Su Fix
|
The goblin thank Hesla for her gift.
Further, to entertain the host, he sings his obvious well-known song: I’m a poor lonesome goblin far away from home. I’m a poor lonesome goblin far far away from hooome.
Performance: 1d20 + 14 ⇒ (17) + 14 = 31
☠ Bláinn Váfriðrfaðir ☠
|
Bláinn has a ready discussion about why the undead aren't always that bad.
Diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23
Glenda Tickleberry
|
Glenda talks about the wonders of baking blueberry pie and how good it smells fresh out of the oven.
Cooking lore: 1d20 + 8 ⇒ (13) + 8 = 21
Jinlong Dragonkin
|
Jinlong talks about Abadar and what he stands for.
Religion: 1d20 + 13 ⇒ (14) + 13 = 27
| Zatras |
Zatras talks to Khione about his most recent missions with the society, her exuberant energy infecting him to talk up more than he normally would.
"You know, Zatras Jr and I were recently shrunk down doll-sized and had to free a bunch of poppets from a political prison, and before that we went to this weird little town called Shimmerford where a cow had all of its blood drained by a swarm of mosquitoes. Junior had a better time back then due to his lack of skin. And before that we met an intelligent golem who was the friend of this talking skull. Junior and him had a lot in common and before that..."
Pathfinder Society Lore: 1d20 + 10 ⇒ (11) + 10 = 21
| GM Frost |
Chatting with Khione is a good idea for the Pathfinders actually because they learn something from her.
"I love your song! Though it is kinda sad," Khione commends Su. "Hey, have you heard that Hesla spared no expense in arranging the carnival, and it seems unlikely that donations from the city’s common folk will be sufficient to recuperate her financial loss." Khione shares to Su randomly. "And speaking of common folks, there sure are lots of people from the Puddles in attendance!" she adds. "Look over there! They’re having fun, but would Hesla have gained more goodwill if she’d spent the money on fixing up the Puddles instead of paying for dancing bears and entertainers?" Crit Success
"I heard that too! I actually once met a skeleton just like you, but a small one. Maybe they are gnome previously." Khione admits to Blainne. "But I am ask you something. I actually noticed a lot of unease as the day goes on today. Are you getting a headache and hearing weird whispers lately? It’s probably nothing—or maybe I have had too much sugar!" Success
Her eyes sparkle when Glenda mentions blueberry pie. "I love blueberry pies!" she says. "Abadar is the gods of merchants or something, right?" she turns to Jinlong. "If Glenda can make nice blueberry pies here, maybe you can help her sell them? Oh, speaking of sweets, did you know Watcher Lord Ulthun loves sweet drinks? Fascinating fellow, that one. His interest in Hesla Embersplitter came on quite suddenly, and some suspect that he’s been influenced by magic! I kind of wonder if she put something in his port. Then again, Hesla is quite the catch. Maybe it was love at first sight!" she says while imagining the two on her mind as couples. Success, Success
"Oh, I just heard that poppet rescue story from Zarta! So it's true, and you are part of that story! Nice to meet you in person! I hope I can have as many missions as you very soon," she tells Zatras and Zaos. She then changes the topic again. "Speaking of Hesla—have you spoken with her yet? She talks a lot about the Whispering Tyrant, but I keep getting a feeling that there’s more to her little crusade than meets the eye. Can’t quite put my finger on it, but I’d bet my favorite aeon stone that she’s got other plans." Success, Success
Their conversation with Khione is long enough for Zarta to complete her shopping uninterrupted and get back just in time to the Pathfinders.
"Thank you for having her while I am away. Here, take this." She gives them a pendant of the occult. "Good thing I found what I am looking for in the bookshop, " she says, clutching an old book a bit closer to her chest.
Glenda Tickleberry
|
Perc: 1d20 + 9 ⇒ (12) + 9 = 21
"What a great idea! They'll be demanding more! Can't go wrong with blueberry pies!" Glenda says.
Jinlong Dragonkin
|
Religion: 1d20 + 13 ⇒ (12) + 13 = 25
"Mek?? Sounds like someone's begging for water..." Jinlong says. Go ahead and open the spoiler
| Zatras |
Religion: 1d20 + 6 ⇒ (2) + 6 = 8
Zatras is too distracted by Khione to notice anything.
"I'm sure the talk of rain was overblown, I would bet anything that we are going to have a wonderful day at the fair and nothing will go wrong at all"
| GM Frost |
Geltra, a Dacilane Academy student, approaches Jinlong and says, “You heard it too? Better be careful. I’ve got a bad feeling about this weather... and the last time I had a bad feeling about something, all the grownups vanished into thin air!” Geltra hands Jinlong four effervescent ampoules, then runs off to enjoy the carnival without further explanation.
J Dacilane once again calls on the Pathfinders for their help.
"A few students are missing, and I heard they were last seen near the dancing bear attraction, Come on and Clap your Claws! I ask you to participate in the attraction to distract the academy students for me while I look for the missing troublemakers." he tells them.
The bear attraction is a charity event, with audience members making a variety of donations to Hesla’s cause. The donations allow the audience members to pick different hats for the bears to wear or purchase stuffed replicas of the bears. (Grizzlegrump is by far the most popular, but Mama Clawsalot is a close runner-up.)
Heeding his call, the Pathfinders go to the area where the attraction is. As they reach the front of the line, the students cheer them on, and the Pathfinders notice a pair of diplomats in the nearby crowd. The Pathfinders can somewhat hear that nearby gawkers talk up about them in front of the pair that the two decide to stay to watch. Also, a sizable crowd gathers around them. This bolsters your morale, granting you a +1 circumstance bonus to your checks to dance with bears.
A few of the more rambunctious students decide to join them in the dance! "We will join you on the bear dance!" pulling them toward the performance stage. Their enthusiasm livens up the bears, reducing the DCs by 1 (already included, DC 20 becomes DC 19).
Dance with Bears: Each PC may attempt a single skill check: DC 19 Acrobatics or Performance to dance, DC 19 Nature or Animal Lore to understand the bear behavior, or DC 19 Athletics to stay on their feet even when the bears jostle them, or DC 19 other appropriate skill for this task.
A PC can elect to dance with one of the safer bears, or one of the more dangerous (somewhat less trained) bears. Dancing with a more dangerous bear causes a PC to increase the degree of success of their check by one step (it’s more entertaining), but regardless of their check result, they take the amount of bludgeoning damage listed for a critical failure instead of the amount listed for their result. Each check has the following results.
Critical Success The crowd goes wild! You manage to dodge all the bear’s awkward lurches and swipes. They probably weren’t intentionally aimed at your head.
Success You put on a great show! You only get knocked down once, taking 2d6 bludgeoning damage.
Failure You dance adequately, but you get battered around, taking 3d6 bludgeoning damage.
Critical Failure Calling your performance a “bear dance” is an insult to both bears and dancers. You spend most of the time knocked on the ground, taking 4d6 bludgeoning damage.
Everyone is up to dance with the bears! Roleplay whether you choose to dance with one of the safer bears or the dangerous one, then role the skill check, including the damage you would take based on your choice of bear and skill result.
Su Fix
|
Performance: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28
The goblin gives a try to dance with a difficult bear. Of course gels still singing.
I’m a poor small goblin who prefers to wander alone. It’s less risky than dancing with a beaasar.
Glenda Tickleberry
|
"Dance with bears? Why not!" Glenda says. She tries to juggle Fishy as she dances with a black bear about halfling size.
Performance: 1d20 + 9 ⇒ (10) + 9 = 19
Glenda almost gets scratched a few times but manages to execute the moves just well enough.
"This is fun!" she says, as Fishy eyes the bears warily.
☠ Bláinn Váfriðrfaðir ☠
|
The bear attraction is a charity event, with audience members making a variety of donations to Hesla’s cause. The donations allow the audience members to pick different hats for the bears to wear or purchase stuffed replicas of the bears. (Grizzlegrump is by far the most popular, but Mama Clawsalot is a close runner-up.)
Don't suppose there is a bear named Suzi here? One who have a talent other than dancing... say, accounting?
Bláinn does not relish the idea of being chewed on for marrow, so chooses one of the less dangerous looking bears.
Acrobatics: 1d20 + 7 ⇒ (16) + 7 = 23
Bludgeoning Damage: 2d6 ⇒ (4, 3) = 7
He is pretty sure he does not have two left feet... but only because there were no other skeletons lying around for him to take the wrong metatarsals from.
Jinlong Dragonkin
|
Not being known for his acrobatics, Jinlong dances with the 'regular' bears.
Acrobatics: 1d20 + 10 ⇒ (7) + 10 = 17
Bludgeoning: 3d6 ⇒ (3, 3, 2) = 8
Jinlong climbs to his feet, sore after being battered by the bears.
He'll be fine in 8 minutes due to his Aeon stone
| GM Frost |
Su Fix dances with one of the bears that is hard to handle. The audience loves their interaction! Success becomes Crit Success, 4d6 ⇒ (6, 1, 2, 2) = 11 bludgeoning damage.
Glenda dances with the bear, the same size as her. Success, 2d6 ⇒ (3, 4) = 7 bludgeoning damage
Blainn tries his best to be on the move with one of the safer bears. Success, 7 bludgeoning damage
Jinlong demonstrates his acrobatic prowess alongside another bear, but the bear appears to be unimpressed with the move. Failure, 8 bludgeoning damage
The audience cheers wildly with the spectacle that the show host rewards them with a 3rd-level scroll of cleanse affliction.
Sooner, J Dacilane comes running up to the Pathfinders after their performance, thanking them for keeping the students occupied.
“I managed to find the troublemakers. Alec Gracekin, I expected, but Tels Olsen should know better! I’ve sent them home early, and they’ll have an extra assignment to complete instead of enjoying the rest of the fun with everyone else. Thank you very much.”
The carnival bears become more comfortable with the Pathfinders. This open up more ways to deal with them if you encounter them later in another event.
I will give everyone ten minutes to rest/heal: Su Fix -11 HP; Glenda -7 HP; Blainn -7 HP; Jinlong -8 HP, fully healed after ten minutes
Glenda Tickleberry
|
Glenda gets Fishy to put out some fresh produce to speed up the healing.
"Eat up! Looks like Blackberries!" Glenda says. (3d4+11 healing so everyone should be healed up after one bite)
| GM Frost |
Thanks to Glenda's berries, anyone battered by the bears is now fully healed. Shortly, it starts to rain.
What starts as a light rain quickly strengthens into a steady downpour. The carnival goers hustle for cover, lift their hoods, or shrug and accept that getting a bit wet is a reasonable price to pay for such a memorable day. As the clouds grow ever darker and the rain begins to take on an unnatural, otherworldly hue, people begin to worry. Parents draw their children closer, hustling a bit more quickly for the nearby tents, and even the most stoic attendees wear concerned frowns.
A goblin in a brightly colored tunic and sun-shaped hoop earring pushes through the crowd. “Hey, Pathfinders! You’re needed! Come quick!”
Gezlek quickly explains—between big gulps of air from running so fast. “There are ghouls and ghosts rising from the Puddles! I’ve been hearing strange whispers all day, and the red rain — it’s coming this way — when the red rain started hitting the water, undead began to emerge! It’s all heading this way, the rain and the dead — you’ve got to get these people inside! Someone’s going to get hurt!”
Gezlek starts shouting at people to find shelter, but his panicked cries only add to the existing chaos. People mill about, not sure where the danger is coming from (if there’s really any danger at all), jostling one another and making little progress toward shelter.
The rain turns decidedly red, and the true panic begins.
As the rain turns crimson, angry shouts begin to drown out the murmur of the crowd. People who were waiting patiently mere moments ago are suddenly becoming frustrated, even aggressive, as they push and shove and shout. Those who’ve already found shelter begin to cower as the attendees in the rain grow angrier. Hesla Embersplitter, accompanied by a handsome man with decorative gold armor and a red cloak, emerge from the crowd. “All right, everyone, stay calm—” Hesla begins, but someone shoves her out of the way. The man with her tries to snatch the aggressor, but he’s already run off in a panic.
As the crowd grows hostile, the armored man urges Hesla to find cover, but Hesla loudly proclaims, “This is my carnival, and I won’t see it fall into chaos! Do something!” the man hesitates, unsure what to do next.
You must act quickly to maintain order and help attendees escape the red rain, which has the unpleasant (and dangerous) effect of increasing the aggression in those it touches. Thankfully, because each of you was exposed to Urwal’s strange berries earlier that day, the rain doesn’t affect you. A nearby awning for the large food serving area provides some shelter, and a nearby large tent for the night’s circus acts looks like an ideal shelter. To get everyone to safety, you must accomplish three tasks: get Hesla’s help, calm the crowd, and chase off angry spirits. For each of these tasks, each can attempt one of the listed checks or attempt to Aid another PC. If at least two PCs succeed at their check for a given task, the group successfully completes the task.
Task #1 - Get Hesla's Help: To convince Hesla and Ulthun (the armored man) to help, a PC must succeed at a DC 22 Diplomacy check or DC 20 Society check. A PC who succeeds at their check notices Hesla is surprised at what’s happening, but she also seems to be intensely focused, like she’s rapidly calculating the ramifications of her decisions.
I am looking for at least two successes, or you can elect to make this task a Success from this benefit (ooc sentence at the end of this post).
☠ Bláinn Váfriðrfaðir ☠
|
Diplomacy: 1d20 + 9 ⇒ (11) + 9 = 20
Glenda Tickleberry
|
"Well.. she better help us after all that!" Glenda declares.
Diplo: 1d20 + 9 ⇒ (11) + 9 = 20
| Zatras |
Zatras' hackles raise
"Hesla, it is the right thing to do to help those beneath you. This is how we grow to be a better people"
Society: 1d20 + 10 ⇒ (10) + 10 = 20
| GM Frost |
"Yes, of course." Hesla agrees, but somewhat offended but does not respond back about it. "Help me to calm them down." she says while calling the crowd their attention. "You, Ulthun, would you kindly make yourself useful with this crowd?" the man agrees and follows without hesitation, herding the crowd toward shelters available.
Success.
Task #2: Join Hesla and calm the crowd with DC 20 Deception, Diplomacy, or Intimidation check.
I am looking for at least two successes, or you can elect to make this task a Success. Everyone is up!
☠ Bláinn Váfriðrfaðir ☠
|
"Just listen to the nice, friendly skeleton. Not strange at all. Not a bad guy at all."
Deception: 1d20 + 11 ⇒ (20) + 11 = 31
"See? I am a nice skeleton!"
| GM Frost |
Blainn easily scares convinces the crowd to follow his instruction, some are wary to be with him in one shelter, while some kids are poking between spaces of his ribs to see if the bones are real. Crit Success!
Task #3 — Chase off Angry Spirits: As the downpour intensifies, red mist rises from the cobblestones. The faces of angry spirits appear in the mist.
To chase off the spirits, a PC must succeed at a DC 20 Occultism or Religion check or DC 18 Absalom Lore or Undead Lore check.
I am looking for at least two successes, or you can elect to make this last task a Success. Everyone is up!
Jinlong Dragonkin
|
Religion: 1d20 + 13 ⇒ (10) + 13 = 23
"Mek! Begone!"
Jinlong shares what he learned with the group Go ahead and open the spoiler (the one about succeeding at any check above)
Sorry. No internet at work today
Su Fix
|
We need to stop this rain. Otherwise there will be more issues.
| GM Frost |
Su and Jin chase away the angry spirits!
Success!
Hesla is the last person to get to safety after uncharacteristically staying in danger to help others find shelter. Just before she reaches the shelter, a bright red sheet of rain washes over her, seeming to cut across the rest of the rain like a lightning bolt. There’s a single clap of thunder, then everyone is inside. Ulthun checks over Hesla, his expression distraught. “Are you alright? You’re soaked! Let’s get you someplace dry...”
Hesla waves him off. “Find me something warm to drink. I’ll be fine.”
The rain subsides—for the moment, at least. Just as it seems that calm is restored, a few people on the edge of the crowd begin to scream. Then, loud roars drown out the screams. Someone shouts, “BEARS!”
Hesla stands, opens her mouth to say something... before collapsing into a heap. To make matters worse, the turning weather, panicking carnival goers, and approaching undead frighten some of the carnival bears out into the rain.
The crowd packs further into the shelter, away from the entrance. Across the street, several carnival bears have broken free from their enclosure and are rampaging across the large, fenced intersection where several attractions are cordoned off from the rest of the carnival. Soaking with red rain, the bears have rage in their eyes, and they roar and swipe menacingly at anyone who comes near. Their handler, the druid Serriadara, steps up to try to calm the largest bear, but it knocks her to the ground and roars. She doesn’t get up.
A number of carnival bears—the same ones the Pathfinders danced with—have broken from their enclosure. Though the crowd is safely under cover in nearby structures, the bears are about to break out of the fenced festivity court (the area depicted on the map). The Patfinders must calm the bears before they hurt more people!
| GM Frost |
Jinlong Dragonkin's Initiative using : 1d20 + 13 ⇒ (12) + 13 = 25
Glenda Huckleberry's Initiative using Search: 1d20 + 9 ⇒ (14) + 9 = 23
☠ Bláinn Váfriðrfaðir ☠'s Initiative using Search: 1d20 + 8 ⇒ (4) + 8 = 12
Zaos's Initiative using Avoid Notice: 1d20 + 13 ⇒ (5) + 13 = 18
Zatras's Initiative using Avoid Notice: 1d20 + 9 ⇒ (16) + 9 = 25
Red: 1d20 + 10 ⇒ (17) + 10 = 27
Blue: 1d20 + 10 ⇒ (7) + 10 = 17
Yellow: 1d20 + 10 ⇒ (14) + 10 = 24
White: 1d20 + 8 ⇒ (6) + 8 = 14
Red Bear roars while it is on its way to the Pathfinders, then lashes at Zatras, Jr.
Claw Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d10 + 3 ⇒ (5) + 3 = 8 slashing plus Grab
The bear then tries to grab Jr.
Athletics to Grapple: 1d20 + 10 ⇒ (12) + 10 = 22 vs Jr's Fortitude DC 20 (Success, Grabbed)
Meanwhile, Blue Bear rushes forward and reaches for a-BOB-mination with claws!
Claw Attack: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d10 + 3 ⇒ (2) + 3 = 5 slashing plus Grab
The bear also tries to get a hold of a-BOB-... but Bob is slippery.
Athletics to Grapple: 1d20 + 10 ⇒ (3) + 10 = 13 vs a-BOB's Fortitude DC 20 (Failure)
Serriadara manages to cry out while she’s being assisted by bystanders, “Don’t kill them! Just scare them or calm them down! Something’s wrong, they’re not themselves! Try commanding them!” Then she passes out.
From your previous meeting with these bear, you realize that the bears might respond to simple commands. You also realize the bears might calm down if they remember their true calling: dancing. Anyone can use the following activity during this encounter:
◆◆ Clap Your Claws! (move) You wave your arms, dance around, roar, or otherwise do your best to act like a dancing bear. Target a single carnival bear within 30 feet. Attempt a DC 20 Acrobatics, Athletics, Nature, or Performance check, or a DC 18 Animal Lore or Circus Lore check. The check has the following results. Critical Success The target joins the dance. It spends its next turn dancing (unless successfully commanded to do otherwise). The next time someone Commands an Animal on the target, increase the degree of success by one step. Success The target enjoys the dance. The next time someone Commands an Animal on the target, increase the degree of success by one step. Failure The target roars at you. Critical Failure The target roars at you and immediately attempts an Intimidation check to Demoralize you.
⬤ DON'T KILL THE BEARS! Round 1 ⬤
Terrain Feature(s): Tents and stalls may block line of sight.
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard; The carnival bears are hostile to the PCs.
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Red Carnival Bear (AC 18) (HP 59/59) |
Blue Carnival Bear (AC 18) (HP 59/59) |
➤ Jinlong Dragonkin (AC 21) (HP 60/60) | 2☘️ |
➤ Zatras (AC 21) (HP 40/40) | 2☘️ |
➤⠀⠀⠀Zatras Jr (AC 20) (HP 42/50) | Grabbed by Red (DC 20 to ◆ Escape) |
Yellow Carnival Bear (AC 18) (HP 59/59) |
Glenda Huckleberry (AC 22) (HP 66/66) | 2☘️ |
Zaos (AC 23) (HP 84/84) | 2☘️ |
Su Fix (AC 23) (HP 70/70) | 2☘️ |
⠀⠀⠀Wolf (AC 22) (HP 51/51) |
White Carnival Bear (AC 17) (HP 40/40) |
☠ Bláinn Váfriðrfaðir ☠ (AC 17) (HP 44/49) | 2☘️ |
⠀⠀⠀a-BOB-mination (AC 19) (HP -) |
EFFECTS & CONDITIONS REFERENCE
Jinlong Dragonkin
|
Jinlong steps forward and tries to get the bear to dance.
Acrobatics: 1d20 + 10 ⇒ (14) + 10 = 24
As he does handsprings and tumbling tricks, he thinks to himself.
I wish Rhaegal could see me now!!
Happy thought in mind, Jinlong continues prancing...
◆ Stride
◆◆ Clap Your Claws (Acrobatics)
| GM Frost |
Jinlong catches the attention of the Blue Carnival Bear after seeing him doing acrobatic tricks. The same bear is now dancing, for now.
Blue Bear can now be Commanded (an Animal) to stop or flee (or a similar command) with Nature check vs DC 18 Will save.
Zatras is up!
| Zatras |
Zatras first tries to enter his overdrive
Crafting: 1d20 + 12 ⇒ (17) + 12 = 29
"I'll show you for hurting my son!"
And he lets loose an arrow at the brute
1d20 + 10 ⇒ (5) + 10 = 15
Piercing Damage: 2d6 + 5 ⇒ (1, 4) + 5 = 10
"Well that didn't work. Zatras, distract them!"
Zatras commands Jr to clap his robot claws at the red bear.
Acrobatics: 1d20 + 10 ⇒ (14) + 10 = 24
◆Overdrive
◆Strike
◆Command Zatras Jr => ◆◆Clap Your Claws at Red
| GM Frost |
Zatras lets loose an arrow that misses to hit target, but Jr keeps it at bay with his clapping of robot claws. Success, Read Bear can now be Commanded (an Animal) to stop or flee (or a similar command) with Nature check vs DC 18 Will save.
Yellow Bear runs amok and destroys the stall blocking its sight of the Pathfinders.
Claw Attack: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d10 + 3 ⇒ (7) + 3 = 10 S damage
The bear manages to scratch the wooden stall of bear toys.
⬤ DON'T KILL THE BEARS! Round 1 ⬤
Terrain Feature(s): Tents and stalls may block line of sight.
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard; The carnival bears are hostile to the PCs.
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Red Carnival Bear (AC 18) (HP 59/59) | ◆ Command an Animal (DC 18 Nature)
Blue Carnival Bear (AC 18) (HP 59/59) | ◆ Command an Animal (DC 18 Nature)
Jinlong Dragonkin (AC 21) (HP 60/60) | 2☘️ |
Zatras (AC 21) (HP 40/40) | 2☘️ |
⠀⠀⠀Zatras Jr (AC 20) (HP 42/50) | Grabbed by Red (DC 20 to ◆ Escape) |
Yellow Carnival Bear (AC 18) (HP 59/59) |
➤ Glenda Huckleberry (AC 22) (HP 66/66) | 2☘️ |
➤ Zaos (AC 23) (HP 84/84) | 2☘️ |
➤ Su Fix (AC 23) (HP 70/70) | 2☘️ |
➤⠀⠀⠀Wolf (AC 22) (HP 51/51) |
White Carnival Bear (AC 17) (HP 40/40) |
☠ Bláinn Váfriðrfaðir ☠ (AC 17) (HP 44/49) | 2☘️ |
⠀⠀⠀a-BOB-mination (AC 19) (HP -) |
EFFECTS & CONDITIONS REFERENCE
Glenda Tickleberry
|
"Come on bear! Calm down! Here's.. some uh.. blueberries!" Glenda says to Blue.
◆ Fresh Produce
◆ Command animal Blue Nature: 1d20 + 9 ⇒ (15) + 9 = 24
◆ Command animal Red Nature: 1d20 + 9 ⇒ (12) + 9 = 21
"Maybe you two can.. roll over? That kind of works with dogs yeah? More berries coming your way! Who's a GOOOOOOD bear!"
Su Fix
|
Clap your claws on yellow, Performance: 1d20 + 14 ⇒ (14) + 14 = 28
Nature, command an animal on yellow: 1d20 + 9 ⇒ (18) + 9 = 27
Seeing another bear coming from the side the goblin begins to dance singing at the same time. I'm a lonely goblin, riding Wolf. I'm a lonely riiiiiding Wolf. But if the bear would come to ride it too I wouldn't be a lonely goblin agaaiiin.
Once the bear is dancing he commands it to flee hoping he will go for cover.
| GM Frost |
Glenda easily brings the two bears to her command, but the Red Bear still keeps Zatras, Jr. held like a toy. Meanwhile, Su Fix is having no trouble to get Yellow's attention and commands it to flee.
Zaos is up! You are left with White to get its attention and command it.
| GM Frost |
Zaos fails to get any of the bear's attention that Yellow just roars at him. White Bear tries to destroy the stall after getting close to it.
Claw Attack: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d10 + 3 ⇒ (2) + 3 = 5 S damage
Claw Attack: 1d20 + 10 - 5 ⇒ (15) + 10 - 5 = 20
Damage: 1d10 + 3 ⇒ (9) + 3 = 12 S damage
The cart is now broken, but it is still blocking its way.
⬤ DON'T KILL THE BEARS! Round 1 ⬤
Terrain Feature(s): Tents and stalls may block line of sight.
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard; The carnival bears are hostile to the PCs.
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Red Carnival Bear (AC 18) (HP 59/59) | ◆ Command an Animal (DC 18 Nature)
Blue Carnival Bear (AC 18) (HP 59/59) | ◆ Command an Animal (DC 18 Nature)
Jinlong Dragonkin (AC 21) (HP 60/60) | 2☘️ |
Zatras (AC 21) (HP 40/40) | 2☘️ |
⠀⠀⠀Zatras Jr (AC 20) (HP 42/50) | Grabbed by Red (DC 20 to ◆ Escape) |
Yellow Carnival Bear (AC 18) (HP 59/59) |
Glenda Huckleberry (AC 22) (HP 66/66) | 2☘️ |
Zaos (AC 23) (HP 84/84) | 2☘️ |
Su Fix (AC 23) (HP 70/70) | 2☘️ |
⠀⠀⠀Wolf (AC 22) (HP 51/51) |
White Carnival Bear (AC 17) (HP 40/40) |
➤ ☠ Bláinn Váfriðrfaðir ☠ (AC 17) (HP 44/49) | 2☘️ |
➤⠀⠀⠀a-BOB-mination (AC 19) (HP -) |
EFFECTS & CONDITIONS REFERENCE
☠ Bláinn Váfriðrfaðir ☠
|
Bláinn sends Bob to the fore to potentially provide protection while performing a bony dance.
◆◆ Act Together
- ◆◆ Clap Your Claws
Acrobatics: 1d20 + 7 ⇒ (13) + 7 = 20
Well, at least he has the creature's attention. He won't be any use giving it orders, but does point out that it is acting more friendly toward the Pathfinders.
◆ Cast a Spell (Protect Companion)
| GM Frost |
Blainn dances that catches the attention of White Bear. White bear can now be Commanded with DC 18 Nature
Meanwhile, Red Bear releases Zatras, Jr. and eats the berries Glenda is giving them, and the Blue Bear also joins the feast. They then move aside. They are no more hostile.
⬤ DON'T KILL THE BEARS! Round 2 ⬤
Terrain Feature(s): Tents and stalls may block line of sight.
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard; The carnival bears are hostile to the PCs.
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Red Carnival Bear (AC 18) (HP 59/59) |
Blue Carnival Bear (AC 18) (HP 59/59) |
➤ Jinlong Dragonkin (AC 21) (HP 60/60) | 2☘️ |
➤ Zatras (AC 21) (HP 40/40) | 2☘️ |
➤⠀⠀⠀Zatras Jr (AC 20) (HP 42/50) |
Yellow Carnival Bear (AC 18) (HP 59/59) |
Glenda Huckleberry (AC 22) (HP 66/66) | 2☘️ |
Zaos (AC 23) (HP 84/84) | 2☘️ |
Su Fix (AC 23) (HP 70/70) | 2☘️ |
⠀⠀⠀Wolf (AC 22) (HP 51/51) |
White Carnival Bear (AC 17) (HP 40/40) | ◆ Command an Animal (DC 18 Nature)
☠ Bláinn Váfriðrfaðir ☠ (AC 17) (HP 44/49) | 2☘️ |
⠀⠀⠀a-BOB-mination (AC 19+1 w Protect Companion) (HP -) |
EFFECTS & CONDITIONS REFERENCE
Jinlong Dragonkin
|
Jinlong retreats hoping the Yellow bear can see him over the fence. He then starts doing more acrobatics.
Acrobatics: 1d20 + 10 ⇒ (14) + 10 = 24
Rhaegal will be proud of me he thinks, happily.
◆ Stride
◆◆ Clap Your Claws
| GM Frost |
Jinlong happily performs another acrobatic act in front of Yellow Bear. Yellow Bear can now be Commanded (an Animal) to stop or flee (or a similar command) with Nature check vs DC 18 Will save.
Zatras is still up! You can Command either Yellow or White to get them out of the encounter.
Jinlong Dragonkin
|
Jinlong has no nature. So someone else has to tell the bear to go find a honey pot or something! :)
| Zatras |
◆Command Yellow to flee
Nature: 1d20 + 6 ⇒ (3) + 6 = 9
◆◆ Clap his Claws at Yellow
Acrobatics: 1d20 + 8 ⇒ (2) + 8 = 10
Zatras Independently Moves closer to Yellow