
![]() |

Quinoline will Craft a makeshift astrolabe using two chopsticks and a hairpin, helping to navigate through the stars.
Crafting: 1d20 + 24 ⇒ (6) + 24 = 30

![]() |

perception: 1d20 + 19 ⇒ (11) + 19 = 30
Astrid stops and looks around for a moment before choosing a path and decisively heading off. "This way." She motions for the others to follow.

![]() |

Orin and Astrid manage to find the right way while Quinoline builds an astrolabe to help navigation.
The starry void seamlessly transitions to a corridor of obsidian, with narrow paths that wind downward. No single drop is long enough to cause injury, but the paths are still difficult, and somehow the space seems to twist on itself, some paths impossibly leading to their beginning, despite going ever downward
------------------
NAVIGATION TRACKER
Round: 3
Obstacle: DEEPER INTO THE DEPTHS
Base Skills:
* Perception to Seek
* Scouting Lore to RK
* Survival to Sense Direction
* Any other skill (make it fit, I'm an easy sell)
Additional Skills:
* Athletics to Climb
* Acrobatics to Balance or Maneuver in Flight (if you can fly)
Special Conditions:
* You can also try to calm the raging maze (see below)
* Maze: Reset
Navigation Points: 0/6
Observation Points (Bad): 2
------------------
Those with ** may go
Orin
**Rex
Astrid Gertasdottir
**Lydia
**Crystal Schattenauge
Quinoline Silicate
CS: The labyrinth’s ire is substantially dulled. It will not attack in the next two exploration periods, a total of 20 minutes, and its damage will not increase for that time.
S: You have dulled the labyrinth’s ire. It will not attack during the next exploration period, around 10 minutes of time, and its damage will not increase for that time.
F: You do not calm the labyrinth.
CF: You immediately draw the labyrinth’s ire towards you and your allies. It attacks again as if 10 minutes had passed.

![]() |

Rex once again tries to glean some insight into the maze.
Bardic Lore: 1d20 + 18 ⇒ (18) + 18 = 36

![]() |

Lydia awaits Crystal to act, and Lydia will either try to Calm the Raging Maze, or continue to deceive the ghostly voices for more information depending on how Crystal manages.
Deception: 1d20 + 23 ⇒ (14) + 23 = 37
So if Crystal fails to calm, Lydia will calm. otherwise tries navigation

![]() |

Crystal will try to keep the maze at bay for at least another 10 minutes.
Alright maze, just listen to Crystal now....
diplomacy: 1d20 + 23 ⇒ (3) + 23 = 26

![]() |

Rex manages to remember something about mazes from his vast array of bardic lore. Crystal tries to get the maze to listen but surprisingly the maze snubs her! Lydia successfully placates the maze and keeps it calm.
------------------
NAVIGATION TRACKER
Round: 4
Obstacle: DEEPER INTO THE DEPTHS
Base Skills:
* Perception to Seek
* Scouting Lore to RK
* Survival to Sense Direction
* Any other skill (make it fit, I'm an easy sell)
Additional Skills:
* Athletics to Climb
* Acrobatics to Balance or Maneuver in Flight (if you can fly)
Special Conditions:
* You can also try to calm the raging maze (see below)
* Maze: Calm until the end of Rd 4
Navigation Points: 4/6
Observation Points (Bad): 2
------------------
Those with ** may go
**Orin
**Rex
**Astrid Gertasdottir
**Lydia
**Crystal Schattenauge
**Quinoline Silicate
CS: The labyrinth’s ire is substantially dulled. It will not attack in the next two exploration periods, a total of 20 minutes, and its damage will not increase for that time.
S: You have dulled the labyrinth’s ire. It will not attack during the next exploration period, around 10 minutes of time, and its damage will not increase for that time.
F: You do not calm the labyrinth.
CF: You immediately draw the labyrinth’s ire towards you and your allies. It attacks again as if 10 minutes had passed.

![]() |

Orin takes advantage of his strength and climbs.
Climb Althetics (Master): 1d20 + 22 ⇒ (12) + 22 = 34

![]() |

Astrid stows her shield and climbs the maze wall to gain a better view.
athletics: 1d20 + 24 ⇒ (12) + 24 = 36

![]() |

Crystal tries to.....tell a story to the maze.
Long ago, in a land far away.....
diplomacy: 1d20 + 23 ⇒ (3) + 23 = 26

![]() |

Quinoline will Quick Craft a Greater Eagle-Eye Elixir and begin looking for a way down.
Perception, Eagle Eye Elixir: 1d20 + 18 + 3 ⇒ (7) + 18 + 3 = 28

![]() |

Lydia also tries telling a story to the maze, to calm it
Calm Maze - Deception: 1d20 + 23 ⇒ (5) + 23 = 28

![]() |

Quinoline listens to the cacophony of dueling stories and is confused.
Random story bump: In Ye Olde Blockbuster Dayes, my then-girlfriend (now wife) were renting a video, and there were two old movies we were choosing between, The Goonies and The Last Starfighter, both of which I had seen but neither of which she had. I briefly outlined the plots, she chose The Goonies, and we watched probably 3/4 of it when she paused the video and asked, "Wait, when are the aliens going to show up?"
Either I had inverted the plots when I was describing it to her, or she switched the plots in her mind. Either way, it was a good laugh.
"Wait, when are the aliens going to show up?"
bump

![]() |

Orin and Astrid manage to climb out. Lydia and Crystal attempt to calm the maze but neither succeed.
The endless descent evens out, the obsidian walls becoming something akin to limestone. Throughout the paths in these sections, there is cool, clean water a few feet deep. Lush aquatic vegetation grows atop the water, nourished by brightly glowing crystals in the ceiling. Paths wind in and out of the aquatic garden. Throughout, the waters are fed by fountains interspersed where pathways intersect. Signs next to some of the fountains read, “Drink and be refreshed.”
Heal, 5th rank, 2-actions: 5d8 + 40 ⇒ (2, 5, 5, 6, 2) + 40 = 60
Each PC may only benefit from this effect once. Each subsequent drink is refreshing but has no added benefit
Rex attempts to calm the maze by speaking nicely to it.
Rex's Diplomacy (M): 1d20 + 24 ⇒ (19) + 24 = 43
To everyone's surprise, the maze responds and calms down!
------------------
NAVIGATION TRACKER
Round: 5
Obstacle: CALMING WATERS
Base Skills:
* Perception to Seek
* Scouting Lore to RK
* Survival to Sense Direction
* Any other skill (make it fit, I'm an easy sell)
Additional Skills:
* Athletics to Swim
* Nature/Lore dealing w/ Aquatic Creatures to RK to identify the flow of water or to aid in navigation
Special Conditions:
* You can also try to calm the raging maze (see below)
* Maze: Calm until the end of Rd 7
Navigation Points: 1/6
Observation Points (Bad): 2
------------------
Those with ** may go
**Orin
**Rex
**Astrid Gertasdottir
**Lydia
**Crystal Schattenauge
**Quinoline Silicate
CS: The labyrinth’s ire is substantially dulled. It will not attack in the next two exploration periods, a total of 20 minutes, and its damage will not increase for that time.
S: You have dulled the labyrinth’s ire. It will not attack during the next exploration period, around 10 minutes of time, and its damage will not increase for that time.
F: You do not calm the labyrinth.
CF: You immediately draw the labyrinth’s ire towards you and your allies. It attacks again as if 10 minutes had passed.

![]() |

Quinoline will make a sea touch elixir for a Swim speed. Should I still roll Athletics?
Athletics: 1d20 + 13 ⇒ (1) + 13 = 14
Hero Point
Athletics, Hero Point Reroll: 1d20 + 13 ⇒ (19) + 13 = 32
Assuming it works, Quinoline will offer to make one for everyone so that we can have a pool party. Will use 6 of her versatile vials, only lasts 10 min with Quick Alchemy.
---
Edit: Oh, and Quinoline will drink from the fountain. Before making vials for everyone, in case something bad happens, she might need her versatile vials.
"It IS refreshing!"
Spoiler open. It's a 5th rank heal.

![]() |

Orin isn't afraid of the water and shows off his swimming skills, doubly so after chugging a swimming elixir.
Athletics(M): 1d20 + 22 ⇒ (19) + 22 = 41

![]() |

Astrid makes a disgusted face as Quinoline drinks from the fountain. "Ugh. Water is for bathing, not drinking." The shield maiden stows her shield and dives into the water.
athletics: 1d20 + 24 ⇒ (6) + 24 = 30

![]() |

Quinoline - no need. I used the Eagle Eye Elixir roll since Orin and Astrid's rolls were enough to get you through.
Orin and Astrid dive into the pool and swim across. Orin powers through the pool as if he were a fish!
(Astrid - Success; Orin - Crit Success)
Quinoline quaffs a tasty(?!) elixir and spots some stones that she can use to cross the pool without getting wet. (Success)
------------------
NAVIGATION TRACKER
Round: 5
Obstacle: CALMING WATERS
Base Skills:
* Perception to Seek
* Scouting Lore to RK
* Survival to Sense Direction
* Any other skill (make it fit, I'm an easy sell)
Additional Skills:
* Athletics to Swim
* Nature/Lore dealing w/ Aquatic Creatures to RK to identify the flow of water or to aid in navigation
Special Conditions:
* You can also try to calm the raging maze (see below)
* Maze: Calm until the end of Rd 7
Navigation Points: 4/6
Observation Points (Bad): 2
------------------
Those with ** may go
Orin
**Rex
Astrid Gertasdottir
**Lydia
**Crystal Schattenauge
Quinoline Silicate

![]() |

Lydia is no stranger to water but doesn't quite have a swim speed yet so follows Quinoline's lead by chugging the elixir and gets into the water. "Thanks!" she says.
Athletics (M) to Swim: 1d20 + 17 ⇒ (9) + 17 = 26 + Sea Touch Elxiir/ Quick swim/Underwater Marauder

![]() |

Quinoline quaffs a tasty(?!) elixir
It's called a "sea touch elixir" because it tastes like the sea. Being able to swim is was, frankly, an unanticipated side effect.

![]() |

GM Tiger wrote:Quinoline quaffs a tasty(?!) elixirIt's called a "sea touch elixir" because it tastes like the sea. Being able to swim is was, frankly, an unanticipated side effect.
The one I was referring to here was the Eagle Eye. Orin and Astrid got the group past the previous obstacle (prior to the pool).

![]() |

Quinoline creates a pair of potions that taste of the sea. Both Lydia and Rex gulp it down and suddenly grow webbing on their hands and feet. Both leap into the pool and make it across without any effort.
The labyrinth once again transitions, its walls now composed of flowing script in front of an endless void. Countless stories weave their way along the walls, intermingling and separating into innumerable paths and walkways throughout the space.
Quinoline, apologies for the confusion. I thought you already went this turn (turn 5).
------------------
NAVIGATION TRACKER
Round: 5
Obstacle: MAZE OF METAPHOR
Base Skills:
* Perception to Seek
* Scouting Lore to RK
* Survival to Sense Direction
* Any other skill (make it fit, I'm an easy sell)
Additional Skills:
* Performance to Perform
* Society to Decipher Writing
Special Conditions:
* You can also try to calm the raging maze (see below)
* Maze: Calm until the end of Rd 7
Navigation Points: 0/6
Observation Points (Bad): 2
------------------
Those with ** may go
Orin
Rex
Astrid Gertasdottir
Lydia
**Crystal Schattenauge
**Quinoline Silicate
CS: The labyrinth’s ire is substantially dulled. It will not attack in the next two exploration periods, a total of 20 minutes, and its damage will not increase for that time.
S: You have dulled the labyrinth’s ire. It will not attack during the next exploration period, around 10 minutes of time, and its damage will not increase for that time.
F: You do not calm the labyrinth.
CF: You immediately draw the labyrinth’s ire towards you and your allies. It attacks again as if 10 minutes had passed.

![]() |

Well, the eagle eye elixir tastes like actual eagle eye. The bonus to Perception is, too, a coincidental side effect.
Society: 1d20 + 19 ⇒ (8) + 19 = 27

![]() |

Quinoline looks at the writing but the meaning just escapes her.
------------------
NAVIGATION TRACKER
Round: 5
Obstacle: MAZE OF METAPHOR
Base Skills:
* Perception to Seek
* Scouting Lore to RK
* Survival to Sense Direction
* Any other skill (make it fit, I'm an easy sell)
Additional Skills:
* Performance to Perform
* Society to Decipher Writing
Special Conditions:
* You can also try to calm the raging maze (see below)
* Maze: Calm until the end of Rd 7
Navigation Points: 0/6
Observation Points (Bad): 3
------------------
Those with ** may go
Orin
Rex
Astrid Gertasdottir
Lydia
**Crystal Schattenauge
Quinoline Silicate
CS: The labyrinth’s ire is substantially dulled. It will not attack in the next two exploration periods, a total of 20 minutes, and its damage will not increase for that time.
S: You have dulled the labyrinth’s ire. It will not attack during the next exploration period, around 10 minutes of time, and its damage will not increase for that time.
F: You do not calm the labyrinth.
CF: You immediately draw the labyrinth’s ire towards you and your allies. It attacks again as if 10 minutes had passed.

![]() |

Crystal will try to search for the right direction. She's not always the best at doing this...
perception: 1d20 + 21 ⇒ (10) + 21 = 31

![]() |

Crystal manages to find a way through the maze.
------------------
NAVIGATION TRACKER
Round: 5
Obstacle: MAZE OF METAPHOR
Base Skills:
* Perception to Seek
* Scouting Lore to RK
* Survival to Sense Direction
* Any other skill (make it fit, I'm an easy sell)
Additional Skills:
* Performance to Perform
* Society to Decipher Writing
Special Conditions:
* You can also try to calm the raging maze (see below)
* Maze: Calm until the end of Rd 7
Navigation Points: 1/6
Observation Points (Bad): 3
------------------
Those with ** may go
**Orin
**Rex
**Astrid Gertasdottir
**Lydia
**Crystal Schattenauge
**Quinoline Silicate
CS: The labyrinth’s ire is substantially dulled. It will not attack in the next two exploration periods, a total of 20 minutes, and its damage will not increase for that time.
S: You have dulled the labyrinth’s ire. It will not attack during the next exploration period, around 10 minutes of time, and its damage will not increase for that time.
F: You do not calm the labyrinth.
CF: You immediately draw the labyrinth’s ire towards you and your allies. It attacks again as if 10 minutes had passed.

![]() |

Society: 1d20 + 19 ⇒ (8) + 19 = 27

![]() |

"So wandering around this maze reminds me of a story my Anna Nanni would tell to my sister and me. There was a widower with 2 children that remarried. His new wife did not care for his step children and hounded to man to get rid of them. She eventually convinced him to take them into the woods and leave them there. The man's daughter overheard the plan and hatched a plan. As her father and stepmother led them into the woods she secretly left a trail of breadcrumbs that she and her brother could use to find their way back home. Some time after her father and stepmother left, she and her brother began to follow the trail but the birds and other animals had eaten the crumbs, leaving the siblings quite lost in the dark woods." Astrid goes on to tell the story of how the pair found a house, were captured by a witch and eventually managed to defeat her and find their way home to find that their stepmother had died and their father welcomed them back with tears in his eyes and everyone lived happily ever after.
"My Amma Gunnhild would sometimes tell us the same story but the children usually got eaten by a bear shortly after their parents leave them in the woods."
performance: 1d20 + 21 ⇒ (12) + 21 = 33

![]() |

Orin is back to keeping his eyes open, trying not to get too distracted by Astrid's captivating performance.
Perception: 1d20 + 21 ⇒ (20) + 21 = 41

![]() |

Quinoline again attempts to interpret the writing but still something eludes her. Astrid shares a story with the maze and it appears to be interested. Orin keeps his eyes open and finds a shortcut that appears to lead out of the cavern.
------------------
NAVIGATION TRACKER
Round: 6
Obstacle: MAZE OF METAPHOR
Base Skills:
* Perception to Seek
* Scouting Lore to RK
* Survival to Sense Direction
* Any other skill (make it fit, I'm an easy sell)
Additional Skills:
* Performance to Perform
* Society to Decipher Writing
Special Conditions:
* You can also try to calm the raging maze (see below)
* Maze: Calm until the end of Rd 7
Navigation Points: 4/6
Observation Points (Bad): 4
------------------
Those with ** may go
Orin
**Rex
Astrid Gertasdottir
**Lydia
**Crystal Schattenauge
Quinoline Silicate

![]() |

... and Crystal succeeds again! :)
------------------
NAVIGATION TRACKER
Round: 6
Obstacle: MAZE OF METAPHOR
Base Skills:
* Perception to Seek
* Scouting Lore to RK
* Survival to Sense Direction
* Any other skill (make it fit, I'm an easy sell)
Additional Skills:
* Performance to Perform
* Society to Decipher Writing
Special Conditions:
* You can also try to calm the raging maze (see below)
* Maze: Calm until the end of Rd 7
Navigation Points: 5/6
Observation Points (Bad): 4
------------------
Those with ** may go
Orin
**Rex
Astrid Gertasdottir
**Lydia
Crystal Schattenauge
Quinoline Silicate
CS: The labyrinth’s ire is substantially dulled. It will not attack in the next two exploration periods, a total of 20 minutes, and its damage will not increase for that time.
S: You have dulled the labyrinth’s ire. It will not attack during the next exploration period, around 10 minutes of time, and its damage will not increase for that time.
F: You do not calm the labyrinth.
CF: You immediately draw the labyrinth’s ire towards you and your allies. It attacks again as if 10 minutes had passed.

![]() |

Lydia does a performance, like the many she has done for income, but less violent as to not disturb the maze. Instead she focuses on a comical and exaggerated take on trying to be stealthy.
Performance: 1d20 + 17 ⇒ (16) + 17 = 33 The performance itself
Stealth: 1d20 + 23 ⇒ (19) + 23 = 42 if needed, Is she actually stealthy?

![]() |

Astrid approves of Lydia's miming skills. "Ha! Very funny Lydia. Now do the one where you're trapped in a box."

![]() |

Lydia mimes for the maze and the maze seems to be impressed. A path leading forward presents itself.
You find yourselves in a cavern. Before you is a door. Unfortunately, there are three hideous creatures standing in front of it. They also do not look friendly.
Orin's Initiative using Defend: 1d20 + 21 ⇒ (20) + 21 = 41
Rex's Initiative using Search: 1d20 + 18 ⇒ (15) + 18 = 33
Astrid Gertasdottir's Initiative using Defend: 1d20 + 21 ⇒ (3) + 21 = 24
Lydia's Initiative using Avoid Notice: 1d20 + 23 ⇒ (7) + 23 = 30
Crystal Schattenauge's Initiative using Avoid Notice: 1d20 + 18 ⇒ (6) + 18 = 24
Quinoline Silicate's Initiative using : 1d20 + 18 ⇒ (3) + 18 = 21
Red Init: 1d20 + 21 ⇒ (20) + 21 = 41
Yellow Init: 1d20 + 19 ⇒ (17) + 19 = 36
Blue Init: 1d20 + 19 ⇒ (10) + 19 = 29
A monstrosity with some red on its chest charges forward and attempts to slash Orin, Astrid and Crystal with a claw.
Claw vs Orin AC 35, Reach 15': 1d20 + 25 ⇒ (10) + 25 = 35 for Slashing: 2d8 + 15 ⇒ (5, 8) + 15 = 28
Claw vs Astrid AC 36, Reach 15': 1d20 + 25 ⇒ (13) + 25 = 38 for Slashing: 2d8 + 15 ⇒ (2, 6) + 15 = 23
Claw vs Crystal AC 29, Reach 15': 1d20 + 25 ⇒ (20) + 25 = 45 for Slashing: 2d8 + 15 ⇒ (2, 3) + 15 = 20
I'm going to assume that those who can shield block will shield block.
Please post your reactions as well (Champions reactions in particular).
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
------------------
Those with ** may go
Red
**Orin - AC 33 (35 w/shield) 170/185; (AC 35; Shield - H13, 89/104)
Yellow
Rex - AC 31 164/164
Lydia - AC 30 (32 Nimble Dodge) 129/129
Blue
Crystal Schattenauge - AC 29 (31 w/buckler) 111/151 (Resist - 6Co, 10Fi/Ac/El)
Quinoline Silicate - AC 30 (32 w/shield) 140/140 (Shield - H10, 80/80)
Astrid Gertasdottir - AC 34 (36 w/shield) 166/176 (AC 36; Shield - H13, 94/104; Resist - 4Pi, 1Co/El/Vo)

![]() |

Astrid was using Search and not Defend so she cannot shield block.

![]() |

Orin will indeed block. Orin also has resist slashing 4 from Armor Specialization and his full plate, and as illogical as it might seem, I think damage reduction is before shield block. So I think that leaves Orin at 174 and the shield at 93.
Orin trudging around with this shield up for what feels like hours finally pays off as he wards off the worse of the strike against him.
Orin pushes forward to make sure his allies get a good flank, as he raises his shield and strikes red from behind.
Pick vs Red: 1d20 + 24 ⇒ (19) + 24 = 43
piercing: 2d6 + 8 ⇒ (5, 4) + 8 = 17
doubled crit: 2d10 + 8 ⇒ (1, 7) + 8 = 16
non doubled crit: 1d10 + 8 ⇒ (6) + 8 = 14
17 on a non crit or 46 (16*2+14) on a crit
Raise Shield, Stride, Strike.
AC 35, have a normal reaction and 1 bonus shield block only reaction, will take first reactions available, can also block for adjacent allies. Spoiling an AoO incase it comes up.
Pick vs Red: 1d20 + 24 ⇒ (6) + 24 = 30
piercing: 2d6 + 8 ⇒ (1, 2) + 8 = 11
doubled crit: 2d10 + 8 ⇒ (2, 1) + 8 = 11
non doubled crit: 1d10 + 8 ⇒ (8) + 8 = 16

![]() |

Orin moves up gives pain back to Red with interest, sinking his pick deeply into Red. He then raises his shield.
Yellow moves up and into a flank against Orin with Red. Orin takes the opportunity to remind Yellow that dwarves are not to be taken lightly, doing some damage. Yellow barely notices and tries to bite Orin.
Jaws vs Orin AC 35, OG, Reach 15': 1d20 + 23 ⇒ (18) + 23 = 41 for Piercing: 2d12 + 13 ⇒ (8, 2) + 13 = 23
Jaws vs Orin AC 35, OG, Reach 15', MAP: 1d20 + 18 ⇒ (7) + 18 = 25 for Piercing: 2d12 + 13 ⇒ (5, 12) + 13 = 30
Orin manages to get his shield between himself and the thing's teeth but still takes a bit of damage.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
------------------
Those with ** may go
Red (-46)
Orin - AC 33 (35 w/shield) 164/185; (AC 35; Shield - H13, 83/104)
Yellow (-11)
**Rex - AC 31 164/164
**Lydia - AC 30 (32 Nimble Dodge) 129/129
Blue
Crystal Schattenauge - AC 29 (31 w/buckler) 111/151 (Resist - 6Co, 10Fi/Ac/El)
Quinoline Silicate - AC 30 (32 w/shield) 140/140 (Shield - H10, 80/80)
Astrid Gertasdottir - AC 34 (36 w/shield) 153/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo)

![]() |

Lydia moves into position and attempts to strike red twice. She also provides flanking against red for anyone in melee Gang Up
Strike vs Red w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (4) + 22 = 26 against off-guard AC
S dmg: 2d6 + 2 ⇒ (2, 5) + 2 = 9 | +fire,cold: 1d6 + 1d6 ⇒ (5) + (2) = 7 | +sneak vs OG: 3d6 ⇒ (2, 1, 1) = 4 | +Debilitating strike: No reactions
Strike vs Red w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (11) + 22 - 4 = 29 against off-guard AC
S dmg, twin: 2d6 + 2 + 2 ⇒ (4, 6) + 2 + 2 = 14 | +fire,cold: 1d6 + 1d6 ⇒ (3) + (4) = 7 | +sneak vs OG: 3d6 ⇒ (3, 5, 5) = 13 | +Debilitating strike: No reactions
Actions: ◆Stride ◆Strike ◆Strike
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends.
- Debilitation The target takes a –10-foot status penalty to its Speeds.
- Debilitation The target becomes enfeebled 1.
- Debilitation The target can’t use reactions.
- Debilitation The target can’t flank or contribute to allies’ flanking.

![]() |

"Shoot one of them Rex!"

![]() |

Rex creates acid ammo and loads his crossbow. His glare at Red is slightly goofy and not scary in the least. His strike, however, does the talking for him.
Lydia moves up and attacks Red but both her attacks miss.
Blue lashes out with its claws at Orin.
Claw vs Orin AC 35, Reach 15': 1d20 + 23 ⇒ (10) + 23 = 33 for Slashing: 2d8 + 13 ⇒ (6, 2) + 13 = 21
Claw vs Orin AC 35, Reach 15', MAP, Agile: 1d20 + 19 ⇒ (18) + 19 = 37 for Slashing: 2d8 + 13 ⇒ (4, 8) + 13 = 25
Claw vs Orin AC 35, Reach 15', MAP 2+, Agile: 1d20 + 15 ⇒ (16) + 15 = 31 for Slashing: 2d8 + 13 ⇒ (6, 3) + 13 = 22
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
------------------
Those with ** may go
Red (-58)
Orin - AC 33 (35 w/shield) 152/185; (AC 35; Shield - H13, 71/104) ** reactions used
Yellow (-11)
Rex - AC 31 164/164
Lydia - AC 30 (32 Nimble Dodge) 129/129
Blue
**Crystal Schattenauge - AC 29 (31 w/buckler) 111/151 (Resist - 6Co, 10Fi/Ac/El)
**Quinoline Silicate - AC 30 (32 w/shield) 140/140 (Shield - H10, 80/80)
**Astrid Gertasdottir - AC 34 (36 w/shield) 153/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo)

![]() |

"Videre til ære!"
Astrid issues a fierce battle cry, raises her shield, and leaps into the fray.
quick draw, bastard sword vs red: 1d20 + 25 ⇒ (2) + 25 = 27
damage, slashing, electrical: 2d8 + 8 + 1d6 ⇒ (3, 4) + 8 + (2) = 17
◆ enter stance, ◆ step, ◆ quick draw

![]() |

Just checking Rex's action economy:
◆ Quick Alchemy (Greater Acid Ammunition)
◆ Raconteur's Reload (◇ Demoralize for free - crit fail)
◆ Strike Hits for 11 piercing + 3 precision + 3 acid splash + 3d4 persistent acid

![]() |

Astrid charges into the fray, swinging her sword at Red... and misses...
Red's damage corrected.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
------------------
Those with ** may go
Red (-63; 3d4 Persistent Acid)
Orin - AC 33 (35 w/shield) 152/185; (AC 35; Shield - H13, 71/104) ** reactions used
Yellow (-11)
Rex - AC 31 164/164
Lydia - AC 30 (32 Nimble Dodge) 129/129
Blue
**Crystal Schattenauge - AC 29 (31 w/buckler) 111/151 (Resist - 6Co, 10Fi/Ac/El)
**Quinoline Silicate - AC 30 (32 w/shield) 140/140 (Shield - H10, 80/80)
Astrid Gertasdottir - AC 34 (36 w/shield) 153/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo)

![]() |

Quinoline watches Orin and Rex attack Red. 43 crits, but 40 doesn't, so Quinoline's +21 isn't looking so hot. She Devises a Strategem against Red.
◆ Devise a Strategem: 1d20 ⇒ 6
It's a poor shot, so she steps up ◆ and heaves a bomb at Yellow instead ◆.
Greater Bottled Lightning, 1st range increment with Step: 1d20 + 21 ⇒ (14) + 21 = 35
Electricity: 3d6 ⇒ (2, 3, 1) = 6 plus 13 splash electricity plus off-guard (1 round) plus 13 persistent electricity

![]() |

Quinoline tries to get an angle against Red but can't seem to find the shot. She chucks a sparking bottle at Yellow, catching it right in the chest. The contents burst onto the monstrosity and stick to it, sparking all the while...
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
------------------
Those with ** may go
Red (-63; 3d4 Persistent Acid)
Orin - AC 33 (35 w/shield) 152/185; (AC 35; Shield - H13, 71/104) ** reactions used
Yellow (-30; 13 persistent electricity; OG 1 rd)
Rex - AC 31 164/164
Lydia - AC 30 (32 Nimble Dodge) 129/129
Blue
**Crystal Schattenauge - AC 29 (31 w/buckler) 111/151 (Resist - 6Co, 10Fi/Ac/El)
Quinoline Silicate - AC 30 (32 w/shield) 140/140 (Shield - H10, 80/80)
Astrid Gertasdottir - AC 34 (36 w/shield) 153/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo)

![]() |

Crystal moves to tumble through red.
acrobatics: 1d20 + 23 ⇒ (2) + 23 = 25
She will then strike:
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (17) + 23 = 40
piercing: 3d6 + 3 ⇒ (2, 4, 5) + 3 = 14
corrosive: 1d6 ⇒ 3
fire: 1d6 ⇒ 1
precision if applied: 4d6 ⇒ (5, 4, 5, 6) = 20

![]() |

Oof if she failed the first tumble through, she'd tumble through again prior to striking, using her second action.
acrobatics: 1d20 + 23 ⇒ (3) + 23 = 26
Reactive strike and opportune riposte are reactions at her disposal.