
Grandmaster TOZ |

Thaia init: 1d20 + 3 ⇒ (7) + 3 = 10
Naevys init: 1d20 + 6 ⇒ (10) + 6 = 16
Chance init: 1d20 + 2 ⇒ (3) + 2 = 5
Kenza init: 1d20 + 2 ⇒ (20) + 2 = 22
Jebediah init: 1d20 + 0 ⇒ (8) + 0 = 8
Lady Mae init: 1d20 + 3 ⇒ (16) + 3 = 19
Sunny init: 1d20 - 1 ⇒ (5) - 1 = 4
Stuinvolk init: 1d20 + 2 ⇒ (11) + 2 = 13
Mngwa init: 1d20 + 9 ⇒ (6) + 9 = 15
Jebediah and Chance scan the surroundings to see where to throw their spells, but fail to notice the shadow slipping into the camp. A translucent form darts past Jebediah, circling around Naevys as it treads with light paws despite it's massive size.
22 Kenza
19 Lady Mae
16 Naevys
15 Mngwa
13 Stuinvolk
10 Thaia
8 Jebediah
5 Chance
4 Sunny
Kenza, Lady Mae, and Naevys may take actions. Something I did not mention at the start, for this map the rocks around the campfire are difficult terrain, not blocking terrain. Full disclosure, this creature's Stealth bonus is higher than the entire party's maximum Perception check, so I did not roll off. I laid out its surprise round path in case anyone has Combat Reflexes to take advantage of it.

![]() |

"Oh what now?" grumbles Thaia from her tent.

![]() |

Mae bobs her head frantically as she points to the streaking black cat moving through camp without a sound "The creature is here! Predator! Predator! Wake up!" She calls, reverting back to her days of her youth in her home village. "Sunny defend us!" She calls to her sluggish slug.
She pulls out some spellcasting components and waves her hands, summoning in a ball of pure fire on the hind end of the creature.
Flaming Sphere, Reflex DC15 Negates: SR Check/Damage: 1d20 + 3 ⇒ (13) + 3 = 163d6 ⇒ (6, 1, 4) = 11

![]() |

Snarling, the beast leaps and twists like the cat it appears to be, avoiding the burning orb!
The result I anticipated really. Maybe I should have summoned in a friend instead.
Perception DC15: 1d20 + 9 ⇒ (14) + 9 = 23
"Stuinvolk, why does that large cat have YOUR eyes?" She asks with much concern.

![]() |

So, this occurred before the summoning? Darn.
Jed is dumbfounded by the blue eyes as the catlike creatures dashes past him.

![]() |

Sadly, no combat reflexes here. Well, ok, maybe not sadly - usually best if the healer doesn't TRY to draw all the aggro...

![]() |

Naevys take a 5 foot step back then will spend a swift and use an Arcane Pool point to enhance one pistol to +2 and fire at the creature
+2 Pistol vs Touch with Point Blank, no Precise Shot: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28, Magic, Piercing and Bludgeoning: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
+2 Pistol Confirm vs Touch: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17, Magic, Piercing and Bludgeoning: 3d8 + 6 + 3 ⇒ (7, 7, 1) + 6 + 3 = 24
If it has reach, she will take the AOO. No Mage Armor right now given it lasts an hour and she was sleeping.
"Well now. I always did prefer an open fight to all this skulking about. I expect your curse will die with you.
Assuming this is Fey
Kn(Nature): 1d20 + 7 ⇒ (4) + 7 = 11

![]() |

Forgot my perception check. Also she spent her move action drawing a pistol.
Perception: 1d20 + 2 ⇒ (16) + 2 = 18

Grandmaster TOZ |

Miss Chance, Over 20 Hits: 1d100 ⇒ 21 So close!
Naevys lines up a shot, nearly thrown off by the faded appearance of the mngwas pelt, but strikes true! The bullet tears through its chest as it roars in anger. Naevys realizes this is no fey creature as well.
22 Kenza
19 Lady Mae
16 Naevys
15 Mngwa (Damage: 29)
13 Stuinvolk
10 Thaia
8 Jebediah
5 Chance
4 Sunny

![]() |

Other knowledges as well.
Arcana +10
Planes/Local +8
Dungeoneering/Religion +7
1d20 ⇒ 20

![]() |

knowledge mods listed above: 1d20 ⇒ 2 So basically the same as Naevys, minus the spaceholder. ;)

![]() |

So the same creature who's tracks we found and that we believe has been stalking us, the mngwa.

![]() |

I apologize. RL went crazy for a bit.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Kenza strides forward and attempts to punch the cat in the face! (Stunning Fist! Fort DC 14 negates.)
Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
I see a percentile roll in there to strike it. Rolling one in case it's needed.
Percentile if Needed: 1d100 ⇒ 51

Grandmaster TOZ |

Fort Save: 1d20 + 9 ⇒ (7) + 9 = 16
Kenza unleashes a hard strike into the beasts ribs, noticing that the translucence is not so distracting up close. (Concealment to anyone more than 5ft away.) However, the tough hide resists her fist! Shifting in, the beast unleashes a flurry of claws on Naevys, clearly enraged by the bleeding hole punched through it. (I see no special effects against DR for your strikes, but please correct me if I am wrong.)
Bite on Naevys: 1d20 + 12 ⇒ (2) + 12 = 14
Claw on Naevys: 1d20 + 12 ⇒ (15) + 12 = 27
Claw on Naevys: 1d20 + 12 ⇒ (17) + 12 = 29
Grab on Naevys: 1d20 + 18 ⇒ (17) + 18 = 35
Bite Damage on Naevys: 1d10 + 6 ⇒ (6) + 6 = 12
Claw Damage on Naevys: 1d6 + 6 ⇒ (6) + 6 = 12
Claw Damage on Naevys: 1d6 + 6 ⇒ (6) + 6 = 12
UNHOLY HELL.
Biting down hard, the mngwa shreds both paws down Naevys's body, bleeding rents causing her to lose consciousness. Dropping the tiefling, it snarls at Kenza, eyes fixed on Stuinvolk. The rest of the party notices the Ulfen staring back, his bow dropping from nerveless fingers. He sinks to his knees, covering his head with his hands, shaking in terror.
22 Kenza
19 Lady Mae
16 Naevys (Damage: 36, Unconcious, Bleeding 1d4+1)
15 Mngwa (Damage: 29)
13 Stuinvolk (Cowering)
10 Thaia
8 Jebediah
5 Chance
4 Sunny
No worries about the delay, we're still on track. The party can post actions and I will resolve them in initiative order as best I can. If you want to adjust with delays or readies, feel free!

![]() |

You are correct. Kenza's unarmed strikes do not yet bypass any DR.
Seeing the beast lock eyes with Stuinvolk, Kenza snarls right back at it, clearly trying to gain the creature's attention.
"Face me!"

![]() |

Aughhhh...
I think there's not much point in my rolling a Con check as I'm bleeding. :-)

![]() |

Forgot to reroll my false life hit points... updating the stat block.
1d10 + 4 ⇒ (2) + 4 = 6
Jed's eyes narrow as the creature tears into Naevys. All thought of summoning gone from his mind, he casts cure light wounds and sprints around the campfire to avoid the creature's claws. He channels the healing magic into Naevys' lifeless body, desparately hoping she's a valid target for the spell.
cure light wounds: 1d8 + 4 ⇒ (2) + 4 = 6
"C'mon, lass, yeh ain't leavin' us so easily..." ... but gods, that beast is strong!

![]() |

What is that shape around Thaia? Does it impede movement? If that's her tent I'll need to re-route, and probably take an AO on the way in. Which I'll do if that's what's required. Acrobatics: 1d20 + 1 ⇒ (6) + 1 = 7

Grandmaster TOZ |

No mention in the tent description of what kind of space it takes up, but I believe Jeb could go through the camp supplies there. No AoO.
Jebediah's healing takes hold, staunching the bleeding and waking Naevys up, although probably not in a position she appreciates.
22 Kenza
19 Lady Mae
16 Naevys (Damage: 30, Prone)
15 Mngwa (Damage: 29)
13 Stuinvolk (Cowering)
10 Thaia
8 Jebediah
5 Chance
4 Sunny

![]() |

As best she can, Naevys will play dead for the moment, expecting that another full attack from the creature will make that no longer playing. Her gun was dropped while she was unconscious, so she will only take a quick look to try to judge how injured the creature is.
Thanks Jeb

![]() |

Mae directs the rolling ball of fire to continue harassing the cat and then begins to summon some help from the area. "That beast is not of this world! We must drive it off quickly before it consumes us all! Quickly Sunny!"
Move action to move the sphere then start Summon Nature's Ally II with the standard action.
Flaming Sphere, Reflex DC15 Negates: SR Check/Damage: 1d20 + 3 ⇒ (2) + 3 = 53d6 ⇒ (2, 5, 5) = 12

![]() |

Sunny lowers her eyestalks, an easy read on her: She's pretty pissed off. Not only did she get woken up again in the middle of the dark, but now she's got to generate some saliva and she's pretty parched as is.
SPOOOSSSIIIGG!! She rumbles as she slides over the ground for a better shot at the cat thing attacking the group and ruining her rest.
Acid Spit, Ranged Touch, into Melee: 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 31d6 ⇒ 3

Grandmaster TOZ |

Reflex: 1d20 + 9 ⇒ (11) + 9 = 20
The mngwa twists away from the elemental attacks lobbed its way, its growls otherworldly as the firelight plays across its pitch dark fur.
22 Kenza
19 Lady Mae
16 Naevys (Damage: 30, Prone)
15 Mngwa (Damage: 29)
13 Stuinvolk (Cowering)
10 Thaia
8 Jebediah
5 Chance
4 Sunny

![]() |
1 person marked this as a favorite. |

Chance grimaces with a half smile as the familiar sensation of transferred pain washes over him.
5hp of Naevys' damage transfers due to life link.
Everyone trusts the wizards about magics, and the fighters about melee, but when the healer assesses the most likely to get mauled some folks argue until the fates show the healer sometimes DOES know best.
Free action - shift grip on spear to 1-h
Swift action - activate spring-loaded wrist sheath to get wand of CLW handy
Standard action - activate wand of clw on Naevys
wand of clw activation: 1d8 + 1 ⇒ (5) + 1 = 6
Five-foot step back.
So total of 11hp of healing to Naevys from Chance this round

![]() |
1 person marked this as a favorite. |

Biting down hard, the mngwa shreds both paws down Naevys's body, bleeding rents causing her to lose consciousness. Dropping the tiefling, it snarls at Kenza, eyes fixed on Stuinvolk. The rest of the party notices the Ulfen staring back, his bow dropping from nerveless fingers. He sinks to his knees, covering his head with his hands, shaking in terror.
"I WON'T HAVE COWARDICE IN MY SOCIETY!"
Kneeling she trains her arcane musket on the creature. Speaking a word of magic and squeezing the trigger a semi-solid bolt of water propels from the business end at the mngwa's nose. Yeah, it's a super soaker, so sue me. She casts hydraulic push using her arcane bond.
hydraulic push (arcane bond): 1d20 + 6 ⇒ (15) + 6 = 21
"AND WHO IN THE NINE HELLS PUT ALL THIS JUNK IN FRONT OF MY DOOR!?" Thaia glares at Chance.

![]() |

I missed the shield other, which probably would have altered my action since I think Naevys wouldn't have fallen down. Oh, well.

Grandmaster TOZ |

Not quite shield other yet, life link activates on Chance's turn, after Jeb's actions.
Miss Chance, Over 20 Succeeds: 1d100 ⇒ 9
Thaia's torrent looks ready to drench the dark mane of fur around the mngwas head, but the creature fades away from the line of fire at the last moment! Chance applies more medical attention to keep Naevys further from the Boneyard.
22 Kenza
19 Lady Mae
16 Naevys (Damage: 19, Prone)
15 Mngwa (Damage: 29)
13 Stuinvolk (Cowering)
10 Thaia
8 Jebediah
5 Chance
4 Sunny
Kenza is up and then the beast retaliates!

![]() |

Kenza pummels the cat with fists and feet in an effort to draw its attention away from the others.
Flurry of Blows: 1d20 + 7 ⇒ (1) + 7 = 8
Bludgeoning Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Flurry of Blows: 1d20 + 7 ⇒ (11) + 7 = 18
Bludgeoning Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Grandmaster TOZ |

Kenza kicks in, forcing the mngwa to dodge, setting up a solid punch to its face. Shaking its massive head, seemingly unharmed, it launches teeth and claws back at the half-orc.
Bite on Kenza: 1d20 + 12 ⇒ (19) + 12 = 31
Claw on Kenza: 1d20 + 12 ⇒ (20) + 12 = 32
Claw on Jebediah: 1d20 + 12 ⇒ (11) + 12 = 23
Confirm on Kenza: 1d20 + 12 ⇒ (7) + 12 = 19
Bite Damage on Kenza: 1d6 + 6 ⇒ (6) + 6 = 12
Claw Damage on Kenza: 2d6 + 12 ⇒ (4, 3) + 12 = 19
Claw Damage on Kenza: 1d6 + 6 ⇒ (5) + 6 = 11
I'd like to NOT kill PCs there die roller. >_>
Snatching Kenza by the arm, the mngwa catches her neck with a savage tearing claw. As she collapses, the beast releases and hops towards Jebediah, a hard slash laying the stoic open!
22 Kenza (Damage: 31, Unconscious, Prone, Bleeding 1d4)
19 Lady Mae
16 Naevys (Damage: 19, Prone)
15 Mngwa (Damage: 29)
13 Stuinvolk (Cowering)
10 Thaia
8 Jebediah (Damage: 11, Bleeding 1d4)
5 Chance
4 Sunny
I'm assuming that Kenza takes a nap rather than stay standing for the third attack. Party is up!

![]() |

That thing is a murder-machine. Making the healer work in this one...
Chance sends an annoyed glance at Thaia.
Less bickering, more boomsticking! ... especially as those crates are bigger than I am.

![]() |

Ouch!

![]() |

Naevys will pull her Mage Armor wand from a spring-loaded wrist sheath as a swift, tap herself with it, then drop it and then draw her longsword as a move, while still staying prone.

![]() |

I'm assuming that Kenza takes a nap rather than stay standing for the third attack. Party is up!
And miss out on all that is best in life--to crush your enemies, see them driven before you, and to hear the lamentation of their women?
Calmly Thaiadora takes aim, and pulls back the real rather than the metaphysical trigger of her longarm.
20% miss chance(?): 1d100 ⇒ 26 BOOM! v mngwa (range touch, precise, point-blank): 1d20 + 7 ⇒ (20) + 7 = 27 damage: 1d12 + 1 ⇒ (6) + 1 = 7
THREAT!
Confirm?: 1d20 + 7 ⇒ (16) + 7 = 23 additional damage: 3d12 + 3 ⇒ (9, 1, 6) + 3 = 19
She then quickly begins the process of reloading.

Grandmaster TOZ |

Lady Thaia punches a second devastating hole through the monstrous hide, overcoming the supernatural resistance with a well placed shot! Naevys applies arcane protection to help survive the devastating blows of the beasts claws. Jebediah feels his blood soaking through the edges of the torn cloth around his wound.
22 Kenza (Damage: 31, Unconscious, Prone, Bleeding 1d4)
19 Lady Mae
16 Naevys (Damage: 19, Prone)
15 Mngwa (Damage: 45)
13 Stuinvolk (Cowering)
10 Thaia
8 Jebediah (Damage: 12, Bleeding 1d4)
5 Chance
4 Sunny
Bleed Damage: 1d4 ⇒ 1

![]() |

Wasn't sure which attack made it through... guessing just the third one?
"AAARRGH!" Jed recoils from the pain of the beast's ferocious attack. He flips his shovel up over his shoulder with a well-practiced shrug and brings the heavy blade down on the creature's head.
shovel, inspiration (6/8): 1d20 + 8 + 1d6 ⇒ (15) + 8 + (3) = 26nonlethal damage: 1d6 + 3 ⇒ (4) + 3 = 7
"How'dya like them apples, yeh bloody beast?" he asks innocently. "Mebbe yeh want another? Come'n git it!" He moves the shovel's head back and forth in front of the creature's eyes, like a snake ready to strike.
He keeps between Stuinvolk and the Mngwa, blood dripping from wound his wound as he taunts the creature.

Grandmaster TOZ |

Apologies, meant to edit that third attack to say Jeb.
The heavy shovel crashes down on mngwa's skull, but the beast once again shakes off the blow with a growl.
22 Kenza (Damage: 31, Unconscious, Prone, Bleeding 1d4)
19 Lady Mae
16 Naevys (Damage: 19, Prone)
15 Mngwa (Damage: 45)
13 Stuinvolk (Cowering)
10 Thaia
8 Jebediah (Damage: 12, Bleeding 1d4)
5 Chance
4 Sunny

![]() |

Chance hisses again as more wounds filter over to him, his eyes glancing around and gauging distances with an intensity even the gunslingers might respect.
Well, I guess I've done dumber things. At least I don't have a beer to hand to a Caydenite so I can say 'watch this'...
Dropping the spear, Chance shifts his free hand over the invisible auras aligning his form and shifts his energies into a healing overdrive. He then walks over towards the fire and releases a pulse of healing energy, the invisible wave stopping just shy of the cat-like entity.
Turn:
Start: Life Link: 5hp healing to Kenza, 5hp healing to Naevys, 10hp damage to Chance.
Swift Action: Healer's Way for LoH Effect
healer's way for Chance: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Move Action: move to the square with the campfire
Standard Action: Channel Energy
Channel Energy, Chance gets +4 due to Fey Foundling: 2d6 + 1 ⇒ (4, 2) + 1 = 7
GM: let me know if I need to make a REF save or if I take any damage from standing in the fire, but from what I can see, that's the only place to go to not heal the mngnwa with a channel.

![]() |

As I can only lifelink 3 and the other is Stuinvolk, I couldn't lifelink Jeb. I tried to get an angle on him, but the only other direction I could go is down and the map ends, so that wasn't really an option for PbP (I'm assuming the stone henge-looking objects would block the burst if I went behind them).
Managing damage-wise, I'm good ... 15 damage from lifelink (2 rounds of Naevys, 1 round of Kenza) and 17 healing (6 from the swift-action LoH and 7+4 for 11 from the channel energy) means I could have actually healed 3 points of fire damage if needed, assuming it triggered as soon as I was standing in it and not a round later.
Reflex save just in case: 1d20 + 5 ⇒ (5) + 5 = 10

Grandmaster TOZ |

Chance withdraws to a tactically advantageous position, trying to balance on the edge of the firepit as he takes on the painful wounds and soothes the party with positive energy!
22 Kenza (Damage: 19, Prone)
19 Lady Mae
16 Naevys (Damage: 7, Prone)
15 Mngwa (Damage: 45)
13 Stuinvolk (Cowering)
10 Thaia
8 Jebediah (Damage: 5)
5 Chance (On Fire!)
4 Sunny
Confirmed that you will need to Reflex to avoid catching fire that close. I believe Chance took 5 points the first round and 15 over the second, with 17 total healing to himself. Let me know if I got the math wrong. My highest level PC is a 16th level Life Oracle, so I know the feeling about having to triage. Update to come tonight or as soon as Lady Mae can post actions.
Edit: Got it, Chance, adjusting totals now.
Fire Damage: 1d6 ⇒ 2
Unfortunately, the fire surges at just the wrong time, catching on Chance's outfit! The healing energy removes the burn, but the flames continue to lick at his gear.
So, the environmental rules say you need to make saves for your gear. Does Chance have anything flammable on his person? He'll get a new save next round but will continue to burn until he can succeed. Also, the stone items are not blocking, just difficult terrain.

![]() |

Some, sure. No alchemist fire or anything explosively flammable. Will put the list of stuff I'd think would be vulnerable to a campfire in a spoiler below so as not to explode the thread.
REF save for wand of cure light wounds: 1d20 + 5 ⇒ (10) + 5 = 15
REF save for sling: 1d20 + 5 ⇒ (18) + 5 = 23
REF save for insect repellent: 1d20 + 5 ⇒ (2) + 5 = 7
REF save for mw herbalist kit: 1d20 + 5 ⇒ (14) + 5 = 19
REF save for earplugs 1st pair: 1d20 + 5 ⇒ (9) + 5 = 14
REF save for earplugs 2nd pair: 1d20 + 5 ⇒ (19) + 5 = 24
REF save for earplugs 3rd pair: 1d20 + 5 ⇒ (5) + 5 = 10
REF save for earplugs 4th pair: 1d20 + 5 ⇒ (9) + 5 = 14
REF save for earplugs 5th pair: 1d20 + 5 ⇒ (20) + 5 = 25
REF save for earplugs 6th pair: 1d20 + 5 ⇒ (13) + 5 = 18
REF save for earplugs 7th pair: 1d20 + 5 ⇒ (8) + 5 = 13
REF save for earplugs 8th pair: 1d20 + 5 ⇒ (19) + 5 = 24
REF save for earplugs 9th pair: 1d20 + 5 ⇒ (15) + 5 = 20
REF save for earplugs 10th pair: 1d20 + 5 ⇒ (17) + 5 = 22
REF save for scroll of magic weapon: 1d20 + 5 ⇒ (15) + 5 = 20
Edit: almost forgot: REF save for clothing: 1d20 + 5 ⇒ (16) + 5 = 21
REF save for empty waterskin: 1d20 + 5 ⇒ (19) + 5 = 24
Exciting! ... this is what I get for buying earplugs in sets of 10 pairs because I'm too lazy to keep up with cp amounts...

![]() |

Sheet updated. Wonky is the PF specialty! ... and now I have a different excuse to buy so many earplugs... random campfires! =0)

![]() |

Mae finishes her casting and out of the rolling ball of flames buds a small fire elemental, it roars in delight and tries tickling the underside of the cat creature in front of it.
Melee slam, flank:: 1d20 + 4 ⇒ (6) + 4 = 101d4 ⇒ 1
If hit, burn: reflex DC11: 1d4
Burn (Ex) A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature's racial HD + burning creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.
The ball of fire tries one last time to burn the cat before flaming out.
Flaming Sphere, Reflex DC15 Negates: SR Check/Damage: 1d20 + 3 ⇒ (5) + 3 = 83d6 ⇒ (6, 6, 6) = 18
She casts another spell, producing a ball of flame in her tiny hand. "This foe is great! It seems like it ignores your steel weapons, perhaps try something else? I only hope fire will work."
Move to finish Summon Nature's Ally II, Standard to cast produce flame.