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Norbwald shouts "Fire should work well"
Norbwald pulls from their armor a little crayon drawn picture of a beach bonfire and grips the flickmace with that and presses the assault.
Inspired Flickmace vs OwlBear FF: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
1d6+5 Bludgeoning/Fire Damage: 1d6 + 5 ⇒ (6) + 5 = 11
More Flickmace vs More Owlbear FF: 1d20 + 9 + 1 - 5 ⇒ (2) + 9 + 1 - 5 = 7
1d6+5 Bludgeoning/Fire Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Unable to helphimself Norbwald then takes a sip from his bag.
3 temp HP, lasts 1 round.

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Savan grimaces as more branches hit his face. "Fire, huh?" Savan's fur seems to glow reddish for a split second as he fires again at the Unicorn. Like he was trained, he reloads quickly and fires again at it.
Attack vs Unicorn (anthem): 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Damage (anthem): 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8 +1 fire
Attack vs Unicorn (anthem): 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Damage (anthem): 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6 +1 fire
◆ Strike Unicorn
◆ Reload
◆ Strike Unicorn

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Mentioned earlier that Zelphari would have shield blocked, reducing the damage by 5. So he should be at 44/44, HP 2
Zelphari continues chopping away at its foliage...
vs Owlbear (offguard): +1 Striking Bastard Sword: 1d20 + 10 ⇒ (13) + 10 = 23 slashing: 2d12 + 3 ⇒ (5, 6) + 3 = 14
vs Owlbear (offguard): +1 Striking Bastard Sword: 1d20 + 10 - 5 ⇒ (6) + 10 - 5 = 11 slashing: 2d12 + 3 ⇒ (10, 6) + 3 = 19
... and resummoning his psychic shield.
◆ Strike
◆ Strike
◆ Sustain Shield (Amped): Shield Block if damaged, Hardness 5

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Griphook continues to play music, this time, a soothing one to heal Savan for 1d10 + 4 ⇒ (6) + 4 = 10 Hit Points and gains a +2 status bonus to saves against mental effects for 1 min.. He then raises his magical shield.
◆◆ Soothe
◆ Shield (+1 to AC)

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Mentioned earlier that Zelphari would have shield blocked, reducing the damage by 5. So he should be at 44/44, HP 2
Zelphari continues chopping away at its foliage...
[dice=vs Owlbear (offguard): +1 Striking Bastard Sword]1d20+10 [dice=slashing]2d12+3
[dice=vs Owlbear (offguard): +1 Striking Bastard Sword]1d20+10-5 [dice=slashing]2d12+3... and resummoning his psychic shield.
◆ Strike
◆ Strike
◆ Sustain Shield (Amped): Shield Block if damaged, Hardness 5
GAH. I saw it then forgot to apply it.

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Mrs Crinkle tries to bite the unicorn. Her first attempt results in a mouthful of thorns. The second time, she manages to get a good bite on the unicorn's flank. Unfortunately, the bite doesn't seem to do as much damage. She raises her shield.
Griphook heals Savan before raising a shield to protect himself.
Zelphari, how many shield layers did you break? 1 or 2? If 2 then no damage. If 1 then it's 2 damage total
Norbwald and Zelphari continue working on the Owlbear and manage to cut it down. Savan shoots the unicorn and hits with his second shot, the fire doing a bit more harm to the tree creature.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Terrain:
* Trees are difficult terrain
Active Conditions: Courageous Anthem (4 rds)
------------------
Those with ** may go
Unicorn (-41)
**Enrique Gobrigo - AC 19 32/32 (Panache)
Norbwald - AC 20 38/38 (temp hp - 3/3); Leggy AC 17 32/32
Mrs Crinkle - AC 20 (22 w/shield) 48/53 (Raging; AC 22)
Griphook - AC 19 (20 w/shield) 37/37 (AC 20)
**Zelphari Caryarus - AC 21 (22 w/shield) 42/44 (AC 22; 1 action)
Savan Genieshot - AC 19 (20 w/shield) 23/28
Mantis

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Just one layer. The topiary did 13 damage right? At L4, shield hardness would be 5, reducing the damage to 8, leaving 2 THP from his false vitality. Let me know if I missed something? First time I'm playing this built (as I did a complete remaster rebuilt).

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Just one layer. The topiary did 13 damage right? At L4, shield hardness would be 5, reducing the damage to 8, leaving 2 THP from his false vitality. Let me know if I missed something? First time I'm playing this built (as I did a complete remaster rebuilt).
Agh. I was looking at the wrong attack (I was looking at the one that missed and it did 7 damage. Yes, you're correct. I'll fix the tracker.
You also have 1 action left -- your first slash finished off the owlbear.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Terrain:
* Trees are difficult terrain
Active Conditions: Courageous Anthem (4 rds)
------------------
Those with ** may go
Unicorn (-41)
**Enrique Gobrigo - AC 19 32/32 (Panache)
Norbwald - AC 20 38/38 (temp hp - 3/3); Leggy AC 17 32/32
Mrs Crinkle - AC 20 (22 w/shield) 48/53 (Raging; AC 22)
Griphook - AC 19 (20 w/shield) 37/37 (AC 20)
**Zelphari Caryarus - AC 21 (22 w/shield) 44/44 (AC 22; temp hp - 2/10; 1 action)
Savan Genieshot - AC 19 (20 w/shield) 23/28
Mantis

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Oh, cool! In that case, he won't sustain his Shield. Want to get into position to use imaginary weapon.
After striking down the topiary, Zelphari shakes off the loose leaves and makes his way as fast as he can towards the other two walking shrubs.
◆ Strike (previous post)
◆ Stride
◆ Stride

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The weapon Enrique wields is a Dancer's Spear
Enrique will move slightly into a flank
♦Stride 10ft
Then he confidently strikes out with his pole
♦Strike: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Spends a hero point
Hero Point Reroll: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Damage: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5 Precision: 2d6 ⇒ (3, 3) = 6
Then he prepares to aid Mrs Crinkle on her next attack
"Mrs Crinkle, stunning them with that tiny skirt should work well!
Diplomacy Aid: 1d20 + 7 ⇒ (12) + 7 = 19

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Enrique gets into a flank with the Unicorn and pokes it with his pole. The pole goes into the unicorn's eye and causes the magic holding it together to unravel. It collapses in a mess of leaves and branches. He calls to Mrs Crinkle to aid her next attack but it's not quite enough to gain Panache.
Aid is successful (+1 circumstance bonus to Mrs Crinkle's next attack, stacks with CA)
Zelphari crosses the clearing where he can help his companions defeat the other topiaries.
C,Z: 1d2 ⇒ 1
The Mantis reaches out and attempts to swat Mrs Crinkle.
Branch vs Mrs Crinkle AC 22, Reach 10: 1d20 + 12 ⇒ (3) + 12 = 15 for Piercing: 1d10 + 5 ⇒ (5) + 5 = 10
Branch vs Mrs Crinkle AC 22, Reach 10, MAP, Agile: 1d20 + 8 ⇒ (8) + 8 = 16 for Piercing: 1d10 + 5 ⇒ (10) + 5 = 15
Branch vs Mrs Crinkle AC 22, Reach 10, MAP 2+, Agile: 1d20 + 4 ⇒ (17) + 4 = 21 for Piercing: 1d10 + 5 ⇒ (10) + 5 = 15
... and fails...
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Terrain:
* Trees are difficult terrain
Active Conditions: Courageous Anthem (4 rds)
------------------
Those with ** may go
**Enrique Gobrigo - AC 19 32/32 (Panache)
**Norbwald - AC 20 38/38 (temp hp - 3/3); Leggy AC 17 32/32
**Mrs Crinkle - AC 20 (22 w/shield) 48/53 (Raging; AC 22)
**Griphook - AC 19 (20 w/shield) 37/37 (AC 20)
**Zelphari Caryarus - AC 21 (22 w/shield) 44/44 (temp hp - 2/10)
**Savan Genieshot - AC 19 (20 w/shield) 23/28
Mantis

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Norbald commands his chair to carry him around.
With a speed of 40, we'll make it around to the flank!
There he takes a pair of swings.
flickmace vs Mantis FF: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
bludgeoning damage: 1d6 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Moreflick vs Mantis FF: 1d20 + 9 - 5 + 1 ⇒ (15) + 9 - 5 + 1 = 20
bludgeoning damage: 1d6 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Mortal Weakness...
"This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness." So if this topiary is the exact same type as the other, I'll also trigger it's Fire weakness.
---
Left a trail for my 80, also my temp hp expires.

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Norbwald zips around the clearing in his chair into a flank with Zelphari. He swings at the Mantis twice and hits both times. The first blow knocking one of its legs off-center (Crit). The mantis smolders slightly from the hit as well.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Terrain:
* Trees are difficult terrain
Active Conditions: Courageous Anthem (4 rds)
------------------
Those with ** may go
**Enrique Gobrigo - AC 19 32/32
Norbwald - AC 20 38/38 (temp hp - 3/3); Leggy AC 17 32/32
**Mrs Crinkle - AC 20 (22 w/shield) 48/53 (Raging; AC 22)
**Griphook - AC 19 (20 w/shield) 37/37 (AC 20)
**Zelphari Caryarus - AC 21 (22 w/shield) 44/44 (temp hp - 2/10)
**Savan Genieshot - AC 19 (20 w/shield) 23/28
Mantis (-32)

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Savan breathes a sigh of relief as he sees two of the topiaries fall apart. He moves back to avoid being battered more. With precision, he reloads his weapon, then aims and fires again.
Attack vs Mantis (anthem): 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
Damage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
◆ Move (would provoke AOO)
◆ Reload
◆ Strike Mantis

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Griphook hurls another pair of shears, but this time to the mantis topiary!
Telekinetic Projectile Spell Attack, CA: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13 vs Mantis
Spell Damage, CA: 2d6 + 1 ⇒ (6, 1) + 1 = 8 slashing damage
He continues to raise shield with music.
◆◆ Telekinetic Projectile
◆ Shield (+1 to AC)
↺ Blood Vendetta (triggered if a creature deals piercing, slashing, or persistent bleed damage to him) or ↺ Counter Performance (triggered if he or an ally within 60 feet rolls a saving throw against an auditory or visual effect)

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Savan moves away, reloads and shoots the mantis. He connects and the mantis looks like it's about to fall apart. Griphook again hurls a pair of shears but doesn't connect. He maintains his mystic shield.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Terrain:
* Trees are difficult terrain
Active Conditions: Courageous Anthem (4 rds)
------------------
Those with ** may go
**Enrique Gobrigo - AC 19 32/32 (Panache)
Norbwald - AC 20 38/38 (temp hp - 3/3); Leggy AC 17 32/32
**Mrs Crinkle - AC 20 (22 w/shield) 48/53 (Raging; AC 22)
Griphook - AC 19 (20 w/shield) 37/37 (AC 20)
**Zelphari Caryarus - AC 21 (22 w/shield) 44/44 (temp hp - 2/10)
Savan Genieshot - AC 19 (20 w/shield) 23/28
Mantis (-39)

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With the battle clearly in the favour, Zelphari briefly turns inward, methodically unlocking the holds he has placed on his psychic power. In a blink of an eye, bright colours and strange imageries burst forth in randomness in the space around him. With glowing eyes, he stares at the mantis and a giant silver scythe appears in the air and slices at the topiary.
vs mantis (off-guard): imaginary weapon (amped): 1d20 + 10 ⇒ (7) + 10 = 17 slashing, unleashed psyche: 4d8 + 4 ⇒ (5, 7, 3, 5) + 4 = 24
As the scythe disappears almost immediately after, Zelphari also seems to fade away into a hazy form. (Fade into Daydreams - concealed 1 round)
◇ Unleash Psyche
◆◆ Cast Spell: Imaginary Weapon (Amped)
◆ Fade into Daydreams

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Zelphari unleashes his psyche and slashes at the mantis. His scythe cuts the mantis' head clean off and it disintegrates into a mess of leaves and twigs.
COMBAT OVER
Searching the area, you find an ornate wooden box containing a folded origami figure. There are humanoid-sized paw prints in the mud around the box.
You can take some time to refocus/heal/etc. Not too long though...

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Zelphari takes about 10 min, collecting himself and restoring his psyche.
He can also lay on hands. 12 HP each focus point. Not sure how much time we have though.

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Between that and Norbwald's brown bag 20 minutes gets completely to full. Or we could just spend 10 and either have my Chalice be down, or Zerlphari down a focus point. (My preference is to spend the 20 minutes if it doesn't seem problematic)

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As soon as the danger is over, Mrs. Crinkle-Wolf begins to shrink back to her normal size. The red sweater dress pools around her as she catches the neckline before it drops over her now-much-smaller-shoulders onto the ground. "Heehee! I didn't eat much salad, but that's now I like it! Give me fresh meat off the bone any day! Heehee!" She gleefully chuckles as she gathers up the excess folds of her dress and ties it back into unwieldy bundles so she can walk without tripping.
48/53 HP
"Say, what're these big paw prints here? Does one of you want to look at---OOO! Origami! I tried doing that once. It's a lot harder than it looks when you're drunk. Heehee!" She peers closely at he origami figure.
Perception +7 on origami item. What other checks can we use for the origami and/or the pawprints?

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Savan reloads his rifle and sighs. "Bit of a scrape there, but I'm not too bad. At least, thanks Griphook." He smiles at the goblin.
He comes over to examine the box and then the paw prints.
Perception +6

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Griphook takes the chance to play a soft music to refocus. "Paw printsh, huh. I think we have a shushpect for thish cashe, either a very big cat, or a dog!" he exclaims in excitement. "Or maybe a lion? How about a tiger?" now he has more questions than answer.

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Zelphari examines the tracks, looking to see if they lead anywhere, calling over someone if there are.
Zelphari has non-existent survival, but maybe someone else?

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As far as you can tell, the origami figure is just that. A well folded swan. At this point you can't really identify them. They don't look anything like what you've seen before though.
Anything else you need to do just post it. I'll assume you did it before moving on :)
You head to the next clearing. A path leads up to a chamber, which is a chaotic disarray of elements in their rawest forms—raging flames, a water vortex, jagged rocks and metal spikes, arcs of electricity, and writhing masses of vines. Six corridors lead to larger chambers, each dominated by a different element.
Shortly after you arrive, you are greeted by two creatures that appear to be bats but made of elemental matter. One appears to be made of metal while the other of water. "Well met! Who are you and what are you doing here?"

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Let's take the origami swan.
Savan greets the elemental creatures. "Well met. My name is Savan. I have some elemental genie heritage. We heard there is some disturbance of energies here. Can we help?"
Diplomacy: 1d20 + 5 ⇒ (18) + 5 = 23

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Norbwald takes a swig and then pours out a big of liquid into a little bowl and sets it down and motions for the bats to have a sip if they want.

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"Ooo! That's good hooch there! It'll put hair on your chests for sure! It did for me. Heehee!" Mrs. Crinkle winks, but thankfully she doesn't flash anyone to prove it.

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The two bat-like creatures take a sniff and each take a sip. Both end up doing loop-the-loops in place. "That's GOOD! We should give Vesimer and Samirza some of that! Maybe it'll calm them down!" Seeing the slightly confused expressions on your faces, the water bat introduces themself and their companion. "I'm Rajapur and they are Palamir. My master is Vesimer of the Icy Depths and Palamir's master is Samirza of Wealth Incalculable. They're having a feud for some reason we can't understand."
"This area is used as a neutral ground for elemental beings who agreed to help King Narven maintain this maze. But that’s no longer the case, as energies have gone out of whack and our bosses are blaming each other. They started bickering and a few skirmishes have taken place, but we fear the worst is still ahead. They won’t listen to us."

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"I see. What do you think is causing the energies to ... go out of whack, so to speak?"

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"Ooo! Yes! Let's fix the energies, and then the only problem you'll have is your masters' poor communication skills! Heehee!"

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"Fixshing thingsh ish a niche idea." Griphook agrees to his allies.
"What would you like ush to do?"

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"We-e-e-lll! You could try to talk to our masters! Our camp is located over there," Rajapur says, pointing down a pathway through the hedges. "Ours is there," continues Palamir, pointing at a different pathway. Rajapur chimes in, "We should warn you though, our bosses’ chambers are more or less infused with their energy, so getting there can be kind of a pain." Palamir chirps optimistically, "But if you make it without too much trouble, it’ll probably impress them."
Both look a bit shyly to Norbwald. "Ummm. Do you mind if we have another sip of that drink?"
"Anyway, I suggest you split into two groups and we can go talk to our masters" Palamir says, still eying the brown bag...
You need to form two groups - decide as a group who goes where

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"I follow the hooch! Norbwald, I'm with you. Heehee!" Mrs. Crinkle bounds over to his side, eyes sparkling. Would either of you like a candy?"[/b] She offers the bat-things a linty hard caramel from her pocket.

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Norbwald continues to pass around his beverage to share.
"Happy to have you Crinkle."

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"If you are going with Mishsh Crinkle, then I will go with..." Griphook looks around to see if another group is formed, just to find none. "Maybe Shavan can join me? Hehe."

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Before you can negotiate with their master, you need to first get to them. Each elemental has a different challenge:
The water elemental leader is Vesimer of Icy Depths (nonbinary water elemental guardian), a huge water elemental taking the form of an ever-changing array of creatures made of water, surrounded by ice, their form changing with their mood.
You come upon a large pond full of frigid water, with the elemental on an island at its center. To get to the elemental:
DC 16 Athletics to Swim
DC 18 Fortitude to deal with the freezing water without showing weakness
DC 20 Crafting to build a boat to get across the lake
** If you're the group with only 2 players, you get a +1 bonus to your checks **
The metal elemental leader is Samirza of Wealth Incalculable, a huge metal elemental taking the form of a vaguely humanoid statue composed entirely of precious metals, and they attempt to project a regal facade, but are quite jealous and often worry that others covet their wealth as much as they do.
The corridor you're in is full of sharpened metal. To get to Samirza:
DC 20 Athletics check to Long Jump can simply leap over the razor-filled areas
DC 16 Perception check to Seek to find a safe path free of metallic hazards
DC 15 Reflex save to quickly adapt their footing as they step through danger
** If you're the group with only 2 players, you get a +1 bonus to your checks **

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Guess Group 2 will take Palamir?
Athletics (E), DC20: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15 Will hero point that
Athletics (E), DC20: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
Just as Zelphari is about the leap over the terrain of metal spikes, he trips over his foot but thankfully recovers in time.

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Ok just so I'm understanding correctly:
Group 1: Norbwald and Mrs Crinkle
Group 2: everyone else

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Sounds good.
Norbwald waves to Crinkle and gets ready for the water.
Either Norbwald or his chair are +8 Athletics, so no difference id Norbwald has to make the check.
Norbwald sits in his chair holding onto his drinking and sipping as it tries to swim them across.
Athletics: 1d20 + 8 ⇒ (20) + 8 = 28

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"Ooo! Now there's a trick! Heehee!" Mrs. Crinkle's eyes twinkle at the marvel that is Norbwald's amazing swimming chair. She watches for a moment, then plunges in after him.
Athletics to swim, DC 16: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Includes "only 2 players" bonus.
"Hooo-eee this is cold! I hope I don't shrink! Heehee!"

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I could have read better and added that bonus, got there anyway though :P

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Savan, which group are you with?
The groups to my understanding from the Discussion Thread:
Group 1 - Norbwald, Crinkle
Group 2 - Savan, Griphook, Zelphari
Or is Savan with G1?
Because THIS POST and the one after it has Savan and Griphook teaming up

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Sorry, I misread which group was going where. Savan is with Group 2. Scrap his last post.
Reflex Save: 1d20 + 10 ⇒ (20) + 10 = 30
The light-footed cat carefully picks his way among the razor-sharp pieces of metal.

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Group 2...
Griphook follows Savan to traverse the corridor full of sharpened metal.
DC 15 Reflex save: 1d20 + 10 ⇒ (10) + 10 = 20

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The next phase takes place over two rounds. You make skill checks to earn Peacemaker Points (PP) as follows:
CS/S/F/CF: +2/+1/0/-1

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* DC 16 Nature or DC 18 Arcana/Occultism/Religion to RK gives the elemental information that the elemental anomaly couldn’t have been caused by their counterpart.
* DC 16 Crafting to impress Vesimer with your ability to “transform” her ice.
* DC 16 Deception to flatter the elemental with false compliments or convinces them that you have more knowledge of the situation than they really do.
* DC 18 Diplomacy to Make an Impression calmly and successfully shows the elemental your point of view.
* DC 20 Intimidation check to Coerce browbeats the elemental with loud impassioned arguments into cooperating with their counterpart.
As always, +1 bonus to your rolls due to your group having 2 members
* DC 16 Nature or DC 18 Arcana/Occultism/Religion to RK gives the elemental information that the elemental anomaly couldn’t have been caused by their counterpart.
* DC 16 Society to RK will impress Samirza through courtly manners.
* DC 16 Diplomacy to Make an Impression calmly and successfully shows the elemental your point of view.
* DC 18 Intimidation check to Coerce browbeats the elemental with loud impassioned arguments into cooperating with their counterpart.
* DC 20 Deception to flatter the elemental with false compliments or convinces them that you have more knowledge of the situation than they really do.