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 Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 66/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 2/3 Conditions Vital Beacon 0/4

Dancing a bit at the fallen enemies, the goblin stops and gulps at the sight of the Burning Mammoth hoard coming in their immediate direction!
Well this is not great.

Later when turning away from the threat, the goblin stays toward the rear guard during the trek.

In the sick tent (wearing a cloth around his face), the Witch listens intently to the story, the request, the terrible walk that must be endured!
Gonna need new shoes.


Radiant Valda, Peerless Under Heaven | Female human exemplar 8 | HP 25/128| AC 26 | Fort +16, Ref +11, Will +16 | Perc +13 | Focus: 1/3 | Hero Point: 1/3

Valda bows her head as Grandfather Eiwa passes on. She takes Argakoa's hands and joins in her chant, pressing her forehead to the songsinger's in solidarity for the loss. "The Blood Mother will protect his spirit now. We must be strong."


TG1 | FF

Eiwa is unable to answer, but Argakoa explains that Red Cat Cave is a natural cavern within a hill of red, iron-rich limestone.

Given the circumstances, there’s no time to honor Eiwa’s remains. In ancient times, the Broken Tusks cremated their dead using the magical fire of the Primordial Flame. Since the artifact’s disappearance, the following adheres to the more common local practice of excarnating their dead—laying out bodies for carrion feeders to strip clean so the decomposing remains can fertilize the land. Now, however, with the Burning Mammoth war party so close behind, the Broken Tusks have no other option but to try and burn Eiwa’s body in a large bonfire, then scatter whatever remains. They do so the night of his death, and the occasion is a somber one. Everyone, including each of the characters, is invited to speak or tell stories about the fallen elder.

As a final and touching tribute at the end of the storytelling ceremony, Wipa declares she’s naming the oldest of her two newborn sons Eiwa and her newborn daughter Sidke, for Eiwa’s mother. She also accepts the traditional addition to her name signifying birthmother and is known henceforth as Wipakoa.

Meanwhile, the remaining Mammoth Lords of the Broken Tusks consult with one another and consider how best to proceed. Though the leaders believe Eiwa’s requested diversion to Red Cat Cave is risky at best (or suicidal at worst), they all deeply respect him and want to honor his dying wish. None of the four remaining Mammoth Lords—Argakoa, Letsua, Merthig, and Nakta—know why Eiwa selected you for this mission, but they agree that it would be best to try at least and fulfill his final request.

Argakoa steps forward as the final embers of Eiwa's funeral pyre flicker and dies, casting a somber glow on the faces of those gathered. The weight of leadership is heavy on her shoulders, but her voice is firm and steady as she speaks.

"Listen closely, scouts," Argakoa begins, her eyes holding the weight of her years and the momentousness of the situation. "We face an uncertain future, but for now, we heed Eiwa's final wish. We make for Red Cat Cave, and there we shall unravel the mystery of the Primordial Flame."

She clears her throat and continues. "Our path leads us through the Tusk Mountains. It's the same route we've followed for generations, but now, time is of the essence. We must travel faster and push harder. You will scout ahead, not just for a day's journey, but to find us safe places to rest, to assess the paths for hazards, and to be our eyes where we cannot see."

"The Broken Tusks will depend on your keen judgment. If you find obstacles that cannot be swiftly cleared or dangers that we cannot avoid, you must signal back immediately. We can’t afford delays or detours; the Burning Mammoths are not far behind. Our route may vary yearly, but you know the landmarks. Use them to keep us on track and to steer the herd effectively."

"Since we're aiming for Red Cat Cave, we also have another crucial mission. We must discover what became of the Primordial Flame. Once we arrive at the cave, we may need to spend some time uncovering this mystery. Remember, if we can't learn anything, our only option is to head north along the familiar migration trail, skirting the Tusk Mountains to our east."

"As for your specific path," Argakoa adds, her gaze lingering on each scout, "you are to lead the herd ever eastward. We have traditional waypoints: Gleaming Sun Lake, the Grandparents, and finally, Red Cat Cave. These are not mere stops but vital places for the herd to gather and regain strength. Move in as direct a line as possible from one to the next. Any unnecessary detours, back-and-forth movement, or backtracking risks the Burning Mammoths catching up to us. Keep us moving, but keep us on the tried and true path our ancestors walked."

Argakoa's eyes narrow, and her voice lowers for emphasis. "I don’t need to tell you how perilous this is. If the Burning Mammoths decide to cut northeast, they could easily trap us. But for now, lacking any other choice, it's our plan. Wipakoa is still recovering, and we've lost many. You are our eyes, ears, and hope. Make your preparations. We set out at dawn, the day after Eiwa’s final rites."

She pauses, looking at each scouts in turn, her gaze heavy with the burden of leadership. "May the spirits of the land and the wisdom of our ancestors guide us. Go now. Prepare. Tomorrow, we journey into uncertainty."

And with that, Argakoa steps back, allowing the scouts to disperse and ready themselves for the trials that undoubtedly lay ahead.


Radiant Valda, Peerless Under Heaven | Female human exemplar 8 | HP 25/128| AC 26 | Fort +16, Ref +11, Will +16 | Perc +13 | Focus: 1/3 | Hero Point: 1/3

Valda thumps her fist to her chest. "It will be done. You can count on us."

She turns to the other scouts. "It would seem that we completed our training not a moment to soon. Rest now. Pray to the gods and the spirits for guidance if you are so inclined. We ride at dawn!"


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

Kadosh moans softly. Despite the twins, they've lost so many people, and now Grandfather Eiwa. Every time when it seems like it can't get any worse, somehow it does. And now the fate of all the following rests on their young shoulders. Even with Valda, are they enough? Will the spirits help them?

He sleeps fitfully, tossing and turning, too anxious to truly rest, even though he knows -- he knows -- that's what he really needs to be able to perform at his utmost.


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

During the funeral, Hakata uncharacteristically takes a spot near the front of the crowd of mourners. As they struggle to light the pyre, he whispers a plea to the spirits of fire and stone that dwell far beneath the land. With a sound like the popping of a charring log, the ground opens and fires leap up around the revered elder.

"Goodbye, Grandfather. Sister Cinder light your road through dark places."

Hakata can hear the chattering of the fire spirits until the following is far from the site of the cremation.


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 66/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 2/3 Conditions Vital Beacon 0/4

Strongjaw and the White Rabbit are seen later solemnly eating everything that they can....


Female Demontouched Female Kellid God-Caller 8 - HP 46/112| AC 23 | F +14 R +13 W +15 | Perception +15 | Focus 0/2 |Hero Points 1 |Spells: level 1 1/2, level 2 0/1, level 3 1+1/2+1, level 4 0/2

Veshka sits out past the fire's light, inhuman eyes comfortable in the gloom. It won't be long. I won't always need to keep you away from gatherings like this. You'll be better...


TG1 | FF

Hexploration Rules:

A) Rockloom
B) Tapir Grove
C) Gleaming Sun Lake
D) The Grandparents
E) Red Cat Cave

You need to go east from Rockloom to Red Cat Cave.

There is no "exact route". Typically, the Broken Tusks follow the mammoths as they move east. The route varies by a dozen miles or so each year, but ultimately always ends in the same place.

The Broken Tusks have 1 hexploration activity to spend per day, regardless of the characters’ Speeds, and they can’t make a forced march. It takes 1 Travel activity to move into a hex of open terrain or 2 Travel activities to move into a hex of difficult terrain. The Broken Tusks can’t move into mountainous terrain.

The characters choose what to do with the Broken Tusks’ hexploration activity, though their options in this chapter are limited: the following’s leaders implore the party to Travel each day toward the next landmark.

When the following starts the day on one of these landmark hexes, it stays put at the landmark while the party spends 1 or more hexploration activities to Reconnoiter to ensure the hex is clear before moving on. As part of this Reconnoiter activity, the party resolves the set encounter for that hex. The day after the party has finished Reconnoitering, they Travel once again, moving toward the next landmark.

Each hex is marked with the predominant type of terrain found there: forest, hills, plains (which is mostly tundra), mountains, or water. Forests and hills are difficult terrain, whereas plains are open terrain. The mountains remain treacherous this early in the year, so the herd can’t move through mountain hexes at all. The herd can’t cross large bodies of water, but they can cross rivers in non-mountain hexes. Because the following stays together for the hexploration in this volume and the herd maintains a fairly steady pace, they don’t travel any faster on river hexes than on open terrain. For the rest of this volume, the herd is always within the same hex as the scouts, their exact distance ranging from a few hours behind to within shouting distance. In this chapter, there’s little actual exploration to do—the Broken Tusks know this area
well, so beyond the set locations indicated on the map, the scouts have no reason to linger or go off course.

You map out a route across the vast tundra, targeting the first significant landmark on the way to Red Cat Cave: the expansive body of fresh water known as Gleaming Sun Lake.

The initial hours of your journey unfold smoothly, devoid of any complications. About halfway through the day, as you survey a shallow depression in the land, you catch sight of a massive herbivore. Measuring between 20 to 30 feet in length and tipping the scales at close to 9,000 pounds, the creature has a flat snout lined with grinding teeth and a distinct crest crowning its head.

Nature DC15:
This is a hadrosaurid, a herbivorous dinosaur.

Just by watching the creature’s behavior, you can tell that this creature is skittish and reluctant to get into a fight. It would make a good addition to the Broken Tusk herd, as hadrosaurids are watchful for danger and give rolling, sonorous calls when they spot trouble.

Look over the Dell - Perception DC12:
You spot a crude trap set in the grass near the dinosaur: a snare that’s easy to spot from this
angle but hidden to the hadrosaurid.

On a critical success, read below:

Spoiler:
You spot two more snares and three gremlins who are hiding in the brush, plainly planning to attack the creature.

The dinosaur isn’t moving quickly, but you can easily tell that the dinosaur will inevitably stumble into it in the next few minutes. Doing so will surely spook the animal and cause it to run away.



Radiant Valda, Peerless Under Heaven | Female human exemplar 8 | HP 25/128| AC 26 | Fort +16, Ref +11, Will +16 | Perc +13 | Focus: 1/3 | Hero Point: 1/3

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Valda grins when she sees the big dinosaur. It might make a good addition to the herd. But then she sees the snare in the grass near the beast. "Somebody has put a trap there! We must protect the dinosaur without scaring it off!"

She looks to her companions who are better suited to treating with animals.


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

Nature: 1d20 + 8 ⇒ (11) + 8 = 19
Perception: 1d20 + 8 ⇒ (16) + 8 = 24

"The creature would make an excellent addition to the herd!" Hakata comments, excitedly. "The are excellent watch beasts and make a loud trumpet when there is danger."

Hakata looks where Valda has pointed out the trap. "That's not all. It's an ambush. There are gremlins lurking, and two more traps. Let's scare them off and help the dinosaur."

Hakata draws his bow.


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 66/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 2/3 Conditions Vital Beacon 0/4

Seated proudly seated on top of his goat, Strongjaw shades his eyes from the brightness above to better view the surroundings. Seeing the shallow depression in the land and catching sight of a massive herbivore...
Nature DC 15: 1d20 + 3 ⇒ (17) + 3 = 20

....the goblin scratches behind Tanngrisnir's ear.
Perception DC 12: 1d20 + 3 ⇒ (9) + 3 = 12

There be a crude trap set in the grass near the dinosaur: a snare that’s easy to spot from this angle but hidden to the hadrosaurid.

The White Rabbit shakes hisvhead at the tardy witch.

At the announcement of gremlis being on the menu,bothgoblin and rabbit begin to salivate!
Point us to dinner!


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

Perception (expert): 1d20 + 6 ⇒ (15) + 6 = 21

Kadosh also spots the snare, though not the gremlins ... at least not until Hakata points them out.

"I hope we don't spook it," he murmurs as he pulls out his axe, ready to defend what might hopefully be part of their following soon.


Female Demontouched Female Kellid God-Caller 8 - HP 46/112| AC 23 | F +14 R +13 W +15 | Perception +15 | Focus 0/2 |Hero Points 1 |Spells: level 1 1/2, level 2 0/1, level 3 1+1/2+1, level 4 0/2

"You're the best archer, herdsman." Veshka whispers to Hakata in something barely above a growl. "But you're also more... comforting. It's your time to take the lead. We'll back you."


TG1 | FF

Map is updated. S's on the map are the snares. The baddies are lying in the tall grass to the west, which gives them concealment. The dino is to the south, moving north towards the snares. You are to the east about 70'-80' from the baddies.

Party is up first!


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

Nature (Recall Knowledge re: Gremlins): 1d20 + 7 ⇒ (12) + 7 = 19

Hakata nods at Veshka. "I can try to take care of the snares, but the fey ambushers are cowardly. If it comes to a fight, perhaps you and Catamoch could scare them off."

Hakata starts to work his way toward the snares.


TG1 | FF

Hakata can see there are two types of creatures in the tall grass, so he focuses on the two that look similar. He determines they are pugwampis - mean, dog-faced, and craven. These creatures take disproportionate enjoyment from the accidents and missteps of other creatures, liking getting dinos caught in snares. They are weak to cold iron and have an unlucky aura.


Radiant Valda, Peerless Under Heaven | Female human exemplar 8 | HP 25/128| AC 26 | Fort +16, Ref +11, Will +16 | Perc +13 | Focus: 1/3 | Hero Point: 1/3

With the gremlins so far away, Valda begins the fight with her bow out. The flowers in her garland bloom and shimmer as her immanence fills the wreath. She strides closer before opening fire on one of the pugwampis.

Stride 25 ft. closer, Strike x2

Longbow: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 211d20 + 1 ⇒ (7) + 1 = 8
Damage: 1d8 ⇒ 1

Immanence in victor's wreath. "You and all allies within 15 feet gain a +1 status bonus to attack rolls."


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

Hakata advances and stands near Valda. He feels a rush of confidence and he stands next to his fellow scout.

"They hate the taste of cold iron, if anyone has such a thing."

The quiet man looses two arrows at the same target Valda struck.

shortbow: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24 for piercing: 1d6 ⇒ 3

shortbow: 1d20 + 7 + 1 - 5 ⇒ (20) + 7 + 1 - 5 = 23 for piercing: 1d6 ⇒ 2
Deadly: 1d10 ⇒ 8

Stride, Strike, Strike


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

I'm assuming I could have Exploited Vulnerability earlier if we were able to use Recall Knowledge; will focus on the nearest one (so farthest south)
Lore (esoteric) (trained) to Exploit Vulnerability vs. standard DC of creature's level: 1d20 + 8 ⇒ (3) + 8 = 11

"Oh, I might have a little cold iron dust," Kadosh says, reaching for a pouch as he advances ahead of Valda, throwing his hatchet at the nearest gremlin.

Stride x2, Strike
Hatchet (thrown 10 feet), ranged: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17
Slashing, with implement empowerment): 1d6 + 4 ⇒ (3) + 4 = 7
Probably a fail on Exploit, so can't use its weakness

Reaction to Ring Bell if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally. Class DC 17


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 66/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 2/3 Conditions Vital Beacon 0/4

Strongjaw creates a row of shrubbery to block the dinosaur path.
Wall of Shrubs


Female Demontouched Female Kellid God-Caller 8 - HP 46/112| AC 23 | F +14 R +13 W +15 | Perception +15 | Focus 0/2 |Hero Points 1 |Spells: level 1 1/2, level 2 0/1, level 3 1+1/2+1, level 4 0/2

Veshka and Catamoch slide down the embankment in a small torrent of rocks, roots, and curses. "Hells!" "Bastard roots I'll- Veshka's eyes widen in pain as she catches her foot against a larger stone than expected, but limps back to her feet nonetheless. With a wordless snarl she flings an open hand wide against the closest gremlin, and needles shave off from the length of a long black nail, plunging towards the malevolent fey.

Stride
Stride (Catamoch)
Needle Darts: 1d20 + 8 ⇒ (6) + 8 = 14
Concealment?: 1d20 ⇒ 18
Cold Iron Piercing: 3d4 ⇒ (1, 3, 2) = 6


TG1 | FF

Kadosh - Yes, no problem there.

Valda swiftly descends, followed closely by Hakata. The two steadily advance, setting their sights on one of the hidden gremlins in the underbrush on the opposite side. Valda successfully strikes with an arrow, while Hakata hits his mark with both of his shots, landing a critical hit that pierces the gremlin's neck!

Hatchet in grip, Kadosh advances to the frontline, positioning himself at a range optimal for throwing his weapon. Once in position, he hurls the hatchet, hitting his target and eliciting a painful shriek from his adversary.

Strongjaw conjures a lengthy stretch of bushes, which erupt from the ground right before the dinosaur. Intrigued, the massive creature pauses its steady advance, examining the sudden appearance of the foliage.

Regaining her composure after sliding down the slope, Veshka launches her cold iron needle darts across the battlefield towards the gremlin. However, still slightly off-balance, her spell sends the darts flying too low, causing them to embed in the ground just in front of the gremlins.

The gremlins concealed in the underbrush retaliate with a barrage of arrows, with both Hakata and Valda getting hit by a single arrow each.

Hakata Damage P: 1d6 ⇒ 5
Valda Damage P: 1d6 ⇒ 6

The third gremlin bolts from the brush, sprinting rapidly toward Kadosh and attacking twice quickly. It lunges forward to bite him, but Kadosh nimbly evades. Undeterred, the gremlin slashes at him with its claws, managing to cut through his thigh. Kadosh responds by ringing his bell, yet the creature appears to be singularly fixated on him, undistracted by the sound.

Kadosh Damage S: 1d6 + 1 ⇒ (3) + 1 = 4

Party up!

GM:

Concealment: 3d20 ⇒ (10, 17, 15) = 42
1: 16
2: 0
3: 7
H
Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Attack: 1d20 - 2 ⇒ (2) - 2 = 0
V
Attack: 1d20 + 8 ⇒ (7) + 8 = 15
Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Attack: 1d20 - 2 ⇒ (9) - 2 = 7
K
Attack: 1d20 + 11 ⇒ (6) + 11 = 17
Attack: 1d20 + 6 ⇒ (12) + 6 = 18
RB DC17: 1d20 + 5 ⇒ (17) + 5 = 22


Radiant Valda, Peerless Under Heaven | Female human exemplar 8 | HP 25/128| AC 26 | Fort +16, Ref +11, Will +16 | Perc +13 | Focus: 1/3 | Hero Point: 1/3

Valda drops her bow and draws her sword. She moves to flank the gremlin attacking Kadosh, slicing at it!

Strike: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12

Immanence in victor's wreath. "You and all allies within 15 feet gain a +1 status bonus to attack rolls."


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

Hakata calls on the spirits of battle as he pulls back his bow for two more shots.

Embodiment of Battle, Strike, Strike

shortbow: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10 for piercing: 1d6 + 1 ⇒ (6) + 1 = 7
shortbow: 1d20 + 7 + 1 - 5 ⇒ (7) + 7 + 1 - 5 = 10 for piercing: 1d6 + 1 ⇒ (4) + 1 = 5


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 66/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 2/3 Conditions Vital Beacon 0/4

Strongjaw smiles at his Walking of Shrubbery. The Goblin thinks onnext step step.

The White Rabbit points at the dinosaur.
Let's try taming it a bit.

Strongjaw nods in agreement. Both Goblin and rabbit begins doing tongue exercises. The goat yawns.
OK. Tanngrisnir. Nice and easy like.

The goat begins to Stride closer, slowly, at the dinosaur.

The Witch cast Guidance on himself before Commanding the Animal.
Good and yummy dat dere foliage. Stay! Eat! Are yee thirsty! Got un good water spell next fer yee!

Nature(T) to CommandAn Animal: 1d20 + 3 ⇒ (18) + 3 = 21
Command An Animal


Female Demontouched Female Kellid God-Caller 8 - HP 46/112| AC 23 | F +14 R +13 W +15 | Perception +15 | Focus 0/2 |Hero Points 1 |Spells: level 1 1/2, level 2 0/1, level 3 1+1/2+1, level 4 0/2

"Who would've thought that cackling inanity would be helpful?"

Veshka gives Catamoch the nod, and he rushes over to hunt alongside Kadosh giving him the flank, and flings shards of her cold iron spike into the eyes of one of the archer.

Needle Darts: 1d20 + 8 ⇒ (20) + 8 = 28
Concealment?: 1d20 ⇒ 20
Cold Iron Piercing: 3d4 ⇒ (3, 2, 4) = 9


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

Status:

HP 24/28
AC 18
Fort +8, Ref +5, Will +6
Hero points: 0
Effects:

Kadosh's face twists in a grimace as he pulls out his axe. Snarling at the vicious gremlin, he slashes with the blade.

Interact to draw weapon, Demoralize, Strike
Intimidation (trained): 1d20 + 8 ⇒ (19) + 8 = 27
Battleaxe: 1d20 + 6 ⇒ (5) + 6 = 11
Slashing, with implement empowerment, personal antithesis: 1d8 + 4 + 3 ⇒ (1) + 4 + 3 = 8


TG1 | FF

Hakata and Valda’s subsequent efforts fail to match their initial successful strikes, both missing the gremlins they were aiming at.

Strongjaw exerts his will upon the massive beast, persuasively suggesting it to cease its advance and partake in the greenery, which it begins to do obediently.

This time, Veshka's spellcasting is impeccably accurate; her cold iron darts strike true, devastatingly piercing the face of the gremlin archer, who falls lifelessly to the ground while the lethal shards return to her hand.

Catamoch attempts a tactical maneuver to outflank the gremlin, but the creature anticipates and viciously sweeps at Catamoch's legs, bringing him crashing down to the terrain, vulnerable and exposed.

Kadosh intimidates his adversary with a fearsome display, yet his axe cleaves through nothing but air, his attack missing the gremlin entirely.

From its concealed position, the sole surviving gremlin archer looses a flurry of arrows, two of which find their mark in Hakata, inflicting wounds upon him.

Damage P : 1d6 ⇒ 4 Damage P : 1d6 ⇒ 3

The gremlin, spotting Catamoch prone, reveals a malevolent grin and descends upon him, its jaws tearing savagely into his flesh, inflicting a grievous, critical wound. The force of the bite nearly cleaves Catamoch in two, the damage severe. Catamoch damage: 1d8 + 1 + 1d10 ⇒ (2) + 1 + (10) = 13 x2 for a crit = 26 damage

Not satisfied, the gremlin continues its ruthless onslaught, its claws rending through Catamoch with unrelenting cruelty. Catamoch damage S: 1d6 + 1 + 1d10 ⇒ (6) + 1 + (3) = 10

Party up!

GM:

Attack: 1d20 + 8 ⇒ (10) + 8 = 18
Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Attack: 1d20 + 0 ⇒ (19) + 0 = 19

Acro: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23
1d20 + 11 - 1 ⇒ (20) + 11 - 1 = 30
1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 22


Radiant Valda, Peerless Under Heaven | Female human exemplar 8 | HP 25/128| AC 26 | Fort +16, Ref +11, Will +16 | Perc +13 | Focus: 1/3 | Hero Point: 1/3

Valda shifts her immanence into her blade and swiftly slices the empty air!

Mirror Strike, Flank: 1d20 + 9 ⇒ (2) + 9 = 111d20 + 7 ⇒ (6) + 7 = 13


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

The spirits of battle know that warriors must be kept in the fight. Hakata retains his connection to them and funnels healing power into Veshka.

◆Sustain spell, ◆◆heal

heal: 1d8 + 8 ⇒ (7) + 8 = 15


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

Quick stats:

HP 24/28
AC 18
Fort +8, Ref +5, Will +6
Hero points: 0
Effects:

Kadosh continues to slash at the horrible creature, hoping they can take it down.

Strike x3 (if third strike's not necessary, will Stride 25 feet toward the last of the gremlins)
Battleaxe: 1d20 + 6 ⇒ (16) + 6 = 22
Slashing, with implement empowerment, personal antithesis: 1d8 + 4 + 3 ⇒ (4) + 4 + 3 = 11

Battleaxe: 1d20 + 6 - 5 ⇒ (7) + 6 - 5 = 8
Slashing, with implement empowerment, personal antithesis: 1d8 + 4 + 3 ⇒ (6) + 4 + 3 = 13

Battleaxe: 1d20 + 6 - 10 ⇒ (5) + 6 - 10 = 1
Slashing, with implement empowerment, personal antithesis: 1d8 + 4 + 3 ⇒ (5) + 4 + 3 = 12

Reaction to Ring Bell if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally. Class DC 17. This will only work if gremlin near me is still up, though.


Female Demontouched Female Kellid God-Caller 8 - HP 46/112| AC 23 | F +14 R +13 W +15 | Perception +15 | Focus 0/2 |Hero Points 1 |Spells: level 1 1/2, level 2 0/1, level 3 1+1/2+1, level 4 0/2

Catamoch squeals in agony as the gremlin bites deep, but before the wounds can prove mortal, Veshka carves a deep wound into her own corrupted flesh with that same shiv of cold iron she had splintered to kill the gremlins, matching his harm and taking it upon herself. Catamoch vanishes in brimstone, and she collapses to the ground, the grass drinking deeply from her wound.

And then with Hakata's spell, she stirs. "Spirits, that was close."

Rage more than strength drags her back to her feet, flinging bloodspattered needles into the remaining archer.

Needle Darts: 1d20 + 8 ⇒ (7) + 8 = 15
Hero Point: 1d20 + 8 ⇒ (19) + 8 = 27
Concealment?: 1d20 ⇒ 12
Cold Iron Piercing: 3d4 ⇒ (4, 2, 4) = 10


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 66/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 2/3 Conditions Vital Beacon 0/4

Strongjaw Commands Tanngrisnir to Stride to within 30' of Valda.
Speed 35 feet, climb 15 feet

The Witch then Hexes her!
Life Boost
Fast Healing 2 for 4 Rounds

The Goblin will then Hex any bads within 30'!
Clinging Ice Ref DC 18: 1d4 ⇒ 3
Clinging Ice


TG1 | FF

Kadosh's axe cleaves through the gremlin with lethal precision, bringing it to the brink of defeat. As Veshka finds her footing, supported by Hakata, she prepares a retaliatory strike against the gremlin responsible for her fall. Her initial aim is misguided, but with a swift adjustment, she redirects her needles with deadly accuracy, embedding them deep into the gremlin’s flesh. Strongjaw's magic delivers the final blow, effectively concluding the skirmish.

As you turn your attention to the fallen enemies, the sight of the dinosaur contentedly feasting on the vegetation summoned by Strongjaw catches your eye. With the threat neutralized, you now have the opportunity to rummage through the gremlins’ remains and consider the prospect of integrating this majestic creature into your caravan.

Upon inspection, each archer gremlin is found to be equipped with a shortbow, a shortsword, and an ample quiver of fifty arrows. The more formidable gremlin, positioned centrally among you, was carrying a small sack containing the components needed to assemble a hoof stakes snare.

DC12 to use Tame Animal to convince it to come along.

Strongjaw get a hero point for your creative bush magic.


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 66/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 2/3 Conditions Vital Beacon 0/4

Strongjaw blushes. The White Rabbit dances. Tanngrisnir chews on some grass.
Nature(T)+3?


Radiant Valda, Peerless Under Heaven | Female human exemplar 8 | HP 25/128| AC 26 | Fort +16, Ref +11, Will +16 | Perc +13 | Focus: 1/3 | Hero Point: 1/3

Valda is frustrated by her poor showing in the battle, but she nods in respect to her other companions. When she gets to Strong Jaw, she grins and claps him on the shoulder. "That was quick thinking with your magic! You kept the beast safe while we fought. Well done, friend."


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

"Let's try to get him back to the herd, now."

Nature: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22


TG1 | FF

With Hakata's skilled guidance, the hadrosaurid is seamlessly integrated into the herd.

As you press on eastward throughout the next day, the threat of the Burning Mammoths diminishes; the flickering fires that mar the horizon begin to recede, granting the Broken Tusks some breathing room.

By the third day, the expanse of grassy plains yields to undulating hills, presenting a more challenging passage for the herd and marginally slowing your progress. Yet, even amidst these rising slopes, the distant line of the river becomes visible, heralding your approach to Gleaming Sun Lake within a matter of days.

Navigating downward through the hillside, you traverse a barren valley, a stark landscape where life appears to have withdrawn its touch.

Nothing grows in this desolate valley. Fragments of rusted metal protrude from the churned earth, frozen into furrows over many icy winters. Near the middle of the battlefield stands a small monument: an inverted cone of black basalt about four feet tall, its tip embedded firmly in the earth. The flat, circular side of the cone faces the sky. Atop the cone, three metal battle standards form a tripod that supports a human-sized effigy made of leather and wood. A fine metal shield balances atop the effigy.

Arcana/Nature DC18:
The stone, called an apakus, is a cone focuses that energy from ley lines—natural conduits of raw, cosmic magic—into a powerful locus for transmutation spells. This apaku enhances transmutation magic. Any transmutation spell cast within 100 feet of the stone has its duration increased by a factor of 5. The stone’s magic also occasionally imparts the semblance of life to inanimate things, spontaneously creating animated objects in the area.


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

Nature: 1d20 + 7 ⇒ (8) + 7 = 15

Hakata peers at the strange landscape, concerned about finding forage for the animals.


Radiant Valda, Peerless Under Heaven | Female human exemplar 8 | HP 25/128| AC 26 | Fort +16, Ref +11, Will +16 | Perc +13 | Focus: 1/3 | Hero Point: 1/3

Nature: 1d20 + 2 ⇒ (3) + 2 = 5

"Hmm. What a desolate place this is," Valda says, hands on her hips. She has absolutely no idea what the monument signifies.


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 66/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 2/3 Conditions Vital Beacon 0/4

Strongjaw blushes a bit at the compliment. The White Rabbit seems to be enjoying it. Tanngrisnir seems to be busily bullying a tuft of grass.

As the eminent threat of the Burning Mammoth lessens, the Witch relaxes his grip on the goat. Tanngrisnir seems to be deciding if he will still bite the goblin....

The White Rabbit seems to be voting yes.

Navigating downward through the hillside, the trio traverse the barren valley, a stark landscape where life appears to have withdrawn its touch with ease and aplomb.
Climb speed 15'

Approaching the monument, the Witch reads its signs.
Arcana(T) DC 18: 1d20 + 8 ⇒ (9) + 8 = 17

Not quite recognizing its significance, both the goblin and Rabbit just shrug.
Somebody did leave a nice shield way up top there.


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

Arcana (trained): 1d20 + 4 ⇒ (16) + 4 = 20

"Oh!" Kadosh says as he realizes what he's looking at. "It's an apakus, which focuses that energy from ley lines—natural conduits of raw, cosmic magic—into a powerful locus for transmutation spells. But we should be careful in case it imbued any nearby objects with life." He'll also explain everything else in the spoiler.

He looks around to see if there's anything else moving in the area.

Do we have any idea if it would be unsafe to bring the following by here as is?


TG1 | FF

Kadosh - You know there is potent magic that flows through here. In particular, the effigy seems to be the focal point of the energies. You can almost "feel" it building around you right now. So much so that ...

As you scrutinize the details of the apakus, the air crackles with an unforeseen surge of magic, palpable and wild. The ground stirs as if breathing a ghostly sigh, and from the disturbed soil, the rusted relics of conflict—long-since forgotten swords, battle-worn axes, and a variety of other bladed armaments—begin to tremble. With a haunted animation, they rise, leaving their earthen graves behind.

These metallic specters of war, corroded by time and the elements, hover with an eerie intent. The air hums with the metallic tang of impending battle as four weapons around you prepare to attack!

The biggest threat is the human-sized effigy, which stirs to life and looks to be a severe threat.

Everyone but Strongjaw is up!

GM:

Valda: 1d20 + 4 ⇒ (14) + 4 = 18
Hakata: 1d20 + 7 ⇒ (15) + 7 = 22
Strong Jaw: 1d20 + 2 ⇒ (1) + 2 = 3
Veshka: 1d20 + 5 ⇒ (12) + 5 = 17
Kadosh: 1d20 + 5 ⇒ (15) + 5 = 20
Baddies: 1d20 + 3 ⇒ (10) + 3 = 13


Radiant Valda, Peerless Under Heaven | Female human exemplar 8 | HP 25/128| AC 26 | Fort +16, Ref +11, Will +16 | Perc +13 | Focus: 1/3 | Hero Point: 1/3

Valda rushes the effigy!

Mirror Strike: 1d20 + 9 ⇒ (2) + 9 = 111d20 + 7 ⇒ (6) + 7 = 13

Move to space NW of effigy.


Male Goblin ◆◇↺ Witch [Beastmaster] 8 Hp 66/78 AC (T) 23 Fort(E) +14, Ref(E) +15, Will(E) +11 Perception(T) +9 Focus Points 2/3 Conditions Vital Beacon 0/4

Strongjaw seems preoccupied by not getting cheated at cards by the White Rabbit and Tanngrisnir.

The White Rabbit is seen stuffing 5 Aces up his sleeves.

Tanngrisnir is seen preoccupied by chewing on the Aces that the White Rabbit is attempting to stash....


NG male half-elf animist 8 HP 56/72 | AC 26 | F +12 R +14 W +16 | Perc +16 | 4: 0/2 X 3: 2/2 X 2: 2/2 X 1: 2/2 S speed 25 ft | focus 2/3| Hero 3 | Active Conditions:

"Connected to the deep earth?" Hakata calls on those spirits himself, causing a spurt of lava to burst from the ground below the effigy.

Switch Aspects, Enter Channel's Stance, Cast earth's bile

fire: 1d4 + 1 ⇒ (3) + 1 = 4 and bludgeoning: 1d4 ⇒ 2 and 1 persistent fire damage. Basic Reflex DC 17, persistent damage negated on successful save

Earth's Bile
Range 30 ft., Area 10-foot burst
Defense basic Reflex
Duration Sustained up to 1 minute
Your apparition is the conduit for the earth's molten blood, unleashing a devastating burst of laa at your command. When you Cast this Spell, and the first time you Sustain it each round thereafter, choose an area within range. Each creature in the area takes 1d4 fire damage, 1d4 bludgeoning damage, and 1 persistent fire damage (the persistent fire damage is negated on a successful save).
Heightened (+2) The fire and bludgeoning damage each increse by 1d4 and the persistent fire damage increases by 1.

CHANNELER’S STANCE FEAT 1 ANIMIST STANCE You enter a stance that allows the power of other levels of existence to flow through you more aggressively. While in this stance, whenever you cast or Sustain an apparition spell or vessel spell that deals energy damage, you gain a status bonus to the spell’s damage equal to the spell’s rank. Whenever you Cast a Spell that has the vitality or void traits that restores Hit Points, targets gain a status bonus to the amount of healing received equal to the spell’s rank.


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

Status:

HP 28/28
AC 18
Fort +8, Ref +5, Will +6
Hero points: 0
Effects:

Kadosh sizes up the effigy, even as he moves to put himself between Valda and one of the animated objects.

Exploit Vulnerability vs. the effigy, Stride, Demoralize vs. effigy (probably won't work, but will try; definitely won't work with that roll)
Lore (esoteric) (trained) to Exploit Vulnerability vs. standard DC of creature's level: 1d20 + 8 ⇒ (9) + 8 = 17 Not sure if that's enough to know about any weaknesses; my guess is no.

Intimidation (trained): 1d20 + 8 ⇒ (3) + 8 = 11

Reaction to Ring Bell if effigy makes a Strike or Casts a Spell that would affect me or an ally. Class DC 17


Female Demontouched Female Kellid God-Caller 8 - HP 46/112| AC 23 | F +14 R +13 W +15 | Perception +15 | Focus 0/2 |Hero Points 1 |Spells: level 1 1/2, level 2 0/1, level 3 1+1/2+1, level 4 0/2

After the fight

Veshka resummons Catamoch, drawing on his abyssal vitality to help her poultices and salves take effect.

Medicine: 1d20 + 6 ⇒ (11) + 6 = 17
Healing: 2d8 ⇒ (7, 6) = 13 Spend an hour on it to heal to full

***

Vishka scowls at Valda's headlong charge.

"Chosen or not, the gods won't just keep picking her up off the ground, and statues won't spare her for her looks.

She backs off, striking two of the floating blades with bolts of divine lightning while Catamoch surges forward to cross tusks with a sword.

Electric Arc @Green & Red: 1d4 + 4 ⇒ (4) + 4 = 8 DC 18 Ref


TG1 | FF

Kadosh - That's a failure.

Valda bold charges ahead towards the effigy, swinging and missing the construct.

Kadosh tries to exploit a vulnerability in the creature but isn't successful. He then prepares his bell, ready to ring it should the effigy take action.

Veshka's electrical arc crackles as it strikes two rusty blades, causing one of the weapons to fall from the air. One down, one injured but up (Red).

The molten fire from Hakata's spell seems highly effective against the creature, though it seems to move out of the way of some of the worst parts of the fire damage. The bludgeoning impact seems ineffective, however.

The effigy's eyes flicker with an unnerving glow!
Everyone needs a DC18 Will Save

Effigy's Leer:

(aura, emotion, fear, mental, occult, visual) 40 feet. A creature can't reduce its frightened condition below 1 as long as it is in the aura's emanation.
When a creature enters or starts its turn in the aura, it must attempt a DC 18 Will save. Birds and other avian creatures take a –2 circumstance penalty to this save.
Critical Success The creature is unaffected and is then temporarily immune for 24 hours.
Success The creature is frightened 1.
Failure The creature is frightened 2 and is fascinated by the effigy until the end of its next turn.
Critical Failure As failure, but frightened 3.

The three remaining blades move in and attack Kadosh, Veshka and Catamoch. Unless Catamoch gets a crit on his will save, he's going to be at least frightened 1 and take a hit from the blade. If he crits, he avoids the hit. Damage if not crit on will S: 1d4 + 1 ⇒ (4) + 1 = 5 +DC15 Fort save for Tetanus. Did he get his boosters?

The effigy swings its claws at Valda three times, but somehow is unable to come up with a strike that connects with brave warrior!

Party up!

GM:

DC18: 1d20 + 6 ⇒ (9) + 6 = 15
DC18: 1d20 + 6 ⇒ (15) + 6 = 21
DC17: 1d20 + 8 ⇒ (11) + 8 = 19

B: 1d20 + 6 ⇒ (1) + 6 = 7
B: 1d20 + 6 - 5 ⇒ (3) + 6 - 5 = 4

C: 1d20 + 6 ⇒ (5) + 6 = 11
C: 1d20 + 6 - 5 ⇒ (2) + 6 - 5 = 3

Y: 1d20 + 6 ⇒ (11) + 6 = 17

E: 1d20 + 13 ⇒ (3) + 13 = 16
E: 1d20 + 8 ⇒ (7) + 8 = 15
E: 1d20 + 3 ⇒ (8) + 3 = 11

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