
GM PDK |

The group leaves approximately half an hour past high sun. Just 2 hours outside of Kassen, the narrow path winds through the raking claws of the trees, now bereft of their leaves, which crunch loudly underfoot. Up ahead, a fallen tree trunk blocks the path. Suddenly a trio of snarling humanoids leaps up from behind the log, all greenish skin and fearsome tusks, bellowing vulgar challenges.
Spark: 1d20 + 1 ⇒ (20) + 1 = 21
Alezandaru: 1d20 + 5 ⇒ (18) + 5 = 23
Aroden: 1d20 + 2 ⇒ (14) + 2 = 16
Bram: 1d20 + 2 ⇒ (16) + 2 = 18
Findlefarb: 1d20 + 2 ⇒ (11) + 2 = 13
Konner: 1d20 + 6 ⇒ (6) + 6 = 12
Brother Antonidas: 1d20 + 3 ⇒ (3) + 3 = 6
Orcs: 1d20 + 0 ⇒ (3) + 0 = 3
Initiative (bold may go)
Alezandaru
Spark
Bram
Aroden
Findlefarb
Konner
Brother Antonidas
ORCS

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Spark double moves and tries to get around/behind the orcs...
acro: 1d20 + 5 ⇒ (16) + 5 = 21
cmb to overrun: 1d20 + 3 ⇒ (20) + 3 = 23

GM PDK |

You can't charge: log in the way, and no legal space between orcs and log.
Map will be up soon.

GM PDK |

Map is up! Spark, do you wish to double move to the log? trail is normal terrain and green is difficult terrain. You can get to the other side of orcs if you succeed both an acrobatics DC 10 and an overrun maneuver as part of a charge...

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Aroden swings the Sword of Aroden around his head with a flourish.
"BEHOLD MY GLORY!!"
Although he could just be nuts, he somehow manages to radiate holy power...
While wielding a longsword, you can perform an impressive display of prowess as a full-round action. All allies within 30 feet who can see your display gain a +2 sacred bonus on attack rolls, saving throws, and skill checks for 1 round + 1 round per 5 points of base attack bonus you have.

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changed my original post to reflect the changes to actions

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At the sight of the green-skinned orcs, Bram's blood starts to boil. He gives a low roar and surges ahead.
Double move. If need be, Bram can wield his axe one-handed to carry the lantern. GM - I looked over my chronicles and I should have a CLW wand on my sheet, purchased with 2 PP during The Consortium Compact (my 4th adventure). I wasn't able to update my profile at work yesterday. If it's too late I understand.

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The Greenblade draws his bow and fires at the Red Orc.
ranged, shortbow deadly aim: 1d20 + 3 ⇒ (10) + 3 = 131d6 + 2 ⇒ (2) + 2 = 4
I am assuming in the lead-up to the encounter that we handled the lantern being held by Bram, since I had declared the conversation in advance.

GM PDK |

Enhanced by Aroden's divine magic, Spark sails over the orcs' heads. They all choose to avoid the crazy genie so no AoOs. Greenblade becomes Greenbow, and solidly lodges an arrow at the red orc's sternum... the red orc appears indisposed, clutching the arrow with his hands and roaring in protest as the life oozes out of him.
Bold are up:
Alezandaru
Spark
Bram
Aroden
Brother Antonidas
Findlefarb
Konner
ORCS

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Greenblade, don't forget the +2 sacred bonus from Aroden. Attack rolls, skill checks, and saves (but not damage).
Praise be to Aroden!

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"Vile orcs! Recognizable from their brutish faces, guttural whoops, peculiar pungency, and their tendency to rush to cleave your head off. Most likely because you have expressed disapproval to their brutish faces, guttural whoops, and peculiar pungency."
Findlefarb saunters forward, giving everyone a line to enjoy.
Start inspire courage. +1 attack, +1 damage morale bonuses for everyone. Also move.

GM PDK |

The orcs surround Spark and swing their greataxes:
Red Orc, flanking: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 for 1d12 + 4 ⇒ (2) + 4 = 6 slashing damage.
Blue Orc, flanking: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 for 1d12 + 4 ⇒ (5) + 4 = 9 slashing damage.
Green Orc: 1d20 + 5 ⇒ (12) + 5 = 17 for 1d12 + 4 ⇒ (7) + 4 = 11 slashing damage.
Spark crumbles to the ground from the massive greataxe cuts! the orcs howl in delight!!!
Bold are up:
Alezandaru
Spark (-5 hit points; unconscious and dying)
Bram
Aroden
Brother Antonidas
Findlefarb
Konner
ORCS

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I do not understand the tactical logic behind advancing on the orcs rather than delaying and waiting for them to come to us. I know it's nice to win initiative but sometimes it is better to delay.
Seeing that most of his comrades are too far away to benefit from his blessing, Aroden draws his wand of Mage Armor and moves up 30 feet.
Is it bright daylight here? And if so, are the orcs dazzled?

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"Oh dear, we'll have to break them up," the gnome observes.
He tosses sand in the air from a hidden pouch. "Success, now rest!"
Casting sleep. Will DC 14.

GM PDK |

Aroden: the orcs don't look dazzled. Yes, it is bright sunlight at 2:30pm in the afternoon, but the sun is low due to approaching winter and the light is filtering through the trees... maybe their eyes have adjusted?
Red Orc Will Save vs. DC 14 sleep: 1d20 - 1 ⇒ (9) - 1 = 8
Blue Orc Will Save vs. DC 14 sleep: 1d20 - 1 ⇒ (2) - 1 = 1
Green Orc Will Save vs. DC 14 sleep: 1d20 - 1 ⇒ (19) - 1 = 18
Red and Blue slump to the ground beside Spark. Green roars in defiance, and prepares to kick his friends in the arse. I will wait for everyone's turn before going to the Green Orc...

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grrr... I hate when the board eats my posts.
stabilize: 1d20 + 1 - 5 ⇒ (11) + 1 - 5 = 7
will: 1d20 + 2 ⇒ (13) + 2 = 15

GM PDK |

Something is strange here...
Spellcraft 1d20+8
Will save Aroden: 1d20 + 3 ⇒ (4) + 3 = 7
Konner misses!
Will save Konner: 1d20 + 2 ⇒ (11) + 2 = 13

GM PDK |

[BOTTING: Anton and Alez both double move closer to the action]
Green orc wakes up Blue orc then 5-foot steps on top of Spark's helpless body.
Blue orc stands up as a move action, 5-foot steps to Red orc, and wakes up Red orc.
Red orc stands up as a move action, then takes a move action towards the edge of the log.
Bold are up:
Alezandaru
Spark (-6 hit points; unconscious and dying)
Bram
Aroden
Brother Antonidas
Findlefarb
Konner
ORCS

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Greenblade shoots another arrow at the exposed Red Orc.
shortbow, deadly aim: 1d20 + 3 ⇒ (4) + 3 = 71d6 + 2 ⇒ (4) + 2 = 6
Thank you for botting me, but i am ridiculously close for archery. I will put away my bow as the rest of my action. I have spiked gauntlets in case of Aoo.
Greenblade takes a 5 foot step southwest. Please move me on the map.

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Bram moves up, his mouth just starting to foam a bit. He recalls his special training for fighting orcs and goblins and launches a powerful attack against "green" with his waraxe.
Power Attack, Hatred, Inspire: 1d20 + 5 + 1 + 1 ⇒ (12) + 5 + 1 + 1 = 19
Damage, PA, Inspire: 1d10 + 7 + 1 ⇒ (2) + 7 + 1 = 10

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Emerging silently from the forest Antonidas looses a volley at the remaining orc.
Point blank longbow, inspire courage: 1d20 + 5 + 1 + 1 ⇒ (3) + 5 + 1 + 1 = 10
Damage, inspire courage: 1d8 + 1 ⇒ (4) + 1 = 5

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Konner hops over the log and tries to cut down the closest orc.
acrobatics: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24to hop over log attack: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 251d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9

GM PDK |

The green orc drops on top of Spark and begin its death throes.
Konner Will Save: 1d20 + 2 ⇒ (10) + 2 = 12

GM PDK |

BOTTING
"Spark"
stabilize: 1d20 + 1 - 6 ⇒ (10) + 1 - 6 = 5
will: 1d20 + 2 ⇒ (4) + 2 = 6
Findlefarb
Maintains inspire courage and double moves

GM PDK |

Red Orc Ranged javelin on Alezandaru: 1d20 + 1 ⇒ (13) + 1 = 14 for 1d6 + 1 ⇒ (4) + 1 = 5
Blue Orc Melee Greataxe on Bram: 1d20 + 5 ⇒ (1) + 5 = 6 for 1d12 + 4 ⇒ (11) + 4 = 15

GM PDK |

ROUND 4 (I think)
Bold are up:
Alezandaru
Spark (-7 hit points; unconscious and dying)
Bram
Aroden
Brother Antonidas
Findlefarb
Konner
ORCS

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Bram grins as the orc misses, then aims a return blow at its torso.
Power Attack, Hatred, Inspire: 1d20 + 7 ⇒ (13) + 7 = 20
Damage? with Inspire: 1d10 + 8 ⇒ (2) + 8 = 10
-Posted with Wayfinder

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Alezandaru uses acrobatics to leap the log and move into position next to Bram.
acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16
From there he will attack the Blue Orc with his newly drawn rapier.
rapier: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 191d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

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stabilize: 1d20 + 1 - 7 ⇒ (8) + 1 - 7 = 2
sheesh

GM PDK |

Bram splits Blue Orc's skull in half, then begin the lengthy process of dislodging his axe from orc collarbone, while Alezandaru and Konner flank the Red Orc and between them, puncture every single organ in the orc's body. The orcs all fall still to the ground... then disappear eerily... as if slowly fading from the world... (which causes Bram's axe to suddenly go free, and the unexpected upswing lands him on his back in the grassy ditch)
Simultaneously, all of the wounds suffered by the victorious heroes are healed, which causes Spark to sit up suddenly and gasp for air, as if he was back from a 3 min dive in deep water. You are all at full health!

GM PDK |

After dealing with the strange orcs, the heroes are able to travel for most of the day in peace. Following the map is relatively easy, but as you go further it becomes quite grown in and will require a Survival check DC 10 - failure means you need 2 trail rations and two waterskins today instead of one . (everyone can aid for this if they choose)
After the heroes have followed the map for most of the day, the sunlight begins to fade and a cold wind begins to rattle through the leafless forest. There is now no sign of civilization in sight. As nightfall approaches, you must find a suitable campsite. Survival check DC 10 - success locates a nice level spot, surrounded on three sides by a thicket of bushes; failure means lumpy ground (DC 13 Fort save of be fatigued all of next day) and no cover on two sides

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survival dc 10: 1d20 ⇒ 13
survival dc 10: 1d20 ⇒ 16

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For avoiding the need for extra rations, aiding:
survival: 1d20 + 1 ⇒ (15) + 1 = 16
Finding Campsite, aiding:
survival: 1d20 + 1 ⇒ (9) + 1 = 10
"That situation back there with the Orcs... I realize no one may want to discuss it, but that was certainly odd. Do any of you spellcasters know what that could have been?"

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"I'm... alive? I thought i was a goner for sure... what happened back there?"

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"A haunt? A dreamscape? An illusion, perhaps to ward off trespassers? I am not certain."
Aroden looks around.
"Should we encounter real orcs, I would suggest engaging them at range. An orc berserker with a greataxe can decapitate an ogre with a single swing; they are not nearly as proficient at ranged combat. I would not engage them in melee unless there were no other choice."
Is it just one Survival check needed for each problem? Then it looks like Spark has it.

GM PDK |

Trailblazing and camping checks are both a success.
As the heroes are sitting around the camp, they hear howling off in the distance. Over the next hour, the howling seems to grow closer before becoming eerily silent.
About half an hour into this dreadful silence, make a Perception check.
Those who make the DC 18 perception check see a lone wolf at the edge of the firelight and they will be entered in the surprise round before initiative begins.