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Are there certain conditions that need to be met for Aldonza's constellation to activate? Or do the adjacent creatures automatically get the bonus to rolls?

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Aldonza’s gaze follows the elementals as they swirl through the room.
”Round and round and round they go!
Where they stop, nobody knows!”
As she recites, she sheathes her sword, and pulls a small hammer that’s hanging from her hip.
”But when they choose to come and play,
It’s time for us to wreck their day!”
She throws it at the one in front of Slipp.
Swap sword and hammer, Perform for Panache, Strike Yellow
Performance: 1d20 + 13 ⇒ (19) + 13 = 32
Attack: 1d20 + 14 ⇒ (6) + 14 = 20
Damage: 1d6 + 2 ⇒ (5) + 2 = 7B +3 with Panache

GM Watery Soup |

Retcon: a wave rises up and blocks the attack against Apoc!
Apoc's staff swings wildly, but he retains some of the magic.
Storg ponders about the air elementals. They are neither resistant nor weak to any elemental forces, but as elementals, they are immune to bleed, paralyzed, poison, and sleep. These four will actually apply to all the elementals - other elementals may have additional immunities, resistances and weaknesses, but they will all be immune to bleed, paralyze, poison, and sleep.
Slipp stares daggers at Yellow, frightening it, and casts electric arc.
Red Reflex: 1d20 + 13 ⇒ (9) + 13 = 22 vs DC 21
Yellow Reflex, Frightened 1: 1d20 + 13 - 1 ⇒ (3) + 13 - 1 = 15 vs DC 21
Slipp: Yes, it is the same day as the basilisk fight.
Tharpe "trips" Red, knocking it to the ground on its head, but cannot hit it with a Strike.
Mindartis and Mialee team up on the prone elemental, pecking it as well as piercing it with an arrow. But it's still alive.
Mindartis: the conditions automatically activate.
Aldonza puts on a show for the ages, gaining panache. Adding constellation bonuses to attack and damage. Her hammer hits the elemental.
--Round 1
Aldonza (78/78, #11 [+attack, damage, AC, saves])
Slipp (63/63)
--Round 2
Mindartis (78/78) / Mialee (52/52)
Tharpe (49/49)
Storg (64/64, #7 [+DCs], resist fire) 2 actions
Apoc (65/70, #10 [+AC, saves])
Red Air Elemental (-31 hp, #2, prone)
Yellow Air Elemental (-22 hp, #12, frightened 1)

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Storg unleashes electricity on both elementals.
◆◆Cast electric arc vs red and yellow air elementals; Damage: 4d4 ⇒ (3, 3, 2, 4) = 12 electricity; DC 22 24 basic Reflex save; Irresistible Magic

GM Watery Soup |

Red Reflex: 1d20 + 13 ⇒ (10) + 13 = 23 vs DC 24
I forgot to use Yellow's Reaction on Slipp's electric arc, so I'll use it now.
Rune #12 flashes with power as Yellow appears to be in two places at the same time, giving it advantage as it attempts to dodge the electricity.
Yellow Reflex, Frightened 1, Roll 1: 1d20 + 13 - 1 ⇒ (4) + 13 - 1 = 16 vs DC 24
Yellow Reflex, Frightened 1, Roll 2: 1d20 + 13 - 1 ⇒ (1) + 13 - 1 = 13 vs DC 24
Storg's electric arc flies through both elementals, and Red dissipates. Yellow looks like it's on its last legs, proverbially.
Yellow circles, attacking Aldonza and Slipp.
Wing vs Aldonza, frightened 1: 1d20 + 11 - 1 ⇒ (14) + 11 - 1 = 24
Slashing: 1d8 + 4 ⇒ (2) + 4 = 6
Miss with frightened and the rune!
Wing vs Slipp, frightened 1, no MAP: 1d20 + 11 - 1 ⇒ (20) + 11 - 1 = 30
Slashing: 1d8 + 4 ⇒ (6) + 4 = 10
Crit!
It stops circling and makes an additional attack against Slipp.
Wing vs Slipp, frightened 1, MAP: 1d20 + 11 - 1 - 10 ⇒ (20) + 11 - 1 - 10 = 20
Slashing: 1d8 + 4 ⇒ (5) + 4 = 9
Ouch, a second crit!
A dog-shaped earth elemental appears on 1d8 ⇒ 6 constellation #6. It immediately grabs at Tharpe.
Jaws: 1d20 + 11 ⇒ (11) + 11 = 22
Piercing: 1d10 + 6 ⇒ (2) + 6 = 8 plus Knockdown
Miss with Nimble Dodge!
Jaws, MAP: 1d20 + 11 - 5 ⇒ (12) + 11 - 5 = 18
Piercing: 1d10 + 6 ⇒ (6) + 6 = 12 plus Knockdown
Jaws, MAP: 1d20 + 11 - 10 ⇒ (3) + 11 - 10 = 4
Piercing: 1d10 + 6 ⇒ (7) + 6 = 13 plus Knockdown
--Round 2
Red Air Elemental (-43 hp)
Yellow Air Elemental (-34 hp, #12, frightened 1)
Green Earth Elemental (-0 hp, #6)
Aldonza (78/78, #11 [+attack, damage, AC, saves])
Slipp (25/63)
--Round 3
Mindartis (78/78) / Mialee (52/52)
Tharpe (49/49)
Storg (64/64, #7 [+DCs], resist fire)
Apoc (65/70, #10 [+AC, saves])
Yellow Air Elemental (-34 hp, #12)
Green Earth Elemental (-0 hp, #6)

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Aldonza looks over the room, looks at the runes on the floor, and says, ”Ah the heck with it!”
She draws her sword once again, steps behind the stone dog, and looks for a crack to slide it into.
Interact, Step, Strike Green (flanking)
Attack: 1d20 + 15 ⇒ (6) + 15 = 21
Damage: 3d6 + 5 ⇒ (6, 1, 6) + 5 = 18P
Hero Point the attack
Attack: 1d20 + 15 ⇒ (1) + 15 = 16

GM Watery Soup |
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Aldonza stabs the hound. First roll hits, I'm going to assume you don't reroll a hit.
--Round 2
Red Air Elemental (-43 hp)
Yellow Air Elemental (-34 hp, #12, frightened 1)
Green Earth Elemental (-0 hp, #6)
Aldonza (78/78, #11 [+attack, damage, AC, saves])
Slipp (25/63)
--Round 3
Mindartis (78/78) / Mialee (52/52)
Tharpe (49/49)
Storg (64/64, #7 [+DCs], resist fire)
Apoc (65/70, #10 [+AC, saves])
Yellow Air Elemental (-34 hp, #12 [reaction])
Green Earth Elemental (-18 hp, #6 [??])

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Tharpe turns towards the hound gives it an intimidating glare and strikes at it
Demoralize, intimidating glare, level bump@green: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Kukri@green, menthor: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Damage, s: 1d6 + 4 ⇒ (2) + 4 = 6
Sneak if prone: 1d6 ⇒ 4
Kukri@green, menthor, map: 1d20 + 10 + 2 - 4 ⇒ (19) + 10 + 2 - 4 = 27
Damage, s: 1d6 + 4 ⇒ (3) + 4 = 7
Sneak if prone: 1d6 ⇒ 1
If crit than 1d6 persistent bleed - immune ;) and frightened 1 (redundant due to demoralize crit)
His eyes could freeze a stone, then he makes two strikes with decent strength and various accuracy.

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Storg keeps piling on the electricity.
◆◆Cast electric arc vs yellow & green; Damage: 4d4 ⇒ (2, 1, 2, 1) = 6 electricity; DC 22 24 basic Reflex save; Irresistible Magic
◆Raise a Shield
Damage 1d6 + 6 ⇒ (4) + 6 = 10 fire; DC 22 24 basic Reflex save

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Focusing on the most wounded of the two, both within reach, Apoc conserves energy, drawing a gravitic pulse into his core to birth a new star…
◆) Recharge
◆◆) Spellstrike w/ Gouging Claw
↺) Deflecting Wave (Reduce Blunt or Slashing damage by 5; Fire or Acid by 10)
Spellstrike w/ Staff (B, 2h, reach) w/ Cascade (+1 force) w/ Gouging Claw (4d6 piercing, 4 bleed) vs Elemental: 1d20 + 14 ⇒ (15) + 14 = 292d8 + 4 + 1 ⇒ (4, 4) + 4 + 1 = 134d6 ⇒ (6, 4, 2, 2) = 144 = 4

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With the Red elemental down, Mindartis turns his attention to the Green elemental and sets it as their prey. He once again commands Mialee to attack it as he fires an arrow.
Mialee Jaw: 1d20 + 12 ⇒ (18) + 12 = 30
Piercing: 2d6 + 3 ⇒ (6, 4) + 3 = 13
Precision: 1d8 ⇒ 1
Longbow, volley: 1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15
Piercing: 2d8 + 1 ⇒ (4, 7) + 1 = 12
Precision: 1d8 ⇒ 5
◈Hunt Prey, ◈Command Animal (◈Stride, ◈Strike), ◈Strike

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Slipp gasps in pain at the sudden strikes, and then again at the even more sudden loss of blood. Anyone unfamiliar with the little gnome may be surprised at the whiff of smoke in the air. And anyone foolish enough to be looking into their eyes would notice sparks shining behind them. But who would be so foolish as to do that in combat?
The barrier between the first world and this one shudders and for a moment shatters as flames from the EverFire that burns there crash into this world, and into the yellow elemental.
Or the other one if yellow is down.
flames: 1d20 + 11 ⇒ (17) + 11 = 28
Fire damage: 4d6 ⇒ (3, 1, 6, 1) = 11
alternate fire damage if not in melee: 4d4 ⇒ (3, 2, 2, 2) = 9

GM Watery Soup |

Tharpe scares Green, and then critically hits the frightened creature. Crit because of Frightened 2.
Storg casts a spell.
Yellow Reflex, Roll 1: 1d20 + 13 ⇒ (16) + 13 = 29 vs DC 24
Yellow Reflex, Roll 2: 1d20 + 13 ⇒ (2) + 13 = 15 vs DC 24
Green Reflex, Frightened 2: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21 vs DC 24
Half of the blast is enough to fell Yellow.
Apoc swings his staff, and the earth elemental collapses into dust. Crit!
--Round 2
Red Air Elemental (-43 hp)
Yellow Air Elemental (-34 hp, #12, frightened 1)
Green Earth Elemental (-0 hp, #6)
Aldonza (78/78, #11 [+attack, damage, AC, saves])
Slipp (25/63)
--Round 3
Mindartis (78/78) / Mialee (52/52)
Tharpe (49/49)
Storg (64/64, #7 [+DCs], resist fire)
Apoc (65/70, #10 [+AC, saves])
Yellow Air Elemental (-37 hp)
Green Earth Elemental (-92 hp)
There are no remaining foes, but we're still in initiative. Mindartis and Slipp, please revise your actions. If you choose to Delay until something appears, you can (and must) keep your rolls.

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With nothing hostile in sight. Mindartis calls Mialee to his side and readies his bow to strike the first hostile creature to appear within range.

GM Watery Soup |

Mindartis looks around, waiting for another elemental to appear. Soon enough, it does - a flaming rat on constellation 1d9 ⇒ 4 #5. The rat is surrounded by a cloud of thick smoke, which conceals it.
Tharpe is facing the other direction, but immediately notices a rumbling in the ground that alerts him to the elemental's appearance. Constellation #4 grants tremorsense.
Mindartis's arrow flies.
Concealed: 1d20 ⇒ 13 vs DC 5
But it misses.
The rat runs towards Tharpe, snapping at him with jaws, before retreating to Constellation #1. It seems to ignore the smoke.
Jaws: 1d20 + 10 ⇒ (14) + 10 = 24
Fire: 1d8 + 4 ⇒ (7) + 4 = 11 plus 1d4 persistent fire
Hit, even with Nimble Dodge.
Tharpe is set on fire!
--Round 3
Mindartis (78/78, readied strike) / Mialee (52/52)
Tharpe (49/49, #4 [tremorsense])
Storg (64/64, #7 [+DCs], resist fire)
Apoc (65/70, #10 [+AC, saves])
Yellow Air Elemental (-37 hp)
Green Earth Elemental (-92 hp)
Blue Fire Elemental (-0 hp, #5 [??], concealed)
Slipp (25/63)
Aldonza (78/78)
--Round 4
Mindartis (78/78) / Mialee (52/52)
Tharpe (38/49, #4 [tremorsense], 1d4 persistent fire)
Storg (64/64, #7 [+DCs], resist fire)
Apoc (65/70, #10 [+AC, saves])
Blue Fire Elemental (-0 hp, #1 [??], concealed)
Don't forget a DC 5 flat check when targeting the creature, and anyone who enters the smoke, please make a DC 22 Fortitude save vs sickened 1.

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Aldonza pursues the rat, stopping on another constellation. 2
Peering through the smoke, she tries a trick of her own to make it easier to hit.
Stride, Feint, Strike
Fort save: 1d20 + 12 ⇒ (17) + 12 = 29
Deception: 1d20 + 11 ⇒ (7) + 11 = 18
Flat check: 1d20 ⇒ 8
Attack: 1d20 + 15 ⇒ (3) + 15 = 18
Damage: 2d6 + 5 ⇒ (4, 2) + 5 = 11P +Sneak Attack: 1d6 ⇒ 1 if Feint is successful

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Storg tries to frighten then clobber the rat.
◆◆Cast fear vs Blue Fire Elemental; DC 22 Will save
- Flat check vs concealed: 1d20 ⇒ 15
◇Bespell Strikes (force damage)
◆Cast hand of the apprentice w/ +1 striking warhammer vs Blue Fire Elemental
- Flat check vs concealed: 1d20 ⇒ 8
- Attack: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26 to hit
- Damage: 2d8 + 4 ⇒ (7, 8) + 4 = 19 bludgeoning plus 1d6 ⇒ 3 force
- On crit: double damage plus DC 22 (class DC not spell DC) Fort save vs prone
Damage: 1d6 + 6 ⇒ (5) + 6 = 11 fire; DC 22 24 basic Reflex save

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Seeing but a single elemental, Slipp realises that the team can probably deal with it. So instead they focus on healing themselves.
◆◆◆ healL3: 3d8 + 24 ⇒ (5, 2, 4) + 24 = 35

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Tharpe moves to attack the rat, he runs behind it
Fort save, mentor, DC22: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Tharpe is not bothered by the smoke and he strikes the rat twice
Concealed, DC5: 1d20 ⇒ 15
Swoosh@rat flanked, mentor: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
damage, s + sneak: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (6) = 11
Concealed, DC5: 1d20 ⇒ 11
Swoosh@rat flanked, mentor: 1d20 + 10 + 2 - 4 ⇒ (20) + 10 + 2 - 4 = 28
damage, s + sneak: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8 16 dmg + Bleeding 1d6 and frightened 1 on crit - Brutal beating

GM Watery Soup |

Aldonza successfully jukes the rat, stabbing it through the haze.
Storg casts a spell.
Will: 1d20 + 6 ⇒ (9) + 6 = 15 vs DC 22
The rat is terrified, and gets smacked in the face with a hammer. Crit vs frightened 2 AC!
Fortitude: 1d20 + 7 ⇒ (14) + 7 = 21 vs DC 22
It gets knocked to the ground.
Slipp heals themself. Slipp, you cast the 2-action version of the spell (3 actions gives a burst), and also, with remastered rules, I believe that 3rd level, 2-action heal should be 3d8+24+3 (every sorcerer gets a bonus to spells).
Tharpe runs around the rat to finish it off with one strike. One action remaining. Also, make a recovery check for persistent fire.
Tharpe Fire Damage: 1d4 ⇒ 2
--Round 3
Slipp (61/63) 1 action remaining
Aldonza (78/78, #2 [??])
--Round 4
Mindartis (78/78) / Mialee (52/52)
Tharpe (36/49, #4 [tremorsense], 1d4 persistent fire, recovery check) 1 action remaining
Storg (64/64, #7 [+DCs], resist fire)
Apoc (65/70, #10 [+AC, saves])
Blue Fire Elemental (-67 hp)
Slipp (61/63)
Aldonza (78/78, #2 [??])
GM
Again, no enemies visible, but we'll stay in initiative.

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1 action -> assist self to stop burning
Tharpe falls to the ground and starts rolling ...
Fire, flat dc10: 1d20 ⇒ 20
Burning: 1d4 ⇒ 4
And boy he knows how to roll!

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His staff trained in the air, whirling like a pool, particles of water orbit around our celestial hero - he keeps his galactic eye on every portal within 30 feet!
◆) Parry (to AC 23)
◆◆) Ready to Blast
↺) Deflecting Wave (Reduce Blunt or Slashing damage by 5; Fire or Acid by 10)
Water Elemental Blast, Fast (◆, 1h, 30-ft): 1d20 + 11 ⇒ (15) + 11 = 261d8 ⇒ 5 blunt or cold, +4 damage if melee

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Mindartis once again readies his bow to shoot the next hostile creature in sight.
Piercing: 2d8 + 1 ⇒ (4, 8) + 1 = 13

GM Watery Soup |

Tharpe, as someone (Storg?) pointed out in Discussion, Assisted Recovery is usually 2 actions, but I'll let it slide this time. We can retcon Slipp's and Aldonza's Round 3 actions if we want, but I'm going to try to finish this before GameDay, so I'm going to Delay them for now.
Two new elementals appear! This time, they're water elementals - sharks! But somehow, they can breathe air. This appears to have been an oversight on the author's/authors' part, but we'll just treat them as amphibious.
1d8 ⇒ 5 Red appears on #6. Apoc's readied Strike smashes it with bludgeoning (all goes through), and Mindartis's arrow smashes into it Crit!.
Deadly: 1d10 ⇒ 3
The constellation flashes with power, and the elemental seems healthier. Fast healing 2. Red lashes out at Mialee.
Jaws: 1d20 + 11 ⇒ (13) + 11 = 24
Piercing: 1d12 + 7 ⇒ (6) + 7 = 13 plus Grab
Piercing her skin, it tries to grab her.
Grab (Athletics), no MAP: 1d20 + 10 ⇒ (11) + 10 = 21
But she escapes!
Jaws, MAP: 1d20 + 11 - 5 ⇒ (20) + 11 - 5 = 26
Piercing: 1d12 + 7 ⇒ (11) + 7 = 18 plus Grab
Furious, the shark bites again, this time critically, but doesn't have the opportunity to grab.
1d7 ⇒ 5 Yellow appears on #8. The constellation flashes with power.
Yellow Flat Check: 1d20 ⇒ 14
Yellow seems to be concealed for a moment (Constellation #8 grants concealment on a DC 11 flat check success, and a penalty for a failure), but it ends as soon as it moves out of the square. It snaps at Aldonza as it hops over to Constellation #3.
Jaws: 1d20 + 11 ⇒ (6) + 11 = 17
Piercing: 1d12 + 7 ⇒ (11) + 7 = 18 plus Grab
--Round 4
Mindartis (78/78, readied Strike) / Mialee (3/52)
Tharpe (36/49, #4 [tremorsense], 1d4 persistent fire)
Storg (64/64, #7 [+DCs], resist fire)
Apoc (65/70, #10 [+AC, saves], readied Strike)
Blue Fire Elemental (-67 hp)
Red Water Elemental (-32 hp, #6 [fast healing 2])
Yellow Water Elemental (-0 hp, #8 [concealment/??])
Slipp (61/63)
Aldonza (78/78, #2 [??])
--Round 5
Mindartis (78/78) / Mialee (52/52)
Tharpe (36/49, #4 [tremorsense])
Storg (64/64, #7 [+DCs], resist fire)
Apoc (65/70, #10 [+AC, saves])
Red Water Elemental (-32 hp, #6 [fast healing 2])
Yellow Water Elemental (-0 hp, #3 [??])

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"Enough!" roars Slipp, flames burning within their eyes.
The fearsome gaze of the gnome is directed first at the yellow water elemental.
intimidating glare: 1d20 + 13 ⇒ (15) + 13 = 28
And then with the roaring sound of a forest fire it turns into actual flames leaping out at the two elementals.
blazing bolt, L3, 2action vs red: 1d20 + 11 ⇒ (2) + 11 = 13
blazing bolt, L3, 2action vs red, constellation reroll: 1d20 + 11 ⇒ (15) + 11 = 26
fire damage: 8d6 + 3 + 3 ⇒ (2, 5, 1, 6, 4, 1, 3, 6) + 3 + 3 = 34
blazing bolt, L3, 2action vs yellow: 1d20 + 11 ⇒ (10) + 11 = 21
fire damage: 8d6 + 3 ⇒ (4, 2, 6, 3, 5, 2, 5, 1) + 3 = 31
flat roll vs concealment: 1d20 ⇒ 3

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Storg unleashes more electricity as he switches to a loaded crossbow.
◆◆Cast electric arc vs both enemies; Damage: 4d4 ⇒ (3, 2, 4, 2) = 11 electricity; DC 22 24 basic Reflex save
- Flat check vs concealed (yellow): 1d20 ⇒ 12
◆Interact to swap +1 striking warhammer for +1 striking crossbow

GM Watery Soup |

Slipp, Blazing Bolt (3rd rank) should be 6d6 fire damage, not 8d6. I will take the first 6d6. I also assume you meant Hero Point reroll, as you're not standing on a constellation.
Slipp boils Red, but notes that the fire didn't do as much damage as expected. Resist fire 5, but Red goes down anyway. A second bolt hits Yellow. Yellow is no longer Concealed, no flat checks necessary. It was only Concealed while on Constellation #8.
Storg casts a spell.
Reflex, Frightened 2: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14 vs DC 24
--Round 4
Slipp (61/63)
Aldonza (78/78, #2 [??])
--Round 5
Mindartis (78/78) / Mialee (52/52)
Tharpe (36/49, #4 [tremorsense])
Storg (64/64, #7 [+DCs], resist fire)
Apoc (65/70, #10 [+AC, saves])
Red Water Elemental (-49 hp)
Yellow Water Elemental (3/45 hp, #3 [??], frightened 2, resist fire 5)
Yellow likely goes down with the next hit, you know from previous Strikes it's normal AC is between 16 (26 didn't crit) and 21, so Frightened 2 will be between 14 and 19. Please post what you'll do if Yellow goes down.

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D'oh, it is a base level 2 spell, not a base level 1 spell. I thought eight seemed too high. I just put it down to a tweak from the new remastered rules. Thanks for the correction.
thought I was standing on top of the 12th constellation. I must have moved at some point. That is easy enough to fix next round.

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Apoc moves his massive leg to "kick" the remaining elemental - it topples down just missing Storg and Aldonza!
◆) Parry (to AC 23)
◆◆) Timber
Basic Reflex vs DC 19 (blunt) vs Yellow: 4d4 ⇒ (1, 1, 3, 3) = 8

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Mindartis steps to the 11th constellation. He takes the healing potion from his satchel and feeds it to Mialee.
Healing Potion, Moderate: 3d8 + 10 ⇒ (2, 6, 5) + 10 = 23
◈Step, ◈Interact, ◈Interact

GM Watery Soup |

Reflex, frightened 2: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14 vs DC 19
The shark disperses into a puddle of water.
Gonna Delay Tharpe and Aldonza.
Two more earth elemntals appear!
1d8 ⇒ 4, 1d7 ⇒ 4 Green: #5, Blue: #6
Green steps up and attacks Storg.
Jaws: 1d20 + 11 ⇒ (8) + 11 = 19
Piercing: 1d10 + 6 ⇒ (5) + 6 = 11 plus Knockdown
Jaws, MAP: 1d20 + 11 - 5 ⇒ (20) + 11 - 5 = 26
Piercing: 1d10 + 6 ⇒ (3) + 6 = 9 plus Knockdown
Blue attacks Mialee.
Jaws: 1d20 + 11 ⇒ (20) + 11 = 31
Piercing: 1d10 + 6 ⇒ (10) + 6 = 16 plus Knockdown
The first bite snatches her out of the air, and throws her, limp, to the ground. Victorious, it steps up to Aldonza, and bites again.
Jaws, MAP: 1d20 + 11 - 5 ⇒ (16) + 11 - 5 = 22
Piercing: 1d10 + 6 ⇒ (3) + 6 = 9 plus Knockdown
--Round 4
Slipp (61/63)
--Round 5
Mindartis (78/78) / Mialee (26/52)
Storg (64/64, #7 [+DCs], resist fire)
Apoc (65/70, #10 [+AC, saves], parry)
Red Water Elemental (-49 hp)
Yellow Water Elemental (-53 hp)
Green Earth Elemental (-0 hp)
Blue Earth Elemental (-0 hp, #4 [tremorsense])
Aldonza (78/78, #2 [??])
Tharpe (36/49)
Slipp (61/63)
--Round 6
Mindartis (78/78) / Mialee (0/52, prone, Dying 2)
Storg (46/64, #7 [+DCs], resist fire)
Apoc (65/70, #10 [+AC, saves], parry)
GM
This is the last round - if someone would be so kind as to stabilize Mialee, Lashweather will wrap up his ritual and the elementals will vanish.

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Stabilize w/ Medicine: 1d20 + 9 ⇒ (17) + 9 = 26
Apoc leashes cool water upon the fallen beast…

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Storg unleashes a torrent of water to force his attacker away.
◆◆Cast 2nd rank hydraulic push vs green earth elemental
- Attack: 1d20 + 12 ⇒ (5) + 12 = 17
- Damage: 5d6 ⇒ (4, 3, 6, 6, 3) = 22 bludgeoning and knock back 5 feet
- On crit: Additional Damage: 3d6 ⇒ (1, 6, 5) = 12 and knockback 10 feet instead
If enemy is not knocked back:
◇Bespell Strikes (foot deals additional bludgeoning damage)
◆Strike w/ foot (+1 striking handwraps) vs green earth elemental
- (Agile, Finess, Nonlethal, Unarmed, Magical)
- Attack: 1d20 + 12 - 4 ⇒ (7) + 12 - 4 = 15
- Damage: 2d4 + 1d6 ⇒ (4, 2) + (4) = 10 bludgeoning
Ugh, I should have known that was a bad idea.
Frequency once per adventure; Trigger A creature within 30 feet of you targets you or an ally with an attack; Effect The creature takes fire damage equal to 1d6 + your level (basic Reflex save). The DC of the Reflex save is equal to your spell DC or your class DC, whichever is higher.
Damage: 1d6 + 6 ⇒ (6) + 6 = 12 fire; DC

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Slipp steps onto the constellation rune and then turns their anger on the two remaining elementals.
"Fire trumps Earth."
blazing bolt L3 vs green: 1d20 + 11 ⇒ (5) + 11 = 16 reroll if that is a miss
blazing bolt L3 vs green: 1d20 + 11 ⇒ (6) + 11 = 17
F damage green: 6d6 + 3 + 3 ⇒ (3, 5, 3, 5, 3, 4) + 3 + 3 = 29
blazing bolt L3 vs blue: 1d20 + 11 ⇒ (20) + 11 = 31
F damage green: 6d6 + 3 ⇒ (5, 4, 1, 4, 1, 3) + 3 = 21

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"No!" Mindartis shouts as his faithful companion falls to the ground. He attempts to pick up Mialee but upon seeing Apoc's assist, he instead sets Blue as their prey and fires two arrows to it.
Longbow: 1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15
Piercing: 2d8 + 1 ⇒ (1, 5) + 1 = 7
Longbow, MAP: 1d20 + 15 - 5 - 2 ⇒ (20) + 15 - 5 - 2 = 28
Piercing: 2d8 + 1 ⇒ (4, 5) + 1 = 10
Precision: 1d8 ⇒ 4
Edit: Crit! NiceDeadly: 1d10 ⇒ 2
◈Hunt Prey, ◈Strike, ◈Strike

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Tharpe runs to the green monster and strikes it twice with his kukri
Swoosh@green flanked, mentor: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
damage, s + sneak: 1d6 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13
Swoosh@green flanked, mentor: 1d20 + 10 + 2 - 4 ⇒ (9) + 10 + 2 - 4 = 17
damage, s + sneak: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12
Yeah I messed it up with assisted recovery, I was certain it was 1 action, and then I missed the discussion thread

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Aldonza flourishes her scabbard at the elemental that just missed her, and goes for a killing blow.
Feint, Confident Finisher, Parry
Deception: 1d20 + 11 ⇒ (3) + 11 = 14
Attack: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 5d6 + 2 ⇒ (2, 3, 5, 4, 3) + 2 = 19P

GM Watery Soup |

Apoc stabilizes Mialee.
Storg sends a rush of water and a hammer, but both miss. Slipp sends two blazing bolts out, the one at Green misses but the one at Blue nearly wipes it out in one shot. Mindartis's second arrow is sufficient to destroy it.
Tharpe stabs Green once, and then Aldonza critically stabs it from the other side to finish it off.
Lashweather's eyes blink open, and he explains that the ritual is complete. He thanks the Pathfinders for protecting him, and agrees to attend the council meeting and speak on their behalf. He offers the team a diplomat's badge as a token of his appreciation. 3 Treasure Bundles!
--End of Combat!
Aldonza (78/78)
Tharpe (36/49)
Slipp (61/63)
Mindartis (78/78) / Mialee (0/52, prone, Wounded 1, unconscious)
Storg (46/64)
Apoc (65/70)
I'm going to award three Hero Points - one to Storg for super effective use of the constellations, and one to Slipp and Tharpe so everyone has one.

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Slipp looks around the observatory for a while. They note with interest the pretty pictures of stars and alignments, but without any real comprehension. Any books they steer well clear of.
"I suppose we should head back and let our friends know.." they eventually suggest.

GM Watery Soup |

The next day, Calisro and Eras, along with the rest of the Vidrian delegation, lead the Pathfinders to the Chamber of Stars, the meeting space of Ekkeshikaar’s ruling council, where the possibility of a trade agreement will be discussed.
The heart of a sprawling and partially-submerged government building made of glass and stone, this large circular chamber is one of the few parts of the building that extends up above the waterline, giving an only slightly-obscured view of the sky above through the midnight-blue-tinted glass dome that covers the room’s ceiling.
A group of seven iruxi dressed in long blue-black robes trimmed with gold sit at raised pulpits along one side of the room. A long table has been set aside for a handful of representatives from the Vidrian delegation, and additional seating holds crowds of native iruxi, some eager to see the trade deal pass, others to see it halted, and the rest simply excited to watch events unfold. Already, a queue of Ekkeshikaar’s citizens is forming behind a stone lectern set aside for citizens to speak their minds and ask questions on the proceedings.
Before the negotiations begin, Calisro hands the Pathfinders four vials, containing a total of two doses of moderate cognitive mutagen and two doses of moderate silvertongue mutagen, explaining that they may come in handy, and that the Pathfinders should use them amongst themselves as they see fit.
I'll tell you the challenge first, and you can decide who gets to drink a mutagen before answering and apply it to their check for that challenge. The mutagens last for 10 minutes each, and because the challenges are scattered throughout the day, this means that whenever a mutagen is consumed, it applies to 1 challenge.
The Council of Stars, as well as those in opposition to the proposed trade deal, raise several challenges to the deal over the course of the negotiations, which must be answered or addressed.
This is a skill challenge. For every challenge, each PC must attempt a DC 20 check using one of the listed skills. (Note that the DC was supposed to be 22, but since everyone has the Ally of the Iruxi boon, which gives a +2 circumstance bonus, I've simply lowered the DC instead of making everyone type it out for every roll.) A success earns the team 1 Influence Point and a critical success earns them 2 Influence Points, while a critical failure removes 1 Influence Point. Your goal is 4 Influence Points in a round.
As usual, if there is a particularly good use of narrative, I'll give an additional circumstance bonus. On the other hand, although I'm usually very generous with allowing substitute skills, this skill challenge doesn't allow that.
When a PC attempts the same type of skill check that they have already attempted on a previous challenge, the check’s DC will increase by 1 for each prior use. For example, if a PC decides to attempt Deception checks for every challenge, the DC is 22 for the first challenge, 23 for the second, 24 for the third, and so forth. For this reason, I'll be tracking the results of every check on every round in the tracker.
There will be 5 rounds.
5d7 ⇒ (7, 1, 3, 5, 6) = 22
Round 1: Breach of Contract
Opposing iruxi begin with the argument that because the original contract with the people of Vidrian (formerly Sargava) was broken, that Ekkeshikaar would be foolish to open into another agreement, or at the very least, should not do so until appropriate fees have been paid for the time during which they were in breach of contract — well over a thousand years’ worth!
Usable Skills: Deception, Legal Lore, Mercantile Lore, or Society.
Special: If the PCs successfully recovered the documents from the library, they receive 1 additional Influence Point.
--Round 1 (Deception, Legal Lore, Mercantile Lore, Society)
Special Bonus: Recovered documents (automatic Success)
Aldonza
Apoc
Mindartis
Slipp
Storg
Tharpe

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Storg replaces rank 2 hydraulic push with acid grip during daily preparations.
Storg counters with his knowledge of the original trade agreement.
Society: 1d20 + 12 ⇒ (10) + 12 = 22
- Dubious Knowledge if this counts as Recall Knowledge (which I doubt)

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Slipp watches the crowd, distracted by all the comings and goings and the interesting fashion choices used by the crowd.
I'm untrained in all of these, so going to keep quiet, as it would be more likely to get a crit fail than a regular success.

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Legal lore, level bump, DC20: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Tharpe raises and clears his through "I may not look like it, but legal aspects are not foreign to me. As much as the deal seams to be broken, it was never officially terminated. There were numerous circumstances that could be taken under consideration."

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Speaking simply and carrying a large stick, Apoc stands up "A new galaxy forms from a single burst of light. Sometimes when it is time to begin, it is best to simply begin" and sits down.
Society (Trained): 1d20 + 9 ⇒ (14) + 9 = 23

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Mindartis holds his tongue for now. Mostly because he's afraid that he'll do more harm than good.
Also untrained in all of these.

GM Watery Soup |

Storg, Tharpe, and Apoc all make their cases, and enough iruxi appear to be persuaded that the negotiations move forward to the next topic.
--Round 1 (Deception, Legal Lore, Mercantile Lore, Society)
Special Bonus: Recovered documents (automatic Success)
Aldonza: unattempted (Failure)
Apoc: Society (Success)
Mindartis: unattmpted (Failure)
Slipp: unattempted (Failure)
Storg: Society (Success)
Tharpe: Legal Lore (Success)
ROUND 2: TARIFFS AND TAXES
The iruxi point out that should trade be resumed, there would be certain tariffs and taxes they would need to put in place, which have arisen since the days of the prior agreement. These fees are steep, and they would certainly reduce the profitability of trade for both sides, if you can’t find a way around them.
Usable Skills: Account Lore, Deception, Diplomacy, or Legal Lore.
Special: If the PCs successfully recovered the documents from the library, they receive 1 additional Influence Point.
--Round 2 (Account Lore, Deception, Diplomacy, Legal Lore)
Special Bonus: Recovered documents (automatic Success)
Aldonza
Apoc
Mindartis
Slipp
Storg
Tharpe

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Hiring this guy was the best decision I ever made!
Expert Hireling Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25
Storg's hireling expertly discusses a path forward regarding the taxes and tariffs.

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Apoc remains standing, but refrains from engagement.
He never understood the concept of taxes, hindering his ability to speak to them, let alone make some sort of impassioned argument...