
![]() |

The tatzylwyrm does not respond to Fjorn's words, but instead glides forward on the ice towards Darel, the lead of the party. Upon drawing close, the tatzlwyrm belches a puff of frigid vapour into Darel's face!
Darel Fortitude Save: 1d20 + 8 ⇒ (4) + 8 = 12 FAIL! Darel, you are clumsy 1 for 1 round.
The tatzylwyrm then gives a guttering laugh and flashes off to the north.
You all may act!

![]() |

"So Rewd - wouldn't you say, Darel! Doesn't anyone have any Manners around here!" Fjorn is repeatedly appalled at the utter impoliteness!
◆) Stride
◆) Quick Alchemy > Tanglefoot Bag
◆) Strike 1d20 + 5 ⇒ (14) + 5 = 19
Fjorn is now 0/2 on Infused Reagents!
GM - unsure how far Fjorn can travel over the ice (have not moved him on map yet) - his goal is to get as close as he can in a single stride with a clean shot. Secondly, may I assume that Fjorn had both his buckler and axe out? I forgot to mention that earlier (also it was not mentioned anywhere), so how to proceed?

![]() |

"How dare you! you Overgrown Sea Serpent!" Vexacion retorts, their spinal spikes quivering in rage. "Get 'em Emoubu!" Vex steps across the ice to take the place of Fjorn and then presses their claws upon EMoubu's rapier - causing runes to flare into life.
Casting Magic Weapon on EMoubu's Rapier

![]() |

Fjorn, if you purchased the winter clothing offered earlier, then you don't need to worry about travel across normal wintry terrain. You do NOT have your buckler and axe out, as you didn't say that you did so at the start of the round on your turn. Additionally, I don't know how you'd use quick alchemy while you had both hands busy with your axe and buckler. You may move forward at whatever speed you wish and use your tanglefoot bag.
Fjorn's tanglefoot bag flies true, exploding against the tatzylwyrm and coating his legs and right wing in an admixture of goo. Vexacion enchants his fellow kobold's weapon, quivering with rage at the creature's words.
Darel (and Da Bear), Emoubu, Fanya, and Athelsted all may act! I've moved our map to the top of the Slides for ease.
Lastly, and important to this encounter, please read my most recent post in the Discussion thread.

![]() |

"Be careful! That creature looks dangerous!" Athelsted cries after Fjorn. As the Ulfen man advances, the cleric follows, saying a prayer for the man.
Stride; Casting Forbidding Ward on Fjorn, who gains +1 status bonus to AC and saving throws against the tatzelwyrm's attacks, spells, and other effects.

![]() |

Fjorn's ample body glows with the rainbow energy of the Shelynite's protective spell. The Ulfen braces for the stuck beast's likely reprisal, and calls back "Remind me to buy yew a round of mead, Althelsted, if we are able to survive this here Boun-ty!" with unconcerned and joyous confidence!
Defenses adjusted in Fjorn's status bar

![]() |

Fanya concentrates on a spell, saying a couple of magic words and a sprite seems to appear as if coming out of invisibility.
◈⬥⬩ Summon Fey: Sprite
The sprite makes big impressive moves and a shower of lights illuminates the cavern in the wyrm’s direction.
◈⬥ Color Spray. Will DC 16. This has the incapacitation trait (so if the creature is more than level 2, it uses one better degree of success on that check).
Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute.
Critical Failure The creature is stunned for 1 round and blinded for 1 minute.
Out of turn actions: use free action to use Halfling Luck if Fanya has to make a save, use reaction to cast Phase Familiar if familiar would be damaged.

![]() |

Emoubu draws his sword and shouts as he rushes the wyrm. "Drako? Mi montros al vi, kiu estas drako. Mi iam terurigis tutan trinkejon kapitulaci al mi!"
Interact to draw my rapier, and then two actions spent on movement. I think I moved the correct distance (move 25)

![]() |

Wild Darel would have activated his Hunt Prey ability several posts ago when it was mentioned.
He points at the tatzylwyrm and commands Da Bear to Attack then Strides twice with his Scythe raised.
Da Bear Rushes forth (Stride & Strike).
Da Bear Claw Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Da Bear Claw Dmg (S): 1d6 + 3 ⇒ (2) + 3 = 5

![]() |

The team rushes after the serpentine villain. Da Bear slashes with a bear claw but fails to connect with anything. Fanya conjures a sprite, and from the fey, a shower of rainbow sparkles envelops the draconic foe.
Will Save: 1d20 + 8 ⇒ (13) + 8 = 21 SUCCESS!
ROUND 2!
The creature winces at the bright lights. It takes the opportunity to snap at the bear, and then scampers deeper into the ice cave, allowing the light reflecting off of the ice and his scales to mask his passage.
Bite Attack vs Da Bear: 1d20 + 10 ⇒ (17) + 10 = 271d8 + 6 ⇒ (1) + 6 = 7 Critical Hit!
Critical Hit Damage: 1d8 + 6 ⇒ (5) + 6 = 11 That's 18pts of total damage to Da Bear.
Stealth Check: 1d20 + 7 + 4 ⇒ (18) + 7 + 4 = 29 The tatzylwyrm is now hidden. I've placed a circle as to where you all think the creature is on the map. You all may act!

![]() |

Everyone should attempt the following check and read the appropriate spoiler.

![]() |

"The sneaky bastard!"
Fjorn pursues! He also tries to ascertain where the beast slunk to, doing his best to play Hide and Seek!
◆) Stride
◆) Seek (30-foot cone aimed into GM's circled area)
If Fjorn Seeks the beast:
◆) Point Out, saying "That snaky Wuurm is right here! You can't hide! Let's take his head"
If Fjorn fails to Seek the beast:
◆) Draw Buckler, saying "Lookout folks - he could be anywhere! Stay close together!"
GM - Is the Wyrm Hidden or Undetected? If the former, we know which square he occupies. If the latter, we do not (but may know general area of disappearance)!

![]() |

Da Bear lets out a slight whimper then goes down.
Wild Darel pulls out a Potion (Interact), pours it into Da Bears mouth (Interact) then pats the small young bear. He follows (Stride) with a determination in his steps.
Potion of Minor Healing: 1d8 ⇒ 1
Seek with Hunt Prey: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19

![]() |

Preception: 1d20 + 5 ⇒ (5) + 5 = 10
Emoubu begins to pursue the fleeing dragon, but strikes a patch of unstable ground and slips.
Acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12
Okay time for a hero point.
Acrobatics: 1d20 + 7 ⇒ (13) + 7 = 20

![]() |

Both Darel and Fjorn, please attempt your choice of the check that I listed above. Of note, the serpent is hidden. You are correct, Fjorn. I'll amend the map.

![]() |

Survival: 1d20 + 3 ⇒ (18) + 3 = 21

![]() |

Ok, thought seek was a perception check against the Hidden creature. It's the same bonus either way. Then do I get the +2 for Hunt Prey to that? FYI, my action was in the Spoiler GM tag.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18

![]() |

Fjorn, please give me a Stealth DC 17 Check or Athletics DC 18 action to creep or break the ice up in order to pass safely.
Darel, if you'd like to break up the ice, then that's what you stop and do with your last action of the round, Darel, and you wouldn't be where you are now.

![]() |

If the ice was at the beginning of the entrance before we moved then yes, he would have just used an action to break it up & let everyone know about it.

![]() |

Emoubu catches himself as he slips on the patch of ice. Darel stabilises his animal companion, then begins chipping away at the ice slick (it takes two people to break it up completely with one action each).
Fjorn sees it and makes his way across it (awaiting rolls here).
Awaiting Fanya, Athelsted, and Vexacion. They need to first make one of the spoiler check rolls above, then they can announce their actions for this round.

![]() |

Athletics: 1d20 + 5 ⇒ (13) + 5 = 18
Fjorn strides up to the ice (◆), Draws his Battleaxe (◆), and hacks at the ice trap (◆)!
(Replacing the Stride / Seek / Point Out turn upthread...)
"That should fix it I think - Safe to come threw now!"
GM - I am unsure my position on the Map - I moved 25 feet diagonal-ish with that Stride action - please adjust me if this is wrong!

![]() |

Perception: 1d20 + 7 ⇒ (14) + 7 = 21
"Hmm, be careful of Ice-Ice, is slippy fall and break necks yes-yes!" Vexacion reports as they move forwards. Seeing the bear Cub crash to the ground, they wince, but seeing it is back and moving they dart forwards chanting and bringing down a Divine Lance - hoping the creature is Evil.
Spell attack: 1d20 + 7 ⇒ (7) + 7 = 14 for Good Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Hidden flat check: 1d20 ⇒ 14
Stride, two action spell

![]() |

Emoubu doesn't just catch himself, he does a small cartwheel as he slips and falls backwards.
"Emoubu is fire dragon, not ice dragon! But Emoubu is also tricky and flippy!"

![]() |

Perception check: 1d20 + 5 ⇒ (6) + 5 = 11
That’s a failure and Fanya will try to follow the wyrm after sending the Sprite.
Reading the Unsuccessful Survival or Perception DC 17 Check and you're in pursuit.
◈ Sustain spell and tell the Sprite to go seek the creature.
◈ Stride 25
◈ Stride 25
At some point during her movement she will slip on the ice.
Acrobatics: 1d20 + 5 ⇒ (19) + 5 = 24
No idea whether that is a success (I hope it is), so I did not move Fanya.
Noisette is trying to follow up with Fanya.
◈ Stride 25
The familiar has a single action despite not being commanded due to the Independent familiar ability.
Asks to seek the wyrm, the sprite starts flying
The sprite has a fly speed of 40, and a walk of 10, so it makes sense for it to fly rather than walk.
◈ Stride: fly 40 toward the right (seeing another party member going left)
◈ Seek Perception: 1d20 + 4 ⇒ (2) + 4 = 6

![]() |

Fjorn, your movement is spot-on. Vexacion, you don't have a line of sight on the tatzylwyrm and it's out of your 30 foot range for your spell. I'll let you withhold the spell, but it'll waste the rest of your turn. Everyone who made an Acrobatics check passed.
ROUND 3!
The creature hisses as it snakes deeper into its ice cavern.
GM roll: 1d20 + 8 ⇒ (6) + 8 = 14
The creature is now undetected. You can use Seek to try to find the creature. You all may act!

![]() |

I thought the blue square was the Wyrm, I'll not waste it and instead cast a two action heal on Da Bear
Cure: 1d8 + 8 ⇒ (4) + 8 = 12
Having spotted the Ice, Vex starts moving through the caverns towards where the Wyrm fled, cautiously trying to keep their feet from slipping on the Ice.
stealth: 1d20 + 2 ⇒ (16) + 2 = 18
Reaching a large open space, they peer around trying to seek signs of the Wyrm's passage.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Stride, Stride, Seek

![]() |

Seeing the Kobold Cleric heal Da Bear. "Mighty kind uh ya, Vexacion. Thank ya!" Wild Darel pats Da Bear and says "Come on, let's git 'em! and heads forward into the cave.
(Command animal-1 Action)(Stride-1 Action)(Seek-1 Action)
Seek(Perception with Hunt Prey): 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13

![]() |

Perception, no pursuit: 1d20 + 6 ⇒ (12) + 6 = 18
Ever cautious, Athelsted casts sanctuary on himself and follows the others. "Beware of ice hazards, they could pose quite a hazard in a cave like thi!s". Cast x2 actions, Stride

![]() |

Emoubu quickly moves into the large chamber and looks around.
Perception w/Darkvision: 1d20 + 6 ⇒ (14) + 6 = 20
Stridex2, the Perceptions

![]() |

Fjorn looks for marks of the trap he set earlier.
GM - what effect did the Tanglefoot Bag (Lesser) that Fjorn struck him with have on the creature's movement? It seems to be moving pretty fast @ -10 speed, which would then be reduced further (halved) for sneaking.
◆) Stride
◆) Draw Mutagen
◆) Inbibe Mutagen
"I'm going to offer myself as bait - maybe he'll attack me and then yew can all see him?"
Fjorn's stats adjusted in character bar

![]() |

Moved Fanya, the squirrel and the summon from last round.
Fanya will continue to concentrate on her summon, while catching up with the others then summon a translucent shield.
◈ Sustain spell and tell the Sprite to go seek the creature.
◈ Stride: walk 25
◈ Cast Shield, so AC 16. Use reaction to block if taking damage
The familiar tries to be sneaky.
◈ Sneak (stealth +5), half speed so 10’
Sprite:
◈ Stride: Fly 40’
◈ Seek toward the north (Perception +4)
Also note that the sprite shed light like a torch.

![]() |

Fjorn, it's almost as if the tatzylwyrm has special abilities printed in the scenario that you don't know about as a player! I've moved you from the dark blue area as that is not part of the cavern, but in fact off the map.
ROUND 4!
GM roll: 1d20 + 7 ⇒ (11) + 7 = 181d20 + 4 ⇒ (3) + 4 = 7
GM roll: 1d20 + 8 ⇒ (1) + 8 = 9
Echoes bounce off the interior of the well-lit ice chamber as shapes reflecting off the ice move and meld into one another. A pool of frigid water sits in the centre of this icy cavern, frost and rime floating on its liquid surface.
You all may act!

![]() |

Fjorn proceeds cautiously, unable to perceive the beast beyond it's vague vicinity, and even less so as the mutagen works his endocrine system into overdrive, burgundy veins popping from his dilated cerulean eyeballs!
◆) Draw Buckler
◆) Raise Buckler (+1 AC)
◆) Stride (left side round pool)
↺) Shield Block (hardness 3) Only if he would be dealt 5 or less damage (break threshold 3), or, if sacrificing his shield (6/6 hp) would prevent him from dropping altogether!
1/10 Juggernaut duration; 0/3 Infused Reagents, 1/2 Juggernaut Mutagens left in stash
"I can't see yew, ya bastard! Can yew see me? Come out!"
All good GM!

![]() |

Wild Darel commands Da Bear to Seek (Command Animal) & will cautiously move (Stride) to the right of the pool and look down side passages (Seek) as he goes as well as all around.
Wild Darel Seek Perception (T) +8
Da Bear Seek Perception (T) +4 (scent (imprecise) 30 feet)

![]() |

Fanya moves toward the north, east of the frozen lake, and tries to see if she can find the creature, asking the sprite to do the same.
◈ Sustain spell and tell the Sprite to go seek the creature.
◈ Stride: walk 25
◈ Seek: perception +5, toward the North of her position
The Sprite just fly north, over the lake.
Sprite
◈ Stride: fly 40
◈ Seek: perception +4, toward the North of her position
While everyone is looking for the monster, the squirrel found a nut and is trying to get it out of the ice…

![]() |

"Emoubu has seen it! Surrender false dragon!"
Stride twice, and intimidate to demoralize.
Intimidation: 1d20 + 5 ⇒ (16) + 5 = 21

![]() |

"Hehe Can't hide from me Sea Serpent!" Vex taunts as they move a little deeper into the room. Chanting to their god they call down a lance of divine might to strike the False Dragon.
Divine Lance: 1d20 + 7 ⇒ (12) + 7 = 19 for good damage: 1d4 + 4 ⇒ (3) + 4 = 7
Stride, two action cast

![]() |

Not wishing to be alone, Athelsted hurries deeper into the cave, hoping to provide aid to his allies. "Are you all all right?" he asks. "I thought I had heard a scuffle. Have any of you caught a glimpse of the creature since it departed?"
Stride x3

![]() |

Vexacion blasts forth a lance of divine energy that crashes into something solid within the icy cavern, but no yelp of pain sounds forth. Emoubu challenges the creature, but it doesn't seem to respond, Fanya, her sprite, Drael, and Da Bear all attempt to detect the creature. Fjorn prepares for battle while Athelsted just tries to keep up.
GM rolls: 1d20 + 11 ⇒ (14) + 11 = 251d20 + 5 ⇒ (16) + 5 = 211d20 + 4 ⇒ (20) + 4 = 241d20 + 8 ⇒ (1) + 8 = 91d20 + 4 ⇒ (1) + 4 = 5
ROUND 5!
The icy cavern sparkles as shadows and shapes flow across the reflective surfaces and the team struggles to locate their foe.
GM roll: 1d20 + 8 ⇒ (18) + 8 = 26
Everyone may act! The creature is currently undetected to all but Fanya's sprite.

![]() |

"Why donchu come out and fight like a Real Dragon!?" Fjorn taunts (No roll)
Unable to see his own feet at the moment, he waits for Fanya's sprite (or someone else) to use the (◆) Point Out action, or, until the beast heeds his taunting words, and seizes the brief opportunity!
◆) Stride
◆) ??
◆) Strike @ 1d20+5 @ 1d8+2 S plus Flat check 1d20 (DC 11) vs Hidden
?? = in order: 1) Stride to get into flanking position; 2) Stride to get into adjacent; 3) If Fjorn can manage the first two with his first single Stride, then he will Raise Shield instead
◆) Raise Shield
◆◆) Ready to Strike if tatzylwyrm comes within range @ 1d20+5 @ 1d8+2 S plus Flat check 1d20 (DC 11) vs Hidden
Fjorn will act last in the round with contingencies described above, defaulting to the latter if the round would otherwise pass him by!

![]() |

Wild Darel calls out to Da Bear, "C'mon, let's git 'em." (Command Animal to Seek). He carefully heads around the pool (Stride) and looks around the terrain trying to see any clues to it's presence (Seek). Da Bear smells around the pool (Stride & Seek).
Wild Darel Seek Perception (T) +8
Da Bear Seek Perception (T) +4 (scent (imprecise) 30 feet)

![]() |

"Eliru falsa drako! Kapitulaco pli bonas ol kaŝi!"
"Come out false-dragon! Surrender is better than hiding!"

![]() |

In that case I stride, Perception and then demoralize.
Perception + 6
Demoralize: 1d20 + 5 ⇒ (10) + 5 = 15

![]() |

"Please, allow me to offer a few prayers to help you." Athelsted says as he approaches the sprite and Darel. He asks for the blessing of Shelyn as he casts guidance on each.
Stride; Cast x2

![]() |

Fanya is still looking for the creature when the sprite shouts “It’s here!” She replies back “Where exactly?”
◈ Sustain spell
◈ Stride 25 (around the lake)
◈ Shield
Sprite:
◈ Point out
◈ Stride Fly 40 toward the wyrm
While pointing out the stairs, the sprite flies toward it getting closer to the wyrm “There! There! Found you!” Apparently the fey creature is found of playing hide and seek.

![]() |

As Fanya's sprite Points Out the beast to Fjorn, he moves into position and Strikes!
Strike w/ Battleaxe (vs flatfooted?) w/ damage / flat check 1d20 + 5 ⇒ (14) + 5 = 191d8 + 2 ⇒ (5) + 2 = 71d20 ⇒ 6
Fjorn will use his Hero Point to re-roll that flat check!
1d20 ⇒ 1

![]() |

Fjorn swings and misses at the sprite's direction. Emoubu's words don't seem to raise the creature's ire. Athelsted and Fanya offer assistance as Darel and Da Bear try to espy their foe.
GM rolls: 1d20 + 8 ⇒ (12) + 8 = 201d20 + 4 ⇒ (4) + 4 = 81d20 + 6 ⇒ (10) + 6 = 161d20 + 11 ⇒ (11) + 11 = 22
Awaiting Vexacion.

![]() |

"Hmm... not an Evil false wyrm... strange!" Vexacion mutters in annoyance as they lose sight of the creature again. With a sigh they peer around the cavern attempting to seek it out.
perception: 1d20 + 7 ⇒ (6) + 7 = 13
Using the moment they also chant out in their native tongue, a prayer to Apsu to lend them Draconic aid in this. Energy forms around the Kobold's claws to form a (tiny) ferocious Bronze Dragon.
Two actions for Draconic Barrage
Dragon: 1d6 ⇒ 3

![]() |

Vexacion seeks the tatzylwyrm out as it again blends into the bright reflections off the ice cavern walls. A small bronze dragon conjured out of the air around the kobold priest hisses and spits as it circles Vexacion's form.
ROUND 6!
The unfettered tatzylwyrm appears, racing along the raised ledge on the southern wall of the cavern. It pauses to snap at the dragon-circled kobold priest before trying to again sneak away into the camouflage of its lair.
Melee Attack, Bite vs Flat-Footed Vexacion: 1d20 + 10 ⇒ (10) + 10 = 201d8 + 6 ⇒ (2) + 6 = 8 HIT! 8pts of damage, Vexacion!
The priest suffers a painful bite to his neck and shoulder.
GM roll: 1d20 + 11 ⇒ (9) + 11 = 20
Everyone else may act! The creature is undetected to all but Fanya's sprite (though you have an idea where it may be); it is hidden to the sprite.