
Neshim |

Ref: 1d20 + 5 ⇒ (1) + 5 = 6
Neshim coughs and spits as the acid burns. "Not my traveling hat! It was a gift from a grateful prince! Now you will pay!"
longbow, IC: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
damage, pbs: 1d8 + 1 ⇒ (2) + 1 = 3
Inspire courage, shoot

Meloriel's Pregen |

Samar focuses on the creature's movements and keeps up her assault, swinging her hatchet at the bug three times!
Twin Takedown 1: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Slashing Damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Twin Takedown 2: 1d20 + 10 - 3 + 1 ⇒ (5) + 10 - 3 + 1 = 13
Slashing Damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
If both attacks hit the damage is added together for the purposes of DR and such.
Strike 3: 1d20 + 10 - 6 + 1 ⇒ (12) + 10 - 6 + 1 = 17
Slashing Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Hunt Target, Twin Takedown, Strike

GM Decimus |

The creature is struck again and again, and does not get to strike any longer. It collapses sideways onto the desert sand.
A search of the creature’s nest reveals a desiccated, half-eaten adventurer’s body. The body still grips a battered backpack containing two minor healing potions, a set of expert-quality thieves’ tools, and 300 sp.
If there's anything else you would like to do around here, fire away.
Barely two miles since entering the foothills, a crystal-clear river rushes down the gentle slope of the land. On the river’s far side, three ratty tents constructed of leather and sticks stand near the river’s bank. A couple of crude fishing rods are propped up along the river, and the logs and ashes of a large bonfire rest near the tents.

Brother Scipio |

"I think each of you should take a healing potion and we can put the rest of it into storage... At another time I'd try to see if we could make use of the body but best to leave it to the scavengers." Scipio does his best to patch up and treat the acid burns he has suffered.
Battle Medic DC 20: 1d20 + 9 ⇒ (18) + 9 = 27
Healing: 1d10 + 4 ⇒ (10) + 4 = 14

Meloriel's Pregen |

If you're an expert in medicine and you do the DC 20 with battle medic you actually regain 3d8+wisdom modifier. It's a DC 15 to heal 1d8+Wis. Not sure which update that was from originally, but it should be in the update document still. ...Last entry on page 25.
After the battle Samar pulls out her own healing kit and takes ten minutes to heal everyone a bit. Not sure if anyone but me is still wounded, but I'm doing it anyway.
Medicine to Treat Wounds (DC 16): 1d20 + 5 ⇒ (12) + 5 = 17
Everyone who's wounded regains hp equal to their CON mod x 4. Samar regains 12 hp putting her back up to full hp.
She pockets one of the healing potions then shoulders her pack. "Well, lets get cracking."
---
At the sight of the river, Samar holds up a hand for silence. She scans the campsite for signs of their current inhabitants...
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Stealth: 1d20 + 4 ⇒ (6) + 4 = 10

Brother Scipio |

I haven't checked an update in a while... that's extremely useful
Scipio holds position while Samar checks ahead ready to push forward and help her at the sound of combat.

Meloriel's Pregen |

1.6 is the most recent, and its supposed to be the last official update, so it's safe to check now. Haha. Except for Scipio, I guess. It takes away a lot of channel energy for clerics. I think you only get a number equal to your Charisma modifier now, which looks like it would put you down to 0 a day. Which blows. Plus side, you get one extra cantrip? On second thought, best not read it until you're done with Scipio... Haha.

GM Decimus |

Samar realises a few things, having good ears and knowledge of gnolls.
The camp consists of three huts on the far side of a 20ft wide river, and is that of gnolls. Visible are two very bored, nervous, and distracted gnolls, who appear to have taken up fishing while waiting for "the others to return".
The gnolls all have a white streak dyed in their hair and wear necklaces or other adornments made of scorpion carapaces.
These as hallmarks of the Al’Chorhaiv tribe, a group of nomads known to travel with scorpions and other poisonous creatures.
It is clear that the party could avoid the camp entirely. It would add at least two hours to the journey, assuming they weren't spotted.

Meloriel's Pregen |

I think we should ambush them. We'll lose too much time going around and we might not even get to avoid the fight. Other opinions?

GM Decimus |

The encampment is on a slope, and the river passing directly to the west of the camp flows southward rapidly. The group sneak up, and can take advantage of the distracted gnolls.
Surprise round for the party. Bold can go.
Gnoll Elites: 1d20 + 9 ⇒ (18) + 9 = 27
Unknown: 1d20 + 7 ⇒ (16) + 7 = 23
Neshim: 1d20 + 4 ⇒ (3) + 4 = 7
Samar: 1d20 + 4 ⇒ (16) + 4 = 20
Scipio: 1d20 + 7 ⇒ (9) + 7 = 16
Samar
Neshim
Scipio
Gnoll Elites
Unknown

Brother Scipio |

Scipio moves twenty foot west after loading his crossbow and fires the bolt at a gnoll which sails over it's head... clearly his strategy is a little too focused on stealth.
Crossbow Vs Gnolls AC-2 for FF: 1d20 + 7 ⇒ (2) + 7 = 9

Meloriel's Pregen |

Knowing they're far away, Samar would have had her bow out before moving in.
When the ambush starts she moves a little closer (diagonally south east thirty feet), then fires two arrows at the nearest gnoll.
Ranged Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Piercing Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Ranged Attack: 1d20 + 5 - 5 ⇒ (4) + 5 - 5 = 4
Piercing Damage: 1d6 + 2 ⇒ (1) + 2 = 3

GM Decimus |

Neshim moves, hums, and shoots!
Inspire Courage +1, move, shoot nearest gnoll
Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Damage, pbs: 1d8 + 1 ⇒ (8) + 1 = 9
Gnoll Elites: AC 18, TAC 17
The gnolls escape harm from the trio's volley, and decide to return one of their own, yipping in excitement at the prospect.
Both draw their bows, and both shoot at Neshim more out of enthusiasm than planning.
First Gnoll Target?: 1d3 ⇒ 2
Second Gnoll Target?: 1d3 ⇒ 2
Shortbow: 1d20 + 9 ⇒ (17) + 9 = 26
Damage, Piercing: 1d6 ⇒ 6
Shortbow: 1d20 + 9 ⇒ (19) + 9 = 28
Neshim takes 9 damage.
The gnolls yipping must hold some meaning to their pet - a huge scorpion that is clearly trained. It begins to move with increasing speed towards a river crossing. It powers across - to strike at Samar with its pincers!
Giant Scorpion: AC 18, TAC 14
Move, move (including swim), strike at Samar
Athletics dc 15: 1d20 + 9 ⇒ (12) + 9 = 21
Damage, Piercing: 1d6 ⇒ 3
Pincers, reach 10ft: 1d20 + 9 ⇒ (3) + 9 = 12
Initiative
Samar
Neshim -9 hp
Scipio
Gnoll Elite 1
Gnoll Elite 2
Giant Scorpion

Brother Scipio |

Scipio moves beside Neshim and tends to his injuries quickly.
Battle Medic on Neshim: 1d20 + 9 ⇒ (2) + 9 = 11
Battle Medic on Neshim: 1d20 + 9 ⇒ (8) + 9 = 17
Healing for Neshim: 1d10 + 4 ⇒ (6) + 4 = 10

Meloriel's Pregen |

Just checking the map here, but I see the scorpion hasn't moved. Is it five feet from me? Or ten?
Samar watches the scorpion carefully, tracking its movements. Using hunt target on the scorpion. Then she...
If she is beside it:
...Attacks the scorpion with a twin takedown, and a strike!
If she is not beside it:
...Moves closer and attacks with a twin takedown!
Twin Takedown Attack 1: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Slashing Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Twin Takedown Attack 2: 1d20 + 10 + 1 - 3 ⇒ (8) + 10 + 1 - 3 = 16
Slashing Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Optional Strike (Attack 3): 1d20 + 10 + 1 - 6 ⇒ (15) + 10 + 1 - 6 = 20
Slashing Damage: 1d6 + 4 ⇒ (5) + 4 = 9

GM Decimus |

Argh! Fixed.
Neshim moves to Scipio, still humming, and still firing - with significant success in all these endeavours!
Inspire Courage +1, move, shoot nearest gnoll
Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Damage, pbs: 1d8 + 1 ⇒ (8) + 1 = 9
Gnoll Elites: AC 18, TAC 17
One gnoll makes it across easily, the other falters, but still reaches the shore. Waraxe drawn, it steps up to Samar, breathing heavily with bloodlust.
Gnoll 1 Athletics: 1d20 + 7 ⇒ (6) + 7 = 13
Gnoll 2 Athletics: 1d20 + 7 ⇒ (17) + 7 = 24
The scorpion has much greater success, it stings Samar with a venomous tip, then seizes and squeezes her with pincers!
Giant Scorpion: AC 18, TAC 14
Stinger: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d12 + 2 ⇒ (5) + 2 = 7
Maximum Duration 6 rounds; Stage 1 1d4 poison and enfeebled
1 (1 round); Stage 2 1d4 poison and enfeebled 2 (1 round).
Pincer: 1d20 + 9 - 5 ⇒ (14) + 9 - 5 = 18
Damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11
Requirements The monster’s last action was a success with an
attack that lists Grab in its damage entry, or it has a creature
grabbed using this action.
Effect The monster automatically Grabs the target until the end of
the monster’s next turn. The creature is grabbed by whichever
body part the monster attacked with, and that body part can’t
be used to Strike creatures until the grab is ended.
Using Grab extends the duration of the monster’s Grab
until the end of its next turn for all creatures grabbed by it.
The grabbed creature can Escape using Acrobatics or
Break the Grapple with Athletics, and the Grab ends if the
monster moves away.
Constrict: 5 damage.
Initiative
Samar -26 total
Neshim Healed
Scipio
Gnoll Elite 1
Gnoll Elite 2
Giant Scorpion -26

Brother Scipio |

Scipio moves down to Samar, tending to her wounds before trying to hit the gigantic scorpion.
Battle Medic on Samar: 1d20 + 9 ⇒ (11) + 9 = 20
Healing for Samar: 1d10 + 3 ⇒ (8) + 3 = 11
Scimitar Vs Scorpion: 1d20 + 5 ⇒ (1) + 5 = 6

Meloriel's Pregen |

I'm counting 23 damage I've taken, not 26. (7 + 11 + 5 = 23). Am I missing some?
Samar spits and curses at the scorpion! Then she takes a step forward and swings her hatchets at it repeatedly. (Step, Twin Takedown, Strike.)
Twin Takedown 1: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
Slashing Damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Twin Takedown Attack 2: 1d20 + 10 + 1 - 3 ⇒ (10) + 10 + 1 - 3 = 18
Slashing Damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Strike (Attack 3): 1d20 + 10 + 1 - 6 ⇒ (6) + 10 + 1 - 6 = 11
Slashing Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

GM Decimus |

@Samar: My mistake, it was 23. I also should have been more explicit about the fort save for poison and the grab.
Healed, Neshim continues to fire upon the enemy!
Inspire Courage +1, shoot at nearest gnoll twice
Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Damage, pbs: 1d8 + 1 ⇒ (1) + 1 = 2
Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (12) + 7 + 1 - 5 = 15
Damage, pbs: 1d8 + 1 ⇒ (6) + 1 = 7
The first gnoll to reach Samar hacks away wildly with its axe, and its companion rushes forward to do likewise.
Gnoll Elite 1 Waraxe: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Gnoll Elite 1 Waraxe: 1d20 + 10 - 5 ⇒ (10) + 10 - 5 = 15
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Gnoll Elite 1 Waraxe: 1d20 + 10 - 10 ⇒ (17) + 10 - 10 = 17
Damage: 1d8 + 5 ⇒ (4) + 5 = 9
13 damage to Samar!
Move x 2, strike
Gnoll Elite 2 Waraxe: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d8 + 5 + 1d4 ⇒ (7) + 5 + (1) = 13
Another 13 damage to Samar!
Pack Attack The gnoll deals 1d4 extra damage to any creature
that’s within the reach of at least two of its allies.
Rugged Travel A gnoll ignores the first square of difficult terrain
it moves into each time it Steps or Strides.
Samar manages to break free of the scorpion's grasp before it cuts further and shrug off the effects of its venom! It continues attacking in return.
Minus one strike to get free, which I think Samar would have gone for.
Athletics to break free of grab: 1d20 + 8 ⇒ (13) + 8 = 21
Fort: 1d20 + 8 ⇒ (20) + 8 = 28
Stinger: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d12 + 4 + 1d4 ⇒ (8) + 4 + (3) = 15
Fort save dc 17 or poisoned
Maximum Duration 6 rounds; Stage 1 1d4 poison and enfeebled 1 (1 round); Stage 2 1d4 poison and enfeebled 2 (1 round).
Enfeebled: You’re physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a conditional penalty equal to the enfeebled value on attack rolls, damage rolls, and Strength-based checks.
Samar is at -2 attack rolls, damage rolls, and Strength-based checks if she does not pass a fort save.
Pincers: 1d20 + 9 - 5 ⇒ (4) + 9 - 5 = 8
Damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8
Pincers: 1d20 + 9 - 10 ⇒ (15) + 9 - 10 = 14
Damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9
Initiative
Samar -53
Neshim
Scipio
Gnoll Elite 1
Gnoll Elite 2
Giant Scorpion -32

Meloriel's Pregen |

Fortitude: 1d20 + 8 ⇒ (20) + 8 = 28
Samar shakes off the scorpions venom again, then...
Map isn't loading on my tablet. If I need to move closer I will do so as my first action, otherwise I'll use Twin Parry to get +1 AC for One round.
Then she attacks the scorpion with a flurry of hatchet swings. Twin takedown, then a regular strike.
Twin Takedown 1: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
Slashing Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Twin Takedown 2: 1d20 + 10 + 1 - 3 ⇒ (4) + 10 + 1 - 3 = 12
Slashing Damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Attack 3: 1d20 + 10 + 1 - 6 ⇒ (8) + 10 + 1 - 6 = 13
Slashing Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Brother Scipio |

Scipio did his best to keep Samar on her feet before swinging his scimitar down hard onto the carapace of the oversized scorpion.
Battle Medic: 1d20 + 9 ⇒ (8) + 9 = 17
Healing for Samar: 1d10 + 4 ⇒ (1) + 4 = 5
Battle Medic: 1d20 + 9 ⇒ (6) + 9 = 15
Healing for Samar: 1d10 + 4 ⇒ (8) + 4 = 12
Scimitar Vs Scorpion: 1d20 + 5 ⇒ (20) + 5 = 25
Critical Damage: 4d6 ⇒ (6, 4, 1, 3) = 14

GM Decimus |

The map is slow to load for me too. I think I won't use that exact template for the next map.
Under the many blows, the scorpion finally falls. Neshim shoots and shoots!
Inspire Courage +1, shoot at nearest gnoll twice
Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Damage, pbs: 1d8 + 1 ⇒ (6) + 1 = 7
Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (11) + 7 + 1 - 5 = 14
Damage, pbs: 1d8 + 1 ⇒ (5) + 1 = 6
The gnolls are a little less confident with their pet dead, but no less bloodthirsty.
Strikex3
Gnoll Elite 1 Waraxe: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Gnoll Elite 1 Waraxe: 1d20 + 10 - 5 ⇒ (18) + 10 - 5 = 23
Damage: 1d8 + 5 ⇒ (5) + 5 = 10
Gnoll Elite 1 Waraxe: 1d20 + 10 - 10 ⇒ (2) + 10 - 10 = 2
Damage: 1d8 + 5 ⇒ (5) + 5 = 10
18 damage to Samar.
Strikex3
Gnoll Elite 2 Waraxe: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d8 + 5 + 1d4 ⇒ (5) + 5 + (3) = 13
Gnoll Elite 2 Waraxe: 1d20 + 10 - 5 ⇒ (15) + 10 - 5 = 20
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Gnoll Elite 2 Waraxe: 1d20 + 10 - 10 ⇒ (16) + 10 - 10 = 16
Damage: 1d8 + 5 ⇒ (5) + 5 = 10
Another 12 damage to Samar, which I believe knocks her to 0 hp and dying 1.
[spoiler=Getting Knocked Out & Dying]
When you’re reduced to 0 Hit Points, you get knocked out.
When this happens, you are subject to the following effects:
• You fall unconscious (gaining the unconscious condition).
• You immediately move your initiative position to directly
before the creature or effect that reduced you to 0 HP.
• If the attack was lethal, you gain the dying 1 condition. If you
already had the dying condition, instead increase your dying
condition by 1. If the attack was a critical hit, you gain the
dying 2 condition (or increase your dying condition by 2).
• If the attack was nonlethal, you do not gain the dying condition
or increase your dying condition, and you return to 1 Hit Point
(though you remain unconscious).
If your dying condition reaches 4 or greater, you die.
[/dice]
Initiative
Neshim
Scipio
Gnoll Elite 1 -7
Samar -66, Dying 1
Gnoll Elite 2
Giant Scorpion

Brother Scipio |

Scipio does his best to keep Samar alive and fend off the scorpion.
Battle Medic: 1d20 + 9 ⇒ (11) + 9 = 20
Healing: 1d10 + 4 ⇒ (6) + 4 = 10
Scimitar Vs Scorpion: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Damage: 2d6 + 1 ⇒ (6, 3) + 1 = 10
Scimitar Vs Scorpion: 1d20 + 1 ⇒ (8) + 1 = 9

Meloriel's Pregen |
1 person marked this as a favorite. |

After you use battle medic on someone they're bolstered against your use of battle medic, which pretty much means you can only use battle medic once successfully per person for 24 hours. So Scipio's healing on Samar from his last two posts wouldn't have worked. It doesn't make a difference for Samar's unconsciousness. She's still going to be 0hp, unconscious, and dying 1 at the start of my turn. But it would for Scipio's actions.
"Some spells and abilities can’t affect a creature more than once in a day. If an effect says a creature becomes bolstered, repeated applications of that effect don’t do anything to the creature. For example, the blindness spell says, “The target is bolstered against all castings of blindness.” Casting blindness on that creature again would have no effect. Unless otherwise stated, a creature remains bolstered for 24 hours against only that specific ability used by that specific creature. Blindness has an exception, bolstering the target against the spell no matter who casts it. Being bolstered doesn’t prevent ongoing effects of the source of the condition. For instance, if an ability makes you frightened and bolsters you against it, you don’t cease to be frightened due to becoming bolstered—you just don’t become frightened again if the same creature targets you with that ability later that day."
Samar makes a Heroic Recovery! Despite her wounds her eyes pop open and she lets out a loud groan. She stands up, pulls out a minor healing potion, an drinks it.
Healing: 1d8 ⇒ 1 Now at 2 hp, no longer unconscious, dying, or wounded.

GM Decimus |

@Scipio: The scorpion is dead (removed it now), so I'll posit that Scipio steps up to the gnolls and starts whaling on them.
@Samar: Good catches!
Neshim hails the risen Samar by running forward and tapping her on the back - with surprising effect!
Inspire Courage +1, move, sooth
HP healed on Samar: 1d6 + 4 ⇒ (3) + 4 = 7
Faced with a new threat, one gnoll turns to face Scipio while the second continues striking at Samar.
Gnoll Elite 1 Waraxe: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d8 + 5 ⇒ (5) + 5 = 10
Gnoll Elite 1 Waraxe: 1d20 + 10 - 5 ⇒ (13) + 10 - 5 = 18
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Gnoll Elite 1 Waraxe: 1d20 + 10 - 10 ⇒ (13) + 10 - 10 = 13
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
11 damage to Scipio!
Gnoll Elite 2 Waraxe: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d8 + 5 ⇒ (4) + 5 = 9
Gnoll Elite 2 Waraxe: 1d20 + 10 - 5 ⇒ (5) + 10 - 5 = 10
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Gnoll Elite 2 Waraxe: 1d20 + 10 - 10 ⇒ (12) + 10 - 10 = 12
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
7 damage to Samar - but not down!
Initiative
Samar -64
Neshim
Scipio
Gnoll Elite 1 -16
Gnoll Elite 2
Giant Scorpion

Brother Scipio |

Scipio flails about ineffectually....
Scimitar Vs Gnoll 1: 1d20 + 5 ⇒ (5) + 5 = 10
Scimitar Vs Gnoll 1: 1d20 ⇒ 2
Scimitar Vs Gnoll 1: 1d20 - 5 ⇒ (11) - 5 = 6

Meloriel's Pregen |

Deciding she'd rather go down fighting than mess around with more healing potions Samar swings at the most wounded gnoll! (Attacking gnoll 1. Twin takedown, strike, strike.)
Twin Takedown 1: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Slashing Damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Twin Takedown 2: 1d20 + 10 + 1 - 4 ⇒ (17) + 10 + 1 - 4 = 24
Slashing Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Attack 3: 1d20 + 10 + 1 - 8 ⇒ (17) + 10 + 1 - 8 = 20
Slashing Damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Attack 4: 1d20 + 10 + 1 - 8 ⇒ (17) + 10 + 1 - 8 = 20
Slashing Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

GM Decimus |

@Samar: *Just* enough!
One of the gnolls looks like it will get in another strike, but Samar's blades have proven too much for it and it keels over.
Heartened by this display of martial prowess, Neshim maintains his volley.
Inspire Courage +1, move, shoot at gnoll.
Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Damage, pbs: 1d8 + 1 ⇒ (5) + 1 = 6
Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (1) + 7 + 1 - 5 = 4
Damage, pbs: 1d8 + 1 ⇒ (1) + 1 = 2
The last gnoll refuses to back down or flee. It continues slashing wildly at Samar, determined to slay its tribesmate's slayer.
Change target?: 1d2 ⇒ 2
Strike x 3
Gnoll Elite 2 Waraxe: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Gnoll Elite 2 Waraxe: 1d20 + 10 - 5 ⇒ (3) + 10 - 5 = 8
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Gnoll Elite 2 Waraxe: 1d20 + 10 - 10 ⇒ (18) + 10 - 10 = 18
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
7 damage to Samar, bringing her down. But at least the odds are a little better now.
Initiative
Samar 0 hp, dying 1
Neshim
Scipio
Gnoll Elite 1
Gnoll Elite 2
Giant Scorpion

Meloriel's Pregen |

Recovery Roll (DC 11): 1d20 ⇒ 19 ...If I'm reading all the rules right I am at... 0 hp, Unconscious, No longer dying, but Wounded 1.

Brother Scipio |

Scipio does his best to fight on and take the gnoll out of the fight.
Scimitar Vs Gnoll: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Damage: 2d6 ⇒ (3, 5) = 8
Scimitar Vs Gnoll: 1d20 + 1 ⇒ (10) + 1 = 11
Scimitar Vs Gnoll: 1d20 - 5 + 1 ⇒ (2) - 5 + 1 = -2

GM Decimus |

Neshim expends more magic in order to keep Samar going!
Inspire Courage +1, soothe on Samar, shoot at gnoll.
Samar HP healed: 1d6 + 4 ⇒ (6) + 4 = 10
Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Damage, pbs: 1d8 + 1 ⇒ (6) + 1 = 7
The last gnoll slashes at Scipio, determined to bring all of the combatants down.
Strike x 3
Gnoll Elite 2 Waraxe: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Gnoll Elite 2 Waraxe: 1d20 + 10 - 5 ⇒ (14) + 10 - 5 = 19
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Gnoll Elite 2 Waraxe: 1d20 + 10 - 10 ⇒ (11) + 10 - 10 = 11
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Initiative
Samar 10 hp
Neshim
Scipio
Gnoll Elite 1
Gnoll Elite 2 -7
Giant Scorpion

Meloriel's Pregen |

Finding herself bleeding on the ground with a gnoll above her -- again -- Samar cusses. She groans, grabs her hatchets, rolls to her feet, and backs away from the enemy.
Backing directly away from the gnoll three spaces.

Brother Scipio |

Scipio proves once more that his place is not on the front line.
Scimitar Vs Gnoll: 1d20 + 5 ⇒ (2) + 5 = 7
Scimitar Vs Gnoll: 1d20 ⇒ 4
Scimitar Vs Gnoll: 1d20 - 5 ⇒ (5) - 5 = 0

GM Decimus |

@Samar: Fair.
@Scipio: Unlucky!
Neshim tries to encourage his companions by shooting the gnoll.
Inspire Courage +1, move, shoot at gnoll.
Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Damage, pbs: 1d8 + 1 ⇒ (5) + 1 = 6
Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (12) + 7 + 1 - 5 = 15
Damage, pbs: 1d8 + 1 ⇒ (4) + 1 = 5
The gnoll grins wickedly, and presses its attack against Scipio.
Strike x 3
Gnoll Elite 2 Waraxe: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Gnoll Elite 2 Waraxe: 1d20 + 10 - 5 ⇒ (14) + 10 - 5 = 19
Damage: 1d8 + 5 ⇒ (5) + 5 = 10
Gnoll Elite 2 Waraxe: 1d20 + 10 - 10 ⇒ (12) + 10 - 10 = 12
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
7 damage to Scipio.
Initiative
Samar -54
Neshim
Scipio -7
Gnoll Elite 1
Gnoll Elite 2 -7
Giant Scorpion

Meloriel's Pregen |

With too many full hands Samar tosses one of her hatchets at the gnoll's face!
Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Slashing Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Then, with her newly free hand, she pulls out and drinks a healing potion.
Healing: 1d8 ⇒ 6

Brother Scipio |

Scipio does better but still doesn't hit the gnoll...
Scimitar Vs Gnoll: 1d20 + 5 ⇒ (12) + 5 = 17
Scimitar Vs Gnoll: 1d20 ⇒ 15
Scimitar Vs Gnoll: 1d20 - 5 ⇒ (11) - 5 = 6

GM Decimus |

@Scipio: Methinks you've forgotten Neshim's inspire courage +1 bonus...
Scimitar Damage: 2d6 ⇒ (2, 4) = 6
Neshim cheers the others on:
"Nearly there!"
Inspire Courage +1, shoot at gnoll x2.
Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage, pbs: 1d8 + 1 ⇒ (4) + 1 = 5
Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (7) + 7 + 1 - 5 = 10
Damage, pbs: 1d8 + 1 ⇒ (2) + 1 = 3
At the last second, Scipio finds a weakness in the gnoll's defenses, before its blows come in return.
Scipio has earned the ire of this last gnoll.
Strike x 3
Gnoll Elite 2 Waraxe: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Gnoll Elite 2 Waraxe: 1d20 + 10 - 5 ⇒ (18) + 10 - 5 = 23
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Gnoll Elite 2 Waraxe: 1d20 + 10 - 10 ⇒ (1) + 10 - 10 = 1
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
19 damage to Scipio!
Initiative
Samar -48
Neshim
Scipio -26
Gnoll Elite 1
Gnoll Elite 2 -28
Giant Scorpion

Brother Scipio |

So I think one would have hit.
Damage from the attack last round: 2d6 ⇒ (3, 2) = 5
Scipio circles around to the opposite side of the gnoll to Samar before hacking while hoping it's enough to put an end to the gnoll. [ooc]It should be flanked so -2 to it's AC
Scimitar Vs Gnoll: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Scimitar Vs Gnoll: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 2d6 ⇒ (1, 4) = 5

Meloriel's Pregen |

Samar focuses on her enemy, strides up to the gnoll, and attacks with her hatchet. Stride, Hunt Target, Strike.
Attack: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Hatchet Slashing Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11

GM Decimus |

@Samar: Cheers for the note on flanking.
Neshim continues shooting - poorly.
Inspire Courage +1, move, shoot at gnoll.
Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Damage, pbs: 1d8 + 1 ⇒ (2) + 1 = 3
Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (6) + 7 + 1 - 5 = 9
Damage, pbs: 1d8 + 1 ⇒ (2) + 1 = 3
The gnoll, sensing its death near, will not stop lashing out.
Change target? 1=Yes, 2=No: 1d2 ⇒ 1
Strike x 3
Gnoll Elite 2 Waraxe: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d8 + 5 ⇒ (5) + 5 = 10
Gnoll Elite 2 Waraxe: 1d20 + 10 - 5 ⇒ (6) + 10 - 5 = 11
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Gnoll Elite 2 Waraxe: 1d20 + 10 - 10 ⇒ (3) + 10 - 10 = 3
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
10 damage to Samar.
Initiative
Samar -58
Neshim
Scipio -26
Gnoll Elite 1
Gnoll Elite 2 -38
Giant Scorpion

Brother Scipio |

Scipio keeps trying to keep the gnoll on the defensive hacking and slashing before attempting to trip it up.
Scimitar: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Scimitar: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 2d6 ⇒ (5, 3) = 8
Athletics to Trip: 1d20 + 4 ⇒ (4) + 4 = 8
TRIP
Requirements You have at least one hand free.
Your target can’t be more than two sizes larger than you.
You try to knock an opponent to the ground. Attempt an Athletics
check against the target’s Reflex DC.
Success The target falls prone.
Critical Success The target falls prone and takes
1d6 bludgeoning damage.
Critical Failure You lose your balance and fall, and land prone.

Meloriel's Pregen |

Samar growls as she's hurt -- again -- pulls out a second hatchet and attacks with it. Then she attacks some more in a flurry of swings, and adopts a defensive stance, ready to parry the enemy attacks. Quick Draw, Twin Takedown, Twin Parry to increase her AC by +1
Quick Draw Attack: 1d20 + 9 ⇒ (15) + 9 = 24
Slashing Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Twin Takedown (expert hatchet): 1d20 + 10 - 3 ⇒ (6) + 10 - 3 = 13
Slashing Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Twin Takedown (hatchet): 1d20 + 9 - 6 ⇒ (1) + 9 - 6 = 4
Slashing Damage: 1d6 + 4 ⇒ (4) + 4 = 8

GM Decimus |

Neshim cheers as Scipio and Samar manage between them to fell the last gnoll!
Between them, the gnolls had:
2 battle axes, 2 now-damaged leather armour, 2 shortbows, 38 arrows, assorted filthy "rations"
A search of the tents reveals a discarded sack containing three healing potions.
The distance from the gnoll camp to the hidden entrance to the tomb is through 4 miles of difficult terrain, including treacherous cliffs and steep inclines that must be climbed.
A PC can identify the easiest climb up the mountainside by succeeding at a DC 17 Survival check. The party can attempt new Survival checks as often as they want, but each attempt requires spending 4 hours scouting the landscape.

Brother Scipio |

"Maybe we should rest before pressing too far ahead... but given more are likely to show up I think we have to for a while at least." He calls upon Saranrae to heal them.
Healing for All: 3d8 + 4 ⇒ (1, 6, 6) + 4 = 17
Healing for All: 3d8 + 4 ⇒ (7, 3, 5) + 4 = 19
Scipio makes sure they take the potions of healing.

Meloriel's Pregen |

Samar collects her hatchet and the gear then pulls out her healing supplies. "Hold up, I still feel like sh**."
Medicine to Treat Wounds: 1d20 + 5 ⇒ (1) + 5 = 6
But she is too flustered and no one feels any better afterwards. Critical fail. No one gets healed and we're all bolstered against my attempts to treat wounds. With a grumble and some cussing Samar drinks two of the healing potions they just found.
Healing Samar: 1d8 ⇒ 1
Healing Samar: 1d8 ⇒ 3
And the last one.
Overspending Resonance: 1d20 ⇒ 13 (Passing)
Healing Samar: 1d8 ⇒ 2
Leaving me at 48/64 hp.
Grumpy and sore -- which is generally how she always feels -- Samar leads the way up the mountain, choosing to ignore Neshim's poor advice. Unfortunately, her own advice isn't much better this time...
Can we attempt the climb if we fail the survival, or do we have to spend the four hours to search for a better route?

GM Decimus |

@Samar: Bad luck! But yes, you could have attempted the climb anyway. Just with a poorer route. Luckily...
Scipio looks about, and spots an easy pathway that alternates between short cliffs (usually 15 to 20 feet tall each), shallow inclines that go on for 30 to 45 feet at a time, and walkable flatter sections. The alternative routes are difficult pathways consisting of steeper ledges with taller cliffs (25 to 40 feet tall) and fewer walkable portions.
This easy pathway allows the PCs to make the journey without having to attempt any Athletics checks.
How do ye proceed?