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Granitt bleeds .... his life flashes through past his eyes ... he sees Torag's golden hammer.. and sees himself walk towards it magnificent glow.
Stablise 1d20 ⇒ 4

GM Wayfinder |

The River of Souls, the constant migration of mortal souls from the Material Plane to Pharasma's Boneyard... is that what Granitt sees?
No, no, it should not be his time to dive into it...
Round 1
the BOLD may act
Elsha - 10 damage - DC14 Reflex or fall prone
Stabby
Round 2
Bear - 11 damage ; reacted
Hopper - 5 damage
Granitt - 0 hp ; Dying 3 ; Prone ; Shield (5 dam') & weapon dropped

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Acrobatics, DC14: 1d20 + 3 ⇒ (12) + 3 = 15
Elsha begins shaking at the bear towering over the party. He pulls a healing potion out of his belt-pouch and pours it down Granitt's throat. He looks up at the bear the entire time he's doing this, deathly afraid it's going to swipe at him again.
[[A]] manipulate: draw minor potion of healing
[[A]] manipulate: administer to Granitt Healing, granit: 1d8 ⇒ 7
He backs up quickly, the party can scatter and keep the bear moving all over the ice.
[[A]] Stride, 10' (difficult)

GM Wayfinder |

Elsha manages to not fall onto the ice when hit by the bear--
Botted your Reflex save (and will use your Acrobatics roll for your move at the end of your turn)
--and heals Granitt up... before managing to move across the ice without slipping.
Granitt opens his eyes.
The River of Souls seemed warmer than the ice.
He is on his back, looking up at a big furry creature-- no, that is not momma-dwarf's beard, that is a big bad bear!
Round 1
the BOLD may act
Stabby
Round 2
Bear - 11 damage ; reacted
Hopper - 5 damage
Granitt - 7 hp ; Wounded 1 ; Prone ; Shield (5 dam') & weapon dropped
Elsha - 10 damage

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B****y Hell, that didn't go as planned, what the hell is this beast bear. Best play dead until the rest of them can lure it away and give me time to get up and ready. Let's hope .... the dwarf, feigns being dead and not a treat to the big nasty bear. Maybe they can keep the bear at bay for a while with chucking their chemiciacals
Delay

GM Wayfinder |

Does Stabby stab stab stab--?
Remember that if you move in close to the bear, you need to Stride (no Step into Difficult Terrain) and make a DC14 Acrobatics check to not slip and fall Prone

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I dont see myself on the map so i dont know if I will need any movement to be in range for my short bow
Stabby will pull out his bow and will try and shoot the giant bear looking thing.
shortbow: 1d20 + 7 ⇒ (9) + 7 = 16
dmg: 1d6 ⇒ 3
shortbow2: 1d20 + 7 - 5 ⇒ (5) + 7 - 5 = 7
dmg: 1d6 ⇒ 1
At least it wasnt me this time stabby thinks to himself when he sees is friend go down.
HEY BIG GUY STAY AWAY FROM HIM

GM Wayfinder |

Stabby pulls out his bow and fires a couple arrows that first bounces of the thick hide of the bear, and then just plains misses.
The bear lashes out at Stabby, with a wide sweeping gesture to grab the Goblin--
--but its claw is too powerful, and it is just about to rip Stabby apart-- but Stabby is nimble, and manages to dodge some of the blow.
Crit' avoided by Nimble Dodge reaction ; 11 damage
The bear thus grabs Stabby and THROWS him out onto the ice, his claws mauling him as he does so...
Grab ; Stabby thrown 20 feet ; 13 damage
Stabby faints as he is torn by the mighty paw wall propelled through the air, landing hard on the ice-- but he does not feel it.
0 hp ; Dying 1 ; Prone ; Bow dropped
Round 2
the BOLD may act
Hopper - 5 damage
Granitt - 7 hp ; Wounded 1 ; Prone ; Shield (5 dam') & weapon dropped
Elsha - 10 damage
Stabby - 0 hp ; Dying 1 ; Prone ; Bow dropped
Round 3
Bear - 11 damage
Maul: 1d12 + 4 ⇒ (9) + 4 = 13

GM Wayfinder |

Can everyone (who is conscious) make a "free" (no action) Perception check, please?'

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Perception, eagle-eye elixir: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25 I'll take my actual turn in a short while when more free.

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Perception 1d20+5
Don't forget your +1 here as well from my other elixir. Alchemists here tryna be heplful :)
In one motion the alchemist retrieves an alchemist's fire vial from his belt pouch and flings it towards the bear. Yeah! Stay back!
Once the bomb lands he retrieves his last batch of reagents and quickly mixes them into a healing elixir that he consumes, wiping the edge of his mouth after.
The lanky human then solidifies his stance and stares across the ice at the bear, not really feeling confident in the face of it.
[[A]] Ranged strike: Alchemical bomb (quick bomber, far lobber), targeting SW corner of Large creature so the splash avoids Granitt. alchemical bomb attack, fire damage, persistent fire damage, fire splash damage: 1d20 + 6 ⇒ (10) + 6 = 161d8 ⇒ 11 = 11 = 1 fire and persistent damage on success, splash damage regardless.
[[A]] Quick Alchemy: Minor Elixir of Life
[[A]] Manipulate: Consume elixir of life Healing: 1d6 ⇒ 3 +1 item bonus to saving throws against diseases and poisons, 10 minutes

GM Wayfinder |

With adrenaline pumping, and his elixir in his blood, Elsha is attentive to every detail and--
--he is sure that there is no one moving or breathing within the cave: the other members of the attacked team are assuredly dead.
The bomb Elsha tosses hits the snow beside the bear, only splashing some fire on him.
1 damage
Elsha heals up...
Round 2
the BOLD may act
Hopper - 5 damage
Granitt - 7 hp ; Wounded 1 ; Prone ; Shield (5 dam') & weapon dropped
Stabby - 0 hp ; Dying 1 ; Prone ; Bow dropped
Round 3
Bear - 12 damage
Elsha - 7 damage

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Botting Mad Hopper per discussion instructions.
The Mad Hopper takes one step closer to the bear to better target it with an alchemical bomb. He pulls a bottled lighting and tosses it at the back-side of the bear, and immediately darts away while it's still sailing through the air!
[[A]] Step: 5' W
[[A]] Ranged strike: Alchemical bomb (quick bomber), targeting SW corner of Large creature so the splash avoids Granitt.
alchemical bomb attack, electricity damage, electricity splash damage: 1d20 + 6 ⇒ (12) + 6 = 181d6 ⇒ 21 = 1 on hit, flat-footed
[[A]] Stride: 15' E

GM Wayfinder |

Since he cannot take a simple step on the difficult icy terrain, Hopper moves--
Stride (no Step in Diff' Terrain) Blue Arrow
Acrobatics: 1d20 + 6 ⇒ (8) + 6 = 14
--and manages to not slip and fall.
He tosses his bomb, but misses, and only zaps the beast lightly.
1 splash damage
Then Hopper tries to dart away--
Acrobatics: 1d20 + 6 ⇒ (8) + 6 = 14
--and once again manages to not slip!
Diff' terrain costs double, so 25 feet move becomes 10 feet, or 2 squares
Red Arrow
Round 2
the BOLD may act
Granitt - 7 hp ; Wounded 1 ; Prone ; Shield (5 dam') & weapon dropped
Stabby - 0 hp ; Dying 1 ; Prone ; Bow dropped
Round 3
Bear - 13 damage
Elsha - 7 damage
Hopper - 5 damage

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Right, sorry for forgetting about the terrain aspects for that post. Those weren't actually the positions though (he didn't start that far East). Adjusting... (and showing another arrow for bomb lob between the two strides).

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Granitt delays, an aoc will kill Granitt anyway

GM Wayfinder |

Granitt bides his time.
Stabby--
Botting the recovery roll
DC 11 Flat Check: 1d20 ⇒ 13
--stops bleeding as the snow and the cold clot his blood up...
0 hp ; Unconscious ; Wounded 1
The bear glances from one alchemist to another, who both burnt him a bit--
1 Hopper: 1d2 ⇒ 1
--and ends up fixating on Hopper.
So, the bear launches off towards the Goblin-- but is surprised to find out that the Dwarf is not out for the count, and he thus has trouble moving over this conscious enemy--
Tumble Through DC13: 1d20 + 1 ⇒ (17) + 1 = 18
--but he manages to jump over Granitt and move on out onto the ice--
Balance DC14: 1d20 + 1 ⇒ (10) + 1 = 11
--where his claws slip on the ice, and he falls prone!
Round 2
the BOLD may act
Round 3
Elsha - 7 damage
Hopper - 5 damage
Granitt - 7 hp ; Wounded 1 ; Prone ; Shield (5 dam') & weapon dropped
Stabby - 0 hp ; Unconscious ; Wounded 1 ; Prone ; Bow dropped
Round 4
Bear - 13 damage - PRONE

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Hopper smiles when the Bear goes flat on the ice. He pulls out his fire bomb and tosses it at the vulnerable bear.
I was certain that he would not roll, due to claws and whole life spent on ice. I am happy to be wrong :)
Attack : 1d20 + 6 ⇒ (9) + 6 = 15
Damage fire, Burn It!: 1d8 + 1 ⇒ (8) + 1 = 9 +1 of splash limited to bear and 2 persistent fire damage if I hit.
Then Hopper turns around and hops away...
Acrobatics, DC14: 1d20 + 6 ⇒ (5) + 6 = 11
And he falls on his belly and begins to rotate not he ice. With the smile wiped off his face, he stands up.
"Dumb ice!"
Attack, Move, Stand Up
If I failed Acrobatics on my move, do I move and fell prone? Or do I fall without moving? If I can move I would travel away from the bear for 2 squares.For the record, that was my 2nd alchemist fire. I am still left with 1 alchemist bottle :(

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Gaaah!
Elsha shrieks as the large bear looms over him for a moment before falling flat on its stomach.
Too close. Too close. Too close. Too close.
Without thinking Elsha quick throws his next bomb at the bear's slumped body. It flies far over the bear rug and strikes the ice on the far side, only a slight charge reaching it.
His expression transitions from concerned to actively afraid as he plants his foot to begin backpedaling away from the bear. It slides out from under him, throwing him into the air and on his back. Ouch...! A slight whimper is heard nearby by Granitt and Hopper. He quickly moves to stand again before the bear recovers from its position.
He has a shocked expression on his face; clearly he thought he was going to be able to create some distance and is now left standing next to the bear who will rise at any moment. He holds his hands out in front of him towards the bear, as if that will help anything.
No no no no no...
[[A]] Ranged strike: Alchemical bomb (quick bomber, far lobber), targeting NE corner of Large creature so the splash avoids Granitt.
alchemical bomb attack, fire damage, persistent fire damage, fire splash damage: 1d20 + 6 ⇒ (1) + 6 = 71d8 ⇒ 51 = 11 = 1
fire and persistent damage on success, splash damage regardless.
[[A]] Stride 10' E Acrobatics, quicksilver mutagen, DC14: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Oh wow, the dice have imploded (!!)
[[A]] Stand
What a turn :/

GM Wayfinder |

Hopper's vial goes over the bear, and splashes in the snow beside, only hurting it slightly.
1 splash damage
Then Hopper turns around and hops away--
Failure for the Balance is actually: You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends.
In this case I'll say you do not fall. So you "only" waste your turn (I changed the info' beside the slides). The bear is not smart, so I will have him just fall.
--but his feet slip out from under him, and he has to wave his arms around to not go face down on the dumb ice.
Botting Acrobatics DC14: 1d20 + 5 ⇒ (10) + 5 = 15
He regains his balance and moves out--
Attack, Failed Move, Stride
--as he glides across the ice, thinking that he has little with which to harm the big ugly bear.
@Hopper: move your 2 squares

GM Wayfinder |

Elsha shrieks-- and then mutters "Too close. Too close. Too close. Too--
Jaws, from Prone: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 202d6 + 4 ⇒ (4, 1) + 4 = 9
"CLOSE!"
As Elsha throws his bomb at the bear's slumped body-- the bear reacts and bites Elsha's arm!
9 damage
With the damage to the arm, the vial does not fly true at all and disappears into some snow bank...
Crit' fail, so not even splash damage
Elsha has a shocked expression on his face from the bomb being lost without any damage at all, and from his badly mauled arm.
"No no no no no..."
He starts to move, dripping blood all over, but is unable to remain steady, being too light-headed--
Failed Acrobatics, action lost
Botting Acrobatics, quicksilver mutagen, DC14: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
--and though he does not fall, he cannot steady himself enough to move.
Attack ; failed Stride ; failed Stride
But remains standing!

GM Wayfinder |

Granitt knows now is the time for him to get do something-- since the bear has reacted and will most probably not lash out again.
You have heard the ominous and deadly silence in the cave behind, where no one breathes into the cold air anymore, and no one is left to save.
Round 2
the BOLD may act
Round 3
Granitt - 7 hp ; Wounded 1 ; Prone ; Shield (5 dam') & weapon dropped
Stabby - 0 hp ; Unconscious ; Wounded 1 ; Prone ; Bow dropped
Round 4
Bear - 14 damage - PRONE - reacted
Elsha - 16 damage
Hopper - 5 damage

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Granitt picks up his battleaxe and crawls to solid ground before standing up, holding his shield and battleaxe ready for battle, thought not for defence. "Run", he shouts to his companions, "Take Stabby and get out of here!"
Action: Interact pick up weapon
Action: Crawl
Action: Stand-up

GM Wayfinder |

After having called upon his powers as a Champion to heal himself by imposing his hands on his wound--
LoH 6 hp healed
---and then using Torag's hammer-fist to somewhat block the bear's attack on Elsha--
3 less damage
--and then clobber the bear with his head--
6 non lethal to the bear
--Granitt moves to the snowy island and gets up, weapon in hand.
The bear gets up on its feet and--
1 Gr: 1d2 ⇒ 1
--turns back towards Granitt who is blocking its way to its cave and its food.
So it lashes out at him with its paw--
1d20 + 12 ⇒ (15) + 12 = 271d12 + 4 ⇒ (7) + 4 = 11
--and slashes the Dwarf, hurting him and grabbing him... but is unable to toss Granitt!
11 damage ; Grabbed
the BOLD may act
Round 4
Elsha - 13 damage
Hopper - 5 damage
Round 5
Granitt - 2 hp ; Wounded 1 ; Shield left behind
Stabby - 0 hp ; Unconscious ; Wounded 1 ; Prone ; Bow dropped
Bear - 20 damage

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Hopper's hand reaches for the empty spot at his bandolier. He checks couple of pouches and finds one bottle left. He eyes it and tosses it at the bear...
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Lightning: 1d6 ⇒ 4
Limiting splash to the bear.
Then he reaches for his sling and loads it.
Quick bomber, take out the sling and load the ammo.

GM Wayfinder |

With the bear unsteady on the ice, Hopper just manages to hit--
4 damage + 1 splash damage
--as the Goblin decides to remain fighting.
As the bear is hit, it manages to not slip and fall.
the BOLD may act
Round 4
Elsha - 13 damage
Round 5
Granitt - 2 hp ; Wounded 1 ; Shield left behind - GRABBED
Stabby - 0 hp ; Unconscious ; Wounded 1 ; Prone ; Bow dropped
Bear - 25 damage
Hopper - 5 damage

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Granitt says "Aww! some people call dwarves smelly, but they ain't been up close and personal to a beast like you!" he kicks out at the bear and tries to escape it's hugging grasp.
"Didn't you hear me...get away whilst you still live!" he shouts.
Action 1: Escape attack 1d20 + 7 ⇒ (16) + 7 = 23 next attack assuming he managed to escape?
Action 2: Waraxe attack 2-handed 1d20 + 7 - 5 ⇒ (19) + 7 - 5 = 21 damage 1d12 + 4 ⇒ (8) + 4 = 12
Action 3: does his best to parry an attack.

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Something I missed earlier is that quicksilver also gives +5 movement, meeting Elsha should be able to get three squares (if he can make the acrobatics check)
Still looking like he just saw a dragon, Elsha turns to attempt to gain some distance. He runs and slips on the ice in place for several moments before finally falling flat where he began.
[[A]] Stride (attempt)
Acrobatics move?, quicksilver mutagen, DC14: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Acrobatics fall?, quicksilver mutagen, DC14: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
[[A]] Stride (attempt)
Acrobatics move?, quicksilver mutagen, DC14: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Acrobatics fall?, quicksilver mutagen, DC14: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
[[A]] Stride (attempt)
Acrobatics move?, quicksilver mutagen, DC14: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Acrobatics fall?, quicksilver mutagen, DC14: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Now *that's* a sick joke.

GM Wayfinder |

Granitt kicks out at the bear and manages to pushes himself out of the hugging grasp.
Escaped the grab
• You did not specify that you picked your axe up w. two hands before, but since you could do that I will say that you did do that if you want to-- so you can have your axe in 2 hands.
• Otherwise it costs an Interact action to get a double handed grip (when you have 1 hand on already)-- and it is a Manipulate action... that can set of the bear's AoO).
Granitt then--
• You have 2 Actions left-- but, to attack, you need to be closer.
• Right now you are 10 feet away from the bear (it attacked you with its paw and not the bite, because it has reach with its paws).
• So, you would have to Move back out onto the ice (Acrobatics check to Balance) and attack, but the Move triggers an AoO
• Or else move away (a couple Strides)-- but that triggers an AoO also
the snow is Difficult Terrain, so no Step
• You could Ready an action
• (also, there is no Parry action w/o some class Feat etc.)
You rolled 21 to Hit & 12 damage if you use it
Tell me what you would prefer to do
NOTE: okay, well, Elsha meanwhile triggered the Reaction so there will be no Reaction if Granitt moves etc..
Meanwhile, Elsha is quite afraid and attempts to gain some distance.
He starts to run--
Using your first Acrobatics roll = 9
--and fails to move away as he sees he would slip and fall as he turns around, and is unable to launch off in his run--
• It is a fail, but that "only" means you do not move, not that you fall
• But you did a Move action, thus triggering the bear's AoO
--the bear then reacts to the sudden movement by trying to bite Elsha--
Jaws: 1d20 + 12 ⇒ (18) + 12 = 302d6 + 4 ⇒ (2, 1) + 4 = 7
30 vs. AC15 (you are Flat Footed) will Crit' even if Granitt had hit the bear and knocked it Prone (that would be a 28 vs. 15, so still a Crit')
Sorry-- the dice are not with you here! (make offerings to the Dice Roller, I say).
The bear bites into Elsha's leg, cracking bone and splitting muscle!
Crit! 14 damage
Elsha faints and goes down in a pool of blood.
0 hp ; Dying 2 ; Prone
Elsha--can make your Stabilize (Recovery) flat check if you want ; DC12 (unless you have Toughness, then DC11)
Granitt--can choose his 2 actions
the BOLD may act
Round 5
Granitt - 2 hp ; Wounded 1 ; Shield left behind ; 2 ACTIONS LEFT
Stabby - 0 hp ; Unconscious ; Wounded 1 ; Prone ; Bow dropped
Elsha - 0 hp ; Dying 2 ; Prone
Bear - 25 damage
Hopper - 5 damage

GM Wayfinder |

1d20 ⇒ 10
1d20 ⇒ 14
1d20 ⇒ 15
1d20 ⇒ 3
1d20 ⇒ 16
1d10 ⇒ 7

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Don't want to be the bearer of bad news but keep in mind that quicksilver mutagen has a nasty drawback on causing you to get an extra 2 x level amount of damage per each hit. It does not change a thing
Hopper watches in terror as Elsha is bitten by the bear...
A different question, when the bear holds Granitt can he not escape the grip but attack the paw? Would it allow him to attack the bear even that he can't reach it from where he is?

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The world goes black...
Flat check, DC12: 1d20 ⇒ 10 Welp, that's Dying 3 and one step away from oblivion... Do I have hero points or something?

GM Wayfinder |
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Quicksilver Mutagen: you do not take extra damage, you take 2 x level damage when you drink it (and cannot heal it). So all those who took that mutagen have 2 less HP (Elsha... & others ?)
When the bear holds Granitt can he not escape the grip but attack the paw? Per the rules I think not, I'm pretty sure you would have to have Lunge etc. (the idea being that when you Escape the paw falls back). But that's a good request and logical so I'll go with it.
And I am botting an extra attack for Granitt, since Parry does not exist, best to do a Hail Mary Torag's Wife third attack.

GM Wayfinder |

Encouraged by Hopper, Granitt yanks free of the arm, and slashes at the bear's paw before it has time to pull away-- hitting thanks to the bear being flat-footed.
Bear-blood splatters on the ice.
12 damage
Hit hard, the bear yelps and starts to pull its paw away, but Granitt swings his axe back, in a wild attempt--
Botting Granitt's 2nd Strike but 3rd Attack: 1d20 + 7 - 10 ⇒ (20) + 7 - 10 = 17 vs. Flat Footed
--that manages to nick the bear's retreating paw, shredding its muscles!
17 vs. Flat Footed AC just misses, but a nat' 20 upgrades the miss to a hit!
Damage: 1d12 + 4 ⇒ (3) + 4 = 7
The bear now squeals as it is hit again...
7 damage
The first blow--
Balance DC 14: 1d20 ⇒ 14
--does not send the bear spinning, but the back handed strike--
Balance DC 14: 1d20 ⇒ 1
--flips the bear over on its side, and it lands on the ice...
bear is prone
Elsha slips away towards the Boneyard-- the ancestors are calling!
You can reroll w. Hero Point
the BOLD may act
Round 5
Bear - 44 damage - PRONE - REACTED
Hopper - 5 damage
Round 6
Granitt - 2 hp ; Wounded 1 ; Shield left behind
Stabby - 0 hp ; Unconscious ; Wounded 1 ; Prone ; Bow dropped
Elsha - 0 hp ; Dying 3 ; Prone CAN REROLL w. HERO POINT IF YOU WISH

GM Wayfinder |

Angry, the bear tries to swipe at Granitt, while still lying down-- it wants to hit, grab, and toss the Dwarf!
Time stops, as you wonder if this will hit?!
Is it a bit fearful of the Dwarf-- or enraged by the wounds?
Will the dice roller let you live on to fight another round?
Claw: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 151d12 + 4 ⇒ (3) + 4 = 7
Because it is lying down it cannot put enough force behind the blow and Granitt's armor absorbs the shock!
Miss!
Flustered that it could not do its combo' attack, the bear lumbers up to its feet--
Stand Up
--and tries to swipe Granitt with the other paw!
Again-- will fate smile on you?
Claw: 1d20 + 12 - 4 ⇒ (18) + 12 - 4 = 261d12 + 4 ⇒ (11) + 4 = 15
But, now standing, the bear manages to hit the Dwarf, but the blow is somewhat cushioned...
just barely NOT a Crit!
Granitt still takes a powerful blow that knocks the air out of his lungs-- and he goes down!
15 damage so @0 hp ; Wounded 1 ; Dying 2 ; Prone ; Axe on ground
Hopper stands alone-- on the ice!
the BOLD may act
Round 5
Hopper - 5 damage
Round 6
Stabby - 0 hp ; Unconscious ; Wounded 1 ; Prone ; Bow dropped
Elsha - 0 hp ; Dying 3 ; Prone CAN REROLL PREVIOUS w. HERO POINT IF YOU WISH
Granitt - 0 hp ; Wounded 1 ; Dying 2 ; Prone ; Axe on ground
Bear - 44 damage
Round 7

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Hopper did drink quicksilver mutagen this day so please add 2 damage to my account
Hopper looks as he is the last goblin standing against the enormous beast. He begins to swing his sling, but its sound is not even heard when the bear roar. He release the bullet
Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Damage, b: 1d6 ⇒ 2
But the stress is to high and the ground to slipper his shoot almost flies straight towards the sky. But Hopper is not called the savior of the week, protector of bold and alchemist visioner for nothing. He knows how much depends on this attack so he attempts to save the attack
Attack, reroll with Hero Point: 1d20 + 6 ⇒ (9) + 6 = 15
Hopper curses under his breath in goblin, the blasphemies were so serious that even the wind stopped blowing to let them sound. With shaking hands Hopper reaches for another bullet and loads the sling and he begins to rotate it. When the bullet has enough of momentum he releases one handle
Attack, 2nd: 1d20 + 6 - 5 ⇒ (19) + 6 - 5 = 20
Damage, b: 1d6 ⇒ 4
Attack (with hero point rerol), load, attack

GM Wayfinder |

Hopper's first bullet is lost in the snow... but the second one hits the bear--
4 damage
Reflex: 1d20 ⇒ 6
--that is knocked back on its ass!
Bear is Prone
The bear glares at Hopper...
So: Hero Points used to reroll to stabilize, or spent to stabilize etc.
the BOLD may act
Round 6
Stabby - 0 hp ; Unconscious ; Wounded 1 ; Prone ; Bow dropped
Elsha - 0 hp ; Dying 3 ; Prone CAN REROLL PREVIOUS w. HERO POINT IF YOU WISH
Granitt - 0 hp ; Wounded 1 ; Dying 2 ; Prone ; Axe on ground
Bear - 48 damage - PRONE
Round 7
Hopper - 5 damage

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Don't think I've used a hero point this game, it was last game, so might as well use it now to stabilise and stay at 1 wound, until the bear actually eats me.
Don't really understand how Granitt was grabbed and held, but stayed 10ft awy from the bear. The rules don't make much sense to me.I didn't mention the 2 handed, cos normally a shield is strapped to the arm and therefore would have been usable when he got up, not as given laid out on the floor. So if he didn't have his shield, you would pick it up two handed.
A bit less available, lot going on at work at the moment.

GM Wayfinder |

The cold and the snow staunch Granitt's blood--
Stabilized
the BOLD may act
Round 6
Elsha - 0 hp ; Dying 3 ; Prone CAN REROLL PREVIOUS w. HERO POINT IF YOU WISH OR SPEND BOTH HPs TO STABILIZE
Bear - 48 damage - PRONE
Round 7
Hopper - 5 damage
Granitt - 0 hp ; Unconscious ; Wounded 1 ; Prone ; Axe on ground
Stabby - 0 hp ; Unconscious ; Wounded 1 ; Prone ; Bow dropped
Hero Points:
Hopper 0
Stabby 1
Granitt 0
Elsha 2

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BTW. original roll to stabilize that took Elsha to dying 3 took place in Round 6 right? On round 5 he attempted to step away, got AOO, and rolled back then. But in theory, the stabilization roll happen at the beginning of your next round.

GM Wayfinder |

How does Elsha face the call of the Boneyard?
Does he avoid it--
Hero Points used to stabilize?

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Flat check, DC12 (ROUND 5 hero point reroll): 1d20 ⇒ 14 Reversal: improves to dying 1
Flat check, DC11, ROUND 6: 1d20 ⇒ 12 Improves to unconscious, 0 hit points
Spent 1 hero point
Elsha turns away from the light. There are too many formulae left to collect, and concoctions to invent.
So, I guess he spends round 7 napping.

GM Wayfinder |

The bear gets up from lying down and looks around the icy battlefield--
Granitt - 0 hp ; Unconscious ; Wounded 1 ; Prone
Stabby - 0 hp ; Unconscious ; Wounded 1 ; Prone
Elsha - 0 hp ; Unconscious ; Wounded 1 ; Prone
--and its beady eyes lock on Hopper. who is the only man Goblin standing.
The bear gets ready to rush at Hopper--
1d20 ⇒ 8
--but slips on the ice, and falls down...
It grumbles as it gets back up once again.
the BOLD may act
Round 7
Hopper - 5 damage
Bear - 48 damage
Round 8

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Hopper eyes the bear and stops breathing.
Stand still, it will not notice you, standstill. STAND STILL His heart is beating like crazy, even after his experimental mutagens he never felt like that.
Acrobatics: 1d20 + 6 ⇒ (2) + 6 = 8
Acrobatics: 1d20 + 6 ⇒ (6) + 6 = 12
Acrobatics: 1d20 + 6 ⇒ (13) + 6 = 19
Hopper attempts to move away from danger, but he slips more than he moves.
1 success out of 3, move by 2 squares.

GM Wayfinder |

Hopper is so stressed it takes him a few seconds before he can find purchase on the ice and get moving--
The bear starts to move after Hopper--
1d20 ⇒ 5
--but slips and falls!
It scratches the ice as it gets back up again and--
1d20 ⇒ 17
--starts moving without falling, going after Hopper!
Of course the bear has a move of 45 feet!
the BOLD may act
Round 8
Hopper - 5 damage
Bear - 48 damage
Round 9

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Of course he has, feel free to do Attack of Opportunity.
Hopper attempts to getaway...
Acrobatics: 1d20 + 6 ⇒ (2) + 6 = 8
But he slips, and he knows that the bear would take a swing, so he prepares to fall down on the ice pretending to be dead. Maybe the animal will go back to its cave to feed before dragging the bodies back to the cave. After all, it left the girl where she was.
Deception, to look dead, depending on the AOO it might not be that hard: 1d20 + 4 ⇒ (12) + 4 = 16

GM Wayfinder |

As Hopper starts to move away-- the bear reaches out and claws at him with its paw.
AoO: 1d20 + 12 ⇒ (19) + 12 = 31
The claws bite deep into Hopper, shredding his back!
Crit'!
1d12 + 4 ⇒ (10) + 4 = 14
Hopper is hurt bad--
28 damage (a 12 on the die would be 16x2=Insta' death vs. your 16hp)
--and he goes down in a pool of blood, that spreads out across the ice.
The heat of my blood would have been good for melting things enough to get the ribbon out-- is his last thought, as he passes out.
0 hp ; Dying 2
Hopper can do the Recovery Check routine... successfully we hope!
the BOLD may act
Round 9
Hopper - Dying 2 - DC12 Flat Check
Round 10
Hopper - Dying ?
Round 11
Hopper - Dying ?

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Hopper deception worked. Sort of. Hopping goblin got smacked by the bear and hops no more. His body looks severely wounded. This is how good of a Goblin actor Hopper is ...
Stabilization, DC12: 1d20 ⇒ 4 Into Dying 3
Stabilization, DC13: 1d20 ⇒ 12 And into dying 4 = dead
Stabilization, DC14: 1d20 ⇒ 3 Roll out of curiosity, into dying 6 critical fail. Dice hates me.
And to convince the bear Hopper stopped breathing, and the pool of blood is getting bigger and bigger...
Goblin's life is more intense than one of the others. At the age of 9 Hopper was an alchemist at the age of 10.5 he was dying in a god forgotten realm...

GM Wayfinder |

As the three other companions remain immobile on the ice... Hopper life-blood ebbs away as the bear waits to see if the Goblin will get up.
As Hopper leaves for Goblin Paradise, the bear suddenly raises its snout and sniffs the air.
Round 11
It turns around in order to start to make it back to its island, and nearly reaches it before slipping and falling... and getting back up, and slipping around on the ice, a bit lost with all the blood and such-- falling and getting back up and slipping...
Round 14
Before finally managing to get back onto the island and rushing into its cave.
But, at thats same moment a couple dozen race officials and adventurous onlookers all arrive, led by Signe-- who left to get help just after you set out to rescue her comrades.
rolled for how long to go fetch and come back
Seeing your bodies on the ice, and where the blood and trampled ice, they know where the bear went it and all rush across the lake-- slipping and falling at first, until some move ahead on ice skates!
In a very little time the bear is caught by arrows, and slain as it tries to exit the cave in a frenzy!
1d20 ⇒ 3
12
1d20 ⇒ 11
1d20 ⇒ 11
13
1d20 ⇒ 2
14
1d20 ⇒ 14