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Reflex Save: 1d20 + 10 ⇒ (20) + 10 = 30
Fortitude Save: 1d20 + 13 ⇒ (9) + 13 = 22
Need to make demon dead.
◆ Strike
+1 Striking Greataxe: 1d20 + 16 - 1 ⇒ (1) + 16 - 1 = 16
Slashing Damage: 2d12 + 6 - 1 ⇒ (6, 6) + 6 - 1 = 17
◆ Strike
+1 Striking Greataxe: 1d20 + 16 - 1 - 5 ⇒ (17) + 16 - 1 - 5 = 27
Slashing Damage: 2d12 + 6 - 1 ⇒ (12, 4) + 6 - 1 = 21
◆ Strike
+1 Striking Greataxe: 1d20 + 16 - 1 - 10 ⇒ (3) + 16 - 1 - 10 = 8
Slashing Damage: 2d12 + 6 - 1 ⇒ (2, 10) + 6 - 1 = 17
If Pink drops, use any remaining attacks on Green.
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. Whether or not it needed to escape, the ally can then Step as a free action if it’s able to move.

GM Super Zero |

Ra'uf cuts off one of the insectile demon's spare legs.
Ra'uf heals healing: 4d6 ⇒ (5, 6, 2, 1) = 14 from Celestia's cloak of light
Critical failure, hit, critical failure.
Ra'uf Fort: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20 Failure, Stage 2 deals poison damage: 2d8 ⇒ (4, 3) = 7 and inflicts Enfeebled 2
It pushes itself to its remaining feet and stings Hobbs. He hears a voice in his head. Small, weak creature! Move away or die.
Heals healing: 4d6 ⇒ (1, 1, 2, 4) = 8 from Celestia's cloak of light
◆ Stand
◆ Strike Hobbs Stinger: 1d20 + 18 ⇒ (12) + 18 = 30 Hits for piercing (unholy) damage: 2d8 + 9 ⇒ (2, 5) + 9 = 16 and make a Fort save; Ra'uf's Liberating Step blocks 9 of it
◆ Strike Hobbs Claw: 1d20 + 18 - 4 ⇒ (3) + 18 - 4 = 17 Critical failure
Kaitlyn, Locus-22, and Hobbs's turns.
Initiative:
Green Derakni (-123 HP, bloodied)
Kaitlyn (AC 26, 89/92 HP, DC 23 Ref vs 7 b, DC 23 Fort vs 8 v)
Locus-22 (AC 24, 56/64 HP)
Hobbs (AC 27/28, 62/96 HP, Fort save vs Abyssal Poison)
Ritual Effects
Ra'uf (AC 28, 44/90 HP, Stage 2 Abyssal Poison 4 rounds, Enfeebled 2)
Celestia (AC 20, 44/50 HP, Bless 25 ft, Angelic Halo, cloak of light [adjacent living creatures heal 4d6 at the start of their turns])

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Fortitude: 1d20 + 15 ⇒ (12) + 15 = 27 Successes are Crit Successes
Reflex: 1d20 + 15 ⇒ (15) + 15 = 30 3 Bludgeoning Damage
Kat moves to further help Ra'uf, before slashing at the remaining Derakni.
Treat Condition, Enfeebled: 1d20 + 16 ⇒ (19) + 16 = 35
If that's a crit, then Enfeebled goes away
Tiger Claw: 1d20 + 16 ⇒ (6) + 16 = 22 for Slashing: 2d8 + 4 ⇒ (2, 7) + 4 = 13 plus 1d6 Persistent Vitality vs Undead
Tiger Claw, MAP, Agile: 1d20 + 12 ⇒ (5) + 12 = 17 for Slashing: 2d8 + 4 ⇒ (5, 1) + 4 = 10 plus 1d6 Persistent Vitality vs Undead
◆◆ Doctor's Visitation (Treat Condition)
◆ Flurry

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Reflex : 1d20 + 13 ⇒ (14) + 13 = 27
Fort : 1d20 + 13 ⇒ (3) + 13 = 16
Locus finds her feet, but the void energy just seems to be relentlessly effective against the poor girl.
Buzzing Bites, Save previously Failed: 4d4 ⇒ (2, 4, 2, 2) = 10
Needle Darts attack: 1d20 + 15 ⇒ (16) + 15 = 31
Cold Iron, P: 6d4 ⇒ (2, 2, 3, 2, 1, 1) = 11
◆ Sustain buzzing bites, ◆◆ Needle Darts

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His face set in a determined grimace, Hobbs puts extra effort into finishing the stubborn demon.
ignition vs green OG, bless, overwhelming energy: 1d20 + 19 + 1 ⇒ (16) + 19 + 1 = 36
damage, fire: 6d6 + 2 ⇒ (5, 3, 1, 6, 4, 2) + 2 = 23
◆ Overwhelming energy, ◆◆ cast ignition

GM Super Zero |

Kaitlyn isn't able to damage the demon this time, but Locus is. As her cold iron pierce it, it collapses to the ground with a crunch. Hobbs's attack proves unnecessary.
Hobbs Fort: 1d20 + 17 ⇒ (5) + 17 = 22 Failure. Stage 1 is Enfeebled 1 and poison damage: 2d6 ⇒ (2, 4) = 6
Hobbs Fort: 1d20 + 17 ⇒ (13) + 17 = 30 Success, poison ends.
Without angry demons riling it up, the pulses of demonic energy seem to stabilize for now.
The hazard no longer affects you here while there isn't combat, so the only thing left to resolve is Ra'uf's poisoning.
Status:
Kaitlyn (AC 26, 86/92 HP)
Locus-22 (AC 24, 56/64 HP)
Hobbs (AC 27/28, 56/96 HP)
Ra'uf (AC 28, 44/90 HP, Stage 2 Abyssal Poison 4 rounds)
Celestia (AC 20, 44/50 HP, Bless 25 ft, Angelic Halo, cloak of light [adjacent living creatures heal 4d6 at the start of their turns])

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Kat Treat Poison: 1d20 + 16 ⇒ (17) + 16 = 33
+2 on his next save; +4 if that's a crit
Unfortunately, unlike AD&D, treat poison and antidote just gives a bonus :)
Kat has an aeon stone so she'll be fine in 6 minutes

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Ra'uf spends the next 24 seconds fighting off the poison.
Fortitude Save: 1d20 + 13 + 4 ⇒ (8) + 13 + 4 = 25
Fortitude Save: 1d20 + 13 ⇒ (9) + 13 = 22
Fortitude Save: 1d20 + 13 ⇒ (7) + 13 = 20
Fortitude Save: 1d20 + 13 ⇒ (15) + 13 = 28
Also regaining 1 HP per minute... and would love to refocus at least once.

GM Super Zero |

It has a maximum duration of six rounds anyway. You take another poison damage: 2d6 ⇒ (5, 1) = 6, but you can take some time so it probably doesn't matter.

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Locus recalls Toop and pats her familiar as it sits upon her shoulder and purrs. (Well, it sounds like a purr; maybe it's just the giant locust rubbing his legs together.) "I, too, would like to rest a bit before moving on. That was a very dangerous fight. Thank you Ra'uf, for being such a stalwart front line. I don't think we would have survived without you."
Who's a good boy? Ra'uf's a good boy; yes he is!
Refocus time, yes please.

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Celestia continues to sustain her Cloak of Light for as long as she can to heal up her allies.
Once it runs out she sits, feeling a bit tired.
Could we take ten please? And I hope there isn't another conflict like that last one. I'm not sure how much spell power I got left in me.

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Agreed. Ra'uf is a good boy. Kat also needs to refocus...

GM Super Zero |

The Pathfinders are able to take some time uninterrupted to prepare to explore further.
The doors to the south are pretty thoroughly barricaded, but they were still bringing supplies out of the door to the east that's more easily accessible. It is, however, locked.
The cavern still quakes intermittently, but it's less frequent and violent now, the demonic energies sending an unpleasant but harmless tingle down the spine.

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After resting and when everyone is ready, Locus approaches the locked door. "Why would they lock it? Were they not just moving supplies?" She checks the bodies of the two champions to see if they have a key.
Assuming not, but I don't know that we said we would loot check them.
"It seems it falls to me, then," she says when no one else moves to open the door. She searches her nearly perfect memory and recalls some lessons she picked up the last time she passed through the Grand Lodge.
Boon: Steady Hand: [free-action] (fortune) Once per adventure. Roll twice and take the higher result on a Thievery check. You can only activate this ability before rolling the check.
Thievery (T): 1d20 + 14 ⇒ (6) + 14 = 20
Thievery (T): 1d20 + 14 ⇒ (20) + 14 = 34

GM Super Zero |

The shields made of locust wings might be of interest, and the champions' scythes are magical, but no key.
Locus opens the door easily, though. The door opens to reveal a dimly lit tunnel, along with a pungent wave of sulfur. The tunnel leads downward in a long, slow curve that wraps around.
Think the point here is just to direct you around to the other end of the map next so that you don't go right to the middle.

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Kat shudders at the tingles down her spine. She keeps her bow out, pointed downwards but an arrow nocked in the string.

GM Super Zero |

The tunnel shortly opens onto a small room packed full of crates, clearly ready to be ferried out of the hideout forthwith. The packed items are primarily personal effects, though once crate contains a number of documents and ledgers.
Another pulse of abyssal energy surges through the room.
DC 23 Reflex save against Bludgeoning damage: 1d8 + 4 ⇒ (8) + 4 = 12
DC 23 Fort save against Void damage: 1d8 + 4 ⇒ (6) + 4 = 10
The critical failure effects technically still apply, but aren't really relevant at the moment since it isn't happening every round now.
By the time you've finished, though, there's another pulse of abyssal energy.
DC 23 Reflex save against Bludgeoning damage: 1d8 + 4 ⇒ (8) + 4 = 12
DC 23 Fort save against Void damage: 1d8 + 4 ⇒ (5) + 4 = 9
The critical failure effects technically still apply, but aren't really relevant at the moment since it isn't happening every round now.

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Fortitude: 1d20 + 15 ⇒ (20) + 15 = 35 Successes are Crit Successes
Reflex: 1d20 + 15 ⇒ (17) + 15 = 32
Kat yelps as she bangs her knee against a rock. Fortunately, he Aeon stone begins healing the bruise as she looks through the ledgers.
Go ahead and open the spoiler

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There's a second set of saves within the Spoiler. I presume that means if we examine the ledgers, we have to roll those. But even if just one of us takes the 10 minutes to examine the ledgers, then we all have to make the extra set of saves cause we're all there together.
Reflex DC 23: 1d20 + 13 ⇒ (13) + 13 = 26
Fort DC 23: 1d20 + 13 ⇒ (14) + 13 = 27
As Locus examines the ledgers, she's so distracted by the data (and the horrible penmanship) that the next wave of abyssal energy catches her off guard.
Reflex DC 23: 1d20 + 13 ⇒ (4) + 13 = 17
Fort DC 23: 1d20 + 13 ⇒ (4) + 13 = 17

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Fortitude Save: 1d20 + 13 ⇒ (2) + 13 = 15
Reflex Save: 1d20 + 10 ⇒ (15) + 10 = 25
Fortitude Save: 1d20 + 13 ⇒ (9) + 13 = 22
Reflex Save: 1d20 + 10 ⇒ (19) + 10 = 29

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reflex save DC23: 1d20 + 19 ⇒ (19) + 19 = 38
fort save DC23: 1d20 + 17 ⇒ (17) + 17 = 34
reflex save DC23: 1d20 + 19 ⇒ (5) + 19 = 24
fort save DC23: 1d20 + 17 ⇒ (9) + 17 = 26
6 bludgeoning and 4-1=3 void for a total of 9 damage to Hobbs. His Aeon stone heals for 10 during the 10 minutes we examine the ledgers.
"We're going to have to do something about whatever is causing these abyssal energy discharges." Hobbs pulls out a vial and whips up a quick healing elixir.
moderate elixir of life vs Hobbs: 5d6 + 12 ⇒ (2, 4, 1, 3, 2) + 12 = 24
How much healing to we get from the remaining rounds of cloak of light?

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Ra'uf loses 33 HP from damaging effects and regains 10 from his aeon stone. That leaves him with 18 plus whatever he gets from additional healing (extra cloak of light rounds, treat wounds, etc.).

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If we have 10 minutes
Kat steps up and dresses Ra'uf's wounds.
Healing, Assurance Medicine, DC 20: 2d8 + 15 ⇒ (8, 5) + 15 = 28

GM Super Zero |

Kaitlyn Ref: 1d20 + 15 ⇒ (20) + 15 = 35
Kaitlyn Fort: 1d20 + 15 ⇒ (2) + 15 = 17
Kaitlyn takes 6 damage, recovers from all of it over 10 minutes, then takes another 8 damage after resistance.
Celestia takes 17 damage, then another 9 after 10 minutes.
Locus takes 11 damage, recovers from 10 over 10 minutes, and takes another 21.
Ra'uf takes 15 damage after resistance, recovers from 10 over 10 minutes, and takes another 14 after resistance (how do you get 33?).
Hobbs takes 0 damage, so there's nothing to recover over 10 minutes, and takes another 9 damage.
Cloak of light only lasted one minute.
Kaitlyn can treat someone during those 10 minutes if she wants (although I thought she was searching the ledgers?). Lingering will likely mean another demonic pulse; they seem to be happening about once every 10 minutes now.
Status:
Kaitlyn (AC 26, 84/92 HP)
Locus-22 (AC 24, 42/64 HP)
Hobbs (AC 27/28, 87/96 HP)
Ra'uf (AC 28, 71/90 HP)
Celestia (AC 20, 24/50 HP)

GM Super Zero |

The next pulse never comes, though.
You can heal up. Except--
Until the party tries to move on, that is.
[ooc]Kaitlyn Reflex: 1d20 + 15 ⇒ (10) + 15 = 25
Ra'uf Reflex: 1d20 + 10 ⇒ (5) + 10 = 15
Hobbs Reflex: 1d20 + 19 ⇒ (8) + 19 = 27
Celestia Reflex: 1d20 + 10 ⇒ (6) + 10 = 16
Locus Reflex: 1d20 + 13 ⇒ (13) + 13 = 26
Bludgeoning Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Kaitlyn Fort: 1d20 + 15 ⇒ (2) + 15 = 17
Ra'uf Fort: 1d20 + 13 ⇒ (17) + 13 = 30
Hobbs Fort: 1d20 + 17 ⇒ (2) + 17 = 19
Celestia: 1d20 + 11 ⇒ (4) + 11 = 15
Locus Fort: 1d20 + 13 ⇒ (10) + 13 = 23
Void Damage (Unholy): 1d8 + 4 ⇒ (5) + 4 = 9
Either doorway out of this room leads to a long hallways lined with doors that hang open, showing small, largely empty rooms. It’s unclear what purpose these cells once served. Boxes fill many of these small rooms, but others are conspicuously empty, with dark stains on the floors, walls, and ceilings. To the north, rubble chokes the remains of a stairway.
Status:
Kaitlyn (AC 26, 80/92 HP)
Locus-22 (AC 24, 57/64 HP)
Hobbs (AC 27/28, 84/96 HP)
Ra'uf (AC 28, 79/90 HP)
Celestia (AC 20, 33/50 HP)
If you'd like to just set a plan of exploration for me to resolve until something stops you, you can do that too.

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"Well this is getting annoying. I suggest we move forward without delay until we find the source of these abyssal eruptions. Don't forget the elixirs I brewed for you this morning. I have the ingredients for 4 more if things get bad."
The 4 more are Hobbs's remaining versatile vials and must be used immediately once he creates them.
We should probably just move quickly from room to room until we encounter a method of stopping the hazard.

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"If you need one right now, let me make a fresh one for you. Save the one I made this morning for later."
Hobbs creates a moderate elixir of life and hands it to Celestia.

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Thanks. I I am not going to be much good to anyone if these surges cause me to fall down. I just hope I have enough healing power left.
Anyway - the sooner we stop these abyssal manifestations, the happier I am going to be.

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Thanks. I I am not going to be much good to anyone if these surges cause me to fall down. I just hope I have enough healing power left.
Anyway - the sooner we stop these abyssal manifestations, the happier I am going to be.
You will need to consume that one immediately. It only lasts for one round.

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"I can provide healing as well, though it is more limited - and the time I'd need to replenish my magic is too long to benefit us here. I agree that we should find the source as quickly as possible, and then come back for a more thorough investigation."

GM Super Zero |

The narrow hallways open to a massive natural cavern. A magma-lined chasm splits the chamber, with a stone bridge granting access to the opposite side. To the northeast, crumbled stone walls reveal a terrifying sight.
A man gasps his last breath through his severed airway as he crumples to the ground among several other bodies. A woman in a bloodstained dress—Hesla Embersplitter—turns. A blood-red glow illuminates her from behind as her eyes narrow.
“Pathfinders,” she spits. “How kind of you to join us. I take it you dispatched the grubs upstairs? It’s a pity my business is nearly concluded here, but I thank you for your assistance nonetheless.”
The air behind her rends, the sound of a rending reality drowning out her next words. An enormous rift appears, a wound in the fabric of the Universe. Grinning, Hesla plunges her arm into the depths of the Outer Rifts, grasping for a moment before drawing forth a weapon.
Every insect in the cavern buzzes at once, the drone carrying forth a name not heard in this land for years. Riftcarver. Hesla of the Embers, Wielder of Locusts, raises Deskari’s scythe high in the air, her moment of triumph close at hand.
“I’m afraid the party’s over, Pathfinders—it’s time for the big finale. Shame you’re about to be removed from the guest list!” With a sweep of the blade, demons pour forth from the rift, bounding past Hesla as she laughs. The Wielder of Locusts slams the haft into the ground and disappears in a gout of flames and locust wings.
Hobbs's turn.
Initiative:
Hobbs
Red Derakni
Orange Demon Swarm
Ra'uf
Green Demon Swarm
Blue Derakni
Kaitlyn
Purple Demon Swarm
Celestia
Celestia: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Hobbs (Stealth): 1d20 + 18 + 1 ⇒ (18) + 18 + 1 = 37
Kaitlyn: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22
Blue Derakni: 1d20 + 17 ⇒ (7) + 17 = 24
Red Derakni: 1d20 + 17 ⇒ (17) + 17 = 34
Orange Swarm: 1d20 + 11 ⇒ (18) + 11 = 29
Purple Swarm: 1d20 + 11 ⇒ (7) + 11 = 18
Green Swarm: 1d20 + 11 ⇒ (14) + 11 = 25

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Hobbs shakes his head and sighs. "What's become of villains these days? 'Party's over', 'big finale', 'removed from guest list'? Seriously? Is it a party or a theatrical performance? How hard is it to pick a single metaphor and stick to it for the entirety of your evil monologue.?"
The wizard raises his staff, calls up extra energy, and launches a fireball into the middle of his enemies, catching all of them in a fiery blast.
fireball, overwhelming energy, fire damage reflex DC29 vs all enemies: 6d6 ⇒ (4, 3, 4, 2, 2, 6) = 21
◆ overwhelming energy, ◆◆ cast fireball

GM Super Zero |

The fireball is fairly effective against the swarms, though the larger demons are quick enough to mostly avoid it.
Green Swarm: 1d20 + 15 ⇒ (13) + 15 = 28 Failure. Weakness to area damage.
Orange Swarm: 1d20 + 15 ⇒ (10) + 15 = 25 Failure. Weakness to area damage.
Purple Swarm: 1d20 + 15 ⇒ (9) + 15 = 24 Failure. Weakness to area damage.
Blue Demon: 1d20 + 19 ⇒ (12) + 19 = 31 Success.
Red Demon: 1d20 + 19 ⇒ (12) + 19 = 31 Success.
In retaliation, one of them stings Hobbs, though he doesn't notice any effect from the venom. It also tries to claw at him and Ra'uf, but isn't successful.
◆ Strike Hobbs Stinger: 1d20 + 18 ⇒ (10) + 18 = 28 Hits for piercing damage (unholy): 2d8 + 9 ⇒ (2, 1) + 9 = 12 and Hobbs Fort: 1d20 + 17 ⇒ (13) + 17 = 30 Success; assuming Ra'uf uses Liberating Step here
◆ Strike H/R: 1d2 ⇒ 1 Claw: 1d20 + 18 - 4 ⇒ (9) + 18 - 4 = 23 Miss (if Hobbs is out of range after Liberating Step this targets Ra'uf instead, but it misses either way)
◆ Strike Ra'uf Claw: 1d20 + 18 - 8 ⇒ (3) + 18 - 8 = 13 Critical failure
Some of the smaller demons move up, their ravenous mouths constantly working even before they get to any of the Pathfinders. Kaitlyn avoids them entirely, but Celestia gets a little chewed up (literally).
◆ Fly
◆ Ravenous Bites for piercing damage: 3d6 ⇒ (4, 6, 5) = 15
Celestia Fort: 1d20 + 11 ⇒ (17) + 11 = 28 Success for half damage
Kaitlyn Fort: 1d20 + 15 ⇒ (18) + 15 = 33 Critical success, no damage
◆ Ravenous Bites for piercing damage: 3d6 ⇒ (4, 5, 4) = 13
Celestia Fort: 1d20 + 11 ⇒ (8) + 11 = 19 Failure, full damage and stupefied 1 for 1 round
Kaitlyn Fort: 1d20 + 15 ⇒ (15) + 15 = 30 Critical success, no damage
Ra'uf's turn.
Initiative:
Hobbs (AC 27/28, 86/96 HP)
Red Derakni (-10 HP)
Orange Demon Swarm (-26 HP)
Ra'uf (AC 29, 84/90 HP)
Green Demon Swarm (-26 HP)
Blue Derakni (-10 HP)
Kaitlyn (AC 26, 85/92 HP)
Purple Demon Swarm (-26 HP)
Celestia (AC 20, 30/50 HP, Stupefied 1 until Orange's turn)

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"Helga, we know that you don't want to do this. Let us get rid of these demons for you and then we can fix whatever went wrong here."
◆ Step
◆ Strike vs. Green
+1 Striking Greataxe: 1d20 + 16 ⇒ (16) + 16 = 32
Slashing Damage: 2d12 + 6 ⇒ (11, 10) + 6 = 27
◆ Strike vs. Red
+1 Striking Greataxe: 1d20 + 16 - 5 + 1 ⇒ (18) + 16 - 5 + 1 = 30
Slashing Damage: 2d12 + 6 ⇒ (11, 10) + 6 = 27
If either of those happens to be a crit -
Axe critical specialization: Another creature within reach takes damage equal to the die roll only - so 21 Slashing to the other target, unless its AC is greater than the attack roll.
And the usual protective stance.
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. Whether or not it needed to escape, the ally can then Step as a free action if it’s able to move.

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Has an hour passed since the last combat?

GM Super Zero |

Yes.
Ra'uf slices through the swarm, cutting some of the little demons in two and slicing the wings off of most of the rest. He swings around and slashes one of the big ones pretty badly, too.
32 crits the swarm. It does have some resistance to slashing, but it has higher weakness to Holy, and that destroys it. 30 hits the derakni.
A voice speaks in the Pathfinders' minds as one of the larger demons steps up to attack Ra'uf, stinging him and raking him with its claws. "You like to pick on the little ones? As do I, Little One."
◆ Step
◆ Strike Ra'uf Stinger: 1d20 + 18 ⇒ (11) + 18 = 29 Hits for piercing (unholy): 2d8 + 9 ⇒ (7, 1) + 9 = 17 and Ra'uf Fort: 1d20 + 13 ⇒ (9) + 13 = 22 Failure. Stage 1 deals poison damage: 2d6 ⇒ (5, 1) = 6 and Enfeebled 1
◆ Strike Claw: 1d20 + 18 - 4 ⇒ (19) + 18 - 4 = 33 Hit for slashing damage (unholy): 2d6 + 8 ⇒ (2, 5) + 8 = 15
Kaitlyn's turn.
Initiative:
Hobbs (AC 27/28, 86/96 HP)
Red Derakni (AC 21-30, -58 HP)
Orange Demon Swarm (AC < 23, -26 HP)
Ra'uf (AC 29, 46/90 HP, Abyssal Poison Stage 1, Enfeebled 1)
Yellow Derakni (AC 21-30, -10 HP)
Kaitlyn (AC 26, 85/92 HP)
Purple Demon Swarm (AC < 23, -26 HP)
Celestia (AC 20, 30/50 HP, Stupefied 1 until Orange's turn)

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Kat drops into a combat stance and concentrates. She then slashes at the swarm that's harassing her and Celestia.
Tiger Claw, Inner Upheaval: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26 for Slashing: 2d8 + 4 ⇒ (1, 3) + 4 = 8 plus Force: 1d6 ⇒ 1 plus 1d6 Persistent Vitality vs Undead
Tiger Claw, Inner Upheaval, MAP, Agile: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32 for Slashing: 2d8 + 4 ⇒ (7, 3) + 4 = 14 plus Force: 1d6 ⇒ 5 plus 1d6 Persistent Vitality vs Undead
Crit - Double Damage, d4 Persistent Bleed, Brawling Spec Effect
Brawling Specialization Effect: DC 23 Fort Save or be Slowed 1 until the end of Kat's next turn
Combine Damage before applying Weaknesses/Resistances
She then moves out of the swarm to slap a Battlefield Dressing on Ra'uf.
Healing, Assurance Medicine, DC 20: 2d8 + 15 ⇒ (1, 6) + 15 = 22
◆ Tiger Stance
◆ Tiger Claw w/Inner Upheaval
◆ Doctor's Visitation (Ra'uf)

GM Super Zero |

Kaitlyn tears apart another of the swarms.
A hit and a crit, and it's down.
The rest of the tiny demons, batlike and yet somehow also evocative of bugs, rush forward. Kaitlyn again avoids them entirely, though Ra'uf doesn't fair as well.
◆ Fly
◆ Ravenous Bites Piercing damage: 3d6 ⇒ (6, 2, 3) = 11
Kaitlyn Fort: 1d20 + 15 ⇒ (17) + 15 = 32 Critical Success, no damage.
Ra'uf Fort: 1d20 + 13 ⇒ (14) + 13 = 27 Success, 5 damage.
Hobbs Fort: 1d20 + 13 ⇒ (5) + 13 = 18 Success, 5 damage; does Ra'uf want to block this?
◆ Ravenous Bites Piercing damage: 3d6 ⇒ (1, 3, 4) = 8
Kaitlyn Fort: 1d20 + 15 ⇒ (19) + 15 = 34 Critical Success, no damage.
Ra'uf Fort: 1d20 + 13 ⇒ (2) + 13 = 15 Failure, 8 damage and Stupefied 1 for one round.
Hobbs Fort: 1d20 + 13 ⇒ (16) + 13 = 29 Success, 4 damage.
Celestia and Hobbs's turns.
Initiative:
Hobbs (AC 27/28, 77/96 HP)
Red Derakni (AC 21-30, -58 HP)
Ra'uf (AC 29, 55/90 HP, Abyssal Poison Stage 1, Enfeebled 1, Stupefied 1 until Purple's turn)
Yellow Derakni (AC 21-30, -10 HP)
Kaitlyn (AC 26, 85/92 HP)
Purple Demon Swarm (AC < 23, -26 HP)
Celestia (AC 20, 30/50 HP, Stupefied 1 until after Red's turn)

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Hobbs calls forth a bolt of lightning, blasting both the swarm and the red Derakni. He follows up by throwing a bottle filled with even more electricity at the large demon.
damage, electricity vs red, purple, reflex save DC29: 4d12 ⇒ (3, 1, 1, 12) = 17
bottled lightning vs red, bless: 1d20 + 17 + 1 ⇒ (13) + 17 + 1 = 31
damage, electricity: 2d6 ⇒ (3, 3) = 6 +2 electrical splash damage
That's certainly a hit on red. Purple will take 2 electrical splash damage from the bottled lightning and red is off guard until the start of Hobbs's next turn.
◆◆ cast lightning bolt, ◆ quick bomber

GM Super Zero |

Celestia works her magic.
Hobbs stays in the middle of the swarm and works to vanquish them instead of fleeing. It mostly works, their numbers greatly diminished and the larger demon looking a little sluggish.
Purple Reflex: 1d20 + 15 ⇒ (13) + 15 = 28 Failure. 17 damage + weakness, which bloodies the last swarm.
Red Reflex: 1d20 + 19 ⇒ (16) + 19 = 35 Success. 8 damage.
And that is a hit, which bloodies Red as well.
The demon stings Hobbs, though Ra'uf helps shield him and the goblin shrugs off any venom. It also tries to claw at Kaitlyn and Ra'uf, but doesn't manage to connect with either of them.
◆ Strike H/R/K: 1d3 ⇒ 1 Stinger: 1d20 + 18 ⇒ (10) + 18 = 28 Hits for piercing (unholy) damage: 2d8 + 9 ⇒ (5, 6) + 9 = 20 and Hobbs Fort: 1d20 + 17 ⇒ (20) + 17 = 37 Critical Success; Ra'uf blocks 9 damage and Hobbs can Step if he wants to
◆ Strike R/K: 1d2 ⇒ 2 Claw: 1d20 + 18 - 4 ⇒ (8) + 18 - 4 = 22 Failure
◆ Strike Ra'uf Claw: 1d20 + 18 - 8 ⇒ (4) + 18 - 8 = 14 Critical Failure[/ooc]
Ra'uf's turn.
Initiative:
Hobbs (AC 27/28, 66/96 HP)
Red Derakni (AC 22-30, -74 HP, bloodied, Off-Guard until Hobbs's turn)
Ra'uf (AC 29, 55/90 HP, Abyssal Poison Stage 1, Enfeebled 1, Stupefied 1 until Purple's turn)
Yellow Derakni (AC 22-30, -10 HP)
Kaitlyn (AC 26, 85/92 HP)
Purple Demon Swarm (AC < 23, -55 HP)
Celestia (AC 20, 30/50 HP, bless, angelic halo)

0-Bot |

Oh, Ra'uf's out until Tuesday. I read that as starting Tuesday.
Ra'uf slices through another swarm, scattering the few remaining tiny demons; they won't get far on their own. He also badly hurts the wounded big one, and shakes off the venom.
◆ Strike Purple
+1 Striking Greataxe: 1d20 + 16 + 1 - 1 ⇒ (15) + 16 + 1 - 1 = 31 Hits and destroys it.
Slashing Damage: 2d12 + 6 - 1 ⇒ (2, 2) + 6 - 1 = 9
◆ Strike Red
+1 Striking Greataxe: 1d20 + 16 - 5 + 1 + 1 - 1 ⇒ (14) + 16 - 5 + 1 + 1 - 1 = 26 Hit.
Slashing Damage: 2d12 + 6 - 1 ⇒ (9, 10) + 6 - 1 = 24
◆ Strike Red
+1 Striking Greataxe: 1d20 + 16 - 10 + 1 + 1 - 1 ⇒ (6) + 16 - 10 + 1 + 1 - 1 = 13 Critical failure
Slashing Damage: 2d12 + 6 - 1 ⇒ (2, 1) + 6 - 1 = 8
Fort: 1d20 + 13 ⇒ (20) + 13 = 33 Critical Success

GM Super Zero |

The large demon attempts to sting Hobbs, but he dodges. It does manage to scratch Ra'uf.
◆ Strike R/H: 1d2 ⇒ 2 Stinger: 1d20 + 18 ⇒ (2) + 18 = 20 Miss
◆ Strike Ra'uf Claw: 1d20 + 18 - 4 ⇒ (16) + 18 - 4 = 30 Hit for Slashing damage (unholy): 2d6 + 8 ⇒ (3, 3) + 8 = 14
◆ Strike R/H: 1d2 ⇒ 1 Claw: 1d20 + 18 - 8 ⇒ (2) + 18 - 8 = 12 Critical failure
Kaitlyn, Celestia, and Hobbs's turns.
Initiative:
Hobbs (AC 27/28, 66/96 HP)
Red Derakni (AC 22-27, -99 HP, bloodied, Off-Guard until Hobbs's turn)
Ra'uf (AC 29, 41/90 HP)
Yellow Derakni (AC 22-27, -10 HP)
Kaitlyn (AC 26, 85/92 HP)
Celestia (AC 20, 30/50 HP, bless, angelic halo)