
DoubleGold |

You head towards A5 which is a potential collapse. Stealth check needed from one person this same person will need a crafting or survival check to make the passage safe for everyone else.

DoubleGold |

Ray takes the lead, now give me a survival or crafting check to keep the ceiling from collapsing, if you can’t do those, then another person has to give me stealth followed by one of those checks.

DoubleGold |

Making the ceiling secure, you hear towards A5 the exit, and you get the unconscious people out as well. Happy Easter, next part coming Mondat

DoubleGold |

You exit the mine to find more trouble.
A kothama miner dressed in a flowing cape looms over the
excavation pit, their eyes alive with malevolent energy. They
snarl, voice dripping with fury. “No, no, no! The shimmerstone’s
mine! Only I understand its cries! Only I am worthy of bonding
with it—of controlling it! You should have fled the first time I
barred your path. You’ll die for interfering!”
perception small robots: 1d20 + 23 ⇒ (11) + 23 = 34 init
perception boss: 1d20 + 32 ⇒ (10) + 32 = 42 init
perception, robotic trap: 31 + 1d20 ⇒ 31 + (10) = 41 init
Everyone roll init and place yourselves on the south part of the map. edit, nevermind, map B isn't up yet. Whoever put up map A, can you please put up map B on slide 2 thanks, my borrowed computer don't allow copy paste of pdfs or importing of images to google docs.

DoubleGold |

Map is up, you see 2 robots, a huge beast and a shimmerstone mech trap, the trap fires even if you aren't near it, you can make a check to disable it or attack it, place yourselves on the south end of the map, no more than 20 feet forward, you can be at one over on the east side behind cover or out in the open. Navaski and Flask are up 2 robots, a beast (the huge buffalo) and a stationary trap the fires lasers on its turn.

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This first part is speculation
Reaction Tag Team
to hit robot: 1d20 + 28 ⇒ (19) + 28 = 47
Sonic damage: 3d6 + 6 ⇒ (5, 2, 3) + 6 = 16
Fire damage: 1d6 ⇒ 6
Electric damage: 1d6 ⇒ 4
"Keep pouring the fire on! Focus down and down give them a chance to disperse! Navasi shouts as she fires off another burst of sonic energy at the reeling robot. "Give it another bolt rattler, Ray!"
1 Action Get 'Em. That 1st damage robot takes -1 circumstance penalty to AC and reflex, everyone will be adding +6 Circumstance to damage against it.
1 Action Strike
1 Action DO it Now! Ray can make another Strike against that robot as a Free action.
to hit robot: 1d20 + 28 ⇒ (15) + 28 = 43
Sonic damage: 3d6 + 6 + 5 ⇒ (2, 6, 2) + 6 + 5 = 21
Fire damage: 1d6 ⇒ 6
Electric damage: 1d6 ⇒ 4

DoubleGold |

Flask hits the robot twice, but not the 3rd time, ac 34. He finds out it has weakness to sonic. In fact that first shot is a crit.
Navasi hits the same robot. It is weak against both electric and sonic You both dealt 127 total damage to the first robot, but is is still standing.
The first robot moves to get two of you in a 30 foot cone of fire dmg: 4d10 ⇒ (3, 8, 1, 3) = 15 fire reflex 30, not sure who those two are on the map, but drew red lines.
The 2nd robot will do the same thing, slightly different arc, but will get the same two people dmg: 4d10 ⇒ (6, 8, 8, 5) = 27 fire reflex 30
The boss moves, heals the robot you just hurt for 75 points and charges up the heal ability.
The trap only gets two actions fire laser: 1d20 + 30 ⇒ (6) + 30 = 36 firing at Navasi dmg: 2d10 + 5 ⇒ (3, 4) + 5 = 12 fire at Navasi
hit: 1d20 + 25 ⇒ (10) + 25 = 35 firing at flask dmg: 2d10 + 5 ⇒ (10, 4) + 5 = 19 fire
All heroes are up

FlaskOfChuckles |
Reflex: 1d20 + 25 ⇒ (10) + 25 = 35
The one closer to the robots, with the blue circle around the avatar, is Ray.
Ray aims and fires at the same robot. He will fire twice, but switch targets if the first show knocks the robot down.
Boom Pistol: 1d20 + 28 ⇒ (4) + 28 = 32
Sonic: 5d6 + 8 ⇒ (1, 6, 2, 3, 1) + 8 = 21
Laser Pistol: 1d20 + 24 ⇒ (16) + 24 = 40
Fire: 5d6 + 8 ⇒ (6, 6, 2, 6, 6) + 8 = 34

DoubleGold |

Ray fires twice, but only the 2nd shot hits. unless you haven’t used both your hero points yet, cause you know, that is sonic damage if you want it to hit

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K'zish suffers some minor burns, but taps into his elemental connnection to soothe the injury, and summon a resounding thunderclap, rattling the 2 robots.
1 Action Transfer Vitality to self to 23 points, 2 Action cast Elemental Nova on the 2 robots, selecting Air for Sonic damage
Sonic damage to both robots, DC 36 Basic Reflex Save: 15d6 ⇒ (3, 4, 3, 4, 6, 6, 5, 2, 5, 3, 4, 5, 1, 2, 1) = 54
Damage is 60 for the already damaged robot, which also has a -1 Circumstance penalty to reflex from Get 'Em

DoubleGold |

Backtracking: Okay so Navasi did crit robot 1 as a reaction and killed robot 1 on his turn. Everyone who was hit by the first cone of fire, undo that damage. Flask then hits robot 2 for 33 sonic as it has weakness 10. The boss still heals his robots but he target number 2 and heals him 33 instead of 75, this matters cause he isn’t healing from a healing spell but from a different source which can heal an x amount of hp and recharges y amount of healing each round, x represents max capacity while y is a smaller number recharged. Flask on his next turn hits robot 2 once for 34. kzishwhen it came to your turn there was only1 robot instead of2, does this change what you want todo since your attack is an area attack?

Beapear |
Beapear takes out an autotarget rifle, strides and shoots the first robot the groups targeted.
autotarget rifle: 1d20 + 28 ⇒ (10) + 28 = 38
autotarget rifle: 3d6 + 3 ⇒ (4, 3, 2) + 3 = 12

DoubleGold |

reflex: 1d20 + 19 ⇒ (2) + 19 = 21 so he crit fails to take 120+10 damage. Bespear shoots it for 12. 176 damage on it but it still up. Navasi is up

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As the robot is rocked by the sonic blast, Navasi takes the opportunity to snap off another shot.
Tag Team reaction triggered by the critically failed save
To hit robot 2: 1d20 + 28 ⇒ (17) + 28 = 45
Sonic Damage: 3d6 + 6 ⇒ (4, 1, 6) + 6 = 17
Electric Damage: 1d6 ⇒ 1
Fire Damage: 1d6 ⇒ 5
Seeing the distance to the emplaced mech and the massive creature, Navasi shouts for everyone to take this chance to get better position, before snapping off a shot at the beast.
1 Action Get In There!
1 Action Stride
1 Action Strike
All allies will gain a +15 Status Bonus to speed until the start of Navasi's next turn and can either Step or Stride up to half speed as a Reaction if they choose.
To hit Beast: 1d20 + 28 - 2 ⇒ (15) + 28 - 2 = 41
Sonic Damage: 3d6 + 6 ⇒ (4, 1, 4) + 6 = 15
Electric Damage: 1d6 ⇒ 4
Fire Damage: 1d6 ⇒ 2

DoubleGold |

Navasi the reaction kills the 2nd robot, where would you like to redirect the attacks, boss or trap.

DoubleGold |

Navasi hits but doesn’t crit the boss, the boss is weak against fire. The boss will fire 7th level force barrage back at Navasi dmg : 12d4 + 12 ⇒ (4, 2, 2, 2, 2, 4, 1, 2, 3, 2, 1, 3) + 12 = 40 the trap will fire twice at bepear as he is the closest target. hit: 1d20 + 30 ⇒ (18) + 30 = 48 dmg: 2d10 + 5 ⇒ (3, 5) + 5 = 13 fire and a 2nd shot hit: 1d20 + 25 ⇒ (18) + 25 = 43 dmg: 2d10 + 5 ⇒ (3, 7) + 5 = 15 fire All heroes are up. Bepear it looks like you were crit then hit.

Beapear |
Beapear strides.
Beapear shoots the Bull-Thing.
autotarget rifle; Damage: 1d20 + 28 + 1 ⇒ (14) + 28 + 1 = 433d6 + 3 ⇒ (3, 3, 6) + 3 = 15
41 Damage

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K'zish focuses on the rock of the mine, and casts a spell, causing a 20ft wall to erupt from the ground, blocking off the laser-spewing machine.
3 actions, Wall of stone (Rank 6). Each 10 ft section has 10 AC, immunity to critical hits, 14 hardness and 65 HP. It is drawn in red on the map and is 20ft tall.

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AFter the bolt of force effortlessly arc around her cover, Navasi breaks out, to close the distance to the strange beast, "That's a chance, take it down while it's isolated! and lets off another shot.
1 action Stride, 1 action Get 'Em, 1 action Strike. The Beast has -1 circumstance penalty to AC and Reflex, and all damage rolls against it have a +6 Circumstance Bonus
To hit beast: 1d20 + 28 ⇒ (6) + 28 = 34
Sonic damage: 3d6 + 6 + 6 ⇒ (4, 5, 1) + 6 + 6 = 22
Fire Damage: 1d6 ⇒ 2
Electric Damage: 1d6 ⇒ 1

DoubleGold |

Flask misses. Almost forgot it has blue on, so Bepear that is a hit but… flat check: 1d20 ⇒ 3 it is a miss. And Navasi 34 is a miss. The trap is blocked but the computer programming is smart enough to attack the wall, as long as it doesn’t roll a one in a d20 it will hithits: 2d20 ⇒ (15, 11) = 26 dmg: 2d10 + 15 ⇒ (9, 5) + 15 = 29 fire so 15 cause of hardness and another dmg: 2d10 + 15 ⇒ (7, 5) + 15 = 27 13, so wall only took 27 damage, it will last a while. Meanwhile the boss hates you Kzish for making that wall so he will force barrage you dmg: 12d4 + 12 ⇒ (1, 4, 4, 4, 4, 2, 1, 4, 4, 4, 2, 1) + 12 = 47 all heroes are up, boss has 37 ac and blur on.

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Navasi continues to exort her allies to capitalize on the opportunity, as she maintains her stream of fire, "Don't let up now! Show it what you've got!"
2 Action Show 'Em What you Got
1 Action Strike
As mentioned in This post in discussion, everyone needs a role selected to benefit.
Having selected Attacker, NAvasi will roll twice and take the better on her next to hit roll.
K'zish, Beapear and Ray each gain 15 temporary hp
To hit roll 1: 1d20 + 28 ⇒ (3) + 28 = 31
To hit roll 2: 1d20 + 28 ⇒ (11) + 28 = 39
Flat Check: 1d20 ⇒ 15
Sonic Damage: 3d6 + 6 ⇒ (1, 6, 3) + 6 = 16
Fire damage: 1d6 ⇒ 3
Electric damage: 1d6 ⇒ 2

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K'zish reaches out to through their mystic connection to Beapear, and sends along a surge of fiery, revitalizing energy, before turning their attention back to the spellcasting beast, and engulfing it in a blindingly bright fiery explosion.
1 Action Transfer Vitality, Beapear regains 41HP and Beapear's next Strike will deal an extra 1d8 Persistent Fire damage
2 Action Cast Sunburst, requiring a DC 36 reflex save from the boss beast. Because K'zish selected spellcaster as a role for Show 'Em What You Got, the beast will need to roll twice and take the worse result on this save
Fire Damage: 8d10 ⇒ (9, 9, 6, 5, 2, 5, 5, 5) = 46
Vitality damage in case it is undead: 8d10 ⇒ (7, 2, 7, 9, 6, 5, 8, 7) = 51
Save results are as follows:
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage.
Critical Failure The creature takes full damage and becomes blinded permanently. If the globe overlaps with an area of magical darkness, sunburst attempts to counteract the darkness effect.

Beapear |
Beapear strides.
Beapear shoots the Bull-Thing.
autotarget rifle; Damage: 1d20 + 28 + 1 ⇒ (9) + 28 + 1 = 383d6 + 3 ⇒ (3, 2, 6) + 3 = 14

DoubleGold |

reflex: 1d20 + 21 ⇒ (8) + 21 = 29 so 46 damage plus another 20 weakness. Will update in a minute

DoubleGold |

So Navasi hits once for 41 and that shot hurts. It doesn’t dodge kzish”s attack very well taking 66 damage. Flask hits it once it the lower stomach for 27 as sonic is neither a weakness or resistance like the robots before it. Also I missed that I roll twice from the reflex save, I wonder if it crit failedreflex: 1d20 + 21 ⇒ (1) + 21 = 22 and flat check from Bepear: 1d20 ⇒ 17. So it takes another 46 from crit failing the save, it wasn’t even looking. And Bepear hits the boss for 14 in the leg. 41 from last round. 41+41+66+27+46+14. 235 damage on it. Also it is taking 1d8 persistent fire and is blinded. fire dmg this turn: 1d8 ⇒ 3 recover fire: 1d20 ⇒ 14 so 23 extra fire and it doesn’t recover 258 damage on it. it’s turn now I have to look at other spells since it can’t use force barrage 2 more times at level 7 spell slot cause of blinded.

DoubleGold |

So it will cast haste on itself and move half of its speed. 2 of you are within 30 feet of it and it has an aura, so will saves. wall hits: 2d20 ⇒ (8, 1) = 9. Wow, the 2nd dot missed the wall dmg: 2d10 + 15 ⇒ (3, 10) + 15 = 28 so 15. So the first section of the wall only took 42 damage total, all heroes are up

FlaskOfChuckles |
Let's say that Ray went before Navasi, and he will use the boost now. He will be an attacker.
Ray follows the same steps he did last round.
First shot: 1d20 + 28 ⇒ (2) + 28 = 30
First shot advantage: 1d20 + 28 ⇒ (12) + 28 = 40
Sonic: 5d6 + 8 ⇒ (1, 6, 6, 5, 1) + 8 = 27
Second shot: 1d20 + 24 ⇒ (14) + 24 = 38
Fire: 5d6 + 8 ⇒ (5, 1, 3, 2, 5) + 8 = 24

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Navasi snaps off another shot as the beast is engulfed in blinding flames.
Reaction Tag Team triggered by critically failed Reflex save
To hit reaction shot: 1d20 + 28 ⇒ (8) + 28 = 36
Flat Check for Blur: 1d20 ⇒ 15
Sonic: 3d6 + 6 ⇒ (1, 3, 2) + 6 = 12
fire: 1d6 ⇒ 6
electric: 1d6 ⇒ 3
"It's gotta be on the ropes now, just pour it on!"
1 action Get 'Em, 1 action Strike, 1 Action Strike
To hit shot 1: 1d20 + 28 ⇒ (19) + 28 = 47
Flat Check for Blur: 1d20 ⇒ 19
Sonic: 3d6 + 6 + 6 ⇒ (6, 2, 5) + 6 + 6 = 25
fire: 1d6 ⇒ 1
electric: 1d6 ⇒ 3
To hit shot 2: 1d20 + 28 ⇒ (12) + 28 = 40
Flat Check for Blur: 1d20 ⇒ 13
Sonic: 3d6 + 6 + 6 ⇒ (5, 2, 3) + 6 + 6 = 22
fire: 1d6 ⇒ 2
electric: 1d6 ⇒ 6
EDIT: Forgot a will save has to go in there, first
Will against aura: 1d20 + 25 ⇒ (3) + 25 = 28

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Seeing that the creature can't take heat, K'zish detonates another burst above it, and fires a rifle shot across, after.
2 action Elemental Nova (fire), 1 action Strike
Fire damage with a DC 36 basic saving throw: 15d6 + 6 ⇒ (2, 4, 1, 6, 5, 3, 4, 5, 1, 1, 6, 1, 1, 1, 3) + 6 = 50
flat check to target: 1d20 ⇒ 4
to hit: 1d20 + 26 ⇒ (8) + 26 = 34
fire: 3d8 + 6 ⇒ (8, 1, 8) + 6 = 23
electric: 1d6 ⇒ 5
cold: 1d6 ⇒ 5

DoubleGold |

flat check flask: 2d20 ⇒ (20, 16) = 36 so Flask chits twice dealing 71 damage. Navasi is confused but reaction shot does hit for 41reflex: 1d20 + 21 ⇒ (16) + 21 = 37 okay but 25+20 is 45 damage. Navasi there is only 2 creatures near you, your other ally and him, we aren’t going to include creatures nowhere near you. who: 2d2 ⇒ (2, 1) = 3 1s is your ally, 2 is boss. So the first strike is the boss which was a crit hit for, 29*2 +20=78. You ally can handle the damage and still attack. Boss took 235 damage this turn. Dead, I assume you can disable the trap easily conclusion coming please fill out chronicles in discussion which I forgot to post.