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no I know nothing Spirits what about you just an aide memoirs to me to cast whispers of weakness at the start of Soduchis next turn

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"Well these are flaming moss monsters and you know.. fire won't affect them. I think that was kinda obvious.." Glenda says.

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Its nostrils flaring, Folmyr begins raging, draws her sword, strides into the space of Blue.
+8 Temp Hit Points
Fort DC 17: 1d20 + 12 ⇒ (15) + 12 = 27
Fort DC 19: 1d20 + 12 ⇒ (7) + 12 = 19
Strike w/bless: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20for: 2d12 + 4 + 6 ⇒ (12, 7) + 4 + 6 = 29 slashing damage

GM Valen |

BOTTING SEONI - Not post in 24+ hours
Seoni tries to put some ice on the fire.
Cast frostbite (DC 17) On 1 blue, 2 red: 1d2 ⇒ 1
Cold damage: 2d4 ⇒ (1, 3) = 4
Flaming Moss Monster, Fort: 1d20 + 12 ⇒ (5) + 12 = 17
An orb of biting cold coalesces around one of the monsters, freezing its body, but only a moment.
Seoni then casts shield.
One of the flaming moss monsters (red) continues to attack the Pathfinder in front of it.
Melee, flaming fist v Hepcut: 1d20 + 13 ⇒ (18) + 13 = 31
Damage bludgeoning plus persistent fire: 1d8 + 5 ⇒ (2) + 5 = 7
Melee, flaming fist v Hepcut: 1d20 + 13 - 5 ⇒ (18) + 13 - 5 = 26
Damage bludgeoning plus persistent fire: 1d8 + 5 ⇒ (6) + 5 = 11
Melee, flaming fist v Hepcut: 1d20 + 13 - 10 ⇒ (13) + 13 - 10 = 16
Damage bludgeoning plus persistent fire: 1d8 + 5 ⇒ (8) + 5 = 13
The other (blue) tries to ignite the flittering fey.
Melee, flaming fist v Folmyr: 1d20 + 15 ⇒ (10) + 15 = 25
Damage bludgeoning plus persistent fire: 1d8 + 7 ⇒ (5) + 7 = 12
Melee, flaming fist v Folmyr: 1d20 + 15 - 5 ⇒ (13) + 15 - 5 = 23
Damage bludgeoning plus persistent fire: 1d8 + 7 ⇒ (3) + 7 = 10
Melee, flaming fist v Folmyr: 1d20 + 15 - 10 ⇒ (11) + 15 - 10 = 16
Damage bludgeoning plus persistent fire: 1d8 + 7 ⇒ (1) + 7 = 8
ROAD RAGE! - Round Two Begins!
PCs in bold may act
Party Buff: bless
Elite Flaming Moss Monster (red)
Flaming Moss Monster (blue) -2 HP
Folmyr -22 HP (persistent fire)
Soguchi
Seoni (shield'd)
Hepcut -30 HP (persistent fire)
Glenda

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Hepcut screams in pain as the flames licks her skin. She needs to get this one on the ground.
Athletics to Trip Red, vs Red's Reflex DC: 1d20 + 14 ⇒ (9) + 14 = 23
Stumbling Strike vs Red's Off-guard AC, Confident Finisher: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22 I've never noticed this, but if a creature hits me when I'm in Stumbling Stance, they are off guard to the next Stumbling Strike I make.
Bludgeoning Damage, Backstabber, Confident Finisher: 2d8 + 4 + 1 + 3d6 ⇒ (3, 7) + 4 + 1 + (6, 1, 6) = 28
She'll throw her cape up to try to get in between her attack.
1. Trip 2. Attack 3. Raise Dueling Cape
Flat Check: 1d20 ⇒ 5

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Strike w/bless: 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19for: 2d12 + 4 + 6 ⇒ (12, 3) + 4 + 6 = 25 slashing damage
Strike w/bless: 1d20 + 14 + 1 - 5 ⇒ (18) + 14 + 1 - 5 = 28for: 2d12 + 4 + 6 ⇒ (7, 2) + 4 + 6 = 19 slashing damage
Strike w/bless: 1d20 + 14 + 1 - 10 ⇒ (8) + 14 + 1 - 10 = 13for: 2d12 + 4 + 6 ⇒ (3, 8) + 4 + 6 = 21 slashing damage
AC of Red Moss is > 20
Persistent Fire: 2d4 ⇒ (4, 1) = 51d20 ⇒ 1

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Soguchi dashes in No enough thinking more fighting
Stride to far side of Red
2Action cast vampiric feast
vampiric spell attack: 1d20 + 12 ⇒ (9) + 12 = 21
void damage: 6d6 ⇒ (5, 3, 5, 3, 5, 3) = 24
Soguchi gains half the damage in temporary hit points
side note 3rd level Seoni does 3d4 on frostbite 5th 4d4

GM Valen |

side note 3rd level Seoni does 3d4 on frostbite 5th 4d4
More cold overtakes the flaming moss monster.
Add cold damage: 2d4 ⇒ (3, 4) = 7Hepcut screams in pain as the flames licks her skin. She needs to get this one on the ground.
She succeeds and delivers a powerful blow, knocking off chunks of smoldering peat.
Still, as she draws up her cape, she burns.
Persistent fire: 2d4 ⇒ (4, 4) = 8
Soguchi strikes the monster while it is down.
ROAD RAGE! - Round Two Cont'd!
PCs in bold may act
Party Buff: bless
Elite Flaming Moss Monster (red) -52 HP
Flaming Moss Monster (blue) -24 HP
Folmyr -27 HP (persistent fire)
Soguchi +12 TP
Seoni (shield'd)
Hepcut -38 HP (cape'd; persistent fire)
Glenda

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Glenda tries to take down the blue monster first, tossing fishy at it.
++ k blast: 1d20 + 11 ⇒ (10) + 11 = 21 cold dmg: 1d8 + 4 ⇒ (5) + 4 = 9
+ k blast: 1d20 - 5 + 11 ⇒ (4) - 5 + 11 = 10 cold dmg: 1d8 ⇒ 2

GM Valen |

Glenda's blasts fail to connect.
Seoni casts to add some pep in the step of Hep.
The tripped flaming moss monster (red) rises to its feet.
Stand, leaving it open to Reactive Strike
It then swipes at nearby Pathfinders.
1 Folmyr, 2 Hepcut, 3 Soguchi: 2d3 ⇒ (2, 1) = 3
Melee, flaming fist v Hepcut: 1d20 + 13 ⇒ (2) + 13 = 15
Damage bludgeoning plus persistent fire: 1d8 + 5 ⇒ (5) + 5 = 10
Melee, flaming fist v Hepcut: 1d20 + 13 - 5 ⇒ (17) + 13 - 5 = 25
Damage bludgeoning plus persistent fire: 1d8 + 5 ⇒ (8) + 5 = 13
The other (blue) continues to swipe at the nearst Pathfinder.
Melee, flaming fist v Folmyr: 1d20 + 15 ⇒ (17) + 15 = 32
Damage bludgeoning plus persistent fire: 1d8 + 7 ⇒ (2) + 7 = 9
Melee, flaming fist v Folmyr: 1d20 + 15 - 5 ⇒ (16) + 15 - 5 = 26
Damage bludgeoning plus persistent fire: 1d8 + 7 ⇒ (4) + 7 = 11
Melee, flaming fist v Folmyr: 1d20 + 15 - 10 ⇒ (12) + 15 - 10 = 17
Damage bludgeoning plus persistent fire: 1d8 + 7 ⇒ (6) + 7 = 13
ROAD RAGE! - Round Three Begins!
PCs in bold may act
Party Buff: bless
Elite Flaming Moss Monster (red) -52 HP
Flaming Moss Monster (blue) -24 HP
Folmyr -56 HP (persistent fire)
Soguchi +12 TP
Seoni
Hepcut -52 HP (persistent fire, hasted)
Glenda

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Strike w/bless: 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35for: 2d12 + 4 + 6 ⇒ (9, 10) + 4 + 6 = 29 slashing damage
Critical damage: 2d12 + 4 + 6 ⇒ (10, 8) + 4 + 6 = 28
Critical specialization: It is Off Guard until the beginning of Folmyr's next turn
If it is still up...
>>Strike w/bless: 1d20 + 14 + 1 - 5 ⇒ (7) + 14 + 1 - 5 = 17for: 2d12 + 4 + 6 ⇒ (7, 10) + 4 + 6 = 27 slashing damage
>>Strike w/bless: 1d20 + 14 + 1 - 10 ⇒ (15) + 14 + 1 - 10 = 20for: 2d12 + 4 + 6 ⇒ (4, 12) + 4 + 6 = 26 slashing damage
Else
>>Sudden Charge at Red
>>Strike w/bless: 1d20 + 14 + 1 - 10 ⇒ (1) + 14 + 1 - 10 = 6for: 2d12 + 4 + 6 ⇒ (6, 2) + 4 + 6 = 18 slashing damage
End If
Persistent Fire: 2d4 ⇒ (1, 3) = 41d20 ⇒ 16

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Glenda continues to focus on blue.
“these things are nasty!”
++ k blast: 1d20 + 1 + 11 ⇒ (15) + 1 + 11 = 27 cold dmg: 1d8 + 4 ⇒ (2) + 4 = 6
+k blast: 1d20 + 1 + 11 - 5 ⇒ (4) + 1 + 11 - 5 = 11 cold dmg: 1d8 ⇒ 6

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The teenage girl bites back tears. It hurts, she's on fire. She needs to kill this thing before it kills her.
Athletics to trip vs Red's Reflex DC: 1d20 + 14 ⇒ (14) + 14 = 28
Stumbling Strike vs Red's Off-Guard AC, Confident Finisher: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22
Bludgeoning Damage, Back Stabber, Confident Finisher: 2d8 + 4 + 1 + 3d6 ⇒ (6, 3) + 4 + 1 + (4, 1, 5) = 24
With the extra boost in speed from Seoni, Hepcut drops and rolls.
Flat Check: 1d20 ⇒ 17
So 1. Trip 2. (from Haste) Strike, 3&4, stop drop and roll for an assisted recovery.

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Cast heal Hepcut rank 3 heal: 3d8 + 24 ⇒ (6, 6, 7) + 24 = 43
Battle medicine Folmyr battle medicine dc15: 1d20 + 13 ⇒ (15) + 13 = 28
folmyr heals: 4d8 ⇒ (8, 2, 3, 6) = 19

GM Valen |

Folymr's forcefully fells the flaming foe with the fey's first!
The follow-throughs with the other fail.
Glenda continues to focus on blue.
“these things are nasty!”
Applying to red, after blue went down
Glenda deals a cold one.
Hepcut trips the remaining monster (red)
Soguchi heals a pair of allies.
Seoni sents another bolt into the remaining monster.
The tripped flaming moss monster (red) rises to its feet.
Stand, leaving it open to Reactive Strike
It then swipes at the nearest Pathfinder.
Melee, flaming fist v Folmyr: 1d20 + 13 ⇒ (9) + 13 = 22
Damage bludgeoning plus persistent fire: 1d8 + 5 ⇒ (7) + 5 = 12
Melee, flaming fist v Folmyr: 1d20 + 13 - 5 ⇒ (12) + 13 - 5 = 20
Damage bludgeoning plus persistent fire: 1d8 + 5 ⇒ (4) + 5 = 9
ROAD RAGE! - Round Four Begins!
PCs in bold may act
Party Buff: bless
Elite Flaming Moss Monster (red) -94 HP (prone)
Flaming Moss Monster (blue) -80+ HP
Folmyr -41 HP
Soguchi +12 TP
Seoni
Hepcut -9 HP (hasted)
Glenda

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Glenda continues blasting red.
”Have some cold!
++ k blast: 1d20 + 11 ⇒ (15) + 11 = 26 cold dmg: 1d8 + 4 ⇒ (5) + 4 = 9
+k blast: 1d20 + 11 - 5 ⇒ (1) + 11 - 5 = 7 cold dmg: 1d8 ⇒ 8

GM Valen |

Glenda's icy blast finishes the final flaming foe.
COMBAT OVER
"What the blazes were those things?!" The stagecoach driver cries out as the last crumbles into frozen chunks. "And, here, I was foolish enough to think that my day couldn't get any stranger. First, that Ottos gentleman--and I use the term loosely--hired me to pick up some 'special package'. He called it that. Me? I never was told exactly what it was--at a nearby farm. And, here, I had always thought that old place had been abandoned."
"Well, the original plan--per his instructions--was to pick up this 'package' after dropping off the passengers in town. As if that weren't all strange enough, things got stranger." The stagecoach driver continues. "Ottos later flagged me down along the road--must not have been more than an hour ago. He insisted that I come pick up the 'package' at once and make the passengers walk the rest of the way."
"Why, I barely had time to even consider the matter before Ottos ran off into the bog." The man shakes his head. "Then, those weird moss monsters attacked!"
"I'm glad that you came along when you did." The stagecoach driver concludes, clearly grateful. "But, forgive me, I 've forgotten my manners. The name is Gribolt."
Gribolt offers a hand in appreciation. "And, I must admit, I am in your debt."
What do you wish to do, Pathfinders?

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Glenda starts making fresh produce to heal the injured. ”Get your sweet potatoes!”
(2d4+6 healing )

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So he was wanting you to go to the farm but ran off before you could, You still have passengers?. Take the passengers back to town. If you see the constable tell him the pathfinders have gone after Otto and to meet us at the farm. Keep yourself and your paassengers safe we will deal with this
Please dont tell me the constables name is Otto
Also happy to treat wounds at dc 15 with +13 modifier in addition to the fruit

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Folmyr has 41 damage
First ten minutes: 2d4 + 6 ⇒ (1, 1) + 6 = 8
41-8=33
Second ten minutes: 2d4 + 6 ⇒ (2, 4) + 6 = 12
33-12=21
Third ten minutes: 2d4 + 6 ⇒ (1, 3) + 6 = 10
21-10=11
Fourth ten minutes: 2d4 + 6 ⇒ (4, 3) + 6 = 13
11-13 = completely healed.

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Hepcut pokes at the sweet potato. "I suppose we can't wait long enough to cook it..." She says, before to starting to nibble it.
Healing: 2d4 + 6 ⇒ (3, 3) + 6 = 12
She mindlessly gnaws at it, while listening to Gribolt.
"Can you describe your passengers for us? They happen to have a little bronze snake badge? Or any other features that would be important?"

GM Valen |

So he was wanting you to go to the farm but ran off before you could, You still have passengers?. Take the passengers back to town. If you see the constable tell him the pathfinders have gone after Otto and to meet us at the farm. Keep yourself and your passengers safe we will deal with this
Please dont tell me the constables name is Otto
"We are still here," one of the passengers chimes in.
"I plan to take the passengers quickly and safely back to town." Gribolt explains. "I am happy to leave that 'special package' for you to deal with. If I see Constable Fieru, I can send her your way."
The constable is Doryn Fieru. Otto is someone different.
"Can you describe your passengers for us? They happen to have a little bronze snake badge? Or any other features that would be important?"
"My passengers are here." Gribolt replies. "If you want to inspect them, I won't stop you. I didn't see any bronze. But, to be honest, all I was looking for was gold and silver. My interest was coins, not badges."
They all deny any ties to the Aspis Consortium. None of them have any weapons or badges within their possession.
Seoni's ears perk up at the mention of this Ottos and a 'package'. She suggests that perhaps the team should investigate this.
"I was to pick it up at the farm, less than half a mile down the road." Gribolt adds, "I can draw you a map, if you'd like."
What do you wish to do, Pathfinders?

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Well a map would be handy
treat wounds hesput dc 15: 1d20 + 13 ⇒ (1) + 13 = 14
treat wounds Folmyr dc 15: 1d20 + 13 ⇒ (3) + 13 = 16
folmyr heals: 2d8 ⇒ (1, 6) = 7
We could try track Otto down but I say we head straight to the farm and meet him there

GM Valen |

Gribolt sketches a map and provides it to the party.
If I am reading Seoni and Soguchi correctly, it looks like I have two votes to head straight to the farm.
Following Gribolt’s directions and map from the site of the moss monster attack, the party soon arrives at an abandoned farm where little still stands beyond a ruined cottage.
During the trip, nightfall has come. The full moon and stars provide dim light.
As the Pathfinders approach the farmstead, you find a narrow trail that ends at the stone ruins of what was once a farmhouse. Most of the walls have fallen in, and a circular outbuilding is overflowing with peat harvested from the surrounding bogs.
Recent boot tracks lead down the trail and to the doorway of the only intact building in the overgrown yard.
What do you wish to do, Pathfinders? How do you wish to approach the farmhouse?

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Soguchi casts a couple of prepartory spells Darkvision and claws of the otter both last 1 hour (claws give 1d4 slashing plus 1d6 cold agile unarmed attack
We dont have the skills to pretend to be aspis Kick the door open ?
Having burned through my third level spells i cant give anyone else darkvision. I have 2 second 2 1st reamining so will probably kick off with bless when action starts also Folmyr is immune my battle medicine Healers gloves charge unused

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"I'm pretty light on my feet. I can try to get a little closer, I think."
Trained in stealth and a high Dex.

GM Valen |

"I'm pretty light on my feet. I can try to get a little closer, I think."
Trained in stealth and a high Dex.
Approaching stealthily, Hepcut gets near the ruins undetected. The female orc hears voices arguing inside the building.. One is familiar. It is Evgeni and he is arguing with another man, who he refers to as "Ottos Pavlik". Evgeni notes that the stagecoach is late, and that he is growing increasingly worried by the delay.
Ottos wants to abandon the Maid and flee before they are beset by bog creatures or angry villagers, but Evgeni is adamant that they follow through with the plan.
Map now revealed on Slides.
PCs may place their tokens where they wish to be.
What do you wish to do, Pathfinders?

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We want to do come out quietly and noone get hurt the stage aint coming whispers Soguchi to the others

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"Let's sit down and talk it over..." shaking Fishy, who produces some root vegatables "rutabaga!" Glenda says.
Diplo: 1d20 + 7 ⇒ (15) + 7 = 22

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the diplomacy option probably fits this party better

GM Valen |

As the rest of the party approaches, decisively less stealthily than Hepcut, Evgeni and Ottos hear the approach.
"Could the stagecoach have arrived?" Evgeni says, motioning to Ottos to place the lid onto the coffin containing the Maid. As Ottos obliges, Hepcut catches view of blood red tears beginning to pour down the Maid's face as Ottos sets the lid in place.
Evgeni's attention has already turned toward the door. Once he reaches the door, he opens it immediately as Ottos pushes down on the coffin lid to ready the Maid for transport.
We want to do come out quietly and noone get hurt the stage aint coming whispers Soguchi to the others
Realizing that it’s a tengu and not the driver he expected, Evgeni stops suddenly, frozen in panic. He neither moves nor speaks.
"Could you give me a hand here?" Ottos asks Evgeni, having bent over to begin to lift the coffin and clearly having not heard the tengu's whispers.
"Let's sit down and talk it over..." shaking Fishy, who produces some root vegatables "rutabaga!" Glenda says.
"Who? Wha--" begins a startled Ottos. Not expecting to have heard Glenda's voice in response, he starts to stumble backwards,
"Rutaba--!?" Ottos cries, surprised and disoriented. Rushing for an escape, he trips over the coffin, knocking off the lid and sending the coffin onto its side. By now, however, the tears have nearly filled with the coffin and blood from within the coffin spills onto the ground.
There, the blood begins to boil and evaporate, causing a red mist to coalesce and roil along the ground.
Immediately after the blood spills, a shrill cry rises from the bog to the west, and streams of red mist along with a faintly glowing ball of light begin to drift towards the farmhouse. As the cloud of crimson vapor approach, they reek of fresh blood as tendrils snake out from them, hanging in the air like lashing claws. Bobbing gently in the air near, the ball of light bears the nebulous image of what might be a skull visible somewhere in its depths.
Folmyr, Perception w/Scout: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
Hepcut, Perception w/Scout: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Soguchi, Occultism w/Scout: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Glenda, Perception w/Scout: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Seoni (Search?), Perception w/Scout: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Mist (blue), Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Mist (green), Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Mist (purple), Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Mist (red), Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Ball of Light (yellow), Perception: 1d20 + 9 ⇒ (17) + 9 = 26
One of the red mists floats toward Seoni, reaching out with its smoke-like claws.
Move
Melee, misty tendril (agile, finesse) v Seoni: 1d20 + 10 ⇒ (3) + 10 = 13
Melee, misty tendril (agile, finesse) v Seoni: 1d20 + 10 - 4 ⇒ (16) + 10 - 4 = 22
Damage, slashing plus 1d6 persistent bleed damage and blood siphon: 2d6 ⇒ (4, 2) = 6
The ball of light heads toward Glenda!
Move x2
Melee, shock +17 (electricity, magical) v Glenda: 1d20 + 17 ⇒ (9) + 17 = 26
Damage, electricity: 2d8 + 4 ⇒ (7, 4) + 4 = 15
TEARS OF BLOOD, FARM OF DOOM! or Farm of Mist-eerie-s! - Round One Begins!
PCs in bold may act
Mist (purple)
Ball of Light (yellow)
Glenda -15 HP
Mist (red)
Folmyr
Soguchi
Mist (blue)
Mist (purple)
Hepcut
Seoni -6 HP (Fort save v. blood siphon; persistent bleed)

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"Whoa! It's just an ugly vegetable!" Glenda says. She retreats and hurls Fishy at the Ball of Light.
+ Stride
+ Activate Gate - K Blast Yellow K Blast: 1d20 + 11 ⇒ (6) + 11 = 17cold: 1d8 ⇒ 2
+ K Blast K Blast: 1d20 + 6 ⇒ (17) + 6 = 23cold: 1d8 ⇒ 6

GM Valen |

"Whoa! It's just an ugly vegetable!" Glenda says. She retreats and hurls Fishy at the Ball of Light.
Glenda's fish flies far from the orb.
One of the masses of mist (red) floats toward Folmyr.
Move x2
Melee, misty tendril +10 (agile, finesse): 1d20 + 12 ⇒ (5) + 12 = 17
Damage, slashing plus 1d6 persistent bleed damage and blood siphon: 2d6 + 2 ⇒ (4, 6) + 2 = 12
TEARS OF BLOOD, FARM OF DOOM! or Farm of Mist-eerie-s! - Round One Cont'd!
PCs in bold may act
Mist (purple)
Ball of Light (yellow)
Glenda -15 HP
Mist (red)
Folmyr
Soguchi
Mist (blue)
Mist (purple)
Hepcut
Seoni -6 HP (Fort save v. blood siphon; persistent bleed)

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Folmyr will rage and ◆ draw its sword.
◆ Folmyr will move into the Red Mist.
◆ Strike: 1d20 + 14 ⇒ (9) + 14 = 23for: 2d12 + 4 + 6 ⇒ (9, 10) + 4 + 6 = 29

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Soguchi casts Bless and listens to the spirits about the red mist
Whispers of weakness
Voices whisper to you how to best lay a creature low. You target one creature within 60 feet; if it has any weaknesses, you learn them, as well as which of its saving throw modifiers is lowest. You also come to understand its movements, gaining a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune for 1 day.
Soguchi will speak what she learns as she becomes clumsy

GM Valen |

Folmyr enters the cloudy creature, which is composed of a semisolid red mist similar in consistency to thick foam. He strikes at the wispy foe, dissipating it some.
Soguchi's appeals are heard. The spirits confirm that this creature (red) is more powerful than its kin. Still, flames can curb its tendrils and its wispy form can give readily.
Weakness fire 5; lowest Save Fort
The remaining mists approach. One (blue) flies toward Glenda.
Fly x2
Melee, misty tendril (agile, finesse): 1d20 + 10 ⇒ (13) + 10 = 23
Damage, slashing plus 1d6 persistent bleed damage and blood siphon: 2d6 ⇒ (3, 3) = 6
Another (blue)drifts toward Hepcut, forming swiping claws.
Fly
Melee, misty tendril (agile, finesse): 1d20 + 10 ⇒ (10) + 10 = 20
Damage, slashing plus 1d6 persistent bleed damage and blood siphon: 2d6 ⇒ (2, 5) = 7
Melee, misty tendril (agile, finesse): 1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 14
Damage, slashing plus 1d6 persistent bleed damage and blood siphon: 2d6 ⇒ (2, 6) = 8
Need a Fort save from Hepcut
TEARS OF BLOOD, FARM OF DOOM! or Farm of Mist-eerie-s! - Round One Cont'd!
PCs in bold may act
Party buff: bless
Mist (purple)
Ball of Light (yellow)
Glenda -21 HP (Fort save v. blood siphon; persistent bleed)
Mist (red) -24 HP
Folmyr
Soguchi
Mist (blue)
Mist (green)
Hepcut
Seoni -6 HP (Fort save v. blood siphon; persistent bleed)

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Fort save: 1d20 + 12 ⇒ (7) + 12 = 19
"Whoa.. nasty!" Glenda says.

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Fort Save: 1d20 + 11 ⇒ (3) + 11 = 14
"Seoni, ohmigawd, you're going to die!" Hepcut bounds into action, cartwheeling through the purple mist and getting on the other side
Tumble Through vs Purple's Reflex DC: 1d20 + 14 ⇒ (9) + 14 = 23
I think that's a fail, so I have to spend another action to get into position. If that's not a fail, my last action is raise my dueling cape.
Tusks, Confident Finisher, vs Purple's off-guard AC: 1d20 + 14 ⇒ (17) + 14 = 31
Piercing Damage, Confident Finisher: 2d6 + 4 + 3d6 ⇒ (5, 3) + 4 + (5, 2, 6) = 25

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Burn the mists they are not that tough physically
they are weak to fire and poor in fortitude

GM Valen |

"Whoa.. nasty!" Glenda says.
Nasty indeed!
"Seoni, ohmigawd, you're going to die!"
Seoni is not the only one creeping closer to the entrance of the Boneyard as the attacking mists siphon blood from the halfling.
Prior post was an error. Mist (green) attacked Hepcut and appears to have mistmissed, so no Fort save needed; mist (blue) attacked only Glenda.
The striking mist (blue) grows in form.
Hepcut bounds into action, cartwheeling through the purple mist and getting on the other side
I think that's a fail, so I have to spend another action to get into position. If that's not a fail, my last action is raise my dueling cape.
It is a successful Tumble! And a crit success! Unfortunately, it is immune to precision damage and resist physical damage.
TEARS OF BLOOD, FARM OF DOOM! or Farm of Mist-eerie-s! - Round One Cont'd!
PCs in bold may act
Party buff: bless
Mist (purple) -7 HP
Ball of Light (yellow)
Glenda -21 HP (drained 1; persistent bleed)
Mist (red) -24 HP
Folmyr
Soguchi
Mist (blue) +5 TP
Mist (green)
Hepcut (dueling cape'd)
Seoni -6 HP (Fort save v. blood siphon; persistent bleed)

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Ow my ears
what do you mean lightning bolt doesnt also do sonic damage

GM Valen |

Seoni moves and then casts lightning bolt.
Presumably against Mists (purple & green)
Mist (purple), Reflex: 1d20 + 12 ⇒ (15) + 12 = 27Mist (green), Reflex: 1d20 + 12 ⇒ (4) + 12 = 16
Seoni, persistent bleed: 1d6 ⇒ 3
Seoni, flat check v. persistent bleed: 1d20 ⇒ 12
With a target before it, one of the mists (purple) preys upon Hepcut.
Melee, misty tendril (agile, finesse): 1d20 + 10 ⇒ (5) + 10 = 15
Damage, slashing plus 1d6 persistent bleed damage and blood siphon: 2d6 ⇒ (2, 2) = 4
Melee, misty tendril (agile, finesse): 1d20 + 10 - 4 ⇒ (18) + 10 - 4 = 24
Damage, slashing plus 1d6 persistent bleed damage and blood siphon: 2d6 ⇒ (5, 1) = 6
Melee, misty tendril (agile, finesse): 1d20 + 10 - 8 ⇒ (14) + 10 - 8 = 16
Damage, slashing plus 1d6 persistent bleed damage and blood siphon: 2d6 ⇒ (6, 6) = 12
From within the orb of light, the fearsome visage of a skull emerges!
Intimidation to Demoralize Folmyr: 1d20 + 12 ⇒ (8) + 12 = 20
Folmyr is unafraid.
The orb resorts to shock tactics.
Melee, shock (electricity, magical) v Folmyr: 1d20 + 17 ⇒ (10) + 17 = 27 Damage, electricity: 2d8 + 4 ⇒ (4, 8) + 4 = 16
Melee, shock (electricity, magical) v Folmyr: 1d20 + 17 - 5 ⇒ (10) + 17 - 5 = 22 Damage, electricity: 2d8 + 4 ⇒ (6, 6) + 4 = 16
TEARS OF BLOOD, FARM OF DOOM! or Farm of Mist-eerie-s! - Round Two Begins!
PCs in bold may act
Party buff: bless
Mist (purple) -21 HP
Ball of Light (yellow)
Glenda -21 HP (drained 1; persistent bleed)
Mist (red) -24 HP
Folmyr -32
Soguchi
Mist (blue) +5 TP
Mist (green) -29 HP
Hepcut -6 HP (dueling cape'd; Fort save; persistent bleed)
Seoni -9 HP (persistent bleed)

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Glenda raises Fishy, and the fish spits water at the red and blue mist.
"These things are nasty!"
Trying not to hit Folmyr with Tidal Hands.
Flat check: 1d20 ⇒ 17
+ Step
++ Tidal Hands Bldg: 2d8 ⇒ (5, 3) = 8 (reflex save DC20)

GM Valen |

Glenda raises Fishy, and the fish spits water at the red and blue mist.
"These things are nasty!"
Folmyr occupies the same square as Mist (red). Unless he consents to the potential damage, I will apply it only to Mist (blue); if he consents, I will also apply it to Mist (red) and the Ball of Light.
Mist (blue), Reflex: 1d20 + 12 ⇒ (1) + 12 = 13
Glenda loses a bit more blood before it clots.
Glenda, persistent bleed: 1d6 ⇒ 1
With Folymr flying within it, one mist (red) ties to envelope the fey.
Melee, misty tendril (agile, finesse): 1d20 + 12 ⇒ (20) + 12 = 32
Damage, slashing plus 1d6 persistent bleed damage and blood siphon: 2d6 + 2 ⇒ (2, 4) + 2 = 8
Melee, misty tendril (agile, finesse): 1d20 + 12 - 4 ⇒ (6) + 12 - 4 = 14
Damage, slashing plus 1d6 persistent bleed damage and blood siphon: 2d6 + 2 ⇒ (5, 1) + 2 = 8
Melee, misty tendril (agile, finesse): 1d20 + 12 - 8 ⇒ (5) + 12 - 8 = 9
Damage, slashing plus 1d6 persistent bleed damage and blood siphon: 2d6 + 2 ⇒ (3, 5) + 2 = 10
Folmyr must attempt a DC 20 Fortitude save against the Blood Siphon. Since the Strike was a critical hit, the outcome of Folmyr's save is one degree worse than the result of the saving throw.
TEARS OF BLOOD, FARM OF DOOM! or Farm of Mist-eerie-s! - Round Two Cont'd!
PCs in bold may act
Party buff: bless
Mist (purple) -33 HP
Ball of Light (yellow)
Glenda -22 HP (drained 1)
Mist (red) -24 HP
Folmyr -48 HP (Fort save; persistent bleed; consent to Tidal Hands?)
Soguchi
Mist (blue) +5 TP -11 HP
Mist (green) -29 HP
Hepcut -6 HP (dueling cape'd; Fort save; persistent bleed)
Seoni -9 HP (persistent bleed)