort's touch, bring inner calm.
Soothe!"
Healing: 3d10 + 12 ⇒ (5, 6, 1) + 12 = 24
Heightened to 3rd Rank
◆ Cast a Spell
"♪ Ether's embrace, guard me true,
♪ Arcane guard, my defense anew.
Shield!"

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Jamimpi focuses on SQUASH and spits venom at him.
Fangs vs SQUASH AC 29: 1d20 + 26 ⇒ (6) + 26 = 32
She then concentrates and blasts Hoppper and SQUASH with a cloud of ... stuff ... that drains the life out of them.
Vampiric Exsanguination; DC 33 Basic Fort Save: 12d6 ⇒ (2, 2, 2, 5, 4, 5, 3, 6, 2, 2, 4, 4) = 41
SQUASH, not sure if your AoO will fire since Jamimpi's not adjacent to you
------------------
COMBAT TRACKER
Round: 4-5
Tactical Map
Active Conditions: Courageous Anthem (3/3)
Before Your Turn:
DC 33 Fort Save vs Naga Venom: Wolfie, SQUASH
DC 33 Basic Fort Save vs 41 Void Damage: SQUASH, Hoppper
After Your Turn:
DC 15 Flat Check vs Persistent Fire (after rolling 2d6 fire damage): Wolfie, Leo
------------------
Those with ** may go
-5-
**Fortiva - AC 31 (33 w/shield or Nimble Dodge), 109/127
**Jiki the Fltaulist - AC 28, 70/116 (AC 29)
Jamimpi (-92)
-4-
**Prof. Patrick Barnard - AC 26, 32/81 (Wounded 1)
**Leo - AC 31 (32 w/Shield), 75/107 (2d6 Persistent Fire)
**SQUASH - AC 29 (30 w/shield), 137/147
**The Mad Hoppper - AC 30, 132/149 (+3 Fort (CS on success), temp hp - 28/30, -2 Will/Init/Perc, 30 minutes); Wolfie AC 29, 29/105 (2d6 Persistent Fire; Poison Stage 2, rd 2/6; Drained 1)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Max Duration: 6 rds
Stage 1: 3d6 Poison (1 rd)
Stage 2: 3d6 Poison, Drained 1 (1 rd)

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SQUASH has a reach of 10 feet. Currently 15 feet away.
Fortitude, venom: 1d20 + 21 ⇒ (1) + 21 = 22
Fortitude, void: 1d20 + 21 ⇒ (7) + 21 = 28
Hero Point
Fortitude, void: 1d20 + 21 ⇒ (16) + 21 = 37 Critical Success

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Leo will Glimpse of Redemption whichever would take more damage.

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Hopper tries to withstand the spell
Fort save, DC33: 1d20 + 22 + 2 ⇒ (18) + 22 + 2 = 42 Success => crit success
Hopper then strikes twice
Dogslicer, ca flanked: 1d20 + 22 + 1 ⇒ (2) + 22 + 1 = 25
Damage, s, fire: 2d6 + 1d6 + 1 + 1 + 1 ⇒ (1, 2) + (3) + 1 + 1 + 1 = 9 If hit 1d6 bleeding
Than he strikes again
Dogslicer, ca flanked: 1d20 + 22 + 1 - 4 ⇒ (7) + 22 + 1 - 4 = 26
Damage, s, fire: 2d6 + 1d6 + 1 + 1 + 1 ⇒ (3, 1) + (6) + 1 + 1 + 1 = 13 If hit 1d6 bleeding
Then he again whistles at Wolfie

Hopper's Wolf |

Wolfie again tries to bite the creature
Bite@Jamimpi, flanked, ca: 1d20 + 18 + 1 ⇒ (10) + 18 + 1 = 29
Damage, p: 2d8 + 8 + 1 ⇒ (7, 4) + 8 + 1 = 20
As he misses the first time, he tries again
Bite@Jamimpi, flanked, ca: 1d20 + 18 + 1 - 5 ⇒ (12) + 18 + 1 - 5 = 26
Damage, p: 2d8 + 8 + 1 ⇒ (7, 5) + 8 + 1 = 21
Fire: 2d6 ⇒ (1, 1) = 2
DC15: 1d20 ⇒ 7
Fort save, DC33 vs poison: 1d20 + 19 ⇒ (11) + 19 = 30
Poison: 3d6 ⇒ (4, 3, 6) = 13

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Not seeing a need to feint or maneuver, Fortiva readies her shield and focuses on violence.
◆ Raise Shield
◆ Shortsword 1: 1d20 + 21 + 1 ⇒ (8) + 21 + 1 = 30
◆ Shortsword 2: 1d20 + 21 + 1 - 4 ⇒ (11) + 21 + 1 - 4 = 29
↺ Opportune Backstab
Seriously, I've had it with these dice. Ooo, a hit... that barely rolls half of the average damage.

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Thanks Jiki. Now .... let's FINISH this
He sends another Heightened volley of missiles at the Naga
force: 6d4 + 6 ⇒ (4, 2, 1, 2, 4, 3) + 6 = 22

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Well...I guess no one needed a GoR.
"Agreed Patrick!" Leo responds. He tightens his grip with both hands on his sword and points up at the naga's top parts. "BOLT!" he shouts. A small metal coil affixed at the base of the blade thunders to life with electricity and shoots down the blade in a line through the naga and into the sky. Swiftly after, Leo thrusts with the blade, alive with electricity.
◆◆ cast Lightning Bolt from g Jolt Coil, Ref DC 30
◇ Conduct Energy
◆ Strike
Lightning Bolt: 4d12 + 1 ⇒ (8, 2, 5, 8) + 1 = 24
Strike: 1d20 + 21 + 1 ⇒ (16) + 21 + 1 = 38
Slashing+spirit+electricity: 2d12 + 4 + 1 + 1d6 + 1d6 + 1d8 ⇒ (8, 7) + 4 + 1 + (2) + (6) + (8) = 36
persistent fire: 2d6 ⇒ (1, 4) = 5
flat check: 1d20 ⇒ 14
The enemy has two choices:
1) do no damage to the ally
2) The ally gains resist all 13 and the enemy is enfeebled 2 until the end of its next turn.

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Reflex: 1d20 + 25 ⇒ (6) + 25 = 31
SQUASH Poison: 3d6 ⇒ (3, 2, 1) = 6
Jamimpi manages to dodge out of the way of Leo's lightning and avoid the worst of the damage. She does not, however, avoid his sword. Patrick unleashes six magic missiles that slam into Jamimpi. Fortiva adds a slash on Jamimpi that rips away some of her scales into the flesh beneath.
Don't forget the +1 for bard!
Hoppper and Wolfie continue their assault on Jamimpi but are unable to connect.

Tigerbot v1.0 |

Jiki continues to inspire his companions...
◆ Cast a Spell
"♪ Anthem of valor, hearts ignite,
♪ With melody's fire, we rise to fight.
Courageous Anthem!"
... before dropping a sonic boom on Jamimpi.
◆◆ Cast a Spell (Signature)
"♪ Resonance of torment, vibrations cruel,
♪ Agony pulses, a relentless duel.
Painful Vibrations!"
Sonic Damage, CA: 8d6 + 1 ⇒ (4, 3, 6, 1, 4, 1, 2, 6) + 1 = 28
Fortitude DC 29

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Fort: 1d20 + 24 ⇒ (3) + 24 = 27
Jamimpi screams at the painful sonic attack.
"STOP! STOP!! I YIELD!!' she shrieks, and surrenders.
COMBAT OVER!
However, we still need to resolve the persistent damage for Wolfie, Leo and SQUASH
"It appears you are quite capable of handling yourselves. I wish you success, but you really have no idea what you have unleashed here."
------------------
COMBAT TRACKER
Round: 5
Tactical Map
Active Conditions: Courageous Anthem (3/3)
Before Your Turn:
DC 33 Fort Save vs Naga Venom: Wolfie, SQUASH
After Your Turn:
DC 15 Flat Check vs Persistent Fire (after rolling 2d6 fire damage): Wolfie, Leo
------------------
Those with ** may go
Fortiva - AC 31 (33 w/shield or Nimble Dodge), 109/127 (AC 33)
Jiki the Fltaulist - AC 28, 70/116 (AC 29)
Prof. Patrick Barnard - AC 26, 32/81 (Wounded 1)
Leo - AC 31 (32 w/Shield), 70/107 (2d6 Persistent Fire)
**SQUASH - AC 29 (30 w/shield), 122/138 (Poison Stage 2, rd 1/6; Drained 1)
The Mad Hoppper - AC 30, 132/149 (+3 Fort (CS on success), temp hp - 28/30, -2 Will/Init/Perc, 30 minutes); Wolfie AC 29, 14/105 (2d6 Persistent Fire; Poison Stage 2, rd 3/6; Drained 1)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Max Duration: 6 rds
Stage 1: 3d6 Poison (1 rd)
Stage 2: 3d6 Poison, Drained 1 (1 rd)

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◆ Treat poison for Squash Medicine: 1d20 + 17 ⇒ (14) + 17 = 31
◆ Stride
◆ Treat poison for Wolfie Medicine: 1d20 + 17 ⇒ (19) + 17 = 36 +2 on his next save.
Fortiva gestures for Squash to come a little closer and administers a few herbs to help with the poison.
"Sorry, big guy... that's in there pretty deep."
Moving to the oversized pupper next, she applies a little learning from her first attempt, and mitigates a little of the poison's bite.

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Fortitude: 1d20 + 21 ⇒ (11) + 21 = 32
Fortitude: 1d20 + 21 ⇒ (4) + 21 = 25
Fortitude: 1d20 + 21 ⇒ (4) + 21 = 25
Fortitude: 1d20 + 21 ⇒ (4) + 21 = 25
Fortitude: 1d20 + 21 ⇒ (18) + 21 = 39 Critical Success
Poison Damage: 12d6 ⇒ (4, 5, 1, 3, 1, 2, 4, 2, 1, 5, 4, 2) = 34
SQUASH eventually recovers.

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Leo moves next to Wolfie and attempts to put out his own fire and Wolfies fire.
Trying to lower the DC to 10
persistent fire rnd 1: 2d6 ⇒ (3, 3) = 6
flat check: 1d20 ⇒ 1
persistent fire rnd 2: 2d6 ⇒ (6, 1) = 7
flat check: 1d20 ⇒ 10

Hopper's Wolf |

Burning: 2d6 ⇒ (3, 5) = 8
Flat: 1d20 ⇒ 10
Fort save, DC33: 1d20 + 19 ⇒ (15) + 19 = 34
poison stage 1: 3d6 ⇒ (5, 5, 6) = 16
At that stage Hopper would give Wolfie juggernaut mutagen, for fort bonux and temp hp as Wolfie is low or down.
Fort save, DC33: 1d20 + 19 + 3 ⇒ (13) + 19 + 3 = 35

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Your efforts manage to end the persistent fire and poison damage.
ENCOUNTER OVER
Fortiva - AC 31 (33 w/shield or Nimble Dodge), 109/127
Jiki the Fltaulist - AC 28, 70/116
Prof. Patrick Barnard - AC 26, 32/81 (Wounded 1)
Leo - AC 31 (32 w/Shield), 57/107
SQUASH - AC 29 (30 w/shield), 88/138 (Drained 1)
The Mad Hoppper - AC 30, 132/149 (+3 Fort (CS on success), temp hp - 28/30, -2 Will/Init/Perc, 30 minutes); Wolfie AC 29, 14/105 (Drained 1; temp hp - 6/30, 30 minutes)
"Only that these precautions were put into place to protect her. Now that you've started dismantling them, I wish you luck..." Jamimpi says, almost sourly.
You can take up to 20 minutes to heal up if you need to.

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Leo looks at the naga with the beginnings of a frustrated expression. "We beat you. We didn't kill you. That fire spell earlier was divine typed magic right? Do you have any healing you can bolster us with to aid us for her sake?"

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Jiki also regains 20 from an aeon stone.

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Fortiva is an expert in medicine with assurance, ward, and continual feats, so she can treat wounds for two people every ten min for 2d8+10 without a roll.
Looks like two passes each for Patrick and Leo, unless we focus on Wolfie - sound good?

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Hopper lets his wounds to heal from aeon stone, and he quickly makes two soothing tonics and administers them to Wolfie. Each give fast healing 5 for 1 minute => 50 HP back per each so 100 in total. Than and aeon spindle makes Hopper to be at full health
Then he puts another Juggernaut into his collar and poison on his blade.
"That creature was odd ..."

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Yes, Fortiva, that sounds good. I was kinda hoping the naga could give us some heals.
4d8 + 20 ⇒ (4, 5, 8, 7) + 20 = 44

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One of you can also stabilize the maze since your last success only calmed it for 10 minutes. DC 30 Diplomacy/Deception - CS: Maze doesn't attack for 20 minutes; S: As CS but for 10 minutes; F: The maze isn't calmed; CF: The maze attacks you immediately

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Leo looks at the naga with the beginnings of a frustrated expression. "We beat you. We didn't kill you. That fire spell earlier was divine typed magic right? Do you have any healing you can bolster us with to aid us for her sake?"
"For Csilla's sake?! I told you that the only thing you can do for Csilla is to turn back and abandon this cause! Now you want me to help you?!"

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Fortiva, is Patrick getting the other treat wounds?
Fortiva - AC 31 (33 w/shield or Nimble Dodge), 109/127
Jiki the Fltaulist - AC 28, 70/116
Prof. Patrick Barnard - AC 26, 52/81 (Wounded 1)
Leo - AC 31 (32 w/Shield), 107/107
SQUASH - AC 29 (30 w/shield), 108/138 (Drained 1)
The Mad Hoppper - AC 30, 149/149 (+3 Fort (CS on success), temp hp - 28/30, -2 Will/Init/Perc, 30 minutes); Wolfie AC 29, 105/105 (Drained 1; temp hp - 6/30, 30 minutes)
If Patrick gets the other Treat Wounds, then he's back to 100% and loses the Wounded condition

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Leo's voice raises in frustration as Fortiva begins tending to his burns, "Now!? The entire time before you initiated the combat, I requested your aid! This was after you told us that there were nightmares locked away for her safety. What if we do to those locked away things what we did to you? We could free Csilla! Which gets back to my original point! IF..YOU..HELP..US..WE..CAN..FREE..HER! I thought you cared for Csilla, but clearly you don't actually." Leo continues fuming after this rant.
For the record, I don't expect the npc to help. It just seemed like a sensible thing for my character think.

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At least the first one for Patrick, esp to remove the Wounded condition.
2d8 + 10 ⇒ (3, 4) + 10 = 17
Jiki should be at 90 with his stone, so since that was a poor roll, let's use the second treatment on Patrick as well.
2d8 + 10 ⇒ (5, 4) + 10 = 19
I doubt Fortiva can lie to the maze while also treating wounds... =D
Fortiva clearly agrees with Leo but leaves the naga alone.

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Patrick just sighs as he is healed up, by her and the aeon stone.
I do not understand her logic. What do you think Ms Fortiva?
Even with a Diplomat's Badge, Patrick is not confident in his diplomacy skills.

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"Someone patch me up while I quiet this place down?"
Diplomacy: 1d20 + 22 ⇒ (11) + 22 = 33

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Speaking quietly with Patrick while straightening the last bandage, Fortiva replies, "It's definitely questionable tactics. If we're worthy enough to defeat her, we're still weakened by the fight. But sometimes someone does a thing for so long, all they can see is that thing. They cannot even conceive of a better option."

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Leo moves over to Jiki and pulls out poultices.
Medicine DC 20: 1d20 + 16 ⇒ (1) + 16 = 17
2d8 + 10 ⇒ (1, 3) + 10 = 14
Whelp..not the use for a hero point I was hoping for..
Medicine DC 20: 1d20 + 16 ⇒ (10) + 16 = 26
Leo then lays his white gauntlet upon Jiki. "Sana, he says causing runes to glow on the gauntlet.
2-action rank 3 Heal: 3d8 + 24 ⇒ (3, 7, 4) + 24 = 38

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Jiki, you'll need to give me a second check since a 33 only keeps the maze quiet for 10 minutes
You hear children's laughter coming from a nearby cottage. This cottage appears to be more "solid" than the rest of the landscape.
"We're waiting for Csilla to come back so we can play!"
You can enter if you wish

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"Thank you, Leo," the goblin says gratefully before turning his attention back to the maze.
Diplomacy: 1d20 + 22 ⇒ (17) + 22 = 39
An aid could make that a critical success, if someone would be so kind.

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The maze quiets for 20 minutes. You have 10 minutes of peace...
What now, Pathfinders?

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Hopper says "Let's go into this cottage..."
He listens in
"Ok, why are you waiting for Csilla, can we play with you?"
He drinks one bravo's brew and 1 eagle eye
+3 to will saves and +3 to perception (+4 to find secret doors) for an hour

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"Sure! Csilla said she'll play with us when she gets back! You can join us if you like!" The children cluster around Wolfie, appearing to have never seen that large a creature before.
This quaint cottage is simply yet cozily furnished with a small table, potbelly stove, and large bed with a trundle sticking out from underneath. Neatly folded on the trundle is a handmade quilt. While threadbare, it appears to be well cared for. More conspicuously, the wall next to the desk is giving off a faint glow in the shape of a door.
You notice that the quilt has something nestled inside it. Retrieving the item, you find a simple, scrap leather-bound journal with a stylized butterfly on its cover. The journal’s cover bears no title, but the inside cover is replete with a galaxy of stars, a single solitary constellation definable among them.
DC 24 Perception:
Every wall of the house starts to shimmer. A stone doorway appears where the lone glowing patch was, filled with a vast black sea of stars.

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"We would be happy to join you. What games are you playing? Fortiva says as she looks around the cottage.
Perception: 1d20 + 19 ⇒ (2) + 19 = 21
"Anyone recognize this constellation?" she asks, holding out the book.

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Constellation? Patrick says, his curiosity piqued. Let me have a look
perception: 1d20 + 14 ⇒ (8) + 14 = 22
((Hero Point))
perception: 1d20 + 14 ⇒ (4) + 14 = 18
astronomy lore: 1d20 + 19 ⇒ (3) + 19 = 22
Presumably the stylised butterfly represents Desna

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Perception: 1d20 + 16 + 3 ⇒ (17) + 16 + 3 = 36
Hopper ducks under the compartment and pulls out a +2 Greater Striking Frost Starknife.
"Check this out, an adult frisbee!"
Hopper would approach to the patch and gently touch it with the starknife.
"That is cool! sea of stars behind the door! Should we enter?"

Hopper's Wolf |

Wolfie licks one of the kids on his face with his huge tongue, and then he jumps on the bed which beagins to squeek under his weight.
Large canine lies down enjoying the fluffiness of his bed.