GM ShadowLord's Quest for the Frozen Flame

Game Master The Rising Phoenix

Book Two: Lost Mammoth Valley
Battle Map


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Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

"Feral moose?" Kadosh murmurs to whoever's sitting next to him. "Maybe that's what happened to Pakano?"

He nods at Hakata's words.

"Yes, we were chased from our home by a threat, not the same as your dragon and necromancers here, but just as awful. We come looking for a new home and a flame that will light our way."


TG1 | GW | FF | RH

Fenak listens intently as Hakata and Kadosh speak. He strokes his chin thoughtfully before responding.

"Clearing the way for your people. That’s a noble burden you carry, and one few truly understand until they’re forced to. Spectral beasts, necromancers, the creatures of the Realm... sounds like you’ve had more than your share of trials. And yet, here you are, still standing. That says more about your strength than a dozen victories ever could."

He turns to Kadosh, his expression softening slightly at the mention of a flame.

"A flame to light your way... That’s something worth seeking, isn’t it? A beacon in the dark, guiding your people to safety. I can see why you’d face the terrors of this valley for such a thing. But this Pakano you mentioned-was he one of your own, then? Someone who lost their way?"

Fenak leans forward again, his tone quieter now, almost conspiratorial.

"The feral moose we hunt is a beast of madness, driven by something unnatural. If Pakano’s gone the same way, perhaps there’s still a chance to guide him back-or, if not, to lay him to rest. Sometimes, mercy can take a harsher form."

He pauses, looking between the scouts.

"I admire what you’re doing, even if the road is steep. Perhaps your following and my hunters share more in common than we first thought. What’s this flame, if I may ask? And what will it mean for your people once it’s found?"


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 78/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 3/3 Conditions Vital Beacon 4/4

Strongjaw bravely braves the fiercely contested path as the Scouts continue to clear the way of dangers, derelicts, desperadoes, dirty dancers, deep space nine crew, dumping, downtown Abby, Detroit Lions adversaries and even a line down on his luck dude, demanding a burger today until next Tuesday.....

Upon meeting the Hunters, the trio immediately put on their mean faces....

Once the pleasantries where established, the Songsinger does indeed regale them of his....errr... their deeds, doings, and don't!
Performance(E): 1d20 + 15 ⇒ (14) + 15 = 29

At the mentioning of the Primal Flame, the n decides its a perfect time to excuse himself.
Gots ta pee!


TG1 | GW | FF | RH

Fenak is impressed and gifts the party a swift block cabochon.

---

After thanking Fenak, you move on, eastward, pursuing your goal of cleansing the remainder of the valley.

A few days later as you crest a low rise, you spot movement below — a large gathering of hunters, all bearing the telltale garb and markings of the Sutaki people. Bows are strung and ready, spears and javelins rest against rocks, and small blades hang at their hips. A few hunters sharpen their weapons while others kneel near the ground, inspecting tracks in the dirt.

Several hunters pause their preparations and turn to the group. Their expressions shift from wariness to curiosity and one hunter, a tall woman with broad shoulders and an elaborately braided mane of jet-black hair, strides forward, her spear planted firmly in the ground like a banner. You introduce yourselves as the Broken Tusks, explaining why you are here.

"Strangers. Not Sutaki, but hunters all the same. We can see it in the way you walk." She gestures to her companions, and the other hunters relax slightly.

"You’ve come at an auspicious time. We gather today for a communal hunt. It is not a small thing, and it is not for the faint of heart."

"Only fools and cowards sit idle while the hunt calls. It would appear you've seen the state of this valley. The prey is scarce, the land sick. So when we gather like this, we hunt not just for food, but for survival. Today we pursue a mighty herd. We will track them, stalk them, chase them, and take what is ours. Each of us will have a role to play."

Her gaze shifts to the scouts, eyes narrowing with scrutiny. "You look capable. If you wish to walk with us, then walk with purpose. Each of you will be tested."

"We track. We stalk. We strike. And when the beasts are brought low, we carve, cook, and feast. The hunt is not for watchers or onlookers. If you join us, you will play your part."

The woman tilts her head and gives the scouts a look somewhere between a challenge and an invitation. "So, what will it be, Broken Tusks? Will you hunt at our side, or will you stand aside and watch us claim the bounty of the land?"


Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

Kadosh nods. Finally something that seems like what he is accustomed to. Not dealing with necromancers, or dragons, but hunting.

"I will join you!" he declares.


Female Demontouched Female Kellid God-Caller 8 - HP 112/112| AC 23 | F +14 R +13 W +15 | Perception +15 | Focus 2/2 |Hero Points 3 |Spells: level 1 2/2, level 2 1/1, level 3 2+1/2+1, level 4 2/2

Veshka smiles. "A hunt? Much of the bounty of our own tribe is held in our herds, but we know well the hunt."


TG1 | GW | FF | RH

Everyone choose a hunting phase and make the appropriate check from the following list: tracking and stalking the herd (Stealth or Survival DC 22), preparing an ambush (Crafting or Stealth DC 21), chasing the herd (Acrobatics or Athletics DC 20), butchering the carcasses (Nature or Survival DC 23), preparing a feast (Crafting or Survival DC 22), and entertaining the hunters (Diplomacy or Performance DC 21).


NG male half-elf animist 8 HP 72/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 2/2 S 3: 2/2 S 2: 2/2 S 1: 2/2 S speed 25 ft | focus 3/3| Hero 1 | Active Conditions:

"It's been a while since we all hunted together," Hakata mentions to the other scouts, smiling at the memory of Pakano almost getting clobbered by a moose.

He listens closely to the spirits of the earth as he tracks the quarry.

Hunt Prey and do Survival

Survival: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18


Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

Kadosh smiles sadly at Hakata. "Those were easier, better days."

He falls easily into a loping gait as he chases after the herd with hunters from the Sutaki.

Athletics (trained): 1d20 + 11 ⇒ (11) + 11 = 22


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 78/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 3/3 Conditions Vital Beacon 4/4

Strongjaw stalks up to the Sutaki lady. The Songsinger looks her up and down (mostly up).
Wees Broken Tusks will be honored to hunt with Sutaki!

The Witch hops on a waiting (?) Tanngrisnir and they three begin to Track!
Stealth(E): 1d20 + 13 ⇒ (18) + 13 = 31


Female Demontouched Female Kellid God-Caller 8 - HP 112/112| AC 23 | F +14 R +13 W +15 | Perception +15 | Focus 2/2 |Hero Points 3 |Spells: level 1 2/2, level 2 1/1, level 3 2+1/2+1, level 4 2/2

Veshka sets to dismantling the carcasses with blade in hand, but her progress is slow..

Butchery
Nature: 1d20 + 12 ⇒ (8) + 12 = 20


Radiant Valda, Peerless Under Heaven | Female human exemplar 8 | HP 128/128| AC 26 | Fort +16, Ref +11, Will +16 | Perc +13 | Focus: 3/3 | Hero Point: 0/3

Valda laughs heartily as she bounds effortlessly across the tundra.

Athletics: 1d20 + 14 ⇒ (5) + 14 = 19


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TG1 | GW | FF | RH

The Sutaki hunt begins with the sharp call of a horn, its echo rolling across the plains. The Broken Tusks, shoulder to shoulder with the Sutaki hunters, move into formation, each scout taking on a role in the hunt. Hakata crouches low, pressing his hands to the ground and whispering quietly to the spirits of the earth. His brow furrows in frustration as the trail grows faint, but before he can lose it entirely, Strongjaw rises to the task. Perched atop Tanngrisnir, the Songsinger moves with surprising stealth and the goat’s unerring instincts locking onto tracks hidden in the tall grass. His wild grin signals the party to follow as he leads them in pursuit of the herd.

The chase is fierce. Kadosh sprints forward with the Sutaki hunters, matching their stride for stride, navigating the uneven terrain with ease. Valda, however, finds herself pushing harder than usual. Each leap over shrubs and narrow gullies strains her muscles more than expected, but she presses on, determined.

The thunder of hooves grows louder as the herd comes into view — large, swift creatures with powerful legs kicking up dirt and grass as they flee. The hunters signal each other with sharp whistles, and the formation tightens. The beasts are driven toward an ambush, and as the moment of the strike nears, Veshka stands ready. Her blade moves with methodical precision, but the stubborn thickness of tendons and bone slows her down.

By the end of the hunt, the plains are marked with the aftermath of a successful kill - carcasses lined up in the grass, their wild, fearful energy now gone. The scouts work together to butcher the meat, pack it, and prepare it for the long journey back to Lyuba.

The return to Lyuba is met with cheer. Children rush forward to see what the hunters have brought, their eyes wide with awe at the sheer size of the haul. The villagers emerge from their homes to welcome the hunters back, their faces lit with joy. Fires are lit, the rich smell of roasting meat fills the air, and the sound of laughter and celebration echoes through the settlement.

The celebratory feast is one of warmth and kinship. Roaring fires illuminate the night as meat is roasted over open flames. Plates are passed, cups are filled, and songs are sung. Strongjaw performs his most famous songs, accompanied by the steady beat of clapping hands and stomping feet. Sutaki hunters tell stories of past hunts, their voices loud and proud, their tales laced with humor and danger alike.

The Broken Tusks, now seen as equals, are drawn into the fold and enjoy a rare nighty of revelry!

---

When I run my live games, I try to make them very interactive and immersive for my players. I have visuals for all the monsters, I have some sound effects of what they sound like, I have music to mood and I play the Final Fantasy Fanfare every time they win a battle. :) When it's time to level up, I play this in the background and summarize (briefly) the turning point for their level. I play the music and everyone gets all giddy because they know it's time to level up. So. Here we go. Get giddy. We're going to try it once here. Click the link, wait about five seconds and imagine me narrating the following to you in my most cinematic, epic announcer voice:

"Through trials of blood, bone, and fire, the Broken Tusks Scouts have have risen from hunters to heroes. You continue to carve a path of legend through the Lost Mammoth Valley, vanquishing necromancers, felling monstrous tatzlwyrms, and dismantling the dark ambitions of Ashen Swale's by putting an end to their most feared lieutenant, Turkek. Each day has forged you stronger, your skills sharpened, your resolve unyielding, and your bond as unbreakable as iron. Your names are now whispered among Sutaki hunters and Mendevian soldiers alike, and you stand on the edge of destiny, ready to face the terrors lurking deeper within the valley's heart."

Welcome to level seven!


Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

Voltron!

Kadosh wakes refreshed, and feeling better than he has since that long-ago hunt with Pakano. It's almost symmetrical, in a way. That hunt seemed to indicate everything going wrong, and this one feels like maybe it's an indication things are going to get better. Though they still need to find the flame and fight the dragon. Maybe things aren't going to get better. Kadosh sighs as his stomach begins to hurt, as usual.

"Do you know where Ashen Swale lairs?" he asks. "We probably don't want to wait too much longer to confront him."


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 78/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 3/3 Conditions Vital Beacon 4/4

Strongjaw, Tanngrisnir, and the White Rabbit are seen eating voraciously, drinking boisterously, and singing rowdily....

The Songsinger does his Tribe proud by singing songs of The Broken Tusks and the People's purpose of family, pledged to fulfill their Quest for the Frozen Flame and to pacify the Lost Mammoth Valley!

The next morning the trio make their Daily Preparations before the Scouts continue their current trek to face Ashen Swale....


TG1 | GW | FF | RH

CHAPTER 3: WHITE HOT

You approach Lyuba under a gray, misty sky, the air thick with the pungent stench of rot and damp earth. The village lies ahead like a world forgotten - its log and mud huts sag under the weight of waterlogged sod roofs, and rickety wooden docks connect mounds of squelching muck. Pools of brackish water spread across the land, glistening like broken mirrors beneath the dim light. Rising above it all, the icy form of Venexus’s glacial palace looms like a jagged crown at the edge of the valley, its icy walls glowing faintly blue in the foggy air. It is an ominous reminder of why they have come.

Despite the village’s bleak appearance, there is a quiet shift in the air as the scouts step onto the planks. Eyes peer from doorways and narrow windows, some wide with curiosity, others darting away in fear. Mothers clutch their children close, while fishers and foragers pause their work to watch. But unlike other places they’ve passed through, the scouts do not feel the weight of suspicion. No one calls for guards. No one points you out. Instead, subtle nods of respect come from those brave enough to meet your gaze. A grandmother whispers to a child, pointing at Valda, calling her "That's the one they call the Radiant One.". The child stares in awe.

The path ahead takes you past Howling Square, a grim spectacle of horror at the heart of the village. Twelve headless corpses impaled on towering wooden spikes greet you in silent warning. Their bodies, rotted and weathered, sway slightly in the breeze. Flies buzz in thick clouds around them, and the hollow necks gurgle softly, letting out faint, unnatural howls as the wind passes through. It’s a brutal message from Ashen Swale: This is what happens to those who defy me.

Further ahead, you spot the Hearth, a larger communal building that seems to serve as a central gathering space for villagers. The warm glow of a fire can be seen flickering from within. Several villagers sit outside on stools, mending nets, weaving baskets, and eating small meals from clay bowls. When you approach, one of the villagers, a bearded man with weathered hands, nods respectfully. "Travelers. Welcome to Lyuba. The Hearth is open if you need warmth or rest." There's a pause as he glances toward the path ahead and lowers his voice. "But be watchful. Eyes are always watching."

From the corner of your vision, you spot movement. A pair of bone warriors patrol along a dock path to the east. Their skeletal steeds clatter over the boards, hooves thudding like distant drums. The bone warriors don't seem to notice the party at first, but one of them pauses, tilting its head unnaturally toward you, as if sniffing the air.


Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

Kadosh moans softly and tries to make himself look small and insignificant, hoping the skeletons will move away. He feels sure Strongjaw will attract their attention, however. "Maybe we should go inside. Quickly!"


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 78/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 3/3 Conditions Vital Beacon 4/4

Riding majestically on top of the grand Tanngrisnir, the White Rabbit busily tossing rose petals in front of the massive goat, Strongjaw proudly waves to those tiny eyes peeping through doorways, window shutters and even that elder gentleman cheating at chess.

The Witch winks at him as they pass his position.

Making their slow, purposeful path to the Howling Square. The Songsinger makes an angry gesture towards the imposing structure that houses the despicable dragon!

Spotting the Hearth yet further forward, the Beast master prods his trusty ally into motion. The trio step as in a parade, prancing, politely pushing positive progress through to the porch.

About the announce grandly the arrival of The Broken Tusks Tribes Hero Scouts, the goblin eyes see the skeleton guards ....


Female Demontouched Female Kellid God-Caller 8 - HP 112/112| AC 23 | F +14 R +13 W +15 | Perception +15 | Focus 2/2 |Hero Points 3 |Spells: level 1 2/2, level 2 1/1, level 3 2+1/2+1, level 4 2/2

Veshka sniffs in distaste for Kadosh's fear. "Fine. We can learn more first."


TG1 | GW | FF | RH

The scouts try to move towards the Hearth, in the hopes of seeking shelter (or information). As you approach the Hearth, the warmth of cooking fires and the enticing smell of freshly cooked meat wafts through the air toward you, a stark contrast to the ever-present stench of swamp water.

Just before you reach the entrance, a broad-shouldered woman with sun-weathered skin steps forward from the doorway. She’s middle-aged but sturdy, the kind of strength earned from years of hard work and survival. She has a thick unruly mass of dark curls and she wears a patchwork cloak of fur and hide draped over one shoulder. Her arms are bare, marked with faint scars and the calluses of someone accustomed to physical labor. Her eyes narrow with suspicion as she regards you.

After reaching some decision, she raises one hand in a sharp motion, palm out, stopping you in their tracks. Her voice is hard and sharp, as she says "STOP. I don't want my place messed up."

Her words aren’t openly hostile, her body language makes it clear this is not a request. She’s not looking for a fight, but she won’t allow one to happen here.

She calls outs loudly to the bone warriors "You can take 'em around back!" before turning her head away from them so that they can't see her speak. In a hushed tone she mutters "What you choose to do out back is up to you. No judgment. But I recommend you go out back."

Villagers on the street glance toward the scene, but only for a moment before pulling shutters closed or retreating inside their homes.

At her words, the bone warriors begin to move in unison, their hollow sockets tracking you like wolves watching prey. The skeletal figures raise bony hands, pointing silently toward a narrow path that winds around the side of the Hearth. The path is partially obscured by the curve of the structure, leading toward the back where only faint shadows flicker. They offer no words, but their intent is clear: Move. Now.

For reference, there are five creatures here. Four bone warriors and a more menacing looking executioner. You've fought two bone warriors before, they were tough. This is twice that amount and someone who looks even tougher. What do you do?


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 78/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 3/3 Conditions Vital Beacon 4/4

Strongjaw salutes the Madam and Tanngrisnir brings them around back....


TG1 | GW | FF | RH

You lead the bone warriors and the towering executioner around the back of the Hearth where the path opens into a small clearing cluttered with old crates and barrels. The glow of the Hearth’s central fire is distant here, casting only faint light and leaving most of the space draped in murky shadow.

As the party rounds a corner, a faint whisper catches their ears. Nestled among the crates, four figures are hidden in the shadows. Their mud-streaked faces are tense, but their postures are not hostile towards you. Dressed in patchwork hides and simple garments, hold weapons close to their sides. One them leans forward and whispers. "Pstt. They are going to kill you. Say the word, and we’ll help you take them down."

The bone warriors and executioner clatter forward, rounding the corner behind you. One of them halts suddenly and tilts its hollow skull. The Executioner grunts, shifting its weapon slightly, and commands "That's far enough. We're going to take you to Lieutenant Desiak. To make sure you don't cause trouble, I'm going to knock each of you out first. Put your weapons on the ground, lay down on the ground face first."


Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

"No!" Kadosh cries, "spirits protect us!"

Instead of his usual ax, he pulls out the newly acquired mace. I assume that'll be an Interact action to start off the combat.


Female Demontouched Female Kellid God-Caller 8 - HP 112/112| AC 23 | F +14 R +13 W +15 | Perception +15 | Focus 2/2 |Hero Points 3 |Spells: level 1 2/2, level 2 1/1, level 3 2+1/2+1, level 4 2/2

"Do people actually let you play Knocker on their heads just for asking?" Veshka spits incredulously.


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 78/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 3/3 Conditions Vital Beacon 4/4

Nothing else but hysterical laughter is erupting from the trio!


NG male half-elf animist 8 HP 72/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 2/2 S 3: 2/2 S 2: 2/2 S 1: 2/2 S speed 25 ft | focus 3/3| Hero 1 | Active Conditions:

Bestial spirits surge through Hakata at the sound of the threat.

"I think not, monster."


TG1 | GW | FF | RH

The Executioner scowls in frustration at your defiance. His voice rasps with menace as he grips his massive greataxe tighter and orders "So be it! Kill them all!"

Hakata and Veshka can act before the enemies. We have a map.

GM:

Valda: 1d20 + 4 ⇒ (1) + 4 = 5
Hakata: 1d20 + 7 ⇒ (18) + 7 = 25
Strong Jaw: 1d20 + 2 ⇒ (18) + 2 = 20
Veshka: 1d20 + 5 ⇒ (16) + 5 = 21
Kadosh: 1d20 + 5 ⇒ (11) + 5 = 16
Baddies: 1d20 + 11 ⇒ (9) + 11 = 20


NG male half-elf animist 8 HP 72/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 2/2 S 3: 2/2 S 2: 2/2 S 1: 2/2 S speed 25 ft | focus 3/3| Hero 1 | Active Conditions:

Hakata shrugs. Wise of the proprietor to keep us outside. He connects with spirits from the nearby inn's fireplace and unleashes them on the undead.

Channeler's Stance, cast fireball (I can miss us and get all except yellow.)
fire: 6d6 + 3 ⇒ (3, 5, 6, 4, 6, 4) + 3 = 31 DC 25 Reflex


Female Demontouched Female Kellid God-Caller 8 - HP 112/112| AC 23 | F +14 R +13 W +15 | Perception +15 | Focus 2/2 |Hero Points 3 |Spells: level 1 2/2, level 2 1/1, level 3 2+1/2+1, level 4 2/2

Veshka slits open a wound upon her palm, blessing her allies and the ground on which her blood spills with renewed life. Bless, 15' emanation of +1 Status to hit


Male Demonic Sarkorin Boar God 8 - AC 24 | F +15 R +12 W +11 | Perception +11

As his devotee repositions, Catamoch surges forward into the warrior on the flank, plunging his tusks into the rattling cage of the man's armor.

Tusk: 1d20 + 16 + 1 ⇒ (6) + 16 + 1 = 23 Sigh, well just in case
Piercing: 2d6 + 6 ⇒ (5, 4) + 6 = 15 +1 spirit if this guy happens to be good/holy??


TG1 | GW | FF | RH

Hakata's fireball explodes all over the enemies, catching two of them completely offguard.

Catamoch's tusk catches the bone warrior before they can raise their shield and his tusk shatters some of the undead's ribs.

With a sudden surge, the five foes charge forward towards you and attack! 1 bone warrior attacks Valda, Hakata and two attack Catamoch. Both warriors land their blows on the boar god, but neither the strike on Hakata or Valda land.

Damage Catamoch: 1d8 + 6 + 1d8 + 6 ⇒ (4) + 6 + (3) + 6 = 19

The execution singles out Hakata and marks him for death. Striding forward, he swings his massive greataxe at the animist and deals a massive critical blow.

Damage Hakata: 1d12 + 9 + 1d12 ⇒ (5) + 9 + (2) = 16 x2 for crit for 32 damage.

Party up!

GM:

1d20 + 12 ⇒ (8) + 12 = 20 F
1d20 + 11 ⇒ (14) + 11 = 25 S
1d20 + 11 ⇒ (8) + 11 = 19 F
1d20 + 11 ⇒ (16) + 11 = 27 S

1d20 + 16 ⇒ (19) + 16 = 35
1d20 + 14 ⇒ (8) + 14 = 22
1d20 + 14 ⇒ (3) + 14 = 17
1d20 + 14 ⇒ (16) + 14 = 30
1d20 + 14 ⇒ (13) + 14 = 27

P: x
B: 30
R: 15
W: 31
Y: 30


Female Demontouched Female Kellid God-Caller 8 - HP 112/112| AC 23 | F +14 R +13 W +15 | Perception +15 | Focus 2/2 |Hero Points 3 |Spells: level 1 2/2, level 2 1/1, level 3 2+1/2+1, level 4 2/2

I'll delay since at the start of the party's turn everyone's in Bless range, but I'll be stepping 1 space south.

Veshka backs away from the executioner's axe, spurring Catamoch on in his bloody task.

Religion: 1d20 + 14 ⇒ (6) + 14 = 20 No Focus Point spend, no boost extend


Male Demonic Sarkorin Boar God 8 - AC 24 | F +15 R +12 W +11 | Perception +11

Might have a flank by the end of the turn, when this happens, probably depends on where Kadosh goes

Catamoch revels in his part of the fray, plunging his tusks into his attackers and whetting them upon their ribs.

Tusk: 1d20 + 16 + 1 ⇒ (5) + 16 + 1 = 22
Piercing: 2d6 + 4 + 2 ⇒ (1, 3) + 4 + 2 = 10
Tusk: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32
Crit: 5d10 + 8 + 4 ⇒ (9, 9, 9, 6, 6) + 8 + 4 = 51


NG male half-elf animist 8 HP 72/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 2/2 S 3: 2/2 S 2: 2/2 S 1: 2/2 S speed 25 ft | focus 3/3| Hero 1 | Active Conditions:

Hakata channels beastial spirits and grows into a Large polar bear! He attacks the executioner.

jaws: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27 for piercing: 2d8 + 9 ⇒ (8, 3) + 9 = 20

claws: 1d20 + 16 + 1 - 4 ⇒ (8) + 16 + 1 - 4 = 21 for piercing: 2d6 + 9 ⇒ (2, 5) + 9 = 16

AC 24, 15 temp HP.


Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

Quick stats:

HP 74/74
AC 23
Fort +13, Ref +12, Will +10
Hero points: 3
Effects:

Kadosh pulls out his new mace and moves to deal with the deadliest foe, the executioner, swinging the unaccustomed weapon

Interact to Draw Weapon, Step, Strike!
+1 striking light mace (agile, finesse, shove): 1d20 + 14 ⇒ (11) + 14 = 25
Bludgeoning, with implement empowerment: 2d4 + 5 ⇒ (4, 1) + 5 = 10
OR Bludgeoning, with implement empowerment, personal antithesis: 2d4 + 5 + 4 ⇒ (3, 1) + 5 + 4 = 13

React to Ring Bell if target of Exploit Vulnerability (executioner) makes a Strike or Casts a Spell that would affect me or an ally (DC 22) or to Implement's Interruption if target of Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 78/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 3/3 Conditions Vital Beacon 4/4

The Witch, the Goat and The White Rabbit (who always seems to have access to a Wardrobe) cackles at the suspected shananagins!

Strongjaw casts Fear at 5 of the enemies!
Will DC 25

The Snow Goblin then uses Clinging Ice Hex Ref DC 25 on the Big One!
Cold!: 4d4 ⇒ (2, 2, 1, 2) = 7


Radiant Valda, Peerless Under Heaven | Female human exemplar 8 | HP 128/128| AC 26 | Fort +16, Ref +11, Will +16 | Perc +13 | Focus: 3/3 | Hero Point: 0/3

Valda steps to attack the executioner again, her silver blade sparkling!

Flowing Spirit Strike: 1d20 + 16 ⇒ (12) + 16 = 281d20 + 14 ⇒ (3) + 14 = 17
Spirit Damage: 2d12 + 10 ⇒ (11, 7) + 10 = 28

After you Spark Transcendence, your impeccable battle form strikes fear. An enemy of your choice within 30 feet (the Executioner) must succeed at a DC 23 Will save or be frightened 1. That creature is then temporarily immune to this effect for 10 minutes. This is an emotion, fear, mental, and visual effect.

Immanence shifts to eye-catching spot. Enemies take -1 penalty on melee attacks against Valda.


TG1 | GW | FF | RH

Catamoch's first tusk glances off a shield and misses, his second attack however, it punctures the shield and shatters the bones of the creature beyond, ending it.

Strongjaw casts a spell of fear which causes nearly the entire enemy force to quiver in fear, and one of the bonewarriors to start to flee. Valda may take an aoo against Pink.

Polar-kata rakes the executioner with its mighty claws and Kadosh lands a blow with his mace. Valda follows up with her own nasty strike, but the executioner still stands!

Will hold on Valda's fear since he's already feared by SJ.

He targets the animist twice, shrugs off Kadosh's bell and swings his tremendous weapon into the polar bear and tearing open another wound.

Damage S Polar-kata, marked for death: 1d12 + 9 + 12 ⇒ (6) + 9 + 12 = 27

Two bone warriors land a single attack as well before raising their shields again, one against Catamoch and another against Hakata.

Catamoch Damage S: 1d8 + 6 ⇒ (7) + 6 = 13
Hakata Damage S: 1d8 + 6 ⇒ (8) + 6 = 14

Scouts up!

GM:

DC25: 1d20 + 14 ⇒ (2) + 14 = 16
DC25: 1d20 + 14 ⇒ (1) + 14 = 15
DC25: 1d20 + 14 ⇒ (9) + 14 = 23
DC25: 1d20 + 7 ⇒ (14) + 7 = 21
A: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 27
A: 1d20 + 14 - 2 ⇒ (1) + 14 - 2 = 13
A: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18
A: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
A: 1d20 + 16 - 2 ⇒ (12) + 16 - 2 = 26
A: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
DC22: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24

P: F3
B: 30, F2
R: 79, F2
W: 31, F2
Y: -


NG male half-elf animist 8 HP 72/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 2/2 S 3: 2/2 S 2: 2/2 S 1: 2/2 S speed 25 ft | focus 3/3| Hero 1 | Active Conditions:

Overcome with the rage of the polar bear spirit, Hakata recklessly continues to attack the executioner!

Sustain, Strike, Strike
jaws: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33 for piercing: 2d8 + 9 ⇒ (1, 6) + 9 = 16
claws: 1d20 + 16 + 1 - 4 ⇒ (5) + 16 + 1 - 4 = 18 for slashing: 2d6 + 9 ⇒ (1, 4) + 9 = 14

AC 24, HP 6/64!


Female Demontouched Female Kellid God-Caller 8 - HP 112/112| AC 23 | F +14 R +13 W +15 | Perception +15 | Focus 2/2 |Hero Points 3 |Spells: level 1 2/2, level 2 1/1, level 3 2+1/2+1, level 4 2/2

Veshka lashes the Executioner and his comrade Blue with wrathful lightning as Catamoch seeks to finish his bloody work.

Electric Arc: 4d4 ⇒ (4, 4, 4, 2) = 14 Basic Ref DC22


Male Demonic Sarkorin Boar God 8 - AC 24 | F +15 R +12 W +11 | Perception +11

Catamoch rips his tusks from his fallen foe and carves upwards through the next!

Tusk: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28
Piercing: 2d6 + 4 ⇒ (6, 6) + 4 = 16
Tusk: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
Piercing: 2d6 + 4 ⇒ (3, 1) + 4 = 8
If the first hit kills White, then Catamoch will move over in between Valda and Kadosh (arcing around to avoid a Reactive Strike)


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 78/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 3/3 Conditions Vital Beacon 4/4

Strongjaw looks pleased. That is until the Witch notices that Hakata seems to be a bit more red than usual.

The Witch casts Heal at him!
Heal(3), staff: 3d8 + 24 + 1 ⇒ (5, 7, 5) + 24 + 1 = 42

He then Hexes him too!
Life Boost Hex Fast Healing 8 for 4/4 Rounds!


Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

Quick stats:

HP 74/74
AC 23
Fort +13, Ref +12, Will +10
Hero points: 3
Effects:

"Back up, Hakata!" Kadosh cries, swinging his mace in an effort to destroy the executioner as he tries to inspire his companions.

Enter Inspiring Marshal Stance, Strike x2
Diplomacy (expert): 1d20 + 14 ⇒ (19) + 14 = 33 Crit success! Your marshal's aura increases to a 20-foot emanation and grants you and allies a +1 status bonus to attack rolls and saves against mental effects.

+1 striking light mace (agile, finesse, shove): 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25
Bludgeoning, with implement empowerment: 2d4 + 5 ⇒ (4, 4) + 5 = 13
Slashing, with implement empowerment, personal antithesis: 2d4 + 5 + 4 ⇒ (3, 1) + 5 + 4 = 13

+1 striking light mace (agile, finesse, shove): 1d20 + 14 + 1 - 4 ⇒ (11) + 14 + 1 - 4 = 22
Bludgeoning, with implement empowerment: 2d4 + 5 ⇒ (2, 2) + 5 = 9
Slashing, with implement empowerment, personal antithesis: 2d4 + 5 + 4 ⇒ (3, 4) + 5 + 4 = 16


Radiant Valda, Peerless Under Heaven | Female human exemplar 8 | HP 128/128| AC 26 | Fort +16, Ref +11, Will +16 | Perc +13 | Focus: 3/3 | Hero Point: 0/3

Reactive Strike: 1d20 + 16 ⇒ (9) + 16 = 25
Damage: 2d12 + 8 ⇒ (1, 4) + 8 = 13

Valda swings on the fleeing bone warrior, then turns her attention back to the Executioner. She shifts her immanence to her blade and initiaties a flowing spirit strike, then her body mark glows brightly as her radiant energy tends to the polar bear's wounds.

Flowing Spirit Strike: 1d20 + 16 ⇒ (12) + 16 = 281d20 + 14 ⇒ (13) + 14 = 27
Spirit Damage: 2d12 + 10 ⇒ (8, 12) + 10 = 302d12 + 10 ⇒ (9, 4) + 10 = 23
Damage is added together before any resistances.

The polar bear heals 16 hp; this is a mental and emotion effect. The ally is then temporarily immune for 10 minutes.

mmanence shifts to eye-catching spot. Enemies take -1 penalty on melee attacks against Valda.


TG1 | GW | FF | RH

The Broken Tusk scouts once again prevail in combat, dispatching the executioner first and felling the remaining bone warriors in rapid succession afterwards.

After the last enemy falls, the three Sutaki hidden behind the crate emerge and introduce themselves as Hearth, Zedak and Otehak. Zedak introduces himself as a member of the Blood Owls and reveals he was sent to escort them to safety.

"We must act quickly." Zekda says, instructing you to follow him.

"Otehak. Get rid of the bodies before it is noticed." he instructs before turning back to you.


NG male half-elf animist 8 HP 72/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 2/2 S 3: 2/2 S 2: 2/2 S 1: 2/2 S speed 25 ft | focus 3/3| Hero 1 | Active Conditions:

Hakata shimmers back to his own form, "Where are we going?"


TG1 | GW | FF | RH

While Otehak handles the cleanup of the fallen undead, Zedak leads you away on a cautious journey through the shadowy underbelly of Lyuba, navigating swampy waters, abandoned buildings, and hidden paths to avoid detection. He calls for stealth multiple times to remain unnoticed, pointing out necromancers astride a skeletal woolly rhino once and bone a roving band of bone warriors another time.

Zedak glances back at Hakata, his expression serious but tinged with urgency. "To a safe place, away from prying eyes and the reach of Ashen Swale’s minions. You’ve earned the right to meet others who share your goals."

He gestures for the group to follow, his tone low and cautious. "Stay close and keep quiet. We’ll have to move carefully. This path isn’t without its dangers, and the fewer eyes on us, the better."


Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

Who are the Blood Owls? Kadosh wonders, but stays quiet. He tries to make himself as small as he can. Is this how the creatures we hunt feel when they sense us coming for them? It's awful!

He tries to move as stealthily as he can, but keeps his axe at the ready.


TG1 | GW | FF | RH

Eventually you arrive at the back of the observatory where Zedak gestures for the group to pause. Once clear, he pushes open a concealed door hidden in the structure’s stonework. "This way." he whispers as he leads you through narrow, dimly lit tunnels until you come to a stone door riddled with small, glowing divots.

"Here. Help me arrange these pebbles to match."

He holds up his a sigil, which you assume is a Blood Owl sigil, flipping it to reveal a series of dots carved into the back. "These match the constellation Atakal, the cave of Fandarra, Mother of All." Zedak explains, sensing your confusion. "She birthed not only our people but also the deities who once guided us. Atakal is a symbol of rebirth and new life-something my people desperately need."

As you arrange the glowing pebbles to match the sigil, the heavy stone door grinds open to reveal a breathtaking sight. Beyond is not a supply room, but a surreal, dreamlike world. Towering mountain peaks piercing an infinite darkness, connected by ethereal bridges made of stardust. The heavens are alive with stars, more brilliant and numerous than any the scouts have seen, their light reflecting on a central plateau. Zedak steps aside, gesturing for you to enter. "Welcome to the refuge of the Blood Owls."


Male HP 104, AC 25, F +15, R +14, W +12 Half-orc thaumaturge 8

"What? How?" Kadosh says as he steps forward, mouth agape, looking around at the splendor before him.

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