
GM Doug H |
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Everyone has made their checks for the chase. Let's see who can trick the Wild Hunt!
1
A gloomy pine forest — Oiur shivers as they push through a snow-drift, looking for a warp or weft in the maze of snowbanks that could help them cheat some distance.
Pushing through a promising cut in the banks, they groan when they find themselves back right where they started. In fact, they are standing in their own old bootprints — they've somehow walked a perfect circle!
2
A jubilee of spring flowers. Eugressia has sneezing fits from the pollen in the air. A horse fly with large chameleon eyes buzzes about, looking to drink warm blood.
Earlier, from her vantage in the tree Eugressia had noted an ancient and natural fireline that cuts across the trail… and here it is. Together with Kokoyuki she sets the plants behind the group alight; the inferno rushes quickly away, but leaves the party safe.
Minutes later plumes of smoke billow into the sky — the hunting horn sounds once but seems to falter. It then sounds again, but to the West and further behind.
4
Dead leaves skitter across a melancholy lane of beech trees. A branch quivers in the wind and throws a swirl of leaves into Kahru's face.
The hunting horn surges from the other side of a hill as he and Nokka push a dead tree across the path. As they turn away, the horn howls again — it's almost upon them!
3
It's very hot. The party pushes through the thick undergrowth. While frogs chortle in the distance Kokoyuki turns and notices some of the same flammable plants from earlier in the spring. He sets the overgrown path alight.
As the group crosses a ravine they hear a large predator surging at them the underbrush — and then a startled whimper of pain that's part human, part beast.
----
2/4 successes. You needed a DC 15+. I just made the call that Kokoyuki's tactic was a success since the damage on the d6 was 5/6.

GM Doug H |

At last, the party surges around the final bend — the bend that should lead to the lake and to escape back to the material plane…
Instead, you find yourselves back in the Heartgrove. The motes dance and the bindle bags (minus Azure's) sway in the branches as if nothing changed.
Branches snap in the distance; footfalls come closer. The horn blusters.
You are back at the same entrance you came into. You have 2 rounds to prepare.

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Oiur squawks in dismay when their flagging footsteps bring them into the clearing. "Well, s$!$!" A horn blasts, and they whip a glance over their shoulder. "They're almost here. Hurry! And spread out, we don't want to get caught in that horned one's plants."
They heft their earth breaker and thomp it into the soft earth. They place their hands atop its haft and close their eyes. "Focus, focus..." A hum swells in their chest, and the hair on the back of their neck stands straight.
Green eyes snap open. Restless in its cage, the hum grows and bursts from Oiur's throat, a defiant roar that batters aside the encroaching horn.
Round 1: Draw weapon, cast moment of greatness on everybody!
Round 2: Begin raging song!

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Kokoyuki acts before Oiur, right?
Kokoyuki presses his palms flat against each other, his eyes closed in prayer.
"O' Yamatsumi, Lord of the Wall of Heaven, lend us your might!" Still pressed together, he raises his hands, past his nose, his forehead, up into the air like an erupting volcano!
Round 1: Cast Bless +1 morale bonus on attack rolls and on saving throws against fear effects. (Which is why I"m hoping he acts before Oiur!)
Round 2: Draw his tetsubo!

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Does anyone with the capacity to do so have a round to spare to heal Kahru? I'm still down 7hp from earlier.

GM Doug H |

Round 1: Cast Bless +1 morale bonus on attack rolls and on saving throws against fear effects. (Which is why I"m hoping he acts before Oiur!)
You may go in whatever order you want. Feel free to amend your actions if needed, as well. This is a time for teamwork!

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Eugressia can offer Kahru a potion of cure light wounds with her first turn, if he'd like.
"No!" she cries, as the group comes back to where they were. "We're trapped! The hunt is going to get us!"
As Eugressia hyperventilates, the call of the horn awakens something deep inside her. You don't have to be afraid. You can destroy them all. Give in...
Eugressia's demeanor changes. Her eyes flash with lightning and her curly hair crackles with electricity. The winds pick up around her, and her feet ever so slightly seem to leave the ground. In a stranger, more confident voice, she cackles, "Let them come."
Round 1: Hand a potion to Kahru
Round 2: Enter dark half and move up

GM Doug H |

Once Kahru posts up we will move on combat. It looks like everyone is set otherwise.

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"Hm. Thank you, Eugressia." Kahru quickly drinks the offered potion, then stows his earthbreaker and readies his bow.
Round 1: Take potion, drink potion.
Round 2: Stow hammer, draw bow.

GM Doug H |

We'll go back to the top of initiative from before; no one is flat footed as this whole time you've been in rounds.
1d4 ⇒ 3
Clortho: 23
Kokoyuki: 20
Hunters: 16
Kahru: 9
Oiur: 8
Eugressia: 8
Summertime! Rampant undergrowth makes footwork difficult, imposing a –2 penalty on melee attack rolls.

Clortho - GM Doug |

Clortho enters the glade. He cocks his ear at the skald's song, grinning hugely as he strides directly towards Oiur.
My good human! Why is a raven like a writing desk, hmmm?
He plays a wistful melody on his broken panpipes; they briefly undercut the deeper roar of Oiur's song, and make them listen very closely to the words.
Because neither can be approached without caws.
Oiur must make a will save; they get a +4 bonus on the roll.

GM Doug H |

Clortho: 23
Kokoyuki: 20
Hunters: 16
Kahru: 9
Oiur: 8
Eugressia: 8
Kokoyuki is up!

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Will save: 1d20 + 4 + 4 ⇒ (3) + 4 + 4 = 11
Spellcraft: 1d20 + 6 ⇒ (7) + 6 = 13
Uh oh! And I'm out of spells per day to cast saving finale D:

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Forgot to actually roll my healing from Eugressia's potion:
potion of cure light wounds: 1d8 + 1 ⇒ (4) + 1 = 5

GM Doug H |

Oiur's song grinds to a halt as they fall prone and are consumed with an unsightly fit of laughter at the classic fey joke.
You may attempt a new will save with the same bonus on your turn, as a full-round action.

Garow - GM Doug |

The wolf-like humanoid lopes forward and partway up the bindle-bag mound, drawing his bow.
Clortho yells to aim at "the one with a sense of humor" but Garrow shouts, Bah! A fine bear pelt for my cold stone floor, I see! Need only be skinned!
Longbow: 1d20 + 3 ⇒ (14) + 3 = 17
The arrow lodges soundly in Kahru's shoulder.
piercing: 1d8 ⇒ 8

GM Doug H |

Round 1
Clortho
Kokoyuki
Hunters
Kahru -8HP
Oiur
Eugressia
Kahru, Oiur, and Eugressia are up!
I forgot to mention, Clortho is also holding a Glaive.

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Oiur's psyche roils with imposed humor. They seek their staccato heartbeat through peals of laughter, trying to hold onto that frantic but steady rhythm and drag themself back.
Will save, full-round action: 1d20 + 3 + 4 ⇒ (8) + 3 + 4 = 15

GM Doug H |

Unfortunately, the remembered melody of the pipes interferes with Oiur's efforts to drag themself back to reality. They continue laughing.

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Kokoyuki moves up and his hand erupts in a cone of flames toward Ronronne.
Burning Hands: 3d4 ⇒ (3, 1, 4) = 8
DC 15 Reflex save for half.

GM Doug H |

reflex: 1d20 + 4 ⇒ (7) + 4 = 11
Kokoyuki angles the cone up the mound — the bunny laughs as it burns! (CHEHEHEHEHEHE!)
Kokoyuki delayed and can now go with the rest of the party here.
Clortho
Hunters Rononne -8 HP burning 0/2 rnds
Kokoyuki
Kahru -8HP
Oiur laughing 1/? rnds
Eugressia

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OK, since Ronronne failed they'll take 3 points of burn at the start of their turn for 1d4 rounds. They can attempt another save as a move action.

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"Grrr! This will not go well for you. Nokka, flank!"
Handle Animal, companion, harness, owlbear: 1d20 + 4 + 4 + 2 - 2 ⇒ (10) + 4 + 4 + 2 - 2 = 18
After going through the effort of drawing his bow earlier, Kahru reverses course when he sees the enemy within reach. He rushes forward into position, dropping his bow and drawing his earthbreaker, then readies to strike when Nokka gets into position.
Adamantine Earth Breaker, Power Attack, flank (pack): 1d20 + 8 - 1 + 4 ⇒ (12) + 8 - 1 + 4 = 23
Damage, Power Attack: 2d6 + 6 + 3 ⇒ (5, 1) + 6 + 3 = 15

Nokka |

Nokka rushes past the enemy (provoking if they threaten despite holding a bow).
bite, power attack, flank (pack): 1d20 + 6 - 1 + 4 ⇒ (3) + 6 - 1 + 4 = 12
damage, power attack: 1d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6

GM Doug H |

Don't forget due to the seasonal changes you have a -2 on all melee attack rolls. I also count those squares difficult terrain getting onto the hillock there they counted for Garrow too, otherwise he'd be further up the hill), as you are on elevation lines — do you both have the movement?
As Nokka moves by, garrow swipes at her with a claw!
Claw+3 -2: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6
And misses.

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"Feel the flames of Yamatsumi!"
Using his fiery conduit ability (to cast ranged touch spells on burning targets), Kokoyuki casts Touch of Flame on Ronronne.
Touch of flame: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15 vs Touch AC
Damage: 1d6 + 2 ⇒ (1) + 2 = 3 Fire
Boo min dmg

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Don't forget due to the seasonal changes you have a -2 on all melee attack rolls. I also count those squares difficult terrain getting onto the hillock there they counted for Garrow too, otherwise he'd be further up the hill), as you are on elevation lines — do you both have the movement?
We both have the movement, but I think Nokka had to double move in that case, so ignore her attack.

GM Doug H |

Kokoyuki, you must wait till round two to act again; perhaps the flames of Yamatsumi will become even more fiery if given time to recharge!

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Eugressia moves in next to Oiur and stares at Clortho.
"You did something to my friend. I will tear your mind apart..."
Mind Thrust 1: 3d6 ⇒ (1, 5, 2) = 8 +1 bleed
DC 16 Will save for half damage, take the bleed either way.
caster level check, if needed: 1d20 + 3 ⇒ (17) + 3 = 20

Clortho - GM Doug |

1d4 ⇒ 4
It's fall! Swirling leaves impose a –2 penalty on ranged attack rolls.
Will: 1d20 + 7 ⇒ (14) + 7 = 21
Clortho seems to notice Eugressia for the first time and, blood dripping from his mouth, and walks towards her.
Glaive: 1d20 + 4 ⇒ (17) + 4 = 21
Slashing: 1d10 + 4 ⇒ (4) + 4 = 8
He glances backwards to sneer at Xox.

GM Doug H |

Clortho -5 HP; bleeding
Hunters Rononne -11 HP burning 1/2 rnds
Kokoyuki -6HP
Kahru -8HP
Oiur laughing 2/? rnds
Eugressia -8HP
Whole party is up!
And yes you will need to do a CL check against Clortho.

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"Nokka, the bunny!" Kahru hikes up the hill toward Ronronne, then readies for Nokka to reach a flanking position. When she finds her spot, he swings.
Handle Animal, companion, harness, owlbear: 1d20 + 4 + 4 + 2 - 2 ⇒ (6) + 4 + 4 + 2 - 2 = 14
Adamantine Earth Breaker, Power Attack, flank (pack): 1d20 + 8 - 1 + 4 ⇒ (4) + 8 - 1 + 4 = 15
Damage, Power Attack: 2d6 + 6 + 3 ⇒ (6, 2) + 6 + 3 = 17

Nokka |

Nokka follows Kahru up the hill, running around to the far side of Ronronne. Double move, provoking if Ronronne has a melee attack while holding the bow.

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Eugressia moves back, keeping her focus on Clortho.
"You will regret doing that."
magic missile! (from me, not the wand): 2d4 + 2 ⇒ (1, 2) + 2 = 5
caster level check, if needed: 1d20 + 3 ⇒ (12) + 3 = 15
3rd round of dark half

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Seeing that the satyr doesn’t have a weapon for close combat, Kokoyuki moves in even closer and tries to take a swing with his tetsubo! 5’ step and attack
Tetsubo: 1d20 + 0 ⇒ (2) + 0 = 2

Clortho - GM Doug |

1d4 ⇒ 2
Clortho bleeds for a hit point. He steps toward the mound and swings at person one-shotting every enemy on the field.
1d20 + 4 - 1 ⇒ (15) + 4 - 1 = 18
Even on lower ground, he hits.
slashing: 1d10 + 4 ⇒ (5) + 4 = 9
It's spring! Clouds of pollen clog noses and mouths, imposing a 20% spell failure chance on all spells with verbal components.

GM Doug H |

Clortho -11 HP; bleeding
Hunters
Kokoyuki -6HP
Kahru -24HP
Oiur laughing 3/? rnds
Eugressia -8HP
Whole Party may act!
Remember: it's spring! Clouds of pollen clog noses and mouths, imposing a 20% spell failure chance on all spells with verbal components.

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"Now you've made me angry! Nokka, flank that one!" Kahru moves down the hill to Clortho, waiting for Nokka to move into a flanking position, then strikes.
Handle Animal, companion, harness, owlbear: 1d20 + 4 + 4 + 2 - 2 ⇒ (16) + 4 + 4 + 2 - 2 = 24
Adamantine Earth Breaker, Power Attack, flank (pack): 1d20 + 8 - 1 + 4 ⇒ (1) + 8 - 1 + 4 = 12
Damage, Power Attack: 2d6 + 6 + 3 ⇒ (3, 6) + 6 + 3 = 18

Nokka |

Nokka, as is becoming familiar, moves into position (provoking). She's able to get there faster, this time, and lays into Clortho with her powerful jaws.
bite, power attack, flank (pack): 1d20 + 6 - 1 + 4 ⇒ (20) + 6 - 1 + 4 = 29
damage, power attack: 1d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6
confirm?: 1d20 + 6 - 1 + 4 ⇒ (15) + 6 - 1 + 4 = 24
damage, power attack: 1d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Clortho - GM Doug |

Clortho will take the AOO on Kahru with a reach weapon, actually. You can't 5' step in difficult terrain, which is the side of the hill. Either way he would not take his AOO on the seemingly less threatening bird. I am reading the flow of actions here as Kahru moving through a threatened square and readying an attack, then waiting for Nokka to flank. Let me know if that's wrong.
1d20 + 4 ⇒ (20) + 4 = 24
Uh oh.
Confirm: 1d20 + 4 ⇒ (9) + 4 = 13
Luckily, it does not confirm!
damage: 1d10 + 4 ⇒ (6) + 4 = 10
It looks like Kahru took 34 damage so far. Is he still up? I know he didn't have full health at the start