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Where ?
Qalim looked where Cairo pointed the creature to see it by himself
perception (Take 10): 10 + 11 = 21
Then, seeing it, he tried to remember one thing or two about these creatures in hope to avoid any confrontation with it.
Know. Nature: 1d20 + 10 ⇒ (2) + 10 = 12

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If no one can bypass the hippo, Fizz offers to the lead the charge. "I'm used to beast of the more fire-breathing variety so I'm sure this thing will be a piece of cake!"

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"YEAH! LET'S FIGHT A HIPPO!" Corb yells excitedly, rushing forward.
-Posted with Wayfinder

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Quinn sighs yet smiles. "Well, let's go save the loud one."
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GM Tektite |

Corb heads off stomping through the underbrush toward the hippo, which quickly notices the lumbering man and opens it great jaws, showing eight inch long teeth in a display of aggression!
F: 1d20 ⇒ 20
S: 1d20 + 1 ⇒ (16) + 1 = 17
Qa: 1d20 ⇒ 4
Qu: 1d20 + 7 ⇒ (5) + 7 = 12
Ca: 1d20 ⇒ 9
H: 1d20 + 4 ⇒ (3) + 4 = 7
Initiative:
Fizzbeard
Sebastian
Quinn
Corb
Cairo
Hippo
Qalim
Everyone, but Qalim is up!

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Fizz rushes in swinging his greatsword!
+2 attack/AC for this round
+1 dragon-bane greatsword: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
damage: 2d10 + 13 ⇒ (8, 9) + 13 = 30
bite: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 1d6 + 1 ⇒ (4) + 1 = 5

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Corb enters Rage round 3 and swings HIS Greatsword! Great! (Pa, ff, rage): 1d20 + 15 ⇒ (10) + 15 = 252d6 + 23 ⇒ (6, 3) + 23 = 32
+2 AC, since I had to draw sword anyways. Negates Rage penalty. Plus, I'd have to figure out my non-Overhand Chop damage
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GM Tektite |

Cairo's presence inspires his companions to heroism as he puts a fervant blessing on the party.
Fizzbeard moves up and strikes the behemoth, while his mount misses!
Corb moves up and chops into the river horse with his sword!
Sebastian moves up to attack, but his blade is deflected by the tough hide!
Quinn?

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Fizz Ref: 1d20 + 7 ⇒ (19) + 7 = 26
Beaky Ref: 1d20 + 12 ⇒ (1) + 12 = 13
Beaky gets back up and carries Fizz closer to the action!
+1 dragon-bane greatsword: 1d20 + 10 ⇒ (14) + 10 = 24
damage: 2d10 + 13 ⇒ (5, 9) + 13 = 27

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Reflex: 1d20 + 11 ⇒ (1) + 11 = 12
Quinn is too busy watching the fight that he doesn't even realize there is a very large creature heading right for him! With the creature right next to him, he starts a dance and slashes at the beast.
Dance is Razor's Kiss, taking +2 to att and AC[/dice]
Scimitar: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
1d6 + 6 ⇒ (5) + 6 = 11
[ooc]AC currently 25, HP currently 55.

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Corb deals in pain, not running from problems (like a rampaging hippo!) AoO: 1d20 + 15 ⇒ (15) + 15 = 302d6 + 19 ⇒ (6, 2) + 19 = 27 Blessing negates PA -2
He will step up and slash at the hippo! Blessing bonus attack!
GS 1: 1d20 + 15 ⇒ (13) + 15 = 282d6 + 23 ⇒ (5, 2) + 23 = 30
GS bonus: 1d20 + 15 - 2 ⇒ (8) + 15 - 2 = 212d6 + 19 ⇒ (1, 5) + 19 = 25
HP count: 21 damage, 56/77 (Rage+Raging Vitality)
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GM Tektite |

Fizzbeard rides up and cuts into the ragin animal!
Quinn does a little jig and stabs the poor creature!
Corb slashes as the creature thunders by, then follows up with a huge strike, taking down the territorial animal.
Out of Combat!
With the hippo dealt with, it takes some expertise to dig up the root.
Survival or KN: nature check to harvest the root.

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"I'M GONNA MAKE THE HIPPO NOT DIE; HE WAS VALIANT AND MIGHTY! NOBODY GET CHOMPED!" an unthankful Corb notes to the cleric after his channel. Corb will be poking him with a CLW charge to stabilize him (thanks, alchemist level!) If he turns out to be dead, he'll just poke himself with the charge.
clw: 1d8 + 1 ⇒ (4) + 1 = 5
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Fizz takes out a wand and focuses on healing himself and his axebeak, not being much use in the wild.
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (4) + 1 = 5

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Just reviving this hippo just before we leave so he can fight the good fight more (and considering getting an AC somehow either via feat or Wild Child level (if PFS legal.)) Kinda want to have a hippo mount imitation...
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Upon returning to the city, Quinn starts by finding a weaponsmith dealing in durable weapons to find one that is made from adamantine. With machines and constructs involved, every advantage helps.
Why not, going to go all in. +1 Adamantine scimitar, will go ahead and sell the vanilla +1 scimitar since it becomes a little redundant.
Purchasing - 5015 gp
Selling + 1157.5
Look about right?

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Once in town, we could ask if someone have seen these strange construct and some men or women from numeria ? May be what we could learn will help us in our preparations for the incoming confrontation ?
Or better, gave us the possibility to ambush them before they get to the lodge !
Said Qalim

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Fizz keeps his greatsword and rides Beaky around the Lodge, checking the perimeter and the entrances as he keeps up the watch.

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Corb remembers that time a hippo ran him over. "GOOD TIMES!" He has no special prep otherwise.
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Qalim payed a few coper younglings to look after stange constructs and northeren men or women seeming approching the lodge.
As for himself, he stand in a dark corner of the place in front of the lodge after helping reactivate its defence. His dragon's rod ready to put under the destructing fire of his ancestors his ennemies.

GM Tektite |

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Is the book in the library? I can't remember which room it's in from when I ran this. Fizz will guard that room.

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Corb will take whichever entrance the other melee doesn't want. If both entrances are taken, a randomized patrol is also acceptable but also takes requests (I.e. if you want these guns near you and both entrances are covered, just move my piece nearby.) He does suggest the buddy system, in case of more sleep or sleep-like effects, having been affected by one recently.
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Qalim looked for a high spot. To be able to see ennemies comming and be able to blast them with all the destructive fire of his dragon's ancestors.
Before going up, he will cast a message on five people, in case something goes wrong. lasts 50mn
I put Qalim in a tree, but on the roof of the lodge will be perfect