Kwannon |
On her turn the magus will leap over the river
Acrobatics 1d20 + 7 ⇒ (18) + 7 = 25
and attack the minotaur with her psi-mitar (:)
1d20 + 20 + 3 ⇒ (6) + 20 + 3 = 29
1d8 + 3 ⇒ (6) + 3 = 9
Ella Quickblade |
Ella follows suit, her blade flashing through the air towards the bovine bully.
Acrobatics: 1d20 + 6 ⇒ (9) + 6 = 15
Rapier: 1d20 + 6 ⇒ (1) + 6 = 7
Folio Reroll: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
GM PDK |
Kwannon brings down the minotaur with her psychic blade. Ella stands on the beast and pierce its heart with her rapier... it expires.
Imojin is bleeding out and Janira is unconscious but stable.
What do you do?
--> Imojin, roll to stabilize with a DC 10 Con check with a -1 penalty.
Imojin |
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con check to stabilize: 1d20 + 1 - 1 ⇒ (10) + 1 - 1 = 10 Imojin just manages to stabilize... and stops bleeding... as whiskers licks her wound to try to help her. He lays down next to her in a protective posture, lays his head across her chest.
Callus Asiatia |
One the chaos of combat is over, Callus takes one of Janira's potions of cure light wounds and pours it down her throat.
potion: 1d8 + 1 ⇒ (2) + 1 = 3
He then pours a second potion down Imojin's throat:
potion: 1d8 + 1 ⇒ (4) + 1 = 5
If neither one is awake, Callus will attempt to use Janira's wand to continue healing with UMD+2 (unless someone else in the party is better at this).
Kwannon |
What healing instruments do we still have with us? inquires the magus as she unsummons her psychic blade.
Callus Asiatia |
Callus pulls out Janira's wand and concentrates.
UMD Activate Wand: 1d20 + 2 ⇒ (2) + 2 = 4
CLW if succeed: 1d8 + 1 ⇒ (2) + 1 = 3
Another try if needed:
UMD Activate Wand: 1d20 + 2 ⇒ (20) + 2 = 22
CLW if succeed: 1d8 + 1 ⇒ (7) + 1 = 8
Imojin |
Whiskers recognizes Callus as friend and allows him to approach Imojin, who wakes with a cough and a sputter as the potion slides down her throat... "Wha' happened? Last thing I remember was the flash of light on a broken axe... Am I dead?" Imojin sits up, blinks... sees Callus above her and Whiskers at her side, throws her arms around the rodent and hugs him. "Oh valiant Whiskers!" She turns to Callus and smiles at him, her little nose and whiskers twitching. "Thank you, friend." She looks over at the dead minotaur, then at the fallen halfling... "Oh no! I wasn't in time... is she going to be okay?"
Ella Quickblade |
Ella looks on earnestly as Callus ministers to Janira, removing her hat out of respect as she awaits a sign of life.
Even the best warriors fall. Some more than once. Callus may still save her, but if he cannot, she'll have died well.
Better to die a warrior, than live a coward.
Kwannon |
Do we have any more CLW potions?
Imojin |
don't we still have Janira's wand of cure light?
Kwannon |
She is stable right?
GM PDK |
Callus wakes Janira up after the first charge of his wand (the one that gives 4 hp). [Callus, CLW is on your spell list so you don't need UMD for it)]
Janira takes back her wand and heals herself up fully, as well as anyone else who still needs it. She thanks you profusely and promises to both help you in future missions and submit a glowing recommendation for your heroism. After praising your actions, she pauses in thought and eagerly inquires about what you have found in the caves.
Janira leads the expedition back to Absalom without further incident. Once safely back in the Grand Lodge, Master of Scrolls Kreighton Shaine inquires excitedly about what you have found and asks to see your notes. He compliments those who recorded notes for being certain to write down ideas and observations while the thoughts are fresh, observing that it’s difficult enough to remember what one had for breakfast the day before as it is to recall exactly what one was thinking while studying an inscription.
As you are now the foremost authorities on that cave and what it contains, Shaine also invites you to come up with its name. The elf is certain to compliment Janira for her guidance and assistance, much to the halfling’s delight. He is pleased to hear that you saved her life, and takes this opportunity to reiterate and remind you that being a Pathfinder is a dangerous business.
Three days later, the Master who best represents your interests confirms you as a full Pathfinder field agent. As part of the ceremony, that mentor also gifts you with a personalized wayfinder, reminding you that this is not only the symbol of the Pathfinder’s trade but also a reminder of the three principle duties: explore, report, and cooperate.
Good job everyone! you guys were a great group to GM! Chronicle Sheets to follow this afternoon. Make sure your info is in the recruitment thread. :)
Kwannon |
This was really fun! Thank you for running this. Will you be running any more?