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Vamir allows himself to be moved closer to enemies by Norri's winds.
◇ Stride
He then brings himself into Overdrive to empower his weapon.
DC 18 (Level 3) Crafting to Expert Overdrive: 1d20 + 11 ⇒ (11) + 11 = 22 (Success: Strikes deal 3 additional damage for 1 minute)
◆ Expert Overdrive (inventor, manipulate)
He then lashes at Red.
+1 Low-Grade Cold Iron Longsword (versatile P, magical) Attack w Dynamic Weighting (two-hand d10, versatile B), Overdrive: 1d20 + 9 ⇒ (8) + 9 = 17 vs Red
Damage: 1d8 + 3 + 3 ⇒ (4) + 3 + 3 = 10 S damage, plus weakness to cold iron, +1 circumstance bonus to damage vs demons (or +2 from its sin vulnerability)
+1 Low-Grade Cold Iron Longsword (versatile P, magical) Attack w Dynamic Weighting (two-hand d10, versatile B), Overdrive, MAP: 1d20 + 9 - 5 ⇒ (9) + 9 - 5 = 13 vs Red
Damage: 1d8 + 3 + 3 ⇒ (3) + 3 + 3 = 9 S damage, plus weakness to cold iron, +1 circumstance bonus to damage vs demons (or +2 from its sin vulnerability)
◆ Strike
◆ Strike

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Ari Atilise's Arcana (T): 1d20 + 6 ⇒ (4) + 6 = 10
Ari moves forward, pushed by Nhorri's winds. She slashes at the Red snake and does grievous damage to it. However, she can't seem recall anything about it at the moment.
Vamir fiddles with his weapon to make it more powerful. However, he fails to connect with his target.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain: Trees are difficult terrain
After your Turn:
DC 15 Flat Check vs 1d6 Persistent Cold: Landon
------------------
Those with ** may go
Blackfeather Jack - AC 18 33/33 (Four Winds)
Nhorri - AC 18 32/32
Blue (-10; 17 < AC <= 19)
Ari Atilise - AC 18 19/19
Vamir Zylven - AC 19 (21 w/shield) 38/38
**Landon - AC 18 (20 w/shield) 9/17 (Four Winds; 1d6 Persistent Cold)
Red (-34; 17 < AC <= 19)
Dendri - AC 17 20/20 (Four Winds)

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Landon is caught completely off guard by the freezing monsters, the awareness that he is fighting for his life spreading with the frostbite up his arm.
He draws his sword (one action, provokes reactions) and strikes twice at his attacker (two actions):
Strike: 1d20 + 9 ⇒ (2) + 9 = 11
Strike: 1d20 + 4 ⇒ (6) + 4 = 10
Unfortunately the numbing pain in his arm causes his attacks to be clumsy and miss.
Flat check DC 15: 1d20 ⇒ 8

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Landon draws his sword and swings at Blue but doesn't connect.
Persistent Cold: 1d6 ⇒ 2
Red strikes at Ari, Vamir: 1d2 ⇒ 2
Jaws vs Vamir AC 19: 1d20 + 9 ⇒ (2) + 9 = 11 for Piercing: 1d6 + 1 ⇒ (2) + 1 = 3
Jaws vs Vamir AC 19, MAP: 1d20 + 4 ⇒ (8) + 4 = 12 for Piercing: 1d6 + 1 ⇒ (5) + 1 = 6
Jaws vs Vamir AC 19, MAP 2+: 1d20 - 1 ⇒ (3) - 1 = 2 for Piercing: 1d6 + 1 ⇒ (2) + 1 = 3
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain: Trees are difficult terrain
After your Turn:
DC 15 Flat Check vs 1d6 Persistent Cold: Landon
------------------
Those with ** may go
-2-
**Blackfeather Jack - AC 18 33/33 (Four Winds)
**Nhorri - AC 18 32/32
Blue (-10; 17 < AC <= 19)
Ari Atilise - AC 18 19/19
Vamir Zylven - AC 19 (21 w/shield) 38/38
Landon - AC 18 (20 w/shield) 7/17 (Four Winds; 1d6 Persistent Cold)
Red (-34; 17 < AC <= 19)
-1-
**Dendri - AC 17 20/20 (Four Winds)

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Jack glares at the creature that attacked Landon. ”YOUR TIME DRAWS NIGH!”, he wails.
Another crow breaks away from the circling flock, and swoops toward it. The fire in its eyes spreads to engulf it before impact.
Demoralize Blue (Intimidating Glare), Elemental Blast (two-action, fire)
Intimidation: 1d20 + 7 ⇒ (8) + 7 = 15
Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d6 + 4 ⇒ (4) + 4 = 8F

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Jack glares at the Blue snake and rattles it. He unleashes a fireball at it and hits. He also notices that the fire did more damage to the creature, indicating that it has a weakness to fire!!
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain: Trees are difficult terrain
After your Turn:
DC 15 Flat Check vs 1d6 Persistent Cold: Landon
------------------
Those with ** may go
-2-
Blackfeather Jack - AC 18 33/33
**Nhorri - AC 18 32/32
Blue (-23; 17 < AC <= 19; F1)
Ari Atilise - AC 18 19/19
Vamir Zylven - AC 19 (21 w/shield) 38/38
Landon - AC 18 (20 w/shield) 7/17 (Four Winds; 1d6 Persistent Cold)
Red (-34; 17 < AC <= 19)
-1-
**Dendri - AC 17 20/20 (Four Winds)

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Shifting, almost floating off to the side, Nhorri lines up with the snakes to send a shearing slice of air across their bodies. "Watch out, everyone! It's coming back too!" (60' line. She can have it return along the same line next turn.)
Aerial Boomerang slashing damage: 2d4 ⇒ (1, 4) = 5
DC 18 basic Reflex for Red and Blue
◆ Stride, ◆◆ Aerial Boomerang

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Red Ref: 1d20 + 9 ⇒ (14) + 9 = 23
Ref: 1d20 + 9 ⇒ (11) + 9 = 20
Nhorri gets into a favorable spot and sends a slice of air against them. Although both manage to get out of the way in time, Red is far too injured and doesn't survive the ordeal.
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Terrain: Trees are difficult terrain
After your Turn:
DC 15 Flat Check vs 1d6 Persistent Cold: Landon
------------------
Those with ** may go
-2-
Blackfeather Jack - AC 18 33/33
Nhorri - AC 18 32/32
Blue (-25; 17 < AC <= 19; F1)
Ari Atilise - AC 18 19/19
Vamir Zylven - AC 19 (21 w/shield) 38/38
Landon - AC 18 (20 w/shield) 7/17 (Four Winds; 1d6 Persistent Cold)
-1-
**Dendri - AC 17 20/20 (Four Winds)

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Dendri attempts to set Blue on fire but her fireball misses by a whisker.
Blue tries to bite Ari, Landon: 1d2 ⇒ 2
Jaws vs Landon AC 18: 1d20 + 9 ⇒ (8) + 9 = 17 for Piercing: 1d6 + 1 ⇒ (5) + 1 = 6
Jaws vs Landon AC 18, MAP: 1d20 + 4 ⇒ (19) + 4 = 23 for Piercing: 1d6 + 1 ⇒ (2) + 1 = 3
Jaws vs Landon AC 18, MAP 2+: 1d20 - 1 ⇒ (20) - 1 = 19 for Piercing: 1d6 + 1 ⇒ (4) + 1 = 5
Landon takes two more chomps and drops to the snow.
Fair warning -- Persistent Damage combined with the Dying/Wounded condition is nasty.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Terrain: Trees are difficult terrain
Before your Turn:
DC 12 Recovery: Landon
After your Turn:
DC 15 Flat Check vs 1d6 Persistent Cold: Landon
------------------
Those with ** may go
-3-
**Blackfeather Jack - AC 18 33/33
**Nhorri - AC 18 32/32
-2-
Landon - AC 18 (20 w/shield) 0/17 (1d6 Persistent Cold; Dying 2)
Blue (-25; 17 < AC <= 19; F1)
**Ari Atilise - AC 18 19/19
**Vamir Zylven - AC 19 (21 w/shield) 38/38
**Dendri - AC 17 20/20

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Ari gasps in horror as her comrade falls into the snow. She tries to cut the snake down where it stands.
Strike, Wreath: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Slashing: 1d10 + 4 ⇒ (8) + 4 = 12
Realising that she needs to heal his wounds quickly, she Shifts her Immanence into her Horn of Plenty. With her preparation complete, in one swift motion she Releases one hand from her Katana and withit, lifts the temporary elixir of life her Horn always spawns to her lips. Like Tantalus before her, the liquid evades her lips. Instead it Feeds the Masses and enters into Landon's prone form, rejuvenating him...if only just by a little bit.
Healing for Landon, Temporary Elixir of Life: 1d6 ⇒ 4
◆ Strike, ◆ Shift Immanence (Wreath), ◇ Release 1 hand from weapon, ◆ Feed the Masses, ◇ Spark shifts back to Wreath

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Ari strikes at Blue but doesn't hit. She prepares a healing elixir and tips it down Landon's throat.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Terrain: Trees are difficult terrain
Before your Turn:
After your Turn:
DC 15 Flat Check vs 1d6 Persistent Cold: Landon
------------------
Those with ** may go
-3-
**Blackfeather Jack - AC 18 33/33
**Nhorri - AC 18 32/32
**Landon - AC 18 (20 w/shield) 4/17 (1d6 Persistent Cold; Wounded 1; Prone; Hands Empty)
-2-
Blue (-25; 17 < AC <= 19; F1)
Ari Atilise - AC 18 19/19
**Vamir Zylven - AC 19 (21 w/shield) 38/38
**Dendri - AC 17 20/20

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"Oh, no! Landon!" Nhorri cries as he drops. Thank goodness Ari was able to revive him! "You better not hurt him again!" She proclaims, pulling her Aerial Boomerang back to her, slicing into the blue snake's scales.
Slashing damage vs. Blue: 2d4 ⇒ (1, 4) = 5
DC 18 basic Reflex
She follows it up with a powerful Elemental Blast.
◆◆ Elemental Blast vs. blue: 1d20 + 8 ⇒ (4) + 8 = 12
Slashing damage: 1d6 + 4 ⇒ (4) + 4 = 8
◆ Return Aerial Boomerang, ◆◆ Elemental Blast

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Two more crows make their sorties, igniting like phoenixes as they approach.
Elemental Blast (two-action), Elemental Blast (one-action) vs Blue
Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d6 + 4 ⇒ (3) + 4 = 7F
Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 ⇒ 4F

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Blue manages to avoid Nhorri's aerial boomerang but it dodges straight into Jack's flaming crows, which burn (or melt) its face off.
COMBAT OVER
However, we need to remain in initiative to resolve Landon's persistent cold. You can either heal him to help him survive the damage or try to lower the DC by performing actions to help him resist the cold. You can try to build a fire or warm him up (just don't cast ignition at him!)
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Terrain: Trees are difficult terrain
Before your Turn:
After your Turn:
DC 15 Flat Check vs 1d6 Persistent Cold: Landon
------------------
Those with ** may go
Blackfeather Jack - AC 18 33/33
Nhorri - AC 18 32/32
**Landon - AC 18 (20 w/shield) 4/17 (1d6 Persistent Cold; Wounded 1; Prone; Hands Empty)
Ari Atilise - AC 18 19/19
**Vamir Zylven - AC 19 (21 w/shield) 38/38
**Dendri - AC 17 20/20

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"You need a warm-up!" Vamir rubs his palms together to produce some heat and presses them on Landon's hands and helps him to do the same.
"Rub your palms together and put them on your face!"

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Landon wakes with a start as Ari's healing elixer takes effect. Instinctively, he tries to reach for his sword, but his arm is numb and unresponsive.
"Are they gone? Those weren't goblins..." he says, still groggy.
As Vamir helps to warm him up, he reaches into his pack with his good arm. "One moment, I have some torches here," he says, drawing a torch (one action), "Would somebody help me light this, please?"
Then, with his bad arm, he fumbles his healing potion off his belt (one action, the one from the pathfinder provisions) and drinks the contents (last action), trying to buy time before the pain causes him to pass out again.
Minor healing potion: 1d8 ⇒ 8
Recovery check: 1d20 ⇒ 20
The dice seem to like Landon again!

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Vamir helps Landon warm up.
DC for Flat Check now 10

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Cold: 1d6 ⇒ 3
Landon manages to drink his healing potion and recover from the cold.
ENCOUNTER OVER
Does anyone have any form of healing/treat wounds?

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”YOU SURVIVED THEIR TRICK, SO YOU’VE EARNED A TREAT!”, Jack declares.
He holds out his hand, and a caramel apple on a stick grows out of it. One of the crows carries it to Landon, and drops it in his hand.
FRESH PRODUCE [one-action]
You grow a nourishing nut, vegetable, seed, or fruit. Choose a creature in your kinetic aura. The produce grows in their open hand, or at their feet if they have no open hands. The produce has light Bulk. A creature can eat it with an Interact action to regain 1d4 + 1 HP; this is a healing vitality effect. The creature feels full for 10 minutes, during which it has resistance 2 to void damage and can’t eat another piece of produce. Produce not consumed by the start of your next turn withers away.
With that, the fire in Jack’s head dwindles and goes out, as the remaining crows crumble to ash in midair.
Healing: 1d4 + 1 ⇒ (4) + 1 = 5

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I think we've been healed to full by now. No one took any damage during this fight besides Landon, who has been healed to full by means of 2 potions and a candy apple. While I don't have a way to treat wounds (yet, at this level), I think we could just eat Jack's nourishing nuts Fresh Produce until we get back to full health, given enough time. I'm sure someone else has medicine.

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Sorry, I only just noticed the last 3 cold damage. If I'm following along correctly, he had 4, healed with the potion to 12, took 3 cold damage (9/17), and gained 5 from Jack's fruit, for a final tally of 14, wounded 1.
In that case, Landon will risk trying to treat his injury to remove the wounded condition.
Treat wounds, trained, DC 15: 1d20 + 4 ⇒ (10) + 4 = 14
Landon tries to treat his frostbitten arm, but his medical training was more focused on battlefield injuries than elemental wounds, and he isn't quite able to succeed.
I can try to Treat Wounds for anyone else who is hurt and willing to risk a critical failure.

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No healing abilities or skills from Vamir, unfortunately.

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As long as you had some method to treat wounds, I was just going to hand wave healing... let's just say you critically succeeded and you're all back to full. Although you're not quite on a timeline, it won't do to have to camp there overnight...
Discovering the destination of the goblins is quite easy—the rascals were so excited over a successful heist and chaosinducing rampage that they didn't bother covering their tracks. A couple hours of travel through the Hoarwood leads you to a clearing.
The ring that edges this clearing is marked by a gruesome spectacle; trees stripped of needles and garnished with thorny vines that impale scores of dead crows like a natural iron maiden. The group of chattering winter goblins crowd the center of the clearing, gathered around a sizable wooden structure and all but climbing over each other to get closer.
A loud crack that sounds like a log splitting disperses the cluster back to a reasonable distance, allowing for a proper look. The desiccated remains of a tree stump have been hollowed out and shaped into a twisted facsimile of a throne, complete with a soaring back and wide arms that make it too large for its occupant: a human-shaped plant, no larger than a forearm, woven with gnarled branches and pine needles encrusted with frost. It twirls a piece of sapling in what passes for its hands, capped with red berries like rubies on a scepter, the very image of a tiny wicker king. Its featureless head tilts downward, gazing at the train models pilfered from Queen Anastasia's estate.

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As you approach, the mob of goblins falls uncharacteristically silent, eyes darting between the intruders and the plant-creature.
The fey turns their eyeless face to the trespassers, somehow twisting their featureless countenance into something resembling haughty curiosity. In a voice that sounds like frosted branches snapping underfoot, they ask, "What humanoids dare impose upon the court of King Rimesnap?"

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”Who are we? Who are WE?”, Jack replies, before a rousing song begins. Cast musical accompaniment
”We are the Pathfinders, honor’ble and true!
And following the path is how we found YOU!
Your subjects have stolen all the booty they could pack,
So we’re here to stop you, and take it all back!”

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Nhorri just barely stops herself from adding: "*Yeah!*" after Blackfeather's performance. That would've been awkward. Instead, she disguises her reflex to clap her hand over her mouth as a vigorous fist pump. A *silent* one, with her lips pressed firmly together.

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Landon stares at the tiny plant king, then glances back at the singing pumpkin. "Well, this is...whimsical."
He shakes his head, wondering if he got a concussion when he fell earlier. "Your highness, King Rimesnap. If I may, those models belong to the court of Queen Anastasia. Is there some reason you desire them?"

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"Uhm, yeah, like he said, we are here for that. Your goblins stole those." Vamir tells the fey flatly.

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"I dare say your goblins were the ones imposing on the court of Queen Anastasia, since those train sets belong to her. We'd like them back now, thank you very much." Ari also states matters flatly.

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Rimesnap sneers at your answers. "These 'train' models. Should they be built, will cause untold destruction to the Hoarwood, and such would be an assault on my kingdom! As such, I will not return them! What will you do if I do not return them?!" he asks.

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"But...this is Anastasia's kingdom. So, um... Have you heard of baloney?" Nhorri looks confused, but she's pretty sure this Rimesnap is full of said baloney, and if they don't start playing nice, they're going to become a bunch of little frozen wood chips.

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"Our directive is to secure the models, without violence if at all possible. Your subjects," Landon motions towards the goblins, "Sang about how they were told not to harm the castle staff. Nobody here wants anyone to get hurt, so why not come back with us and bring the models yourself? You can present your concerns to Queen Anastasia, monarch to monarch. She seems reasonable; I'm sure she would hear you out."

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"One is already too many. The Hoarwood will thank me for dealing with you!" Raising his voice to a shout, Rimesnap commands, "GOBLINS! Your king requires your service. Defend the kingdom against the interlopers!"
You can make either a DC 15 Intimidation/Diplomacy check to get the goblins to stand down OR a DC 15 Nature check to point out that "King" Rimesnap really has little power in the Hoarwood

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You can make either a DC 15 Intimidation/Diplomacy check to get the goblins to stand down OR a DC 15 Nature check to point out that "King" Rimesnap really has little power in the Hoarwood
All of us, or just one?

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Nature DC 15: 1d20 + 1 ⇒ (14) + 1 = 15
Whew!
Nhorri narrows her eyes. All the confusion is gone now, replaced by steely resolve. "Like I said, it's *Anastasia's* kingdom. *You* have no power here," she growls, pointing at Rimesap.

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"Those models don't belong to you. We are trying to be reasonable, but we are going to be bringing them back with us, one way or another. Please, do yourselves a favour and don't stand in our way."
Diplomacy, trained: 1d20 + 3 ⇒ (16) + 3 = 19

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Creepy organ music starts up, as Jack addresses the fey in somber tones. Cast musical accompaniment
”A merry chase is well and good,
But have a care about your wood,
Or else a tragic song you’ll sing;
You can’t spell ‘kindling’ without ‘king’”
A flicker of fire appears in Jack’s head.
Intimidation: 1d20 + 7 ⇒ (11) + 7 = 18
+1 for the music?

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"I am note if the Queen will be happy about that." Vamir adds to what other have already told the fey.
DC 15 Nature: 1d20 + 5 ⇒ (5) + 5 = 10

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Dendri draws herself to her full height and yells at the goblins to back down. The gobbos look uneasily at each other and hesitate. Jack's halo of fire convinces them and they back down. Rimesnap howls in dismay and waves a wand at the desiccated birds around the clearing. To your horror, they take flight and form swarms.
Blackfeather Jack's Initiative using Scout: 1d20 + 7 ⇒ (7) + 7 = 14
Vamir Zylven's Initiative using Defend: 1d20 + 6 ⇒ (10) + 6 = 16
Nhorri's Initiative using Search: 1d20 + 6 ⇒ (17) + 6 = 23
Ari Atilise's Initiative using Investigate: 1d20 + 4 ⇒ (7) + 4 = 11
Landon's Initiative using Defend: 1d20 + 7 ⇒ (11) + 7 = 18
Dendri's Initiative using Detect Magic: 1d20 + 6 ⇒ (15) + 6 = 21
Rimesnap Init: 1d20 + 7 ⇒ (14) + 7 = 21
Blue Init: 1d20 + 4 ⇒ (15) + 4 = 19
Yellow, Init: 1d20 + 4 ⇒ (5) + 4 = 9
Pink Init: 1d20 + 2 ⇒ (7) + 2 = 9
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain:
* Trees are difficult terrain
* Rimesnap's throne is 5' up
Special Conditions:
* Rimesnap is tiny. Token is enlarged for visibility
------------------
Those with ** may go
**Nhorri - AC 18 32/32
Rimesnap
Dendri - AC 17 20/20
Blue
Landon - AC 18 (20 w/shield) 17/17
Vamir Zylven - AC 19 (21 w/shield) 38/38
Blackfeather Jack - AC 18 33/33
Ari Atilise - AC 18 19/19
Yellow
Pink

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"Swarms! Spread out!" Nhorri shouts, Channeling Elements and shooting a wild electric blast at Rimesap, despite her poor line of sight.
Elemental Blast specifically states that it targets one creature, so it looks like she can't target swarms? I'm missing the 1e kinetic blast, which always does full damage to swarms.
Elemental Blast vs. Red: 1d20 + 8 ⇒ (8) + 8 = 16
Electric damage: 1d6 ⇒ 2
She follows that up with a Four Winds Impulse, boosting the movement of Dendri, Vamir, Landon, and Blackfeather Jack with bursts of air to their backsides. (Each of you can Stride up to half your speed for free.) Her Impulse Junction gives her the same tush-pushing boost as well.
◆ Channel Elements, ◇ Elemental Blast, ◆◆ Four Winds

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I'll allow targeting a swarm. It just won't be considered area damage
Nhorri shoots a lightning bolt at Rimesnap but she misses.
Rimesnap suddenly winks out from where his throne is. You hear rustling in the trees to the west
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain:
* Trees are difficult terrain
* Rimesnap's throne is 5' up
Special Conditions:
* Rimesnap is tiny. Token is enlarged for visibility
------------------
Those with ** may go
Nhorri - AC 18 32/32
Rimesnap (16 < AC)
**Dendri - AC 17 20/20
Blue
Landon - AC 18 (20 w/shield) 17/17
Vamir Zylven - AC 19 (21 w/shield) 38/38
Blackfeather Jack - AC 18 33/33
Ari Atilise - AC 18 19/19
Yellow
Pink

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Dendri raises her hands and becomes a human flamethrower, incinerating a large number of undead crows, who fail to get out of the way in time.
The swarm moves in and starts pecking at Dendri and Ari.
Swarming Pecks, Piercing; DC 17 Basic Reflex Save: 1d8 ⇒ 5
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain:
* Trees are difficult terrain
* Rimesnap's throne is 5' up
Special Conditions:
* Rimesnap is tiny. Token is enlarged for visibility
Before your Turn:
DC 17 Basic Reflex vs 5 Piercing: Dendri, Ari
------------------
Those with ** may go
Nhorri - AC 18 32/32
Rimesnap (16 < AC)
Dendri - AC 17 20/20
Blue (-17)
**Landon - AC 18 (20 w/shield) 17/17
**Vamir Zylven - AC 19 (21 w/shield) 38/38
**Blackfeather Jack - AC 18 33/33
**Ari Atilise - AC 18 19/19
Yellow
Pink