
Hurik |

Hey, not sure about this, but i forgot Hurik has 'Sudden charge' as a Feat. "With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. " which means he would have gotten a free melee attack? If so, I have one more action which I could use as a second strike attempt, albeit with the -5 to hit. If that's the case... the roll is.
To hit, bonus and second attack penalty included 1d20 + 4 ⇒ (14) + 4 = 18
Dmg if that hits: 2d12 + 4 ⇒ (6, 12) + 4 = 22
If I read that rule wrong, ignore this :o

DM DoctorEvil |

Hey, not sure about this, but i forgot Hurik has 'Sudden charge' as a Feat. "With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. " which means he would have gotten a free melee attack? If so, I have one more action which I could use as a second strike attempt, albeit with the -5 to hit. If that's the case... the roll is.
To hit, bonus and second attack penalty included 1d20+4
Dmg if that hits: 2d12+4If I read that rule wrong, ignore this :o
Yes, its 2 actions to stride X2 and attack. In this case, you didn't really need it, because your first strike hit and did enough damage to drop the pugwampi, but good ot keep in mind for future opening attacks.
I will use that second roll however for a DC 16 Will save that you need to make when getting close to the enemies. With that roll and your bonus, you make it, and are immune to pugwampi bad luck for 24 hrs.

DM DoctorEvil |

Gremlins - Round 1 - continued
25 Kheyji
25 Hurik (immune to bad luck)
24 Red Pugwampi
23 Miriani
19 Tharskh
14 Satu
8 Nuglub
With his magically enhanced weapon ready, Hurik dashes across the open space and mashes the first gremlin pugwampi he sees. The foe was unaware of his attack and thus did not defend itself at all, and Hurik did the rest, killing the gremlin with one blow.
Red Pugwampi leaps into action, startled by the sudden onrush of attackers. It readies and fires a short bow at Hurik. One shot hits the barbarian for a minor wound, while the other flies wide.
Hurik takes 3hp dmg and is at 35/38 by my count. Rest of the party is up now.
Red Pugwampi bow: 1d20 + 8 ⇒ (17) + 8 = 25
Red Pugwampi bow, 2nd strike: 1d20 + 8 - 5 ⇒ (6) + 8 - 5 = 9
Piercing dmg to Hurik: 1d6 ⇒ 3

Satu Varis |

Satu, her spear in one hand and a throwing knife in the other dances up to Hurik, throws the knife at the nuglub, then dances some feet away again.
Acrobatics Performance to gain Panache against red enemy Will DC: 1d20 + 10 ⇒ (8) + 10 = 18
Confident Finisher with throwing knife:: 1d20 + 8 ⇒ (1) + 8 = 91d4 + 2 ⇒ (4) + 2 = 62d6 ⇒ (6, 4) = 10
On failure half damage of 2d6 precision damage
Acrobatics Performance to gain Panache against red enemy Will DC: 1d20 + 10 ⇒ (6) + 10 = 16

DM DoctorEvil |

Satu, if your movement is 25', how do you move as far you indicate, perform, attack, and perform again? That seems like too many actions for 1 round, but maybe there's something I don't understand about your abilities. I don't see where you can combine a Perform actin and movement in the same action...

Tharskh |

Without a second thought, Tharskh unleashes on the closest foe. Shilah stands close to him and growls.
Think that is purple.
Hunt Prey on Purple.
Hunted Shot.
Strike
Shortbow HS: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Damage if it hits: 1d6 + 2 + 1d8 ⇒ (5) + 2 + (2) = 9
Shortbow 2 HS: 1d20 + 7 - 5 ⇒ (6) + 7 - 5 = 8
Damage if it hits: 1d6 ⇒ 5
Shortbow 3 Strike: 1d20 + 7 - 10 ⇒ (13) + 7 - 10 = 10
Damage if it hits: 1d6 ⇒ 1

DM DoctorEvil |

Gremlins - Round 1 - concluded
Miriani's electrical spell jolts the remaining pugwampi for full damage, but the nuglub is surprisingly agile for its shape and avoids a direct hit, taking only half damage.
Satu dances into a performance that does not fascinate the nuglub but does inspire her to throw her blade with deft precision. Even though the attack is not exactly on target the fey leader takes a slight wound anyway.
Marking the same nuglub as his prey, Tharskh fires two arrows at that target, but unfortunately all the gyrations around the gremlins cause his shots to miss, one only narrowly.
The nuglub gremlin casts a spell targeting the deadly maul held by Hurik. A coating of very slippery grease coats the weapon's handle, and Hurik struggles to hold onto his weapon of choice. The nuglub then moves a bit back and away from it original position.
Hurik needs a DC 18 Acrobatics or Reflex save. Failure means a -2 on all attacks with that weapon. Critical failure means he drops it.
End of Round 1
Pugwampi DC 18 Reflex: 1d20 + 8 ⇒ (7) + 8 = 15
Nuglub DC 18 Reflex: 1d20 + 10 ⇒ (9) + 10 = 19

DM DoctorEvil |

Gremlins - Round 2
25 Kheyji
25 Hurik (immune to bad luck, 35/38hp, greased weapon)
24 Red Pugwampi (6hp dmg)
23 Miriani
19 Tharskh
14 Satu
8 Nuglub (prey for Tharskh; 8hp dmg)
Kheyji and Hurik are up now. Hurik still needs that DC 18 Reflex or Acrobatics. Also, if you move into melee range with either foe, please show me the path you take with the arrow tool on the map.

Hurik |

Hurik curses as the handle of his weapon goes slippery
Reflex save 1d20 + 6 ⇒ (18) + 6 = 24
Current HP; 35 /38 still
But he holds on by shifting grip to a non greased spot
And I have a rule question regarding one of his new feats so I'll take that to discussion before I roll to hit and stuff. Sorry to slow things down

Hurik |

Hurik holds on, and streaks forward to flank the creature and leave an opening for his allies, "Play me for a fool?"
Then he strikes and strikes again
First move was a stride. Then two strikes at the Nuglub
Strike #1, magic weapon bonus included 1d20 + 9 ⇒ (11) + 9 = 20
Dmg: 2d12 + 4 ⇒ (4, 6) + 4 = 14
Strike #2, Magic Weapon, bonus included, penalty for second strike 1d20 + 4 ⇒ (11) + 4 = 15
Dmg:2d12 + 4 ⇒ (2, 11) + 4 = 17

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Keyji will cast produce flame (2 actions) and then use the Shield cantrip (1 action).
Fire!: 1d20 + 7 ⇒ (6) + 7 = 13 for potentially fire damage: 1d4 + 3 ⇒ (2) + 3 = 5
Kheji pulls her hand back and it bursts into flames. Her entire hand. She calls out something untoward and thrusts her hand forward, sending the flame off towards the nuglub (if it's still alive; otherwise any other convenient target will do).
She then summons another shimmery shield in between herself and the foe.

DM DoctorEvil |

Gremlins - Round 2 - continued
Hurik feels the enchanted grease on the handle of his maul but manages to keep hold of the weapon somehow. He moves quickly through the grass towards the nuglub and as he does, he notices a large hoof snare also set here. Fortunately, the dwarf is small enough to not trigger the trap, moving between the parts, but he can see it would be a nasty surprise for a large creature. He manages to unleash another magically-enhanced on the gremlin leader, but the creature survives the onslaught. The second blow misses.
Kheyji conjures magical flames but her toss is offline enough to miss any target. Smartly, she conjures another protective shield, just in case.
The remaining pugwampi moves a bit then fires two arrows at Hurik. Both arrows hit Hurik, but the wounds are relatively minor and don't distract him from the work at hand.
Hurik takes 8hp dmg total from the arrows, and is at 27/38. Satu, Tharskh, and Miriani are up now.
Pugwampi shortbow vs Hurik: 1d20 + 8 ⇒ (16) + 8 = 24
Pugwampi shortbow vs Hurik, 2nd strike: 1d20 + 8 - 5 ⇒ (16) + 8 - 5 = 19
Hurik piercing dmg, 2 arrows: 2d6 ⇒ (3, 5) = 8

Miriani |

Miriani moves back, stepping on every sharp stone and stick out here. She moves back until she feels herself step on normal ground. She then gathers up a ball of wind and hurls it at the pugwampi.
produce wind attack: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 1d4 + 4 ⇒ (1) + 4 = 5

Tharskh |

Weekends will always be slow for me.
Tharskh continues targeting the Nublug engaged with Hurik.
Shift
Hunted Shot
Strike
Shortbow HS: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Damage if it hits: 1d6 + 2 + 1d8 ⇒ (2) + 2 + (8) = 12
Shortbow 2 HS: 1d20 + 7 - 5 ⇒ (4) + 7 - 5 = 6
Damage if it hits: 1d6 ⇒ 2
Shortbow 3 Strike: 1d20 + 7 - 10 ⇒ (9) + 7 - 10 = 6
Damage if it hits: 1d6 ⇒ 3

Satu Varis |

Moved Satu where she should stand, only having moved 30 feet then.
Satu continues her dance off with the gremlin and tries to stab him with her spear as she finishes a dancing sequence.
Dance off acrobatics vs Will DC for Panache: 1d20 + 10 ⇒ (7) + 10 = 17
Attack with spear finisher: 1d20 + 8 ⇒ (10) + 8 = 181d6 + 2 ⇒ (1) + 2 = 32d6 ⇒ (4, 5) = 9
On failure half damage of 2d6 precision damage
Then she starts the dance from the beginning...
Dance off acrobatics vs Will DC for Panache: 1d20 + 10 ⇒ (9) + 10 = 19

DM DoctorEvil |

Gremlins - Round 2 - concluded
Tharskh contiues firing arrows at his targeted prey. The first shot is true, and drills an arrow dead-center of the small gremlin. However the other two shots fly wide of the mark.
As Satu nears the pugwampi, she feels funny, perhaps a little heavy in the limbs or light-headed either way, her attack lands true, and she does enough damage, with her dancing finish, to kill the smaller gremlin.
Left alone the nuglub curses in its strange tongue (Undercommon if any speakers), and savagely attacks Hurik, its toothy maw opening to unusual size and taking a terribly big bite out of the barbarian. It continues to hold Hurik fast in its over-sized mouth.
End of Round 2
Hurik takes 16hp dmg (now at 11/38) and is grabbed which gives him the flat-footed and immoblized conditions.
Satu DC 16 Will: 1d20 + 5 ⇒ (9) + 5 = 14
Satu Spear attack, disadvantage: 1d20 + 8 ⇒ (11) + 8 = 19
Nuglub bite vs Hurik: 1d20 + 11 ⇒ (20) + 11 = 31 CRIT
Nuglub piercing dmg vs Hurik: 2d8 + 2 ⇒ (7, 7) + 2 = 16

Miriani |

Miriani wants to kill the thing. You can see her eyes looking at it like it's a wounded mouse. But she looks over at Hurik and forgoes the thrill of violence for a moment.
She blow out her breath, that flows across and into Hurik. It's cold, but bracing.
2 action heal
healing: 1d8 + 8 ⇒ (7) + 8 = 15
And when that's done she tosses a chunk of hardened air at the gremlin.
Elemental Toss: 1d20 + 8 ⇒ (11) + 8 = 19
damage: 1d8 ⇒ 8

Hurik |

Hurik is surprised that the creature's mouth can get SO big, so is caught quite off guard as he is seized in it's jaws! His blood flows all across the earth as he, already wounded, is savagely chewed upon.
Then, Miriani sends a magic breeze, icy but restorative, and he feels hope in him again as some of his wounds seal and close.
Escape attempt, unarmed attack to break free 1d20 + 8 ⇒ (15) + 8 = 23
His other two actions may depend on if he succeeds or not. Can I hold on those?

DM DoctorEvil |

Gremlins - Round 3 - continued
After seeing Hurik grabbed in the jaws of the strange gremlin, Miriani chooses to keep her ally upright and sends an icy blast of healing energy his way. After that, she commmands a shot of elemental wind to smahs into the nuglub who takes full brunt with a grunt of pain. It seems to be pretty badly hurt at this point.
Invigorated by the healing, Hurik tenses his muscles and bursts from the jaws of the wounded gremlin, getting freedom of movement back, and readying for another strike.
Yes, you are able to free yourself with that roll. You may take your other actions now, along with Tharskh, Kheyji, and Satu.

Hurik |

Thanks. I have him at 26 hit points.
Freed from the creature's maw, Hurik whirls his maul at it hoping to finish it off.
To hit, with -5 counted in as this is his 'second attack'
1d20 + 4 ⇒ (12) + 4 = 16
Dmg: 2d12 + 4 ⇒ (4, 3) + 4 = 11
Then he shifts to further block off any escape to the north while his friends finish it off, asssuming his maul doesn't.
Last action to stride back

DM DoctorEvil |

Gremlins - Round 3 - continued
Hurik frees himself from the incredible jaws of the nuglub, but is too spent to get his best effort in an attack, which misses. Then he starts to wind around the gremlin to keep it from fleeing.
As Hurik moves, the nuglub lashes out in reaction, lightening quick, sweeping at Hurik's knees. The rapid blow doesn't damage Hurik, but it does leave him lying prone in front of the gremlin's terrible maw again.
Looking for actions from the rest of the group still before the bad guy goes.
Nuglub Kneecapper reaction Acrobatics vs Hurik Reflex DC 16: 1d20 + 8 ⇒ (18) + 8 = 26

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Kheyji will cast Fire Ray (2 actions) and then Shield again (1 action)
Fire Ray!: 1d20 + 7 ⇒ (1) + 7 = 8 for potentially Fire Damage: 1d6 ⇒ 5 + 1d6 ⇒ 1
Kheyji, distracted by the harm to her friend, is way off on the band of fire she sends at the foe.
Fortunately, she at least has the presence of mind to keep her shield up.

DM DoctorEvil |

Gremlins - Round 3 - concluded
Tharskh fires a pair of arrows at the nuglub after marking it has his prey. The first shot strikes with hunter's precision, and damages the already badly hurt gremlin, which now is on its last legs. The second shot misses.
Satu sees the mortally wounded gremlin, and closes in for the kill with her spear. The battledancer just makes a killing stab, and the wound ends the fight with the nuglub dead.
End of Combat
The nuglub's attack against a prone opponent is pretty bad, so glad they finished it off before it got to Hurik on the ground.
Tharskh arrow, hunted prey: 1d20 + 7 ⇒ (18) + 7 = 25
Tharskh arrow, 2nd shot, hunted: 1d20 + 7 - 5 ⇒ (15) + 7 - 5 = 17
Arrow dmg to Nuglub, precision: 1d8 + 1d8 ⇒ (1) + (3) = 4
Satu spear: 1d20 + 8 ⇒ (12) + 8 = 20
Spear dmg to Nuglub: 1d6 + 2 ⇒ (4) + 2 = 6

Hurik |

Hurik grunts as he sees the carnage above him by his allies upon the creature that came close to killing him, "And that..." A breath "And the healing.. is why I am glad to be part of a tribe"
He rises carefully, and says "Let's dismantle these snares and get the hadrosaurid to the following."

Hurik |

"Not as badly as I was thanks to Miriana" A grateful look to the sorceress, then back at the godsmouth Kheyji, "But I am still bearing wounds. I leave it to the healers to decide if they wish to use their gifts now on me or hold back should others end up needing it more."
He's got 26 out of 38 hitpoints if I kept track right

Miriani |

Probably a good time for treat wounds.
Miriani will check that Kheyji has her comrades taken and will grab a branch with some tasty leaves. "Hey big guy, you should turn this way. You wouldn't like the snares so well."
nature, tame animal: 1d20 + 6 ⇒ (17) + 6 = 23

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Kheyji nods and says, "Hold still. Sister, this one could use a bit more vitality, if you please?"
2 Action Heal: 2d10 + 8 ⇒ (10, 10) + 8 = 28
Well, that should top off your tank. :)

DM DoctorEvil |

As Kheyji casts healing magic on Hurik, the divine fire warming and closing his wounds, Miriani steps toward the hadrosaurid, using her recently acquired skill to work on calming and pacifying the huge creature. It takes the better part of an hour, but eventually the cat-sorcerer's persistence pays off, and the dinosaur creature nestles against her fur, and eats large leafy branches from her hand.
With everyone healed, and the dinosaur tamed, the scouts are free to head back to the following for the day.
Well done! Miriani can earn a second hero point for taming the beast. It would be extra XPs if we were scoring that way. This encounter is over, so back to the hex map, to choose where to move the following the next day. Any changes to the mapped out plan?

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That's an MVP style heal spell, but why is 2d10+8 instead of 1d8+8?
Because I cannot read, apparently. That should be 1d10+8, not 2d10+8. Kheyji rolls d10s instead of d8s when she heals because she has the Healing Hands Cleric class Feat. So Hurik, you only get 18 hp back instead of 28. Sorry about that!

DM DoctorEvil |

DM DoctorEvil wrote:Because I cannot read, apparently. That should be 1d10+8, not 2d10+8. Kheyji rolls d10s instead of d8s when she heals because she has the Healing Hands Cleric class Feat. So Hurik, you only get 18 hp back instead of 28. Sorry about that!
That's an MVP style heal spell, but why is 2d10+8 instead of 1d8+8?
Either way, it is enough to get him back to full HP. Thanks for helping clear it up.

DM DoctorEvil |

The scouts return to the following with their new pet, the hadrosaurid, which does help alert the keepers if danger is near the herd.
The trip toward Red Cat Cave must cross a river, but the crossing has an easy fording site, and the group shepherds the following across during most of the day. The Broken Tusks cross without incident, and camp on the far bank, anxiously looking back at their pursuers, but no sign of the Burning Mammoths is apparent. Backtracking just a bit, the scouts can see from a high bluff, that the hostile camp has not broken at all, and the foes seem stationary for now, or at least little moved. A good omen perhaps.
A day goes by so all of your spells, skills, HP, etc are reset for when we have the next set piece encounter.

DM DoctorEvil |

The next day, when you break camp, you can see the first of the Burning Mammoths have moved closer. It seems the enemy encampment is on the move, and headed in your direction, though slowly.
The next day, as you scout the plains ahead of the following, you spy something strange in the distance. Walking closer, you see a lifelike statue of rearing mammoth stands in the middle of this grassy flatland. The statue balances on hits hind legs precariously, lacking a base. The mammoth's face appears twisted in anger, trunk curled as though mid-trumpet. Beneath one of the stone mammoth's feet are the crushed remains of a feathered animal.
I don't think we will need an encounter map for this odd statue, but the next actions are up to you. Remember that Recall Knowledge or several other skill checks are secret rolls in PF2, so you may say what you attempt and share your modifier, but not roll yourself unless directed for Secret Checks.

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Kheyji looks at the statute and asks aloud, "Anyone seen anything like this before?"
I'd like to try to Recall Knowledge on this. If it is Religion or Nature, Kheyji has a +7. If it's Occultism, Society, or Arcana, she has a +0 and is untrained.

DM DoctorEvil |

You can share this with the rest of the group verbatim, or relate however you wish.
Kheyji Nature: 1d20 + 7 ⇒ (19) + 7 = 26
Kheyji Perception: 1d20 + 7 ⇒ (2) + 7 = 9

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Kehyji looks over the statute and says, "Uh, team? I don't think this is a statue! At least, it didn't start out as one. This is a real mammoth, and somebody turned it into stone!"
She looks around carefully, just in case whatever turned the mammoth to stone might still be in the area.
Can I try a Perception check in case there's anything hostile about?

Satu Varis |

Sorry site logged me out and i didn't realize.
What? A real animal turned into stone? I don't know what's more appalling, this being a work of art or the work of...well what actually? You mean it was turned to stone by some sort of magic or curse?
Satu looks around, alerted and a big scared, for a possible source of such a curse.