Rannarix
|
1. Rub sap off Mr. Snappers.
2. Command Animal Companion.
...A. Stride x2
3. Stride
"There you go, Mr. Snappers. Now go get that guy there!"
The action spent rubbing sap off Mr. Snappers is intended as "Assisted Recovery" to help Mr. Snappers resist the effects of the sap. The GM can decide whether and how it helps.
| GM Valen |
Tharpe cuts a deep swath into the creature's viney form!
Rannarix rubs the arachnid.
It is an affliction, not persistent damage, but I will grant a +1 circumstance bonus to the save for the effort.
Poison damage: 1d6 ⇒ 1
Mr. Snappers, Fort save v. sap: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28
Mr. Snappers suffers a bit, but his immune system overcomes the sap.
The taller creature (yellow) turns on its attacker.
Strike x3
Melee, claw (agile): 1d20 + 15 ⇒ (5) + 15 = 20
Damage, slashing plus sap: 2d6 + 7 ⇒ (6, 3) + 7 = 16
Melee, claw (agile): 1d20 + 15 - 4 ⇒ (18) + 15 - 4 = 29
Damage, slashing plus sap: 2d6 + 7 ⇒ (2, 4) + 7 = 13
Melee, claw (agile): 1d20 + 15 - 8 ⇒ (15) + 15 - 8 = 22
Damage, slashing plus sap: 2d6 + 7 ⇒ (6, 6) + 7 = 19
AMBUSHED BY WOODLAND STALKERS! - Round Five Cont'd!
PCs in bold may act
Creature (blue) -43 HP
Rannarix -51 HP
Mr. Snappers -9 HP
Tharpe -32 HP (Fort save v. Sap)
Ving Tran -35 HP (prone, wounded 1; Sap Stage 1)
Creature (yellow) -50 HP (frightened 1)
Ramona -25 HP Sap Stage 3 [clumsy 2])
Aleksandr/Imelia -6 HP
The fight occurs in the daylight, and the underbrush is difficult terrain that provides enough concealment for Small or prone creatures to Hide or Sneak.
Ramona Stonesplitter
|
Ramona continues the Anthem.
Ramona sends Needle Darts at Yellow: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31for: 4d4 + 1 + 4d4 + 1 ⇒ (1, 4, 4, 3) + 1 + (3, 3, 3, 4) + 1 = 27 and 2 persistent bleed damage.
| GM Valen |
The darts pierce deep into the gaunt creature (yellow), dropping it to the forest floor.
Ramona, Fort save v. Sap: 1d20 + 7 ⇒ (17) + 7 = 24
The Pathfinder somewhat improves.
Poison damage: 1d6 ⇒ 5
AMBUSHED BY WOODLAND STALKERS! - Round Five Cont'd!
PCs in bold may act
Creature (blue) -43 HP
Rannarix -51 HP
Mr. Snappers -9 HP
Tharpe -32 HP (Fort save v. Sap)
Ving Tran -35 HP (prone, wounded 1; Sap Stage 1)
Creature (yellow) -77 HP
Ramona -30 HP Sap Stage 2 [clumsy 1])
Aleksandr/Imelia -6 HP
The fight occurs in the daylight, and the underbrush is difficult terrain that provides enough concealment for Small or prone creatures to Hide or Sneak.
| GM Valen |
Botting Aleksandr/Imelia - No post in 48+ hours
The pair consider their options.
Delay
Badly injured, but thirsting for blood, the remaining creature (blue) strikes at the nearest target.
Strike x3
Melee [one-action: 1d20 + 11 ⇒ (13) + 11 = 24
Damage, slashing: 1d10 + 4 ⇒ (5) + 4 = 9
Melee [one-action: 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25
Damage, slashing: 1d10 + 4 ⇒ (8) + 4 = 12
Melee [one-action: 1d20 + 11 - 8 ⇒ (15) + 11 - 8 = 18
Damage, slashing: 1d10 + 4 ⇒ (10) + 4 = 14
AMBUSHED BY WOODLAND STALKERS! - Round Five Cont'd/Round Six Begins!
PCs in bold may act
Aleksandr/Imelia -6 HP
Round Six
Creature (blue) -43 HP
Rannarix -51 HP
Mr. Snappers -30 HP
Tharpe -32 HP (Fort save v. Sap)
Ving Tran -35 HP (prone, wounded 1; Sap Stage 1)
Ramona -30 HP Sap Stage 2 [clumsy 1])
The fight occurs in the daylight, and the underbrush is difficult terrain that provides enough concealment for Small or prone creatures to Hide or Sneak.
Rannarix
|
Buoyed by Ramona's anthem, the little kobold and huge scorpion go in for the kill.
1. Command Companion.
...A. Mr. Snappers Stride.
...B. Mr. Snappers Strike.
2. Rannarix Stride.
3. Rannarix Strike.
Mr. Snappers' Stinger + Courageous Anthem: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14
Damage w/ Precision: 2d6 + 4 + 1d8 ⇒ (5, 4) + 4 + (5) = 18 plus 1d4 ⇒ 3 poison.
Rannarix Combat Grab + Courageous Anthem vs. Off-Guard Blue: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
Damage: 2d6 + 4 + 1d8 ⇒ (1, 4) + 4 + (2) = 11 plus target is Grabbed.
Ramona Stonesplitter
|
Continue Anthem
Needle Darts: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16for: 4d4 + 1 ⇒ (4, 1, 3, 4) + 1 = 13
| GM Valen |
The fey creature (blue) easily avoids the strike by Mr. Snappers but is snapped in half by Rannarix.
A critical hit!
Ramona does not need to fire darts, but she must fight off the sap.
Fort v. sap: 1d20 + 7 ⇒ (14) + 7 = 21
Poison damage: 2d6 ⇒ (2, 4) = 6
COMBAT OVER (But we will stay in rounds due to poison)
Party Status
Aleksandr/Imelia -6 HP
Tharpe -32 HP (Fort save v. Sap)(poisoned since round 5)
Ving Tran -35 HP (prone, wounded 1; Sap Stage 1)(poisoned since round 4)
Round Seven
Ramona -36 HP Sap Stage 3 [clumsy 2])(poisoned since round 2)
Rannarix -51 HP
Mr. Snappers -30 HP
Ving Tran
|
Not sure how many saves I need so just going to do a bunch. Also, Ving has Pearly White Aeon Stone invested in his Wayfinder. Not sure if that matters.
Fortitude save vs. Poison: 1d20 + 11 ⇒ (17) + 11 = 28
Fortitude save vs. Poison: 1d20 + 11 ⇒ (3) + 11 = 14
Fortitude save vs. Poison: 1d20 + 11 ⇒ (16) + 11 = 27
Fortitude save vs. Poison: 1d20 + 11 ⇒ (3) + 11 = 14
Fortitude save vs. Poison: 1d20 + 11 ⇒ (12) + 11 = 23
Ving stands up, reaches into his right sleeve, and produces a small box. He opens it up and takes out a potion of Heal, Lesser and drinks it.
Ving exchanges the box in his sleeve with his flute, sits on the rock nearby and starts softly playing a calming song.
Healing, lesser: 2d8 + 5 ⇒ (2, 7) + 5 = 14
Ramona Stonesplitter
|
Fort vs Poison: 1d20 + 7 ⇒ (20) + 7 = 27
Fort vs Poison: 1d20 + 7 ⇒ (8) + 7 = 15
Fort vs Poison: 1d20 + 7 ⇒ (9) + 7 = 16
Fort vs Poison: 1d20 + 7 ⇒ (11) + 7 = 18
Tharpe
|
Fort save vs sap: 1d20 + 9 ⇒ (3) + 9 = 12
Fort save vs sap: 1d20 + 9 ⇒ (18) + 9 = 27
Fort save vs sap: 1d20 + 9 ⇒ (13) + 9 = 22
Fort save vs sap: 1d20 + 9 ⇒ (5) + 9 = 14
Fort save vs sap: 1d20 + 9 ⇒ (15) + 9 = 24
Rannarix
|
Rannarix sits down heavily next to his injured scorpion friend.
"Good job, Mr. Snappers."
The two stare at each other for a moment.
"Yeah, alright. I forgot the healing potions again."
| GM Valen |
Poison Damage to Ving: 1d6 ⇒ 2
Ving suffers a bit more pain before overcoming the sap.
Ramona staves off the worst of the sap (reduce back to Stage 1) for a time, but begins to succumb until it fully runs its course.
Poison Damage to Ramons: 2d6 ⇒ (2, 3) = 5
Tharpe, too, gets worse before he gets better but eventually overcomes the sap.
Poison Damage to Thorpe: 2d6 ⇒ (1, 3) = 4
The party manages to escape the forest alive. Although the party was not able to make a fully functional map, you have made the forest safer
for the people of Port Valen.
When you return to Port Valen, Viltydus is there and nods affirmatively. "Survival, at times, is its own reward. And you have dispatched some rather nasty fey. Well done. Now rest. One final task awaits you."
Viltydus allows the PCs to get an uninterrupted 8-hour rest at the lodge.
In the morning, the village is abuzz with word of the deeds of the heroic Pathfinders. Somehow, the villagers seem aware that the party will soon be leaving and they take the time to listen to more of the Pathfinders' tales and to share meals with the valiant heroes.
As the sun begins to set, the party still has yet to spy Viltydus or to have heard from the fey.
I will move us along to the next encounter later today when I have more time to post.
Ving Tran
|
Ving heals fully due to the Aeon stone. He meditates in order to retrieve his Focus Point. If it is a new day and his spells re-set He will use his wand of mystic armor once more. Did not alter Hero Pont since it has not been addressed yet
| GM Valen |
As far as know, the Hero Points current status of Hero Points is reflected on this Slide.
At night, you receive a summons. Viltydus bids you come to a wide path leading into the Forest of Trials. Broken branches, scuffed tree trunks, and spatters of dried blood indicate a struggle started here and progressed into the wood.
Once you arrive, Viltydus lets out a deep, slow sigh. “My life’s purpose is to prepare heroes to enter the forest, to guide them to victory. Sometimes, though, the forest proves too dangerous. For every warrior who finds their way to Valenhall, a dozen others fall before they reach their goal. I sense one has \fallen this night. Pathfinders, your task is to recover the one whom the forest has felled. Bring them home alive if they can be saved. Return their remains for final services if they cannot.”
Finding the fallen adventurer first requires a single successful Perception or Survival check or one successful Scouting Lore check (with a lower DC).
| GM Valen |
With his sharpe eyes, Tharpe quickly spots signs of a path taken by the adventurer who entered the forest but didn’t return. Their path is
riddled with signs of conflict, so tracking them should be simple even in the dead of night.
Due to critical success, the time to find the hero is halved and the DCs of all subsequent checks to recover the hero by 1!
?: 1d4 ⇒ 4
The path leads to a female gnome draped in wizardly robes and lying within a patch of the wood. She appears to be conscious but clearly injured and rattled. Lacking a presence of mind, she seems to be quietly asking the same question over and over again--"where? where? where?"
The PCs need to get through to the woman and connect with her in order to get her to safety. The PCs can connect with her and get her to safety with a successful Academia Lore, Arcana, Diplomacy, Forest Lore, or Nature check. Per above, the DC is reduced. Each success provides the party with 1 Recovery Point. With a critical success, the PCs gain 2 Recovery Points and with a critical failure, the PCs lose 1 Recovery Point. The PCs need a certain number of Recovery Points to succeed and have one round of checks in which to do so.
Tharpe
|
Nature: 1d20 + 9 ⇒ (13) + 9 = 22
"You know that saying don t mistake the forest for the trees. So where is in the forest, can you hear me? Look this is oak, focus on the shape of leaves, and how wide the branches are" says the orc trying to snap him out of the state
Ving Tran
|
"Greetings kind Lady, Perhaps if you could tell us what you are looking for we can help you find it. says Ving respectfully....
Diplomacy (E): 1d20 + 13 ⇒ (6) + 13 = 19
| GM Valen |
May I make a Performance check to simulate Diplomacy?
Yes, as it appears you have a feat to allow it.
"You know that saying don t mistake the forest for the trees. So where is in the forest, can you hear me? Look this is oak, focus on the shape of leaves, and how wide the branches are" says the orc trying to snap him out of the state
A success earning 1 Recovery Point!
The woman looks up for a moment. "Yes, I can hear you. I came hear from the floating settlement of Gogpodda to visit.""Greetings kind Lady, Perhaps if you could tell us what you are looking for we can help you find it. says Ving respectfully....
Another success (thanks to Tharpe lowering the DC!). The party has 2 Recovery Points.
"I was not looking. But, it found me!" The gnome woman cries out in response, before apparently returning to her previous state of muttering... "where? where? where?"
Any other Pathfinders wish to attempt to help?
Rannarix
|
"Hey now. Snap out of it!" urges Rannarix. "We came all this way to help you get safely back. We have cake!"
Diplomacy: 1d20 + 12 ⇒ (14) + 12 = 26
| GM Valen |
Between Ramona and Rannarix, another success. That brings the total Recovery Points to 3.
Two more Recovery Points are needed to get all the treasure. There is a risk of critical failures, so the players may choose to forego attempting checks. Once I see that each PC has made an attempt, or chosen to forego one, I will move us along.
| GM Valen |
"Hey now. Snap out of it!" urges Rannarix. "We came all this way to help you get safely back. We have cake!"
With Aleksandr dropping, all PCs have now made an attempt.
"Cake?! A piece? Pieces? Peace? Why, yes!" The gnome woman struggles as she regains focus. "Yes, that was it! I followed my companion, Krowl, here into the woods. He said there was adventure to be had. I said, 'I am looking for adventure, but you shouldn't go out alone.' He was eager to have me follow him. We came here, deep into the wood, and then he turned on me!"
A look of horror overtakes the woman again as she relives the moment. Once again, she starts to mutter, "where? where? where?"
"Were-Creature!" she shouts. "Krowl's a were-creature!" As she explains, she begins to move, re-enacting prior events. "We struggled and fought, my former friend and I. There were claws and teeth! I became injured and rattled, lacking the presence of mind to cast spells or otherwise defend myself. Oh, the horror!"
"I saw him drop something." she continues. "When I looked to see what it was, he got the drop on me--struck me in the back of the head. I must have blacked out." She begins to comb through the foliage. "Here! This is where he dropped the items."
Moving to a patch of leaves, she reaches down and uncovers a pair of trip snares. "Trip snares?" she says, picking them up an offering them to the party. "He dropped these? And two of them? If he was after me, why would we have brought two?"
She stops for a moment, losing focus again as she begins to mutter. "share? share? share?"
"Before I blacked out, he said something about wanting to share!" she cries out. "He wasn't alone!"
"And now there is plenty to go around!" roars a voice, as the party realizes that they and the gnome are not alone!
w/Scout
Ving Tran, Stealth: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
Tharpe, Stealth: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30
Ramona, Perception: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Rannarix, Acrobatics: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21
Were-Creature (blue), Stealth: 1d20 + 11 ⇒ (16) + 11 = 27
Were-Creature (red), Stealth: 1d20 + 11 ⇒ (17) + 11 = 28
As a pair of were-creatures approaches, each assumes the shape of a large, striped cat. The gnome woman remains injured and too rattled to engage in a fight.
MOONLIT MARAUDERS - Round One Begins!
PCs in bold may act
Tharpe
Ving-Tran
Were-Creature (red)
Were-Creature (blue)
Ramona
Rannarix
Terrain: This fight occurs on a cloudy night, meaning the PCs need a way to see in darkness, and the underbrush is difficult terrain that provides enough concealment to Hide or Sneak.
Ving Tran
|
Ving says sarcastically, "Well now, this might be a small problem. I think that one is close enough." He then cast a spell trying to Daze the closest creature.....
possible Mental damage vs. Red (basic Will save DC: 21): 2d6 ⇒ (3, 2) = 5
You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
Heightened (+2) The damage increases by 1d6.
....he then Shields himself.
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Heightened (+2) The shield's Hardness increases by 5.
Daze (2-actions); Shield (1-action). AC: 22 until end of turn. Shield Hardness: 10.