Alessandria Ogniram |
Alessandria ignores the fools who nearly brought ruin upon themselves and possibly many others. The fire is hers to command, and she wills it to slumber.
Survival: 1d20 + 11 ⇒ (19) + 11 = 30
DM Brainiac |
You quickly get the trappers up and moving wihle Alessandria easily douses the flames. Sigrid rumbles into the camp a short time later. Seeing everything in hand, she snuffles and continues on her way.
***
Perception: 1d20 + 14 ⇒ (2) + 14 = 16
Complication: Angry Dogs
A little while later, a pack of dogs belonging to a group of deer hunters camped nearby catch Sigrid’s scent and sprint toward her and you, barking furiously.
Objective (3 VP): The PCs can command the dogs to back off and return to the hunters’ camp with DC 22 Nature checks or DC 23 Intimidation checks. PCs with special abilities to communicate with animals (such as the Animal Empathy feat) gain a +2 circumstance bonus to those checks, and they can also attempt DC 19 Diplomacy checks.
Gentle Storm |
Gonna burn a speak with animals here
Diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21
"Woah woah there dogs. Let me be the first to tell you, you do not want to go that way. Trust me you want to go back home and sleep for the night, not sure what you're doing out at this time anyway."
Wispil Higgins |
"Ah, dogs. My natural enemy!" Wispil hisses. "Beat it!" He flaps his wings aggressively at the canines.
Intimidation: 1d20 + 14 ⇒ (1) + 14 = 15
Hero Point: 1d20 + 14 ⇒ (4) + 14 = 18
Alessandria Ogniram |
"You just need to know how to communicate with them. Establish dominance no matter what."
Intimidate: 1d20 + 11 ⇒ (5) + 11 = 16 dunno if there's any benefit to being able to Intimidate without a common language, but probably not like a +7 lol
Gentle Storm |
Gentle Storm sighs and reluctantly walks forward shapeshifting into the form of a hunting dogs worst enemy a skunk.
"Very well then if you shall not be dissuaded. I shall be pressed to use force! Have at you."
He turns his rear end towards the quickly approaching hounds and...
intimidation+speak with animals: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Let's loose a unintimidating unsatisfying fart, that accomplishes nothing.
that's actually hilarious
Alessandria Ogniram |
Intimidation: 1d20 + 11 ⇒ (16) + 11 = 27
"Oh by the horned lord..." Alessandria ignites her hand and waves it at the dogs. "Fire? You see fire?"
DM Brainiac |
Wispil's squawking and Alessandria's pyrotechnic display finally dissuades the barking dogs. They yelp and run off before Sigrid can get angry.
The rest of the night passes without incident. As the sun begins to rise, Sigrid returns to her human form. She gives a great yawn. "Thank you, my friends. I'll see you at the same time again tonight, yes?"
Wispil Higgins |
Wispil sleepily agrees. "If I have to be up all night, at least I can bother everyone," he sighs as he looks around for somewhere to roost for the night.
DM Brainiac |
As night falls again, you once more accompany the transformed Sigrid as she rambles about. This night coincides with Lucky Night, a local folk holiday that involves staying up late, celebrating the stars, and asking favors from Desna.
Perception: 1d20 + 14 ⇒ (4) + 14 = 18
Complication: Fireworks Display
A group of rowdy children run along the riverbank, shooting off fireworks as they try to add a few more stars to the sky for Desna.
Objective (3 VP): The PCs must convince the children to surrender the fireworks and leave the area. The children laugh off polite requests, instead requiring DC 23 Deception or Intimidation checks.
Alternate Objective (3 VP): If they prefer stealing the fireworks, the PCs can seize them with a DC 20 Athletics check or DC 21 Thievery check.
Gentle Storm |
Gentle Storm looks at the fireworks knowing this is a sure fire way towards an accident when left in the volatile hands of children.
So he shifts into the form of a Tall elk with a strange starry pattern to his fur and begins rooting around the children's fireworks stash. When spotted he darts off into the woods fireworks hanging off his horns and tucked into his fur.
thievery(dc21): 1d20 + 12 ⇒ (20) + 12 = 32
2/3 Vp
DM Brainiac |
Wispil's charge scatters the panicked children, allowing Gentle Storm to swiftly make off with the fireworks! There will be no danger from their disregard for fire safety!
***
Perception: 1d20 + 14 ⇒ (11) + 14 = 25
Complication: Fresh Meat
A partially dressed deer carcass hangs from a low tree branch. A short distance away, several hunters are busy setting up their campsite, though they’ll soon return to the carcass. Sigrid’s stomach rumbles with hunger.
Objective (3 VP): During the first two phases, the PCs can sneak into the camp and remove the carcass with DC 20 Stealth checks or DC 21 Thievery checks. If the PCs don’t earn enough VPs during this time, the hunters return, and the PCs can no longer complete this objective.
Alternate Objective (2 VP): While unhappy to abandon their kill, the hunters may be convinced to depart by PCs who succeed at DC 24 Deception checks, DC 21 Diplomacy checks, or DC 22 Intimidation checks.
Gentle Storm |
thievery: 1d20 + 12 ⇒ (20) + 12 = 32
Gentlestorm once more takes on an appropriate form, a squirrel(storm), seeing the others having difficulty getting the carcass down clambers up the tree and starts nibbling on the rope.
"Just a little more."
2 more points
Alessandria Ogniram |
Stealth (Guidance): 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Alessandria calls on Cernunnos to guide her steps, but she's unable to find a quiet enough path to the deer that her mighty frame can fit through..
DM Brainiac |
You are easily able to sneak into the camp and remove the carcass before Sigrid notices!
The rest of the night passes without incident. When dawn breaks, you once again take your rest and prepare for your third and final night of bear watching.
***
By the time the moon rises on the third night and Sigrid has transformed, rumors of a ravenous bear have circulated, and locals wisely avoid traveling the forest at night. Still, you'll have to be on the lookout for trouble.
Perception: 1d20 + 14 ⇒ (13) + 14 = 27
Complication: Keep Andoran Beautiful
Visitors using a cluster of seasonal fishing cabins have carelessly dumped their garbage into the water, resulting in a befouled mess of rotten food scraps, tangled fishing lines, and other less savory items.
Objective 1 (3 VP): Convincing the residents to evacuate or clean up their mess is a difficult task, requiring DC 24 Deception, Diplomacy, or Intimidation checks.
Objective 2 (2 VP): The litter scattered about the river needs to be cleaned up, requiring DC 24 Acrobatics, Athletics, Nature, or Survival checks. If PCs have completed the first objective, the fishers help them clean, reducing these DCs by 4.
Kilitsi |
"Ew!" Kilitsi cleans. "What are you doing? Things, like, live in there, but not if you pollute it all!"
Unfortunately, her upspeaking makes the big minotaur seem a little less convincing, despite her size and deadly weapon.
Diplomacy (trained): 1d20 + 9 ⇒ (4) + 9 = 13
Wispil Higgins |
Wispil is absolutely livid at the careless campers. "Hey buddy: How would you like it if I came and took a dump in your bathtub? I should give you such a pecking right now."
Intimidation: 1d20 + 14 ⇒ (6) + 14 = 20
Alessandria Ogniram |
Intimidation: 1d20 + 11 ⇒ (5) + 11 = 16
"Clean up this mess, now! Else a bear may eat you." Why are they running? I told them to pick up their mess!
Gentle Storm |
Ever the one to attempt kindness first Gentle Storm moves about the visitors preaching how their actions will draw in bad spirits, animals, harm the local ecosystem, and taint their water supply if left to fester.
Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25
1/3vp, we might be able to utilize the Mantle of the Moot(and it's active) to help us in this since if you roll a success you get a crit success instead though only for Request checks which this might count as?
Gentle Storm |
Continuing to put on the cute and cuddly feline face that everyone seems to love about Amurrun and convinces just a few more people towards actually being helpful for the upcoming cleanup.
Diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26
2/3 just need one more success
Wispil Higgins |
Wispil flaps his wings and kicks a piece of trash toward the group, "I'm so serious right now! Clean up this mess."
Intimidation: 1d20 + 14 ⇒ (16) + 14 = 30
Kilitsi |
Athletics (expert): 1d20 + 13 ⇒ (1) + 13 = 14 Come on. I guess I'll use my last Hero Point now
Athletics (expert): 1d20 + 13 ⇒ (12) + 13 = 25
Kilitsi at first seems diffident about picking up the trash -- "EW!" she exclaims -- but realizing it's going to cause a bear attack if no one does it, she starts putting her muscles into it.
Alessandria Ogniram |
Alessandria gladly pitches into help Kilitsi out - now that the fishers are doing their share as well of course.
Athletics: 1d20 + 15 ⇒ (19) + 15 = 34
DM Brainiac |
Once the fishers fall in line, the cleanup process is remarkably swift. The waters are clean again before Sigrid arrives to intervene.
***
Complication: Glad She's on Our Side
A small campsite ahead is under attack by a swarm of shadowy, gibbering figures! The besieged travelers desperately cry for help while fending off their assailants. Hearing people in danger, Sigrid bristles angrily, sniffs the air to determine where the trouble is, and then bounds off to perform ursine heroics!
Rather than perform skill checks to avert Sigrid’s wrath, each PC needs to make a DC 28 skill check or saving throw—Acrobatics, Athletics, and Fortitude are ideal, though other skills might apply—to keep pace with the werebear as she crashes through foliage and charges into combat. A PC gains a circumstance bonus to this check equal to their Speed divided by 5. A PC can voluntarily treat a critical success or success as a failure to lag behind and arrive with their companions.
Critical Success: The PC arrives with Sigrid and gains a +2 circumstance bonus to their initiative check.
Success: As critical success, but the PC gains no initiative check bonus.
Failure: The PC arrives at the beginning of the second combat round.
Critical Failure: As failure, but the PC takes 4d6 piercing damage (basic Reflex DC 22) after stumbling through a briar patch.
Gentle Storm |
Gentle Storm's ears perk up at the danger as well as the ursine Sigrid and he quickly shifts into the form of a massive Tall Elk quickly hoisting Higgins into his antlers and tearing into the brush after Sigrid. Bleating a dangerous war cry that would terrify anyone unfamiliar with the horrendous sound of an elk.
Athletics+speed(50): 1d20 + 14 + 10 ⇒ (17) + 14 + 10 = 41
Crit success(though since GS has incredible init he doesn't really get a benefit lol) Higgins will also benefit from the +10 circumstance bonus as per Discord
Wispil Higgins |
Wispil hangs on to Gentle Storm's back, trying to keep his breakfast down as the deer leaps through the forest.
Fortitude: 1d20 + 14 + 10 ⇒ (14) + 14 + 10 = 38
Alessandria Ogniram |
Athletics: 1d20 + 20 ⇒ (8) + 20 = 28
Alessandria's armor weighs her down, and though she makes good time, she does fall behind the swift winds of Gentle Storm.
DM Brainiac |
As you burst out of the woods and into the campsite, you can see eight burly gremlins have surrounded a group of travelers! They cower near the center of the 30-foot-diameter clearing as the gremlins chuckle and snarl viciously.
Sigrid lets loose a mighty roar, drawing the evil fey's attention, as she rushes to attack!
Gentle Storm: 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30
Kilitsi: 1d20 + 9 ⇒ (14) + 9 = 23
Wispil: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Enemies: 1d20 + 9 ⇒ (7) + 9 = 16
Everybody may act first!
Kilitsi |
HP 75/75
AC 22
Fort +12, Ref +12, Will +9; Ancestral Geometry roll: 5 (Fort)
Hero points: 1
Effects:
Kilitsi rushes in, swinging her massive ax when she gets 10 feet away from them!
Stride, Swipe
Greataxe (sweep): 1d20 + 16 ⇒ (12) + 16 = 28
Slashing (+2 vs. last creature to damage me in my last turn): 2d12 + 4 ⇒ (8, 10) + 4 = 22
Swipe [two-actions] You make a wide, arcing swing. Make a melee Strike and compare the attack roll result to the AC of up to two foes, each of whom must be within your melee reach and adjacent to each other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. If you’re using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.
Need to roll Ancestral Geometry for today too: 1d20 ⇒ 5 1d6 ⇒ 1 Guess I hopefully won't need to use that today.
Alessandria Ogniram |
Alessandria ignites the air around herself and sends a hunting hawk of fire shrieking among the gremlins.
Starting my aura of fire damage and fire weakness near me and then drawing a 30' line that curves however I want it to to hit as many gremlins as possible
Flying Flame: 3d8 ⇒ (8, 8, 4) = 20 Basic Ref DC 22
Wispil Higgins |
Wispil surrounds himself with elemental energy, flinging a branch at the closest gremlin, then causes a tree to grow up next to Kilitsi.
Channel Elements (elemental blast:wood), Protector Tree
blast: 1d20 + 13 ⇒ (7) + 13 = 20 for bludgeoning: 2d8 ⇒ (1, 7) = 8
Protector Tree (3rd Rank)
A Medium tree suddenly grows in an unoccupied square within range. The tree has AC 10 and 30 Hit Points. Whenever an ally adjacent to the tree is hit by a Strike, the tree interposes its branches and takes the damage first. Any additional damage beyond what it takes to reduce the tree to 0 Hit Points is dealt to the original target. The tree isn't large enough to impede movement through its square.
If the tree is in soil and survives to the end of the spell's duration, it remains as an ordinary, non-magical tree and continues to grow and thrive. The GM might determine that the tree disappears immediately in certain inhospitable situations.
Gentle Storm |
GentleStag leaves it to Wispil to decide if he stays on his girthy backside or dismounts, either way his cervine charge does not simply end at the edge of the clearing and he charges onward thrashing the little gremlin sprites with his pointy antlers hoping to disembowl the foul interlopers.
Stride, Strike, Rip and Tear
Antler: 1d20 + 14 ⇒ (16) + 14 = 30
Piercing: 2d6 + 5 ⇒ (3, 1) + 5 = 9
Rip and Tear: 1d20 + 9 ⇒ (7) + 9 = 16
Piercing; Bleed: 2d6 + 5 ⇒ (3, 3) + 5 = 111d6 ⇒ 6
DM Brainiac |
Reflex vs Flying Flame: 1d20 + 12 ⇒ (14) + 12 = 261d20 + 12 ⇒ (9) + 12 = 211d20 + 12 ⇒ (3) + 12 = 151d20 + 12 ⇒ (19) + 12 = 31
Sigrid Jaws, Claw: 1d20 + 16 ⇒ (6) + 16 = 221d20 + 12 ⇒ (13) + 12 = 25
Damage: 2d10 + 10 ⇒ (9, 1) + 10 = 202d8 + 10 ⇒ (7, 8) + 10 = 25
Alessandria's flame burns four of the gremlins. Gentle Storm moves in, scoring a critical hit on one of the more wounded gremlins but failing to follow up. Wispil finishes it off with a wood blast, while Klitisi cuts down another of the fey foes. Sigrid barrels into the enemies, finishing off another gremlin.
Five enemies remain. Three of them rush to attack Sigrid, while the other two square off against Gentle Storm and Kilitsi.
Bite, Claw vs Sigrid: 1d20 + 13 ⇒ (14) + 13 = 271d20 + 9 ⇒ (16) + 9 = 251d20 + 13 ⇒ (4) + 13 = 171d20 + 9 ⇒ (18) + 9 = 271d20 + 13 ⇒ (11) + 13 = 241d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d8 + 3 ⇒ (3) + 3 = 61d6 + 3 ⇒ (5) + 3 = 82d6 + 3 ⇒ (3, 4) + 3 = 101d8 + 3 ⇒ (2) + 3 = 51d6 + 3 ⇒ (3) + 3 = 6
Bite, Claw vs Gentle Storm: 1d20 + 13 ⇒ (7) + 13 = 201d20 + 9 ⇒ (10) + 9 = 19
Bite, Claw vs Kilitsi: 1d20 + 13 ⇒ (3) + 13 = 161d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
35 damage to Sigrid, 6 damage to Kilitsi's protector tree.
Wispil Higgins |
Wispil flutters over to Sigrid and splashes some healing water, then blasts at one of the remaining gremlins.
Fly, Ocean's Balm, Blast
healing: 3d8 ⇒ (2, 6, 3) = 11 & resist fire 4
blast: 1d20 + 13 ⇒ (16) + 13 = 29 for bludgeoning: 2d8 ⇒ (3, 8) = 11
Gentle Storm |
GentleStag continues to bleat and stomp as the Gremlins approach sweeping his head side to side to ward them off. By the end of his little rampage his horns are coated in blood.
Antlers: 1d20 + 14 ⇒ (8) + 14 = 22
Piercing: 2d6 + 5 ⇒ (3, 4) + 5 = 12
Rip and Tear: 1d20 + 9 ⇒ (20) + 9 = 29
Piercing, bleed: 4d6 + 5 ⇒ (6, 1, 2, 3) + 5 = 171d6 ⇒ 5
target another if nearby or pile in to the next one if there isn't another next to me
Rip and Tear: 1d20 + 4 ⇒ (16) + 4 = 20
Piercing, bleed: 2d6 + 5 ⇒ (1, 5) + 5 = 111d6 ⇒ 2
Kilitsi |
HP 75/75
AC 22
Fort +12, Ref +12, Will +9; Ancestral Geometry roll: 5 (Fort)
Hero points: 1
Effects:
"Oh my hero-gods, you hit the tree? Are you even trying?" Kilitsi taunts the gremlins as she swings again with her ax.
Combat Assessment, Swipe
Combat Assessment, Exacting Strike (on a failure, attack doesn’t count toward MAP), Strike
Greataxe (sweep): 1d20 + 16 ⇒ (4) + 16 = 20
Slashing (+2 vs. last creature to damage me in my last turn): 2d12 + 4 ⇒ (4, 1) + 4 = 9
Lore (wild mimic) (trained) to Recall Knowledge (+2 if Strike was a critical hit): 1d20 + 7 ⇒ (1) + 7 = 8
Greataxe, iterative (sweep: When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon): 1d20 + 16 - 5 + 1 ⇒ (7) + 16 - 5 + 1 = 19
Slashing (+2 vs. last creature to damage me in my last turn): 2d12 + 4 ⇒ (2, 7) + 4 = 13
Swipe [two-actions] You make a wide, arcing swing. Make a melee Strike and compare the attack roll result to the AC of up to two foes, each of whom must be within your melee reach and adjacent to each other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. If you’re using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.
Alessandria Ogniram |
Trusting that Kilitsi and Gentle Storm have things covered, Alessandria sends a flaming falcon to harry Sigrid's tormentors, following up with a hurled javelin of fire at the most wounded.
Flying Flame: 3d8 ⇒ (3, 8, 2) = 13 Basic Ref DC 22
Kinetic Weapon: 1d20 + 13 ⇒ (10) + 13 = 23
Fire: 2d8 + 4 ⇒ (6, 4) + 4 = 14
DM Brainiac |
Reflex vs Flying Flame: 1d20 + 12 ⇒ (6) + 12 = 181d20 + 12 ⇒ (10) + 12 = 221d20 + 12 ⇒ (3) + 12 = 15
Sigrid Jaws, Claws: 1d20 + 16 ⇒ (20) + 16 = 361d20 + 12 ⇒ (5) + 12 = 171d20 + 8 ⇒ (9) + 8 = 17
Damage: 2d10 + 10 ⇒ (6, 4) + 10 = 20
Kiltisi sweeps her axe in a broad arc, wounding her opponent and Gentle Storm's. The transformed then goes on a rampage, ripping and tearing both his attacker and Kiltisi's to pieces! Alessandria scorches the three gremlins attacking Sigrid, then burns the most wounded of them with a javelin of flame. Wispil finishes that one off with a wood blast. Sigrid rips out the entrails of one of the remaining fey with her teeth, but is unable to hit the final enemy with her claws.
The last gremlin stubbornly refuses to retreat, but it is no match for your combined might, and soon lies dispatched along with its companions. Sigrid look around the clearing, grunts, and wanders back into the woods, leaving the terrified campers to stammer their thanks to you (and that bear) for saving their lives!
***
As the sun rises, Sigrid changes back into her human form. She breathes a sigh of relief now that the full moon has passed. "You have my sincerest thanks for preventing me from doing anything that I would regret. Please pass on my well wishes to the rest of the lodge. I hope that by next month, I'll be in a better mental state and better equipped to handle myself."
As a reward for your assistance, she offers you a vial of camouflage dye, two moderate elixirs of life, and one dose each of moderate antidote and moderate antiplague.
Everybody gains 1 Hero Point!
Kilitsi |
"Like, ew," Kilitsi says as Sigrid sprays her with gremlin guts. "But, you're welcome. Maybe, like, meditating or lighting a nice candle can help you be in a better mood?"
She looks at her companions.
"I guess we better go back now," she says. "Does anyone remember which way it was?"
Gentle Storm |
GentleStag takes a moment after dispatching the gremlins to stamp a hoof and look at the bewildered people that were under assault. To add insult to injury on this magical encounter for them he begins to speak in his stag form.
"And remember to put out your campfires, we wouldn't want the forest to come to harm."
With that he joined the others in striding back into the brush.
Later
"Many thanks to you as well Sigird, for an eventful set of evenings, do be sure to call for us again if you fear you might need companionship on your wanderings."
His ears twist as if listening to some hidden call, "But the forest still beckons us onward. Great and strong as she is, she requires extra vigilent protectors in these trying times."
He nods to Kilitsi's question, "Of course dearest Kilitsi, right this way and we shall be borne back to our allies."
Alessandria Ogniram |
Alessandria tosses her hair in delight at the end of the battle and then again once Sigrid's outwardly human form is regained. "In truth, these evenings were wonderfully spent. Please do call on me again if the moon or anything else troubles you."