
![]() |

Bair rushes around the other tree monster and choppity chops, ”I gawt dis one.”
+1 Wounding Striking Silver Halberd: 1d20 + 17 ⇒ (18) + 17 = 35 for Slashing/Silver + W.S.: 2d10 + 4 + 2 ⇒ (2, 4) + 4 + 2 = 12 (hit adds 1d6 persistent bleed, crit adds 1d12)
+1 Wounding Striking Silver Halberd: 1d20 + 12 ⇒ (12) + 12 = 24 for Slashing/Silver + W.S.: 2d10 + 4 + 2 ⇒ (9, 8) + 4 + 2 = 23 (hit adds 1d6 persistent bleed, crit adds 1d12)

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Morgan concentrates on her summoned skeleton, maintaining a connection as the mindless undead continues to attack.
Strike vs 1: 1d20 + 12 ⇒ (12) + 12 = 24
Damage (S): 1d8 + 7 ⇒ (8) + 7 = 15
Strike vs 1: 1d20 + 7 ⇒ (1) + 7 = 8
Damage (S): 1d8 + 7 ⇒ (5) + 7 = 12
And to add to things, she points at the treant and releases a ray of frost at the creature.
Ray of Frost vs 2: 1d20 + 15 ⇒ (2) + 15 = 17
Damage (Cold): 4d4 + 4 ⇒ (4, 2, 4, 3) + 4 = 17

GM Doug H |

Makai crushes bark while Bair almost cuts his target in half!
We have a blackout and posting on mobile. Please forgive any errors while I am posting from my phone.
⚘ ⚘ ⚘
Oh My It's Made for Axin' an' Trippin' Round 2-3
Terrain: Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Battlemap
──────────
BOLD IS UP!:
──────────
Fafrd (96/96 HP) │ Axe out!
Tree 3 (-47 HP) │ Bleeding 1d12
Tree 1 (-52 HP)
Bair (138/138 HP)
➤ Iarann (145/145 HP)
Makai (87/87 HP)
➤ Kamil (64/64 HP) │ 10 temp hp, hasted
➤ Morgan (71/71 HP) │ 10 temp hp
⠀⠀➤ Rhob (87/87 HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 32 (crit success), second success by another PC, or DC 24 as second check after first success:

GM Doug H |

I missed Morgan’s post. One successful strike vs Tree 1 for 15 damage.
⚘ ⚘ ⚘
Guy with the axe is up
Terrain: Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Battlemap
──────────
BOLD IS UP!:
──────────
Fafrd (96/96 HP) │ Axe out!
Tree 3 (-47 HP) │ Bleeding 1d12
Tree 1 (-67 HP)
Bair (138/138 HP)
➤ Iarann (145/145 HP)
Makai (87/87 HP)
Kamil (64/64 HP) │ 10 temp hp, hasted
Morgan (71/71 HP) │ 10 temp hp
⠀⠀Rhob (87/87 HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 32 (crit success), second success by another PC, or DC 24 as second check after first success:

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Iarann gives a mighty battle cry and suddenly charges to help Bair:
ATK: 1d20 + 18 ⇒ (3) + 18 = 21 for DMG if hit: 2d12 + 7 ⇒ (9, 9) + 7 = 25 and Cold: 1d6 ⇒ 3
ATK 2: 1d20 + 13 ⇒ (16) + 13 = 29 for DMG if hit: 2d12 + 7 ⇒ (5, 5) + 7 = 17 and Cold: 1d6 ⇒ 1

GM Doug H |

Iarann takes down Bair's tree, felling it on the second axe-swing.
Tree 1 Should have been standing, it stood, fell, then stood again tears at Maklai's face' she snaps her shield up but it's to no avail:
Branch: 1d20 + 15 ⇒ (17) + 15 = 32
B: 2d8 + 8 ⇒ (1, 4) + 8 = 13
Branch: 1d20 + 15 - 5 ⇒ (19) + 15 - 5 = 29
B: 2d8 + 8 ⇒ (8, 2) + 8 = 18
Branch: 1d20 + 10 ⇒ (6) + 10 = 16
— finally, it draws blood. But the fight may already be over anyway…
⚘ ⚘ ⚘
Oh My It's Made for Axin' an' Trippin' Round 2-3
Terrain: Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Fafrd (96/96 HP) │ Axe out!
Tree 1 (-67 HP)
➤ Bair (138/138 HP)
➤ Iarann (145/145 HP)
➤ Makai (56/87 HP) │ Bless aura[/ooc]
➤ Kamil (64/64 HP) │ 10 temp hp, hasted
➤ Morgan (71/71 HP) │ 10 temp hp
⠀⠀➤ Rhob (87/87 HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 32 (crit success), second success by another PC, or DC 24 as second check after first success:

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Morgan holds her concentration, allowing the skeleton to continue its assault.
Glaive vs 1: 1d20 + 12 ⇒ (11) + 12 = 23
Damage (S): 1d8 + 7 ⇒ (3) + 7 = 10
Glaive vs 1: 1d20 + 7 ⇒ (15) + 7 = 22
Damage (S): 1d8 + 7 ⇒ (6) + 7 = 13
She then hurls another ray of frost at the tree monster.
Ray of Frost vs 1: 1d20 + 15 ⇒ (1) + 15 = 16
Damage (Cold): 4d4 + 4 ⇒ (2, 1, 2, 4) + 4 = 13

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"Fine"
Fafrd rushes in, his currently less that exciting axe at the ready. He swings the axe at the tree.
+1 silver hatchet, bless: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32
slashing silver axe: 1d6 + 5 ⇒ (1) + 5 = 6

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"Gather round. I can heal two people at once."
looks like only Makai needs healing?
treat wounds, assurance: 12 + 10 = 22
healing: 2d8 + 10 ⇒ (5, 4) + 10 = 19
"Best I can do, but maybe chug an elixir or a potion. We've got plenty."

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"Simril the Thriceborn, show yourself," Morgan commands in a tone that brooks no delay.
The floating skull that is her familiar glides over from behind a tree. A tree well over thirty feet away. "Yes mistress? You have need of my keen intellect? My sterling reputation? Diplomatic skills, perhaps? Or perhaps my powers of observation would-"
"Shut up and hold still. I want what is mine," the changeling necromancer says, intoning a word that drains the familiar of a degree of its magic. The skulls eyes flicker during the process.
Drain Familiar to recover Animate Dead (4th)
"I abide your wishes, mistress," Simril replies, tone flat.
Ready

GM Doug H |

I'm sure Makai has a potion or a way to heal 12 paltry HP. If not we'll start her out in this combat -12.
“They’ve almost completed the ritual,” Torrsen signs with one hand as he points forward with his sword. “It’s up to us to give them a little more time. Let’s go!”
Splashing up the river are three creatures who look like angry old fishermen. They carry oars and giant hooks!
Makai Goldenoak's Initiative Using Scout: 1d20 + 14 ⇒ (10) + 14 = 24
Bair's Initiative Using Search, Battle Cry free Demoralize: 1d20 + 13 ⇒ (17) + 13 = 30
Morgan's Initiative Using Detect Magic: 1d20 + 11 ⇒ (9) + 11 = 20
Kamil Durus's Initiative Using Avoid Notice / Deception: 1d20 + 11 ⇒ (1) + 11 = 12
Fafrd the Grey Mouse's Initiative Using Search (Scout's Warning): 1d20 + 17 ⇒ (11) + 17 = 28
1: 1d20 + 15 ⇒ (20) + 15 = 35
2: 1d20 + 15 ⇒ (17) + 15 = 32
3: 1d20 + 15 ⇒ (20) + 15 = 35
Dangnabbbit! Look at you, stupid fecking landlubbers!
⚘ ⚘ ⚘
Rhymes of the Grumpy Mariners Round 1
Terrain: Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Iarann (145/145 HP)
Old Fisherman 1 (-0 HP)
Old Fisherman 3 (-0 HP)
Old Fisherman 2 (-0 HP)
Bair (-0 HP)
Fafrd (-0 HP)
Makai (-0 HP)
Morgan (-0 HP)
⠀⠀Rhob (-0 HP)
Kamil (-0 HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 35 (crit success), second success by another PC, or DC 27 as second check after first success:

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"What the hell? Does anything make sense here? I'm telling ya'...."
Iarann takes a moment to seek anything else in the woods Perception Cone south: 1d20 + 17 ⇒ (2) + 17 = 19 and then readies an attack if anything closes:
Readied: 1d20 + 18 ⇒ (14) + 18 = 32 for DMG: 2d12 + 7 ⇒ (3, 9) + 7 = 19 and Ice: 1d6 ⇒ 3.
ATK: 1d20 + 18 ⇒ (7) + 18 = 25 for DMG: 2d12 + 7 ⇒ (6, 12) + 7 = 25 and Ice: 1d6 ⇒ 6.

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Yeah Makai would use a potion

GM Doug H |

The first old man of the sea rushes forward past the tree for a clear view of you. Taking your crew in with a gimlet eye he decided he doesn't;t like what he sees. He screams invectives at you, cursing curses like the filthiest sailor you ever met… so powerfully, you feel sick.
What good are ye, ye puke-faced tow-rags! Scaddle-headed, scab-arsed muckworms!
Everyone needs to make a DC 25 Will save vs an auditory, curse, enchantment, primal effect:
Critical Success The target is unaffected.
Success The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse.
Failure The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1.
Critical Failure As failure, but the target becomes sickened 2.
Then he throws his giant hook at Makai!
Fish Hook: 1d20 + 18 ⇒ (11) + 18 = 29
P: 2d10 + 7 ⇒ (1, 7) + 7 = 15
The barb skewers the dwarf, ripping at her guts 1d4 persistent bleed. There's a rope attached to the hook, running back into the sailor's hand… Escape DC 25
______
The Third old man moves through he underbrush… though it's difficult terrain he makes stubborn progress. Above average Speed
He heaves his hook at Iarann! "Ye bracket-faced puddle o' roach pee! Take this!
Fish Hook: 1d20 + 18 ⇒ (6) + 18 = 24
disappointed when it fails to hook the dwarf, he reels the hook back to his hand.
______
The last one moves closer and tries to snag a beefy goblin.
I'm HANGRY! E'en a biscuit-weevil like ye will do fer me an' my cookin' pot tonight.
Fish Hook, Cover: 1d20 + 18 ⇒ (14) + 18 = 32 +_2 to bar's AC
P: 2d10 + 7 ⇒ (5, 2) + 7 = 14
The vicious hook skewers the goblin. 1d4 persistent bleed Escape DC 25
Then the fisherman Reels in his catch of the day, giggling.
Athletics vs Fort DC: 1d20 + 16 ⇒ (13) + 16 = 29
The hook cruelly pulls him in 30 feet closer. Yeah got a real big one here! The old man licks his lips hungrily.
Athletics vs Fort DC: 1d20 + 16 ⇒ (18) + 16 = 34
And he pulls the goblin right up next to him.
Eatin' good tonight, yessir. Now hold still, ye muffle-headed jackscat!
⚘ ⚘ ⚘
Rhymes of the Grumpy Mariners Round 1-2
Terrain: Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Iarann: DC 25 Will save vs Curse
Bair: DC 25 Will save vs Curse
Fafrd: DC 25 Will save vs Curse
Makai: DC 25 Will save vs Curse
Morgan: DC 25 Will save vs Curse
Kamil: DC 25 Will save vs Curse
──────────
BOLD IS UP!:
──────────
➤ Iarann (145/145 HP)
Old Fisherman 1 (-0 HP)
Old Fisherman 3 (-0 HP)
Old Fisherman 2 (-0 HP)
➤ Bair (124/138 HP) │ Hooked by #2 (Escape DC 25), Bleeding 1d4
➤ Fafrd (96/96 HP)
➤ Makai (72/87 HP) │ Hooked by #1 (Escape DC 25), Bleeding 1d4
➤ Morgan (71/71 HP)
⠀⠀➤ Rhob (87/87 HP)
➤ Kamil (64/64 HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 35 (crit success), second success by another PC, or DC 27 as second check after first success:
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Critical Success The target is unaffected.
Success The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse.
Failure The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1.
Critical Failure As failure, but the target becomes sickened 2.

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will dc25 vs curse: 1d20 + 15 ⇒ (15) + 15 = 30
"I imagine that one has bitten off more than it can chew." Fafrd chuckles, indicating the fisherman that has caught Bair.
He hunts #1, and in one quick action draws his bow and fires a cold iron arrow.
+1 Striking frost composite shortbow: 1d20 + 17 - 1 ⇒ (17) + 17 - 1 = 33
piercing: 2d6 + 3 ⇒ (5, 4) + 3 = 12 | cold: 1d6 ⇒ 4 | deadly: 1d10 ⇒ 1
The then fires a pair more of cold iron at #1.
+1 Striking composite shortbow, flurry: 1d20 + 17 - 3 - 1 ⇒ (20) + 17 - 3 - 1 = 33
piercing: 2d6 + 3 ⇒ (4, 6) + 3 = 13 | cold: 1d6 ⇒ 6 | deadly: 1d10 ⇒ 7
45 plus any weakness
+1 Striking composite shortbow,flurry: 1d20 + 17 - 6 - 1 ⇒ (20) + 17 - 6 - 1 = 30
piercing: 2d6 + 3 ⇒ (5, 6) + 3 = 14 | cold: 1d6 ⇒ 6 | deadly: 1d10 ⇒ 7
47 plus any weakness

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Will: 1d20 + 16 ⇒ (2) + 16 = 18 HERO POINT
1d20 + 16 ⇒ (19) + 16 = 35 YES!
"Don't you DARE talk about Morgan's mother like that ye barnacle balled bastards!" Irann gives up the defensive stance and rashly and suddenly charges.
Sudden Charge: 1d20 + 19 ⇒ (15) + 19 = 34 for DMG if hit: 2d12 + 7 ⇒ (4, 3) + 7 = 14 and Cold: 1d6 ⇒ 3
ATK: 1d20 + 14 ⇒ (20) + 14 = 34 for DOUBLE: 2d12 + 7 ⇒ (10, 4) + 7 = 21 and Cold: 1d6 ⇒ 5 Crit = FORT DC 24 or Slowed 1 until end of my next turn.

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Do I get my free intimidate to demoralize during initiative?
Will DC 25: 1d20 + 12 ⇒ (1) + 12 = 13
that’s not ideal… will post my turn when I get a chance.

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Ah, ok. I hadn’t seen it for a while so just making sure it wasn’t forgotten. Makes sense. Does the hook cause any penalties?
Bair gets pissed, not at is predicament, but because, ”YU DON CHOSE WHO DIE. I CHOSE WHO DIE!’
He tries to choke down his sickness and then hacks away.
Rage, 11 Temp HP, AC 25, Shake it Off, Attack
Fort DC 25 - Sickened 2: 1d20 + 17 - 2 ⇒ (18) + 17 - 2 = 33
+1 Wounding Striking Silver Halberd - Sick: 1d20 + 17 - 1 ⇒ (4) + 17 - 1 = 20 for Slashing/Silver + W.S.+rage: 2d10 + 4 + 2 + 6 ⇒ (5, 2) + 4 + 2 + 6 = 19 (hit adds 1d6 persistent bleed, crit adds 1d12)
Bleed: 1d4 ⇒ 3
Flat 15: 1d20 ⇒ 12

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Will DC25: 1d20 + 11 ⇒ (3) + 11 = 14
Will DC25 (HP): 1d20 + 11 ⇒ (6) + 11 = 17 at least, not a crit fail...
Kamil feels sick but decides to attack the creature fighting Iarann.
+1 Striking Cold Iron Katana: 1d20 + 14 - 1 ⇒ (9) + 14 - 1 = 22
Damages, S: 2d10 + 4 - 1 ⇒ (2, 4) + 4 - 1 = 9

GM Doug H |

Iarann deflects the curses with ease. He then gives the marina a good solid cut with his axe, and then repeats the performance, only better. Hit hit not a crit, crit
Bair, sick to his stomach, gets ahold of his gut. Note that due to the curse you cannot reduce past 1 until the curse is removed, but you can certainly shake it off to mitigate the -2 down to -1. However, he's not used to being in this potions and the hook gets in the way. Miss
Kamil also succumbs to the curse, feeling seasick. He moves in but only bushwhacks a bit of foliage.
⚘ ⚘ ⚘
Rhymes of the Grumpy Mariners Round 1-2
Terrain: Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Makai: DC 25 Will save vs Curse
Morgan: DC 25 Will save vs Curse
──────────
BOLD IS UP!:
──────────
Iarann (145/145 HP)
Old Fisherman 3 (-69 HP)
Old Fisherman 2 (-0 HP)
Bair (121/138 HP) │ Hooked by #2 (esc. DC 25), Bleeding 1d4, Sick 1 (cursed cannot reduce)
Fafrd (96/96 HP) │ Sick 1 (can reduce to 0)
➤ Makai (72/87 HP) │ Bleeding 1d4
➤ Morgan (71/71 HP)
⠀⠀➤ Rhob (87/87 HP)
Kamil (64/64 HP) │ Sick 1 (cursed cannot reduce)
──────────
RECALL KNOWLEDGE:
──────────
DC 35 (crit success), second success by another PC, or DC 27 as second check after first success:
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Critical Success The target is unaffected.
Success The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse.
Failure The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1.
Critical Failure As failure, but the target becomes sickened 2.

GM Ladile |

**HOUSE GM ANNOUNCEMENT**
The ritual is a success and Gregaro Voth is free! The demiplane can’t control him any longer.
______________
GMs, the Gregaro Voth Free condition on page 18 is in effect.

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Will save vs DC 25: 1d20 + 13 ⇒ (8) + 13 = 21
"Desna's blood-soaked tears," Morgan curses at the effects of the curse. She grumbles, working through a spell that animates the dead once more.
Animate Dead (3rd)
A skull appears in midair. Unlike Simril, this one is shrouded in green flame. Morgan points, and the skull cackles before flying out attack one of the fishermen.
Forehead vs 2: 1d20 + 10 ⇒ (11) + 10 = 21
Damage (B+Fire): 1d6 + 3 + 1d6 ⇒ (1) + 3 + (5) = 9

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Will save, DC25: 1d20 + 14 ⇒ (12) + 14 = 26
Makai curses the sailor before he goes down, She looks at the projectile and rope and ignores it for the time being. She runs towards one of the enemies still standing and swing her hammer
Warhammer@fish 3 flanked: 1d20 + 16 ⇒ (10) + 16 = 26
Damage, b: 2d8 + 4 ⇒ (7, 6) + 4 = 17
Double move + strike, reactive shield

GM Doug H |

Morgan curses like a sailor as she's cursed. She summons a flaming skull, but it fails to hit.
Makai is sickened, but moves in and gives the old sailor a good whack upside the head.
When Voth is freed magic washes over the battlefield; the old fishermen suddenly seem a little palmer, a little weaker. You may note that their abilities' DCs are 1 lower now. That is an effect of the ritual.
______
Fisherman 3 tries to shove Iarann with his oar! Fend off, ye chum bucket!
Fend Off! (Shove): 1d20 + 16 ⇒ (13) + 16 = 29 Looks like a success vs Iarann's DC 29
Then he turns to Makai and tries to clobber her with said oar:
Flat end of the Oar: 1d20 + 17 - 5 ⇒ (18) + 17 - 5 = 30
B: 2d6 + 7 ⇒ (4, 3) + 7 = 14
Finally, he moves away…
______
The other old fisherman attempts to pick Bair up.
Land the Fish vs Fort DC 27: 1d20 + 16 ⇒ (12) + 16 = 28
Bair takes a swing but to no avail… he's hoisted up over the fisherman's shoulder as though he weighs no more than a fish. Bair finds himself hardly able to move. Restrained
Catch o' the day… hehehehe! Ain't no ship's biscuit for me. He smacks his lips, anticipating a good meal back home — wherever that is. Motivated by his catch the old man's legs move faster… he sprints away with his captive at incredible speed. His Spoeed increases when he has a catch.
He is now 5' off the map to the South with Bair, trying to get away!
Don't forget this is all taking place in difficult terrain!
⚘ ⚘ ⚘
Bair Gone Round 2-3
Terrain: Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Iarann (145/145 HP)
Old Fisherman 3 (-86 HP)
Old Fisherman 2 (-0 HP)
➤ Bair (121/138 HP) │ Reeled in and Held by #2 (esc. DC 24), Bleeding 1d4, Sick 1 (cursed cannot reduce), Restrained
➤ Fafrd (96/96 HP) │ Sick 1 (can reduce to 0)
➤ Makai (72/87 HP) │ Bleeding 1d4, Sick 1
➤ Morgan (71/71 HP) │ Sick 1 (cursed cannot reduce)
⠀⠀➤ Rhob (87/87 HP)
➤ Kamil (64/64 HP) │ Sick 1 (cursed cannot reduce)
──────────
RECALL KNOWLEDGE:
──────────
DC 35 (crit success), second success by another PC, or DC 27 as second check after first success:
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Critical Success The target is unaffected.
Success The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse.
Failure The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1.
Critical Failure As failure, but the target becomes sickened 2.

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Makai spits blood, she takes two steps after the escaping fisherman and tries to whack him in the head
Warhammer@fish 3, sickened: 1d20 + 16 - 1 ⇒ (13) + 16 - 1 = 28
Damage,b: 2d8 + 4 ⇒ (7, 3) + 4 = 14
Warhammer@fish 3, sickened: 1d20 + 16 - 1 - 5 ⇒ (9) + 16 - 1 - 5 = 19
Damage,b: 2d8 + 4 ⇒ (4, 4) + 4 = 12
Bleed: 1d4 ⇒ 4
FLat: 1d20 ⇒ 12

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Fafrd sees the dire straits that Bair is in. He hunts #2 and tries to take it down. He uses the help from fellow pathfinders on the second shot.
+1 Striking frost composite shortbow: 1d20 + 17 - 2 ⇒ (5) + 17 - 2 = 20
CI piercing: 2d6 + 3 ⇒ (4, 5) + 3 = 12 | cold: 1d6 ⇒ 3 | deadly: 1d10 ⇒ 2
+1 Striking composite shortbow, flurry: 1d20 + 17 - 3 - 2 + 1 ⇒ (16) + 17 - 3 - 2 + 1 = 29
CI piercing: 2d6 + 3 ⇒ (3, 5) + 3 = 11 | cold: 1d6 ⇒ 4 | deadly: 1d10 ⇒ 4
He then shoots a third time.
+1 Striking composite shortbow,flurry: 1d20 + 17 - 6 - 2 ⇒ (9) + 17 - 6 - 2 = 18
CI piercing: 2d6 + 3 ⇒ (5, 1) + 3 = 9 | cold: 1d6 ⇒ 1 | deadly: 1d10 ⇒ 5

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Cursing, Kamil being next to Iarann decides that the dwarf has more chance than him to stop the creature.
He calls his bloodline to give the dwarf the ability to fly!
May the power of Dragons make you fly!
then he moves closer to the one fighting Makai.
(◆◆) cast a spell: fly on Iarann
(◆) Stride

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The Goblin tries to squirm his way free, he is NOT food!
Acrobatics (E) + Bracelets - sick: 1d20 + 15 + 1 - 1 ⇒ (2) + 15 + 1 - 1 = 17
Acrobatics (E) + Bracelets - sick - map: 1d20 + 15 + 1 - 1 - 5 ⇒ (5) + 15 + 1 - 1 - 5 = 15
Acrobatics (E) + Bracelets - sick - 2x map: 1d20 + 15 + 1 - 1 - 10 ⇒ (10) + 15 + 1 - 1 - 10 = 15
Are you freaking serious.
Bleed: 1d4 ⇒ 3
Flat 15: 1d20 ⇒ 8

GM Doug H |

Fafrd hits his target but has less luck this time, only grazing its elbow. one hit Kamil buffs the fighter to save his friend, who;s struggling mightily.
⚘ ⚘ ⚘
Bair Gone Round 2-3
Terrain: Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Battlemap
──────────
BOLD IS UP!:
──────────
Iarann (145/145 HP) │ Flying
Old Fisherman 3 (-100 HP)
Old Fisherman 2 (-0 HP) │ Hunted by Fafrd
Bair (118/138 HP) │ Reeled in and Held by #2 (esc. DC 24), Bleeding 1d4, Sick 1 (cursed cannot reduce), Restrained
Fafrd (96/96 HP) │ Sick 1 (can reduce to 0)
Makai (70/87 HP) │ Bleeding 1d4, Sick 1
➤ Morgan (71/71 HP) │ Sick 1 (cursed cannot reduce)
⠀⠀➤ Rhob (87/87 HP)
Kamil (64/64 HP) │ Sick 1 (cursed cannot reduce)
──────────
RECALL KNOWLEDGE:
──────────
DC 35 (crit success), second success by another PC, or DC 27 as second check after first success:
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Critical Success The target is unaffected.
Success The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse.
Failure The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1.
Critical Failure As failure, but the target becomes sickened 2.

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"That won't do," Morgan says, irritation at the ridiculous spectacle. She points at the fleeing foe. "Kill that fey creature."
With a cackle the skull complies. It flies closer and spits fire.
Spitfire vs 2: 1d20 + 10 ⇒ (2) + 10 = 12
Damage (Fire): 1d12 + 2 ⇒ (12) + 2 = 14
And when the skull misses Morgan mutters angrily before conjuring a ray of frost that launches from her outstretched finger.
Ray of Frost vs 2: 1d20 + 15 ⇒ (1) + 15 = 16
Damage (Cold): 4d4 + 4 ⇒ (1, 2, 3, 2) + 4 = 12
Obviously, she swears some more. It is colourful and varied, showing time spent on ships of late.

GM Doug H |

Morgan's string of awful luck continues.
Fisherman 3 tries to Subdue Makai with an oar:
Flat of the Oar: 1d20 + 17 ⇒ (16) + 17 = 33
B: 2d6 + 7 ⇒ (3, 1) + 7 = 11
Then he tries to hook her:
Dice!: 1d20 + 18 - 5 ⇒ (7) + 18 - 5 = 20
Hold still!
Hook: 1d20 + 18 - 10 ⇒ (20) + 18 - 10 = 28
P: 2d10 + 7 ⇒ (3, 8) + 7 = 18
This time he hooks her, cutting into her neck even with her shield up. She should know what's coming next — it happened to Bair. Crit
______
The last fisherman tries to clobber Iarann. GIT GONE!
Flat of the Oar: 1d20 + 17 ⇒ (5) + 17 = 22
B: 2d10 + 7 ⇒ (5, 3) + 7 = 15
Then he dashes South with Bair. Iarann takes a swipe, leaving a trail of blood in the forest. AOO hit
I have added a SECOND MAP on slide two. This map connects directly to the first map. Iarann and Bair and the fey who's kidnapping him are on that map.
⚘ ⚘ ⚘
Bair Gone Round 3-4
Terrain: have added a SECOND MAP on slide two. This map connects directly to the first map. Iarann and Bair and the fey who's kidnapping him are on that map.
Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Iarann (145/145 HP) │ Flying
Old Fisherman 3 (-100 HP)
Old Fisherman 2 (-55 HP) │ Hunted by Fafrd
➤ Bair (118/138 HP) │ Reeled in and Held by #2 (esc. DC 24), Bleeding 1d4, Sick 1 (cursed cannot reduce), Restrained
➤ Fafrd (96/96 HP) │ Sick 1 (can reduce to 0)
➤ Makai (23/87 HP) │ Bleeding 1d4, Sick 1, Hooked by #3 (esc. DC 24)
➤ Morgan (71/71 HP) │ Sick 1 (cursed cannot reduce)
⠀⠀➤ Rhob (87/87 HP)
➤ Kamil (64/64 HP) │ Sick 1 (cursed cannot reduce)
──────────
RECALL KNOWLEDGE:
──────────
DC 35 (crit success), second success by another PC, or DC 27 as second check after first success:
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Critical Success The target is unaffected.
Success The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse.
Failure The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1.
Critical Failure As failure, but the target becomes sickened 2.

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She tries to wiggle for a moment but then she stops
"I am not going anywhere, and neither are you!"
She puts her hammer to get armor and she begins to heal
Vital beacon: 4d10 ⇒ (10, 1, 5, 8) = 24
flat since she is grabbed: 1d20 ⇒ 8
Than she swings her hammer
Warhammer@fish 3, sick: 1d20 + 16 - 1 ⇒ (19) + 16 - 1 = 34
damage, b: 2d8 + 4 ⇒ (5, 5) + 4 = 14 prone on crit
Than she raises her shield

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Kamil moves next to the one fighting Makai then calls his magic, who makes little blue scales growing everywhere on his body, and strikes
Accuracy!
+1 Cold Iron Striking Katana: 1d20 + 14 ⇒ (5) + 14 = 19
+1 Cold Iron Striking Katana: 1d20 + 14 ⇒ (19) + 14 = 33
Damages, S: 2d10 + 4 ⇒ (8, 6) + 4 = 18
Deadly: 1d8 ⇒ 4
(◆) Stride
(◆) Cast a spell: True Strike (Bloodline Bonus: Kamil gains a +1 Status bonus to AC)
(◆) Strike

GM Doug H |

Ye… Ye… ye…
Makai's hammer connects with a meaty thwack, droping her target! Don't forget you are sick. You succeeded that means sickened 1 till you recth
Bleed: 1d4 ⇒ 2
Flat: 1d20 ⇒ 13
With the creature down you can have another action if you don't want to raise your shield… perhaps move towards Bair?
______
Kamil thinks of a plan but then sees Makai has her target down! Please redo your turn and save those resources.
⚘ ⚘ ⚘
Bair Gone Round 3-4
Terrain: I have added a SECOND MAP on slide two. This map connects directly to the first map. Iarann and Bair and the fey who's kidnapping him are on that map.
Green areas on the map are light underbrush, creating difficult terrain and allowing creatures within to Hide and Sneak. The stream is also difficult trerrain. The brown-ish shallow strerams that form a path through (upon which your PCs now standing) are are just ankle-deep muck and are not difficult terrain.
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Iarann (145/145 HP) │ Flying
Old Fisherman 2 (-55 HP) │ Hunted by Fafrd
➤ Bair (118/138 HP) │ Reeled in and Held by #2 (esc. DC 24), Bleeding 1d4, Sick 1 (cursed cannot reduce), Restrained
➤ Fafrd (96/96 HP) │ Sick 1 (can reduce to 0)
➤ Makai (45/87 HP) │ Bleeding 1d4, Sick 1 (can reduce to 0), 1 action left
➤ Morgan (71/71 HP) │ Sick 1 (cursed cannot reduce)
⠀⠀➤ Rhob (87/87 HP)
➤ Kamil (64/64 HP) │ Sick 1 (cursed cannot reduce)
──────────
RECALL KNOWLEDGE:
──────────
DC 35 (crit success), second success by another PC, or DC 27 as second check after first success:
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Critical Success The target is unaffected.
Success The target becomes sickened 1. Reducing its sickened condition to 0 ends the curse.
Failure The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1.
Critical Failure As failure, but the target becomes sickened 2.

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Morgan urges the flaming skull to pursue the remaining foe, and with another cackle the skull spits fire.
Spitfire vs 2: 1d20 + 10 ⇒ (3) + 10 = 13
Damage (Fire): 1d12 + 2 ⇒ (3) + 2 = 5
Morgan then hustles forward to get within spell range, Rhob following slowly.

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With the entirety of pathfinder-dom supporting his efforts, Bair tries to squirm free yet again!
Using the moral boon bonus.
Escape w/ Acrobatics (E) + Bracelets - Sick + Boon: 1d20 + 15 + 1 - 1 + 1 ⇒ (5) + 15 + 1 - 1 + 1 = 21
And then… he glares very very angrily at… something. Some sort of cosmic force that is preventing him from doing anything. His glare is so all encompassing that it catches the eye of the fisherman.
Intimidation (M) to Demoralize with Intimidating Glare: 1d20 + 16 ⇒ (7) + 16 = 23 +1 when physically menacing the target
Maybe that hits the Will DC? Frightened 1 if so.
And a final shrugging attempt to squirm free.
Acrobatics (E) + Bracelets - MAP: 1d20 + 15 + 1 - 5 ⇒ (3) + 15 + 1 - 5 = 14
I would be throwing my dice in the trash right now if RL.

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Bleed: 1d4 ⇒ 1
Flat 15: 1d20 ⇒ 5

GM Doug H |

Bair gives his enemy a wicked look. Maybe he’s a deadly catch! The old fey stares back, shook.
botting Iarann with tactics based on OOC discussion
Iarann flies closer, then Suddenly charges! He calls on a fellow Pathfinder tto aid his attack:
Baiiiiirrrrrrrr!: 1d20 + 18 + 1 ⇒ (13) + 18 + 1 = 32
S, Cold: 2d12 + 7 + 1d6 ⇒ (4, 11) + 7 + (5) = 27
S, Cold: 2d12 + 7 + 1d6 ⇒ (12, 10) + 7 + (6) = 35
Thanks to the horrifically frightening look Bair gave the Fisherman, he’s not paying close enough attention when Iarann flies in behind him and decapitates him with his axe.
Crit BECAUSE of frightened — teamwork! Good job Bair.

GM Ladile |

**HOUSE GM ANNOUNCEMENT**
Excellent work, Pathfinders! We have repelled the Thorned Monarch’s advance forces.
______________
GMs, the Advance Repelled condition on page 19 is in effect.

GM Ladile |

**HOUSE GM ANNOUNCEMENT**
Suddenly, there is a strange shaking, like an earthquake rippling through the ground and air alike. The plants in the demiplane begin to grow and change. Oraiah Tolal calls out, “They’re here! The Thorned Monarch has arrived in the demiplane! And they’re not alone. We have an invasion to fight!”
______________
GMs, this is your 1-day warning. Please wrap up your current encounters and prepare to move to Part 3.

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Bair collapses to the ground and lays there a bit... just thinking.
He finally stands, sighing. "Dawas a bit to close ta tha pot fer me. Tanks ferda save."
The beat up goblin slams a healing potion and starts trekking through the jungle back to the group.
Lesser Healing Potion from School: 2d8 + 5 ⇒ (5, 4) + 5 = 14
I see you have me down 20 at this point, 21 with my latest bleed. Did my Temp HP from Raging soak any of that Bleed or is that treated separately? Do I also need to keep rolling for more bleed? These questions will determine if he needs to burn his second school potion. Thanks!
Flat 15: 1d20 ⇒ 12
Bleed: 1d4 ⇒ 3
Flat 15: 1d20 ⇒ 20
He pulls out a couple scrolls and offers them around, "Anbuddeh use dese scrolls? I cant castem, but gottem onda last mishun."
2x scrolls of lvl 1 soothe.

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Fort: 1d20 + 14 - 1 ⇒ (1) + 14 - 1 = 14
Fort: 1d20 + 14 - 1 ⇒ (7) + 14 - 1 = 20
Fort: 1d20 + 14 - 1 ⇒ (11) + 14 - 1 = 24
Fort: 1d20 + 14 - 1 ⇒ (18) + 14 - 1 = 31
Finally.
He then starts setting up to heal a pair of pathfinders, Bair and Makai
treat wounds,assurance for dc20 : 2d8 + 10 ⇒ (3, 2) + 10 = 15
He then uses battle medicine on Makai, hopefully not needing it in combat.
treat wounds,assurance for dc20 : 2d8 + 10 ⇒ (8, 5) + 10 = 23
He then offers his two lesser healing potions should they be needed. Note that you cannot drink a potion while sickened, sorry.