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Hancock is using the search mode as usual.
"Jl. findm."
Hancock starts moving forward.

Bruce NPC |

"I think he wants to see if anyone needs rescuing from the jail area" 'echoes' the well fed diplomat as he sucks on an after breakfast straw.

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Unfortunately that is far beyond Hancock's skill (trained at +9), so time to look for keys.

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Roark's Thievery is +11. I'd need 5 Natural 20s to get that open!

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Martin lets out a deep sigh. "Agreed, the key should be somewhere in this place."

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Hancock gives Martin a startled look, like, maybe, he was reading his mind! In any case he starts rummaging through the area looking for prisoners and keys. If there are prisoners and they have a view of the area, they might even know where the keys are stored.

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Natural 20s would be crit successes, so you'd only need 3! And we could pretty reliably Aid you. That's still... bad.
"I could help you," Shimmer offers Roark doubtfully, "but maybe we should check the other rooms first." She points to the door on the right. "That's closer to the outside wall where we came in, so it's not likely to lead further in, but I think we should check it first."

GM chadius |

The gate to the jail is much too secure. You begin to search the remaining rooms. An abandoned office, layered in dust. A food hall that needs to be cleaned more, you can still see some trash in the corner.
You don't hear much from the jail cell, but you do hear someone outside shouting orders from the courtyard.
How will you approach the courtyard? North side or East side?

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I vote west. Is there anyone in the jail? That was the first think Hancock checked. If he could not hear anything and could not see into it, he would have knocked on the door and grunted.

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Well, whoever is in the courtyard would be alerted if they started shouting loud enough for any occupants to hear them, so Hancock is ready to confront the folks out there.

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"The west door is probably closer to the middle of the room, if it is one big room. Or maybe courtyard? I have range, so a door that might give us some distance suits me, but I think overall the middle door is probably best."

GM chadius |

One woman stands above the others. Her deep purple dress and wild black hair draw you to her most distinct feature- one green eye, one blue. She raises a hand to her chin, tapping it with her razor-sharp nails. "And who is this? Someone stupid enough to walk into my home? Or more test subjects?"
An orb of purple light hovers near her. "Oh who cares? I caught a whiff of fear from them. Let's eat 'em!"
Hancock: 1d20 + 10 ⇒ (15) + 10 = 25
Roark: 1d20 + 11 ⇒ (13) + 11 = 24
Shimmer: 1d20 + 8 ⇒ (9) + 8 = 17
Martin: 1d20 + 12 ⇒ (9) + 12 = 21
Kargoth: 1d20 + 9 ⇒ (15) + 9 = 24
Mother: 1d20 + 12 ⇒ (15) + 12 = 27
Urkhas: 1d20 + 11 ⇒ (17) + 11 = 28
White Green: 1d20 + 8 ⇒ (19) + 8 = 27
Gray Red: 1d20 + 8 ⇒ (16) + 8 = 24
Even is Hancock: 1d2 ⇒ 1
Shock: 1d20 + 12 ⇒ (4) + 12 = 16
The Orb of light turns invisible and unleashes a small thunderbolt at Mavenee. But its aim is so off it doesn't matter.
"Go! Devour them!" Mother Forsythe moves towards the door before using her magic to seep into your minds and bring forth your deepest fears. Death? Drowning? Twin Drakes blasting you with thunder?
Casts >Fear< on Hancock, Mavenee, Martin. Will Save DC 22 to resist.
The four human women carry lit torches in one hand and draw clubs with the other. They have enough time to swing once.
Even is Hancock: 1d2 ⇒ 2
White Club: 1d20 + 9 ⇒ (10) + 9 = 19
Bludgeoning: 1d6 + 5 ⇒ (5) + 5 = 10
Sneak Attack: 1d6 ⇒ 4
Green Club vs Off-Guard Mavenee: 1d20 + 9 ⇒ (11) + 9 = 20
Bludgeoning: 1d6 + 5 ⇒ (3) + 5 = 8
Sneak Attack: 1d6 ⇒ 5
Both catch nothing but air... unless they were too afraid to dodge properly...

GM chadius |

Hancock, Mavenee, Martin: DC 22 Will Save vs >Fear< The attackers missed by 1 assuming you are Off-Guard, so Fear may turn those misses into hits.
Roark, Kargoth: You are tied for initiative with Gray & Red. If you have a way of beating ties you can take your turn now.
Round 1
Urkhas (Hidden Flat DC 11, Position is known)
Mother Forsythe (Spells cast: 3rd Fear)
White and Green
Hancock (DC 22 Will Save vs Fear, 14 damage if you don't critically succeed)
Gray Red (Unarmed)
Martin (DC 22 Will Save vs Fear) and Mavenee (DC 22 Will Save vs Fear, 14 damage if you don't critically succeed)
Roark
Hancock
Kargoth
Shimmer
Urkhas (the purple skull head) may be invisible. If the Position is not known, you need to determine its location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 11 Flat Check before rolling your attack.
>Hell's Light<

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"Uh oh..."

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will save: 1d20 + 10 ⇒ (17) + 10 = 27
Even as the spell tries to latch onto Hancock's mind, his rage builds and counters the niggling emotions. With a roar, ignoring the enemies in front of him, Hancock charges the caster.
4 of that damage has electrical, arcane, and evocation traits
4 of that damage has electrical, arcane, and evocation traits
*stride
*attack
*attack
Note: Hancock has 1 mental resistance from the mind quake scars boon and 9 temp HP from rage, so I think he takes 4 damage and loses his temp HP. Note also that though Hancock has a 14 des, there is a dex cap or +1 so he only gets 1 AC from dex, if it matters.

GM chadius |

Hancock ignores the damage and charges straight for Mother Forsythe.
He rushes past the two guards at the door who immediately react and try to bash him.
White: 1d20 + 9 ⇒ (4) + 9 = 13
Green: 1d20 + 9 ⇒ (7) + 9 = 16
He ignores them both and pummels Mother Forsythe once.
"What are you idiots waiting for! Protect me!" Mother Forsythe spits some blood.
"R-right..." The Daughters of Cocytus pull out their clubs and go for Hancock. One of them manages to flank and hit him.
Gray: 1d20 + 9 ⇒ (5) + 9 = 14
Red: 1d20 + 9 ⇒ (12) + 9 = 21
Bludgeoning: 1d6 + 5 ⇒ (4) + 5 = 9
Sneak Attack: 1d6 ⇒ 5

GM chadius |

Mavenee, Martin: DC 22 Will Save vs >Fear< The attackers missed by 1 assuming you are Off-Guard, so Fear may turn those misses into hits.
Round 1
Urkhas (Hidden Flat DC 11, Position is known)
Mother Forsythe (20 damage, Spells cast: 3rd Fear)
White (Reaction Used)
Green (Reaction Used)
Hancock (Frightened 1, 18 damage, RAGE)
Gray
Red
Martin (DC 22 Will Save vs Fear) and Mavenee (DC 22 Will Save vs Fear, 11 damage if you don't critically succeed)
Roark
Hancock
Kargoth
Shimmer
Urkhas (the purple skull head) may be invisible. If the Position is not known, you need to determine its location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 11 Flat Check before rolling your attack.
>Hell's Light<

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Hancock is not up, right? You have him listed twice, once bolded.

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Roark tucks his head and tumbles through White's space.
Acrobatics(E): 1d20 + 13 ⇒ (13) + 13 = 26
Assuming that succeeds, Roark has Panache and White is FF (Tumble Behind)
He slams his beak into White's back with confidence.
Beak, OG: 1d20 + 14 ⇒ (4) + 14 = 18 for Piercing Damage: 2d6 + 1 ⇒ (5, 5) + 1 = 11
Critical Hit: Double Damage, DC 21 Fort or Slowed 1 until the end of Roark's next turn
Beak, OG, HP, T-Shirt: 1d20 + 14 ⇒ (10) + 14 = 24
Confident Finisher: 2d6 ⇒ (3, 5) = 8
Crit?: 1d8 ⇒ 8
He then dances for the other villains.
Performance, Virtuosic Performer(E), Dancing Scarf: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21
◈ Tumble Through
◈ Beak
◈ Dance

GM chadius |

Roark spins into the room, catching the curious eye of the White shrouded woman before impaling her with his beak.
Mavenee, Martin: DC 22 Will Save vs >Fear< The attackers missed by 1 assuming you are Off-Guard, so Fear may turn those misses into hits.
Round 1
Urkhas (Hidden Flat DC 11, Position is known)
Mother Forsythe (20 damage, Spells cast: 3rd Fear)
White shroud(19 damage, Reaction Used)
Green (Reaction Used)
Hancock (Frightened 1, 18 damage, RAGE)
Gray
Red
Martin (DC 22 Will Save vs Fear) and Mavenee (DC 22 Will Save vs Fear, 11 damage if you don't critically succeed)
Roark (Panache)
Kargoth
Shimmer
Urkhas (the purple skull head) may be invisible. If the Position is not known, you need to determine its location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 11 Flat Check before rolling your attack.
>Hell's Light<

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Martin Will Save: 1d20 + 12 ⇒ (9) + 12 = 21
Mavenee Will Save: 1d20 + 10 ⇒ (20) + 10 = 30
Martin is very much affected by the Fear spell but Mavenee manages to shake it off.
With a trembling gesture, Martin surges Mavenee's vitality and reinforces her with several spells. The eidolon shoves the White creature with her horn.
Horn: 1d20 + 14 ⇒ (6) + 14 = 20
Piercing: 2d8 + 4 ⇒ (6, 4) + 4 = 14
◈Act Together (◈Lifelink Surge, ◈Strike), ◈Reinforce Eidolon, ◈Protect Companion. Mavenee AC: 25, fast healing 6 (4 rds), resist 1 to all damage, 2 to fire

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"We actually just had a few quest--yeah okay that's the bad guy."
Shimmer watches the leader, but she's moving too much to have a clear shot. She catches the glimmer of movement that helps her pinpoint the invisible skull and fires at it instead, but there are too many people in the way still.
She has to jerk her gun to avoid hitting Martin, and plants a bullet in the ground.
Hmph. She reloads.
◆ Step
◇ Devise a Stratagem vs Forsythe Devise: 1d20 ⇒ 3. Gonna make that a skill stratagem
◇ Known Weaknesses to RK against Forsythe. Society +11 is probably my best relevant skill, +12 with the bonus from the skill stratagem. On a critical success, Shimmer spots an opening and calls it out, granting a +1 circumstance bonus to each ally's next attack bonus against her.
◆ Strike Urkhas Concealment: 1d20 ⇒ 3. I'll spend a Hero Point: 1d20 ⇒ 19. Jezail: 1d20 + 9 ⇒ (1) + 9 = 10 for concussive piercing damage: 1d8 ⇒ 6
◆ Reload

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"Come on lads!" Kargoth says."We've got the blessing of the brew on our side."
◆ ◆ Cast Bless
◆ Recall Knowledge on Forsythe

GM chadius |

Shimmer: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14
Kargoth: 1d20 + 6 ⇒ (16) + 6 = 22
Shimmer realizes Mother Forsythe is probably an intelligent undead creature like a vampire. Silvered weapons will work well, but they'll have to find her coffin later to finish the job, or she'll just come back.
Kargoth is completely sure what to make of her. A changeling, perhaps? Either way she seems to enjoy scaring her opponents.
Mavenee gores one of the women, but she still stands, her White shroud blooded from the combat. Kargoth calls for blessings, but it doesn't help Shimmer.
More cursed electric sparks shoot forth from Urkhas.
1 is Roark, 2 is Mavenee, 3 is Kargoth: 1d3 ⇒ 1
Shock: 1d20 + 12 ⇒ (7) + 12 = 19
Shock: 1d20 + 12 - 5 ⇒ (20) + 12 - 5 = 27
Electricity: 2d4 + 2 ⇒ (4, 1) + 2 = 7
Evil: 1d4 ⇒ 4
Roark tries to dance around it but gets a face full of lightning instead. "Hehehehe!" Urkhas moves away, you're not sure where.
"Enough." Mother Forsythe reaches for her necklace, loosens a earthen bead from it and tosses it at the doorway. The pebble explodes like a volcanic eruption across disposable pawns and foes alike.
Fire Damage: 5d6 ⇒ (5, 6, 1, 5, 5) = 22
White Reflex: 1d20 + 8 ⇒ (11) + 8 = 19
Green Reflex: 1d20 + 8 ⇒ (9) + 8 = 17
Kargoth, Roark, Martin, Mavenee, Shimmer: Reflex Save DC 21 vs 22 Fire Damage
The woman's White shroud is now a mess of charred flesh, and the woman with Green gauntlets isn't doing much better.
She stares directly into Hancock's face as her eyes glow with malice. "You remind me of that idiot. What was their name? Jespya. I wonder how I'll dispose of you when I'm done."
The face sickens Hancock to his core.
Hancock: Will Save DC 22 or Sickened 1
She sees the woman with Green gauntlets looking at her former teammate and snarls. "She was lucky. Disobey me and I'll do much worse to you! Kill them!"
The woman gulps and presses on. She Steps into the doorway and swings her club twice more.
Even is Mavenee: 1d2 ⇒ 2
Club: 1d20 + 8 ⇒ (12) + 8 = 20
Club: 1d20 + 8 - 5 ⇒ (5) + 8 - 5 = 8
Unable to do much, she prepares to react to anyone dropping their guard around her.

GM chadius |

Kargoth, Roark, Martin, Mavenee, Shimmer: Reflex Save DC 21 vs 22 Fire Damage
Hancock: Will Save DC 22 or Sickened 1
Round 2
Urkhas (Hidden Flat DC 11)
Mother Forsythe (18 damage, Spells cast: 3rd Fear)
Green gauntlets (22 damage)
Hancock (18 damage, RAGE, DC 22 Will Save vs Evil Eye)
Gray
Red
Martin (Reflex DC 21 vs 22 Fire Damage) and Mavenee (AC: 25, fast healing 6 (4 rds), resist 1 to all damage, 2 to fire, Reflex DC 21 vs 22 Fire Damage)
Roark (22 damage, Panache, Reflex DC 21 vs 22 Fire Damage)
Kargoth (Bless 15ft, Reflex DC 21 vs 22 Fire Damage)
Shimmer (Reflex DC 21 vs 22 Fire Damage)
Urkhas (the purple skull head) may be invisible. If the Position is not known, you need to determine its location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 11 Flat Check before rolling your attack.
>Hell's Light<

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Reflex: 1d20 + 13 ⇒ (8) + 13 = 21

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Will save: 1d20 + 10 ⇒ (14) + 10 = 24
Not bothered!
Looking around and finding himself surrounded, Hancock howls with glee. His slouch is completely gone and there is a fiery gleam in his eyes.
4 of that damage has electrical, arcane, and evocation traits
4 of that damage has electrical, arcane, and evocation traits

GM chadius |

Hancock ignores her words and focuses on the task. He hits Mother Forsythe once and fails to get much traction on the goons surrounding him.
Mother Forsythe knows another hit like that will be the last. "Kill him! What are you waiting for?"
The two women surrounding Hancock tremble as she screams at them. They focus on Hancock.
Gray Grapple: 1d20 + 7 ⇒ (11) + 7 = 18
Gray Club: 1d20 + 7 - 5 ⇒ (2) + 7 - 5 = 4
Gray Club: 1d20 + 7 - 10 ⇒ (11) + 7 - 10 = 8
Red Grapple: 1d20 + 7 ⇒ (12) + 7 = 19
Red Club: 1d20 + 7 - 5 ⇒ (9) + 7 - 5 = 11
Red Club: 1d20 + 7 - 10 ⇒ (8) + 7 - 10 = 5
But it's too late. Hancock is having the time of his life.
Kargoth, Martin, Mavenee: Reflex Save DC 21 vs 22 Fire Damage

GM chadius |

Round 2
Urkhas (Invisible; Hidden Flat DC 11)
Mother Forsythe (35 damage, Spells cast: 3rd Fear)
Green gauntlets (22 damage)
Hancock (18 damage, RAGE)
Gray
Red
Martin (Reflex DC 21 vs 22 Fire Damage) and Mavenee (AC: 25, fast healing 6 (4 rds), resist 1 to all damage, 2 to fire, Reflex DC 21 vs 22 Fire Damage)
Roark (44 damage, Panache)
Kargoth (Bless 15ft, Reflex DC 21 vs 22 Fire Damage)
Shimmer (11 Damage)
Urkhas (the purple skull head) may be invisible. If the Position is not known, you need to determine its location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 11 Flat Check before rolling your attack.
>Hell's Light<

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Reflex: 1d20 + 5 ⇒ (17) + 5 = 22
"Oof.. that burns.." Kargoth says. "Stay up, birdie.."
◆ Sustain/Expand Bless (25')
◆◆ Cast Heal on Roark Heal: 2d10 + 16 ⇒ (1, 5) + 16 = 22

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"Thanks Kargoth!" Roark calls, before slamming his beak into Green.
Beak, OG, Bless: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25 for Piercing Damage: 2d6 + 1 ⇒ (2, 5) + 1 = 8
Critical Hit: Double Damage, DC 21 Fort or Slowed 1 until the end of Roark's next turn
Confident Finisher: 2d6 ⇒ (6, 1) = 7
He pulls out the potion he got from the lodge and chugs it down.
Moderate Healing: 3d8 + 10 ⇒ (5, 8, 2) + 10 = 25
◈ Beak
◈ Interact
◈ Bottoms up!

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Shimmer sees a good enough shot at the "mother" that she takes it, even with all the legs between her and her target.
Still, if she could clear out some of the enemies in the way everyone might be able to move in better. She fires another shot at the guard with the gauntlets. There'll be more room to be clever if they can take that one out.
◇ Devise: 1d20 ⇒ 14 a Stratagem vs Forsythe
◆ Strike Forsythe Jezail: 14 + 10 = 24 for concussive piercing: 1d8 ⇒ 5 and precision damage: 1d6 ⇒ 5
◆ Reload
◆ Strike Green Jezail: 1d20 + 10 - 5 ⇒ (11) + 10 - 5 = 16 for concussive piercing damage: 1d8 ⇒ 7

GM chadius |

Roark headbutts the woman with Green gauntlets before reaching for his potion. She immediately reacts, but Roark spins in place to avoid the blow before he fully recovers from his injuries.
Club: 1d20 + 9 ⇒ (10) + 9 = 19
Kargoth helped, of course. He expands his blessing some more.
Shimmer takes a chance and shoots Mother Forsythe in the shoulder. Her follow up shot isn't as accurate.
Round 2
Urkhas (Invisible; Hidden Flat DC 11)
Mother Forsythe (45 damage, Spells cast: 3rd Fear)
Green gauntlets (22 damage, Reaction Used)
Hancock (18 damage, RAGE)
Gray
Red
Martin (Reflex DC 21 vs 22 Fire Damage) and Mavenee (AC: 25, fast healing 6 (4 rds), resist 1 to all damage, 2 to fire, Reflex DC 21 vs 22 Fire Damage)
Roark
Kargoth (Bless 25ft, 11 Damage)
Shimmer (11 Damage)
Urkhas (the purple skull head) may be invisible. If the Position is not known, you need to determine its location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 11 Flat Check before rolling your attack.
>Hell's Light<

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Martin Reflex: 1d20 + 9 ⇒ (8) + 9 = 17
Mavenee Reflex: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
Martin and Mavenee both get burned from Mother Forsythe's spell. Martin now quickens Mavenee and continues to reinforce her as the eidolon tries to get rid of Green.
Horn: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17
Piercing: 2d8 + 4 ⇒ (2, 3) + 4 = 9
◈◈Act Together (◈◈Haste, ◈Strike), ◈Reinforce Eidolon. Mavenee AC: 24, quickened (10 rds), fast healing 6 (3 rds), resist 1 to all damage, 2 to fire damage.

GM chadius |

Mavenee tries but is unable to injure the woman blocking the doorway.
"Gahaha! More fear to feed on!" A spark shoots out towards Hancock.
Shock: 1d20 + 12 ⇒ (16) + 12 = 28
Electricity: 2d4 + 2 ⇒ (1, 3) + 2 = 6
Evil: 1d4 ⇒ 2
Shock: 1d20 + 12 - 5 ⇒ (9) + 12 - 5 = 16
The skull continues to chuckle as it zooms away, hidden in the night.
"Hmpf. Good idea. I'll get this buffoon off of me." With a snap of her fingers, Mother Forsythe turns invisible and moves away.
"Ugh, forget this!" The woman with Green Gauntlets tries to trip someone before bonking them with a club and retreating.
Even is Roark: 1d2 ⇒ 1
Trip: 1d20 + 7 ⇒ (15) + 7 = 22
Club: 1d20 + 9 - 5 ⇒ (10) + 9 - 5 = 14
Unable to make any progress on Mavenee, she retreats.

GM chadius |

Round 3
Urkhas (Invisible)
Mother Forsythe (Invisible, 2 Temp HP, 45 damage, Spells cast: 3rd Fear, Invisibility)
Green gauntlets (22 damage, Reaction Used)
Hancock (26 damage, RAGE)
Gray
Red
Martin (16 Fire Damage) and Mavenee (AC: 24, fast healing 6 (3 rds), resist 1 to all damage, 2 to fire)
Roark
Kargoth (Bless 25ft, 11 Damage)
Shimmer (11 Damage)
Urkhas (the purple skull head) and Mother Forsythe may be invisible. If the Position is not known, you need to determine its location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 11 Flat Check before rolling your attack.
The Daughters of Cocytus are holding torches as light sources. I've added a red dot to the map to indicate where they dropped torches. These provide 20 ft of light and 20 more feet of dim light.

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Hancock has Acute Sense. I'd like to take a seek action to find out where she is hidden. It is a secret roll so I will give you the opportunity to roll it if you prefer.

GM chadius |

Hancock sniffs the air... and realizes she probably moved next to the cart. It's not exact but it's close enough.
Mother Forsythe is Hidden to you, Hancock. You know what square she is in, but you still have a DC 11 Flat Check to target her. Make sure you roll the flat check before you attack.

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flat check: 1d20 ⇒ 2
flat check: 1d20 ⇒ 1
Hancock rushes over to the area he smells her at and swings away! A pity all he catches is air.
"Nwyrthr"

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Did Roark's beak strike hit Green?

GM chadius |

The woman with Green gauntlets suddenly remembers to take damage from Roark's beak. She's almost at death's door.
Hancock rushes forth towards sight unseen but certainly smelled. He can hear Mother Forsythe cursing. He also realizes the two women react to his movement. Not much they can do with the reaction, though.
White: 1d20 + 9 ⇒ (8) + 9 = 17
Red: 1d20 + 9 ⇒ (12) + 9 = 21
He stops and swings at air.
"Come on! She's eat our souls if we don't stop them!" The woman with a Gray cloak orders them to split up while she distracts Roark.
Club: 1d20 + 9 ⇒ (13) + 9 = 22
Club: 1d20 + 9 - 5 ⇒ (20) + 9 - 5 = 24
Bludgeoning: 1d6 + 5 ⇒ (1) + 5 = 6
She hits Roark so hard his confidence is shaken, and she shoves him away.
The woman in Red chases after Hancock.
Club: 1d20 + 9 ⇒ (7) + 9 = 16
Club: 1d20 + 9 - 5 ⇒ (3) + 9 - 5 = 7
and doesn't do much to him.

GM chadius |

Round 3
Urkhas (Invisible)
Mother Forsythe (Invisible, 2 Temp HP, 45 damage, Spells cast: 3rd Fear, Invisibility)
Green gauntlets (37 damage, Reaction Used)
Hancock (26 damage, RAGE)
Gray cloak
Red boots
Martin (16 Fire Damage) and Mavenee (AC: 24, fast healing 6 (3 rds), resist 1 to all damage, 2 to fire)
Roark (12 damage, Frightened 1)
Kargoth (Bless 25ft, 11 Damage)
Shimmer (11 Damage)
Urkhas (the purple skull head) and Mother Forsythe may be invisible. If the Position is not known, you need to determine its location first (usually with a Seek action and a Point Out action to tell your teammates). Even if you know the position, you must roll a DC 11 Flat Check before rolling your attack.
The Daughters of Cocytus are holding torches as light sources. I've added a red dot to the map to indicate where they dropped torches. These provide 20 ft of light and 20 more feet of dim light.

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Roark stumbles backward and manages to keep his feet. He concentrates for a bit before flinging some lightning at Green and Red.
Electric Arc; Electricity Damage, DC 20 Reflex for half: 4d4 ⇒ (2, 1, 1, 3) = 7
The DC is adjusted for Frightened 1
He then starts dancing for the one in Red Boots.
Performance, Virtuosic Performer(E), Dancing Scarf, F1: 1d20 + 15 - 1 ⇒ (11) + 15 - 1 = 25
Panache if that succeeds
Beak: 1d20 + 14 ⇒ (11) + 14 = 25 for Piercing Damage, Precision: 2d6 + 1 + 3 ⇒ (4, 5) + 1 + 3 = 13
Panache if that hits, Bravado (Panache until the end of his next turn) if that doesn't
Crit?: 1d8 ⇒ 3
◈◈ Electric Arc
◈ Dance for Red
↺ Opportune Riposte

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The way was clearer now. Shimmer moves forward, reloading her weapon as she analyzes how the injured thug moves.
She's really just out in the open now. And her guard is down--now.
◆ Reload
◆ Stride
◇ Devise a Stratagem: 1d20 ⇒ 16 vs Green
◆ Strike Jezail: 16 + 10 = 26 for concussive piercing damage: 1d8 ⇒ 5 and precision damage: 1d6 ⇒ 5. On crit, change base damage to concussive piercing damage: 1d12 ⇒ 11 and add fatal damage: 1d12 ⇒ 8[/ooc]

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Martin casts another series of spells to strengthen Mavenee. The quickened eidolon rushes out and takes a couple of swipe at Green with her horns and claws.
Horn: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16
Piercing: 2d8 + 4 ⇒ (3, 4) + 4 = 11
Claw: 1d20 + 14 - 4 ⇒ (4) + 14 - 4 = 14
Fire: 2d6 + 4 ⇒ (5, 2) + 4 = 11
◈Protect Companion, ◈◈Act Together (◈Reinforce Eidolon, ◈◈Beast Charge), ◈Strike. Mavenee AC: 25, quickened (9 rds), fast healing (2 rds), resist 1 to all damage, 2 to fire.

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Kargoth sustains the bless and expands it.
"Your gun can do better than that!" Kargoth says.
◆ Sustain Bless (35')
◆◆ Cast Runie Weapon on Shimmer's Jezail