| Taranis Redleaf |
Once Marc tends to his own wounds, "We must work as a team, and we must be ready for these challenges. Zed, would you be willing to turn our slayer invisible so that he might scout ahead?"
Once done, Taranis nods to the party to advance into the room. He'll dance some lights forward in front of invisible Augrym.
| GMTrex |
Go ahead and place your pogs as appropriate. Pressing deeper into the hill, four tunnels exit a circular chamber in the cardinal directions. Four large monstrous faces, carved from stone, leer and grimace from each of the walls between the tunnel entrances. A skeleton sprawls facedown in the middle of the room.
| Taranis Redleaf |
"Zed, what do you make of this?"
| Zed the Unbroken |
Know: Religion: 1d20 ⇒ 8 plus…
Zed strokes his smooth chin thoughtfully and examines the carvings. [B]"Let me tell you of these carvings. As you can see here,, here,, and here... the carved faces as representations of the four winds, incarnated as malevolent spirits. Carvings such as these could be found in any number of locales throughout the Marchlands and often indicate... wait! There's a skeleton here too!"
Know: Dungeoneering: 1d20 ⇒ 7 plus…
| Zed the Unbroken |
Zed casts Invisibility as requested.
| GMTrex |
1d2 ⇒ 1
Zed takes a step forward to investigate the skeleton, but Augrym is already far ahead of him -- and the moment Augrym steps near the bones, the carved faces come to life. They inhale deeply, then blow a black wind at the four nearest intruders.
Touch @ Augrym: 1d20 + 5 ⇒ (8) + 5 = 13 HIT, Fort Save
Touch @ Marc: 1d20 + 5 ⇒ (3) + 5 = 8 MISS
Touch @ Unrak: 1d20 + 5 ⇒ (19) + 5 = 24 HIT Fort Save
Touch @ Zed: 1d20 + 5 ⇒ (20) + 5 = 25 HIT Fort Save
Augrym, Unrak, and Zed all feel their strength sapped from them...
| Zed the Unbroken |
Saving Throw!: 1d20 ⇒ 4 plus...
- Fortitude: +3
- Reflex: +4
- Will: +7 / +9 Vs. Enchantments
| Unrak "Dreadful Bear" Redleaf |
Fort: 1d20 + 8 ⇒ (8) + 8 = 16
I was going to say "Crom LAUGHS at your four winds!!" but I'm not at all confident this beats the DC...
| GMTrex |
Even for Augrym, the icy chill leaves him fatigued. Zed and Unrak feel the wind more intensely and feel EXHAUSTED.
A refresher on the effects of Fatigue and Exhausted conditions can be found here.
| Taranis Redleaf |
"Storm and salt! Are you okay?"" Taranis looks about the room. Perception searching: 1d20 + 13 ⇒ (17) + 13 = 30 "We are about to have company. Zed, can you conjure forth something... good?" I had intended to search the room, but it seems not yet... Instead:
Taranis summons Toth to his side while he casts a summoning spell for back up [ooc]And trying out his new feat: SNA IV: 1d3 + 1 ⇒ (3) + 1 = 4[/ooc]
A quartet of very cantankerous wolverines appear!
| Zed the Unbroken |
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Zed corrects his usually grammatically precise leader, "I can summon something WELL since I've trained in the arts of summoning extensively, first at the Academae, and later under the tutelage of Morkeleb the Mighty." Zed seems miffed that his summoning prowess was brought into question, and in such a clunky way.
But despite his exhaustion and his robust ego slowing his usually lightning quick intellect for a moment, Zed quickly realizes what Taranis intended and begins to summon something Good.
In short order, a well-muscled humanoid with a canine head appears, weilding a greatsword and exuding a menacing ferocity.
Summon Monster IV: Hound Archon
Zed strains with the effort of even standing, and slumps against the wall nearest him.
Perception: 1d20 + 16 ⇒ (8) + 16 = 24
| Unrak "Dreadful Bear" Redleaf |
Just don’t slump to the ground motionless!. Unrak tries for levity, but the supernatural chill steals his breath so that he can’t even laugh properly. Seeing the archon and fauna appear, he grunts, sheathing his sword and drawing his bow instead, looking where his brother indicated the sound...
| GMTrex |
You look at your comrade standing by you. Your brother. You have been through so much together, in life and even in death. You conquered new lands. You rose to lead the tribe, your brother at your side. A sworn oath bonds you, as does blood and kinship.
And yet he would break all that to steal from you?! Such treachery cannot go unpunished. Yes... yes, your brother must pay for this betrayal. You will take back what is yours, by force if necessary!
EVERYONE must make a Will save, including all those monsters you just summoned.
And I suppose I should roll initiative now.
Augrym: 1d20 + 4 ⇒ (8) + 4 = 12 +2 if Surprise
Marc: 1d20 + 4 ⇒ (11) + 4 = 15
Taranis: 1d20 + 2 ⇒ (16) + 2 = 18
Unrak: 1d20 + 3 ⇒ (19) + 3 = 22
Zed: 1d20 + 8 ⇒ (4) + 8 = 12
Haunt: 10 = 10
???: 1d20 + 6 ⇒ (8) + 6 = 14
2d20 ⇒ (18, 8) = 26
Round Surprise
1. Taranis, Zed
2. Haunt
Round I (Will saves!)
1. Unrak, Taranis, Marc, Augrym
2. ???
3. Zed
4. Haunt
| Taranis Redleaf |
Will: 1d20 + 9 ⇒ (4) + 9 = 13 Great. Hopefully the haunt doesn't have full effect on animals...
White: 1d20 + 2 ⇒ (9) + 2 = 11
Red: 1d20 + 2 ⇒ (10) + 2 = 12
Black: 1d20 + 2 ⇒ (2) + 2 = 4
Blue: 1d20 + 2 ⇒ (11) + 2 = 13
| Taranis Redleaf |
The perennial problem with haunts in PF1. The only people who can affect them are the ones with the worst initiatives.
| Unrak "Dreadful Bear" Redleaf |
being exhausted I can’t even rage for the will bonus...
will: 1d20 + 6 ⇒ (5) + 6 = 11
| Zed the Unbroken BOT |
Zed Will: 1d20 + 6 ⇒ (3) + 6 = 9
Archon Will: 1d20 + 5 ⇒ (14) + 5 = 19 Other bonuses and resistances may apply
| GMTrex |
Taranis, all four wolverines, Marc, Unrak, and Zed are all struck by an overwhelming sensation of envy: you will take back what your brother wrongfully stole from you! Each immediately turns to their nearest neighbor and attempts to steal their weapon (if held) or another item of value on their person. Each of you must try to steal anything held in hand first, but after that I will let you all be the judge of what you try to steal from your neighbor's personage. Roll randomly to determine which neighbor. You can make another Will save at the end of your turn to shake off the feelings of envy (DC 16).
Toth, Augrym, and the archon manage to resist such urges!
Round I
1. Unrak, Taranis, Marc, Augrym
2. ???
3. Zed
4. Haunt
| Taranis Redleaf |
Taranis turns towards Toth and tries to grab the cat's amulet, Steal CM: 1d20 + 3 ⇒ (4) + 3 = 7
He then fights the urge with all his heart Will: 1d20 + 9 ⇒ (18) + 9 = 27 and quickly regains control!
The wolverines each go after Taranis grabbing at his shield and scimitar Not sure they can even make a steal combat maneuver.
Black Will: 1d20 + 2 ⇒ (18) + 2 = 20 FREE
Blue Will: 1d20 + 2 ⇒ (8) + 2 = 10
Red Will: 1d20 + 2 ⇒ (3) + 2 = 5
White Will: 1d20 + 2 ⇒ (12) + 2 = 14
| GMTrex |
The wolverines each go after Taranis grabbing at his shield and scimitar Not sure they can even make a steal combat maneuver.
Anyone who has had a dog steal a slice of pizza right out of your hand will say yes, definitely yes. Roll 'em!
Round I
1. Unrak, Taranis, Marc, Augrym
2. ???
3. Zed
4. Haunt
| Taranis Redleaf |
Black Steal: 1d20 + 4 ⇒ (7) + 4 = 11
Blue Steal: 1d20 + 4 ⇒ (10) + 4 = 14
Red Steal: 1d20 + 4 ⇒ (2) + 4 = 6
White Steal: 1d20 + 4 ⇒ (5) + 4 = 9
| GMTrex |
Taranis shakes off his pack as well as the haunt's grip!
Round I
1. Unrak, Taranis, Marc, Augrym
2. ???
3. Zed
4. Haunt
| Unrak "Dreadful Bear" Redleaf |
Unrak makes what appears to be a drunken grab for Marc’s weapon
CMB: 1d20 + 21 - 3 ⇒ (18) + 21 - 3 = 36
Then shakes his head in frustrated defiance
will: 1d20 + 6 ⇒ (2) + 6 = 8
Oh that effing figgers dunnit???
| GMTrex |
Unrak seizes Marc's glaive for himself, thrusting it aloft in triumph!
Round I
1. Unrak, Taranis, Marc, Augrym
2. ???
3. Zed
4. Haunt
| GMTrex |
Unrak thumbs his nose at Marc and holds the glaive aloft, out of Marc's reach. A moment later Marc comes to his senses, but finds he is without a weapon. Meanwhile, Augrym beats a hasty retreat.
The chambers to the north and south now echo with the rattle of bones! A horde of skeletons come stumbling in from either side. Their weapons long since rusted away, they tear at the Huntsmen with razor sharp finger bones.
Claw @ Black Wolverine: 1d20 + 2 ⇒ (12) + 2 = 14 stats? Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw @ Toth: 1d20 + 2 ⇒ (20) + 2 = 22 THREAT Confirm: 1d20 + 2 ⇒ (3) + 2 = 5 nope Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Claw @ Marc: 1d20 + 2 ⇒ (9) + 2 = 11 MISS
Claw @ Marc: 1d20 + 2 ⇒ (3) + 2 = 5 MISS
Round I
1. Unrak (jealous, must steal), Taranis (3/4 wolverines jealous, Toth @ 51/54 hp), Marc, Augrym
2. Skeletons!
3. Zed (jealous, must steal)
4. Haunt
| Taranis Redleaf |
N Medium animal
Init +2; Senses low-light vision, scent; Perception +10
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 28 (3d8+9)
Fort +7, Ref +5, Will +2
OFFENSE
Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee 2 claws +6 (1d6+4), bite +4 (1d4+5)
Special Attacks rage
STATISTICS
Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Base Atk +2; CMB +6; CMD 18 (22 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Climb +12, Perception +10
SPECIAL ABILITIES
Rage (Ex)
A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to AC. The creature cannot end its rage voluntarily.
| Unrak "Dreadful Bear" Redleaf |
Zed, seeing Unrak holding Marc's weapon aloft, goes for it!
CMB: 1d20 + 4 ⇒ (8) + 4 = 12
but the big man barely notices.
| GMTrex |
Like Marc, Zed cannot get anything off of Unrak, but manages to shake the haunt!
Meanwhile, a dozen skeletons have swarmed into the room.
Round I
1. Unrak (jealous, must steal), Taranis (3/4 wolverines jealous, Toth @ 51/54 hp), Marc, Augrym
2. Skeletons!
3. Zed
4. Haunt
| Taranis Redleaf |
"To arms! To Arms!"
Taranis casts Magic Stone, preparing to pepper the skeletons. The lone obedient wolverine attacks, as does Toth after a quick command.
Black Wolverine Left Claw v. Orange Skeleton: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 for P DMG if hit: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Black Wolverine Left Claw v. Orange Skeleton: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 for P DMG if hit: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Black Wolverine Bite v. Orange Skeleton: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 for P DMG if hit: 1d4 + 5 + 2 ⇒ (2) + 5 + 2 = 9
If the skeleton drops before the final attack, the wolverine can 5' step into thge northern green skeleton.
Two of the wolverines goes after Taranis's Sling:
Blue Steal: 1d20 + 4 ⇒ (19) + 4 = 23 Stolen dang it
White Steal: 1d20 + 4 ⇒ (7) + 4 = 11
Red 1d3 ⇒ 3 tries to pull off Toth's necklace, White Steal: 1d20 + 4 ⇒ (7) + 4 = 11, but fails.
| Tothfangen "Toth" |
Toth goes after the nearest skeleton, biting and clawing his way through them:
Blue, then purple if possible
Bite: 1d20 + 11 ⇒ (10) + 11 = 21 for DMG: 1d8 + 9 ⇒ (4) + 9 = 13
Left claw: 1d20 + 10 ⇒ (16) + 10 = 26 for DMG: 1d6 + 2 ⇒ (3) + 2 = 5
Right claw: 1d20 + 10 ⇒ (16) + 10 = 26 for DMG: 1d6 + 2 ⇒ (1) + 2 = 3
| Taranis Redleaf |
Blue Will: 1d20 + 2 ⇒ (12) + 2 = 14
White Will: 1d20 + 2 ⇒ (18) + 2 = 20
Red Will: 1d20 + 2 ⇒ (3) + 2 = 5
| Zed the Unbroken |
Know: Skelliebones: 1d20 ⇒ 5 plus…
| GMTrex |
Marc/Zed: these are basic-ass CR 1/3 skeletons. Feel free to look up their stats.
Taranis's companions tear through skeletons left and right, taking down three with speed. The other wolverines fight over prizes, with one snatching away the baron's sling.
9d20 ⇒ (1, 12, 14, 2, 16, 7, 15, 7, 16) = 90
Round I
1. Unrak (jealous, must steal), Taranis (2/4 wolverines jealous, Toth @ 51/54 hp), Marc, Augrym
2. Skeletons! (NP, NY, SG, SR, SP menaced)
3. Zed
4. Haunt
| Unrak "Dreadful Bear" Redleaf |
odd from Zed, even from Marc: 1d2 ⇒ 2
Unrak now looks at Marc's bow, and, still overcome with jealous need, drops the guisarme and makes a lunge for the other weapon.
cmb: 1d20 + 21 - 3 ⇒ (8) + 21 - 3 = 26
He grasps it, then once again tries desperately to resume control of his own mind
Will: 1d20 + 6 ⇒ (6) + 6 = 12
muck fee.
| GMTrex |
Augrym appears suddenly to shred a skeleton! Unrak continues his quest to disarm Marc of every possible treacherous, traitorous implement of war.
Round I
1. Unrak (jealous, must steal), Taranis (2/4 wolverines jealous, Toth @ 51/54 hp), Marc, Augrym
2. Skeletons! (NY, SG, SR, SP menaced)
3. Zed
4. Haunt
Marc Jorstad
|
stripped of his weapon, Marc feels at a loss, then he hears the undead and he instinctively knows what to do. Holding the symbol of Erastil with one hand, he whispers a pray for Him to remove this evil from around him.
His friends feel a slight warmth wash over them, but the undead I think I can get all of them from where I am now feel something very different...
channel positive to harm undead: 2d6 ⇒ (6, 1) = 7