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Fafrd follows the trail made by Chulyin. He would have gone first, but the Sarkoran beat him to it.
Acrobatics: 1d20 + 11 ⇒ (16) + 11 = 27
”Follow if you will, Boom-Boom. ”
Just dawned on me I have scouts warning, so I don’t need to take the scout exploration action... I’ll change it on the sheet, but will be searching instead. This means we all get +1 circumstance bonus to initiative

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Sun Fire Boom Boom continues to hum for anybody who wants assistance before sitting on his butt and sliding across as best he can.
acrobatics: 1d20 + 9 ⇒ (9) + 9 = 18
acrobatics: 1d20 + 9 ⇒ (12) + 9 = 21
Only getting spun around mildly.

GM Doug H |

By now you can all be across. We don't need the map anymore.
We’ll be sure to have ourselves some mead……
(sniffle)
She swigs from the bottle after the verse, and then looks sullenly at your group.
What're you doin' here, on my islann'? My islann' o' sorrow. She takes another drink. State yer bidness… er begone! She waves the bottle wildly. An' careful on yer way out, the ice's… she hiccups… slip'ry.

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"We noticed. Thank you for the warning." Chulyin says as he squats down near her. "May I?" He asks, looking pointedly at the bottle. "It is rather cold and we braved the lake ice just to speak with you about your sorrows."

GM Doug H |

Long way ta come for a drink… She hands the bottle to Chulyin. What bizzness is my sorrows o' yers?
The bottle is labeled Coffin Varnish.

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Chulyin takes a swig and stifles a cough, poorly. "Would you like to come with us to the tavern where we'll buy you a drink, or would you prefer to keep melting your tongue? Here. Boom Boom, I think you'll like this." He coughs again.
Going to give someone else a chance to talk.

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Sun Fire Boom Boom resists the urge to eat the bottle and merely takes a swing.
"We're here to help!" beams the happy little, now pleasantly tipsy goblin. "Yer friends back in town are worried about ya, 'specially with Blood-Eagle gettin' ready to make the trek to Valenhall. We've been authorized to help out with any local troubles to help show that the Pathfinder Society can be a good neighbor, so speak 'bout what's bothering you."

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It was clear to Jayma that this woman was not a happy camper about something and had taken to drowning her sorrows because of it. She mentally cracks her knuckles and decides to get to work finding out why.
Jayma walks up to woman and sits down beside her. "I take you are the Murta that we've been looking for. Rahahksenwe told us you'd probably be at the lake, but it apparently slipped her mind to mention the treacherous frozen lake we'd have to cross to get to you. I suspect that loss of memory may well be a side-effect of drinking too much of that tea of hers."
Jayma glances at Murta to see if she's having getting through to the woman. "My name's Jayma, by the way. I don't suppose I could have a swig of that bottle. Even with my new furs, the cold still seems to be making its way into my bones."
If Murta offers the bottle, Jayma downs a shot and hands the bottle back. She's usually pretty good with her liquor, but whatever industrial solvent that Murta was drinking still surprises Jayma with its potency. She coughs involuntarily. "<cough, cough> Oh holy Shyka! <cough> That's quite the powerful tipple you have there. <cough> But I must admit that it does hit the spot. Why, it completely wiped Rahahksenwe's tea from my palette, for which I am eternally grateful. <cough>"
"So Murta dear, why don't you tell us what's got you so down in the dumps. Maybe if you share your sorrows with us we can find a way to help."
Diplomacy (Make an Impression): 1d20 + 11 ⇒ (11) + 11 = 22
I assume that she was initially Indifferent to all of us and with a little luck, the above Make an Impression will make her Friendly towards Jayma.
The following assumes that Murta is at least Friendly towards Jayma. This would open her up to the following Request.
Jayma listens to whatever sob-story Murta tells her and makes appropriate tut-tutting and there-there noises in all the right places.
Jayma then continues. "Rahahksenwe tells us that Port Valen needs their captain of the guard to protect the town, now more than ever. Once Blood-Eagle leaves for Valenhall there will be no one to hold the line against the monsters from the Forest of Trials. The town will surely fall, and all your friends with it. We're only newcomers to Port Valen, but once our lodge is built, we'll all need you to protect us. Won't you please come back with us to Port Valen and reclaim your place as its defender?"
Diplomacy (Request): 1d20 + 11 ⇒ (20) + 11 = 31
Nice! If that's not enough to convince Murta to do the right thing, then I hope someone else has a better idea.

GM Doug H |

"Would you like to come with us to the tavern where we'll buy you a drink, or would you prefer to keep melting your tongue? Here. Boom Boom, I think you'll like this."
I won’t drink not in’ fancy till I’m in Valenhall. Don' deserve it…
Yer friends back in town are worried about ya, ‘specially with Blood-Eagle gettin’ ready to make the trek to Valenhall.
She looks even more desponded at Boom-Boom’s mention of Valenhall. Rub it in, why doncha?
Rahahksenwe tells us that Port Valen needs their captain of the guard to protect the town…
She perks up at Jayma’s kind words, and willing to listen. And of course she offers a drink!
Mebbe… yeah, they need me, don’ they? I'ma powerful warrior, don' matter I can't hear the Call… that I'm stuck in town and not goin' with Blood-Eagle… She then thinks about her own words for a moment and seems depressed again. Naw. They’ll find a REAL guard, one better ’n me, one who hears the call o’ Vallenhall. Think I’ll stay here n’ sing. Sing till Vallenhall sings back, dammit!…
She starts singing again. Louder.
❄ ❄ ❄
Nicely done with Diplomacy! Unfortunately, there is no Crit success condition. however, it is a success towards your goal. She seems willing to listen, but you will need to do something more to convince her to return. And you can’t use diplomacy again, her drunken attention span won’t have it.
I’m interested in what you think might work. If you want to go for something in character using another skill, give me a roll!

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Sun Fire Boom Boom sings
"There once was a guard in Vallenhall
Who was sad that she didn't hear the call
But the town needed her assistance
and dogged persistence
to kill all the monsters in all."
sing: 1d20 + 14 ⇒ (13) + 14 = 27

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Farzin crawls, crawls, across the ice to get to the island, and then upon standing and brushing himself off again, realizes he's arrived just in time for a pity party.
"That's it, I've had it. Officially."
He strides over to where Mutra and the others are standing.
"Let's go, powerful warrior. Get your drunk ass up. Come on, back to town. Not getting into Vallenhall? Well, boo hoo. Vallenhall is for dead people, does nobody get that? Now, pull yourself together before we have to drag you back. And I can tell you right now, me dragging you across that ice is not going to be pretty."
Intimidation: 1d20 + 9 ⇒ (13) + 9 = 22

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"You are a powerful warrior," Chulyin says, echoing her own assertion. "Who better to lead the defense of the town? You are Valenborn. You come from both the Ulfen settlers and the native Mahwek. You understands the cultures of both, the fears of both, and tactics of both. Who better to lead the town against its threats? Certainly not some Taldane bookkeeper who comes to manage the Pathfinder lodge! So what would happen to the town without you? If you did hear the Call now? The town will face many perils in the years you have left to lead its defense. The spirits of Valenhall recognize how important you are to this community and will call you once a true successor has been found, I am certain."
Society seems to fit the argument best given the focus around the good of the community. Would have loved to come up with a decent natural metaphor.
Society (T): 1d20 + 8 ⇒ (13) + 8 = 21
EDIT: Man, I spend too long crafting these things.

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Fafrd takes a slug of the whiskey, vile though it may be. He slaps the woman across the face to get her attention.
”Pfah! af hverju segirðu að þú sért ekki verðugur? Hef verið mín reynsla af því að allir sem eiga von á því að ráðstöfun einhvers annars eigi sannarlega skilið það sem gefið er.
“Kannski vantar þig meira hér en að fara með blóðörn. Ég segi, slepptu fíflinu, til eigin dóms, fyrir að hafna svo sterkum kappa.
“Af hverju, ef það væri ég, myndi ég byrja að skipuleggja minn eigin leiðangur, bara til að þrátt fyrir hann! Ert þú Ulfen stríðsmaður eða veikburða sem ekki er verðugur viðleitni okkar?
“Seg þú mér!”
Pfah! why do you say you are not worthy? Been my experienced that anyone that would expect that someone else's measure truly deserves what are given.
Maybe you are needed here more, than going with blood eagle. I say, let thr fool go, to his own doom, for turning down such a strong warrior.
Why, if it were me, i would start planning my own expedition, just to spite him! Are you an Ulfen warrior, or a weakling not worthy of our efforts?
You tell me!
He stares at the woman, awaiting an answer.
not sure what you want for a check, with this. It is meant to shock her.
roll: 1d20 ⇒ 15 Diplomacy +8, Medicine +11, Society +9, intimidate is untrained, but I think you know what he is trying. Maybe even sailing lore +8p9?

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Jayma thinks she understands the situation now. Murta was depressed because not having heard the call to Valenhall, she felt herself to be unworthy as an Ulfen warrior, or some such thing. She'd probably felt this way for some time, but Blood-Eagle's imminent departure for Valenhall had proved a tipping point that led her to her current state.
It appeared to Jayma that her initial attempt at coaxing Murta to return to her job had softened her up a little, but not quite enough to convince her. She thought Farzin and Fafrd's approach were more likely to incite her to violence than to yield a positive reaction. Chulyin's appeals to her patience and sense of responsibility might work, but it was Sun Fire Boom Boom's song that gave her an idea.
Between Pathfinder missions, Jayma usually earned a living by taking parts in various productions put on by some of the smaller theater companies in Absalom. It appealed to her flair for the dramatic, as well as her enjoyment at being the center of attention. One recent play she'd starred in included a soliloquy which with a little modification might be made apropos to the current situation.
She stands and cleans herself up with a wave of the hand and an "abstergo".
Action: Cast a Spell: Prestidigitation (Tidy)
Clearing her throat with an "Ahem!" she launches into her recital using her best theater voice and with plenty of dramatic gestures to emphasize the parts most relevant to Murta's situation.
To live, or to die? That is the question.
Is it nobler to suffer through the terrible things
fate throws at you, or to drown yourself in drink,
and, in so doing, end them completely?
Who would bear her burdens, and grunt and sweat
through a tiring life, except in the expectation
of what might happen after? A final visit to that
undiscovered land from which no visitor returns,
which we wonder about and which makes us suffer
in nervous anticipation.
Thus, the dread of rejection makes us all cowards,
and our natural willingness to act is made weak by
too much thinking and the drowning of sorrows.
Actions of great urgency and importance get cast aside,
as we revel in our despondency and let others suffer
for our faithlessness and weakness of spirit.
Is this life of despair truly one worth living, or
is it better to face one's fate with courage and
strength, and with a faith in what is sure to come
if one lives a dignified life battling against evil
and looking over those who would perish without you?
Performance (Perform): 1d20 + 9 ⇒ (17) + 9 = 26
My apologies to Will Shakespeare for shamelessly cribbing parts of Hamlet's soliloquy and then stomping all over them.

GM Doug H |

Clearly that is enough. While you only needed one more success this was a fun set of scenes as a group!
Limerick, Intimidation, logic, a gentle but jarring slap, and blank verse get through to her. Murta is taken through a series of emotions as you talk to her.
She stands up and hefts the maul. Yer right? Port Valen needs me! Valenhall'l call… when th' time's is right. She stumbles a little. Y'noew, ne'er liked that Blood-Eagle either. He seems kinda like a jerk, y'know?
I like that sad un, Jayma, but less have an upbeat tune for the'march back! She takes another swig of Coffin Varnish, hands the bottle to Boom-Boom, and belts out a tune…
"There once was a guard in Vallenhall
Who was sad that she didn't hear the call…
She sings, horrible off tune, the whole way back to town. Luckily the lake is a conveniently located place so it only takes 10 minutes.
❄ ❄ ❄
Upon return, Rahahksenwe gives you 200 gold pieces and a promise to sign over the deed to her land if you choose it.
Murta is promptly sent to bed for a nap. Before she goes off, though, she turns to your group and shrugs off her wolf-skin pelt. Here… thanks for showin' me th'way. I ain't cold usually in town; I bought this ol' cloak fer Vallenhall n' such. But mebbe you can use it. It is a Clandestine Cloak
❄ ❄ ❄
Where to next?
1. Find the scout
2. Settle the land dispute

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Chulyin smiles wanly. "At least she came around. We should seek Blood-Eagle's scout in case there is a need and chance to rescue him."

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At Chulyin's suggestion, Jayma lets out a little yip of delight and claps her hands in excitement. "Yes! Let's go to the Forest of Trials next." She shivers slightly in anticipation of what they'll find there.

GM Doug H |

You make your way to the forest of trials. Just a short way in below the ominous pines, you hear wolves howling! Could it be!? Have you gotten here just in time!?
You rush through the forest and see a Valenborn man dressed in leathers atop a small hillock; a group of wolves menaces him. He has a composite shortbow in hand and shouts Back! Back you wolves! But they seem very hungry… He sees you. Beware, friends! Everyone would get a +1 circ. to initiative from this NPC's ability, but Ionic is already Scouting. I assume those are in your macros and if not add them after this combat.
Fafrd, Search: 1d20 + 12 ⇒ (13) + 12 = 25
Farzin, Detect Magic: 1d20 + 7 ⇒ (18) + 7 = 25
Ionic Saltbeard, Scout: 1d20 + 9 ⇒ (6) + 9 = 15
Jayma, Detect Magic: 1d20 + 6 ⇒ (9) + 6 = 15
Sun fire Boom Boom, Search: 1d20 + 9 ⇒ (11) + 9 = 20
Tewakam: 1d20 + 11 ⇒ (19) + 11 = 30
Big Wolf 1: 1d20 + 10 ⇒ (7) + 10 = 17
Big Wolf 2: 1d20 + 10 ⇒ (19) + 10 = 29
Little Wolf 1-2: 1d20 + 7 ⇒ (2) + 7 = 9
Little Wolf 3-4: 1d20 + 7 ⇒ (17) + 7 = 24
❄ ❄ ❄
The Valenborn man drops his shortbow, draws his greataxe, and points to big wolf 1 with his axe. Hit it its flank, hard! He the moves, putting his back against a rock.
He has given you a buff against Big Wolf 1: Guided Words.
◇ drop, ◆ Draw, ◆ Guided Words, ◆ Stride
❄ ❄ ❄
Jaws: 1d20 + 12 ⇒ (8) + 12 = 20
Piercing: 1d10 + 5 ⇒ (4) + 5 = 9
One of the large wolves clambers onto the rocks, bites the scout and knocks him to the ground. She knows the most efficient way to kill prey is by bringing it down for her pack.
◆ Stride, ◆ Strike, ◆ Knockdown
❄ ❄ ❄
A Dire Situation
No as-written guidance on terrain. We'll say it's 1 difficult square to get atop the hills; can move freely through the trees. Recall checks below with DCs.
Tewakam, -9 HP, Prone
Big Wolf 2
--
Chulyin
Fafrd
Farzin
--
Little Wolf 3
Little Wolf 4
--
Sun fire Boom Boom
--
Big Wolf 1, Guided Words
--
Ionic Saltbeard
Jayma
--
Little Wolf 1
Little Wolf 2
Knowledge Checks

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"An neart annad a bhith air do shaoradh!" Chulyin cries and makes an eldritch sign with his hand before place it upon the jaguar's shoulders. "Now. Take down the lead wolf."
Cast (VS): magic fang, Command

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Primal fire flares within the jaguar's eyes for a moment before he sprints off, dusting up snow behind him. He jags around the big wolf and opens his jaws to bite. His fangs gleam with primal energy.
Stride, Strike
Jaws, MF, GW: 1d20 + 10 + 1 + 1 ⇒ (20) + 10 + 1 + 1 = 32
P, MF, GW: 2d6 + 2 + 1 ⇒ (1, 3) + 2 + 1 = 7
I am disappointed by the damage dice, but I'll take a Natural 20.

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For future, Ionic can do something other than scout, as I give us the bonus without having to use that activity
Fafrd marks #1 as his prey, and them moves forward. He draws his rapier with quick draw, striking as soon as he does.
+1 Striking Rapier: 1d20 + 14 ⇒ (1) + 14 = 15
Bloody hell
Hunt prey, stride, quick draw(Strike)
EDIT: Guilted into using a hero point
+1 Striking Rapier REROLL: 1d20 + 14 ⇒ (11) + 14 = 25piercing: 2d6 + 3 ⇒ (1, 3) + 3 = 7 deadly: 1d8 ⇒ 2
Fafrd's strike looks like it is going awry, when he slips on a pebble, miraculously redirecting his blade back at the giant wolf!

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Psst. You've got 3 Hero Points, if you want to look more heroic.

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"We need to rescue that poor soul!"
Farzin draws an eldritch sign in the air and speaks in a long forgotten tongue.
Tendrils of necromantic energy race through the air, striking at the wolves. Casting Grim Tendrils w/ reach at wolves #2, #4, and the big #1.
DC 20 Fortitude save.
Negative Damage: 4d4 ⇒ (1, 2, 4, 2) = 9
Plus 2 persistent bleed.

GM Doug H |

Wolf 2: 1d20 + 6 ⇒ (14) + 6 = 20
Wolf 4: 1d20 + 6 ⇒ (11) + 6 = 17
Big Wolf 1: 1d20 + 11 ⇒ (19) + 11 = 30
The jaguar pads in and tears a large chunk of flesh out of the big wolf! Fafrd follows up. 22 damage total; 14 on the crit and 8 from the Grey Mouser
One of the smaller wolves takes the full brunt of Farzin's negative energy; the other avoids the worst of it and the big wolf shakes it off like a gust of winter wind. Fail, Success, Crit Success.
❄ ❄ ❄
Wolves 3 and 4 move in to worry Fafrd.
Wolf 3, Jaws Strike 1 vs Flank: 1d20 + 9 ⇒ (13) + 9 = 22
Piercing: 1d6 + 2 ⇒ (6) + 2 = 8 and Knockdown
It knocks the flanked warrior down!
The other wolf moves in and snaps at Fafrd twice, hitting once but tearing at the warrior's wounds with his friends!
Wolf 4, Jaws Strike 1 vs Prone: 1d20 + 9 ⇒ (14) + 9 = 23
Wolf 4, Jaws Strike 2 vs Prone: 1d20 + 9 - 5 ⇒ (9) + 9 - 5 = 13
Piercing, Strike 1: 1d6 + 2 ⇒ (2) + 2 = 4
Pack attack: 1d4 ⇒ 3
Bleed Flat: 1d20 ⇒ 7
❄ ❄ ❄
A Dire Situation
No guidance on the terrain. 1 difficult square to get atop the hilock, can move freely through the trees. Recall checks below with DCs.
Tewakam, -9 HP, Prone
Big Wolf 2
--
Chulyin
Fafrd, -15 HP, prone
Farzin
--
Little Wolf 3
Little Wolf 4, -11 HP, Bleed 2
--
Sun fire Boom Boom
--
Big Wolf 1, Guided Words, -22 HP
--
Ionic Saltbeard
Jayma
--
Little Wolf 1
Little Wolf 2, -4 HP, Bleed 1

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"Beneath the big blue sky
Begone is the time to stand by
We'll fight with great zeal
By drawing our steel
And then all the wolves will die!"
lingering performance DC 20: 1d20 + 14 ⇒ (18) + 14 = 32
Crit, 4 rounds!
Like most PF2 abilities the DC is technically set by the GM, but has a 'typical' value which is this case is 20. Going to assume that's it for the rest of the game unless GM says otherwise.
Sun Fire Boom Boom draws his shortbow and snaps off a shot at the giant wolf.
shortbow: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
piercing damage + Team work: 2d6 + 1 + 1d4 ⇒ (1, 3) + 1 + (3) = 8
deadly: 1d10 ⇒ 7
23 total
+1 Courage! (Status bonus to attack rolls, damage rolls, and saves against fear effects.)

GM Doug H |

Correct lingering comp is usually standard DC for the highest-level target; in this case 20 for level 5. Huh. Somehow my big wolf is still up and tactics say she will live to fight another day.
The big wolf yelps, and runs away with an arrow sticking out of her left haunch!
❄ ❄ ❄
A Less Dire Situation
No guidance on the terrain. 1 difficult square to get atop the hilock, can move freely through the trees. Recall checks below with DCs.
All allies inspired
Tewakam, -9 HP, Prone
Big Wolf 2
--
Chulyin
Fafrd, -15 HP, prone
Farzin
--
Little Wolf 3
Little Wolf 4, -11 HP, Bleed 2
--
Sun fire Boom Boom
Ionic Saltbeard
Jayma
--
Little Wolf 1
Little Wolf 2, -4 HP, Bleed 1

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Ionic splayed out on the ice very very slowly drags himself across to the island where the despondent Ulfen was singing her heart out, just in time to see everyone leaving. He gives a very low grumble and then looks over to see that Sunfire has a bottle of some drink in hand. He leans over and asks, "Mind if I borrow a tipple? Use some drink to get back over." He takes a sip and blanches. "Right. Meybe I didn't."
=============
In the forest he stays to the front, trying to scout out the terrain, and look for traps, he gets closer to the group of wolves and holds for a second to see what and how he can help, before he launches himself into the fray. He strides up to the first wolf and pulling out his dwarven war axe with his right hand and striking at the creature, before then following up with his clan dagger in his left.
“First the Axe!” Dwarven Waraxe, IC: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Damage, Slashing, IC: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
“Next the dagger!” +1 Clan dagger, 2nd strike, IC: 1d20 + 10 - 4 + 1 ⇒ (4) + 10 - 4 + 1 = 11
Damage, Piercing, IC: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9
I guess Ionic could switch up to a Investigate activity instead. Either next level of level six I want to give him the Scout Dedication which should really improve the bonus he gives for scouting.

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When they first encounter the wolves, Jayma's eyes flash with excitement and a big smile appears on her face. "Now, that's more like it."
She initially directs her attention toward the nearest large wolf, but as she begins to plan her attack, Sun Fire Boom Boom's inspired bow shooting drives it off. Jayma's enthusiasm only dims momentarily as her chosen prey departs, but she quickly refocuses her attention on the remaining large wolf. "That one's mine."
Not taking her eyes off the creature, Jayma starts moving her arms in a complicated set of repetitive swirling motions, slowly increasing the tempo with every sweep. As her arms almost blur with the speed of her motions, a section of snow and ice behind Ionic rises into the air and coalesces into a large compact sphere about 5 feet off the ground. She then shouts, "Strike stroppy stray," and thrusts her hands in the direction of the large wolf at the top of the hill. Instantaneously, the snowball flies straight up the hill and smashes into the creature.
Actions 1 & 2 (◆◆): Cast a Spell: Hydraulic Push (heightened to 2nd Level) vs Big Wolf 2 with Inspire Courage
Hydraulic Push (L2) Attack: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Hydraulic Push (L2) Damage: 5d6 + 1 ⇒ (6, 5, 5, 4, 6) + 1 = 27 bludgeoning damage vs Big Wolf 2
If a crit, then add the following extra damage.
Hydraulic Push (L2) Extra Crit Damage: 3d6 ⇒ (5, 2, 6) = 13 bludgeoning damage vs Big Wolf 2
Note: Target is knocked back 10 feet on a crit.
She watches in satisfaction as her snowball strikes home. Jayma then speaks the word, "shelter," and the space around her shimmers for a moment.
Action 3 (◆): Cast a Spell: Shield - AC 17

GM Doug H |

Ionic’s Axe slashes into the wolf. The dagger misses.
Jayma blasts the big wolf, pushing it back! 40 damage!
❄ ❄ ❄
Little wolves 1 and 2 move in against Ionic but can’t seem to connect!
Wolf 1, Jaws, Strike 1: 1d20 + 9 ⇒ (3) + 9 = 12
Wolf 2, Jaws, Strike 1: 1d20 + 9 ⇒ (10) + 9 = 19
Wolf 2, Jaws, Strike 2: 1d20 + 9 - 5 ⇒ (2) + 9 - 5 = 6
Wolf 2Flat: 1d20 ⇒ 18
They are further discouraged to see their last pack-leader run away. But one of the wolves stop bleeding!
Tewakan delays to watch the show.
❄ ❄ ❄
A Trivial Situation
All allies inspired
Tewakam, -9 HP, Prone
--
Chulyin
Fafrd, -15 HP, prone
Farzin
--
Little Wolf 3
Little Wolf 4, -22 HP, Bleed 2
--
Sun fire Boom Boom
Ionic Saltbeard
Jayma
--
Little Wolf 1
Little Wolf 2, -5 HP

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"Defend Fafrd!" Chulyin commands before he invokes the primal forces. [b]"Bidh mi a ’gairm dealanach bho na speuran!"
Command, Cast (V/S): electric arc vs. 3 and 4
Electric (Basic Reflex DC 19): 2d4 + 3 ⇒ (1, 2) + 3 = 6

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The jaguar runs around the wolf (#3) and bites at his flank.
Stride, Strike
Bite vs. Flanked Target, MW: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
P, Special: 2d6 + 2 + 1d4 ⇒ (5, 2) + 2 + (3) = 12
Note to self: the cat already has 2 dice of damage. There are better uses of a spell slot than +1 to hit.

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Fafrd swears as he stands up, and marks wolf #3 as his prey.
He then quick draws his main-gauche, and stabs at wolf #3 with it.
+1 Striking main-gauche w/ flank: 1d20 + 14 ⇒ (18) + 14 = 32 piercing: 2d4 + 3 ⇒ (1, 3) + 3 = 7 Critical would be 14 damage

GM Doug H |

Wolf 4: 1d20 + 9 ⇒ (2) + 9 = 11
Both wolves expire under the onslaught of Arc, Grey Mouser A crit!, and Jaguar.
❄ ❄ ❄
Little Wolf, Little Wolf…
All allies inspired
Tewakam, -9 HP, Prone
--
Chulyin
Fafrd, -15 HP, prone
Farzin
Sun fire Boom Boom
Ionic Saltbeard
Jayma
--
Little Wolf 1
Little Wolf 2, -5 HP

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Sun Fire Boom Boom cheerfully dances closer to the battle before unleashing a spare branch at wolf #1.
telekentic projectile: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
b damage: 2d6 + 4 + 1 ⇒ (1, 5) + 4 + 1 = 11
(+1 Courage Lingers!!!)

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Ionic marks the wolf right behind him as prey and gives it a quick one two chop with his axe and then dagger.
“First the Axe!” Dwarven Waraxe, doubling rings, IC: 1d20 + 9 + 1 + 1 ⇒ (12) + 9 + 1 + 1 = 23
Damage, Slashing: 1d8 + 4 ⇒ (2) + 4 = 6
“Next the dagger!” +1 Clan dagger, 2nd strike, Hunted Prey, IC: 1d20 + 10 - 2 + 1 ⇒ (1) + 10 - 2 + 1 = 10
Damage, Bludgeoning: 1d4 + 4 ⇒ (1) + 4 = 5
He then takes a defensive stance with the dagger ready to parry off any further attacks.
Parry action, AC is 21 for the next round

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Jayma is happy to see that her large snowball saw off the large wolf and now turns her attention to the remaining regular-sized wolves. Spotting a nearby pinecone on the snow, she flicks a practiced hand, and with a "pinecone pummels puppy" sends it rocketing into the same wolf that Ionic just stuck his waraxe into.
Actions 1 & 2 (◆◆): Cast a Spell: Telekinetic Projectile targeting Little Wolf 1 with Inspire Courage
Telekinetic Projectile Attack: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Telekinetic Projectile Damage: 2d6 + 4 + 1 ⇒ (4, 5) + 4 + 1 = 14 bludgeoning damage
Happy to see her pinecone bounce hard off the side of the wolf's head, Jayma once again says, "shelter," and the space around her continues shimmering slightly.
Action 3 (◆): Cast a Spell: Shield - AC 17

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"Begone, wolves!
With a flick of his hand, Farzin attempts use his mind to throw a rock at wolf #1.
Telekinetic Projectile: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
Damage: 2d6 + 4 + 1 ⇒ (2, 6) + 4 + 1 = 13
He then takes tip from Jayma and casts shield.

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Fafrd not using courage make Boom Boom sad. Ionic got it right first time but second time using it on attack but not damage only 1/4 sad. Chulyin seem to remember on cat attack, but not damage on spell or kitty.
Farzin and Jayma make Boom Boom smile though.

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Whoops missed that in my dice expression copying on my phone.

GM Doug H |

Together you take down the remaining wolves. Out of combat!
Tewakam is relieved. He tells you that the strange fey magic that suffuses the woods caused him to become lost — he's so disoriented in fact, that he thinks he's still a week out from Port Valen instead of just an hour! He's relieved, as it seems like he hasn't slept in days.
You have an injured Fafhrd and an injured NPC. You can easily heal up with the medicine skills you have here on hand; there's no pressing rush.
I will move the party on tomorrow morning.

GM Doug H |

Init
Chulyin, Search: 1d20 + 12 ⇒ (9) + 12 = 21
Fafrd, Search: 1d20 + 12 ⇒ (13) + 12 = 25
Farzin, Detect Magic: 1d20 + 8 ⇒ (12) + 8 = 20
Ionic Saltbeard, Investigate: 1d20 + 10 ⇒ (16) + 10 = 26
Jayma, Detect Magic: 1d20 + 7 ⇒ (18) + 7 = 25
Sun fire Boom Boom, Search: 1d20 + 9 ⇒ (9) + 9 = 18
1-2: 1d20 + 7 ⇒ (12) + 7 = 19
3-4: 1d20 + 7 ⇒ (18) + 7 = 25
As you walk alongside the icy path, you notice four creatures on the other side. They look like sailors… only dead. The creatures drag battleaxes, and their eyes glow with ghastly green light. Rotting seaweed, barnacles, and dead sea creatures cling to their bodies.
❄ ❄ ❄
Maybe These Friendly Sailors Have Maps
No scenario guidance on terrain; we'll call the "cliff" on the map difficult terrain. Enough to give the monsters an opportunity to utter fail at being stealthy.
Ionic
--
3
4
--
Jayma
Fafrd
Chulyin
Farzin
--
1
2
--
Sun fire Boom Boom

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Ionic draws out his dagger and steps in a few feet closer, as he tries to recall what he can about these undead, friendly sailors.
Religion: 1d20 + 7 ⇒ (6) + 7 = 13

GM Doug H |

Each creature clambers up the difficult terrain hill and swings at Ionic once! Double moves + Strike
Greataxe: 1d20 + 10 ⇒ (9) + 10 = 19
Greataxe: 1d20 + 10 ⇒ (15) + 10 = 25
Slashing: 1d12 + 4 ⇒ (9) + 4 = 13
As the creature swipes at the dwarf, he's splattered with rancid flesh and rotting seaweed! Make DC 15 fort save vs. an Olfactory effect!
❄ ❄ ❄
Maybe These Sailors Have Maps
No scenario guidance on terrain; we'll call the "cliff" on the map difficult terrain. Enough to give the monsters an opportunity to utter fail at being stealthy.
Ionic, -13 HP, Fort save needed
--
3
4
--
Jayma
Fafrd
Chulyin
Farzin
--
1
2
--
Sun fire Boom Boom

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Religion (T): 1d20 + 9 ⇒ (12) + 9 = 21
"These sea-drenched dead bear a curse with them and upon those who put them down," Chulyin warns. "We may be better off slowing them and fleeing."
He marks an eldritch sign in the air and chants. "Truailleadh air a ghlanadh le beatha!"
Recall Knowledge, Cast (V/S): disrupt undead vs. #3
Positive (Basic Fortitude DC 19): 2d6 + 3 ⇒ (2, 6) + 3 = 11 on Critical Fail also enfeebled 1

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Fort save: 1d20 + 9 ⇒ (15) + 9 = 24 Ionic treats necromancy effects succcesses as critical successes. Not sure if this is a necromancy effect or not.
Ionic holds his lunch after getting spewed on by undead flesh and shudders some at the smell. "Ugh, dis dings stink! And are sloppy! Bad combo."

GM Doug H |

Fort: 1d20 + 11 ⇒ (4) + 11 = 15
The creature's desiccated flesh wilts under the force of Chulyin's heal spell! It seemed super effective! They are weak to positive!
Ionic: it's not tagged as a Necromancy effect. Just Olfactory; it's just gross!
Ionic powers through the disgusting smell.
❄ ❄ ❄
Maybe These Sailors Have Maps
No scenario guidance on terrain; we'll call the "cliff" on the map difficult terrain. Enough to give the monsters an opportunity to utter fail at being stealthy.
Ionic, -13 HP
--
3, -16 HP
4
--
Jayma
Fafrd
Chulyin
Farzin
--
1
2
--
Sun fire Boom Boom

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Fafrd moves up while marking #4 as his hunted prey. He then quickdraws his rapier, and strikes.
+1 Striking Rapier: 1d20 + 14 ⇒ (7) + 14 = 21 piercing: 2d6 + 3 ⇒ (1, 5) + 3 = 9 deadly: 1d8 ⇒ 5

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Jayma scrunches her nose in disgust when she sees the undead sailors. "Ugh! Undead, again. Why is it that I spend half my life fighting the undead?"
She closes her eyes and slowly raises her arms until her hands are slightly above her head. She then makes several quick snatching motions with each hand as if she's grabbing flies out of the air and into her fists. Bringing her fists to her chest, she opens her eyes, and focusing on her foe, she says, "magic missiles mangle mariner." Thrusting her hands straight out from her chest in the sailors' direction, she snaps opens her fists and three darts of force leap from her hands. They streak towards the nearest undead and plunge into its chest.
Actions 1, 2, 3 (◆◆◆): Cast a Spell: Magic Missile (3-actions) All 3 missiles targeting Sailor #3
Magic Missiles 1,2,3: 3d4 + 3 ⇒ (3, 4, 4) + 3 = 14 force damage vs. Sailor #3

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Twyl watches as the strange shambling men with the glowing eyes climb up the cliff. Through their empathic connection, he feels a certain tenseness from his mistress that tells him she's expecting trouble. He then does what he always does in such situations; he dives head-first into his mistress's backpack and braces for the explosions and screaming that are bound to follow.