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The man's weapon's connects but fails to do any damage due to her werewolf hybrid form (DR 5/Silver).
@phaeton_nz: How does green attack? Does he have a reach weapon or is he using a ranged weapon? My character has reach with her pole-arm so the attack might provoke depending on what it is. Of course it is possible that the map is not properly updated.

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He steps up to you .. so will Red on his turn - and no - I didn't update the map - my bad

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Well I'm wondering where the druid and his pet are gone as I'm on the last one to play and they didn't appear on the map. Invisible?
The wizard steps drawing his pistol, infuses it with magic and fires towards the blue one.
Pistol +1: 1d20 + 7 ⇒ (16) + 7 = 23
Damage, flaming: 1d6 + 2 + 1d6 ⇒ (2) + 2 + (2) = 6

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The druid and Fluffy's tokens have been added to the map
(Blue: -14, Theodorus: -21)
Red steps up and attacks Rogarch
ls: 1d20 + 8 ⇒ (9) + 8 = 17 dam: 1d8 + 3 ⇒ (1) + 3 = 4 (not silvered)
--- Round 2 ---
Beshmet, Deevan, and Dorrion are up

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Fluffy does a full attack on blue.
Bite Attack: 1d20 + 8 ⇒ (7) + 8 = 15 Damage: 1d6 + 7 ⇒ (2) + 7 = 9
Claw Attack: 1d20 + 8 ⇒ (20) + 8 = 28 Damage: 1d4 + 5 ⇒ (4) + 5 = 9
Claw Attack: 1d20 + 8 ⇒ (20) + 8 = 28 Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Beshmet slings a stone at Theodorus.
Attack: 1d20 + 5 ⇒ (3) + 5 = 8 Damage: 1d3 + 1 ⇒ (3) + 1 = 4

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Blue finds that attack completely unbearable and is out of the fight.
Google Slides will not load at the moment so I cannot take him off the map

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Blue finds that attack completely unbearable and is out of the fight.
Consider yourself to have dice thrown at you.
Devaan will suggest to Green that he chill out.
Ray of Frost: 1d20 + 3 ⇒ (10) + 3 = 13 vs. touch
Cold Damage: 1d3 + 1 ⇒ (1) + 1 = 2

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I deserved that :) :) :)
((Theodorus: -21, Green: -2))
((Waiting on Dorrian))

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Theodorus takes a five foot step back, activates Bane(Shapechangers) on his bow and shoots Rogarch
bow: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 dam: 1d8 + 2 + 2 + 2d6 ⇒ (5) + 2 + 2 + (3, 6) = 18 (silvered)
Allanen and Rogarch are up

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@phaeton_nz - How exactly is Theodorus taking a 5' step through a forest square? If he can then fine but otherwise his movement would provoke.

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Good point - yes, that would provoke

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Rogarch attempts to bring down the hammer a second time as Theodorus attempts to rustle through the woods.
To hit, Rage, Power Attack: 1d20 + 8 + 2 - 1 ⇒ (17) + 8 + 2 - 1 = 26
Damage,Rage,Power Attack: 1d12 + 6 + 3 + 3 ⇒ (8) + 6 + 3 + 3 = 20
Hopefully that will knock him out and prevent all that nasty bow damage! I will take my turn after I find out the results of that attack.

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((Theodorus: -41, Green: -2))
That nearly takes him out .... but not quite. He fires while teetering on his feet.

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Rogarch reels from the mighty blow. Her rage continues but she steps backs, shifts her lucerne hammer so that she is holding it with her left hand instead of wielding it with both hands and then draws her wand of magic missile. With a word of power she unloads three missiles into Theodorus.
Magic Missile, CL 5: 3d4 + 3 ⇒ (2, 3, 3) + 3 = 11
As spell trigger items do not require concentration I believe that she would be able to activate it while raging. This snippet of information about wands not requiring concentration is in the combat section of all places. If you disagree with my reasoning we can always have her drop out of rage at the beginning of her turn instead. :)

Helping Hand |

Helping Hand looks on with shock at her mistress' wounds. He taps her for good luck as the battle continues.
Guidance cast.

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Al's life link heals Rogarch 5 and anyone else who is down more than 5 as well. I need to know who all gets healing so I can take off my health.
He then hexes Green again Accursed Hex with his sleep hex. Will save DC 18
You there, just lay down and be safe. You don't want to be bear food.

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Rogarch nods to the Shaman in thanks as her wounds begin to close again.
The Life Link hex is actually pretty good. I am glad to see a Shaman build in action. They are pretty rare in my experience. :)

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And since Theodorus only had one hit point left, that takes him out of the fight - permanently
green will: 1d20 + 2 ⇒ (11) + 2 = 13
Green collapses on the ground as well and starts snoring. With him asleep Waze is up. Red looks a bit worried even though he hasn't been touched yet.

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The wizard reloads as swift action before to move and fires towards the red one.
Pistol +1:1d20 + 7 ⇒ (7) + 7 = 14 vs touch AC
Damage, flaming: 1d6 + 2 + 1d6 ⇒ (5) + 2 + (6) = 13

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Red takes damage (-13) and decides to stand to take down what he has been told are evil creatures.
He takes a five foot step towards Rogarth and power attacks
ls: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13 dam: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13 (not silvered)
Everyone is up.

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Once again, the wizard reloads his gun and fires.
Pistol +1: 1d20 + 7 ⇒ (16) + 7 = 23
Damage, flaming: 1d6 + 2 + 1d6 ⇒ (2) + 2 + (5) = 9

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"It may be best for you to leave before this happens to you."
Delay, not that it matters with only one opponent.

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Rogarch and anyone else down more than 5 heals 5 again.
With more incoming damage from his Life Link Allanen decides to heal himself.
Might I recommend we subdue these ill informed attackers? Allanen suggests.
Healing Hex: 2d8 + 5 ⇒ (6, 2) + 5 = 13

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The Life Link hex is actually pretty good. I am glad to see a Shaman build in action. They are pretty rare in my experience. :)
I agree they are rare. Allanen is somewhat modeled after Gabe from Hellboy, if the references were not obvious. He is mostly non-violent, but don't piss him off or he might breath acid on you. :)

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Rogarch's wounds continue to close. Her rage continues and she steps back, places her wand in a handy pocket, grips her weapon again in both hands and attempts to club her attacker (Red) to death.
to hit,Rage,Guidance,Power Attack: 1d20 + 8 + 2 + 1 - 1 ⇒ (9) + 8 + 2 + 1 - 1 = 19
Damage,Rage, Power Attack: 1d12 + 6 + 3 + 3 ⇒ (8) + 6 + 3 + 3 = 20
@Allanen - This character does not coddle people that try to kill her and refuse to stand down. Especially during a rage! :)

Helping Hand |

Helping Hand taps Rogarch for luck.
Guidance cast.

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And Red is also out of the fight.
--- Combat Over ---
Theodorus has the following: oil of magic weapon; +1 chain shirt, mwk composite longbow (+1 Str) with 20 cold iron arrows and 30 silver arrows, longbow, mwk wooden stake, iron holy symbol of Abadar, spell component pouch, 5 gp
The guards have (x3): potion of cure light wounds; mwk chainmail, heavy steel shield, mwk battleaxe, sap, sling with 10 bullets, wooden stake, 2 gp
So ,,, what now?

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Rogarch falls out of rage and quickly secures the sleeping person with a rope to ensure that combat will not resume when he wakes up. She then snags the oil of magic weapon and a potion of cure light wounds.
"Can anyone make use of this stuff? The potions at least can be helpful."
If someone does not actually claim it now it will be available latter as party treasure. My characters leave nothing behind. :)
She turns to Allanen.
"Perhaps you can help me with my (Cure Light Wounds) wand? I can usually force it to do what I want but clearly you have a talent for healing."
I am assuming that we want to speak to the man that we spared. He probably knows little but it is always best to ask. :)

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Rogarch turns around as Beshmet heals her.
"Thanks. That should do it for now. I think."
The Bloodrager chews down on a Blood Boiling Pill.
"I could have been a bit faster on the draw. This should help. I think."
Blood Boiling Pill (Alchemical bonus):+2 Initiative, +2 saves vs. Cold, 1.5 times Bleed effects, duration: 8 hours.

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Allanen will channel once as multiple people/pets are wounded.
Channel Positive: 3d6 ⇒ (1, 3, 3) = 7

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Once you are all healed up etc, you continue on.
Crumbling tombs and moss-covered gravestones stretch out along the northern and southern sides of the path. To the east, the way narrows and splits, plunging into thicker brambles and dense undergrowth. At the center of the fork in the road, a group of small, glowing creatures carry the bloodied and inert body of a regal woman in silvery armor, whisking her away into the gloaming woods.
A disheveled woman in dented armor and a feathered cloak hobbles after the group, crying out to them. Her golden hair is a tangle of knots and twigs, and blood seeps from numerous cuts across her dirt-covered skin. Cybelle! No! Bring her back!
She reaches out a trembling hand, and feathers start appearing on her arm. A sharp cry of pain escapes her as she shudders. Her arm goes limp at her side, and the feathers vanish.
She then sees you all and turns to you.
Overwhelmed by exhaustion, the woman collapses to her knees and sobs. Please, help! Those little fiends stole my daughter, Cybelle. They’re in league with that terrible will-o’-wisp. Please save her!

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Well, ladies and gentlemen, I think we've got a new task here.

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"Indeed. Let us use our new found senses to follow the trail of these strange creatures."
The warrior grabs the master work bow and ten arrows (5 silver and 5 cold iron) from the party stash of treasure. She secures the bow and half-quiver on her side but it is clear that she still favours her rather large hammer.
Just a note that Rogarch has retrieved her rope before leaving the last scene. You never know when you will need a good piece of rope! :)

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If we are to help this lady then we must be swift. Allanen states as he uses his Fly hex to begin flying. Speed 40
Any knowledge skills to recognize any of these creatures.

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Knowledge Nature will tell you they were once Lurkers in Light but they have been mutated to have an affinity for shadows's instead.
This section is run as a chase. . As you progress in the chase, you periodically see parts of the moonlit trail leading you to the Glade of Silver Sparks.
Chase obstacles are on the slides.
First obstacle is the Bramble patch. A thick growth of thorny brambles
obstructs the area where the lurkers fled. Roll the checks suggested or anything innovated to get through.
Rules: The chase below consists of a series of obstacles. For each obstacle encountered, a PC can either attempt a check or use one of their abilities, such as casting a spell. At least one PC must attempt a check for each obstacle. Use the highest modified result among the PCs as the base result, and consider any other score above 10 to be a successful aid other action, adding a +2 bonus to the total for each. If a PC uses a relevant spell to deal with an obstacle, such as gust of wind to clear out gas or burning hands to torch webs, grant the highest check result a bonus between +2 and +4. Compare this total result to the obstacle’s DC to determine whether the PCs successfully overcome that obstacle.
The chase assumes a baseline movement speed of 30 feet. PCs with a movement speed slower than 20 feet take a –2 penalty on all of their checks during the chase. PCs with a movement speed above 30 feet, such as the speed increase granted from wolf form, gain a +2 bonus on all of their skill checks for every 10 feet that their movement speed is greater than 30 feet.
The PCs can also use spells and abilities with a sufficiently long duration to augment their abilities, providing themselves with mechanical bonuses to their checks. Spells or abilities with a duration of 1 minute per level confer their benefits for one obstacle. If the PCs use spells or abilities with a duration of 10 minutes per level or longer, they receive their benefits for the entire chase. For example, a PC who casts longstrider would increase her movement speed for all of the obstacles. If the PCs fail to overcome an obstacle, they evertheless progress to the next obstacle, but repeated failure has consequences
I hope that answers your inevitable questions :)

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Sounds like the PCs stay together. I have done most other chases where this is not the case. One time this resulted in only my rogue catching a werewolf and the rest of the party showing up 3 or 4 rounds later. By then said rogue needed help turning that werewolf loose. lol Your instructions do not include doing two steps at once. Is that a possibility? And how do abilities like fly or swim speed for one PC impact the DC for the group?

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Rogarch form begins to quickly shift turning into a rather large silver wolf. The canine turns towards the full moon and lets out an involuntary
howl. She then sets on the task of picking her way through the bramble patch.
Dexterity DC 22, 50' movement: 1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20

Helping Hand |

Helping Hand climbs around her mistress as she shifts resting at last on her back. He holds on to Rogarch's furry back and taps her for luck.
Guidance cast.

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Allanen, in flying hybrid form attempts to help Rogarch from the air. He calls our where he can see that the brambles are not as thick and tries to guide the group.
Perception?: 1d20 + 17 ⇒ (14) + 17 = 31 Hope that is good for at least a +2 :)

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As he's not very quick usually the wizard changes his shape for the wolf one to move faster.
Dexterity DC 22: 1d20 + 3 + 4 ⇒ (16) + 3 + 4 = 23

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With little hope of keeping up on two legs, Devaan will shift to wolf form as well.
Dexterity DC 22: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19

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I see a success and several aids
The PCs negotiate the brambles without difficulty. Those that are flying are able to aid those that are not, giving a bonus to the group. On the other side of the thicket, large patches of quicksand dot the marshland, making passage through the swamp treacherous.

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The wizard in wolverine form tries then to jump over the quicksand.
Acrobatics: 1d20 + 3 + 4 ⇒ (8) + 3 + 4 = 15