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Strike at White w/Anthem: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28for: 1d8 + 4 + 3 ⇒ (2) + 4 + 3 = 9
If White is still up, then, continue on White, otherwise, Blue (then Red if Blue drops).
Strike w/Anthem & Forceful: 1d20 + 7 + 1 - 5 + 1 ⇒ (17) + 7 + 1 - 5 + 1 = 21for: 1d8 + 4 + 3 ⇒ (3) + 4 + 3 = 10
Strike w/Anthem & Forceful: 1d20 + 7 + 1 - 10 + 2 ⇒ (15) + 7 + 1 - 10 + 2 = 15for: 1d8 + 4 + 3 ⇒ (4) + 4 + 3 = 11

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G'Mba strikes White twice and fells him like a tree. He turns to Blue but doesn't hit.
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Active Conditions: Courageous Anthem (1/1)
------------------
Those with ** may go
-2-
**Lifnetheril - AC 17 12/12
G'Mba Bhee - AC 18 23/23
Red
Wormcaller - AC 18 22/36; Ouroboros AC 18 (AC 19)
Nob Cutton - AC 16 (17 Mystic Armor) 15/15
Blue (Frenzied)
-1-
**Cesula - AC 19 15/15
**Herkemer Halfshanks - AC 18 16/16

Worm Ouroboros |

Worm Ouroboros reels from the blow...
...fire spews from the bloody seam...

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...Wormcaller, though not physically struck, doubles over in pain, which, though lessened from the ward, causes a few rib bones to none-the-less scatter onto the ground around him...

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Cesula rushes forwards towards the foes positioning themselves in the gap between two tents. They use their oddly shaped wand that appears to be a root that grew around a quartz crystal to Fling Magic at Blue.
◆ Moves towards the Hermits.
◆◆ Fling Magic targeting Blue requiring a Reflex save against DC 17. Fling Magic with Anthem: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6 Fire Damage

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With the assailants distracted by the fight in front of them, and the weird show that is Ouroboros and Wormcaller, Herkemer circles around back of the hermits, making a strike with his rapier from behind the Blue Hermit. Despite some outstanding tactics, the execution in his first Pathfinder combat leaves quite a bit to be desired....
◆Stride x2
◆Strike Blue from flanking (off-guard?)
Rapier Strike vs Blue (off guard?), anthem: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9

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Lifnetheril's focus is still upon the far hermit (red). "You are clearly not cut out for this," he says mockingly with a snide smile. His expression then becomes serious and his words are again infused with some amount of magical power, "Don't bother attacking."
◆ Bon Mot
Diplomacy: 1d20 + 5 ⇒ (16) + 5 = 21
◆◆ Forbidden Thought Will DC 17
choosing "Strike"

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Ref: 1d20 + 8 ⇒ (16) + 8 = 24
Red Will: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12
Cesula flings magic at Blue, who gets out of the way, avoiding the worst of the damage. Herkemer moves up and tries to strike Blue but overbalances and almost drops his blade. Lifnetheril mocks Red, who is clearly flustered by the comment. Lifnetheril then plants a suggestion in Red's mind, trying to convince him from attacking
Clearly riled up by the comment, Red starts drooling as he pulls out his last firebomb, lights it and hurls it at Lifnetheril... before getting a splitting headache from Lifnetheril's mental suggestion.
"You'll pay for that unbeliever! For Div and ... aaaaagh!! Me head!" he screams, drool flying in all directions.
Mental: 2d6 ⇒ (2, 2) = 4
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Active Conditions: Courageous Anthem (1/1)
------------------
Those with ** may go
Lifnetheril - AC 17 12/12
G'Mba Bhee - AC 18 23/23
Red (-4; Flustered)
**Wormcaller - AC 18 22/36; Ouroboros AC 18 (AC 19)
**Nob Cutton - AC 16 (17 Mystic Armor) 15/15
Blue (-3; Frenzied)
Cesula - AC 19 15/15
Herkemer Halfshanks - AC 18 16/16

Worm Ouroboros |

◆◆) Strike x2
Segmented Coil Crush (B, forceful, sweep) w/ Anthem (+1s/+1s) vs Blue (Flanked w/ Herkemer): 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 251d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Cinder Maw Orifice (fire; agile) w/ Anthem (+1s/+1s) w/ MAP (-4) vs Blue (Flanked w/ Herkemer): 1d20 + 9 + 1 - 4 ⇒ (20) + 9 + 1 - 4 = 261d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Wrapping around the (Blue) Citizen completely, Ouroboros crushes every bone in his chest, softening the meat, then coiling his body to lift his meal, swallows him whole, molten lava in his gullet melting his prey - who screams in pain as his broken body is burnt to a crisp and swallowed - and ejected out of the monster's second mouth! - ashes and refuse.

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Bones smile in a weird show of sand-blasted teeth.
◆) Act Together to Swap Weapon (to Longspear)
◆) Stride
↺) Collapse
↺) Eat Fire
Stowing his crossbow, Caller draws a wicked spear from his effects, and joining his beast, menaces from a safe distance!

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The halfling continues to sing.
I'm singing in the battle,
I'm singing in the battle,
I'm singing in the baaaaattle!
Courageous anthem
And he tries to demoralize the white one.
Performance, Versatile performance: 1d20 + 8 ⇒ (4) + 8 = 12
Then he fires another arrow towards the white one.
Longbow: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

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Nob continues to sing. His archery, however, still does not improve. Wormcaller and Ouroborous easily take Blue down.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions: Courageous Anthem (1/1)
------------------
Those with ** may go
-3-
**Lifnetheril - AC 17 12/12
**G'Mba Bhee - AC 18 23/23
Red (-4; Flustered)
Wormcaller - AC 18 22/36; Ouroboros AC 18 (AC 19)
Nob Cutton - AC 16 (17 Mystic Armor) 15/15
-2-
**Cesula - AC 19 15/15
**Herkemer Halfshanks - AC 18 16/16

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Herkemer shifts over to maintain his ability to flank with Ouroboros but he trips over the cobblestones and looses his footing and his stabbing thrust ends up more like a fight just to remain standing. He's flustered enough by the embarrassment that the second attack is easily avoided by the impaired townsperson.
Two natural ones in a row is pretty brutal way to start off Herk's Pathfinder career
◆ Stride 10' to flanking
◆Strike
◆Strike (with multiple attack penalty)
Herkemer rapier, flanking: 1d20 + 7 ⇒ (1) + 7 = 8
Herkemer rapier, flanking, MAP: 1d20 + 7 - 5 ⇒ (7) + 7 - 5 = 9

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Strike w/Anthem: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21for: 1d8 + 4 + 3 ⇒ (6) + 4 + 3 = 13
Strike w/Anthem: 1d20 + 7 + 1 - 5 ⇒ (20) + 7 + 1 - 5 = 23for: 1d8 + 4 + 3 + 1 ⇒ (1) + 4 + 3 + 1 = 9
Strike w/Anthem: 1d20 + 7 + 1 - 10 ⇒ (4) + 7 + 1 - 10 = 2for: 1d8 + 4 + 3 + 2 ⇒ (5) + 4 + 3 + 2 = 14

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Cesula rushes forward to join the fracas. as he aproaches he reaches into his pouch of esoterica... I've got just the thing for villains of your ilk! they cry before blowing the substance from their pouch across the head of the hammer before swinging it at Red.
◆Stride
◆Exploit Vulnerability Exploit Vulnerability: 1d20 + 7 ⇒ (16) + 7 = 23
◆Strike Strike/Anthem: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10 Damage: 1d6 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7

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Herkemer moves into the flank and stabs Red twice but neither blow hits. G'Mba moves up and drops the remaining cultist with a slash from his glaive.
COMBAT OVER!
Randomness: 1d5 ⇒ 2
Pallomar has kept the cart moving the entire time. As you finish up combat and prepare to continue escorting the cart, a group of basilisk fans comes around the corner. One of them spots Pallomar. "That’s him! That’s the dwarf who insulted our basilisk team in his article!" The crowd turns ugly quickly, and they begin rushing in your direction. Pallomar snaps the reins, and the cart accelerates away from the crowd, leaving you behind.
The next encounter is a chase. There are 4 obstacles which you need to get at least 4 successes. You earn Chase Points (CPs) based on skill checks - CS/S/F/CF: +2/+1/0/-1 respectively
If you reach the cart first, they can calm Pallomar and scare the fans off, now that they realize he has armed guards.
Bad things will happen if the crowd catches up to you! :)
------------------
CHASE TRACKER
Round: 1
Obstacle: ANGRY CROWD
Skills:
DC 12 Society to go with the flow.
DC 16 Acrobatics or Athletics to weave or push through
DC 18 Intimidate to get the crowd to back off
Successes: 0/4
Crowd Location:
------------------
Those with ** may go
**Herkemer Halfshanks
**G'Mba Bhee
**Nob Cutton
**Wormcaller
**Cesula
**Lifnetheril

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After failing in his first combat mission, Herkemer sees the onrushing crowd and decides to the do the best bob and weave he can, trying to avoid any enraged fans, while still keeping pace with Palomar's cart.
He dodges the grasp of one fan, and leaps over another who has fallen, seeming to keep pace with the cart and keep most of crowd behind him.
DC 16 Acrobatics: 1d20 + 6 ⇒ (17) + 6 = 23

Worm Ouroboros |

Athletics DC 16: 1d20 + 8 ⇒ (16) + 8 = 24
Belly full, Ouroboros crushes through, belching body parts, melted molten, from both of his ends…

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Nob easily avoids the crowd by avoiding them. G'Mba tries to push through but finds out that Basilisk fans are also pretty strong and they push back. Lifnetheril analyzes the situation and decides it's best to go with the flow, which he does. Herkemer plays leapfrog with the crowd and easily gets through.
You arrive at a series of twisty alleyways, blocked by stacks of crates and barrels that have fallen over,. In the distance, you see the cart moving away.
Worm Ouroboros easily pushes through the debris.
Crowd: 1d20 ⇒ 5
------------------
CHASE TRACKER
Round: 2
Obstacle: TWISTY ALLEYWAYS
Skills:
DC 13 Thievery to deftly move debris aside without further collapse.
DC 15 Acrobatics to squeeze through the debris
DC 17 Athletics to push through the debris
Successes: 1/4
Crowd Location: 1 Obstacle back
------------------
Those with ** may go
**Herkemer Halfshanks
**G'Mba Bhee
**Nob Cutton
**Wormcaller
**Cesula (2 checks)
**Lifnetheril

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Cesula works hard, gingerly adjusting crates and fallen barrels as they contort to fit through the gaps to navigate the obstacle.
Thievery DC 13: 1d20 + 4 ⇒ (17) + 4 = 21
Acrobatics DC 15: 1d20 + 4 ⇒ (5) + 4 = 9

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Cesula manages to move the debris out of the way. Getting over them, however, is a bit trickier and he bangs his knee on a barrel.
You look behind you and see the crowd starting to enter the marketplace...
------------------
CHASE TRACKER
Round: 2
Obstacle: TWISTY ALLEYWAYS
Skills:
DC 13 Thievery to deftly move debris aside without further collapse.
DC 15 Acrobatics to squeeze through the debris
DC 17 Athletics to push through the debris
Successes: 2/4
Crowd Location: 1 Obstacle back
------------------
Those with ** may go
**Herkemer Halfshanks
**G'Mba Bhee
**Nob Cutton
**Wormcaller
Cesula
**Lifnetheril

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Herkemer uses his quite nimble fingers to move debris and obstacles out of the way as the team and the cart move through the winding alleyways. He keeps pace, and more importantly keeps the crowd at a reasonable distance from himself and the dwarf instigator.
Herkemer DC 13 Thievery: 1d20 + 6 ⇒ (15) + 6 = 21

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Herkemer easily moves through the toppled barrels and crates, taking advantage of the voids and sliding through them. Nob easily bounds over the crates.
At the end of the alleyway, you run into a bunch of kids playing basilisk. You see the cart getting farther away.
------------------
CHASE TRACKER
Round: 2
Obstacle: CHILDREN PLAYING BASILISK
Skills:
DC 13 Performance to make your way through the game without disrupting it.
DC 15 Acrobatics or Athletics to dodge through the game
DC 17 Diplomacy or Intimidation to ask the children to halt their game
Successes: 0/4
Crowd Location: 2 Obstacles back
------------------
Those with ** may go
Herkemer Halfshanks
**G'Mba Bhee
Nob Cutton
**Wormcaller
Cesula
**Lifnetheril

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Removing his faceplate, Wormcaller scares the children to death, his rasping voice cold, and not unlike bone scraping against concrete.
”Stand aside, or Pain!”
Intimidation (Trained): 1d20 + 8 ⇒ (14) + 8 = 22

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Crowd: 1d20 ⇒ 20
Wormcaller scares the living daylights out of the kiddos. G'Mba tries to dodge through the playing area but ends up getting clobbered several times. The kids roar with laughter and forget their fear of Wormcaller.
Lifnetheril, please give me 2 checks
------------------
CHASE TRACKER
Round: 3
Obstacle: CHILDREN PLAYING BASILISK
Skills:
DC 13 Performance to make your way through the game without disrupting it.
DC 15 Acrobatics or Athletics to dodge through the game
DC 17 Diplomacy or Intimidation to ask the children to halt their game
Successes: 1/4
Crowd Location: 1 Obstacle(s) back
------------------
Those with ** may go
**Herkemer Halfshanks
**G'Mba Bhee
**Nob Cutton
**Wormcaller
**Cesula
**Lifnetheril (2 checks)

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Nob and Cesula easily make their way through the playing field without interrupting the game.
------------------
CHASE TRACKER
Round: 3
Obstacle: CHILDREN PLAYING BASILISK
Skills:
DC 13 Performance to make your way through the game without disrupting it.
DC 15 Acrobatics or Athletics to dodge through the game
DC 17 Diplomacy or Intimidation to ask the children to halt their game
Successes: 3/4
Crowd Location: 1 Obstacle(s) back
------------------
Those with ** may go
**Herkemer Halfshanks
**G'Mba Bhee
Nob Cutton
**Wormcaller
Cesula
**Lifnetheril (2 checks)

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Lifnetheril easily avoids the kiddos. You're about to catch up to the cart but collides with what appear to be magical reagents and vanishes before your eyes!!
------------------
CHASE TRACKER
Round: 3
Obstacle: VANISHED CART
Skills:
DC 13 Survival to track the cart.
DC 15 Arcana/Occultism to notice the magic
DC 17 Perception/Will to see through the illusion
Successes: 0/4
Crowd Location: 1 Obstacle(s) back
------------------
Those with ** may go
**Herkemer Halfshanks
**G'Mba Bhee
Nob Cutton
**Wormcaller
Cesula
**Lifnetheril

Worm Ouroboros |

Ouroboros smells the way, slithering with heaving grace!
Survival (Trained) vs DC 13: 1d20 + 5 ⇒ (12) + 5 = 17

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Crowd is 2 Obstacles back, not 1. I'll fix it on the next update

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Herkemer watches the others dodge through the game, and attempts to follow suit, but he snags himself at the last moment, and runs smack into one of the playing kids, slowing himself down a bit.
As he rights himself, he sees the cart seem to vanish. Looking at wheel marks and other signs, he tries to follow even though the target is out of visibility. He thinks he has the right trail but that remains to be seen.
Herk Performance DC 13: 1d20 + 5 ⇒ (6) + 5 = 11
Herk Survival DC 13: 1d20 + 5 ⇒ (9) + 5 = 14

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G'Mba, Herk and Worm manage to find the cart and complete the trip to the docks.
With the ship in sight you start to breathe easier. Until...
Two creatures made of shadow appears in front of the cart, they each have a huge eye surrounded by teeth. "Die for the glory of Sezruth!" one says, then attack...
Lifnetheril's Initiative using Repeat a Spell: 1d20 + 10 ⇒ (9) + 10 = 19
Wormcaller's Initiative using Other: 1d20 + 6 ⇒ (2) + 6 = 8 (Search (Caller) and Scout (Ouroboros))
Nob Cutton's Initiative using Search: 1d20 + 8 ⇒ (3) + 8 = 11
Herkemer Halfshanks's Initiative using Scout: 1d20 + 8 ⇒ (8) + 8 = 16
G'Mba Bhee's Initiative using Search: 1d20 + 7 ⇒ (15) + 7 = 22
Cesula's Initiative using Search: 1d20 + 5 ⇒ (17) + 5 = 22
Red Init: 1d20 + 9 ⇒ (2) + 9 = 11
Blue Init: 1d20 + 9 ⇒ (16) + 9 = 25
One wearing a blue robe moves up and stares balefully at C,G: 1d2 ⇒ 1
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
[b]Before your Turn:
DC 18 Will Save vs Cursed Gaze: Cesula
------------------
Those with ** may go
Blue
**G'Mba Bhee - AC 18 23/23
**Cesula - AC 19 15/15
**Lifnetheril - AC 17 12/12
**Herkemer Halfshanks - AC 18 16/16
Red
Nob Cutton - AC 16 (17 Mystic Armor) 15/15
Wormcaller - AC 18 22/36; Ouroboros AC 18
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: Unaffected
S: 1d6 Mental, Frightened 1
F: 2d6 Mental, Frightened 2 or Stunned 1
CF: 4d6 Mental, Frightened 2, Stunned 2

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G'Mba pulls out their glaive, gets angry, moves up and swings a mighty blow over Blue's head to warm up for the carnage to come. (Well, I think it was a warm-up)
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
[b]Before your Turn:
DC 18 Will Save vs Cursed Gaze: Cesula
------------------
Those with ** may go
Blue
G'Mba Bhee - AC 18 23/23
**Cesula - AC 19 15/15
**Lifnetheril - AC 17 12/12
**Herkemer Halfshanks - AC 18 16/16
Red
Nob Cutton - AC 16 (17 Mystic Armor) 15/15
Wormcaller - AC 18 22/36; Ouroboros AC 18
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS: Unaffected
S: 1d6 Mental, Frightened 1
F: 2d6 Mental, Frightened 2 or Stunned 1
CF: 4d6 Mental, Frightened 2, Stunned 2

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Cesula stares back into the cursed gaze and strives to summon resolve...
DC 18 Will Save: 1d20 + 5 ⇒ (20) + 5 = 25
They make a valiant effort but still take Mental Damage: 1d6 ⇒ 4 and are Frightened 1
Struggling to find courage Cesula casts Electric Arc targeting both blue and red.
◆◆ Reflex save DC 16(including the -1 due to the frightened condition) for Electricity Damage: 2d4 ⇒ (3, 4) = 7
Seeking to further understand the foes, Cesula racks their memories for past experiences with similar creatures in order to identify some tidbit of esoteric power that might repel them.
◆ Exploit Vulnerability (with Frightened 1): 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25 against a standard DC of 17

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Cesula, your save is a crit success (Natural 20). You're not affected :)
Red/Blue Reflex: 2d20 ⇒ (10, 11) = 21 both successes
Both Red and Blue manage to avoid the worst of the zap but still take a bit of damage. He further attempts to determine if these creatures have a weakness...
Randomness: 1d2 ⇒ 1
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
[b]Before your Turn:
------------------
Those with ** may go
Blue
G'Mba Bhee - AC 18 23/23
Cesula - AC 19 15/15
**Lifnetheril - AC 17 12/12
**Herkemer Halfshanks - AC 18 16/16
Red
Nob Cutton - AC 16 (17 Mystic Armor) 15/15
Wormcaller - AC 18 22/36; Ouroboros AC 18

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With the layout like it is, Herkemer doesn't see any easy way around his foe, so he moves straight up to the Blue creature. "What the heck is that thing? Anyone know?" he shouts to the others. As he moves he withdraws a dagger from his belt, and throws it at Blue from about 10' away.
◆Stride to within 10' of Blue
◆Interact to draw dagger, rapier in other hand still
◆Strike with thrown dagger
Dagger Throw vs Blue: 1d20 + 7 ⇒ (9) + 7 = 16
Piercing Dmg if hit: 1d4 + 4 ⇒ (1) + 4 = 5

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Herk moves up to Blue, pulls a knife and hurls it at it. The knife opens a paper cut in Blue's arm. "Hssss... you will pay for that, mortal"
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
[b]Before your Turn:
------------------
Those with ** may go
Blue (-5)
G'Mba Bhee - AC 18 23/23
Cesula - AC 19 15/15
**Lifnetheril - AC 17 12/12
Herkemer Halfshanks - AC 18 16/16
Red
Nob Cutton - AC 16 (17 Mystic Armor) 15/15
Wormcaller - AC 18 22/36; Ouroboros AC 18

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"Do not attack fiend!" Lifnetheril says viciously to the northern creature. And, as if taking off a mask, he adds, "Ouroboros, join the fray." Both times, his words carried magical power.
◆◆ cast Forbidden Thought
◆ cast Message (amped)
(As a reaction Ouroboros can step or stride)

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Lifnetheril attempts to prevent Red from attacking. It immediately creates a massive sandstorm that envelopes the entire party except for Nob.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Sandstorm (Rd 1 of 5)
* End your turn inside the sandstorm: 4 Slashing Damage
* 30' Emanation
* While within the emanation: -4 Perception, DC 15 Fortitude (see below)
* Red and Blue are immune (of course)
Before your Turn:
DC 15 Fortitude: all except Nob
------------------
Those with ** may go
Blue (-5)
G'Mba Bhee - AC 18 23/23
Cesula - AC 19 15/15
Lifnetheril - AC 17 12/12
Herkemer Halfshanks - AC 18 16/16
Red
**Nob Cutton - AC 16 (17 Mystic Armor) 15/15
**Wormcaller - AC 18 22/36; Ouroboros AC 18 (Step/Stride Reaction available)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
F: Hold breath or start suffocating
Slashing: 1d4 ⇒ 4

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The halfling begins to sing.
I'm a single halfling,
Just a single halfling,
Lost in the middle of a fight!!!
Courageous anthem
And he casts a spell upon the Blue one.
Daze: 1d6 ⇒ 5
Will DC 17