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R Will: 1d20 + 8 ⇒ (6) + 8 = 14
Jessa Perc: 1d20 + 7 ⇒ (16) + 7 = 23
Jessa smacks 'King' Rimesnap with the flat of her blade and Granny follows up with her knitting needles. The king screeches in pain and promises vile revenge. Bramblespine increases their allies' attacks and stares at King Rimesnap, making the 'king' look green around the gills.
Jaws vs Jessa AC 22, OG: 1d20 + 11 ⇒ (9) + 11 = 20 for Piercing: 1d6 + 3 ⇒ (5) + 3 = 8
Suddenly, another one of the ice-like snakes strikes out at Jessa, getting past her shield and hitting her on the arm. The ice suddenly forms on the wound as the snake prepares to strike again.
Jaws vs Jessa AC 20, MAP: 1d20 + 6 ⇒ (17) + 6 = 23 for Piercing: 1d6 + 3 ⇒ (1) + 3 = 4
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
DC 15 Flat Check vs Persistent Cold: Benkost, Jessa
------------------
Those with ** may go
-2-
**Benkost - AC 21 (23 w/shield) 62/62 (1d6 Persistent Cold)
King Rimesnap (-22; S1, F1)
Bramblespine - AC 17 26/29
Granny - AC 17 28/28; Hungry AC 21 30/30
Jessa Stanton - AC 20 (22 w/shield) 22/34 (Shield: H5, 20/20; 1d6 Persistent Cold)
Yellow
-1-
**Glinda Lovegood - AC 17 32/32
**Claire Tenare - AC 19 (21 w/shield) 30/30

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No need to protest like this. Simply surrender.
The dwarf channels his energy once again, unleashing a sphere from fire towards the would be king.
Elemental blast, bless: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Damage, fire: 1d6 ⇒ 3
Then a tiny arrow of flame appears flies towards the king passing through the yellow's square.
Flying flame, single gate:2d8 ⇒ (5, 5) = 10
Reflex DC 20
Flat: 1d20 ⇒ 6
Persistent:1d6 ⇒ 6

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[spoiler=GM Dice]
KR Ref: 1d20 + 14 ⇒ (5) + 14 = 19
Yellow Ref: 1d20 + 11 ⇒ (15) + 11 = 26
Benkost tosses a fireball at King Rimesnap but the king ducks in time. His flying flame, however, catches one of King Rimesnap's branchlike arms and he howls in pain. The snake, however, manages to avoid the worst of the flame, but still takes damage.
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
DC 15 Flat Check vs Persistent Cold: Benkost, Jessa
------------------
Those with ** may go
-2-
Benkost - AC 21 (23 w/shield) 47/62 (1d6 Persistent Cold)
King Rimesnap (-37; S1, F1)
Bramblespine - AC 17 26/29
Granny - AC 17 28/28; Hungry AC 21 30/30
Jessa Stanton - AC 20 (22 w/shield) 22/34 (Shield: H5, 20/20; 1d6 Persistent Cold)
Yellow (-10)
-1-
**Glinda Lovegood - AC 17 32/32
**Claire Tenare - AC 19 (21 w/shield) 30/30

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"You must keep your guard up!", Claire begs to her fellow party members, as she finally shifts into a combat-ready stance.
◆ Tiger Stance
She then suddenly seems to burst forwards towards the wooden fey 'king', the very air around the monk blurring and shifting unusually with how fast she moves, closing the distance.
◆ Qi Rush, 2x Strides, Claire becomes Concealed until the start of her next turn.
Claire seems determined to put an end to King Rimesnap's ambitions, lashing out...preferably nonlethally, at the wooden fey with a pair of quick, tiger-like strikes.
◆ Flurry of Blows @ Rimesnap
Flurry of Blows Attack 1: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Flurry of Blows Damage 1: 1d8 + 2 ⇒ (1) + 2 = 3 Non-Lethal Slashing
Flurry of Blows Attack 2: 1d20 + 8 + 1 - 4 ⇒ (17) + 8 + 1 - 4 = 22
Flurry of Blows Damage 2: 1d8 + 2 ⇒ (4) + 2 = 6 Non-Lethal Slashing

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well, I guess you now know their reflex mods! :)
Claire moves up to King Rimesnap, drops into a combat stance and slashes at him, hitting both times. Glinda shoots the king with iron needles but they miss wide of the mark.
King Rimesnap moves to the east before unleashing a spray of frozen pine needles at Jessa and Claire.
Pine Spray, Piercing and Cold; DC 21 Basic Reflex: 2d6 + 1d6 ⇒ (2, 6) + (1) = 9
COMBAT TRACKER
Round: 2
Tactical Map
DC 15 Flat Check vs Persistent Cold: Benkost, Jessa
DC 21 Basic Reflex vs 9 Piercing+Cold Damage: Jessa, Claire
------------------
Those with ** may go
Benkost - AC 21 (23 w/shield) 47/62 (1d6 Persistent Cold)
King Rimesnap (-46; S1, F1)
**Bramblespine - AC 17 26/29
**Granny - AC 17 28/28; Hungry AC 21 30/30
**Jessa Stanton - AC 20 (22 w/shield) 22/34 (Shield: H5, 20/20; 1d6 Persistent Cold)
Yellow (-10)
Glinda Lovegood - AC 17 32/32
Claire Tenare - AC 19 (21 w/shield) 30/30 (Tiger Stance, Concealed)

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Pine Spray cooldown: 1d4 ⇒ 4
Claire dives aside and avoids the worst of the damage.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
DC 15 Flat Check vs Persistent Cold: Benkost, Jessa
DC 21 Basic Reflex vs 9 Piercing+Cold Damage: Jessa
------------------
Those with ** may go
Benkost - AC 21 (23 w/shield) 47/62 (1d6 Persistent Cold)
King Rimesnap (-46; S1, F1; Pine Spray cooldown: 4 rds)
**Bramblespine - AC 17 26/29
**Granny - AC 17 28/28; Hungry AC 21 30/30
**Jessa Stanton - AC 20 (22 w/shield) 22/34 (Shield: H5, 20/20; 1d6 Persistent Cold)
Yellow (-10)
Glinda Lovegood - AC 17 32/32
Claire Tenare - AC 19 (21 w/shield) 26/30 (Tiger Stance, Concealed)

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Brambblespine concentrates on the bless, increasing its area before firing a set of needledarts at King Rimesnap.
NeedleDarts+Bless: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
piercing: 4d4 ⇒ (1, 4, 4, 2) = 11

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Bramblespine maintains his Bless and shoots Rimesnap, who ducks and sticks his tongue out (if he even has a tongue).
------------------
COMBAT TRACKER
Round: 2
Tactical Map
DC 15 Flat Check vs Persistent Cold: Benkost, Jessa
DC 21 Basic Reflex vs 9 Piercing+Cold Damage: Jessa
------------------
Those with ** may go
Benkost - AC 21 (23 w/shield) 47/62 (1d6 Persistent Cold)
King Rimesnap (-46; S1, F1; Pine Spray cooldown: 4 rds)
Bramblespine - AC 17 26/29
**Granny - AC 17 28/28; Hungry AC 21 30/30
**Jessa Stanton - AC 20 (22 w/shield) 22/34 (Shield: H5, 20/20; 1d6 Persistent Cold)
Yellow (-10)
Glinda Lovegood - AC 17 32/32
Claire Tenare - AC 19 (21 w/shield) 26/30 (Tiger Stance, Concealed)

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Reflex: 1d20 + 9 ⇒ (12) + 9 = 21
The king doesn't seem to be trying to stick to the "no killing" rule. It probably shouldn't apply to the elementals anyway, so she circles around and brings her sword down on the icy snake.
"Soon enough it'll be just you."
Though at this rate...
◆ Raise Shield
◆ Stride
◆ Strike Yellow Longsword (flanking): 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21 for slashing damage: 1d8 + 4 ⇒ (8) + 4 = 12
cold damage: 1d6 ⇒ 6 persists?: 1d20 ⇒ 8

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Granny sends another spray of cold-iron needles flying at Rimesnap!
Needle Darts
Attack 1d20 + 9 ⇒ (12) + 9 = 21
Damage 3d4 ⇒ (3, 1, 4) = 8 Cold Iron
Then sends Hungry in to deal with the snake.
◆◆ Cast - Needledarts
◆ Command animal
Hungry lurches forward into the fray and starts biting the snake!
Attack 1d20 + 8 ⇒ (17) + 8 = 25
Damage 1d8 + 2 ⇒ (6) + 2 = 8
◆ Stride
◆ Strike

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I think Callix just meant to not kill the goblins. It's unlikely he knows about every other critter here... :)
Jessa flanks the snake with Claire and slices at the snake, hitting it with her blade. This snake, however, appears tougher than the previous ones the party faced.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
DC 15 Flat Check vs Persistent Cold: Benkost, Jessa
------------------
Those with ** may go
Benkost - AC 21 (23 w/shield) 47/62 (1d6 Persistent Cold)
King Rimesnap (-46; S1, F1; Pine Spray cooldown: 4 rds)
Bramblespine - AC 17 26/29
**Granny - AC 17 28/28; Hungry AC 21 30/30
Jessa Stanton - AC 20 (22 w/shield) 12/34 (Shield: H5, 20/20; 1d6 Persistent Cold)
Yellow (-22)
Glinda Lovegood - AC 17 32/32
Claire Tenare - AC 19 (21 w/shield) 26/30 (Tiger Stance, Concealed)

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Oops. Didn't notice that we crossed.
Granny's knitting needles slam into King Rimesnap while Hungry's jaws clamp onto the icy snake.
C, H, J: 1d3 ⇒ 3
The icy snake goes after Jessa.
Jaws vs Jessa AC 22: 1d20 + 11 ⇒ (8) + 11 = 19 for Piercing: 1d6 + 3 ⇒ (2) + 3 = 5
Jaws vs Jessa AC 22, MAP: 1d20 + 6 ⇒ (18) + 6 = 24 for Piercing: 1d6 + 3 ⇒ (3) + 3 = 6
Jaws vs Jessa AC 22, MAP 2+: 1d20 + 1 ⇒ (11) + 1 = 12 for Piercing: 1d6 + 3 ⇒ (3) + 3 = 6
The snake's jaws get past Jessa's defenses but she manages to get her shield between the teeth and her arm.
I'm assuming you're going to shield block that
------------------
COMBAT TRACKER
Round: 2
Tactical Map
DC 15 Flat Check vs Persistent Cold: Benkost, Jessa
------------------
Those with ** may go
-3-
**Benkost - AC 21 (23 w/shield) 47/62 (1d6 Persistent Cold)
King Rimesnap (-54; S1, F1; Pine Spray cooldown: 4 rds)
Bramblespine - AC 17 26/29
Granny - AC 17 28/28; Hungry AC 21 30/30
Jessa Stanton - AC 20 (22 w/shield) 11/34 (Shield: H5, 19/20; 1d6 Persistent Cold)
Yellow (-30)
-2-
**Glinda Lovegood - AC 17 32/32
**Claire Tenare - AC 19 (21 w/shield) 26/30 (Tiger Stance, Concealed)

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Glinda launches another spread of needles. This time the needles blow through what passes for King Rimesnap's head and he crumples to the ground. He does not move. Crit
------------------
COMBAT TRACKER
Round: 2
Tactical Map
DC 15 Flat Check vs Persistent Cold: Benkost, Jessa
------------------
Those with ** may go
-3-
**Benkost - AC 21 (23 w/shield) 47/62 (1d6 Persistent Cold)
**Bramblespine - AC 17 26/29
**Granny - AC 17 28/28; Hungry AC 21 30/30
**Jessa Stanton - AC 20 (22 w/shield) 11/34 (Shield: H5, 19/20; 1d6 Persistent Cold)
Yellow (-30)
-2-
Glinda Lovegood - AC 17 32/32
**Claire Tenare - AC 19 (21 w/shield) 26/30 (Tiger Stance, Concealed)

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Athée dwarf moves his head. I told you to surrender. Now you’re dead.
The dwarf unleashes once againa sphere of fire but towards the snake this time.
Elemental blast, bless: 1d20 + 11 ⇒ (10) + 11 = 21
Damage, fire: 1d6 ⇒ 1
Then a tiny arrow of flame appears flies towards the snake.
Flying flame, single gate:: 2d8 ⇒ (3, 8) = 11
Reflex DC 20
Persistent: 1d6 ⇒ 1
Flat: 1d20 ⇒ 9

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Yellow Ref: 1d20 + 11 ⇒ (15) + 11 = 26
The snake avoids the flying flame but not completely. Benkost's other fireball hits it. It looks really really bad but is still moving.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
DC 15 Flat Check vs Persistent Cold: Benkost, Jessa
------------------
Those with ** may go
-3-
Benkost - AC 21 (23 w/shield) 46/62 (1d6 Persistent Cold)
**Bramblespine - AC 17 26/29
**Granny - AC 17 28/28; Hungry AC 21 30/30
**Jessa Stanton - AC 20 (22 w/shield) 11/34 (Shield: H5, 19/20; 1d6 Persistent Cold)
Yellow (-47)
-2-
Glinda Lovegood - AC 17 32/32
**Claire Tenare - AC 19 (21 w/shield) 26/30 (Tiger Stance, Concealed)

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Concealment ends for Claire.
Claire whispers silently in Fey,
◆ Flurry of Blows @ Offguard Yellow
Flurry of Blows Strike 1: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Flurry of Blows Damage 1: 1d8 + 2 ⇒ (8) + 2 = 10 Non-Lethal Slashing
Flurry of Blows Strike 2: 1d20 + 8 + 1 - 4 ⇒ (1) + 8 + 1 - 4 = 6
Flurry of Blows Damage 2: 1d8 + 2 ⇒ (8) + 2 = 10 Non-Lethal Slashing
She then breaks off and sidesteps over to Jessa, a hand quickly reaching to her Healer's Toolkit as she tries to quickly tend to the warrior's more egregious wounds.
◆ Step
◆ Battle Medicine @ Jessa
Medicine at DC 15: 1d20 + 6 ⇒ (14) + 6 = 20
Healing to Jessa: 2d8 ⇒ (4, 6) = 10
She works quick as a flash, heat-emitting herbs stinging the flesh, but keeping the wound from getting stiff as she quickly knits shut the worst of it, leaving Jessa in a much better state to endure the encroaching frost.

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Claire focuses on the snake and knocks it out with one blow. She then heals Jessa.
Hostiles are either dead or unconscious. However we will remain in initiative to resolve the persistent damage. I will allow Benkost to use his elemental skills to give one player the lower DC per round.
------------------
COMBAT TRACKER
Round: 3-4
Tactical Map
DC 15 Flat Check vs Persistent Cold: Benkost, Jessa
------------------
Those with ** may go
-4-
**Benkost - AC 21 (23 w/shield) 46/62 (1d6 Persistent Cold)
**Bramblespine - AC 17 26/29
**Granny - AC 17 28/28; Hungry AC 21 30/30
-3-
**Jessa Stanton - AC 20 (22 w/shield) 21/34 (Shield: H5, 19/20; 1d6 Persistent Cold)
Glinda Lovegood - AC 17 32/32
Claire Tenare - AC 19 (21 w/shield) 26/30

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Persistent: 1d6 ⇒ 6. Flat: 1d20 ⇒ 10 Jessa has lower DC
Persistent: 1d6 ⇒ 3. Flat: 1d20 ⇒ 13
Persistent: 1d6 ⇒ 1. Flat: 1d20 ⇒ 18
Benkost tales 10 moré damage before to end the ice thing
Then he uses his skills to treat his wounds.
Natural medicine: 1d20 + 10 ⇒ (11) + 10 = 21
Damage healed: 2d8 ⇒ (4, 8) = 12
The other ho will be restored through the Pearly White spindle.

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Benkost, hang on the other rolls + healing for now. We can hand wave the healing later assuming it's just regular damage
Benkost bathes Jessa in some warming flames, though getting the right temperature is tricky...
You could use your elemental fire using 2 actions to do an assisted recovery on yourself, then get the lower DC and stop the freeze next round. You could suffer dramatically if you like ;)
------------------
COMBAT TRACKER
Round: 3-4
Tactical Map
DC 15 Flat Check vs Persistent Cold: Benkost, Jessa
DC 10 Flat Check vs Persistent Cold: Jessa (1 rd; Assisted Recovery from Benkost)
------------------
Those with ** may go
-4-
Benkost - AC 21 (23 w/shield) 40/62 (1d6 Persistent Cold)
**Bramblespine - AC 17 26/29
**Granny - AC 17 28/28; Hungry AC 21 30/30
-3-
**Jessa Stanton - AC 20 (22 w/shield) 21/34 (Shield: H5, 19/20; 1d6 Persistent Cold)
Glinda Lovegood - AC 17 32/32
Claire Tenare - AC 19 (21 w/shield) 26/30

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persistent cold: 1d6 ⇒ 6 Persists?: 1d20 ⇒ 14
The magical cold is painful, but the fires at least help Jessa recover quickly.

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Granny lights a torch so Jessa can at least warm herself a bit whilst Hungry the wolf huddles against her to add warmth.
Assist actions
The issue I see with lighting a torch is that we're still in encounter mode and it takes more than 6 seconds to light a torch. Unless, of course, one of you has a spell called "butane lighter"

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Granny Deadybones wrote:The issue I see with lighting a torch is that we're still in encounter mode and it takes more than 6 seconds to light a torch. Unless, of course, one of you has a spell called "butane lighter"Granny lights a torch so Jessa can at least warm herself a bit whilst Hungry the wolf huddles against her to add warmth.
Assist actions
Surely, Benkost could use Base Kinesis to make a flame to light a torch with?

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Actually Benkost can spend the next turn doing exactly that and removing the persistent cold. We can handwave all healing since it's just regular damage
ENCOUNTER OVER
As you heal up, one of the goblins steps forward. "We's not know what King Rimesnap up to! He's saying we's playing tricks on longshanks. We's go along because we's like having fun. We's not think anything bad and steal the train models. Strange longshanks talk to King Rimesnap some days before but we's not knowing who. All longshanks look alike. But we's want go back to big house and apoligize and esplain to all longshanks why we get toys"

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Strange longshanks huh? But yes. Apologizing is a good idea. Come with us and you can explain it all to Queen Anastasia.
She starts picking up models.
So, what did this strange longshanks look like?

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"Not know. All longshanks look alike" the goblin answers cheekily.

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With the winter goblin leaders in tow, you have an uneventful walk back to Anastasia's estate where masses of servants are already busy repairing the mild damage done by the goblin's raid. Their faces are a mix of exasperation and nervousness upon seeing the group again, but they're persuaded by Calix to go back to their duties. The dromaar aide escorts the party back to the council chamber where Anastasia and the representatives are still assembled. The atmosphere is quieter, though no less charged, with Matriarch Szvetneera standing clearly on one side of the table facing the others.
"The fact remains, Your Majesty," Matriarch Szvetneera continues, her face awash with smug confidence, "your servant and his pet Pathfinders have not returned, and we are unable to proceed with this endeavor. There are obviously traitors among this assembly, and given that the representative from Oprak is both unaffected and known to frequent with goblins, the culprit is apparent."
"I have a name and rank, Matriarch," Lieutenant Surkzin responds. "If you would accuse me of a misdeed, please be kind enough to address me by them." Szvetneera's Ulfen guards snap their hands to their weapons as the tension in the room increases.
As you enter the room with the winter goblin leaders, one of them points to Matriarch Szvetneera, shouting "That's the longshanks that was talkin' with King Rimesnap!"
Amid the gasps from the assembled representatives, Szvetneera lets out a frustrated groan and yells back "That useless piece of firewood failed?" She motions to her guards, who spring into action to attack. The rest of the representatives usher Queen Anastasia and Calix out of the room, where they can be heard fighting among more witchguards in the hall.
Benkost's Initiative using Defend: 1d20 + 8 ⇒ (20) + 8 = 28
Granny's Initiative using : 1d20 + 8 ⇒ (14) + 8 = 22
Jessa Stanton's Initiative using Defend: 1d20 + 7 ⇒ (15) + 7 = 22
Glinda Lovegood's Initiative using Search: 1d20 + 5 ⇒ (4) + 5 = 9
Bramblespine's Initiative using Search: 1d20 + 8 ⇒ (18) + 8 = 26
Claire Tenare's Initiative using Search: 1d20 + 6 ⇒ (17) + 6 = 23
Matriarch Szvetneera Init: 1d20 + 11 ⇒ (16) + 11 = 27
Red Init: 1d20 + 11 ⇒ (11) + 11 = 22
White Init: 1d20 + 11 ⇒ (8) + 11 = 19
Blue Init: 1d20 + 14 ⇒ (4) + 14 = 18
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before your Turn:
DC 21 Fortitude Save vs Cold w/in 30' from Matriarch Szvetneera (F - Weakness 5 vs Cold):
Special Conditions:
* Help from Allies (1-2 actions; see below)
------------------
Those with ** may go
**Benkost - AC 21 (23 w/shield) 62/62
Matriarch Szvetneera
Bramblespine - AC 17 29/29
Claire Tenare - AC 19 (21 w/shield) 26/30
Red
Granny - AC 17 28/28; Hungry AC 21 30/30
Jessa Stanton - AC 20 (22 w/shield) 34/34 (Shield: H5, 19/20)
White
Blue
Glinda Lovegood - AC 17 32/32
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
You call out to your unlikely allies during this fight, knowing that you're stronger together! Each PC can spend 1-2 actions to request help from the allies below. Each PC can request from each ally once per minute.
One Action
* Firozet - Firozet throws an alchemical bomb laced with elemental energy at a target within 10 feet of the PC. This deals 2d6 fire damage in a 10-foot burst (DC 16 Basic Reflex); 0/6
* Winter Goblins - A pair of overeager winter goblins dash into the room, singing a goblin song and generally getting in the way. A target enemy within 10 feet of the triggering PC is off-guard until the start of the PC's next turn.; 0/6
Two Actions
* Lt Surkzin - The lieutenant tosses the triggering PC an Oprak field medicine kit. This PC can spend one action to use this kit on themselves or a willing ally and restore 2d8 Hit Points.; 0/6
* Danixki - Danixki lets out a vicious howl. Each enemy within 10 feet of the triggering PC must succeed a DC 16 Will save or be frightened 1, frightened 2 on a critical failure.; 0/6

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Well, that's not like this that you can offer a warm welcome to your guests. Wait I will show you how you can do.
The dwarf channels his element throwing a small ball of fire towards the red one.
Elemental blast: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d6 ⇒ 2
Then lames flow out of him in a cascade, engulfing every foes.
Blazing wave, Single gate: 4d8 ⇒ (3, 6, 2, 3) = 14
Reflex DC 20. A creature that critically fails its save is knocked prone.

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Sorry, forgot to indicate the save was for everyone. Benkost, do you want to HP that?
Benkost Fort: 1d20 + 12 ⇒ (5) + 12 = 17
Red Reflex: 1d20 + 8 ⇒ (11) + 8 = 19
Blue Reflex: 1d20 + 8 ⇒ (19) + 8 = 27
White Reflex: 1d20 + 11 ⇒ (3) + 11 = 14
MS Reflex: 1d20 + 8 ⇒ (12) + 8 = 20
White sees that his charge is hurt by Benkost's attack. He lets out an enraged bellow at Benkost. "Tiny coward of a dwarf! Face me!"
Demoralize vs Will DC 20: 1d20 + 12 ⇒ (19) + 12 = 31
White looks satisfied as he sees the terror that takes over Benkost's face. Matriarch Szvetneera concentrates and points at Bramblespine, who suddenly feels waves of terror wash over them.
She then points at Benkost and causes ice to form all over his body.
Clinging Ice; DC 21 Reflex: 2d4 ⇒ (4, 3) = 7
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before your Turn:
DC 21 Fortitude Save vs Cold w/in 30' from Matriarch Szvetneera (F - Weakness 5 vs Cold): Bramblespine, Claire, Granny, Jessa, Glinda
DC 21 Will vs Fear: Bramblespine
DC 21 Reflex vs 7 Cold (Clinging Ice): Benkost
Special Conditions:
* Help from Allies (1-2 actions; see below)
------------------
Those with ** may go
Benkost - AC 21 (23 w/shield) 62/62 (F2)
Matriarch Szvetneera (-7)
**Bramblespine - AC 17 29/29
**Claire Tenare - AC 19 (21 w/shield) 26/30
Red (-16; AC <= 21)
Granny - AC 17 28/28; Hungry AC 21 30/30
Jessa Stanton - AC 20 (22 w/shield) 34/34 (Shield: H5, 19/20)
White (-14)
Blue (-7)
Glinda Lovegood - AC 17 32/32
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
You call out to your unlikely allies during this fight, knowing that you're stronger together! Each PC can spend 1-2 actions to request help from the allies below. Each PC can request from each ally once per minute.
One Action
* Firozet - Firozet throws an alchemical bomb laced with elemental energy at a target within 10 feet of the PC. This deals 2d6 fire damage in a 10-foot burst (DC 16 Basic Reflex); 0/6
* Winter Goblins - A pair of overeager winter goblins dash into the room, singing a goblin song and generally getting in the way. A target enemy within 10 feet of the triggering PC is off-guard until the start of the PC's next turn.; 0/6
Two Actions
* Lt Surkzin - The lieutenant tosses the triggering PC an Oprak field medicine kit. This PC can spend one action to use this kit on themselves or a willing ally and restore 2d8 Hit Points.; 0/6
* Danixki - Danixki lets out a vicious howl. Each enemy within 10 feet of the triggering PC must succeed a DC 16 Will save or be frightened 1, frightened 2 on a critical failure.; 0/6
CS: unaffected
S: Frightened 1
F: Frightened 2
CF: Frightened 3, Fleeing 1 rd
CS: unaffected
S: half damage
F: full damage; -5 speed until the spell ends
CF: double damage; -10 speed until the spell ends

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"Traitor. You will pay for your schemes...", Claire remarks, raising her shield for defense. She opts to not move into stance immediately, but instead draws near the Matron and her guards, before turning her head. ◆ Raise Shield
◆ Stride
Then, the monk turns her head towards the winter goblins. "Goblins..! Help me out here!", she says, pointing towards the Matron's guards.
◆ Winter Goblins @ Red

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Claire is unable to withstand the waves of cold emanating off Matriarch Szvetneera. However, Claire calls to the goblins, who run in and sing their silly goblin song and get tangled up in Red's feet. Red ends up in an awkward footing (OG until the start of Claire's next turn).
Minor Edit - corrected Claire's hp. I forgot to restore her to full
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before your Turn:
DC 21 Fortitude Save vs Cold w/in 30' from Matriarch Szvetneera (F - Weakness 5 vs Cold): Bramblespine, Granny, Jessa, Glinda
DC 21 Will vs Fear: Bramblespine
DC 21 Reflex vs 7 Cold (Clinging Ice): Benkost
Special Conditions:
* Help from Allies (1-2 actions; see below)
------------------
Those with ** may go
Benkost - AC 21 (23 w/shield) 62/62 (F2)
Matriarch Szvetneera (-7)
**Bramblespine - AC 17 29/29
Claire Tenare - AC 19 (21 w/shield) 30/30 (AC 21; Weakness - Cold 5)
Red (-16; OG 1 rd - Claire's turn)
Granny - AC 17 28/28; Hungry AC 21 30/30
Jessa Stanton - AC 20 (22 w/shield) 34/34 (Shield: H5, 19/20)
White (-14)
Blue (-7)
Glinda Lovegood - AC 17 32/32
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
You call out to your unlikely allies during this fight, knowing that you're stronger together! Each PC can spend 1-2 actions to request help from the allies below. Each PC can request from each ally once per minute.
One Action
* Firozet - Firozet throws an alchemical bomb laced with elemental energy at a target within 10 feet of the PC. This deals 2d6 fire damage in a 10-foot burst (DC 16 Basic Reflex); 0/6
* Winter Goblins - A pair of overeager winter goblins dash into the room, singing a goblin song and generally getting in the way. A target enemy within 10 feet of the triggering PC is off-guard until the start of the PC's next turn.; 1/6 - Claire
Two Actions
* Lt Surkzin - The lieutenant tosses the triggering PC an Oprak field medicine kit. This PC can spend one action to use this kit on themselves or a willing ally and restore 2d8 Hit Points.; 0/6
* Danixki - Danixki lets out a vicious howl. Each enemy within 10 feet of the triggering PC must succeed a DC 16 Will save or be frightened 1, frightened 2 on a critical failure.; 0/6
CS: unaffected
S: Frightened 1
F: Frightened 2
CF: Frightened 3, Fleeing 1 rd
CS: unaffected
S: half damage
F: full damage; -5 speed until the spell ends
CF: double damage; -10 speed until the spell ends

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Fort vs Cold: 1d20 + 7 ⇒ (12) + 7 = 19
Will vs Fear: 1d20 + 10 ⇒ (17) + 10 = 27
Ice clings to Bramblespine and a little bit of fear infects their heart.
One of the rose blossoms around Bramblespine detaches and flies to the northwest.
Independent/Flying Familiar
Not wanting to get blasted by more spells Bramblespine tries to muddle Matriarch Szvetneera's mind with Stupefy
Will DC 19 18
Bramblespine follows up by staring down the red guard.
Evil Eye vs Red Will DC 19 18.
If Matriarch succeeded I'll extend stupefied an extra round. On any other result I'll extend the Off Guard on Red an extra round instead.
Bramblespine calms down as their fear falls off, but the ice still ingers.
Familiar is AC 17 | HP 21

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MS Will: 1d20 + 14 ⇒ (18) + 14 = 32
Red Will: 1d20 + 5 ⇒ (5) + 5 = 10
Matriarch Szvetneera scoffs at Bramblespine's attempt to enspell her. "Amateur! Just like that useless piece of firewood!" Bramblespine turns his gaze on Red and stares at him maliciously. Red appears to turn green around the gills and looks ready to puke... His steps also become rather unsteady, as if he's suddenly standing on a sheet of ice... Enraged, he steps forward and swings his axe at B, C: 1d2 ⇒ 1
Battle Axe vs Benkost AC 19: 1d20 + 11 ⇒ (20) + 11 = 31 for Slashing: 1d8 + 5 ⇒ (2) + 5 = 7 Doubled to 14
Battle Axe vs Benkost AC 19, MAP, Sweep: 1d20 + 6 ⇒ (20) + 6 = 26 for Slashing: 1d8 + 5 ⇒ (7) + 5 = 12 Doubled to 24
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COMBAT TRACKER
Round: 1
Tactical Map
Before your Turn:
DC 21 Fortitude Save vs Cold w/in 30' from Matriarch Szvetneera (F - Weakness 5 vs Cold): Bramblespine, Granny, Jessa, Glinda
DC 21 Will vs Fear: Bramblespine
Special Conditions:
* Help from Allies (1-2 actions; see below)
------------------
Those with ** may go
Benkost - AC 21 (23 w/shield) 17/62 (F2; -5 Speed; Weakness - Cold 5)
Matriarch Szvetneera (-7)
Bramblespine - AC 17 29/29 (Weakness - Cold 5)
Claire Tenare - AC 19 (21 w/shield) 30/30 (AC 21; Weakness - Cold 5)
Red (-16; OG 2 rds - Claire's turn; S1)
**Granny - AC 17 28/28; Hungry AC 21 30/30
**Jessa Stanton - AC 20 (22 w/shield) 34/34 (Shield: H5, 19/20)
White (-14)
Blue (-7)
Glinda Lovegood - AC 17 32/32
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
You call out to your unlikely allies during this fight, knowing that you're stronger together! Each PC can spend 1-2 actions to request help from the allies below. Each PC can request from each ally once per minute.
One Action
* Firozet - Firozet throws an alchemical bomb laced with elemental energy at a target within 10 feet of the PC. This deals 2d6 fire damage in a 10-foot burst (DC 16 Basic Reflex); 0/6
* Winter Goblins - A pair of overeager winter goblins dash into the room, singing a goblin song and generally getting in the way. A target enemy within 10 feet of the triggering PC is off-guard until the start of the PC's next turn.; 1/6 - Claire
Two Actions
* Lt Surkzin - The lieutenant tosses the triggering PC an Oprak field medicine kit. This PC can spend one action to use this kit on themselves or a willing ally and restore 2d8 Hit Points.; 0/6
* Danixki - Danixki lets out a vicious howl. Each enemy within 10 feet of the triggering PC must succeed a DC 16 Will save or be frightened 1, frightened 2 on a critical failure.; 0/6

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Huh. At least she's honest... once cornered.
"Firozet, can you cover me?" Jessa calls out. She steps forward as the fire bursts, striking at the injured warrior.
◆ Aid from Firozet, hits all enemies except Red fire damage: 2d6 ⇒ (2, 6) = 8
◆ Step
◆ Strike Red Longsword: 1d20 + 11 ⇒ (12) + 11 = 23 for slashing damage: 1d8 + 4 ⇒ (6) + 4 = 10
Fortitude vs cold aura: 1d20 + 9 ⇒ (1) + 9 = 10

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B Ref: 1d20 + 11 ⇒ (10) + 11 = 21
W Ref: 1d20 + 8 ⇒ (8) + 8 = 16
MS Ref: 1d20 + 8 ⇒ (16) + 8 = 24
Jessa calls to Firozet for aid. "Gladly!" he grins and hurls an alchemical bomb that explodes in a fireball. Blue, White and the Matriarch manage to get out of the way in time and are slightly singed in the process. She then steps forward and clobbers Red with her sword.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before your Turn:
DC 21 Fortitude Save vs Cold w/in 30' from Matriarch Szvetneera (F - Weakness 5 vs Cold): Granny, Glinda
Special Conditions:
* Help from Allies (1-2 actions; see below)
------------------
Those with ** may go
Benkost - AC 21 (23 w/shield) 17/62 (F2; -5 Speed; Weakness - Cold 5)
Matriarch Szvetneera (-11)
Bramblespine - AC 17 29/29 (Weakness - Cold 5)
Claire Tenare - AC 19 (21 w/shield) 30/30 (AC 21; Weakness - Cold 5)
Red (-26; OG 2 rds - Claire's turn; S1)
**Granny - AC 17 28/28; Hungry AC 21 30/30
Jessa Stanton - AC 20 (22 w/shield) 34/34 (Shield: H5, 19/20; Weakness - Cold 5)
White (-18)
Blue (-11)
Glinda Lovegood - AC 17 32/32
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
You call out to your unlikely allies during this fight, knowing that you're stronger together! Each PC can spend 1-2 actions to request help from the allies below. Each PC can request from each ally once per minute.
One Action
* Firozet - Firozet throws an alchemical bomb laced with elemental energy at a target within 10 feet of the PC. This deals 2d6 fire damage in a 10-foot burst (DC 16 Basic Reflex); 1/6 - Jessa
* Winter Goblins - A pair of overeager winter goblins dash into the room, singing a goblin song and generally getting in the way. A target enemy within 10 feet of the triggering PC is off-guard until the start of the PC's next turn.; 1/6 - Claire
Two Actions
* Lt Surkzin - The lieutenant tosses the triggering PC an Oprak field medicine kit. This PC can spend one action to use this kit on themselves or a willing ally and restore 2d8 Hit Points.; 0/6
* Danixki - Danixki lets out a vicious howl. Each enemy within 10 feet of the triggering PC must succeed a DC 16 Will save or be frightened 1, frightened 2 on a critical failure.; 0/6

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Fort Granny 1d20 + 5 ⇒ (17) + 5 = 22
Granny doesn't care about the cold, the flesh on her bones being long dead to any such mortal concern
She throws a ball of negative energy that starts the natural decay of the flesh...
Sudden Blight
Damage2d10 ⇒ (3, 10) = 13
DC19 Fort save
** Cast
* Command animal
Fort Hungry 1d20 + 5 ⇒ (2) + 5 = 7
Hungry DOES feel the cold, but runs in to bite at the thug in WHITE armour.
Attack 1d20 + 8 ⇒ (20) + 8 = 28
Damage 2d8 + 4 ⇒ (2, 2) + 4 = 8
* Stride
* Attack

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MS Fort: 1d20 + 11 ⇒ (15) + 11 = 26
Red: 1d20 + 11 ⇒ (2) + 11 = 13
White: 1d20 + 11 ⇒ (9) + 11 = 20
Blue: 1d20 + 14 ⇒ (4) + 14 = 18
Hungry's chomp gets White in the leg, tearing it open. Granny's spell causes the Matriarch and her comrades to start rotting. Red fails to tough it out and withers into a desiccated husk. The Matriarch and White manage to grit their teeth and weather the storm. Blue also fails to tough it out. Seeing the Matriarch take damage, however, galvanizes Blue. He bellows a challenge at Granny and promises a drawn out demise.
Demoralize: 1d20 + 9 ⇒ (5) + 9 = 14
Granny only laughs at Blue's attempt.
White moves in front of the Matriarch and lashes out at Jessa with his axe.
Battle Axe vs Jessa AC 20: 1d20 + 11 ⇒ (5) + 11 = 16 for Slashing: 1d8 + 5 ⇒ (7) + 5 = 12
Battle Axe vs Jessa AC 20, MAP, Sweep: 1d20 + 6 ⇒ (10) + 6 = 16 for Slashing: 1d8 + 5 ⇒ (2) + 5 = 7
Blue steps forward and attacks H,J: 1d2 ⇒ 2
Battle Axe vs Jessa AC 20: 1d20 + 14 ⇒ (14) + 14 = 28 for Slashing: 2d8 + 5 ⇒ (4, 8) + 5 = 17
Battle Axe vs Jessa AC 20, MAP, Sweep: 1d20 + 9 ⇒ (14) + 9 = 23 for Slashing: 2d8 + 5 ⇒ (3, 7) + 5 = 15
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COMBAT TRACKER
Round: 1-2
Tactical Map
Before your Turn:
DC 21 Fortitude Save vs Cold w/in 30' from Matriarch Szvetneera (F - Weakness 5 vs Cold): Glinda
Special Conditions:
* Help from Allies (1-2 actions; see below)
------------------
Those with ** may go
-2-
**Benkost - AC 21 (23 w/shield) 17/62 (F2; -5 Speed; Weakness - Cold 5)
Matriarch Szvetneera (-17)
Bramblespine - AC 17 29/29 (Weakness - Cold 5)
Claire Tenare - AC 19 (21 w/shield) 30/30 (AC 21; Weakness - Cold 5)
Granny - AC 17 28/28; Hungry AC 21 30/30 (Weakness - Cold 5)
Jessa Stanton - AC 20 (22 w/shield) 2/34 (Shield: H5, 19/20; Weakness - Cold 5)
White (-40)
Blue (-24)
-1-
**Glinda Lovegood - AC 17 32/32
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
You call out to your unlikely allies during this fight, knowing that you're stronger together! Each PC can spend 1-2 actions to request help from the allies below. Each PC can request from each ally once per minute.
One Action
* Firozet - Firozet throws an alchemical bomb laced with elemental energy at a target within 10 feet of the PC. This deals 2d6 fire damage in a 10-foot burst (DC 16 Basic Reflex); 1/6 - Jessa
* Winter Goblins - A pair of overeager winter goblins dash into the room, singing a goblin song and generally getting in the way. A target enemy within 10 feet of the triggering PC is off-guard until the start of the PC's next turn.; 1/6 - Claire
Two Actions
* Lt Surkzin - The lieutenant tosses the triggering PC an Oprak field medicine kit. This PC can spend one action to use this kit on themselves or a willing ally and restore 2d8 Hit Points.; 0/6
* Danixki - Danixki lets out a vicious howl. Each enemy within 10 feet of the triggering PC must succeed a DC 16 Will save or be frightened 1, frightened 2 on a critical failure.; 0/6

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Jessa takes the first hit, trying not to break her shield, but she really has to block the second.
↺ Shield Block. Although it really doesn't matter which I block, shield is broken but not destroyed either way.

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Well it’s rough. But I still have something in store for you.
The dwarf channels his element throwing a flame towards the would be Matriarch.
Elemental blast: 1d20 + 11 ⇒ (1) + 11 = 12
Elemental blast, hero point: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 1d6 ⇒ 5
Then an flaming arrow goes through all of the foes square.
Flying flame, single gate: 2d8 ⇒ (3, 2) = 5
Reflex DC 21. Prone on a crit fail

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Jessa takes the first hit, trying not to break her shield, but she really has to block the second.
↺ Shield Block. Although it really doesn't matter which I block, shield is broken but not destroyed either way.
You didn't raise your shield. Reactive shield snaps the shield into place but it's not a shield block. Unless I'm missing something?
Your last 3 actions were - Firozet, Step, Strike