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Chalmers steps towards the closest wolf, ignoring the horde of screaming goblins, and lashes out with his warhammer at it. He misses horribly amidst the screaming goblins, and growls at them to be quiet.
attack: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d8 + 3 ⇒ (5) + 3 = 8

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"That's the spirit, let's revel in the moment and have a good time!" Zot proclaims joyfully, as if to bless the whole lot in the conflict before them. ((Standard Action: Casting Bless spell. All allies, goblins included, out to 50ft radius from Zot gain +1 to attack rolls and saves against fear!))

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assuming I acted in the surprise round and can now go through one else,
Elenora cackles at the red wolf humbling about [ooc] extending his misfortune another round [ooc]. And spits a curse at blue.
"Silly puppies. You have chosen poorly. I'm afraid that you are not fit to continue in this land."

TheTimmah |

good thing there's no critical fumbles, what a round
Round 2
blue will: 1d20 + 1 ⇒ (11) + 1 = 12
The curse settles in on blue as well. Blue then snaps at the first goblin that tried to climb on his back
blue bite: 1d20 + 1 ⇒ (12) + 1 = 13
blue bite: 1d20 + 1 ⇒ (18) + 1 = 19
Red lunges out for Pickle
red bite: 1d20 + 1 ⇒ (13) + 1 = 14
red bite: 1d20 + 1 ⇒ (2) + 1 = 3
And Green snaps his jaws at Aurax in response to his own injury
green bite: 1d20 + 1 ⇒ (5) + 1 = 6
The Goblins begin to take exception of their current situation, and express their dislike for having those ever so sharp teeth turned in their direction. Nor, it seems, do they recognize their exceptional good fortune at the wolves misfortune curse
Blonoze scrambled to his feet avoiding the bite directed his way
wolf A00: 1d20 + 1 ⇒ (7) + 1 = 8
wolf A00: 1d20 + 1 ⇒ (13) + 1 = 14
and struck the wolf with his stolen sword, striking a telling, but not incapacitating blow
gobo: 1d20 + 2 ⇒ (20) + 2 = 22
gobo: 1d20 + 2 ⇒ (10) + 2 = 12
gobo: 1d4 ⇒ 4
Durkly attempts to follow suit with the same, with less luck
gobo: 1d20 + 2 ⇒ (9) + 2 = 11
As does Gomgurt.
gobo: 1d20 + 4 ⇒ (12) + 4 = 16
Hooch, also lept to his feet, again drawing a wolf bite, and struck back
wolf A00: 1d20 + 1 ⇒ (6) + 1 = 7
wolf A00: 1d20 + 1 ⇒ (4) + 1 = 5
gobo: 1d20 + 2 ⇒ (7) + 2 = 9
while the last two goblins tried to get some distance to bring their bows to use.

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Shaking her head at the spectacle before her, Evanora spits a curse at the final pup. "Oooh. You've been a bad bad dog!". Thinking herself immensely hilarious, she continues to cackle.
will save for the final wolf, and it continues for the other two

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The summoner and the Eidolon both position themselves!
Both double move.

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Chalmers, now set in a flanking position with Aurax on the blue wolf, slams his warhammer down. For you shall know no rest, beast of the field, when the lady claims you. For it is not your way, but is the circle of life ending and beginning again!
Attack, bless, flank: 1d20 + 4 + 1 + 2 ⇒ (10) + 4 + 1 + 2 = 17
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

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Zot looks upon the spectacle before him, contemplating on what to do. It was a fun mix of goofiness and tumble fun from the look of it. The blessing from his divine patron definitely manifests itself in strange ways. He would reach into his belt and take hold of his light mace, but otherwise remained defensive, unsure of what was to happen next...
Not sure if it was included or not (not sure if it would matter) but the goblins benefit from Zot's Bless as well! Otherwise, Zot's standard action is to take a Full Defense action as his standard and to arm himself with his light mace as a move action.

TheTimmah |

Sorry again everyone. Life has been a little hectic, moving my brother has taken more of my time than expected, and I lost a day. Back to your regularly scheduled melee
Chalmer's strike was enough to bring low the one wolf
green will: 1d20 + 1 ⇒ (2) + 1 = 3
and green is now also hexed.
Green goes to bite Talion
bite: 1d20 + 1 ⇒ (4) + 1 = 5
bite: 1d20 + 1 ⇒ (17) + 1 = 18
Red goes to bite Hooch
bite: 1d20 + 1 ⇒ (17) + 1 = 18
bite: 1d20 + 1 ⇒ (3) + 1 = 4
and the gobos go back to being malicious and violent little beasties
Blonoze
gobo: 1d20 + 3 ⇒ (1) + 3 = 4
Durkly
gobo: 1d20 + 3 ⇒ (3) + 3 = 6
Gomgurt
gobo: 1d20 + 3 ⇒ (7) + 3 = 10
Hooch
gobo: 1d20 + 3 ⇒ (18) + 3 = 21
gobo: 1d4 ⇒ 2
Pickle
gobo: 1d20 + 3 ⇒ (10) + 3 = 13
Pickle
bow: 1d20 + 5 ⇒ (11) + 5 = 16
bow: 1d4 ⇒ 3
Skimbleshanks
bow: 1d20 + 5 ⇒ (6) + 5 = 11

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Evanora looks around at the mayhem and continues to cackle. The wolves bumbling over themselves beings her a certain amount of satisfaction. Seeing that she already has all of the doggies hexed, she is surprised that they have not yet fallen. Looking to red, surrounded only by goblins, she blows a kiss at him.
daze W16 save or take no action next round.

Aurax, the Astral Dragon |

@All players: we are all up!
@Evanora: Daze only works on humanoids.
Aurax charges and bites the next wolf!
bite, flank, charge : 1d20 + 2 + 2 + 3 ⇒ (8) + 2 + 2 + 3 = 151d6 + 1 ⇒ (4) + 1 = 5

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Shirin shoots her Light Crossbow at the wolf that Aurax is fighting.
ranged : 1d20 + 3 ⇒ (14) + 3 = 171d8 ⇒ 7

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Chalmers, seeing Aurax close with the nearest wolf, does the same - although with slightly more reserve than the dragon took. He slams the warhammer into the wolf with authority.
Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

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Sorry for the delay, I've also been dealing with more health issues post-COVID and been in and out of doc appointments all week. Finally get back and I'm looking over my character sheet and I'm missing half my equipment (mostly combat) and trying to make sense of all of it. I've got Bless out but can't seem to find much else to do. Zot will continue to goof around and will save correcting my character sheet till after the combat.
Zot looks upon the mahen, his cooking materials still in hand. He runs up to Chalmer's side and attempts to clang his cooking ladle against his pan hoping to cause a distraction while also trying to make a beat for the others to fight to!
Aid Another: 1d20 + 1 ⇒ (12) + 1 = 13 Using Aid Another on the Red Wolf, DC 10 without mods in the hopes of granting a +2 bonus to one of Zot's allies.

GM Nowruz |

You have decimated all but one wolf with your bolts and weapon but one remains that now attacks Talion ... but the wolf is now clearly intimidated and slips!!
bite: 1d20 + 1 ⇒ (2) + 1 = 31d4 - 1 ⇒ (2) - 1 = 1
trip if bite: 1d20 - 1 ⇒ (19) - 1 = 18
~
Initiative
Talion
Zot Trouvaelir
Chalmers the Redeemer
Evanora Alaenree
Wolf
BOLD is up!

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"Oh, there's only one left. Can we not keep just this one? No? Well then, Snookums, go help them. Attack. Ahahaha!"
last wolf should still be hexed with misfortune. Roll twice and take the lower result. If I'm mistaken, will dc 16 as she eyes him down. Otherwise, she will cackle to keep it going.
Snookums bite: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
damage: 1d3 - 1 ⇒ (3) - 1 = 2
+2 for flanking with Talion
Poison (Ex)
Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

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Chalmers snarls at the remaining wolf, dropping his hammer again on the creature, attempting to end its miserable existance and send it to the boneyard...
Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

GM Nowruz |

The Goblins, upon seeing the slain wolves, begin wailing and crying. They seem to have a connection with the wolves of this area. They are morose and draggy the rest of the day. By mid day you reach Harvest's End.
The village of Harvest’s End is a quiet place. Traveling merchants in colorful garb are easily distinguished from the locals, who dress in woolen clothes of drab browns, greens, and grays. There are no sounds of laughter or play here.
Fishermen put their catch out for display, while others congregate in small groups and whispered conversations. Smoke rises from the chimneys of uniform but well constructed buildings, most of which are surrounded by small white picket fences.

GM Nowruz |

You talk to a couple of people in town and hear that that the only ferry across the river is run by a Troll named Rimetusk.
You can make Diplomacy to gather information or Knowledge: Local.
If anything bad happens to Rimetusk, the entire village will suffer reprisals from the jadwiga Elvanna once the regional tax collector finds out.
Rimetusk is not supposed to impede legitimate commerce, but he sometimes does to exert his authority.
The ice troll was corrupt before he had power but is now unscrupulous in his crookedness. He’s been known to skim off the top of what he turns over to tax collectors dispatched by the jadwiga Elvanna. He’s also known to take the occasional bribe.
Rimetusk can’t stand humans who don’t know their place (which is beneath him, of course), but he sincerely respects anyone who can best him in a feat of strength, especially wrestling.

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Chalmers grins a toothy grin at the person Evanora is speaking to, Troll eh? I'm interested - few enough trolls out there worth talking to. I'd like to meet him and offer him a chance at salvations from the eternal gibbering of Groetius beyond my Lady's home.
Diplomacy, Aid: 1d20 + 0 ⇒ (1) + 0 = 1

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Zot, having finally found their way to civilization, takes no pause before heading towards the local place of social gathering. He attempts to familiarize himself with the locals, using his familiarity with food to help break the ice towards more information.
Diplomacy: 1d20 + 6 ⇒ (9) + 6 = 15 (+1 if dealing with anything or anyone who would find Zot attractive!)
"Oh goodness! A Troll no less, any idea of what kind of things make Troll stomach's happy? Humanoid flesh can't be the only thing, perhaps I could figure something out to help keep this troll peaceful to our passing?" Zot pondered...
Profession: Cook: 1d20 + 11 ⇒ (5) + 11 = 16 (rolling ahead of time if it matters or not...

GM Nowruz |

The townsfolk eye you suspiciously as you pass through the village but some obviously find Zot attractive! So they have no problem directing you to the ferry while you potentially prepare salvation and food for the troll.
You arrive and see that Rimetusk is a large, long-limbed, blue-skinned creature with a huge nose and bigger tusks.
Rimetusk is a troll! But looks somewhat runty for a Troll.
Rimetusk eyes you greedily, but snorts and shakes his head when you ask for crossing. "Nope. Not crossin'." he says, crossing his arms.

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You are the one they call Rimetusk? We require passage, perhaps for a small fee we can work this out? Or Zot here will cook you something special in exchange? the militant half-orc asks as nicely as possible...
Diplomacy: 1d20 ⇒ 4

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Evanora smiles affectionately at the troll. "Now, Rimetusk, we are paying customers. You're not interfering with legitimate commerce, now are you? What is it that is keeping your from wanting to cross those little ole river. Perhaps we could help you out."

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oooh.
Evanora sweeps her hand along the group of goblins and whispers, "We have slaves to sell ole Rhimey. We have a very particular buyer with very specific needs."

GM Nowruz |

Suddenly, one of the goblins jumps in after Evanra’s lie.
“Nooo!!! We play a significant role Rimetusk!! Irrisen law views us as citizens with the same rights and privileges as humans!! We’re no slaves!! Liar!!!!“ the goblin shouts.
The goblin is correct.
Despite the letter of the law, however, belief in equality among the nation’s monstrous races becomes more abstract the farther one gets from Whitethrone.
You can make a diplomacy check to calm down the goblin. :-)
will without modifier : 1d20 ⇒ 11
The troll is little bit confused for a couple of seconds but then he looks at the elven woman and nods!
“Of course!!“
And he looks at the goblin and shakes his head.
“Stop typical goblin talk!!“
You are free to cross afterwards.

GM Nowruz |

You are almost free and clear of Irrisen.
With the Rimeflow miles behind you, you’re ready to turn west to cross over into Hagreach, the easternmost portion of the Lands of the Linnorm Kings, and your final destination of Trollheim.
The planned route through a stretch of wooded land is intended to keep you out of sight from the wandering patrols of either nation. Unfortunately, the Witch Queen and her children guard the border well.
Natural trails wind through these woods, allowing passage through the thickets and shrubs. A sudden opening reveals a little house, no larger than a small child’s tree fort, built atop bundled tree branches lashed together like stilts or legs. The woodwork on the exterior of the house is exquisite, almost delicate in its craftsmanship. The only entrance to this small, one room structure is an open doorway facing west.
This small house is the residence of one of the many guardians of Irrisen’s border. You recall legends telling of small, chicken-legged houses inhabited by porcelain dolls, created from the souls of stolen children and fashioned in the likenesses of ugly, white-haired crones. These dolls supposedly sit and watch Irrisen’s western border, and many tales say they walk the land at night with murderous intent.

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Zot was all prepared to attempt bartering with the Troll, though instead finds himself very impressed with his elven ally's smooth words. Once past the bridge he leans in and offers them their choice of the feast he cooks in the coming nights as a token of gratitude.
As the group travels onward he attempts to keep note of what their agent had told them many times before. He didn't feel all too comfortable about the place and was otherwise untrusting.
Know: Local: 1d20 ⇒ 8
Aside from the warnings given, he wasn't fully aware of this area and didn't know what to do, defaulting to the others for their wisdom and guidance. "Best we stay on foot, though we may very well may wish to keep a silent foot about us. What say you all?" Zot would question quietly.

GM Nowruz |

What do you do? See map.
Even in the daytime, the forest canopy filters all but dim light, and you can imagine that at night even the moonlight doesn’t penetrate the foliage overhead.
The dense trees themselves offer cover; any square marked with trees should be considered to have shrubs and thickets at its base.

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Chalmers unslings the cold iron warhammer from his belt, cautiously advancing to the right and maintaining an even distance from Talion. He nods at the others to continue to approach, hoping they'll not be noticed from the strange hut, but prepared for what may come.

GM Nowruz |

Perc(Chalmers): 1d20 + 3 ⇒ (17) + 3 = 20
Perc(Evanora): 1d20 + 3 ⇒ (2) + 3 = 5
Perc(Shirin): 1d20 + 3 ⇒ (2) + 3 = 5
Perc (Aurax): 1d20 + 4 ⇒ (20) + 4 = 24
Perc (Talion): 1d20 + 5 ⇒ (11) + 5 = 16
Perc(Zot): 1d20 + 5 ⇒ (6) + 5 = 11 Perc(): 1d20 ⇒ 9
Charmers, you see a porcelain doll that resides in this hut.
Well, it sits in the small chair in the center of the hut. It sits perfectly still, creepily watching the landscape through the hut’s door.

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Upon entering the clearing, Evanora pauses. Thinking of Baba Yaga. Thinking of her grandmother. Shaking her head, she casts mage armor on herself.
One can never be too careful
She then moves closer to the clearing, but under the foliage if a tree.

GM Nowruz |

perception : 1d20 + 3 ⇒ (10) + 3 = 13
Vs
c,e,t,z : 4d20 ⇒ (10, 9, 19, 20) = 58
You are starting to sneak when suddenly Evanora and Chalmers step on dry wood!! And the puppet is suddenly moving its head in your direction.
~
Ini(Chalmers): 1d20 + 1 ⇒ (2) + 1 = 3
Ini(Evanora): 1d20 + 9 ⇒ (16) + 9 = 25
Init(Talion): 1d20 + 4 ⇒ (15) + 4 = 19
Init(Zot): 1d20 - 1 ⇒ (5) - 1 = 4
puppet : 1d20 + 6 ⇒ (18) + 6 = 24
~
Initiative
Evanora
Puppet
Talion
Zot
Chalmers
Bold may act!!

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Evanora touches Talion's shoulder and whispers, "Smash her."
casts guidance. +1 to his next roll.
Evanora then tried to fade away into the foliage, taking cover behind a tree, and trying to hide.
stealth: 1d20 + 3 ⇒ (10) + 3 = 13

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Just as Evanora guides Talion, Zot does the same for Chalmers. "We are so close, let us make swift work of this and have a drink to look forward to, heh?"
Cast Guidance. +1 competence bonus on a single attack roll, saving throw, or skill check. Zot will then keep pace with Chalmers so as to keep within 10 feet of them.