GM Doug's Guardian's Covenant (Inactive)

Game Master Doug Hahn

Slide Deck | Character Macros


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SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Tjolfor the Bruised struggles against his wicked tangle of knots. Run! Ye gotta run! I'm infected!

A sliver of moonlight comes out from the clouds… it hits him, but he doesn't change into a whereat. However, the barbarian doesn't notice. He looks at you and screams: Leave me, ya blasted fools! RUUUUUUUUNNNN! The moocursed change is COMIN'!

You need to calm the barbarian and convince him he's not infected.

You can do so with Deception, Herbalism Lore, Intimidation, Medicine, or Werecreature Lore. DC is 17, or 14 for any lore (DCs are reduced because Interi crit the heck to find him and you got here faster)

Horizon Hunters

CN female human (half-orc) swashbuckler 4 | HP 56/56 | AC 21/22 | F +9 R +12 W +8 | Perc +8 | Stealth +10 | Speed: 25/35 ft | Active Conditions: ---

"Pull yourself together! If it was coming it would have happened already! You're just being dramatic!"

Intimidation: 1d20 + 9 ⇒ (16) + 9 = 25 (plus 1 more if she can physically menace him)

Radiant Oath

LG Male Shoony Wizard 7 | Default Exploration: Detect Magic
Stats:
AC 22 | Fort +9, Refl +13, Will +14 | Perc +12 | Speed 25
♥️ 55/55 | ☘️ 1/3 | ☀️ 1/1 | ✋ Staff of Fire | ⚕ Mystic Armor | Spells (Arcane, +15, DC 25): Cantrips (6), 1st (4/4), 2nd (4/4), 3rd (2/2), 4th (4/4)

Herbalism Lore: 1d20 + 10 ⇒ (17) + 10 = 27
"Also, from everything I see I'd say whatever wounds you have are easily treatable. A bit of eye of newt, toe of frog, and you'll be right as rain. Add wool of bat and you'll feel great the next day."

Vigilant Seal

Male Hobgoblin Duskwalker Investigator 4 | hp 48/48, hero 3/3 | AC 21, F+8 R+11 W+7 | Speed 25ft | Perception +7, Arcana +10, Crafting +12, Occultism +11, Society +12, Stealth +9 | Current Conditions:

Kralgang takes out a silver piece and presses it into Tjolfor's arm.

"Hmm I see no signs of Lycanthropy here. I suspect your Ulfen constitution has fought off the infection."

Medicine with Assurance for a total of 18.

Envoy's Alliance

LN Male (he/his) elfbane Hobgoblin Nomad Investigator 4 | HP 44/44 | AC 19| Fort +7; Ref +9; Will +8; +1 vs attacks from traps | Perc: +8 (+9 when using Pursue a Lead or to detect traps); darkvision | Speed 25ft| Hero Points 2/3; Fear 1/day | Leads: Aslynn, Alyreha | Exploration Mode: Search | Active conditions:

"Quit being such a baby! We already told you that you aren't infected. Do you want us to tell everyone how you are acting?"

Intimidation(E): 1d20 + 10 ⇒ (15) + 10 = 25

Verdant Wheel

Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺

Herbalism Lore: 1d20 + 5 ⇒ (1) + 5 = 6 Yikes. Don't want to make things worse.
Herbalism Lore (Hero Point): 1d20 + 5 ⇒ (6) + 5 = 11

"Hm." Interi says, their strange visage unreadable as always. They stand nearby, their sword sheathed but at least one hand never too far from the hilt. Trying to convey 'unconvinced by their allies confidence, but trying not to freak out the ulfen.'

Horizon Hunters

Medicine: 1d20 + 7 ⇒ (13) + 7 = 20

"Look, the moonlight is hitting your arm and you aren't changing at all. It's either not a complete full moon yet or the curse isn't in your blood." Pugsley motions to the man's arm to try and get him to look.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Killed it, more than twice what you needed to pass the check; nicely done.

Tjolfor the Bruised looks at the hundreds of bite marks covering his body. Really!? So what you're saying, Kralgang… is… is… my mighty ulfen constitution is so strong I'm basically immune to the bats' moon curse! He shouts into the forest. Hear that, stupid bats!? That's right! Come and GET ME! I'm right here! YAAAAA! He thrashes around in his bindings.

When he calms down 1 minute later you hastily untie the wicked tangle of knots and convince him to go home… for tonight. In thanks, Tjolfor gives you two arrows he carved from the horns of a mighty 12-point buck he fought with his own two hands — "fist vs antler!" right here in the forest. (Antler Arrows.)

Viltydus awaits you outside the lodge. Sleep well, HEROES! Tomorrow's task is the most challenging yet!

You get a full night's rest.

Envoy's Alliance

LN Male (he/his) elfbane Hobgoblin Nomad Investigator 4 | HP 44/44 | AC 19| Fort +7; Ref +9; Will +8; +1 vs attacks from traps | Perc: +8 (+9 when using Pursue a Lead or to detect traps); darkvision | Speed 25ft| Hero Points 2/3; Fear 1/day | Leads: Aslynn, Alyreha | Exploration Mode: Search | Active conditions:

Haggra just walks back to camp shaking his head. "Ulfens." is about all he can say.

Before settling down to bed, he takes the time to check every door and window, as well as walking around the perimeter of the lodege, just to be sure. He stops at trying to pick the locks to the windows or doors, not sure what their hosts would think of that.

Haggra is up early, going through his full round of calisthenics, followed by a thorough checking of his kit, all before breakfast.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

GM Screen:
Pugsley's Diplomacy (T): 1d20 + 7 ⇒ (13) + 7 = 20
Haggra's Diplomacy (T): 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Domwurd's Diplomacy (E): 1d20 + 10 ⇒ (17) + 10 = 27
Interi's Perception (E): 1d20 + 10 ⇒ (3) + 10 = 13
Kralgang's Perception (E): 1d20 + 7 ⇒ (10) + 7 = 17
Rixette's Perception (E): 1d20 + 8 ⇒ (14) + 8 = 22

Pugsley's Arcana (T): 1d20 + 9 ⇒ (4) + 9 = 13
Interi's Nature (T): 1d20 + 8 ⇒ (2) + 8 = 10
Kralgang's Arcana (T): 1d20 + 6 ⇒ (16) + 6 = 22
Haggra's Arcana (T): 1d20 + 10 ⇒ (1) + 10 = 11
Domwurd's Arcana (E): 1d20 + 13 ⇒ (13) + 13 = 26

Pugsley's Religion (T): 1d20 + 5 ⇒ (6) + 5 = 11
Interi's Religion (T): 1d20 + 8 ⇒ (16) + 8 = 24
Haggra's Religion (U): 1d20 + 4 ⇒ (13) + 4 = 17
Domwurd's Religion (T): 1d20 + 8 ⇒ (10) + 8 = 18
Kralgang's Undead Lore (E): 1d20 + 12 ⇒ (11) + 12 = 23

The next morning Viltydus awaits you in the lodge's kitchen. Set out on the table are cups of fresh-brewed coffee, tea, orange juice, and milk; towers of steaming flapjacks sit on plates, and bowls overflow with fresh fruit and hearty grains. Clearly, the fey has used their magic to summon a bountiful feast. This is Bloodeagle's old feasting hall, you know. So feast! A HEROE'S journey starts with a balanced breakfast!

While you eat they prodice a map of the region. They draw a line with their finger, tapping a marking circled in red. “My focus lies with the Forest of Trials and with the adventurers who brave its dangers to reach Valenhall. Those adventurers, however, need a safe place to rest their heads before facing their destinies, and Port Valen has not been as safe as it needs to be. A group of monsters have laired in an abandoned fishing village not far from here, and their predations have caused the people of Port Valen great harm. I task you Pathfinders to travel to this forsaken village and destroy the evil creatures that threaten these good people. Bring back evidence to prove to the people of Port Valen that you have succeeded.”

They wink out of existence.

★★★

Before you go, you listen around the lodge for the scuttlebutt. Domwurd, Pugsley, and Rixette hear rumors of strange beings with the features of a stag, wolf, and hawk. They also hear of starved-looking undead that lurk about and leave a stench wherever they go.

You learn enough to identify two kinds of enemy that lurk in the abandoned village:

Kralgang and Domwurd believe the strange beasts are Perytons, an amalgam of horror that merges the aforementioned beasts into one terrible creature. Perytons prefer using shadows to stalk their victims before ripping out their still-beating hearts and relishing the dying pulse as they swallow the heart whole, so the doomed victims spends their last moments watching as their flesh is consumed. Perytons are viciously cunning and as intelligent as humans, preferring stalk and ambush their prey from on high.

They prefer ambush tactics (stealth), and they can rip the heart out of a corpse to heal themselves and frighten others who see it.

Interi, Domwurd, and Haggra believe the undead creatures what were seen are Ghasts. Feral, foul-smelling, and constantly hungry—they are the more powerful kin of ghouls and relentless in the pursuit of their prey. They have a stench aura (olfactory) that sickens whose nearby, their claws can paralyze (Fort save vs incapacitation, occult, necromancy), they spread disease, and they can consume the flesh of the dead to heal themselves.

★★★

You can leave at any point today. Feel free to make any preparations you like. You should know what the one-encounter-day means…

Also, let me know how you approach the ruined village, if you change your Exploration at all.

Verdant Wheel

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Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺
GM Doug H wrote:
...towers of steaming flapjacks sit on plates...

"I know a couple of feline lumberjacks that are going to be sad they missed out on this breakfast."

------

"If we are to face ghasts, we should stop by the apothecary before we leave. An ill-prepared adventurer is bound to meet the Waiting Void before their time."

I'd like to pick up a lesser antiplague before we go.

Envoy's Alliance

LN Male (he/his) elfbane Hobgoblin Nomad Investigator 4 | HP 44/44 | AC 19| Fort +7; Ref +9; Will +8; +1 vs attacks from traps | Perc: +8 (+9 when using Pursue a Lead or to detect traps); darkvision | Speed 25ft| Hero Points 2/3; Fear 1/day | Leads: Aslynn, Alyreha | Exploration Mode: Search | Active conditions:

"Ghasts. Foul creatures. More worried about the paralyzation. Guess the key will be to take them out one at a time, if possible. Reduce their chances of paralyzing and eating us."

Horizon Hunters

CN female human (half-orc) swashbuckler 4 | HP 56/56 | AC 21/22 | F +9 R +12 W +8 | Perc +8 | Stealth +10 | Speed: 25/35 ft | Active Conditions: ---

"Ugh, undead are the worst. You see a surprising number of them pirating. I haven't seen a peryton before, though."

Riette will also pick up a lesser antiplague.

Vigilant Seal

Male Hobgoblin Duskwalker Investigator 4 | hp 48/48, hero 3/3 | AC 21, F+8 R+11 W+7 | Speed 25ft | Perception +7, Arcana +10, Crafting +12, Occultism +11, Society +12, Stealth +9 | Current Conditions:

Kralgang will use his versatile vials to provide lesser antiplagues for the rest of the party who don't have one, himself included.

He carefully poisons one of his arrows with Giant Centipede Venom.

He suggests a stealthy approach and changes his exploration activity from scouting to Avoid Notice.

Vigilant Seal

Male Hobgoblin Duskwalker Investigator 4 | hp 48/48, hero 3/3 | AC 21, F+8 R+11 W+7 | Speed 25ft | Perception +7, Arcana +10, Crafting +12, Occultism +11, Society +12, Stealth +9 | Current Conditions:

He also requests some fragrant herbs and a few bandanas from our hosts, and will fashion crude face masks to help deal with the stench.

Horizon Hunters

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Pugsley looks up at William floating nearby with a pained expression. "Don't sweat it pal, they didn't mean you. You're not dead, just trapped in between. I'll find you a body soon, I promise."

Good to go.

Envoy's Alliance

LN Male (he/his) elfbane Hobgoblin Nomad Investigator 4 | HP 44/44 | AC 19| Fort +7; Ref +9; Will +8; +1 vs attacks from traps | Perc: +8 (+9 when using Pursue a Lead or to detect traps); darkvision | Speed 25ft| Hero Points 2/3; Fear 1/day | Leads: Aslynn, Alyreha | Exploration Mode: Search | Active conditions:

"Thank you, Kralgang."

good to go


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Spoiler:
Kralgang's Stealth (T): 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Rixette's Stealth (T): 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Haggra's Stealth (T): 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29

Interi's Stealth (T): 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21
Pugsley's Stealth (T): 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
William's Stealth (T): 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Domwurd's Stealth (T): 1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 8

G1: 1d20 + 8 ⇒ (14) + 8 = 22
G2: 1d20 + 8 ⇒ (11) + 8 = 19
G3: 1d20 + 8 ⇒ (20) + 8 = 28
G4: 1d20 + 8 ⇒ (7) + 8 = 15
P1: 1d20 + 13 ⇒ (15) + 13 = 28
P2: 1d20 + 13 ⇒ (5) + 13 = 18

You drink your antiplagues and head out. It gets cold as you travel: the road is exposed to the wind blowing in off the bay, and the branches and bushes are rimed in frost.

Ahead are the ruins of a small village; the husks of homes stand empty in the biting wind. The crumbling settlement has an ugly kind of desolation to it — freezing decay.

There are bodies scattered about the stone square; hunched over them are four beings that look like starving humanoids. Their skin is the color of frostbitten flesh and is crusted with ice.

Two horned creatures are standing nearby as well — their sharp antlers rimed with frost and icicles hang off their wolf-hide. Their yellow eyes glimmer with a keen intelligence. These are the Perytons!

Domwurd, William, and Rixette slip in the ice and the Perytons launch themselves into the air, off into the rooftops. Hidden to all The ghasts turn… so hungry…

AArtwork on Slide 2!

★★★
Violence in the North Round 1

Party Conditions: Everyone antiplagued (+2 item vs Disease); Corpses marked on map
Terrain: Houses 10' high; DC 16 fort vs Sickened entering or starting turn in auras.
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Haggra (44/44 HP)
Peryton 1 (-0 HP) │ Hidden
Ghast 3 (-0 HP)
Kralgang (48/48 HP)
Ghast 1 (-0 HP)
Interi (49/49 HP)
Ghast 2 (-0 HP)
Peryton 2 (-0 HP) │ Hidden
Ghast 4 (-0 HP)
Pugsley (27/27 HP) │ R. Cold 1
⠀⠀William (27/27 HP)
Domwurd (34/34 HP)
Rixette (56/56 HP) │ Panache

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Arcana, Nature ) on Peryton:
Perytons can fly above you and mimic shadows, giving them a bonus to attacks if you fail a will save, and making you frightened if they strike
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
These perytons are frost-aligned, immune to cold and weak to fire

DC 16 (Religion, Undead Lore (-2 DC)) on Ghast:
The ghast jumps up to half its Speed as an action. This movement doesn’t trigger reactions.
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
These ghasts are frost-aligned, immune to cold and weak to fire

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Ghast Aura :
A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it’s sickened on a critical failure). While within the aura, the creature takes a –2 penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Envoy's Alliance

LN Male (he/his) elfbane Hobgoblin Nomad Investigator 4 | HP 44/44 | AC 19| Fort +7; Ref +9; Will +8; +1 vs attacks from traps | Perc: +8 (+9 when using Pursue a Lead or to detect traps); darkvision | Speed 25ft| Hero Points 2/3; Fear 1/day | Leads: Aslynn, Alyreha | Exploration Mode: Search | Active conditions:

"Let's take them out quickly!" orders Haggra, as he plans an attack on ghast #1.

+1 striking cold iron spiked chain, Strategem: 1d20 + 11 ⇒ (8) + 11 = 19
free recall undead lore: 1d20 + 6 ⇒ (7) + 6 = 13 SO close!
He then moves up, and gets hit by the stench! However, he has smelled worse, and resists it.
fort DC16: 1d20 + 7 ⇒ (16) + 7 = 23

Finally he swings his spiked chain! Remember, 19 to hit
Slashing Magic Cold Iron, Strategem: 2d8 + 4 ⇒ (1, 3) + 4 = 8


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Haggra finds he's not too bothered by the stench and slashes the ghast, cutting away flesh but not drawing blood. The creature hisses at him.

The Peryton glides off the roof toward Haggra!

It spins in the air just above his head, and the shadow it casts on the ground looks just like a hobgoblin's with a spiked chain! The shadow is very disconcerting, and it slashes at the investigator in tandem with the Peryton's antler attack!

Need a DC 21 Will save vs Necromancy, Occult, Shadow)

Antler: 1d20 + 14 ⇒ (14) + 14 = 28 +2 if failed will save, which means this would crit
Piercing: 1d12 + 4 ⇒ (4) + 4 = 8 +2 if failed will save
Cold: 1d6 ⇒ 3
Deadly: 1d8 ⇒ 3

Ghost 3 runs — they're so fast —around Haggra and tries to attack a flanked hobgoblin!

Jaws: 1d20 + 11 ⇒ (3) + 11 = 14

But misses. So hungry!

★★★
Violence in the North Round 1

Party Conditions: Everyone antiplagued (+2 item vs Disease); Corpses marked on map
Terrain: Houses 10' high; DC 16 fort vs Sickened entering or starting turn in auras.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Haggra: DC 21 Will (Necromancy, Occult, Shadow)

──────────
BOLD IS UP!:
──────────
Haggra (33/44 HP) │ Immune to Stench; may have been crit for more damage
Peryton 1 (-0 HP)
Ghast 3 (-0 HP)
➤ Kralgang (48/48 HP)
Ghast 1 (-8 HP)
Interi (49/49 HP)
Ghast 2 (-0 HP)
Peryton 2 (-0 HP) │ Hidden
Ghast 4 (-0 HP)
Pugsley (27/27 HP) │ R. Cold 1
⠀⠀William (27/27 HP)
Domwurd (34/34 HP)
Rixette (56/56 HP) │ Panache

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Arcana, Nature ) on Peryton:
Perytons can fly above you and mimic shadows, giving them a bonus to attacks if you fail a will save, and making you frightened if they strike
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
These perytons are frost-aligned, immune to cold and weak to fire

DC 16 (Religion, Undead Lore (-2 DC)) on Ghast:
The ghast jumps up to half its Speed as an action. This movement doesn’t trigger reactions.
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
These ghasts are frost-aligned, immune to cold and weak to fire

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Ghast Aura :
A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it’s sickened on a critical failure). While within the aura, the creature takes a –2 penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Envoy's Alliance

2 people marked this as a favorite.
LN Male (he/his) elfbane Hobgoblin Nomad Investigator 4 | HP 44/44 | AC 19| Fort +7; Ref +9; Will +8; +1 vs attacks from traps | Perc: +8 (+9 when using Pursue a Lead or to detect traps); darkvision | Speed 25ft| Hero Points 2/3; Fear 1/day | Leads: Aslynn, Alyreha | Exploration Mode: Search | Active conditions:

will save DC21: 1d20 + 8 ⇒ (6) + 8 = 14
Nope. Not going down like that! I offer this hero point in the name of vengeance!
will save DC21: 1d20 + 8 ⇒ (14) + 8 = 22

Vigilant Seal

Male Hobgoblin Duskwalker Investigator 4 | hp 48/48, hero 3/3 | AC 21, F+8 R+11 W+7 | Speed 25ft | Perception +7, Arcana +10, Crafting +12, Occultism +11, Society +12, Stealth +9 | Current Conditions:

He decides that he doesn't want this thing to act.

Hero Point: 1d20 + 10 ⇒ (3) + 10 = 13

Vigilant Seal

Male Hobgoblin Duskwalker Investigator 4 | hp 48/48, hero 3/3 | AC 21, F+8 R+11 W+7 | Speed 25ft | Perception +7, Arcana +10, Crafting +12, Occultism +11, Society +12, Stealth +9 | Current Conditions:

Kralgang assesses his chances against the Peryton that just attacked Haggra.

Devise a Strat: 1d20 ⇒ 10

Free Recall Knowledge if there is anything else to learn.

Instead he moves and tries to get a better shot at Ghast 1

Twang: 1d20 + 10 ⇒ (2) + 10 = 12


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Haggra ignores the false shadow, managing the avoid what would have otherwise been a devastating blow!

Kralgang's Undead Lore (E): 1d20 + 12 ⇒ (11) + 12 = 23

Kralgang believes these frostbitten undead are ice-aligned — and weak to fire!

★★★

Ghost 1 has a tasty hobgoblin in front of it…

Jaws: 1d20 + 11 ⇒ (2) + 11 = 13
Claw: 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 9
More Claw: 1d20 + 11 - 8 ⇒ (20) + 11 - 8 = 23
S: 1d4 + 5 ⇒ (3) + 5 = 8 Doubled to 16

… just as the hobgoblin thinks he's safe, it slashes a claw across his chest — a spray of bleed flies off into the freezing wind. The creature hungrily licks its claws clean as Haggra's muscles begin to seize up… DC 16 fort vs paralysis (incapacitation counts here)

★★★
Violence in the North Round 1

Party Conditions: Everyone antiplagued (+2 item vs Disease); Corpses marked on map
Terrain: Houses 10' high; DC 16 fort vs Sickened entering or starting turn in auras.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Haggra: DC 16 fort vs Paralysys (Incapacitation)

──────────
BOLD IS UP!:
──────────
Haggra (17/44 HP) │ Immune to Stench
Peryton 1 (-0 HP) │ 5' in air
Ghast 3 (-0 HP)
Kralgang (48/48 HP)
Ghast 1 (-8 HP)
➤ Interi (49/49 HP)
Ghast 2 (-0 HP)
Peryton 2 (-0 HP) │ Hidden
Ghast 4 (-0 HP)
Pugsley (27/27 HP) │ R. Cold 1
⠀⠀William (27/27 HP)
Domwurd (34/34 HP)
Rixette (56/56 HP) │ Panache

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Arcana, Nature ) on Peryton:
These perytons are frost-aligned, immune to cold and weak to fire
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
Perytons can fly above you and mimic shadows, giving them a bonus to attacks if you fail a will save, and making you frightened if they strike

DC 16 (Religion, Undead Lore (-2 DC)) on Ghast:
These ghasts are frost-aligned, immune to cold and weak to fire
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
The ghast jumps up to half its Speed as an action. This movement doesn’t trigger reactions.

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Ghast Aura :
A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it’s sickened on a critical failure). While within the aura, the creature takes a –2 penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Envoy's Alliance

LN Male (he/his) elfbane Hobgoblin Nomad Investigator 4 | HP 44/44 | AC 19| Fort +7; Ref +9; Will +8; +1 vs attacks from traps | Perc: +8 (+9 when using Pursue a Lead or to detect traps); darkvision | Speed 25ft| Hero Points 2/3; Fear 1/day | Leads: Aslynn, Alyreha | Exploration Mode: Search | Active conditions:

Fort dc16: 1d20 + 7 ⇒ (14) + 7 = 21 with incapacitation trait I assume that is a crit save

Though he is getting beat on, Haggra avoids the ghast’s paralysis

Verdant Wheel

Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺

Interi rushes around the corner of the building (provoking from ghast 3 if it has an AoO) and into a strategic position pinning it between themself and Haggra.

DC 16 Fort save vs. aura: 1d20 + 9 ⇒ (8) + 9 = 17

Ignoring the terrible stench, they lash out at the foul creature with their heroic sword!

Heroic sword vs. flanked #3: 1d20 + 12 ⇒ (14) + 12 = 26
Slashing: 2d8 + 4 ⇒ (8, 2) + 4 = 14
Flat footed if hit (snagging strike)

Heroic sword vs. flanked #3, 2nd attack: 1d20 + 12 - 5 ⇒ (9) + 12 - 5 = 16
Slashing: 2d8 + 4 ⇒ (5, 3) + 4 = 12
Flat footed if hit (snagging strike)

◆Stride, ◆Strike, ◆Strike.

↺ Attack of Opportunity (if needed):
Heroic sword: 1d20 + 12 ⇒ (5) + 12 = 17
Slashing: 2d8 + 4 ⇒ (6, 4) + 4 = 14


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Haggra's muscles relax.

Interi slashes the ghast open on their first strike, then puts it out of its misery on the second! Crit, hit

Ghast 2 rushes forward, running on all fours, then leaps across the withered old hedges at Interi! Leap doesn't trigger reactions.

Bite: 1d20 + 11 ⇒ (14) + 11 = 25
P: 1d6 + 5 ⇒ (2) + 5 = 7 and 2 fort saves, one V disease 1 v paralysis (incapacitation)

The other Peryton moves to the other rooftop and positions itself for a better strike. We'll give it a little cover up there if you're within 20' if the building

Ghast 4 dashes up to Kralgang; the dusk walker gags in the stench as it overpowers his aromatics and it bites him!

Fangs: 1d20 + 11 ⇒ (16) + 11 = 27
P: 1d6 + 5 ⇒ (4) + 5 = 9 and 2 DC 16 fort saves, one vs disease 1 vs paralysis (incapacitation)

Claw: 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12

As he watches the undead creature lap up his spilled blood he too feels his muscles seize…

★★★
Violence in the North Round 1-2

Party Conditions: Everyone antiplagued (+2 item vs Disease); Corpses marked on map
Terrain: Houses 10' high; DC 16 fort vs Sickened entering or starting turn in auras.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Kralgang: First, DC 16 fort vs stench; then, 2 DC 16 fort saves, one vs disease 1 vs paralysis (incapacitation)
Interi: 2 DC 16 fort saves, one vs disease 1 vs paralysis (incapacitation)

──────────
BOLD IS UP!:
──────────
➤ Haggra (17/44 HP) │ Immune to Stench
Peryton 1 (-0 HP) │ 5' in air
Kralgang (36/48 HP)
Ghast 1 (-8 HP)
Interi (42/49 HP)
Ghast 2 (-0 HP)
Peryton 2 (-0 HP) │ Lesser Cover vs those close to building
Ghast 4 (-0 HP)
➤ Pugsley (27/27 HP) │ R. Cold 1
⠀⠀➤ William (27/27 HP)
➤ Domwurd (34/34 HP)
➤ Rixette (56/56 HP) │ Panache

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Arcana, Nature ) on Peryton:
These perytons are frost-aligned, immune to cold and weak to fire
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
Perytons can fly above you and mimic shadows, giving them a bonus to attacks if you fail a will save, and making you frightened if they strike

DC 16 (Religion, Undead Lore (-2 DC)) on Ghast:
These ghasts are frost-aligned, immune to cold and weak to fire
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
The ghast jumps up to half its Speed as an action. This movement doesn’t trigger reactions.

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Ghast Aura :
A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it’s sickened on a critical failure). While within the aura, the creature takes a –2 penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Envoy's Alliance

LN Male (he/his) elfbane Hobgoblin Nomad Investigator 4 | HP 44/44 | AC 19| Fort +7; Ref +9; Will +8; +1 vs attacks from traps | Perc: +8 (+9 when using Pursue a Lead or to detect traps); darkvision | Speed 25ft| Hero Points 2/3; Fear 1/day | Leads: Aslynn, Alyreha | Exploration Mode: Search | Active conditions:

Not thrilled with his now untenable position, Haggra determines if a strike against the ghost is a good idea.

+1 striking cold iron spiked chain, Strategem: 1d20 + 11 ⇒ (3) + 11 = 14

Deciding it was not, he retreats back so as to not die.

He then draws a healing potion.

Verdant Wheel

Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺

Fort vs. disease, antiplague: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Fort vs. paralysis: 1d20 + 9 ⇒ (3) + 9 = 12 Incapacitate turns fail -> success

Interi grunts in pain as the undead creature slashes them, but manages to shake off any further effects.

Radiant Oath

LG Male Shoony Wizard 7 | Default Exploration: Detect Magic
Stats:
AC 22 | Fort +9, Refl +13, Will +14 | Perc +12 | Speed 25
♥️ 55/55 | ☘️ 1/3 | ☀️ 1/1 | ✋ Staff of Fire | ⚕ Mystic Armor | Spells (Arcane, +15, DC 25): Cantrips (6), 1st (4/4), 2nd (4/4), 3rd (2/2), 4th (4/4)

Knowing that the warriors have reachable targets on the ground, Domwurd turns his attention to the peryton. Having thrown around magical electricity all this time to great success, he opts for more of the same.
Sudden Bolt vs Peryton 2, DC 20 Reflex: 4d12 ⇒ (1, 9, 1, 10) = 21

And knowing that danger will find him, he quickly barks out another spell to shield himself. Cast Shield

Vigilant Seal

Male Hobgoblin Duskwalker Investigator 4 | hp 48/48, hero 3/3 | AC 21, F+8 R+11 W+7 | Speed 25ft | Perception +7, Arcana +10, Crafting +12, Occultism +11, Society +12, Stealth +9 | Current Conditions:

Fort vs disease: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23

Fort vs Paralysis: 1d20 + 8 ⇒ (5) + 8 = 13

With incapacitation that is a success.

Fort vs Stench: 1d20 + 8 ⇒ (14) + 8 = 22

All is well in dusk walker land.

Horizon Hunters

CN female human (half-orc) swashbuckler 4 | HP 56/56 | AC 21/22 | F +9 R +12 W +8 | Perc +8 | Stealth +10 | Speed: 25/35 ft | Active Conditions: ---

Rixette gets a little closer but tries to steer clear of the aura.

She confidently tosses her hatchet at Kralgang's opponent (#4).

+1 Returning Hatchet: 1d20 + 10 ⇒ (5) + 10 = 15
ouch!: 1d6 + 3 + 2d6 ⇒ (3) + 3 + (3, 6) = 15

4 on a miss

Hero Point!

+1 Returning Hatchet, Hero Point re-roll: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21

As the hatchet appears back in her hand, she she threatens the closest peryton with it.

Intimidation to demoralize, with Intimidating Glare: 1d20 + 10 ⇒ (11) + 10 = 21


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Haggra makes a tactical retreat.

Rixette's axe slides a ribbon of flesh off the ghast, which flops bloodlessly to the earth. She tries to frighten the Peryton, but it just stares right back at her.

ref, Peryton 2: 1d20 + 11 ⇒ (3) + 11 = 14

The creature growls in pain as its fur is singed by plasma!

★★★
Violence in the North Round 1-2

Party Conditions: Everyone antiplagued (+2 item vs Disease); Corpses marked on map
Terrain: Houses 10' high; DC 16 fort vs Sickened entering or starting turn in auras.
Battlemap

──────────
BOLD IS UP!:
──────────
Haggra (17/44 HP) │ Immune to Stench, potion in hand
Peryton 1 (-0 HP) │ 5' in air
Kralgang (36/48 HP) │ All is well in duskwalker land!
Ghast 1 (-8 HP)
Interi (42/49 HP)
Ghast 2 (-0 HP)
Peryton 2 (-21 HP) │ Lesser Cover vs those close to building
Ghast 4 (-15 HP)
➤ Pugsley (27/27 HP) │ R. Cold 1
⠀⠀➤ William (27/27 HP)
Domwurd (34/34 HP)
Rixette (56/56 HP)

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Arcana, Nature ) on Peryton:
These perytons are frost-aligned, immune to cold and weak to fire
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
Perytons can fly above you and mimic shadows, giving them a bonus to attacks if you fail a will save, and making you frightened if they strike

DC 16 (Religion, Undead Lore (-2 DC)) on Ghast:
These ghasts are frost-aligned, immune to cold and weak to fire
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
The ghast jumps up to half its Speed as an action. This movement doesn’t trigger reactions.

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Ghast Aura :
A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it’s sickened on a critical failure). While within the aura, the creature takes a –2 penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Horizon Hunters

William swoops overhead as Pugsley loosens the battle axe from his back and tosses it to the ground. As it hits the axe leaps to its small chicken-like feet and rushes across the street, falling into the ghast.

Spirit Object (Battle Axe): 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 2d4 + 4 ⇒ (3, 1) + 4 = 8

◆ William Stride
◆◆ Spirit Object

Player Status:

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


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The axe chops the ghast's toe off!

They Peryton growls and glides over to Interi; the fighter's shadow twists into the shape of a gnarled and twisted tree! DC 21 will vs necromancy, occult, shadow

Hoping their target is disconcerted, the peryton drives their icy antlers into the conrasu!

Antlers: 1d20 + 14 ⇒ (18) + 14 = 32 +2 attack if fail will save; believe this crits regardless
P: 1d12 + 4 ⇒ (1) + 4 = 5 +2 if failed will save
Cold: 1d6 ⇒ 1 Net 12 on the crit, or 16 if fail will save

Bark scrapes and branches fall away from near Interi's orb as the horns leave a deep gouge across their body.

★★★
Violence in the North Round 2

Party Conditions: Everyone antiplagued (+2 item vs Disease); Corpses marked on map
Terrain: Houses 10' high; DC 16 fort vs Sickened entering or starting turn in auras.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Interi: DC 21 Will vs Necromancy, Occult, Shadow

──────────
BOLD IS UP!:
──────────
Haggra (17/44 HP) │ Immune to Stench, potion in hand
Peryton 1 (-0 HP) │ 5' in air
➤ Kralgang (36/48 HP) │ All is well in duskwalker land!
Ghast 1 (-8 HP)
Interi (30/49 HP) │ 4 more damage if fail will save, and frightened 1
Ghast 2 (-0 HP)
Peryton 2 (-21 HP) │ Lesser Cover vs those close to building
Ghast 4 (-23 HP)
Pugsley (27/27 HP) │ R. Cold 1
⠀⠀William (27/27 HP)
Domwurd (34/34 HP)
Rixette (56/56 HP)

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Arcana, Nature ) on Peryton:
These perytons are frost-aligned, immune to cold and weak to fire
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
Perytons can fly above you and mimic shadows, giving them a bonus to attacks if you fail a will save, and making you frightened if they strike

DC 16 (Religion, Undead Lore (-2 DC)) on Ghast:
These ghasts are frost-aligned, immune to cold and weak to fire
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
The ghast jumps up to half its Speed as an action. This movement doesn’t trigger reactions.

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Ghast Aura :
A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it’s sickened on a critical failure). While within the aura, the creature takes a –2 penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Vigilant Seal

Male Hobgoblin Duskwalker Investigator 4 | hp 48/48, hero 3/3 | AC 21, F+8 R+11 W+7 | Speed 25ft | Perception +7, Arcana +10, Crafting +12, Occultism +11, Society +12, Stealth +9 | Current Conditions:

Kralgang doesn't like the party's odds, and seeks to drop one of the enemy ghasts so everyone can concentrate on the real threat.

Devise a Strat vs ghast4: 1d20 ⇒ 8

Kralgang is unsure if it is enough, but will let loose a shot and hope for the best.

To hit= 8+11=19

damage: 3d6 ⇒ (5, 4, 1) = 10

He then fires a second shot (at ghast4 or at ghast 1 if already dead)

2nd Shot: 1d20 + 5 ⇒ (17) + 5 = 22

Damage: 2d6 ⇒ (3, 2) = 5


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Kralgang takes out the ghast! The starving creature falls, hissing at him.

The efficient hobgoblin then sends an arrow at another ghast, putting an arrow in its knee!

Ghost 1 looks around and its feral instincts take over. It rushes over to onte of the corpses and tears at it, greedily shoveling flesh into its mouth. I have removed that corpse from the map.

Healing: 3d6 ⇒ (6, 3, 3) = 12 Net 13 damage - 12 = net 1 damage current

Thus bolstered, it rushes over to Kralgang. So hungry!

Interi is up. Before their turn, they need to make that will save to see if the Peryton can manipulate their shadow… if they fail they take 4 more damage and are Frightened 1.

★★★
Violence in the North Round 2

Party Conditions: Everyone antiplagued (+2 item vs Disease); Corpses marked on map
Terrain: Houses 10' high; DC 16 fort vs Sickened entering or starting turn in auras.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Interi: DC 21 Will vs Necromancy, Occult, Shadow

──────────
BOLD IS UP!:
──────────
Haggra (17/44 HP) │ Immune to Stench, potion in hand
Peryton 1 (-0 HP) │ 5' in air
Kralgang (36/48 HP) │ Immune to stench
Ghast 1 (-1 HP)
➤ Interi (30/49 HP) │ 4 more damage if fail will save, and frightened 1
Ghast 2 (-0 HP)
Peryton 2 (-21 HP) │ Lesser Cover vs those close to building
Pugsley (27/27 HP) │ R. Cold 1
⠀⠀William (27/27 HP)
Domwurd (34/34 HP)
Rixette (56/56 HP)

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Arcana, Nature ) on Peryton:
These perytons are frost-aligned, immune to cold and weak to fire
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
Perytons can fly above you and mimic shadows, giving them a bonus to attacks if you fail a will save, and making you frightened if they strike

DC 16 (Religion, Undead Lore (-2 DC)) on Ghast:
These ghasts are frost-aligned, immune to cold and weak to fire
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
The ghast jumps up to half its Speed as an action. This movement doesn’t trigger reactions.

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Ghast Aura :
A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it’s sickened on a critical failure). While within the aura, the creature takes a –2 penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Verdant Wheel

Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺

Will save: 1d20 + 10 ⇒ (17) + 10 = 27

Interi ignores the peryton's manipulation of their shadow, focused on the real battle. Recognizing it as the more dangerous threat, the slash at the beast with their heroic sword before taking a step away from the ghast (keeping the peryton in reach to maintain the benefit of snagging strike).

Heroic sword vs. peryton 1: 1d20 + 12 ⇒ (15) + 12 = 27
Slashing: 2d8 + 4 ⇒ (8, 3) + 4 = 15
Flat-footed on hit (snagging strike)

Heroic sword vs. (potentially flat-footed) peryton 1, second strike: 1d20 + 12 - 5 ⇒ (17) + 12 - 5 = 24
Slashing: 2d8 + 4 ⇒ (4, 1) + 4 = 9
Flat-footed on hit (snagging strike)

◆Snagging Strike, ◆Snagging Strike, ◆Step


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Interi slashes the horrible amalgam twice! The creature looks somewhat hurt.

The ghast steps forward and bites the conrasu…

Jaws: 1d20 + 11 ⇒ (18) + 11 = 29
P: 1d6 + 5 ⇒ (5) + 5 = 10 and 2 fort saves, first ve disease then vs paralysis

Claws: 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25
S: 1d4 + 5 ⇒ (1) + 5 = 6 And a fort save vs paralysis

Interi current HP: 14

The other Peryton, hurt by the sudden bolt, launches itself off the rooftop and glides over to one of the corpses. The creature buries its snout in the chest and rips its heart out. It stares at you as it swallows the muscle; some of its wounds heal. Basically exactly what the creature art shows!

Heart Ripper Healing: 2d6 ⇒ (6, 3) = 9

Old blood dribbles from its mouth and you can't help but think about that happening to your OWN heart… Everyone who witnesses this horrible act must make a DC 21 Will save versus this frightening display (emotion, fear, visual) — if you fail you are Frightened 1, and if you crit fail you're frightened 2!

Ghast Will Saves, they are not Immune:
Ghast 1 Will: 1d20 + 8 ⇒ (13) + 8 = 21
Ghast 2 Will: 1d20 + 8 ⇒ (19) + 8 = 27

★★★
Violence in the North Round 2-3

Party Conditions: Everyone antiplagued (+2 item vs Disease); Corpses marked on map
Terrain: Houses 10' high; DC 16 fort vs Sickened entering or starting turn in auras.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Haggra: DC 21 Will (Emotion, Fear, Visual)
Kralgang: DC 21 Will (Emotion, Fear, Visual)
Interi: DC 16 Fort save vs: 1) Disease 2) Paralysis 3) Paralysis; DC 21 WIll save like everyone else
Pugsley: DC 21 Will (Emotion, Fear, Visual)
William: DC 21 Will (Emotion, Fear, Visual)
Domwurd: DC 21 Will (Emotion, Fear, Visual)
Rixette: DC 21 Will (Emotion, Fear, Visual)

──────────
BOLD IS UP!:
──────────
➤ Haggra (17/44 HP) │ Immune to Stench, potion in hand
Peryton 1 (-24 HP) │ 5' in air
Kralgang (36/48 HP) │ Immune to stench
Ghast 1 (-1 HP)
Interi (14/49 HP)
Ghast 2 (-0 HP)
Peryton 2 (-12 HP)
➤ Pugsley (27/27 HP) │ R. Cold 1
⠀⠀➤ William (27/27 HP)
➤ Domwurd (34/34 HP)
➤ Rixette (56/56 HP)

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Arcana, Nature ) on Peryton:
These perytons are frost-aligned, immune to cold and weak to fire
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
Perytons can fly above you and mimic shadows, giving them a bonus to attacks if you fail a will save, and making you frightened if they strike

DC 16 (Religion, Undead Lore (-2 DC)) on Ghast:
These ghasts are frost-aligned, immune to cold and weak to fire
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
The ghast jumps up to half its Speed as an action. This movement doesn’t trigger reactions.

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Ghast Aura :
A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it’s sickened on a critical failure). While within the aura, the creature takes a –2 penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Envoy's Alliance

LN Male (he/his) elfbane Hobgoblin Nomad Investigator 4 | HP 44/44 | AC 19| Fort +7; Ref +9; Will +8; +1 vs attacks from traps | Perc: +8 (+9 when using Pursue a Lead or to detect traps); darkvision | Speed 25ft| Hero Points 2/3; Fear 1/day | Leads: Aslynn, Alyreha | Exploration Mode: Search | Active conditions:

will DC21: 1d20 + 8 ⇒ (1) + 8 = 9 Special

Haggra gulps down his potion.
healing: 1d8 ⇒ 5

"Guess that'll have to do."

Afraid for his life, he pulls another potion, and drink that one, too.
healing: 1d8 ⇒ 5

Horizon Hunters

Pugsley Will DC 21: 1d20 + 7 ⇒ (8) + 7 = 15 Frightened 1.
William Will DC 21: 1d20 + 7 ⇒ (18) + 7 = 25

William Stench DC 16 Fort: 1d20 + 8 ⇒ (13) + 8 = 21

William slams his ectoplasmic body into the ghast as the chicken-legged axe struts across the ground slicing at the Peryton. "Ugh, that's gross! Dog-gone it, imma lose the bits from my kibbles."

Spirit Object (Battle Axe) (Flanking??): 1d20 + 9 - 1 ⇒ (18) + 9 - 1 = 26
Damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6

William Spectral Spike; Agile: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17
Damage (Piercing): 1d6 + 2 ⇒ (3) + 2 = 5

◆◆ Spirit Object
◆ William Strike

Player Status:

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


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Harrgr drinks his potions, and then feels less afraid for his life. Frigtened 2 => 1

I think it should benefit from flanking as it specifies the attack coems from the object's space and is an attack, however, I don't think it provides flanking as it's not animated otherwise.

The chicken-legged axe lops off part of a falcon-foot! The peryton growls in pain and Pugsley doesn't feel afraid anymore Frigtened 1 => 0.

William just misses the ghast.

★★★
Violence in the North Round 2-3

Party Conditions: Everyone antiplagued (+2 item vs Disease); Corpses marked on map
Terrain: Houses 10' high; DC 16 fort vs Sickened entering or starting turn in auras.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Kralgang: DC 21 Will (Emotion, Fear, Visual)
Interi: DC 16 Fort save vs: 1) Disease 2) Paralysis 3) Paralysis; DC 21 WIll save like everyone else
Domwurd: DC 21 Will (Emotion, Fear, Visual)
Rixette: DC 21 Will (Emotion, Fear, Visual)

──────────
BOLD IS UP!:
──────────
Haggra (27/44 HP) │ Frightened 1
Peryton 1 (-30 HP) │ 5' in air
Kralgang (36/48 HP) │ Immune to stench
Ghast 1 (-1 HP)
Interi (14/49 HP)
Ghast 2 (-0 HP)
Peryton 2 (-12 HP)
Pugsley (27/27 HP) │ R. Cold 1
⠀⠀William (27/27 HP)
➤ Domwurd (34/34 HP)
➤ Rixette (56/56 HP)

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Arcana, Nature ) on Peryton:
These perytons are frost-aligned, immune to cold and weak to fire
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
Perytons can fly above you and mimic shadows, giving them a bonus to attacks if you fail a will save, and making you frightened if they strike

DC 16 (Religion, Undead Lore (-2 DC)) on Ghast:
These ghasts are frost-aligned, immune to cold and weak to fire
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
The ghast jumps up to half its Speed as an action. This movement doesn’t trigger reactions.

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Ghast Aura :
A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it’s sickened on a critical failure). While within the aura, the creature takes a –2 penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Radiant Oath

LG Male Shoony Wizard 7 | Default Exploration: Detect Magic
Stats:
AC 22 | Fort +9, Refl +13, Will +14 | Perc +12 | Speed 25
♥️ 55/55 | ☘️ 1/3 | ☀️ 1/1 | ✋ Staff of Fire | ⚕ Mystic Armor | Spells (Arcane, +15, DC 25): Cantrips (6), 1st (4/4), 2nd (4/4), 3rd (2/2), 4th (4/4)

Domwurd slams the butt of his staff against the ground, triggering the stored magic within. It flows into Domwurd, filling his mind with arcane power.

The wizard channels that power by repeating the spell he cast before, hurling sudden electricity at the peryton!
Sudden Bolt vs Peryton 2, DC 20 Reflex: 4d12 ⇒ (4, 4, 2, 4) = 14

He once more shields himself, knowing that eventually he will draw the creature's ire. Cast Shield

Horizon Hunters

CN female human (half-orc) swashbuckler 4 | HP 56/56 | AC 21/22 | F +9 R +12 W +8 | Perc +8 | Stealth +10 | Speed: 25/35 ft | Active Conditions: ---

Will: 1d20 + 8 ⇒ (18) + 8 = 26

Rixette, unafraid, moves around for a better shot.

"Hey ghoul, you're going down like your friends!"

Intimidation: 1d20 + 10 ⇒ (1) + 10 = 11

+1 Returning Hatchet: 1d20 + 10 ⇒ (1) + 10 = 11
ouch!: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10

Well, that was a useless turn.

Dark Archive

Interi's Fortitude (E) v Disease: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
Interi's Fortitude (E) v Paralysis / Incapacitation: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14
Interi's Fortitude (E) v Paralysis / Incapacitation: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29

Interi is fine.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The Pertyton flies down into a flank with the ghast, drawing a heroic AOO!

Heroic sword: 1d20 + 12 ⇒ (14) + 12 = 26
S: 2d8 + 4 ⇒ (4, 2) + 4 = 10

The creature, with a flank, then strikes the conrasu…

Antlers vs FF: 1d20 + 14 ⇒ (14) + 14 = 28
P: 1d12 + 4 ⇒ (11) + 4 = 15
Cold: 1d6 ⇒ 5

The antlers freeze their bark and gouge their orb, dropping Interi. 28 vs FF AC 20 is a crit for 40, dying 2

The Peryton then flies over to a corpse…

★★★
Violence in the North Round 2-3

Party Conditions: Everyone antiplagued (+2 item vs Disease); Corpses marked on map
Terrain: Houses 10' high; DC 16 fort vs Sickened entering or starting turn in auras.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Kralgang: DC 21 Will (Emotion, Fear, Visual)
Domwurd: DC 21 Will (Emotion, Fear, Visual)
Rixette: DC 21 Will (Emotion, Fear, Visual)

──────────
BOLD IS UP!:
──────────
Haggra (27/44 HP) │ Frightened 1
Interi (0/49 HP) │ Dying 2
Peryton 1 (-40 HP)
➤ Kralgang (36/48 HP) │ Immune to stench
Ghast 1 (-1 HP)
Ghast 2 (-0 HP)
Peryton 2 (-19 HP)
Pugsley (27/27 HP) │ R. Cold 1
⠀⠀William (27/27 HP)
Domwurd (34/34 HP)
Rixette (56/56 HP)

──────────
AFTER YOUR TURN:
──────────
Interi: DC 12 Flat check to Stabilize

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Arcana, Nature ) on Peryton:
These perytons are frost-aligned, immune to cold and weak to fire
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
Perytons can fly above you and mimic shadows, giving them a bonus to attacks if you fail a will save, and making you frightened if they strike

DC 16 (Religion, Undead Lore (-2 DC)) on Ghast:
These ghasts are frost-aligned, immune to cold and weak to fire
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
The ghast jumps up to half its Speed as an action. This movement doesn’t trigger reactions.

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Ghast Aura :
A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it’s sickened on a critical failure). While within the aura, the creature takes a –2 penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Vigilant Seal

Male Hobgoblin Duskwalker Investigator 4 | hp 48/48, hero 3/3 | AC 21, F+8 R+11 W+7 | Speed 25ft | Perception +7, Arcana +10, Crafting +12, Occultism +11, Society +12, Stealth +9 | Current Conditions:

Will Save at start of turn: 1d20 + 7 ⇒ (12) + 7 = 19

"We need to take out the Peryton's or we are all dead!"

Devise a Strat vs Peryton1: 1d20 ⇒ 10

Urgh.

Hero Point!: 1d20 ⇒ 17

He takes careful aim at the Peyton and lets loose a poisoned arrow!

To hit= 17+11=28

Damage: 3d6 ⇒ (1, 3, 1) = 5

Pathetic. He does have to make a DC17 Fort Save vs Giant Centipede Venom

Vigilant Seal

Male Hobgoblin Duskwalker Investigator 4 | hp 48/48, hero 3/3 | AC 21, F+8 R+11 W+7 | Speed 25ft | Perception +7, Arcana +10, Crafting +12, Occultism +11, Society +12, Stealth +9 | Current Conditions:

Realizing he still has an action, he shoots again!

Attack#2 vs Ghast1: 1d20 + 5 ⇒ (15) + 5 = 20

Damage: 2d6 ⇒ (3, 6) = 9


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Fort: 1d20 + 8 ⇒ (3) + 8 = 11
poison: 1d6 ⇒ 2

The peryton's muscles begin to stiffen!

----

Ghast 1 has a delicious Pharasmin in front of it…

Bite: 1d20 + 11 ⇒ (13) + 11 = 24
P: 1d6 + 5 ⇒ (6) + 5 = 11 DC 16 fort vs disease and paralysiss

Claw: 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 15

Claw: 1d20 + 11 - 8 ⇒ (19) + 11 - 8 = 22
S: 1d4 + 5 ⇒ (4) + 5 = 9 DC 16 fort vs paralysiss

And does some really solid damage to its hated emissary of the Lady of Graves. But Kralgang stands yet!

----

Ghast 2 rushes over to Haggra…

Bite: 1d20 + 11 ⇒ (4) + 11 = 15
Claw: 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12

… and flails. But Domwurd is exposed to the sickening stink of rotting flesh! DC 16 fort or Sick

----

We forgot Domwurd's will save last round. Rolling it here as things are stacking up fast. Domwurd's Will (E): 1d20 + 10 ⇒ (12) + 10 = 22 — pass.

Peryton 2 glides in and, from 20 feet up, manipulates Domwurd's shadow! The shoony's shadow writhes… DC 21 Will save or I get a +2 bonus to attack and damage against you and riders on my attacks

★★★
Violence in the North Round 3-4

Party Conditions: Everyone antiplagued (+2 item vs Disease); Corpses marked on map
Terrain: Houses 10' high; DC 16 fort vs Sickened entering or starting turn in auras.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Kralgang: DC 16 Fort vs Disease, 2 DC 16 forts ve paralysis (Incapacitate)
Domwurd: DC 16 Fort vs Stench, then C 21 Will vs Shadow manipulation

──────────
BOLD IS UP!:
──────────
➤ Haggra (27/44 HP) │ Frightened 1
Interi (0/49 HP) │ Dying 2
Peryton 1 (-48 HP)
Kralgang (16/48 HP) │ Immune to stench
Ghast 1 (-10 HP)
Ghast 2 (-0 HP)
Peryton 2 (-19 HP)
➤ Pugsley (27/27 HP) │ R. Cold 1
⠀⠀➤ William (27/27 HP)
➤ Domwurd (34/34 HP)
➤ Rixette (56/56 HP)

──────────
AFTER YOUR TURN:
──────────
Interi: DC 12 Flat check to Stabilize
Peryton 1: Poison stage 1

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Arcana, Nature ) on Peryton:
These perytons are frost-aligned, immune to cold and weak to fire
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
Perytons can fly above you and mimic shadows, giving them a bonus to attacks if you fail a will save, and making you frightened if they strike

DC 16 (Religion, Undead Lore (-2 DC)) on Ghast:
These ghasts are frost-aligned, immune to cold and weak to fire
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
The ghast jumps up to half its Speed as an action. This movement doesn’t trigger reactions.

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Ghast Aura :
A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it’s sickened on a critical failure). While within the aura, the creature takes a –2 penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Horizon Hunters

CN female human (half-orc) swashbuckler 4 | HP 56/56 | AC 21/22 | F +9 R +12 W +8 | Perc +8 | Stealth +10 | Speed: 25/35 ft | Active Conditions: ---

Will: 1d20 + 8 ⇒ (4) + 8 = 12

"Avocado, no!"

Rixette looks concerned at seeing her friend go down to a mighty blow, and she runs over, pulls out a potion, and feeds it to him.

Minor healing: 1d8 ⇒ 7

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