
GM Doug H |

Haggra's chain cracks the pauldron off the armor! Crit; hardness applies then broken
Armor 2 moves forward and attacks William!
Flaming Gauntlet: 1d20 + 12 ⇒ (7) + 12 = 19
B, F: 1d6 + 3 + 1d4 ⇒ (5) + 3 + (4) = 12
More Flaming Gauntlet: 1d20 + 12 - 4 ⇒ (6) + 12 - 4 = 14
Most Flaming Gauntlet: 1d20 + 12 - 8 ⇒ (16) + 12 - 8 = 20
It clobbers the eidolon once! Blood dribbles out of Pugsley's pug-nose too.
★★★
Occupational Hazard Round 2-3
Party Conditions: Weapons drawn
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Domwurd (34/34 HP)
Armor 3 (-13 HP) │ FF this turn, long as in Interi is in reach
Kralgang (33/48 HP)
Interi (49/49 HP)
Haggra (28/44 HP)
Armor 2 (-22 HP) │ Broken
➤ Pugsley (15/27 HP) │ R. Cold 1
⠀⠀➤ William (15/27 HP)
➤ Rixette (56/56 HP) │ Panache
──────────
RECALL KNOWLEDGE:
──────────
DC 25 (crit success), second success by another PC, or DC 17 as second check after first success:
DC 28(crit success), second success by another PC, or DC 20 as second check after first success:

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Domwurd repeats his spell, hurling an arcing jolt of electricity at both suits of armor.
Electric Arc, DC 20 Reflex: 2d4 + 4 ⇒ (2, 4) + 4 = 10
He then whispers a second spell, conjuring a shield of pure force to protect himself. Cast Shield

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Rixette confidently tosses her hatchet at #3 again, certain that this time, it will hit!
+1 Returning Hatchet, confident finisher: 1d20 + 10 ⇒ (14) + 10 = 24
ouch!: 1d6 + 3 + 2d6 ⇒ (5) + 3 + (3, 3) = 14
She then Tumbles through its space to the other side.
Acrobatics to Tumble: 1d20 + 10 ⇒ (13) + 10 = 23
I'm guessing that probably succeeds. If not, she returns to her original spot and there's no extra +2 on the next damage.
She tosses her hatchet again.
+1 Returning Hatchet: 1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 14
ouch!: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9

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Injured William continues his assault into the armor. As the ethereal man does so the large battle axe falls free from Pugsley's back. It clangs to the floor, joining the heap, as it grows strange little legs and stands on its own. The axe runs around the room, chopping at the armor.
Spirit Object (Battle Axe): 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11
William Spectral Spike; Agile: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22
Damage (Piercing): 1d6 + 2 ⇒ (3) + 2 = 5
◆◆ Spirit Object
◆ William Strike
HP 15/27
AC 17 (18 w/ shield) | Resist Cold 1
Spells (1) | (2)
Focus Points 1/1
Hero Points 3/3
William
HP 15/27
AC 19

GM Doug H |

Ref 2: 1d20 + 5 ⇒ (3) + 5 = 8
Ref 3: 1d20 + 5 ⇒ (1) + 5 = 6
Domwurd's arc melts away large potions of metal as both ungainly armors ctitically fail their saves! The broken one clatters to the floor.
Rixette and Pugsley's axes easily finish off the last one.
Out of combat!

GM Doug H |

The shop falls silent. Tonfer holds aloft Ashgrip, now complete.
There it is. Please, inscribe your names on the wood so the hero who carries to Valenhall takes your names with them. He chuckles. And if you ever wanna serve as my apprentices I won't say no; this happens all the time!
Viltydus pops their head in the window. Vying against the forces of the elements themselves to create items of power and myth? Why, one should expect no less, at such a HEROIC forge!
After you're healed by Kralgang's steady hand, meet me outside the schoolhouse, where there's a FUTURE HERO you should meet!
PC with Assurance, no one too badly hurt, and no time limit = handwaive healing you are all to full.

GM Doug H |

The sschoolhouse is a two-story structure that seems large from the outside but is probably cramped for the roughly 300 students who attend.
Viltydus beams at the school’s entrance. “This is my favorite place in town. The potential that radiates from this building is stunning. Many of these young people will become crafters or sailors or scholars, but some will become true heroes. One particular student with real talent and tenacity has caught my attention. Bjensen is a young man, an ulfen born here in Port Valen. A natural athlete with a penchant for brash and daring feats fo strength! He wishes to become a warrior, but his father was a bullying brute who left on a longship and never returned, and this has had a profound impact on his attitude… in a bad way. He is a talented fighter, and interested in travel — like many HEROES!
He needs positive role models! Ones who can inspire him! Who better than Pathfinders! I task you to inspire this individual to realize their destiny as a HERO!
The school bell rings and Viltydus winks out of existence. As the schoolyard empties, A young man saunters up to you. Yeah. You look like the ones. He smirks. Viltydus said you'd be here to spar with me, or somethin'? He holds casually a wooden sword in his hand. This is stupid. It feels like detention or something. You don't even look that tough. I can beat up anyone in this school, including the teachers! He pauses. I mean I don't ACTUALLY do that, but I COULD!
Art on slide 1
Bjensen seems resistant to heroic training; you must pique his interest and show that you're knowledgeable heroes.
• You can demonstrate your athletic skills with a DC 18 Diplomacy, Acrobatics, or Athletics check; or a DC 15 Gladiatorial Lore check
• You can appeal to his interest in travel and exploration with a DC 20 Society, Survival, or Lore about distant places or settlements.
Successive checks using same skill take a cumulative –2 penalty, as the student becomes harder to reach with a repeated approach. You will need more than half the party to succeed at these checks to pique his interests.

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"Being tough is good, but the Waiting Void eventually comes for even the toughest. You must be strong of arm and quick of mind as well. Observe."
Athletics to trip: 1d20 + 11 ⇒ (3) + 11 = 14
Athletics to trip (Hero Point): 1d20 + 11 ⇒ (13) + 11 = 24
In a flash, Interi darts forward, sweeping the young man off his feet and catching him before he can hit the ground. They lift him back onto his feet and take a step back. "Without focus, your toughness will not help you. With knowledge and practice, however, you can do anything."

GM Doug H |

Bjensen gets to his feet. Heh, cheap shot! Nonetheless he looks like he's having second thoughts about your group being pushovers.

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Haggra pulls out his notepad, and cross-references what he knows about everyone, and their dossiers. He suggests an order to how the team go about their impressing. See discussion
Always a team player, Haggra goes out of his comfort area talking about gladitorial styles and the like. While he is not particularly happy about fighting, he knows more about it than he'd like.
Gladitorial Lore: 1d20 + 6 ⇒ (12) + 6 = 18
+1 if he has a minute to pursue a lead, perhaps while Interi is doing his sparring
Ok, cool. I guess that is moot.

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"I have no doubt about your physical strength, even if Interi is being tricky," Domwurd says to Bjensen. He leans on his staff, making no move to spar. "But the physical part is the easy part. If you want a true challenge, it is one of the mind and of the soul. You may have the strength to slay foes, like a farmer with a scythe in a wheat field. But do you have the wisdom to know when you should bring in the harvest?"
Diplomacy vs DC 18: 1d20 + 10 ⇒ (11) + 10 = 21
Thinking the analogy might not land as he'd like, the shoony mage adds, "My point is that it's a complicated world we live in. Sometimes the hardest job is to know when the sword should stay in the sheath. That, I would say, is where you can truly prove yourself to be a hero."

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"I have lived many lives and travelled the world far and wide and learned many different cultures have many different reasons for declaring heroism and beliefs about what will earn them a prestigious position in the afterlife (he proceeds to site several obscure examples at length). In the end, such mortal arrogance all comes to nothing, as only the Lady of Bones may judge your worth when all is said and done, and she cares not for your wishes and dreams."
Society: 1d20 + 11 ⇒ (6) + 11 = 17

GM Doug H |

Whoah, you guys get to fight in gladiator arenas? I always liked the scythe when pa made me help in the fields; it does a ton of damage if you swing it right. His jaw drops as he listens to Kralgang and Interi. That's… mega grim. Awesome.
It looks like you've piqued his interest in what you have to offer!
Maybe you DO know how to fight! A footrace sounds good, Mr. Puglsley — try to beat me!
He takes off at a sprint!
Each PC can attempt this check; you need tp make a DC 17 Fort save to keep pace!

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Haggra sighs and follows, but cannot keep up.
Fort dc17: 1d20 + 7 ⇒ (8) + 7 = 15

GM Doug H |

Bjensen listens carefully to the wisdom of his heroic elders, making sure to remember of all the new swears. He practices every one of them silently and seems to have a special regard for "Mr. Pugsley." Success!
Awesome. The race ended next to a narrow ravine with a stream at the bottom; it's full of effluent from town. Laying across the top is a fungus-covered old log. It looks very slippery. See that log crossing the stream? We call it the "Bridge of Doom." Barely anyone is brave enough to walk across it, but I am. I have a dare to cross it again tomorrow… walking on my HANDS. It's gonna be epic. You Pathfinders got any pointers?
You can make a DC 17 Reflex save to show your hand-walking abilities!

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”Take it slow and easy. Safety first. ”
reflex DC17: 1d20 + 7 ⇒ (16) + 7 = 23
Haggra carefully demonstrates the technique to the boy. Methodically and carefully.

GM Doug H |

OK. I never thought of it that way. The young man walks on his hands across the log, just like Haggra showed him. He's out of breath by the time he's across. It's hard to maintain form when going to slow, but I think it'll save me from a slip. It's all about endurance.
Having crossed the ravine, he pulls out the practice sword. Alright. Now it's the best part! Sparring! He slaps the flat of the sword against his palm. Let's see if you have any tricks to show me — he looks at Interi — and I'm watching this time!
Need a melee attack roll vs DC 17. If you miss he will have a rejoinder.

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Haggra sits back and waits for Intiri.
He does plan his strategem, however.
+1 striking cold iron spiked chain, Strategem: 1d20 + 11 ⇒ (19) + 11 = 30
He is satisfied. If Interi cannot impress, he will.

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Interi watches, carefully, moving slowly and methodically around the boy until he spots a moment of impatience, then strikes, grabbing for the boy's ankle once again!
Melee attack: 1d20 + 11 ⇒ (17) + 11 = 28
"Do not let your rush to be a hero prevent you from doing so. The moment comes in its own time."

GM Doug H |

GAH!
Alright. So the lessons are to be patient, know when not to strike, endure with good form, and that heroism will come at its own time. I’m sensing a theme here.
The you g man turns serious. Joking aside, this is the opposite of what my father taught me… He is silent for a moment. I'll try to take these tings to heart. Thank you.
Now, I gotta go do algebra homework. If I don't finish it Mrs. Signe’s gonna kill me before Waiting Void ever can!
★★★
On the way back to the lodge you see Viltydus leaning against a tree. They wear a Dancing Scarf, and unfurl it and hand it to Rixette. Any of you but Rixette is trained in Perform
HEROICALY done, heroes! Exceptional! I can tell that you've given Bjensen some things to think about! He'll be in Valenhall one day, I know it!
Will move us on a bit leter this morning

GM Doug H |

All is quiet until after dinner, which you eat in the lodge. A bird flies in amd lands on the table centerpiece. It tweets in common, then flies away: "Chirp! HEROES! Chirp! Meet me on the path to the Forest of Trials. Yes — chirp! consider this an "order," Haggra! Chirp!"
No time to lose! You head out. The forest is pitch black, but you find a torchlit glade ahead The fey guardian stands there holding a torch in their hand, and inspect the ground, which is full of broken branches, scuffed dirt, and spatters of dried blood.
Viltydus lets out a deep, slow sigh. “My life’s purpose is to prepare heroes to enter the forest, to guide them to victory. Sometimes, though, the forest proves too dangerous. For every warrior who finds their way to Valenhall, a dozen others fall before they reach their goal. I sense one has fallen this night. Pathfinders, your task is to recover the one whom the forest has felled. Bring them home alive if they can be saved. Return their remains for final services if they cannot.”
Move as fast as you can!
The full moon is hidden behind thick clouds, meaning it's putch dark right now. Maybe it will clear up in time, but those of you who can't see in the dark need light. After you resolve this, anyone can make a DC 18 Perception or Survival check. DC 15 Scouting lore would work, or Forest Lore at a DC 18 I say (not quite approprite as Scouting).

GM Doug H |

Tjolfor the Bruised. Look at all the blood and destruction here. If you haven't guessed yet, he's a powerful barbarian.

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Kralgang will loan his wayfinder to anyone who needs light.
He makes Tjolfor the Bruised the subject of his investigation and squints off into the darkness as they proceed.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Hero Point!: 1d20 + 7 ⇒ (6) + 7 = 13
The choking darkness of the forest foils even Kralgang's supernatural senses.

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Haggra also takes a moment to make Tjolfor the Bruised his lead.
"You should all have a Wayfinder by now, right? Janira was handing those out recently like they were candy!"
Forest Lore DC18, lead: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Gah! Can't have BOTH investigators failing.
Forest Lore DC18, lead: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
Much better
Haggra starts by following Kralgang's lead, when he suddenly realizes that those footprints the other hobgoblin were following were not large enough to be their target. He then backtracks, using his knowledge of the forest to find a path that would be more appropriate for one of their quarry's stature.

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Domwurd solves the light situation for himself by speaking a command word to activate the magic of his wayfinder.
Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Not being adept at finding tracks, he opts to follow Haggra.

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Interi activates the wayfinder at their hip, then joins their allies in looking for signs of their quarry.
Survival: 1d20 + 8 ⇒ (20) + 8 = 28

GM Doug H |

Interi knows the woods as if they were born here. Perhaps long ago they were here.
Haggra follows very closely behind.
You trudge through the forest for about 30 minutes. Appearing ahead is a powerfully-built ulfen man, tied to a tree. He's covered in dozens of bite marks, which ooze blood. The bodies of dozens of bat-like creatures lie scattered at his feet. When he sees you approach, he screams: Stay back! I been bit! I tied myself here so when the CHANGE comes I won't hurt no one! The moon's fu—
Chittering up in the treetops… wings flap in the leaves… The mak shouts: They're back! Run for yer lives, lest you get moon-cursed like me!
It's too late. Four humanoid-sized, bat-like creatures flit out from the trees. They have oversize fangs, eyes that glow like silver moonlight, and disturbingly human-like faces… they chitter with killing rage!
Interi's Initiative Using Perception: 1d20 + 10 ⇒ (16) + 10 = 26
Kralgang's Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
Rixette's Initiative Using After You (always goes last to gain panache): 1d20 - 100 ⇒ (18) - 100 = -82
Haggra's Initiative: 1d20 + 8 ⇒ (14) + 8 = 22
Domwurd's Initiative: 1d20 + 8 ⇒ (12) + 8 = 20
Were 1: 1d20 + 9 ⇒ (13) + 9 = 22
Were 2: 1d20 + 9 ⇒ (2) + 9 = 11
Were 3: 1d20 + 9 ⇒ (12) + 9 = 21
Were 4: 1d20 + 9 ⇒ (11) + 9 = 20
★★★
Werewolves of Valen Round 1
Party Conditions: Weapons drawn
Terrain: Pitch black (clouds cover the moon for now). Bushes difficult terrain; bushes/trees provide cover.
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Interi (49/49 HP)
Bat 1 (-0 HP)
Pugsley (27/27 HP) │ R. Cold 1
Haggra (44/44 HP)
⠀⠀William (27/27 HP)
Bat 3 (-0 HP)
Domwurd (34/34 HP)
Bat 4 (-0 HP)
Kralgang (48/48 HP)
Bat 2 (-0 HP)
Rixette (56/56 HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:

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"The Void has not come for you yet, Tjolfor. It has come for them." Interi strides forward, positioning themselves between the nearest bat-man and the barbarian tied to the tree. They reach one of their many hands forward, lightning leaping out and arcing toward the two nearest bats.
◆Stride, ◆◆Cast electric arc
Electricity damage to #2 and #3: 2d4 + 3 ⇒ (4, 3) + 3 = 10 DC 18 basic Reflex
↺Attack of Opportunity
Slashing: 2d8 + 4 ⇒ (7, 1) + 4 = 12

GM Doug H |

Ref 2: 1d20 + 10 ⇒ (6) + 10 = 16
Ref 3: 1d20 + 10 ⇒ (3) + 10 = 13
Tjolfor struggles against his bonds. Curses! If only I hadn't tied myself up while ragin' — I'd help ya! Don't let the moon-cursed things bite ya! Indeed, the ropes surround Tjolfor are knoted with dozens of insane loops and cinches. Only a raging barbarian with sailing skills could have done such a thing.
The arc zaps two of the bats good! They flutter in the air, screeching in pain and fury.
SQWEEEEEK!
Bat 1 flutters toward Haggra!
Fangs: 1d20 + 10 ⇒ (6) + 10 = 16
Wing, Agile: 1d20 + 10 - 4 ⇒ (5) + 10 - 4 = 11
And fails to do much of anything.
★★★
Werewolves of Valen Round 1
Party Conditions: Weapons drawn
Terrain: Pitch black (clouds cover the moon… for now). Bushes difficult terrain; bushes/trees provide cover.
Battlemap
──────────
BOLD IS UP!:
──────────
Interi (49/49 HP)
Bat 1 (-0 HP)
➤ Haggra (44/44 HP)
➤ Pugsley (27/27 HP) │ R. Cold 1
⠀⠀➤ William (27/27 HP)
Bat 3 (-10 HP)
Domwurd (34/34 HP)
Bat 4 (-0 HP)
Kralgang (48/48 HP)
Bat 2 (-10 HP)
Rixette (56/56 HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:

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Pugsley reaches out as a trio of chilled orbs fling across the forest into the humanoid bat-like creatures. He ducks as several of the bats flap and screech over head, hidden in the darkness. "What happens if we get bit!?" William swats and dives all around Pugsley protecting him from the unseen.
Magic Missile: 3d4 + 3 ⇒ (4, 3, 1) + 3 = 11
◆◆◆ Magic Missile (Target #1)
HP 15/27
AC 17 (18 w/ shield) | Resist Cold 1
Spells (1) Magic Missile | (2)
Focus Points 1/1
Hero Points 3/3
William
HP 15/27
AC 19

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Haggra devises his plan against #1.
+1 striking cold iron spiked chain, Strategem: 1d20 + 11 ⇒ (15) + 11 = 26
free recall knowledge Nature: 1d20 + 6 ⇒ (14) + 6 = 20
"Pugsley, they are werebats, and can infect you if they bite you!"
"You've picked on the wrong adventuring party, bat!"
demoralize vs #1: 1d20 + 10 ⇒ (6) + 10 = 16 If this should actually work, it will not diminish until after my next turn
He then swings his spiked chain.
Slashing Magic Cold Iron, Strategem: 2d8 + 4 ⇒ (8, 4) + 4 = 16

GM Doug H |

The bat is hammered by missile and chain, screeching in pain but still alive — it doesn't;t seem demoralized by Haggra's glare.
Bat 3 flies in at Interi!
Fangs: 1d20 + 10 ⇒ (6) + 10 = 16
Wings: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21
[dice=B]1d6+4[/dice
The sharp little fangs miss, but the wings bludgeon them!
★★★
Werewolves of Valen Round 1
Party Conditions: Weapons drawn
Terrain: Pitch black (clouds cover the moon… for now). Bushes difficult terrain; bushes/trees provide cover.
Battlemap
──────────
BOLD IS UP!:
──────────
Interi (39/49 HP)
Bat 1 (-27 HP)
Haggra (44/44 HP)
Pugsley (27/27 HP) │ R. Cold 1
⠀⠀William (27/27 HP)
Bat 3 (-10 HP)
➤ Domwurd (34/34 HP)
Bat 4 (-0 HP)
Kralgang (48/48 HP)
Bat 2 (-10 HP)
Rixette (56/56 HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:

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Domwurd shivers as he draws upon the stored magic within his staff, recalling a spell he cast earlier. Seeing Interi in potential danger without nearby allies, Domwurd takes a few steps forward and hurls a bolt of electricity!
Sudden Bolt vs 3, DC 20: 4d12 ⇒ (8, 11, 10, 6) = 35

GM Doug H |

1d20 ⇒ 4
Domwurd blows apart the were-bat!
Screee! Bat 4 rushes in to take its fallen friend's place!
Fangs of cursin': 1d20 + 10 ⇒ (7) + 10 = 17
Wings of Beatin': 1d20 + 10 - 4 ⇒ (2) + 10 - 4 = 8
It doesn't do much but chitter!
★★★
Werewolves of Valen Round 1
Party Conditions: Weapons drawn
Terrain: Pitch black (clouds cover the moon… for now). Bushes difficult terrain; bushes/trees provide cover.
Battlemap
──────────
BOLD IS UP!:
──────────
Interi (39/49 HP)
Bat 1 (-27 HP)
Haggra (44/44 HP)
Pugsley (27/27 HP) │ R. Cold 1
⠀⠀William (27/27 HP)
Domwurd (34/34 HP)
Bat 4 (-0 HP)
➤ Kralgang (48/48 HP)
Bat 2 (-10 HP)
Rixette (56/56 HP) │ Panache
──────────
RECALL KNOWLEDGE:
──────────
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:

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Kralgang takes careful aim at Bat #2.
Devise a Strat: 1d20 ⇒ 6
Free recall knowledge with Known Weaknesses: Society: 1d20 + 12 ⇒ (10) + 12 = 22
"They are vulnerable to silver! I have just the thing!"
Kralgang quickly makes up a tincture of Silversheen and applies it to Rixette's weapon.

GM Doug H |

SQUEEEEEEEE!
The final were-bat slides toward Domwurd!
Fangs: 1d20 + 10 ⇒ (4) + 10 = 14
Winge: 1d20 + 10 - 4 ⇒ (6) + 10 - 4 = 12
It flutters around uselessly, mostly annoying the wizard. Maybe these bats can't see in the dark or something!?
★★★
Werewolves of Valen Round 1-2
Party Conditions: Weapons drawn
Terrain: Pitch black (clouds cover the moon… for now). Bushes difficult terrain; bushes/trees provide cover.
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Interi (39/49 HP)
Bat 1 (-27 HP)
Haggra (44/44 HP)
Pugsley (27/27 HP) │ R. Cold 1
⠀⠀William (27/27 HP)
Domwurd (34/34 HP)
Bat 4 (-0 HP)
Kralgang (48/48 HP)
Bat 2 (-10 HP)
➤ Rixette (56/56 HP) │ Panache, silver

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"Thanks, Kralgang!"
Rixette moves around for a clear shot, then confidently tosses her axe.
+1 Returning Hatchet, silvered: 1d20 + 10 ⇒ (3) + 10 = 13
ouch!: 1d6 + 3 + 2d6 ⇒ (1) + 3 + (2, 3) = 9
2 damage on a miss
She then tries to frighten the creature away, waving her axe in the air and showing off her long tusks.
"Get out of here before we skin you alive!"
Intimidation: 1d20 + 10 ⇒ (10) + 10 = 20
She has Intimidating Glare if they don't speak Common

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Interi, unfazed by the now-exploded bat's battering wings, slashes at the one that took its place with their heroic sword!
Heroic longsword vs. #4: 1d20 + 12 ⇒ (1) + 12 = 13
Heroic longsword vs. #4 (hero point): 1d20 + 12 ⇒ (8) + 12 = 20
Slashing: 2d8 + 4 ⇒ (7, 5) + 4 = 16
Flat-footed on hit (snagging strike)
Heroic longsword vs. (potentially flat-footed) #2, 2nd attack: 1d20 + 12 - 5 ⇒ (12) + 12 - 5 = 19
Slashing: 2d8 + 4 ⇒ (5, 7) + 4 = 16
Flat-footed on hit (snagging strike)
Heroic longsword vs. (potentially flat-footed) #2, 3rd attack: 1d20 + 12 - 10 ⇒ (13) + 12 - 10 = 15
Slashing: 2d8 + 4 ⇒ (4, 6) + 4 = 14
Flat-footed on hit (snagging strike)
If it's down before their third action, they instead move into a flank with William.

GM Doug H |

Rixette almost kills the were-bat, which is definitely weak to silver. It flutters weakly I the air, but stubbornly holds onto life! The bat DOES seem to understand her, but doesn't seem afraid.
Interi strikes solidly the first time, and thanks to their snag makes the bat flat-footed, helping them follow through for a second successful strike! They almost take the bat down, but like its companion it seems rather stubborn.
Bat 1 chitters as it flits over to the person with th e horrible silver weapon, and tries to bite her!
Fangs: 1d20 + 10 ⇒ (6) + 10 = 16
Wings: 1d20 + 10 - 4 ⇒ (14) + 10 - 4 = 20
… maybe it's all the loss of blood, the creature snaps and flaps ineffectively.
★★★
Werewolves of Valen Round 2
Party Conditions: Weapons drawn
Terrain: Pitch black (clouds cover the moon… for now). Bushes difficult terrain; bushes/trees provide cover.
Battlemap
──────────
BOLD IS UP!:
──────────
Interi (39/49 HP)
Bat 1 (-34 HP) │ Bloodied
➤ Haggra (44/44 HP)
➤ Pugsley (27/27 HP) │ R. Cold 1
⠀⠀➤ William (27/27 HP)
➤ Domwurd (34/34 HP)
Bat 4 (-32 HP) │ Bloodied
Kralgang (48/48 HP)
Bat 2 (-10 HP)
Rixette (56/56 HP) │ Silver

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Domwurd takes a careful step back before throwing more magically conjured electricity, attempting to strike down two of the worse off bats!
Electric Arc vs 1+4, DC 20 Reflex: 2d4 + 4 ⇒ (1, 4) + 4 = 9

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William flies over to one of the man-bat-things and offers a full on assault to try and thin out their numbers. His ethereal body shifting and contorting as the tail of his wispy body streaks back to the large tome in Pugsley's pack.
William Spectral Tendril: 1d20 + 8 ⇒ (9) + 8 = 17
Damage (Bludgeoning): 1d6 + 2 ⇒ (1) + 2 = 3
William Spectral Spike; Agile: 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13
Damage (Piercing): 1d6 + 2 ⇒ (6) + 2 = 8
◆ William Stride
◆◆ William Strike
HP 27/27
AC 17 (18 w/ shield) | Resist Cold 1
Spells (1) Magic Missile | (2)
Focus Points 1/1
Hero Points 3/3
William
HP 27/27
AC 19

GM Doug H |

William takes out his target; it falls with a pathetic screech!
Haggra and Domwurd are up

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Haggra devises a strategem against #2, before interposing himself between the wererat and Pugsley.
+1 striking cold iron spiked chain, Strategem: 1d20 + 11 ⇒ (16) + 11 = 27
Slashing Magic Cold Iron, Strategem: 2d8 + 4 ⇒ (6, 6) + 4 = 16
He chooses to take the attack!

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With 1 down, please redirect my Electric Arc to 2 & 4

GM Doug H |

2d20 ⇒ (1, 19) = 20
Bat #2 gets blasted in the face, and even though bat 4 makes its save it falls to the ground, dead as a stone.
Haggra then moves in and destroys the second bat, which had alw=ready been softened up by Domwurd.
Heroic teamwork!
The final bat falls.