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Makie attempts to rescue people from the fire but doesn't manage to carry out a morbidly obese shopkeeper.
You have one more round to make it past this obstacle.
------------------
CHASE TRACKER
Round: 4
Obstacle: BURNING PETALS
Skills:
DC 26 Architecture Lore/Survival to quickly put out the worst fires and be on the way
DC 28 Deception/Diplomacy to promise/lie to send for firefighting help as soon as possible
DC 30 Acrobatics/Athletics to rush through the blaze to rescue at-risk persons before continuing on.
Successes: 4/6
Failure Threshold: 1/2
------------------
Those with ** may go
**Salliss
**Marta Sanz
**Pip
**Hobbs Picklesmith
**Brix
**Makie Masamune

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Salliss goes to help the next trapped person. It is a youngster and their pet.
Acrobatics M: 1d20 + 24 ⇒ (2) + 24 = 26
Acrobatics M, Hero Point: 1d20 + 24 + 1 ⇒ (20) + 24 + 1 = 45

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Salliss charges into the fire and manages to pull out the scion of a wealthy family, as well as their pet snake... Turning down rewards of coin and prestige, you race on.
Near the eastern edge of the mercantile district, outside the Temple of Lost Coins, you come across a massive fracas at an outdoor casino where gamblers and onlookers alike scramble to fight for every single visible coin in the area, creating a major roadblock.
------------------
CHASE TRACKER
Round: 4
Obstacle: LOST COINS
Skills:
DC 26 Circus/Gambling Lore, Thievery to throw coins in an advantageous direction to clear a path,
DC 28 Acrobatics/Reflex save to avoid grabby hands and move on,
DC 30 Athletics/Intimidation to forcefully deter thieves.
Successes: 0/6
Failure Threshold: 0/2
------------------
Those with ** may go
Salliss
**Marta Sanz
**Pip
**Hobbs Picklesmith
**Brix
**Makie Masamune

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Pip's Intimidation (T): 1d20 + 18 ⇒ (18) + 18 = 36
"If you steal those coins, I will not represent you! Do you know how many years you can get for theft? Not worth it!"

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IIRC in the middle ages the penalty for theft is usually the removal of the thief's hand... So effectively, you don't get any time for theft :)
Marta and Everness throw coins in opposite directions to get the thieves moving away from the party. Meanwhile Brix and Pip threaten potential thieves with grisly punishments should they continue with their larcenous intentions!
------------------
CHASE TRACKER
Round: 4-5
Obstacle: LOST COINS
Skills:
DC 26 Circus/Gambling Lore, Thievery to throw coins in an advantageous direction to clear a path,
DC 28 Acrobatics/Reflex save to avoid grabby hands and move on,
DC 30 Athletics/Intimidation to forcefully deter thieves.
Successes: 3/6
Failure Threshold: 0/2
------------------
Those with ** may go
-5-
**Salliss
**Marta Sanz
**Pip
**Hobbs Picklesmith
**Brix
**Makie Masamune
-4-
**Hobbs Picklesmith
**Makie Masamune

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Salliss slips past the crowd without any of them being able to grasp him. It is truly an inspiring site.
Acrobatics M: 1d20 + 24 ⇒ (18) + 24 = 42
Inspire Imitation, can Aid someone else uses same skill (acrobatics) without Salliss having prepared to Aid. I will allow the GM to roll the Aid if anyone does the Acrobatics.

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Thieves all flock to Salliss, believing he has coin. Salliss avoiding everyone is a sight to behold!
------------------
CHASE TRACKER
Round: 4-5
Obstacle: LOST COINS
Skills:
DC 26 Circus/Gambling Lore, Thievery to throw coins in an advantageous direction to clear a path,
DC 28 Acrobatics/Reflex save to avoid grabby hands and move on,
DC 30 Athletics/Intimidation to forcefully deter thieves.
Successes: 5/6
Failure Threshold: 0/2
------------------
Those with ** may go
-5-
Salliss
**Marta Sanz
**Pip
**Hobbs Picklesmith
**Brix
**Makie Masamune
-4-
**Hobbs Picklesmith
**Makie Masamune

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reflex save DC28: 1d20 + 19 ⇒ (2) + 19 = 21
"Stop this at once thieves! Hey gimme back my hat!"
Hobbs is not taken very seriously by the thieves and is forced to chase down an unruly hat thief.

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More coins go flying as Marta and Everness throw money to create a distraction.
Hobbs tries to avoid getting grabbed but gets his hat snatched instead. Fortunately, Erinaceinae manages to stay on his head.
You run on...
Forced to take a path through the center of the Coins District, you find themselves outside an exotic animal emporium just when a massive clan of badgers escapes out of the front doors, flooding the streets!
Cue the 2 Animal Elocutionists
------------------
CHASE TRACKER
Round: 4-5
Obstacle: BADGERING
Skills:
DC 26 Animal Lore/Nature/Survival to swiftly (but gently) handle the badgers
DC 28 Diplomacy/Medicine to treat those clawed in the initial jailbreak while keeping moving
DC 30 Perception/Reflex to see this coming and simply fur-get about it entirely
Successes: 0/6
Failure Threshold: 0/2
------------------
Those with ** may go
-5-
Salliss
Marta Sanz
**Pip
**Hobbs Picklesmith
**Brix
**Makie Masamune
-4-
**Makie Masamune

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Sallis calls out a warning “Don’t hurt the badgers!”

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Not really planning to! Brix yells as he tries to dodge the burrowing vermin while holding onto the dangerous demonic artifact. But who the Hells is dealing with this many badgers in the first place?!?
Round 5, Reflex
Reflex: 1d20 + 22 ⇒ (2) + 22 = 24

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Pip's family has trained Absalom's badgers for nearly two generations. She calls out to the badgers, speaking the badger's own language, and says, "This way, babies, come this way!"
Pip's Diplomacy (M): 1d20 + 23 ⇒ (3) + 23 = 26
But when they don't listen the first time, she lets out the Hooray family whistle, a high-pitched note that splits the air. Then she shouts,
"THIS WAY!"
Pip's Hero Points + Vestments): 1d20 + 23 + 1 ⇒ (11) + 23 + 1 = 35

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Makie will try to treat wounds (rolling both in order)
medicine: 1d20 + 23 ⇒ (8) + 23 = 31
medicine: 1d20 + 23 ⇒ (8) + 23 = 31

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diplomacy: 1d20 + 18 ⇒ (3) + 18 = 21
Hobbs tries to get the badgers attention but they are too excited by freedom to listen.

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Makie treats those who have been scratched when the badgers bolted for freedom. Pip manages to talk the badgers to coming back. Hobbs calls to them but they ignore him. Brix get bowled over by the badgers stampeding for freedom.
You have one more round to get 3 successes. But all told you're doing great!
------------------
CHASE TRACKER
Round: 6
Obstacle: BADGERING
Skills:
DC 26 Animal Lore/Nature/Survival to swiftly (but gently) handle the badgers
DC 28 Diplomacy/Medicine to treat those clawed in the initial jailbreak while keeping moving
DC 30 Perception/Reflex to see this coming and simply fur-get about it entirely
Successes: 3/6
Failure Threshold: 1/2
------------------
Those with ** may go
**Salliss
**Marta Sanz
**Pip
**Hobbs Picklesmith
**Brix
**Makie Masamune

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Pip's Diplomacy (M): 1d20 + 23 ⇒ (11) + 23 = 34
Pip keeps whistling, bringing the rest of the badger babies out of the way until she sees her cousin, Holly Hooray. "Can you take these babies back to Westgate? Thank you!"

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diplomacy: 1d20 + 18 ⇒ (13) + 18 = 31
"Snort snooort snort grunt." Hobbs reaches into his satchel and pulls out a jar of pickled salmon.

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Pip and Hobbs manage to get the badgers to behave with music and food.
------------------
CHASE TRACKER
Round: 6
Obstacle: BADGERING
Skills:
DC 26 Animal Lore/Nature/Survival to swiftly (but gently) handle the badgers
DC 28 Diplomacy/Medicine to treat those clawed in the initial jailbreak while keeping moving
DC 30 Perception/Reflex to see this coming and simply fur-get about it entirely
Successes: 5/6
Failure Threshold: 1/2
------------------
Those with ** may go
**Salliss
**Marta Sanz
Pip
Hobbs Picklesmith
**Brix
**Makie Masamune

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Brix weaves his way through the badgers and you're clear. Finally entering the Foreign Quarter, you stumble through the Greenstar Market, where a family of iruxi under the demonic influence of he who birthed the Lord of Locusts are eating everything in sight, lashing out at anyone who comes near them!
Last one! Extremely busy day tomorrow so I'll give you more to do! :)
------------------
CHASE TRACKER
Round: 6-7
Obstacle: GREENSTAR SPECIAL
Skills:
DC 26 Deception/Farming Lore/Society to point the iruxi at a more convenient meal
DC 28 Diplomacy/Intimidation to convince the iruxi to simply go somewhere else
DC 30 Arcana/Occultism to try and magically snap the iruxi out of their demon-induced haze.
Successes: 0/6
Failure Threshold: 0/2
------------------
Those with ** may go
-7-
**Salliss
**Marta Sanz
**Pip
**Hobbs Picklesmith
**Brix
**Makie Masamune
-6-
**Salliss
**Marta Sanz
**Makie Masamune

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Obstacle: GREENSTAR SPECIAL
Pip's Diplomacy (M): 1d20 + 23 ⇒ (19) + 23 = 42
"There's better food at the food court!" Pip throws some coins at the all-you-can-eat taco place and says, "Feed them and then send the rest of the bill to Ambrus Valsin at the Pathfinder Society!"

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Salliss uses some arcane gestures to snap the Iruxi out of their mind fog.
Arcana M: 1d20 + 22 ⇒ (20) + 22 = 42

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arcana: 1d20 + 22 ⇒ (14) + 22 = 36
"Hey no fair! Leave some for everyone else." Hobbs cracks his knuckles and begins to unravel the mystical knot binding the iruxi to the demonic entity.

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Salliss, Marta and Hobbs all manage to break the spell on the iruxi. The Iruxi then descend upon the all-you-can-eat taco place that Pip pays off to feed them.
You manage to return to the Grand Lodge. The grounds of the Grand Lodge are spiraling, filled with sparring rounds, classrooms, an infirmary, and many other resources for the training and upkeep of the Society. The are also gardens and spaces for calm contemplation, one of which is the Wall of Names. A curved wall of polished black marble, it includes the name of every Pathfinder agent who has lost their life during the course of a mission. Surrounding the towering wall is a walking path that circles the monument's perfectly manicured lawn, and the tree line beyond that.
As you enter the grounds of the Grand Lodge, clouds of locusts fill the air, blackening the sky above. The only thing louder than their screaming chorus are the screams coming from the front side of the Wall of Names. On the way, you encounter two Pathfinder initiates, who ask for your aid.
"The Wall is covered in swarms of bugs we've never seen, and they just keep coming!"
The initiates see Falwynd and Hesla and offer to lead them back to the lodge as safely as they can, and get them to wherever they need to go. At the end of the path ahead is the Wall of Names. As soon as you cross the treeline, the swarms head towards you...

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Salliss's Initiative using Avoid Notice: 1d20 + 26 ⇒ (17) + 26 = 43
Marta Sanz's Initiative using Investigate: 1d20 + 24 ⇒ (12) + 24 = 36
Pip's Initiative using Search: 1d20 + 20 ⇒ (12) + 20 = 32
Makie Masamune's Initiative using : 1d20 + 19 ⇒ (7) + 19 = 26
Hobbs Picklesmith's Initiative using Avoid Notice: 1d20 + 18 ⇒ (14) + 18 = 32
Brix's Initiative using Avoid Notice: 1d20 + 25 ⇒ (9) + 25 = 34
Red: 1d20 + 18 ⇒ (18) + 18 = 36
White: 1d20 + 18 ⇒ (17) + 18 = 35
Blue: 1d20 + 18 ⇒ (20) + 18 = 38
Yellow: 1d20 + 18 ⇒ (8) + 18 = 26
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
**Salliss - AC 31 (32 w/shield; H15; Holy) 140/140
Blue
Red
Marta Sanz - AC 28 107/107; Everness AC 28 55/55
White
Brix - AC 30 127/127
Pip - AC 30 129/129
Hobbs Picklesmith - AC 27 (28 w/shield; H15); Erinaceinae AC 27 50/50
Yellow
Makie Masamune - AC 31 188/188 (Resist F/A/C: 10)

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Salliss runs forward and to the right, then conjures some acid to splash on the red bugs.
Caustic Blast, 5’ burst, DC 28 basic reflex: 3d8 ⇒ (1, 7, 8) = 16 CF 3 persistent acid
“Swarms of bugs, probably a good time to break out those bombs we were given.”

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Salliss drops acid onto the Red swarm. However, the swarm doesn't appear to be affected.
The Red swarm decides that this elf looks delicious and descends upon him. The swarm envelops Salliss, biting with thousands of teeth.
Thousands of Teeth, Piercing; DC 25 Basic Reflex: 3d12 ⇒ (1, 8, 12) = 21
The swarm also pulls at flesh just as locusts strip away vegetation. As the teeth dig in, the swarm threatens to go into a feeding frenzy.
As the swarm nears Salliss, its component members cry out, crawling all over everything and everyone with sickening sounds and limbs.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* Creatures inside the swarm are concealed
Before your Turn:
DC 26 Fortitude vs 3d6 Persistent Bleed: Salliss
DC 28 Basic Reflex vs 21 Piercing: Salliss
DC 25 Fortitude vs Disgusting Chorus: Salliss
------------------
Those with ** may go
Salliss - AC 31 (32 w/shield; H15; Holy) 140/140 (Concealed)
Blue
Red
**Marta Sanz - AC 28 107/107; Everness AC 28 55/55
White
Brix - AC 30 127/127
Pip - AC 30 129/129
Hobbs Picklesmith - AC 27 (28 w/shield; H15); Erinaceinae AC 27 50/50
Yellow
Makie Masamune - AC 31 188/188 (Resist F/A/C: 10)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Immune for 1 hour regardless of result
CS/S: unaffected
F: Sickened 1; Cannot reduce while inside the swarm
CF: Sickened 2; Cannot reduce below 1 while inside the swarm

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Salliss avoids the disgusting chorus and the biting bugs completely.
Reflex M: 1d20 + 23 ⇒ (17) + 23 = 40 Crit success
Fortitude E vs Chorus: 1d20 + 19 ⇒ (13) + 19 = 32 Success becomes Crit Success
Fortitude E vs Bleed if needed: 1d20 + 19 ⇒ (2) + 19 = 21 Will accept failure, but since completely avoided initial damage not sure save was required
He shouts a warning “Acid doesn’t seem to work on these things.”

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Salliss avoids the disgusting chorus and the biting bugs completely.
[dice=Reflex M]d20 +23 Crit success
[dice=Fortitude E vs Chorus]d20+19 Success becomes Crit Success
[dice=Fortitude E vs Bleed if needed]d20+19 Will accept failure, but since completely avoided initial damage not sure save was requiredHe shouts a warning “Acid doesn’t seem to work on these things.”
They're 2 separate events. The initial damage has nothing to do with the persistent bleed

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------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* Creatures inside the swarm are concealed
* Immune to Disgusting Chorus: Salliss
Before your Turn:
DC 26 Fortitude vs 3d6 Persistent Bleed:
DC 28 Basic Reflex vs Piercing:
DC 25 Fortitude vs Disgusting Chorus:
After your Turn:
DC 15 Flat vs Persistent Bleed: Salliss
------------------
Those with ** may go
Salliss - AC 31 (32 w/shield; H15; Holy) 140/140 (Concealed; 3d6 Persistent Bleed)
Blue
Red
**Marta Sanz - AC 28 107/107; Everness AC 28 55/55
White
Brix - AC 30 127/127
Pip - AC 30 129/129
Hobbs Picklesmith - AC 27 (28 w/shield; H15); Erinaceinae AC 27 50/50
Yellow
Makie Masamune - AC 31 188/188 (Resist F/A/C: 10)

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Marta ponders what sort of magic would work best on these creatures, but realizes she has little knowledge of the one called Ingalor that was chasing them or its spawn.
She would have to quickly consult the Akashic Record. Thankfully, she had just the companion to help.
She incants a few word while waving her staff and touching her mirror.
The raven flies into the mirror. She reappears just as quickly as she left, though you suspect the passage of time is different in that great library.
◆ Activate Librarian Staff - Cast a Spell (Timely Tutor)
4/6 charges remaining.
Everness attempts to recall knowledge with Ingalor Lore (+16)
Looking for immunities/resistances

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Lore: 1d20 + 16 ⇒ (3) + 16 = 19

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White moves in. It hasn't quite reached the party yet but the sickening chorus of the swarm's many members is starting to affect Makie.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* Creatures inside the swarm are concealed
* Immune to Disgusting Chorus: Salliss
Before your Turn:
DC 26 Fortitude vs 3d6 Persistent Bleed:
DC 28 Basic Reflex vs Piercing:
DC 25 Fortitude vs Disgusting Chorus: Makie
After your Turn:
DC 15 Flat vs Persistent Bleed: Salliss
------------------
Those with ** may go
Salliss - AC 31 (32 w/shield; H15; Holy) 140/140 (Concealed; 3d6 Persistent Bleed)
Blue
Red
Marta Sanz - AC 28 107/107; Everness AC 28 55/55
White
**Brix - AC 30 127/127
**Pip - AC 30 129/129
**Hobbs Picklesmith - AC 27 (28 w/shield; H15); Erinaceinae AC 27 50/50
Yellow
Makie Masamune - AC 31 188/188 (Resist F/A/C: 10; Quickened)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Immune for 1 hour regardless of result
CS/S: unaffected
F: Sickened 1; Cannot reduce while inside the swarm
CF: Sickened 2; Cannot reduce below 1 while inside the swarm
I would probably say Religion or Nature (as for general skills)
Specific Lore: Ingalor Lore

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fortitude v bleed 26: 1d20 + 21 ⇒ (2) + 21 = 23
reflex v piercing 28: 1d20 + 22 ⇒ (7) + 22 = 29
fortitude v chorus 25: 1d20 + 21 ⇒ (7) + 21 = 28

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↺ Counter Performance: 1d20 + 22 ⇒ (12) + 22 = 34
Before Makie or her other teammates can be affected, Pip counter-performs to counter the horrible noise of the Disgusting Chorus.
Makie and the rest of the team can choose to use my Performance check in lieu of a fortitude save.
Then Pip bravely moves forward, and casts a noise blast on two of the swarms, just barely missing Sallis.
Noise Blast Level 6, 30 ft range, 10 ft burst, Sonic Damage (DC 29 Fortitude): 6d10 ⇒ (7, 1, 2, 4, 2, 4) = 20
↺ Counter Performance
◈ Stride
◈◈ Noise Blast

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Pip counters the awful racket from the swarms. She then drops some noise of her own between Red and White. Red gets an earful but White toughs out the BOOM. Both appear to be more affected by the blast revealing a weakness to area damage.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* Creatures inside the swarm are concealed
* Immune to Disgusting Chorus: Salliss, Makie
Active Conditions: Counter Performance
Before your Turn:
DC 26 Fortitude vs 3d6 Persistent Bleed:
DC 28 Basic Reflex vs Piercing:
DC 25 Fortitude vs Disgusting Chorus:
After your Turn:
DC 15 Flat vs Persistent Bleed: Salliss
------------------
Those with ** may go
Salliss - AC 31 (32 w/shield; H15; Holy) 140/140 (Concealed; 3d6 Persistent Bleed)
Blue
Red (-28)
Marta Sanz - AC 28 107/107; Everness AC 28 55/55
White (-18)
**Brix - AC 30 127/127
Pip - AC 30 129/129
**Hobbs Picklesmith - AC 27 (28 w/shield; H15); Erinaceinae AC 27 50/50
Yellow
Makie Masamune - AC 31 188/188 (Resist F/A/C: 10; Quickened)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Immune for 1 hour regardless of result
CS/S: unaffected
F: Sickened 1; Cannot reduce while inside the swarm
CF: Sickened 2; Cannot reduce below 1 while inside the swarm
I would probably say Religion or Nature (as for general skills)
Specific Lore: Ingalor Lore

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Far from thrilled about swarms, Brix spreads out from the gathered mass and digs into the pouch to retrieve one of Zarta's offered vials. He then hurls the frigid bomb at the closer mass, hoping they can be frozen to death.
◆ Stride
◆ Interact to draw out a Greater Frost Vial
◆ Throw it at white
Strike: 1d20 + 19 + 2 ⇒ (19) + 19 + 2 = 40 for Cold: 3d6 ⇒ (4, 4, 1) = 9 plus 3 cold splash

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I'm having trouble getting the template to fit precisely but you get the idea. 30 foot burst. That area is now difficult terrain for 1 round.
Hobbs smirks and cracks his knuckles. With a gesture he summons a swirling blizzard that catches two of the swarms.
damage, cold reflex save DC29: 10d6 ⇒ (6, 6, 6, 2, 5, 3, 1, 5, 4, 5) = 43
◆◆◆ Cast howling blizzard

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Brix and Hobbs drop cold attacks on the swarms doing damage with both area and splash effects. The swarms appear to take cold damage, though they're not particularly vulnerable to it.
You hear more droning sounds as the last swarm moves up.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* Creatures inside the swarm are concealed
* Immune to Disgusting Chorus: Salliss, Makie, Brix, Hobbs/Erinaceinae, Pip, Marta/Everness
Active Conditions: Counter Performance
Before your Turn:
DC 26 Fortitude vs 3d6 Persistent Bleed:
DC 28 Basic Reflex vs Piercing:
After your Turn:
DC 15 Flat vs Persistent Bleed: Salliss
------------------
Those with ** may go
Salliss - AC 31 (32 w/shield; H15; Holy) 140/140 (Concealed; 3d6 Persistent Bleed)
Blue (AC <= 30)
Red (-57; AC <= 30)
Marta Sanz - AC 28 107/107; Everness AC 28 55/55
White (-76; AC <= 30)
Brix - AC 30 127/127
Pip - AC 30 129/129
Hobbs Picklesmith - AC 27 (28 w/shield; H15); Erinaceinae AC 27 50/50
Yellow (AC <= 30)
**Makie Masamune - AC 31 188/188 (Resist F/A/C: 10; Quickened)
GM
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
I would probably say Religion or Nature (for general skills)
Specific Lore: Ingalor Lore

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Makie moves, goes into stance, strongholds and flurries.
2 Str Flaming Corrosive Fists: 1d20 + 23 ⇒ (5) + 23 = 28
bludgeoning: 3d8 + 7 ⇒ (5, 4, 2) + 7 = 18
corrosive: 1d6 ⇒ 2
fire: 1d6 ⇒ 1
2 Str Flaming Corrosive Fists: 1d20 + 19 ⇒ (8) + 19 = 27
bludgeoning: 3d8 + 7 ⇒ (2, 8, 1) + 7 = 18
corrosive: 1d6 ⇒ 1
fire: 1d6 ⇒ 6

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◈ Move
◈ Stance
◈ Stronghold
◈ Flurry
That's all four quickened actions!

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Makie charges at Blue, drops into a combat stance and punches the swarm. Unfortunately, none of her attacks connect.
You hear more buzzing noises and, to your horror, two other swarms join the fray.
Randomness: 2d4 ⇒ (4, 1) = 5
Green: 1d20 + 18 ⇒ (9) + 18 = 27
Pink: 1d20 + 18 ⇒ (9) + 18 = 27
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Special Conditions:
* Creatures inside the swarm are concealed
* Immune to Disgusting Chorus: Salliss, Makie, Brix, Hobbs/Erinaceinae, Pip, Marta/Everness
Active Conditions: Counter Performance
Before your Turn:
DC 26 Fortitude vs 3d6 Persistent Bleed:
DC 28 Basic Reflex vs Piercing:
After your Turn:
DC 15 Flat vs Persistent Bleed: Salliss
------------------
Those with ** may go
**Salliss - AC 31 (32 w/shield; H15; Holy) 140/140 (Concealed; 3d6 Persistent Bleed)
Blue (AC <= 30)
Red (-57; AC <= 30)
Marta Sanz - AC 28 107/107; Everness AC 28 55/55
White (-76; AC <= 30)
Brix - AC 30 127/127
Pip - AC 30 129/129
Hobbs Picklesmith - AC 27 (28 w/shield; H15); Erinaceinae AC 27 50/50
Yellow (AC <= 30)
Green
Pink
Makie Masamune - AC 31 188/188 (Resist F/A/C: 10; Quickened)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
I would probably say Religion or Nature (for general skills)
Specific Lore: Ingalor Lore

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Salliss steps out of the red swarm to attack white and then moves back to near the pond.
+2 Greater Striking Shifting Standard Grade Cold Iron Rapier: 1d20 + 23 ⇒ (16) + 23 = 39
Piercing damage: 3d6 + 7 ⇒ (4, 4, 2) + 7 = 17
Deadly if crit: 1d8 ⇒ 6
◆ Elf-Step
◆ Strike
◆ Stride
Bleed: 3d6 ⇒ (5, 4, 5) = 14
Flat check: 1d20 ⇒ 14