
Henrick the Priest |

Unfortunately the normal magic weapon damage bonus only applies on a hit.
I don't mean to quibble (and I don't know if that makes a difference), but it's not a weapon bonus, but a spell bonus. As far as I understand it, Henrick receives no bonuses to hit or damage with his warhammer. The onyx is embedded in the haft of the weapon, and the weapon is also his holy symbol.

Pirate GM |

Same thing, spell weapon etc. poor wording choice on my part.
While they tend to get access to different secondary buffs, an adventurer tier weapon adds +1 to hit/damage just like a adventurer tier wand adds +1 to hit/damage to arcane spells or attacks and a "Symbol, Holy Symbol, Relic, or Sacred Branch" adds to divine spells or attacks.
Now of course the book doesn't actually clearly say anywhere whether or not to add the magic bonus on misses so I went looking. Amusingly enough there's a thread on this over at Pelgrane from just last week. I went back and listened to a podcast of Tweet GMing and he didn't have them add. Lets go with adding them, especially with the 2 difficult combats a day every little bit helps. Please please please remind me of your miss damage when it comes up though. I've got enough to keep track of on my end.

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Feeling himself tire quickly, Dante sets his dagger on the lip of the fountain and focuses on parrying the bandit's blows with the protection of cover for awhile, as he retrieves a potion and has a drink.
Recovery plus potion: 3d8 + 2 + 1d8 ⇒ (7, 1, 8) + 2 + (5) = 23

Pirate GM |

Dante enjoys a surprisingly tasty potion.
While Arayas tries to pop free from the bandits
1d20 + 1 ⇒ (17) + 1 = 18 succeeding before moving out of the line of fire of the ranger and shooting at the remaining hound
Attack: 1d20 + 7 + 3 ⇒ (5) + 7 + 3 = 15
Damage: 3d6 + 4 ⇒ (4, 5, 4) + 4 = 17
and dropping it.
The Demonic ranger follows into the open and fires at Arayas.
Attack: 1d20 + 10 ⇒ (14) + 10 = 24
Hitting for 15 damage and the arrow lingers (daze, end as a swift causing 10 ongoing damage save ends)
Initiative:
Henrick
Bandits 0 [3]
END OF ROUND
Dernaras
Arayas
Dante
Demonic Ranger 54 (Staggered)
Henrick is up!
The 2 remaining free bandits will intercept people if they try and move into melee with the ranger.
AC 15
PD 12
MD 12
HP 9 (Mook)
AC 18
PD 16
MD 11
HP 58
AC 21
PD 14
MD 19
HP 80

Arayas |

Ah, sorry. Couldn't log on yesterday cause of real life stuff. I'll get that recovery going in the meantime.
Recovery: 3d8 + 2 + 6 ⇒ (2, 4, 4) + 2 + 6 = 18
So that'll bring me up to full. But then I get hit by the club for 4 dmg, and another 15 dmg from the ranger's hit. So that'll bring me to 21 total life, with two arrows stuck in me

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Anyways, let's get this week's show on the road!
-Posted with Wayfinder

Pirate GM |

ESCALATION 4
Monday nights I tend to go out and play PFS.
Henrick moves out and calls upon the Spirits of the Righteous!
vsMD: 1d20 + 5 + 3 + 1 + 1 ⇒ (17) + 5 + 3 + 1 + 1 = 27
Damage: 4d6 + 5 + 1 ⇒ (4, 2, 4, 4) + 5 + 1 = 20
Nearly toppling the demonic ranger.
Additionally Arayas gains +4 AC for 1 round.
Henrick, if you want to add your final heal spell, go for it.
The bandits spread out among their targets.
Attack Dante: 1d20 + 7 ⇒ (15) + 7 = 22
Attack Henrick: 1d20 + 7 ⇒ (2) + 7 = 9
Attack Arayas: 1d20 + 7 ⇒ (10) + 7 = 17
Dante takes 4 damage while Arayas is protected by Henrick's spirits.
Dernaras
Arayas
Dante
Demonic Ranger 74 (Staggered)
Henrick
Bandits 0 [3]
END OF ROUND
Dernaras, Arayas and Dante are up!
AC 15
PD 12
MD 12
HP 9 (Mook)
AC 18
PD 16
MD 11
HP 58
AC 21
PD 14
MD 19
HP 80
ESCALATION 4

Henrick the Priest |

Henrick, if you want to add your final heal spell, go for it.
Thanks for doing that. The only two who still have recoveries left (I don't have any "free" recoveries left) are Dante and myself. Dante, do you want the last one?

Dernaras Mihadorien |

Dernaras pauses a moment to assess the situation. Slinging her spear across her shoulders, she switches to her bow as she hurries toward the ranger. Got to bring her down...
A moment later she's standing in the open with a clear shot of the ranger. Raising her bow to her shoulder, she draws an arrow and takes careful aim, letting fly after a few seconds of concentration.
Attack vs AC (magic, escalation): 1d20 + 5 + 1 + 4 ⇒ (14) + 5 + 1 + 4 = 24
Damage: 3d10 + 3 + 1d10 ⇒ (4, 3, 4) + 3 + (1) = 15
Deadly Assault Reroll: 1d10 ⇒ 10
Should be a total of 24 damage, I believe.

Pirate GM |

Dernaras's shot takes down the ranger!
Now just clean up the thugs.
I'll be out during most of the day today, visiting the Exploratorium.

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I'll take the spell.
Recovery: 3d8 + 3 ⇒ (1, 5, 1) + 3 = 10
Dante feels a whole lot better as he leaps onto the fountain to make a surprise strike at the bandit engaged with Henrick...
Tumble: 1d20 + 5 ⇒ (19) + 5 = 24
Tumbling Strike: 1d20 + 7 + 4 ⇒ (7) + 7 + 4 = 18 for damage: 3d6 + 4 + 1d6 ⇒ (3, 1, 5) + 4 + (3) = 16
...then turns and lunges at the bandit in front of Arayas. (That's where the extra 7 damage goes.)

Pirate GM |

With 1.2 thugs left...
Arayas tumbles into the perfect spot and drops both remaining bandits with 1 shot!
Combat over.
Unwrapping the rug reveals a woman! But not Lady Smallwood. Although strangely enough she does have very similar green eyes... Before you have much time to contemplate the situation she whispers to you.
"Don't let the hut escape, there are more prisoners..."/

Dernaras Mihadorien |

"The hut? Escape?" asks Dernaras, blinking a few times in confusion before she remembers the legends surrounding the hut. "You there!" she calls to a passing hooligan. "Help this woman!"
I figure if we can get the "thugs" on medic duty they're less likely to go murderhoboing while we're securing the hut.

Pirate GM |

The young woman passes out at this point. Being captured, beaten and rolled up in a rug has not been good for her health. Although with some rest and TLC you imagine she'll be fine.
You hear a great commotion from the center of town. Rushing that way you see the Chicken hut stretching and beginning to move. You only have moments before it once again disapears.
~Flash Back Time~
Dernaras remembers another gift from her mentor. Ivory manacles to capture the Black Phoenix. Unbreakable, inescapable manacles.
~~
While it might mean giving up on her dream to capture the Assassin, Dernaras has just enough time to Shackle the hut before it vanishes.
Doesn't really what you shackle the hut to, they are awesome magic manacles.
Or, you could all hop in, or let it get away, or try some other awesome heroics etc. Anyway you go, you'll be leveling to 4!
Let me know what the plan is.

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"There are at least six captives in that house, and Elizabeth is probably one of them, so I'm going in there," Dante announces.
Dante won't let it get away, that is for sure. Either we bind it or go inside.

Dernaras Mihadorien |

Dernaras' hand jumps to the manacles, and then she hesitates. The Phoenix... she can't be allowed to escape. But there's no knowing where the hut will go... or whether it will return. At least if I keep it here, I have a chance. I probably won't be able to capture the Black Phoenix without the manacles, but I can kill her. First I've got to find her, and to do that I've got to be here.
"Wait!" she exclaims, one ivory manacle already in her hand. Not really knowing if it will work yet having no recourse but to try, the white-haired, elf-like woman tosses one manacle toward the hut's doorknob and slides the other over the end of her spear, which she then jabs into the ground.
Should we roll for loot?

Pirate GM |

Acid: This is any type of corrosive liquid, gas, or magical substance that eats away at flesh. Drops of it cause pain, and vats of the stuff might not leave a trace of you.
Cold: You might call it ice, but it’s not always solid and chunky, so we call it cold. If there are any unusual sound effects, it might be a surprising absence of sound as everything slows down.
Fire: Burn! Burn! Burn! Fire and its companion, scorching heat, are probably the most common magical ways of inflicting pain.
Force: Magical energy in a relatively pure and shimmering form. It’s often accompanied by a background hum, and is most commonly encountered in wizard spells like magic missile.
Holy: Pure divine energy, most commonly encountered in cleric and paladin spells. It’s potentially lethal to undead. Its smells and sound effects are dependent on the spell or on the GM’s attitude toward the divine.
Lightning: Why? Because we think it’s cooler to refer to lightning directly instead of using a scientific term like electricity. It smells like ozone and makes your fur stand on end.
Negative energy: Putrefaction energy associated with the undead. It has the smell of the grave.
Poison: Not energy, per se, but a damage type. It’s frequently (but not always) associated with ongoing damage as the poison races through your veins.
Psychic: Anything that messes with a creature’s mind and causes mental distress (often shown by nosebleeds, earbleeds, or a slight widening of the eyes right before a creature’s head explodes).
Thunder: Because we think it’s cooler to refer to thunder than to use the more scientific-sounding term: sonic energy.

Pirate GM |

Potion Notes:
Drinking a potion takes a standard action. The standard action includes taking all the steps to get it ready if you don’t have it in hand already. Feeding a potion to an unconscious ally is also a standard action.
You can only be under the effect of a single potion at a time. If you’re using a potion that has a lingering effect, drinking another potion ends the first effect. Non-healing potions tend to have effects that last until the end of a battle, or around five minutes if you’re prepping for a battle and drinking potions beforehand.
The typical way this comes up during play is when someone benefits from a potion that’s giving them an advantage and then needs to drink a healing potion. Getting the healing will come at the price of losing the other effect.

Arayas |

Sorry, I'm back. My one day away turned into an overnight due to shenanigans. Are we all rolling for loot?
Arayas runs after Dante and Henrick, catching up quickly and passing the dwarf due to her longer stride.
"We're going into the 'Chicken Hut?'" Arayas says with a puzzled look. A sudden urge takes over her and she feels her mouth moving, "I hope we don't run a fowl of anything..."
I told you I'm not good at puns

Pirate GM |

1–2: Useless stuff, fake potions, costume jewelry, nothing gained.
3–4: One healing potion, lower tier.
5–10: One healing potion from PC’s tier.
11–15: Two potions/oils/runes of PC’s choice from PC’s tier.
16–20: Three potions/oils/runes of PC’s choice from PC’s tier.
You guys are all still adventurer tier.

Pirate GM |

Quick summary of choices:
Potions you get out and drink as a standard action. There are healing potions which use a recovery and give you an extra d8 (and cap at 30hp) and energy resistance potions which mean that attacks from that energy type do half damage to you for a combat unless the die is a natural 16+.
Oils and Runes are a swift action to use and make either a weapon, armor or implement +1 for a combat. (doesn't stack with item being magical) Runes are like oils but provide an additional random bonus (roll a d100 when used) but have a 1% chance of providing a hindrance instead.
I should have some more story/plot up later today. Also if people could roll their icon/relationship dice... I haven't been good and making sure to use everything, but they still help inspire me, and help make sure I occasionally give you nice things.

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The Emperor - positive: 3d6 ⇒ (4, 1, 1) = 6
-Posted with Wayfinder

Pirate GM |

The hut shimmies and shakes but it does not move. There is even a moment of panic as the hut makes one final push and knocks the spear over, but the manacles, even when attached to nothing still hold the hut in place!
A brief bit of scouting reveals the same grand foyer as before and no sign of hostiles.
Eventually Jennifer Oliver, the woman from the rug, recovers and is able to give you a bit more, but perhaps frustratingly small amount of information.
"The ones who clubed me, and rolled me up in a rug... They were being commanded by a shadowy figure with burning red eyes..." She thinks she heard one of them call the figure Phoenix... but she's not sure.
Arayas: Before the party has a chance to enter the hut, you are approached by Red Bear. An Elven bear shaman who explains "The high druid appreciates your efforts against this affront to nature, and sends you this blessing, so that you may better return your foes to their place in the circle of life." Your bow now has +1 to hit and damage, additionally your weapon is now Haughty. When you hit with an attack using this weapon, if that enemy is the most dangerous foe in the battle (or tied for most dangerous, GM’s assessment), you deal +1d4 per tier damage to it. Quirk: Challenges others to improvised contests. (This should generally be obvious from description, I'll try and remember to note if they are adventurer or champion tier, but feel feel free to ask, this game in general does not hide information from its players.)
With no further leads out here and Dante's desire to rescue Lady Smallwood, the party eventually enters the hut....
Twisting corridors stretch in many directions, lets get Wisdom based skill checks for not getting lost...
As a reminder, insider the Hut is a champion tier environment, so the starting DC of skills is 20 instead of 15.