Sister Hannah
|
"Good job, everyone!"
Hannah stamps her foot solidly into the snow and twirls her polearm back towards the blue-mantled wolf...
+1 Striking Halberd : 1d20 + 17 ⇒ (17) + 17 = 34
Slashing: 2d10 + 4 ⇒ (4, 8) + 4 = 16
+1 Striking Halberd : 1d20 + 17 - 5 ⇒ (18) + 17 - 5 = 30
Slashing: 2d10 + 4 ⇒ (8, 6) + 4 = 18
If any of those Crit, target is moved 5 feet back.
She then casts Shield.
If an AoO presents itself:
+1 Striking Halberd : 1d20 + 17 ⇒ (11) + 17 = 28
Slashing: 2d10 + 4 ⇒ (9, 7) + 4 = 20
Otherwise, Shield Block.
| RePete Pregen |
Smiling as the beasts expire, the elven woman steps around behind the closest wolf. (red) Thrusting twice, she anticipates another dead enemy.
+1 Rapier vs flat-foot: 1d20 + 10 ⇒ (12) + 10 = 22 for Piercing: 1d6 + 4 ⇒ (1) + 4 = 5 and Sneak Attack: 1d6 ⇒ 4 (Deadly 1d8, disarm, finesse)
+1 Rapier 2nd attack vs flat-foot: 1d20 + 10 - 5 ⇒ (16) + 10 - 5 = 21 for Piercing: 1d6 + 4 ⇒ (1) + 4 = 5 and Sneak Attack: 1d6 ⇒ 1 (Deadly 1d8, disarm, finesse)
Farryn Sarjyre
|
Farryn lobs a fire flask at one of the wolves and then electrocutes both, "Excellent work all, nice hits!"
Moderate Alchemist’s Fire at Yellow: 1d20 + 10 ⇒ (11) + 10 = 21 for Fire + Splash: 2d8 + 4 ⇒ (7, 6) + 4 = 17 on a hit and adds 2 Persistent Fire. A miss does 4 Fire Splash. A Fumble does nothing.
Cast Electric Arc on Red & Yellow for 2d4 + 4 ⇒ (4, 1) + 4 = 9 electricity, basic reflex DC 20
Jasariel
|
Keeping her shield up, Jasariel goes after the remaining adjacent wolf with her trident.
+1 striking trident @Red: 1d20 + 12 ⇒ (7) + 12 = 19
Damage: 2d8 + 5 ⇒ (7, 8) + 5 = 20
+1 striking trident @Red: 1d20 + 12 - 5 ⇒ (18) + 12 - 5 = 25
Damage: 2d8 + 5 ⇒ (8, 8) + 5 = 21
Will Shield Block if hit.
Dranald
|
The cleric casts True Strike, steps forward and strikes.
+1 striking longsword: 1d20 + 10 ⇒ (11) + 10 = 21
+1 striking longsword: 1d20 + 10 ⇒ (10) + 10 = 20
Damage:2d8 + 2 ⇒ (1, 8) + 2 = 11
Ukh
|
The goblin moves forward and throws a bomb towards the yellow one.
Bottle lightening, moderate: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 2d6 ⇒ (2, 2) = 4
+2 splash, target flat-footed on a hit until next turn
Then he pulls out his crossbow.
Luke_Parry
|
Dranald lashes out at Red.
Merisiel tumbles around to a flank, and stabs twice.
Jasariel then finishes the job, stabbing Red through the heart.
Reflex: 1d20 + 11 ⇒ (7) + 11 = 18.
Farryn then sets Yellow on fire, before electrocuting it.
Ukh then electrocutes it, too.
The terrified wolf then tries to run away, but Hannah mercilessly cuts it in half.
Combat over.
Dranald (-)
Merisiel (-10)
Jasariel (-22; Shield -6)
Farryn (-)
Ukh (-8)
Hannah (-8)
Tewakam is quite relieved.
"Thanks!"
Heading back to Sveinn...
After returning to Sveinn with the recovered scout, Sveinn thanks you for your assistance and informs you that he intends to leave for Valenhall when the next wave of monsters from the Wyrmlake arrives.
He suggests that if you can win over both Mayor Bloodfang and Rahahksenwe, you have a fair chance at claiming Sveinn’s own feast hall as the new lodge. (He would give it to you himself, but the hall was only loaned to him in recognition of his deeds on behalf of Port Valen and does not truly belong to him.)
As thanks for your assistance, Sveinn provides you with two silver armbands worth 80 gp each for bringing back Tewakam alive!
Whom would you like to approach next?
| RePete Pregen |
"You're quite welcome Sveinn. It was honestly much easier than I expected." replies Merisiel with a slight bow.
"Why don't we save the Mayor for later and see what deeds we can accomplish for Rahahksenwe?" she inquires of her companions.
Ukh
|
Always better alive than dead.
The goblin smiles.
Let’s go to the Mayor!
We also need to patch ourselves before to go.
Farryn Sarjyre
|
Farryn waves his allies over after the fight ends and they have a moment to rest, "Alright, one at a time let's get some of those injuries bandaged up."
Assurance Treat Wounds Jasariel: 2d8 ⇒ (4, 6) = 10
Assurance Treat Wounds Merisiel: 2d8 ⇒ (2, 4) = 6
Assurance Treat Wounds Ukh: 2d8 ⇒ (1, 2) = 3
Assurance Treat Wounds Hannah: 2d8 ⇒ (7, 8) = 15
He then asks to take a look at Hannah's shield, "I can probably pound out the dents and brace the back a bit for you."
Craft to Repair DC 19? (E) + Crafter’s Eyepiece: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17
Craft to Repair DC 19? (E) + Crafter’s Eyepiece: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
Assuming that is the DC, the shield gets 15 HP back
And now that enough time has passed, Farryn works through the que again.
Assurance Treat Wounds Jasariel: 2d8 ⇒ (1, 4) = 5
Assurance Treat Wounds Merisiel: 2d8 ⇒ (2, 5) = 7
Assurance Treat Wounds Ukh: 2d8 ⇒ (7, 5) = 12
As things are trending towards the Mayor, he throws his vote on top of that pile.
Luke_Parry
|
Mayor it is!
When the PCs arrive at the town hall, you first meet with an assistant who asks for the nature of their visit. Upon realizing you are with the recently arrived Pathfinders, the assistant is willing to check to see if the mayor has time to meet with them. Before the assistant can make it to the mayor’s office, however, Mayor Bloodfang steps out, looking beleaguered and exhausted.
The assistant is quick to introduce you to the mayor, who looks relieved for a break from whatever was going on in his office.
When you explain that you seek a suitable site for the Pathfinder Lodge, the mayor tells you that he has a spot in mind. Unfortunately, the plot of land is currently tangled up in a trade agreement. If you can help him resolve the dispute, he would be glad grant the plot to the Pathfinder Society. Assuming you agree, the mayor has his assistant quickly draw up a contract to hire you as official mediators working on behalf Port Valen.
-----------------------------
The mayor brings you up to speed with the current negotiations before inviting you into his office. He is trying to resolve a property dispute between two families, the Molwans and the Yrmingars. The Molwans and the Yrmingars are closely related families, able to trace their roots all the way back to some of the earliest alliances between the Ulfen and Mahwek people. Their dispute concerns a tract of land on the outskirts of Port Valen between their two properties. This land has always served both families as a route for carts and transportation, as well as a source of food and water thanks to the salmon‑rich river that runs through it. Recent farming activities by the Yrmingars and ranching activities by the Molwans have led to runoff into the river, depleting the salmon supply and dirtying the drinking water, though each family has laid the bulk of the blame at the other’s feet.
As part of working toward a resolution with the families, Bloodfang has proposed having the township purchase the plot and appoint a steward. The steward’s responsibilities would include protecting the water and fishing rights of both families and preserving the land’s natural resources, with allowances made for constructing a new living facility on the property. Bloodfang has crafted the proposal, but he needs to get the families to agree first, and he needs them to agree before the Yrmingar patriarch marches off in search of Valenhall alongside Sveinn Blood‑Eagle.
Bloodfang asks you to split up and settle the agreement with each family, convince the family heads to sign the agreement, and return it to him before day’s end.
Additionally, he tells you a little about each family’s head:
Molwan Family: The leader of the Molwan family is a Valenborn woman named Deishu Molwan. Deishu is a renowned breeder of the long‑haired horses common in this part of Arcadia. She has a sense of humor but looks poorly on attempts to win her over through flattery. She respects strong people who aren’t afraid to make their will and thoughts known, as well as anyone who shows a strong affinity for horses and the equestrian arts.
Yrmingar Family: The patriarch of the Yrmingar family is an old Ulfen warrior named Balasz Yrmingar. Balasz is proud and stern. He responds poorly to threats but is amenable to flattery. He respects anyone who can prove their knowledge and respect for the land and enjoys conversing with other farmers.
To be clear, if you go to one location, you can't go to the other - the scenario really *does* expect the party to split up.
As you approach, an older woman rides from the grazing area to greet them, her dark hair pulled back in a gray-flecked braid and her skin weathered by sun and the elements. Combined with her razor-sharp cheekbones and bright eyes, the woman’s age could be a hard-won 40 to a youthful 60. She is none other than Deishu Molwan, leader of the Molwan family. She asks you what your business is, and without waiting for a response tells you that you’ll have to talk on the move. As you explain your mission, Deishu chastises some languid farmhands and assists in the birthing of a new foal, instructing the closest PC to “grab this rope and pull!” Her duties complete for the moment, Deishu finally gives you a chance to make their case and convince her to sign the land settlement papers.
One PC can make an Intimidation (Coerce), Nature (Command an Animal), Performance (Perform), or Stabling Lore (Recall Knowledge) check.
As you approach, a massive Valenborn man sets aside an over-sized scythe and waves to them, walking closer. As he draws near, you notice that he wears a large bearskin cloak with a clean tunic underneath, though his hands and pants are textured by innumerable layers of earth and loam. Thrusting out one massive, dirt-stained hand, the man introduces himself as Balasz Yrmingar.
Balasz asks you what your purpose is, and upon learning that you’ve come regarding the land settlement papers, asks you to accompany him so he can wrap up his duties and clean his hands before handling any “delicate feathers or parchment.” Balasz introduces many of the farm workers as his sons and daughters, as well as introducing you to his wife Hildak and his husband Ferrard. After completing his rounds, Balasz brings you back to the main farmhouse, where he cleans his hands in a large bucket of standing water and then invites you to join him at a large oaken table to discuss the particulars of the paperwork they’ve brought on Mayor Bloodfang’s behalf.
One PC can make a Diplomacy (Make an Impression), Farming Lore (Recall Knowledge), Nature (Recall Knowledge), or Survival (Recall Knowledge) check.
Dranald
|
First he finishes to patch up Jasariel.
Medicine. Treat wounds. Assurance: 2d8 ⇒ (2, 3) = 5
So we have to decide who goes where. I could go with the ones to go to Deishu Molwan.
Ukh
|
Wait for me. I can assist you with the diplomacy words. Perhaps good to split Hannah towards Balasz Yrmingar as she's our best diplomat.
Official mediator. With the pathfinder society he will get all the titles. His grand-grand-grand-grand-grand father would be proud. He was dead in a war against the humans.
Sister Hannah
|
Really tempted to roll Farming Lore; but it's only +10, whereas her Diplomacy is +13. Both are Expert.
"Balasz Yrmingar, I think you would be the perfect mentor for a new generation of Arcadian Pathfinders! Pathfinders come from all over Golarion, but each Lodge is known for representing the people and culture that support it! I'm sure a storied warrior such as yourself has decades of wisdom to share!
As for us, Pathfinders come from all walks of life! I studied at a monastery for part of my youth, and my nose was buried in books for at least as long as my back was bent over tilling the gardens! Respecting the land comes naturally to explorers. We won't let you down!"
Whichever skill seems more appropriate?: 1d20 ⇒ 3
Going to Reroll that regardless...
Whichever skill seems more appropriate, while wearing a T-shirt!: 1d20 + 1 ⇒ (14) + 1 = 15
| RePete Pregen |
"I shall help deal with Balasz Yrmingar." announces the rogue. "A warrior should speak with another warrior. Though...I would welcome a diplomat to use their fancy words as well."
Dranald
|
A ranch. That's fine. An older woman. That's fine. She doesn't let us the time to talk. That's fine. To grab a rope and pull. That's fine...
Let's hope I got it.
Nature: 1d20 + 11 ⇒ (14) + 11 = 25
Farryn Sarjyre
|
Farryn quickly agrees to go see Deishu Molwan, ”Ah good, a woman I respect. No double talk of flattery needed, just the facts.”
Nature (T): 1d20 + 8 ⇒ (17) + 8 = 25
Ukh
|
I think it’s only one pc who roll the check per location. Dranald and Hannah rolled both checks.
Farryn Sarjyre
|
Ah, missed that bit. Make Farryn’s an Aid if possible or just disregard it.
Jasariel
|
Tried to post yesterday but the site must have eaten it. Farryn, did you mean to say Jasariel's shield in your post about healing and repairs? I don't think Hannah has one. If so thanks.
Jasariel joins the group visiting the Molwan family. She tries to assist Dranald by whispering a prayer for easy interactions with animals.
Nature (E) to Aid: 1d20 + 13 ⇒ (12) + 13 = 25
Farryn Sarjyre
|
Tried to post yesterday but the site must have eaten it. Farryn, did you mean to say Jasariel's shield in your post about healing and repairs? I don't think Hannah has one. If so thanks.
Jasariel joins the group visiting the Molwan family. She tries to assist Dranald by whispering a prayer for easy interactions with animals.
[dice=Nature (E) to Aid]d20+13
Yeah, I meant your shield.
Ukh
|
The goblin listens quietly to all these people trying to convince.
Luke_Parry
|
Balasz reacts quite favorably to Hannah's down-to-earth attitude, and readily signs the land settlement papers.
Dranald, ably aided by Farryn and Jasariel, then manages to coax Deishu into signing the land settlement papers.
When both groups return to the Mayor, he is overjoyed with your success, and rewards you with: 4 moderate acid flasks, 4 moderate alchemist’s fire, and 100 gp!
"Thank-you. I would delighted to make the Society the stewards of this tract of land."
Assuming you want to move on to Rahahksenwe...
The party is able to meet Rahahksenwe at her home on the southern edge of town. When you knock on her door, Rahahksenwe is quick to answer with a warm smile.
She is quick to recognize that you are outsiders and assumes that you are with the Pathfinder Society that landed in Port Valen. She notes that she has a plot of land on the northern side of town near the docks that would serve as a good site for a new Lodge, and offers the location on the condition that you aid her with a quick favor.
She notes that the captain of the town guard, Murta Kronniksdottir, has been away from her post over the past several weeks. The Captain has seemingly taken to heavy drinking and sneaking off to Lake Valen just a few minutes east of town. Rahahksenwe explains that Sveinn’s forces have been helping defend against the attacks from the east. The guards need proper leadership, and she fears that once Sveinn leaves for Valenhall, Murta’s behavior will leave them adrift. Rahahksenwe is also generally concerned for Murta’s wellbeing, as the captain was never a heavy drinker before now.
She asks you to head to Lake Valen, located within the Valen Forest to the east, and retrieve Murta. She notes that keeping Murta in fighting shape is important and asks that you do your best to convince Murta to return to her post in Port Valen diplomatically, or at the very least, without harming Murta too much.
Rahahksenwe notes that she’ll work on making arrangements for the plot of land while you work on retrieving Murta, and also promises an additional reward *if* you can bring her back.
Heading out to the lake...
The forest opens up to a large lake. The lake’s surface is frozen over in to a thick sheet of ice. A small island rests on the lake’s frozen surface, only a stone’s throw from the shore. A voice sings an upbeat song between sobs which echo across the empty lake.
On closer inspection, you see that a middle-aged ulfen woman is currently resting against a tree on the island, inspecting her maul and singing an old Ulfen song about the glorious meals served in Valenhall.
She ignores all attempts to contact her from anyone on the lake’s shore, intentionally turning away from visitors or singing louder when spoken to by anyone. It appears that getting her attention requires traveling out to the island...
I'll need a DC 20 Acrobatics check to get out to the island across the thin, slippery ice...
To bypass this, *a single* PC can attempt a Diplomacy check to Request that she return and lead the guard, an Intimidation check to Coerce Murta, making a show of might to remind her of a warrior’s strength, a Society check to point out that Port Valen needs every warrior to defend the town, and/or a Performance check to accompany Murta in her singing, and lift her spirits.
To be clear: Each skill can only be attempted once. Multiple successes are required to convince her to come with you, but you don't have to succeed at all four... but multiple failures would be bad, so if you don't think you have a good chance, you don't have to try all four skills.
Farryn Sarjyre
|
Acrobatics (T) + Bracelets: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Farryn easily skates across the ice, "Hannah Dear, you just need to shuffle your feet a bit and slide. Don't try to bound, you'll slip."
He waits for his allies to get to the island before confronting the guard captain.
I just want to confirm that we are limited to a single PC attempting all of the checks, so we should be using the PC that is good at multiple of those checks, right? Aids allowed?
Regarldess, he taps his new pendant and Casts Guidance on the representative, giving a +1 to their next skill check, save, attack or perception roll.
| RePete Pregen |
Acrobatics (Expert): 1d20 + 11 ⇒ (12) + 11 = 23
Watching Farryn, Merisiel quickly follows his lead. "Yeah, it's just like this Hannah." she calls out as she slides past the fallen companion.
Eyeing the warrior she raises a hand and opens her mouth. Quickly shutting it, she looks over her shoulder. 'I do hope a wordsmith approaches quickly
Jasariel
|
Acrobatics (U): 1d20 + 1 ⇒ (5) + 1 = 6
Jasariel listens dubiously to Farryn's advice as she prepares to brave the ice. When she finally makes her attempt she slips in seconds, sending her trident spinning out across the ice as she sprawls.
Ukh
|
Acrobatics: 1d20 + 11 ⇒ (2) + 11 = 13
The goblin is thinking it should be easy to walk on ice. But not...
Reflex: 1d20 + 13 ⇒ (17) + 13 = 30
Fortunately he's quite quick to jump aside. Well he hopes so anyway.
Dranald
|
Acrobatics: 1d20 + 9 ⇒ (4) + 9 = 13
Oups... Let's reroll. Thank you Hannah.
Acrobatics, reroll with glyph: 1d20 + 9 ⇒ (19) + 9 = 28
Luke_Parry
|
Farryn, Merisiel, and Dranald make it out to the island without any trouble.
Jasariel and Ukh feel the ice cracking under their feet, but manage to hastily move out of the way before falling through.
Hannah, however, doesn't have quite the same luck, and falls into the frigid waters of the lake...
Icy Bath: 2d6 ⇒ (6, 2) = 8 cold damage.
...getting utterly soaked before she manages to pull herself out.
Now someone just needs to try those checks ;-)
Farryn Sarjyre
|
In addition to the application of his magical guidance, Farryn also whispers a tidbit of information he has learned about the town and its defenses.
Society (T) AID attempt: 1d20 + 10 ⇒ (4) + 10 = 14
But sadly, the info is not very useful. Hopefully their smooth talker will be able to manage without him.
Dranald
|
The cleric begins to sing a bit with her to come nearer in mind.
Performance: 1d20 + 10 ⇒ (17) + 10 = 27
Then he tries to convince her with diplomacy to come back to Port Valen.
Please. We need you there.
Diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18
Well, if you don't want to hear, I will show you that we can stand it.
Intimidate: 1d20 + 10 ⇒ (18) + 10 = 28
As he doesn't know well the local society, he hopes that will be enough.
Eliphaz
|
Brother Eliphaz steps forward with a blanket to tend to Hannah while the rest of the group sings sweet nothings to the Ulfen.
"Sister! Your skin is practically as blue as mine!"
Medicine, DC 15: 1d20 + 10 ⇒ (10) + 10 = 20
Healed for: 2d8 ⇒ (8, 3) = 11
Luke_Parry
|
Dranald's throaty singing manages to kindle some smouldering fires.
His honeyed words have no effect on the horrendously depressed warrior, but then he manages to bully her into coming back to town with you.
Upon bringing Murta back into Port Valen, Rahahksenwe rewards you with a sizable amount of gold and silver totaling 200 gp, as well as promise to ear-mark the site that she mentioned for the new Lodge, if you are interested.
You now have an opportunity to rest for the night, and vote on which of the three locations you would prefer for the Lodge.
Dranald
|
The cleric is proud to have done something for the entire party. During the discussions for the location he votes for the second one, purposed by the mayor.
Ukh
|
Voting for the location of a new lodge! The goblin is delighted.
I would say that the lodge should be at the location chosen by the mayor. Why? Because so it's part of a local project. I think it's important to show how near of the population the Pathfinder Society is. And it will be perhaps easier develop the activities from this point instead of another one among the two others.
Luke_Parry
|
What, you mean the maps that Sveinn's scout, whom you rescued, had...? ;-)
50% of players say go for the plot of land between the Montagues and Capulets, so let's go for that!
After much discussion, the party decides that the plot of land suggested by the Mayor would be the best bet. Following dinner, you settle down for the night, confident in a job well done.
In the morning...
“To arms!” The call rings out through the morning bustle. “The beasts approach! To arms!”
In the center of town, Sveinn Blood-Eagle and his staunchest warriors and house carls assemble in loose ranks before the town’s main gates. The warriors are all heavily armed, though their armor is often little more than a chain shirt or leather jerkin and a pair of shields, one strapped to the arm and the other slung across the back for easy retrieval. The area grows quieter as Sveinn steps in front of the crowd.
The warrior-king wears a finely stitched hauberk with silver buttons and clasps, a heavy fur cloak, and has a shield strapped to one arm with an axe at his waist and the hilt of a nearly six-foot-long bastard sword protruding past his shoulder. His hair, robbed by age of all color save white but still thick and full, is tied back in a tight ponytail.
“Most of you have heard my speech before,” the linnorm king begins, “so I’ll spare you unnecessary chatter. Today I begin the next stretch of the journey to Valenhall. This voyage shall be christened with the blood of giants and trolls, and I expect that neither I nor any of you brave souls who march with me shall ever return. Glory is our reward and death is our destination. To Valenhall!”
With Sveinn’s call to action, the warriors of Port Valen, both those marching with the linnorm king and those staying behind to guard the town, erupt in cheers and song. The town gates swing open, revealing the forms of giants and other great beasts on the horizon. With a mighty cry, Sveinn’s warriors leap forward, clashing with the incoming horde within moments. As the horizon turns pink with misting blood and the screeches of slain giants resound past the coastline, it quickly becomes apparent that Sveinn and his warriors can’t contain all the fearsome beasts, and some of the smaller (though still enormous by human standards) creatures are rushing toward the town!
FTH: 1d20 + 15 ⇒ (20) + 15 = 35.
FT: 1d20 + 12 ⇒ (16) + 12 = 28.
Deshacerla: 1d20 + 9 ⇒ (16) + 9 = 25.
Dranald: 1d20 + 13 ⇒ (3) + 13 = 16.
Farryn: 1d20 + 9 ⇒ (18) + 9 = 27.
Hannah: 1d20 + 12 ⇒ (11) + 12 = 23.
Jasariel: 1d20 + 13 ⇒ (1) + 13 = 14.
Ukh: 1d20 + 9 ⇒ (2) + 9 = 11.
One of the trolls strides forward, and starts swinging a hatchet...
Hatchet: 1d20 + 15 ⇒ (9) + 15 = 24, for 2d6 + 9 ⇒ (4, 6) + 9 = 19 damage.
...literally burying it in Farryn's back.
Like rats attacking a bag of grain, the remaining trolls scent blood in the air, and swarm forward...
Hatchet: 1d20 + 13 ⇒ (2) + 13 = 15, for 2d6 + 7 ⇒ (5, 1) + 7 = 13 damage.
Hatchet: 1d20 + 9 ⇒ (6) + 9 = 15, for 2d6 + 7 ⇒ (2, 4) + 7 = 13 damage.
Hatchet: 1d20 + 13 ⇒ (19) + 13 = 32, for 4d6 + 14 ⇒ (2, 6, 4, 1) + 14 = 27 damage.
Hatchet: 1d20 + 9 ⇒ (16) + 9 = 25, for 2d6 + 7 ⇒ (4, 6) + 7 = 17 damage.
Red misses completely, but Yellow comes close to decapitating Dranald, thanks to the flank.
Hatchet: 1d20 + 13 ⇒ (17) + 13 = 30, for 2d6 + 7 ⇒ (3, 5) + 7 = 15 damage.
Hatchet: 1d20 + 13 ⇒ (4) + 13 = 17, for 2d6 + 7 ⇒ (5, 4) + 7 = 16 damage.
Purple and Cyan, who had a bit further to travel, then try to finish the job, but only one manages to connect, and Dranald stubbornly remains conscious!
The Linnorn King Passes Into Myth And Legend, Round 1:
FTH (-)
FT (-, -, -, -)
Farryn (-19)
Merisiel (-)
Hannah (-)
Dranald (-59)
Jasariel (-)
Ukh (-)
Slide 3.
Party is up!
Remember, you have had a night's rest, so you are at full health.
Sister Hannah
|
"We need to break the circle! Deny them their advantage! Everyone, target THIS one!"
Hannah takes two quick Guarded Steps to get out of flank and then stabs at [black].
+1 Striking Ghost Touch Halberd : 1d20 + 17 ⇒ (20) + 17 = 37
Crit, Piercing: 4d10 + 8 ⇒ (10, 6, 9, 4) + 8 = 37
Sweet! Let's move that guy back diagonally 5 feet back ^_^
And if an AoO presents itself:
+1 Striking Ghost Touch Halberd : 1d20 + 17 ⇒ (4) + 17 = 21
Slashing: 2d10 + 4 ⇒ (6, 7) + 4 = 17
Farryn Sarjyre
|
Farryn steps back out of reach of the small giants, quickly bandages his wounds and lobs a flask at the one indicated by Hannah.
Battle Medicine Assurance Healing: 2d8 ⇒ (2, 2) = 4
Moderate Alchemist’s Fire at Black splashing Red: 1d20 + 10 ⇒ (18) + 10 = 28 for Fire + Splash: 2d8 + 4 ⇒ (7, 5) + 4 = 16 on a hit and adds 2 Persistent Fire, Red also takes 4 fire splash.
Ukh
|
The goblin steps twice and throws a bomb towards the one hit by Hannah.
Alchemist's fire, moderate: 1d20 + 13 ⇒ (20) + 13 = 33
Damage:4d8 + 2 ⇒ (4, 3, 2, 3) + 2 = 14
+3 persistent fire and 2 splash on the red one.