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"I will bear that in mind, Redd." Darlann draws his longsword, scraping off a bit of dried mud. "Could the magic help me bypass whatever extraordinary defenses a fey army might have?"

GM Bret |

Your group sees two fey approaching through the forest. One of them looks like a type you recently fought.
Redd scouts, giving everyone +1 initiative!
Meadow: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20 Avoid Notice w/ Stealth
Darlann: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6 Defend w/ Perception
Eltis: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16 Detect Magic w/ Religion
Krek: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9 Defend w/ Perception
Redd: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12 Scout w/ Perception
Symeon: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17 Investigate w/ Nature
Red Fey: 1d20 + 6 ⇒ (19) + 6 = 25
Green Fey: 1d20 + 5 ⇒ (14) + 5 = 19
The red one moves forward, then fires its bow at the nearest of you, Darlann. Only the first one hits.
Bow, range: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
Piercing: 1d6 ⇒ 6
Bow, range, MAP: 1d20 + 8 - 2 - 5 ⇒ (8) + 8 - 2 - 5 = 9
Piercing: 1d6 ⇒ 4
Round 1:
Bold may act
Nature to identify the creatures
Red Fey
Meadow
Green Fey
Symeon
Eltis
Redd
Krek
Darlann -6 or -1 and shield -2 (shield block)

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"Uh oh. The bad guys are here. Stay close Silence, I don't want you getting into trouble."
She studies the far archer.
"Hmm...They're archers huh? Let's see who's better."
Quick Draw-shortbow vs green: 1d20 + 8 ⇒ (17) + 8 = 25
piercing: 1d6 ⇒ 4
deadly?: 1d10 ⇒ 10
precision: 1d8 ⇒ 5 extra damage on the first hit.
Recall Knowledge, ◆ Hunt prey, ◆ Quick Draw

GM Bret |

Meadow doesn't recognize what sort of fey creature Green is.
Her shot hits Green and does full damage.
It shouts something in a strange language and then it runs towards the group.
Round 1:
Bold may act
Nature to identify the creatures
Red Fey
Meadow
Green Fey -9
Symeon
Eltis
Redd
Krek
Darlann -6 or -1 and shield -2 (shield block)

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I dunno, Darlann. I know it will make it easier to hit things and do more damage, though.
Redd suddenly notices an arrow pierce Darlann's shoulder.
Yowch! That must've hurt. Here, go get 'em...
Redd reaches out and recites a blessing to Chaldira while touching Darlann's sword.
She then sings a song of Pathfinder courage, bolstering her allies attacks and damage.
Performance: 1d20 + 8 ⇒ (8) + 8 = 16
◆◆ cast magic weapon (+1 & extra die of dmg.)
◇ lingering performance
◆inspire courage (for 3 rounds).

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"Hmmm. Let's see if this works on this guy... if only i knew what he was..."
recall knowledge, religion, holy lance.
religion: 1d20 + 6 ⇒ (3) + 6 = 9
He will then try a spell on it.
divine lance: 1d20 + 6 ⇒ (11) + 6 = 17
good damage: 1d4 + 3 ⇒ (3) + 3 = 6

GM Bret |

Redd provides some inspiration and enhances Darlann's sword.
Eltis doesn't recall anything about these creatures in the religious studies he has done.
Nature to identify them.
Adding in Inspire Courage to Divine Lance
His divine lance just barely hits the green creature, who does take damage from it.
Round 1:
Bold may act
Nature to identify the creatures
Inspire Courage
Red Fey
Meadow
Green Fey -16
Symeon
Eltis
Redd
Krek
Darlann -6 or -1 and shield -2 (shield block)

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Symeon takes aim at the creature in front of him.
Devise Stratagem: 1d20 ⇒ 18
Secret Nature roll: 1d20 + 6 ⇒ (16) + 6 = 22
He sees a good opening and notches an arrow to his bow, rechecks his aim and fires.
Short end of the bow, Stratagem IC: 18 + 8 + 1 = 27
Damage, Piercing, IC: 1d6 + 1 ⇒ (1) + 1 = 2
Strategic strike: 1d6 ⇒ 1
Dang disappointing damage there.
He then takes a squint at the further creature, not sure what it is either.
Secret Nature roll: 1d20 + 6 ⇒ (16) + 6 = 22

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Krek rushes the bridge to hold the line. He growls at the the little brown dog. "You won't be getting past me. He wheezes with a laugh as he blocks the path.
Intimidation (Demoralize): 1d20 + 4 ⇒ (15) + 4 = 19
Scourge Snagging Strike; IC: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Damage (Nonlethal); IC: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Remorseless Lash- If target is frightened and the strike hits then they cannot reduce frightened condition below 1 until beginning of Krek's next turn.
Snagging Strike- If attack hits the target is Flat-footed until start of Krek's next turn or until no longer within reach.
AC 19 (20 w/ shield)
HP 21/21 | +0 Temp HP
Buckler (Hardness 3) 6/6 HP
Hero Points 0/3
Campaign Coin 1/1

GM Bret |

Symeon is able to hit Green, doing some damage.
He recognizes the creature.
Nuglub
CE Small Fey Gremlin
It only speaks undercommon.
It has a weakness to Cold Iron.
It has the following primal innate spells it can cast: Shatter, Shocking Grasp, Grease, and Prestidigitation.
It also has a reaction that it uses to prevent a creature from moving away.
In spite of the creature not understanding him, Krek manages to get his point across to it. The creature is suitably intimidated by the warrior.
It is frightened enough that it dodges into Krek’s strike.
Crit because of demoralize
Round 1:
Bold may act
Nature to identify the creatures
Inspire Courage
Red Fey
Meadow
Green Fey -33 NL Frightened 1, flat footed
Symeon
Eltis
Redd
Krek
Darlann -6 or -1 and shield -2 (shield block)

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Blocking an incoming arrow with his raised shield, Darlann rushes forward to Krek's side, sword already amid a swing when he is near enough to the fey to make contact.
"Allow me. Iomedae, Torag, Sarenrae, grant me strength!"
Longsword: 1d20 + 7 ⇒ (5) + 7 = 12, Damage: 1d8 + 4 ⇒ (4) + 4 = 8
One action to Stride, one action to Strike, one action to Raise a Shield. I will use my glimpse of redemption as my reaction if the fey monster attacks anyone other than me, and shield block otherwise.

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@Darlann. Your sword is now a +1 sword and does 2d8 damage. Don't forget about Inspire Courage as well.

GM Bret |

Unfortunately even with the +2 from those, frightened condition and flat-footed condition it still misses.
@Darlann I didn’t see that your avatar had moved so I moved it forward to where you could strike at green.
Having blocked the strike, Darlann confidently strides up next to Krek and strikes at the creature. Unfortunately he misses.
Also it looks like I applied the shield block wrong. Steel Shield has hardness 5, so no damage to him and only 1 to the shield.
The Red creature comes forward and then shoots at Darlaan.
shortbow: 1d20 + 8 ⇒ (14) + 8 = 22
Piercing: 1d6 ⇒ 6
Darlann manages to block the arrow, putting another small dent in his shield.
Krek and Darlann feel a familiar aura wash over them as the creature gets near. It is attempting to drain their luck.
Round 2:
Bold may act
Nature to identify the creatures
Need DC 16 Will save — roll twice and take the worse result — from Darlann and Krek.
Anyone else that gets close to Red would also need to save.
Inspire Courage
Red Fey
Meadow
Green Fey -33 NL Frightened 1, flat footed
Symeon
Eltis
Redd
Krek
Darlann shield -2, Magic Weapon, reaction used

Silence the Owl |

"Screech! Screech!"
Unleashing a piercing battle cry Silence launches himself into the air and swoops down on his target.
will save: 1d20 + 6 ⇒ (18) + 6 = 24
Jaws-IC-vs green: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Piercing: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
precision: 1d8 ⇒ 7 extra damage on the first hit.
Fly, Strike

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Meadow quickly fires two shots at her prey.
Hunted Shot-shortbow-IC-vs green: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
piercing: 1d6 + 1 ⇒ (5) + 1 = 6
deadly?: 1d10 ⇒ 3
Hunted Shot-shortbow-IC-vs green: 1d20 + 8 - 5 + 1 ⇒ (6) + 8 - 5 + 1 = 10
piercing: 1d6 + 1 ⇒ (2) + 1 = 3
deadly?: 1d10 ⇒ 10
precision: 1d8 ⇒ 2 extra damage on the first hit.
"Take that you naughty fey!"
She then points at the second fey. Hunt prey on red
"Your turn now!"
◆ Command an Animal, ◆ Hunted Shot, ◆ Hunt prey

GM Bret |

Silence needs a second roll for the Will save. This is a misfortune effect, it will use the lower of the two results.
Although Silence fails to hit their target, Meadow does hit her target with one of her arrows.
Green carefully steps back and then spits at the ground. It gets really slippery in the area!
Grease DC 17 (Frightened taken into account) Reflex or Acrobatics check or fall prone
Round 2:
Bold may act
Nature to identify the creatures
Anyone that gets close to Red would need DC 16 Will save — roll twice take lower
Grease in the Green square, DC 17.
Inspire Courage
Red Fey
Meadow Silence needs roll again DC 16 Will save. Since they are flying they don’t need to worry about Grease
Green Fey -41 Frightened 1, flat footed
Symeon
Eltis
Redd
Krek DC 16 Will save —roll twice take lower, then roll for Grease
Darlann shield -2, Magic Weapon, DC 16 Will save — roll twice take lower, then roll for Grease

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Redd moves to get a clear shot at the enemies.
She takes two shots with her bow at the creature wearing red.
+1 shortbow & IC: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
piercing & IC: 1d6 + 1 ⇒ (4) + 1 = 5
deadly?: 1d10 ⇒ 4
+1 shortbow & IC & MAP: 1d20 + 8 + 1 - 5 ⇒ (2) + 8 + 1 - 5 = 6
piercing & IC: 1d6 + 1 ⇒ (4) + 1 = 5
deadly?: 1d10 ⇒ 2

GM Bret |

Just realized I had missed that Redd succeeded with her lingering performance. Realized it when she didn't take an action to Inspire Courage. :)
Redd moves and shoots twice at Red. Only the first shot hits.
Silence is not feeling lucky right now.
Round 2:
Bold may act
Nature to identify the creatures
Anyone that gets close to Red Fey would need DC 16 Will save — roll twice take lower
Inspire Courage until Redd’s turn on Round 4.
Red Fey -5
Meadow Silence is Unlucky
Green Fey -41 Frightened 1, flat footed
Symeon
Eltis
Redd
Krek DC 16 Will save —roll twice take lower
Darlann shield -2, Magic Weapon, DC 16 Will save — roll twice take lower

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Symeon takes aim at the nuglub again, starting a short lecture on the anatomy of the fey. "This, my friends, is a nuglub, a small fey creature that is, as you can see, completely covered in hair. It has amazing reflexes and can lash out at people who move away from it. Additionally cold iron is moderately poisonous to it as with many fey. Finally they have some innate magic but nothing too deadly minus a shocking grasp."
Devise Stratagem: 1d20 ⇒ 20
Secret roll, NATURE OF THE BEAST!: 1d20 + 6 ⇒ (6) + 6 = 12
With a clear shot and not wanting to waste it, Symeon notches his one cold iron arrow to his bow and fires at the little thing.
Short end of the bow, Stratagem, IC: 20 + 8 + 1 = 29
Damage, Piercing, IC, Cold Iron: 1d6 + 1 ⇒ (4) + 1 = 5
Strategic strike: 1d6 ⇒ 5
He then takes aim at the other few creature in the area, a small sense of the queasy ness that happened last time in the pit of his stomach.
Short end of the bow, IC, 2nd strike: 1d20 + 7 - 5 + 1 ⇒ (8) + 7 - 5 + 1 = 11
Damage Piercing, IC: 1d6 + 1 ⇒ (5) + 1 = 6

GM Bret |

Symeon is still talking about the creature as it falls down dead from his arrow.
His second arrow does not strike the other fey.
Round 2:
Bold may act
Nature to identify the creatures
Anyone that gets close to Red would need DC 16 Will save — roll twice take lower
Inspire Courage until Redd’s turn on Round 4.
Red Fey -5
Meadow Silence is Unlucky
Green Fey -63 Very Dead, Frightened 1, flat footed
Symeon
Eltis
Redd
Krek DC 16 Will save —roll twice take lower
Darlann shield -2, Magic Weapon, DC 16 Will save — roll twice take lower

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Will Save 1 DC 16: 1d20 + 2 ⇒ (16) + 2 = 18
Will Save 2 DC 16: 1d20 + 2 ⇒ (16) + 2 = 18
Grease Reflex DC 17: 1d20 + 6 ⇒ (20) + 6 = 26
Krek had seen quite enough bad luck and was used to moving along slipper ground coming up among his own kind and even being among his lesser intelligent brethren, that he easily moves across the surface. "That's enough of that dirty elf magic. You're turn." Krek rushes the hairy fey. "Don't worry, I won't shave you too much."
Intimidation (Demoralize): 1d20 + 4 ⇒ (6) + 4 = 10
Scourge Snagging Strike; IC: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Damage (Nonlethal); IC: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Remorseless Lash- If target is frightened and the strike hits then they cannot reduce frightened condition below 1 until beginning of Krek's next turn.
Snagging Strike- If attack hits the target is Flat-footed until start of Krek's next turn or until no longer within reach.
AC 19 (20 w/ shield)
HP 21/21 | +0 Temp HP
Buckler (Hardness 3) 6/6 HP
Hero Points 0/3
Campaign Coin 1/1

GM Bret |

Eltis moves and shoots! The crossbow hurts the creature.
Krek has no problems with the magic, he just storms right through the effects!
The fey doesn't seem to know or care what the hobgoblin is saying. It is paying attention to where that weapon is being swung though -- just barely managing to dodge the blow.
It babbles in some strange tongue.
Round 2:
Bold may act
Nature to identify the creatures
Anyone that gets close to Red would need DC 16 Will save — roll twice take lower
Inspire Courage until Redd’s turn on Round 4.
Red Fey -7
Meadow Silence is Unlucky
Green Fey -63 Very Dead, Frightened 1, flat footed
Symeon
Eltis
Redd
Krek Not Unlucky
Darlann shield -2, Magic Weapon, DC 16 Will save — roll twice take lower, then roll for Grease

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Will: 1d20 + 5 ⇒ (16) + 5 = 21 // Will: 1d20 + 5 ⇒ (12) + 5 = 17
Reflex: 1d20 + 4 ⇒ (17) + 4 = 21
"Your foul trickery will not work on me, faerie!," Darlann cries as the wave of misfortune washes over him. "The Inheritor stands behind my blade!"
Longsword +1, Inspire Courage: 1d20 + 7 + 1 + 1 ⇒ (11) + 7 + 1 + 1 = 20, Damage (+1), Inspire Courage: 2d8 + 4 + 1 + 1 ⇒ (5, 7) + 4 + 1 + 1 = 18
Not yet completely sure as to how magic weapons work in 2e, but this seems right? One action to Stride, one action to Strike, one action to Raise a Shield. I will use my glimpse of redemption as my reaction if the fey attacks anyone other than me, and shield block otherwise.

GM Bret |

Shortly after you have dispensed with the fey, Valais comes by. She is checking all the defending groups.
Seeing the dead fey, Valais says “Good job, Pathfinders, but stay vigilant. There could be more coming and Voth needs our protection.”
She then continues her rounds, moving to check with the next group of Pathfinder defenders.
Shortly after that, you catch sight of three more fey approaching. They are covered with chitinous scales that click and rattle.
Redd scouts, giving everyone +1 initiative!
Meadow: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 Avoid Notice w/ Stealth
Darlann: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7 Defend w/ Perception
Eltis: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26 Detect Magic w/ Religion
Krek: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 Defend w/ Perception
Redd: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 Scout w/ Perception
Symeon: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20 Investigate w/ Nature
Red Fey: 1d20 + 6 ⇒ (4) + 6 = 10
Green Fey: 1d20 + 6 ⇒ (16) + 6 = 22
Blue Fey: 1d20 + 6 ⇒ (3) + 6 = 9
Round 1:
Bolded may act.
Nature to identify the creatures.
Eltis
Green Fey
Symeon
Meadow
Krek
Redd
Red Fey
Blue Fey
Darlann shield -2 unless repaired

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I'm about to go out and won't be back until late tonight so I'm going to preemptively post to first portion of my turn now. Also since we're likely to be attacked at any moment is it okay to assume I have my bow already out?

GM Bret |

Not knowing what the creatures may be, Eltis casts Bless to help those close to him in combat.
Green Fey hurriedly uses some fey magic.
Trained nature to learn something about this.
If you want to wait until after Redd acts, go ahead and post and move your avatars on the map now but say you are waiting for her.
Round 1:
Bolded may act.
Nature to identify the creatures.
Bless active 5’ around Eltis
Eltis
Green Fey
Symeon
Meadow
Krek
Redd
Red Fey
Blue Fey
Darlann shield -2 unless repaired

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That was fast. I'll do the rest of my turn before I leave
"More bad guys. Get ready everyone."
Meadow carefully chooses her target before loosing two arrows.
Hunted Shot-shortbow-red: 1d20 + 8 ⇒ (5) + 8 = 13
piercing: 1d6 ⇒ 1
deadly?: 1d10 ⇒ 9
Hunted Shot-shortbow-red: 1d20 + 8 - 5 ⇒ (10) + 8 - 5 = 13
piercing: 1d6 ⇒ 4
deadly?: 1d10 ⇒ 2
precision: 1d8 ⇒ 2 extra damage on the first hit.
Recall Knowledge, Hunt Prey, Hunted Shot
"Darn it! The sun got in my eyes."

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I assume we got a 10 minute break to refocus, heal, repair stuff, etc...
Be brave, Pathfinders. More are coming.
She quietly hums the Pathfinder Victory song to inspire her companions as she slinks away into the trees to hide.
Performance: 1d20 + 8 ⇒ (18) + 8 = 26
◇ ling. performance.
◆ Inspire Courage
◆◆ move into woods
WOOT! 4 rounds of Inspire Courage!

GM Bret |

Yes, you had time to refocus and such.
Woot! Nice roll!
Redd's words buoy your spirits in a way that stays for a while.
Round 1:
Bolded may act.
Nature to identify the creatures.
Bless active 5’ around Eltis
Inspire Courage until Redd’s turn for Round 5!
Eltis
Green Fey
Symeon
Meadow
Krek
Redd
Red Fey
Blue Fey
Darlann shield -2 unless repaired

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Symeon moves down the path and into the brush so he can actually see the creatures in front of him. Hunkering down and taking aim with his bow, he lines up a shot at the closest one with the blue highlights.
Devise Stratagem: 1d20 ⇒ 6
Secret roll to learn the Nature of these fey: 1d20 + 6 ⇒ (1) + 6 = 7
He gives a frown as the fey proves to be harder to target than he'd like. Instead he takes a quick shot at the one with red coloration to it.
Short end of the bow: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Damage, Piercing, IC: 1d6 + 1 ⇒ (2) + 1 = 3

GM Bret |

Symeon is not familiar with these fey.
Although he can't get a good shot at his original target, he finds himself set for an excellent shot at one of the others.
Crit hit
Deadly: 1d10 ⇒ 10
Sorry, range penalty prevents it from crit hitting.
Round 1:
Bolded may act.
Nature to identify the creatures.
Bless active 5’ around Eltis
Inspire Courage until Redd’s turn for Round 5!
Eltis
Green Fey
Symeon
Meadow
Krek
Redd
Red Fey -6
Blue Fey
Darlann shield -2 unless repaired

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"Piece of advice. You have archers, rush them!" The lean hobgoblin barrels ahead.
◆◆◆ Stride
AC 19 (20 w/ shield)
HP 21/21 | +0 Temp HP
Buckler (Hardness 3) 6/6 HP
Hero Points 0/3
Campaign Coin 1/1

GM Bret |

Krek rushes towards the creatures.
Blue says something in that strange language that all the fey have been using.
Red and Blue fey spend their time with some trickery, or 'Elf Magic' as Krek refers to it.
Round 1:
Bolded may act.
Nature to identify the creatures.
Bless active 5’ around Eltis
Inspire Courage until Redd’s turn for Round 5!
Eltis
Green Fey
Symeon
Meadow
Krek
Redd
Red Fey -16
Blue Fey
Darlann shield -2 unless repaired
Round 2:
Eltis

Botくん |

Seems that Darlann doesn't have Crafting trained nor a repair kit. Symeon could roll for it if someone else has a kit that is.
BotDarlann gives a very rusty sounding grinding noise, especially for a flesh and bone body, and lumbers forward. With a few cranks and clanks he ends up next to Eltis and the raises his shield with a whirr.
◆◆ Stride x2, ◆ Raise shield. Will use Glimpse of Redmeption if soemone else is targeted, Shield block if he is targetted.

GM Bret |

Green Fey grips his maul in both hands and waits for someone to come close. It shouts something and clacks its teeth.
Untrained Intimidation, no shared language: 1d20 + 0 - 4 ⇒ (14) + 0 - 4 = 10
Round 2:
Bolded may act.
Nature to identify the creatures.
Bless active 10’ around Eltis
Inspire Courage until Redd’s turn for Round 5!
Green Fey readied attack
Symeon
Meadow
Krek
Redd
Red Fey -16
Blue Fey
Darlann shield -2
Round 3:
Eltis

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Meadow is not trained in crafting but she does have a repair kit if Symeon would like to borrow it to repair Darlann's shield.
I can envision it now:
Symeon: "Dammit Jim, I'm a doctor, not an armorer."

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"Hmm...I wonder what they're doing?"
Meadow tries to figure out what sort of fey magic was cast.
nature-identify a spell: 1d20 + 6 ⇒ (10) + 6 = 16
"Get ready Silence. I'll call you in in a bit."
Meadow moves up and fires twice at her prey.
Hunted Shot-shortbow-IC-vs red: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
piercing: 1d6 + 1 ⇒ (3) + 1 = 4
deadly?: 1d10 ⇒ 7
Hunted Shot-shortbow-IC vs red: 1d20 + 8 - 5 + 1 ⇒ (2) + 8 - 5 + 1 = 6
piercing: 1d6 + 1 ⇒ (5) + 1 = 6
deadly?: 1d10 ⇒ 3
precision: 1d8 ⇒ 8 extra damage on the first hit.
Meadow trips on a root which spoils her aim.
◆ Identify Magic, ◆ Stride, ◆ Hunted Shot