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The dwarf begins to fight with the fist before to continue with the clan dagger he has in hand.
Flurry 1: 1d20 + 6 ⇒ (8) + 6 = 14 vs FF
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Flurry 2: 1d20 + 6 ⇒ (11) + 6 = 17 vs FF
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Clan'Edge 1: 1d20 + 6 - 8 ⇒ (19) + 6 - 8 = 17 vs FF
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Clan'Edge 2: 1d20 + 6 - 8 ⇒ (13) + 6 - 8 = 11 vs FF
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
And then he's ready to parry +1 AC

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The cleric strides to the nearer leopard, casts Weapon surge and strikes.
+1 Longsword, weapon surge: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 2d8 + 2 ⇒ (6, 1) + 2 = 9

PFS 2 GM ZD |

Dran'thul lashes out with a flurry. Connecting once, He follows up with a dagger strike that hits home.
Dranald slashes at the cat, leaving a nasty cut on its flank.
All of the sudden tearing can be heard from the southern tents. A moment later a third leopard comes from around them. It then sprints towards the second set of tents. Ready to tear into them. Goblins from inside the tents begin to panic.
The black leopard attacks Orin. Orin's shield blocks all of the strikes.
The red leopard attacks back at the dwarf. It is able to bite and latch onto the dwarf. The leopard drives both claws into his torso and legs, mauling him. Dran'thul quickly succumbs to the assault and drops.The volley of attacks did 28 total damage and you are now dying 1.Just FYI, did a strike, grab and then a special action that lets the leopard do two claw strikes as a single action
PC's are up
Dran'Thul-Dying 1
black vs orin: 1d20 ⇒ 101d10 ⇒ 10
black vs orin: 1d20 ⇒ 41d6 ⇒ 6
black vs orin: 1d20 ⇒ 41d6 ⇒ 2
red vs Dran'thul: 1d20 ⇒ 121d10 ⇒ 8
red vs Dran'thul: 1d20 ⇒ 131d6 ⇒ 6
red vs Dran'thul: 1d20 ⇒ 131d6 ⇒ 5
Black: 13/30
Red: 11/30

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Seeing his ally fall Orin leaps into action, suddenly charging up next to his ally and strinking the big red cat before turning down to heal his ally.
sudden charge vs red: 1d20 + 11 ⇒ (6) + 11 = 17
piercing damage: 1d6 + 4 ⇒ (4) + 4 = 8
battle medicine on Dran DC 15: 1d20 + 5 ⇒ (8) + 5 = 13
No luck :(
Suddencharge(2), Battle Medicine
At earliest opportunity will AoO or If hit will use reactive shield for +2 AC

PFS 2 GM ZD |

Orin charges the red leopard, but in his rush, misses the feline. He attempts to patch his dwarven brother, but can not staunch the bleeding.
To Act
Dran'Thul-Dying 1
Dranald
Gruvok
Istvan

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Still getting used to playing a caster. I guess my previous spell dealt +1 damage because it matched my chosen element.
Gruvok shouts "Keep up the assault, Dranald! I got our buddy!"
He targets Dran'Thul with Heal for 1d8 + 8 ⇒ (5) + 8 = 13 and then draws a Heavy Crossbow.

PFS 2 GM ZD |

He did. I marked it on my end. Just forgot to summarize it. I went ahead and edited it above.
Gruvok, I will count the additional on the next HP update.

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The cleric don't understand why a fight and a sorcerer built to fight don't fight to heal somebody and ask the cleric not to heal but to fight... That's ridiculous and incredible so much.
But he follows the orders and strikes.
+1 longsword: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
+1 longsword: 1d20 + 7 - 5 ⇒ (6) + 7 - 5 = 8
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
+1 longsword: 1d20 + 7 - 10 ⇒ (5) + 7 - 10 = 2
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

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The dwarf don't understand the situation when he becomes conscious.
Orin, what are you doing here?
The dwarf takes his dagger, stand up and is ready to parry.

PFS 2 GM ZD |

Dranald swings three times at the leopard. The agile feline dodges all three attacks.
Dran'thul stands and readies himself.
To Act
Istvan
Party Damage
Dran'thuk 13/22; Wounded 1
Black: 12/30
Red: 11/30

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With Dran'Thul back aware and flanking, István does a wolf pack flurry.
wolf jaw strike vs. FF: 1d20 + 9 ⇒ (11) + 9 = 20
damage: 1d8 + 3 ⇒ (3) + 3 = 6
wolf jaw strike vs. FF: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 1d8 + 3 ⇒ (6) + 3 = 9
"They're nimble, try to flank them of you can!"
Then he raises his shield and lopes to a different position where it won't be as easy to flank him in turn.

PFS 2 GM ZD |

Istvan delivers a powerful monk strike to the hindquarters of the leopard. The second one misses. He then raises his shield to bolster his defense.
More tearing can be heard and then a loud scream from a goblin. The blue leopard then flees from the tent, goblin in its mouth. It climbs up and over the fence, leaving a fresh trail of blood.
The black leopard escapes the camp through the main entrance.
The red leopard attempts to retaliate against Dranald, but the clerics armor keeps him safe.
Pathfinders Go
Party Damage
Dran'thuk 13/22; Wounded 1
red vs Dranald: 1d20 ⇒ 41d10 ⇒ 8
red vs Dranald: 1d20 ⇒ 91d6 ⇒ 6
red vs Dranald: 1d20 ⇒ 131d6 ⇒ 4
Black: 12/30
Red: 11/30

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With the threat of flanking abated István moves back in to flank himself.
wolf Jaw vs. FF: 1d20 + 9 ⇒ (7) + 9 = 16
damage: 1d8 + 3 ⇒ (1) + 3 = 4
wolf Jaw vs. FF: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d8 + 3 ⇒ (1) + 3 = 4
And then raises his shield again.

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Orin circles around, taking advantage of a flank on the remaining cat before swinging twice.
Pick vs Red FF: 1d20 + 11 ⇒ (4) + 11 = 15
piercing damage: 1d6 + 4 ⇒ (5) + 4 = 9
Pick vs Red FF: 1d20 + 11 - 5 ⇒ (9) + 11 - 5 = 15
piercing damage: 1d6 + 4 ⇒ (3) + 4 = 7

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We don't care about this one. It's the other one the important one!
The dwarf tries to catch up the fleeing leopard.
With Quick jump. GM: I let you place me were would find appropriate.

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The cleric, seeing Dran'Thul going to the pursuit of the leopard with a goblin, goes after him.
Same for me. I don't know how to handle (check?)

PFS 2 GM ZD |

Istvan delivers two quick blows to the feline.
Orin attempts to finish it off, but misses both strikes.
Dran'thul and Dranald give chase after the leopard with its prey.
Dran'thul and Dranald, if you wish to jump the fence. It will take the high jump action, which is really difficult. This is normally two actions. Dran'thul, with quick leap, it would only be one. You stride and then attempt a DC 30. On a success, you increase the height of the jump from 3 ft to 5 ft. On a critical success, you increase the height to 8 ft, which will clear the fence, and you horizontal distance to 10 ft. I believe the high jump action is a bit out of the range of level 1-2 characters.
The other action that you all could do is to simply just climb over it. You would attempt a climb check, cost one action, which with no guidance from the scenario and using the simple DC's, I am calling it DC 10 untrained. On a success you climb 5 ft per 20 ft of your movement speed. On a critical success, you climb 5ft plus and additional 5ft per 20 ft of your movement speed.
Climbing takes an action. On a success you would be 5 feet up the fence. On a critical success, you would be able to climb and over the fence.
I am not sure how many strides you took to get to the fence, so will leave it up to you if you want to climb or attempt the ridiculously high high jump.

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The dwarf continues the chase, climbing the fence as quick as possible.
Athletics: 1d20 + 6 ⇒ (13) + 6 = 19
Athletics: 1d20 + 6 ⇒ (20) + 6 = 26

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The cleric tries still to follow the fleeing cat. He climbs up.
Athletics: 1d20 + 6 ⇒ (3) + 6 = 9
Athletics: 1d20 + 6 ⇒ (15) + 6 = 21

PFS 2 GM ZD |

The dwarven monk climbs over the fence with ease and lands on the other side, right behind the leopard.
Dranald has trouble climbing at first. On his second attempt he vaults over the edge and lands on his feet on the other side. Nice two crits.
Gruvok to act.
Status
Dran'thul 13/22; wounded 1
Black: 12/30
Red: 3/30

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Sorry! Been busy with stuff.
Gruvok raises his crossbow and fires at [red]!
Load, Load, Strike.
Heavy Crossbow: 1d20 + 6 ⇒ (5) + 6 = 11
Piercing Damage: 1d10 ⇒ 5

PFS 2 GM ZD |

No problem. This scenario runs fast anyway.
Gruvok levels a crossbow and fires. The bolt goes over the felines head.
The blue leopard takes off, holding on to its kill. It escapes into the night through the underbrush.
I am going to call this fight here. The blue leopard has left the map. And red is down to 3 hp and is supposed to fight to the death.
Once the final cat is down, the scared goblins begin to emerge from the tents. Zig approaches the PC's, "Thank you pathfinders. You did a great job."
"Great Job, ha" Muckmuck says as he makes his way through the tents. "Another goblin is dead. They were hired to protect us. One dead is not protecting us."
Side conversations began to happen in the crowd of goblins, and the injured cram into the doorway to the hospital to look out.
Muckmuck looks around and speaks louder than before, "I says Zig is not fit to lead us. He said these people protect us. The failed. I says I should lead us and leave this project behind. No more dead gobos"
What started as quiet conversations, become a low rumble of discontent as some of the goblins share Muckmuck's frustrations.
Zig smiles sheepishly, "It is late. The cats will not come back tonight. Let's go to bed. We will discuss the future of the camp in the morning." Seeing that no one has moved, Zig changes his demeanor and shouts, "I said go back to bed"
With Zig having the final word, Muckmuck turns around and heads back into the tentd. Zig looks over at the PC's, he gives them a nod before heading back into the command post.
The rest of the night goes by smoothly, giving the PC's plenty of time to heal up and rest. The sun rises several hours later.
You guys may go ahead and heal yourselves. I assume you all decide to sleep for a bit in the morning to get some spells back. Once everyone heals up. You have some things you could do. You can attempt to prep for another night of attacks or try and track the felines. To track, it will be a survival check to find them

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The dwarf is sad that the goblin would have been kidnapped. He agrees with Muckmuck. They failed. Point. The territory to defend was to big. They could also go and resign from the Society. Let's see if the others want to continue. He has no desire.
So I'm back to full HP. Dranald can heal me with spells if not with Treat wounds. As I'm not good at Survival, I let the professionals roll for it.

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István doesn't really care much to talk to scared huddled goblins so he goes to get some sleep, get up fresh and early the next day. Once the others are awake he'll talk.
"Well, that didn't go as well as we'd hoped, but maybe our hopes weren't realistic. These kittens played it smart, setting up a distraction so they could get one of the goblins while we fought the others. It's a classic predator tactic. But classic predators don't want to die during the distraction. They also underestimated us."
He looks out over the camp.
"Yesterday we arrived late. We didn't build any barricades, and that was a good call; the cats just climbed over them and they would have hindered us. Only a clear run allowed us to support each other. But the cats didn't get into the hospital, only the tents. Today we might construct more hard shelters. The goblins have already managed to build a hospital and parts of a bridge. We should repurpose some of the building materials earmarked for the bridge, for the time being. Because the carts aren't enough."
Standing up he continues.
"We also need to take the fight to the cats. See if we can find a lair. These cats aren't normal. Most predators know better than to pick a fight with a guarded camp. And fire-breathing wolves... well they don't have those where I come from. The cats knew where to go, which tent to attack. Damn fast. Either they could smell out the hiding goblin, or maybe they'd spied on our preparations. We should be on guard for that."

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Gruvok crouches down to examine one of the paw prints left behind by the cats. He pinches some of the soil and brings it up to Yellow Eyes to smell. The tiny creature shrieks and smacks it away.
"István, the trail grows cold. You are our best tracker. Can you sniff out their lair?"

PFS 2 GM ZD |

While Gruvok does his investigation of the tracks, he also notices blood droplet heading through the grass. The source most likely from the dead goblin. This will give a cirumstance bonus to the roll, which I will calculate it in
Is anyone trained in survival to track?

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István peers at the desert. A color scheme quite different from the greytones he's used to.
survival: 1d20 + 5 ⇒ (1) + 5 = 6
Dammit Jim, I'm a monk not a ranger!

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Do we have to be trained to follow the blood trail?

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Not trained. I took nature instead. If István does not want to spend a hero point I'll spend my Campaign Coin HP one to give him a reroll instead.

PFS 2 GM ZD |

The scenario says use Survival to Track. Which Track is a trained skill. If you would like to re-roll with a hero point, go ahead. Right now.
Looking over the rules, on a failure, You lose the trail but can try again after a 1-hour delay. The critical failure though is you lose it for 24, which is where you are at now. So, I suggest burning the hero point, so even if you fail a second time you can attempt it again.

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Okay, I'll try.
Survival: 1d20 + 5 ⇒ (16) + 5 = 21

PFS 2 GM ZD |

Istvan is able to find the trail and follow it. The blood trail leads to a cave about a mile from the camp.
Before you go in, make sure to reset you characters. To include HP and per days. We are about to enter the final encounter.

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I'm pristine, apart from using one hero point. I still have one left because of my own campaign coin.

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If I might make a suggestion, most GMs I've encountered (and I do this myself) track everyone's HP and status in the round per round initiative tracker. It's 1) easier for everyone to look at one post to see who needs healing, 2) saves everyone from the hassle of editing their header, 3) is easy to maintain because all it involves is replying to yourself, and 4) shows damage dealt to enemies so everyone can easily see who's been damaged already.

PFS 2 GM ZD |

Thanks for the suggestion Gruvok. I will run with that idea for the next encounter to see how I feel about it. I know the only one who took damage in the last encounter was Dran'thul 13/22; Wounded 1. Once he gets returned to full HP, the wounded condition goes away after you rest for 10 minutes. Or if some one restores hit points using the treat wounds action.
The PC's follow the blood trail into the caves. It eventually opens up into a large cavern lit by multiple braziers. The ceiling reaches up to 30 feet in height. A large chasm splits the cavern in two.
Along the eastern wall, a landing is occupied by two leopards from the night before. One of them, black, bears a nasty wound from Orin's pick ax. Across the chasm, laying in a pile of trinkets and gold, is a large lion. It's ears perk up as the PC's enter the room. It issues a loud challenging roar.
Orin: 1d20 + 8 ⇒ (12) + 8 = 20
Gruvok: 1d20 + 2 ⇒ (20) + 2 = 22
Dran’Thul: 1d20 + 5 ⇒ (7) + 5 = 12
Dranald: 1d20 + 8 ⇒ (16) + 8 = 24
Istvan: 1d20 + 5 ⇒ (9) + 5 = 14
GM: 3d20 ⇒ (11, 12, 9) = 32
Round 1-Bold May Act
Dranald
Gruvok
Orin
Lion
Leopard(Blue)
Leopard(Black)-14 damage
Istvan
Dran'thul
Recall knowledge:Nature for both. Reminder, it cost an action in 2E

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the only one who took damage in the last encounter was Dran'thul 13/22; Wounded 1. Once he gets returned to full HP, the wounded condition goes away after you rest for 10 minutes. Or if some one restores hit points using the treat wounds action.
I think the assumption is that, between Dranald or Gruvok casting heal once, Dran'thul would be brought up to full. The minimum amount you can restore is 9 HP.
Yellow Eyes screeches and hides in Gruvok's cloak when the cats emerge.
"I recognize that one!"
And to accentuate his comment, Gruvok moves off to the left and casts a ray of freezing moisture at the black-furred cat.
Ray of Frost : 1d20 + 7 ⇒ (3) + 7 = 10
Cold Damage: 1d4 + 4 ⇒ (2) + 4 = 6

PFS 2 GM ZD |

That is what I was thinking as well. Which is why I didn't put any damage on Dran'thul for this encounter. I am also assuming that you did it before sleeping, so you will have full access to your spells for this encounter.
Gruvok sends a ray of frost to the wounded cat. It ducks just in time and snarls at the half-orc.
Round 1-Bold May Act
Dranald
Gruvok
Orin
Lion
Leopard(Blue)
Leopard(Black)-14 damage
Istvan
Dran'thul

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Orin circles around and tries to finish off the interior kitty.
pick vs FF: 1d20 + 11 ⇒ (5) + 11 = 16
piercing damage: 1d6 + 4 ⇒ (1) + 4 = 5
pick vs FF: 1d20 + 11 - 5 ⇒ (18) + 11 - 5 = 24
piercing damage: 1d6 + 4 ⇒ (3) + 4 = 7
Stride, strike, strike.