[PFS] GM Lithrac's Evergreen Trilogy (Inactive)

Game Master Cyril Corbaz

Maps and Handouts


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Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

Gridger, disappointed at his recent performance, grabs his belongings and immediately falls behind Haldoc.

" Does anyone else feel like something's amiss?" speaks the rogue while holding his lantern in one hand and sword the other.

Grand Lodge

Male LG Human Divine Marksman Ranger/1 - HP 10/10 AC 18/T:15/FF:13 - Perception: +6 - Fort: +2, Ref: +7, Will: +0 - CMB: +1, CMD 16 - Speed 30 ft. - Init. +5

GM:
did you forget an encounter, GM?

whoops, I'm so sorry. I noted it in the text but apparently forgot to actually put the -4 in the attack roll.

-Posted with Wayfinder

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

Haldoc, the wand of CLW is 3rd level, so it would have been an additional 2 hp. Not that it matters since you've healed up full... :)

"What do you mean, Gridger?"

Hikari attempts to hustle towards Janira but weighed down by his armor and shield, ends up falling behind those more fleet-footed.

Grand Lodge

Male LG Human Divine Marksman Ranger/1 - HP 10/10 AC 18/T:15/FF:13 - Perception: +6 - Fort: +2, Ref: +7, Will: +0 - CMB: +1, CMD 16 - Speed 30 ft. - Init. +5

Fahr follows the others down the tunnel, frowning and nocking another arrow.

-Posted with Wayfinder

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

"I mean there's only one entrance to the cave that we know of right? How would Janira be ahead of us! This would seem impossible."

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

Between pants, Hikari replies, "That is a good point. Perhaps there is another entrance to the cave we are not aware of. We should be on our guard, nonetheless."

Grand Lodge

Human (Shoanti) Bad Boy 2 | Grand Aigle | HP: 21/21| AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +6 | Will: +3 | Init: +2 | Perc: +7 | Sense Motive: +6 | Speed 30 ft.
Tracked resources:
Martial Flexibility: 4/4

GM Lithrac: Indeed. Sorry about that.

Yakari follows the others, showing his annoyance on his incompetence during the last encounter.

"Well, maybe we only hear the echo of her voice through the caves. Use your mind, duh!"

Grand Lodge

Fahr:
Are you talking about the undead encounter? It's in the other passage from Uori's room. If you refer to the ooze one, we'll skip it as it is an optional encounter.

There's no time if you wish to save your halfling mentor! Once you reach the eastern end of this area, you notice a faint light at the end of the tunnel—reflected moonlight. In addition, the sound of Janira’s oration is close and clear. After running through a long slick tunnel, you manage to emerge from the cave. The light of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, and light illuminates a stream whose water is hastened by runoff from a recent storm further up the mountains. A ledge to the west rises up to the nearby forest canopy. The full moon above casts provides dim light over the entire area, bright enough to illuminate even the shaded leaf litter beneath the trees. Nearly a hundred feet from the cave’s entrance, Janira Gavix is locked in combat with her relentless minotaur foe in a clearing on the southern bank of the stream.

Important note about terrain: The trees (and the leaf litters underneath) are treated as difficult terrain. The stream is about 10 feet wide and 5 feet deep in this area, and the water moves downstream from east to west at great speed (DC 15 Swim to navigate).

Janira, recounting stories of famous Pathfinders, bolsters your spirits. You gain +1 competence bonus on attack and damage rolls, and +1 morale bonus on saves vs fear and charm.

Lastly, don't forget your small boons from the completed rituals, they could make a difference.

Init:
init, Gridger: 1d20 + 10 ⇒ (1) + 10 = 11
init, Haldoc: 1d20 + 4 ⇒ (13) + 4 = 17
init, Yeska: 1d20 + 6 ⇒ (3) + 6 = 9
init, Hikari: 1d20 + 3 ⇒ (20) + 3 = 23
init, Yakari: 1d20 + 2 ⇒ (19) + 2 = 21
init, Fahr: 1d20 + 5 ⇒ (8) + 5 = 13
init, Janira: 1d20 + 6 ⇒ (12) + 6 = 18
init, Minotaur: 1d20 + 0 ⇒ (19) + 0 = 19

The Final Test - round 1
1. Hikari, Yakari
2. Minotaur, Janira
3. Haldoc, Fahr, Gridger, Yeska

Bolded may act. New map is up.

Grand Lodge

Human (Shoanti) Bad Boy 2 | Grand Aigle | HP: 21/21| AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +6 | Will: +3 | Init: +2 | Perc: +7 | Sense Motive: +6 | Speed 30 ft.
Tracked resources:
Martial Flexibility: 4/4

Yakari runs forward, followed by his birdy friend. "Hey you! Let her go!"

Double move

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

Hikari similarly follows Yakari's lead, but dashes instead towards the log across the river, not trusting himself to clear the river, weighed down by his armor.

double move

Grand Lodge

As Hikari draws closer, he distinctively sees the minotaur's axe is broken, and not nearly as efficient as a well-forged one. In spite of that, the axe appears to be very deadly nonetheless, and it is out of sheer luck that Janira manages to dodge it. The minotaur strikes thrice, yet the brave halfling buys some precious time by ducking -or is it exhaustion?
Broken Battleaxe: 1d20 + 7 ⇒ (8) + 7 = 152d6 + 4 ⇒ (3, 5) + 4 = 12
Iterative: 1d20 + 2 ⇒ (9) + 2 = 112d6 + 4 ⇒ (6, 4) + 4 = 14
Gore: 1d20 + 4 ⇒ (3) + 4 = 71d6 + 2 ⇒ (3) + 2 = 5

Severely wounded, Janira steps away from the minotaur's deadly reach and cracks her whip, aiming the minotaur's broken axe. Her endeavor is commendable, but only results in a chuckling minotaur excited by an end that he feels draw near. It doesn't pay attention to you in the least.
Disarm: 1d20 + 1 - 1 ⇒ (18) + 1 - 1 = 18

The Final Test - round 2
1. Haldoc, Fahr, Gridger, Yeska, Hikari, Yakari
2. Minotaur, Janira

Liberty's Edge

Male Half-Elf Unchained Barbarian (Invulnerable Rager) [2.0] | HP 25/25 | AC 16 [14] T 12 FF 14 | Init +4 | Perc +11 | F +5 R +2 W +1 (all +2 vs Enchantments) | CMB +7 CMD 19 | Acro +5 (+9 for jump) Climb +7 Survival +6 Swim +7 SM +1 Rage Rounds 11/11, DR 2 vs non-lethal attacks, DR 1 vs all others

Haldoc uses his great speed to race toward the minotaur! double moves.

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

Gridger instinctively drops his bag and moves towards flanking position as quick as he can.

Double move! That means I can move up to double my speed right? I.e. 24 squares.

Liberty's Edge

Male Half-Elf Unchained Barbarian (Invulnerable Rager) [2.0] | HP 25/25 | AC 16 [14] T 12 FF 14 | Init +4 | Perc +11 | F +5 R +2 W +1 (all +2 vs Enchantments) | CMB +7 CMD 19 | Acro +5 (+9 for jump) Climb +7 Survival +6 Swim +7 SM +1 Rage Rounds 11/11, DR 2 vs non-lethal attacks, DR 1 vs all others

No, it means you use your standard action to move again in addition to your move action, so double your speed. Should be equal to 12 squares of normal movement (or 60', assuming you have a 30' movement rate). Also, you have to watch for the difficult terrain, which in a sense cuts your movement for each square in half).

Grand Lodge

Male LG Human Divine Marksman Ranger/1 - HP 10/10 AC 18/T:15/FF:13 - Perception: +6 - Fort: +2, Ref: +7, Will: +0 - CMB: +1, CMD 16 - Speed 30 ft. - Init. +5

Fahr takes a step out of the cave. He narrows his eyes at the minotaur for a second before bringing up his bow. He breathes slowly, carefully, taking aim for a long second before releasing an arrow at the minotaur.

Crunch:
Notes:
(None)

Round 1 action:
5' step
Move action for bullseye shot
Attack the minotaur, ignoring one source of soft cover via Erastil trait

Rolls:
longbow, attack, deadly aim, favored enemy, bullseye shot: 1d20 + 7 - 1 + 2 + 4 ⇒ (4) + 7 - 1 + 2 + 4 = 16 for piercing: 1d8 + 2 ⇒ (7) + 2 = 9

-Posted with Wayfinder

Scarab Sages

Male Human (Mwangi) Wizard (Transmuter) 1 | HP 8/8 | AC: 13 T: 13 FF: 10 CMD: 12 | F+1 R+3 W+2 | Init +6 | Perception +0 |

Yeska lowers the crossbow and walks forward with a surprising calmness. He draws a greyish liquid chalk from one of his many pouches and rubs it quickly between his thumb and index finger. He reaches Fahr's side, reaches out deftly to the bow and passes his fingers gently along the length of the bow. The chalk dissipates after mere moments. "Fire true." He draws the crossbow again and squints.

Magic Weapon on Fahr's bow. Ideally I would have done it before he shot, but such is life.

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

Hikari continues hustling his way towards Janira, clambering onto the log, hoping that he is surefooted enough to get across.

crunch:


Double move. I'm going to guess that going over the log is difficult terrain, and would require an acrobatics roll, so here it is.
acrobatics: 1d20 - 2 ⇒ (4) - 2 = 2
Sigh, and I think he's going for a swim...

Grand Lodge

Human (Shoanti) Bad Boy 2 | Grand Aigle | HP: 21/21| AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +6 | Will: +3 | Init: +2 | Perc: +7 | Sense Motive: +6 | Speed 30 ft.
Tracked resources:
Martial Flexibility: 4/4

Yakari jumps over the river and nearly arrives in contact. The teen tries to trashtalk the minotaur to distract him from Janira.

"Hey! Did they already tell you that you were fat?"

Acrobatics: 1d20 + 4 ⇒ (11) + 4 = 15

Grand Lodge

Fahr, you forgot to take into account the -2 range penalty (the minotaur is beyond the first increment, 100ft.) and the Inspire courage (+1 atk/dmg). However it won't change the result (beside the +1 damage), just keep it in mind for next time. Also, miss chance due to dim light (moonlight, 20%) and undergrowth (30%). Only taking into account the highest of both: Miss chance, 31+ hits: 1d100 ⇒ 100 Hit!

Yeska, it's one of the fringe cases where I spontaneously apply the buff if you are in the initiative order before your target. However, Fahr acts before you here, so he'll get it for next round.

Haldoc, Gridger, Hikari and Yakari all make haste to reach the minotaur before it dispatches your guide and mentor. While Yakari tumbles with ease across the stream, Hikari's steps on the massive log acting as a bridge proves far more hazardous. One slip, and the Tien warrior is in the water. The strong currents sweep him down the stream.

Hikari:
The current moves you down the stream (light bluue arrow indicates which way it runs) 30 feet each round. Each round you must make a DC 15 Swim check. If you succeed you manage to cling to the bank on the other side and may move one square right, but if you fail you are carried away by the stream (30 feet further) and must catch your breath as per drowning rules.

Meanwhile, a formidably precise arrow flies accross the battlefield despite the poor light conditions, as if guided by Erastil himself! It pierces the minotaur's thick hide, causing him to groan. Yeska bestows a blessing on the ranger's bow, rendering it magical.

Crunch:
Axe: 1d20 + 7 ⇒ (14) + 7 = 212d6 + 4 ⇒ (2, 2) + 4 = 8
Axe, iterative: 1d20 + 4 ⇒ (6) + 4 = 102d6 + 4 ⇒ (6, 6) + 4 = 16
Gore: 1d20 + 4 ⇒ (12) + 4 = 161d6 + 2 ⇒ (6) + 2 = 8
In case you're wondering, the minotaur doesn't have miss chance because of his darkvision.

However, it looks like Janira's luck has run down. the man-beast mows down Janira with his axe as easily as wheat at harvest. The halfling spits blood and seeme about to collapse when the bull's deadly horns impale her in the most gruesome manner. A howl of victory punctuates Janira's untimely demise, sending chills down your spine, but also the strength to avenge your guide! Her words of encouragement still resonate within your mind, bolstering your will and pushing you to excel.

Now is the time to prove yourselves, Pathfinders.

The hulking beast turns to Yakari, his eyes filled with bloodlust. "You next, prey!" he chuckles in a rugged Taldane, his voice carrying a sadistic note.

The Final Test - round 3
1. Haldoc, Fahr, Gridger, Yeska, Hikari, Yakari
2. Minotaur (10+), Janira (16++?)

Important note: Unless you have a source of lighting with you (or darkvision), please roll the 20% miss chance when you attack it.

Inspire Courage (+1 attack/damage) lingers for two more rounds. Make good use of it!

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

Gridger makes a move across the log towards the minotaur.

acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8 What's the dc to cross the log? I'm holding my lantern so if you're within a 30ft radius of me you should be good!

Grand Lodge

Male LG Human Divine Marksman Ranger/1 - HP 10/10 AC 18/T:15/FF:13 - Perception: +6 - Fort: +2, Ref: +7, Will: +0 - CMB: +1, CMD 16 - Speed 30 ft. - Init. +5

can someone please illuminate the minotaur for me?

-Posted with Wayfinder

Grand Lodge

Male LG Human Divine Marksman Ranger/1 - HP 10/10 AC 18/T:15/FF:13 - Perception: +6 - Fort: +2, Ref: +7, Will: +0 - CMB: +1, CMD 16 - Speed 30 ft. - Init. +5

GM, I also forgot to apply favored enemy to the damage roll, so it should have been an additional 2 higher

-Posted with Wayfinder

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

Just as Hikari plunges into the cold depths, he hears the raging roar of the minotaur. Fearing the worst has come upon his mentor, Hikari struggles to free himself from the cold grasps of the currents.

swim: 1d20 - 2 ⇒ (3) - 2 = 1

Unfortunately, he becomes disoriented, and gets pulled further underwater. Fighting to hold his breath, Hikari gets swept further downstream.

status:

distance from log = 60 ft
rounds holding breath = 1

Grand Lodge

Male LG Human Divine Marksman Ranger/1 - HP 10/10 AC 18/T:15/FF:13 - Perception: +6 - Fort: +2, Ref: +7, Will: +0 - CMB: +1, CMD 16 - Speed 30 ft. - Init. +5

Fahr steps closer and breathes deeply again, studying the minotaur now lit by Gridger's lantern as he pulls back his bowstring. He releases the bowstring with a snap, and another arrow sails towards the Minotaur.

foliage, concealment, hit on 3+: 1d10 ⇒ 2

But a minor tree branch is blown into the path of the arrow by an errant wind. Fahr swears under his breath. "Erastil help me..."

-Posted with Wayfinder

Liberty's Edge

Male Half-Elf Unchained Barbarian (Invulnerable Rager) [2.0] | HP 25/25 | AC 16 [14] T 12 FF 14 | Init +4 | Perc +11 | F +5 R +2 W +1 (all +2 vs Enchantments) | CMB +7 CMD 19 | Acro +5 (+9 for jump) Climb +7 Survival +6 Swim +7 SM +1 Rage Rounds 11/11, DR 2 vs non-lethal attacks, DR 1 vs all others

Haldoc tries to leap over the river in order to engage the minotaur!

Acro to jump: 1d20 + 5 + 4 ⇒ (2) + 5 + 4 = 11 Since I've been moving all this time would I get the +4 to jump? If not I'm in trouble. I might be in trouble either way. I'll wait for a ruling.

Grand Lodge

Fahr: I had assumed the +2 was from FE, but I missed the +2 from Deadly Aim. Damage corrected, thanks for pointing it out.

Gridger, you make it but you'll need to move the log at half speed. I moved you back accordingly, but you're still within 30 feet of the minotaur.

Haldoc: Yes, I take what you did last round into account of course, you are considered as having a running start. The opposite would be ludicrous! Hence the DC is 10 (the river is 10 feet wide). You get the +4 racial bonus due to your base land speed being 40 feet, too, so you're fine.

Gridger manages to cross the log safely, barely remaining on his feet to avoid suffering the same fate as the poor Hikari. He sheds some light on the minotaur, allowing Fahr's arrow to fly. However, the undergrowth proves too thick and the arrow never reaches its intended target.

The unfortunate Hikari is unable to grasp the slippery rocks on the shore, and continues his journey downstream, struggling to hold his breath.

Meanwhile, Haldoc jumps over the stream, barely making it on the other side. As he closes in on the minotaur, the man-beast slashes at him with his axe. The broken battleaxe slices through Haldoc's armor like butter, wounding the barbarian grievously.
AoO @Haldoc: 1d20 + 7 ⇒ (16) + 7 = 232d6 + 4 ⇒ (1, 4) + 4 = 9

The Final Test - round 3
1. Haldoc, Fahr, Gridger, Yeska, Hikari, Yakari
2. Minotaur (12+), Janira (16++?)

Grand Lodge

Male LG Human Divine Marksman Ranger/1 - HP 10/10 AC 18/T:15/FF:13 - Perception: +6 - Fort: +2, Ref: +7, Will: +0 - CMB: +1, CMD 16 - Speed 30 ft. - Init. +5

position *now* updated on map

-Posted with Wayfinder

Scarab Sages

Male Human (Mwangi) Wizard (Transmuter) 1 | HP 8/8 | AC: 13 T: 13 FF: 10 CMD: 12 | F+1 R+3 W+2 | Init +6 | Perception +0 |

Re-positioning to a better spot, Yeska raises the crossbow for the third time. Squeezing the trigger slowly, he lets loose a bolt.

By my measure, I should be just at the max range to shoot without penalty.

Crossbow, Light: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Miss (Undergrowth): 1d100 ⇒ 64
Damage: 1d8 ⇒ 3

Liberty's Edge

Male Half-Elf Unchained Barbarian (Invulnerable Rager) [2.0] | HP 25/25 | AC 16 [14] T 12 FF 14 | Init +4 | Perc +11 | F +5 R +2 W +1 (all +2 vs Enchantments) | CMB +7 CMD 19 | Acro +5 (+9 for jump) Climb +7 Survival +6 Swim +7 SM +1 Rage Rounds 11/11, DR 2 vs non-lethal attacks, DR 1 vs all others

OK, I have enough movement to get there to attack in the same round. I just wanted to be sure I got there!

Haldoc leaps over the river and stumbles directly into the enemy's weapon! Haldoc screams in pain, then in anger! Going into rage.

Rage!: 1d20 + 7 ⇒ (18) + 7 = 25 for Damage: 2d4 + 12 ⇒ (3, 2) + 12 = 17
Confirm Falchion?: 1d20 + 7 ⇒ (3) + 7 = 10 for Damage: 2d4 + 12 ⇒ (1, 1) + 12 = 14

Grand Lodge

Yeska, don't forget the Inspire Courage bonus.

The scholar shoots his crossbow, landing a lucky shot in the flesh of the beast. Haldoc darts into melee recklessly, but slashes deep into the mintotaur's belly. It howls in pain, but remains standing, more furious than ever!

The Final Test - round 3
1. Haldoc, Fahr, Gridger, Yeska, Hikari, Yakari
2. Minotaur (33+), Janira (16++?)

Scarab Sages

Male Human (Mwangi) Wizard (Transmuter) 1 | HP 8/8 | AC: 13 T: 13 FF: 10 CMD: 12 | F+1 R+3 W+2 | Init +6 | Perception +0 |

It's not luck just because I never roll below 8. It takes skill to be this consistently lucky.

Grand Lodge

A fair point! :)

Yakari is up!

Grand Lodge

Human (Shoanti) Bad Boy 2 | Grand Aigle | HP: 21/21| AC: 16 | T: 12 | FF: 14 | CMD: 17 | Fort: +6 | Ref: +6 | Will: +3 | Init: +2 | Perc: +7 | Sense Motive: +6 | Speed 30 ft.
Tracked resources:
Martial Flexibility: 4/4

Yakari and Grand Aigle charge to get into contact! "Yarrrrr you have found your place to die!"

Marron, flank, charge: 1d20 + 4 + 2 + 2 ⇒ (7) + 4 + 2 + 2 = 15 for B, Lethal: 1d6 + 3 ⇒ (2) + 3 = 5

Yakari's AC is currently 14

Grand Aigle unleashes his fury as well!

Bite, flank, charge: 1d20 + 2 + 2 + 2 ⇒ (2) + 2 + 2 + 2 = 8 for B,P,S: 1d6 + 1 ⇒ (4) + 1 = 5

Grand Lodge

The minotaur roars in pain and withdraws, his axe clearly ready to chop off the head of the first person foolish enough to come within range.

GM rolls:
1d20 ⇒ 9

The Final Test - round 4
1. Haldoc, Fahr, Gridger, Yeska, Hikari, Yakari
2. Minotaur (38+), Janira (16++?)

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

Gridger closes in on the creature, and acts fast. Without a dagger in hand, he flings his lantern at the enemy!

Crunch:
Range, Improvised, Inspire courage: 1d20 + 4 - 4 + 1 ⇒ (15) + 4 - 4 + 1 = 16
damage,Inspire courage: 1d4 + 1 ⇒ (1) + 1 = 2

Is this right? I should not have provoked AOO since i'm outside the threaten area right? And It is within 10ft range so no further penalties? What does it mean that only threat on natural 20? Those that mean any roll less and my throw deals no damage?

Grand Lodge

Male LG Human Divine Marksman Ranger/1 - HP 10/10 AC 18/T:15/FF:13 - Perception: +6 - Fort: +2, Ref: +7, Will: +0 - CMB: +1, CMD 16 - Speed 30 ft. - Init. +5

Fahr frowns in frustration as the Minotaur steps further away. He takes another step closer, focusing his aim carefully, before releasing his bowstring with a snap-twang to send an arrow soaring at the minotaur.

Crunch:
Notes:
(None)

Round 3 action:
5' step
Move action for bullseye shot
Attack minotaur

Rolls:
longbow, attack, deadly aim, bullseye shot, favored enemy, magic weapon: 1d20 + 7 - 1 + 4 + 2 + 1 ⇒ (1) + 7 - 1 + 4 + 2 + 1 = 14 for piercing, magic: 1d8 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10 -2 to hit if outside of range increment

concealment, overgrowth, 1 or 2 is a miss: 1d10 ⇒ 3

Active Status effects:
magic weapon

-Posted with Wayfinder

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

swim: 1d20 - 2 ⇒ (14) - 2 = 12

Hikari continues to struggle under the currents of the river.

status:

distance from log = 90 ft
rounds holding breath = 2

Liberty's Edge

Male Half-Elf Unchained Barbarian (Invulnerable Rager) [2.0] | HP 25/25 | AC 16 [14] T 12 FF 14 | Init +4 | Perc +11 | F +5 R +2 W +1 (all +2 vs Enchantments) | CMB +7 CMD 19 | Acro +5 (+9 for jump) Climb +7 Survival +6 Swim +7 SM +1 Rage Rounds 11/11, DR 2 vs non-lethal attacks, DR 1 vs all others

Haldoc, in full rage, rushes the enemy despite the dangers!

Attack, if he gets there: 1d20 + 8 ⇒ (11) + 8 = 19 for Damage: 2d4 + 13 ⇒ (2, 3) + 13 = 18

I forgot about the Inspire Courage last turn as I forgot to adjust Hero Lab, rats!

Grand Lodge

Miss chance due to overgrowth is 30%, but it doesn't matter anymore.

Gridger, you're well into his reach unfortunately.

As Gridger approaches and flings his lantern, the minotaur slashes at the human with all his might, opening a large wound on his chest. However, the lantern's throw is a lucky one, and knocks the minotaur down!
Battleaxe, AoO: 1d20 + 7 ⇒ (12) + 7 = 192d6 + 4 ⇒ (1, 5) + 4 = 10

You take the AoO, then it goes down. We stay in initiative though. Haldoc and Fahr can retcon their action. Hikari, since you're pretty much out of combat, roll as many Swim checks as you need until you (A) drown, or (B) succeed at a DC 15 one and manage to cling to the river bank.

The Final Test - round 4
1. Haldoc, Fahr, Gridger, Yeska, Hikari, Yakari
2. Minotaur (40+), Janira (16++?)

Scarab Sages

Male Human (Mwangi) Wizard (Transmuter) 1 | HP 8/8 | AC: 13 T: 13 FF: 10 CMD: 12 | F+1 R+3 W+2 | Init +6 | Perception +0 |

Yeska rushes as fast as he can, slowing only as he reaches the log.

Double move.

Liberty's Edge

Male Half-Elf Unchained Barbarian (Invulnerable Rager) [2.0] | HP 25/25 | AC 16 [14] T 12 FF 14 | Init +4 | Perc +11 | F +5 R +2 W +1 (all +2 vs Enchantments) | CMB +7 CMD 19 | Acro +5 (+9 for jump) Climb +7 Survival +6 Swim +7 SM +1 Rage Rounds 11/11, DR 2 vs non-lethal attacks, DR 1 vs all others

Seeing both Gridger and the minotaur go down, Haldoc comes out of his rage and tries to aid Janira!

Heal to stabilize: 1d20 + 1 ⇒ (15) + 1 = 16

We need some help for the fallen! Where is that cure wand?

Grand Lodge

Haldoc distinctively feels that his efforts have paid off: Janira is alive - though barely - and stable.

End combat, I'll just need Hikari's rolls.

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

Gridger remembering he has a potion on his bag, runs and grabs it from the cave entrance and heads to Haldoc's position.

Running across the log twice! Can Janira drink the potion in her state? Think i fell in the water too :(
acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15
acrobatics: 1d20 + 3 ⇒ (1) + 3 = 4

Grand Lodge

Yes, you fall in the water. Same thing as Hikari, please make Swim checks until you reach DC 15 or until you drown.

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

For Gridger, since it is out of combat, couldn't he just take 10? If not, when he is medium encumbrance, that should be a -3 to skill check penalty, but I noticed Gridger had computed as -4. The max dex of -3 only applies for AC, so does not affect skill checks. So his roll should be a 5 - not sure if it helps though.

Hikari continues to struggle in the water.

swimming:

swim: 1d20 - 2 ⇒ (7) - 2 = 5
swim: 1d20 - 2 ⇒ (19) - 2 = 17
distance from log: 150 ft
hold breadth: 4 rounds

After being swept down for about 50 yards, he finally manages to grab onto a log sticking into the river, and pulls himself over to the side.

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

Hikari:
I saw it as a need to rush for janira's safety so I didn't take 10. I computed it as -3 due to encumbered and -1 from armor. Is this not right?

Gridger loses his lantern and sword in the river and splashes for his life!

swim:
swim: 1d20 + 2 ⇒ (12) + 2 = 14 swim: 1d20 + 2 ⇒ (13) + 2 = 15

Gridger, some ways off, manages to swim towards the bank. Pulls himself up and heads to Janira to pass her his potion.

Let me know if I've made error in my game play.

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

A dripping Hikari approaches the team surrounding Janira on the floor.

"Gridger, keep your potion for now. Let me use the wand instead."

wand of CLW(3): 1d8 + 3 ⇒ (1) + 3 = 4
Is that enough to bring her out of unconsciousness?

Scarab Sages

Male Human (Mwangi) Wizard (Transmuter) 1 | HP 8/8 | AC: 13 T: 13 FF: 10 CMD: 12 | F+1 R+3 W+2 | Init +6 | Perception +0 |

Gingerly crossing the log, Yeska trusts the care of Janira to his companions and passes to the minotaur. Kicking it gently as if to determine that it is, in fact, quite dead, he reaches down to retrieve his crossbow bolt. "Waste not, want not."

Not sure if this part is kosher, or if there's anything to be gained from it.

Yeska then draws out his cold iron dagger and makes an incision, studying the innards of the beast. In his journal he records a quick drawing for reference. He calls out absently to his group, "Can someone help me flip the thing over? I want to examine the musculature of the leg."

Liberty's Edge

Male Half-Elf Unchained Barbarian (Invulnerable Rager) [2.0] | HP 25/25 | AC 16 [14] T 12 FF 14 | Init +4 | Perc +11 | F +5 R +2 W +1 (all +2 vs Enchantments) | CMB +7 CMD 19 | Acro +5 (+9 for jump) Climb +7 Survival +6 Swim +7 SM +1 Rage Rounds 11/11, DR 2 vs non-lethal attacks, DR 1 vs all others

Once Janira has been taken care of Haldoc can rush to the aid of his swimming companions by throwing them a rope and helping them out, if need be.

Grand Lodge

Oread Two-handed Fighter 5 | HP: 46/46 | AC:24 (27) T:14 FF:21 | CMB:10(+1 to dmg objects) CMD:23(+1 Sunder) | Saves F:6 R:5 W:2 | Init:3 | Per:0 | Combat Stamina 7/7

Think we're all clear from water, assuming we've played it correctly.

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