Green is gobsmacked by Bella's comedic timing in the face of danger and fails to protect itself from her attack. Meat Wagon circles around and delivers a particularly nasty blow as well. Green areas are difficult terrain that provide concealment. Rocks are obstacles that provide cover. Round 1
Blue
Green areas are difficult terrain that provide concealment. Rocks are obstacles that provide cover. Round 1
Blue
Fort save fail:
Poisoned stage 1, 1d6 poison damage. Crit fail: Poisoned stage 2, 1d6 damage, clumsy 1
A second green humanoid charges forward and slashes at Khiari. Green claw vs Khiari: 1d20 + 15 ⇒ (17) + 15 = 32
Green claw vs Khiari: 1d20 + 15 - 4 ⇒ (9) + 15 - 4 = 20
Another tiny creature moves forward and sets its sights on Clover. Yellow splinter vs Clover: 1d20 + 11 ⇒ (12) + 11 = 23
Yellow splinter vs Clover: 1d20 + 11 - 5 ⇒ (13) + 11 - 5 = 19
Khiari is also slashed by ichor dripping claws. Need fort save DC22 from Khiari
Green areas are difficult terrain that provide concealment. Rocks are obstacles that provide cover. Round 1
Blue
Fort save fail:
Poisoned stage 1, 1d6 poison damage. Crit fail: Poisoned stage 2, 1d6 damage, clumsy 1
GM Roll:
Stitch Steeltoe's Initiative using Occultism: 1d20 + 12 ⇒ (5) + 12 = 17
Bella Sidare's Initiative using Athletics: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 Quickblade's Initiative using Survival: 1d20 + 11 ⇒ (4) + 11 = 15 Vardarel's Initiative using Search: 1d20 + 14 ⇒ (10) + 14 = 24 Clover Nettlesoup's Initiative using Search: 1d20 + 10 ⇒ (2) + 10 = 12 Brown stealth: 1d20 + 11 ⇒ (13) + 11 = 24
As the Pathfinders pause to study a ring of menhirs they are ambushed by several strange creatures. A tiny, spindly creature seemingly made of twigs moves closer and launches a brace of thorns at Bella. Brown splinter vs Bella: 1d20 + 11 ⇒ (8) + 11 = 19
Brown splinter vs Bella: 1d20 + 11 - 5 ⇒ (20) + 11 - 5 = 26
A green humanoid emerges from the undergrowth to slash at Bella with its claws. Blue claw vs Bella: 1d20 + 15 ⇒ (10) + 15 = 25
Blue claw vs Bella: 1d20 + 15 - 4 ⇒ (12) + 15 - 4 = 23
Bella gets a nasty splinter from the tiny creature and a wicked wound from the larger humanoid. Need fort save DC22 from Bella
While Vardarel loiters about town and Stitch argues with the local children, Bella discovers that there hasn't been much activity at the abandoned village in recent weeks. Perhaps the creatures lurking there have moved on? Viltydus frowns at this knowledge. "Could they have left? I'll need to verify this." The fey taps their chin and stares off into the distance for a moment before finally gesturing to the forest's border. "Legends about the Forest of Trials, Arcadia’s first barrier on the path to Valenhall, are many and varied. Locals whisper of curses that shroud it in secrecy, of bloodthirsty beasts that dwell among the trees. But the forest has long been my home, and I think it supports those who come to know it. Pathfinders, my task is for you to fulfill your Society’s namesake: use the day’s light to map one of the many footpaths along the forest’s edge. Respect the forest, but do not fear it, and gather what you need to introduce it to future explorers." They pull out the map of the village and indicates a point nearby. "There's an unmapped path along the forest's edge that runs not too far from that abandoned village. Go and chart that trail for me. Watch out for bandits and monsters that roam those woods. On the way back perhaps you could stop by that village and verify it to be empty."
Vardarel wrote:
I think you are all selling yourselves short. No one was even knocked unconscious in either fight. The monsters in the first fight got in a couple of lucky hits and the only reason you didn't finish the weretigers faster was due to spreading out your attacks too much in the first round. Still if you guys don't feel up to it I won't push it. The goal is to have fun after all. We'll continue with things as they are in the gameplay thread so anyone else that wants to can make diplomacy/perception checks and I'll adjust the narrative to end up at the easier encounter.
During a late breakfast the next day, Tjolfor approaches the Pathfinders. "Thanks again for rescuing me last night. Sorry you got cursed." The Ulfen shrugs apologetically. "Anyway Viltydus wanted me to remind you they want to see you at their stump just after highsun. Oh and you might want to delay making any preparations until you've spoken with them." Later at Viltydus's stump... Viltydus holds a mall map of the shoreline. They draw a line with their finger along their map, tapping a marking circled in red. "My focus lies with the Forest of Trials and with the adventurers who brave its dangers to reach Valenhall. Those adventurers, however, need a safe place to rest their heads before facing their destinies, and Port Valen has not been as safe as it needs to be. A group of monsters have laired in an abandoned fishing village not far from here, and their predations have caused the people of Port Valen great harm. I task you Pathfinders to travel to this forsaken village and destroy the evil creatures that threaten these good people. Bring back evidence to prove to the people of Port Valen that you have succeeded." The fey looks intently at the Pathfinders. "Whatever has holed up in the abandoned village should not be underestimated. I have seen many a burgeoning hero get cut down prematurely after trying to stop the attacks alone. I recommend speaking to some of the locals about what they've seen and heard about the threat. Use that information to prepare for battle. Oh and you can also use these." They reach into a belt pouch and pull out five lesser healing potions which they hand to the group. "Good luck Pathfinders."
Viltydus appears puzzled for a moment. "Curse?" They take a moment to stare intently at each of the Pathfinders in turn. "Oh, I see. Well that's easily dealt with." The fey concentrates for a moment then places their hand on Quickblade's forehead. They repeat the process on Vardarel. "That should do it. I can't have you growing fur and fangs while you still have work to do. Go back to your lodgings and get a good night's rest. You've done a good job so feel free to sleep in. Meet me back here just after lunch for your final task."
You already know all you need to know about werecreatures from earlier checks. The most pertinent information was revealed by Quickblade here. You spend some time patching up wounds then head back to Viltydus's stump. Vardarel and Quickblade are irritable and sweating profusely but show no signs of transforming...yet. You emerge from the forest to find Viltydus waiting patiently. Tjolfor the Bruised grimaces at the sight of the fey. "I guess maybe I wasn't quite ready for Valenhall. Thanks for sending help. Hopefully I haven't caused too much trouble for these kind heroes." The Ulfen meticulously avoids looking at Quickblade and Vardarel.
As the last of the weres fall, the clouds part, revealing the bright, full moon. Tjolfor grimaces and turns away, eyes closed. After a moment he opens one eye and slowly turns his head to confirm that the moon is indeed full. His brow furrows in confusion and he looks down at his chained and battered body. He checks his teeth with his tongue. He wiggles his fingers to confirm the lack of claws. "Huh. What do you know? It looks maybe like I'm not cursed after all." He shrugs. "Sorry everyone. I guess I could have just gone back to the village after all." He grins sheepishly. Quickblade and Vardarel however seem troubled by the moon's appearance. Their teeth ache and their skin feels itchy. They are both sweating more than seems necessary. Tjolfor looks at them with concern. "Umm...Are you guys okay?"
Quickblade Trueshot wrote: yes... abuse of human pretending to be a bird! :) They're intelligent predators. I figure they'll try to pick out the most injured prey. Besides I figured you guys would smoke this encounter. You all started a little slowly by spreading out all of your attacks so it ended up a little bit rougher than the numbers would indicate.
Clover Nettlesoup wrote:
I will allow you to move and cast instead. Is the red template your planned spell? If so that will not work as it originates from the wertiger's space. I'm not sure that you can move and still catch the weretiger, Quickblade, Bella and Stitch all in a 15 foot cone. If you move to the square SE of Bella you can get Vardarel, Quickblade, Stitch and the weretiger but not Bella. I have placed Ghost Clover to indicate precisely where I mean. I'll continue to leave Green's token up until you decide.
GM roll:
Green reflex save DC22: 1d20 + 13 ⇒ (4) + 13 = 17 Clover's flames finish off one of the weres and provide Stitch, Bella and Khiari with some relief from their wounds. Green areas are difficult terrain and provide concealment. Fallen trees are difficult terrain and provide lesser cover Round four
Clover
Round five
Clover
Green areas are difficult terrain and provide concealment. Fallen trees are difficult terrain and provide lesser cover Round four
Clover
Round five
Clover
GM Roll:
Blue Will DC22: 1d20 + 9 ⇒ (1) + 9 = 10 Blue Reactive strike, jaws vs Khiari: 1d20 + 14 ⇒ (1) + 14 = 15
The were lashes out as Khiari casts her spell but she easily dodges. The spell's effect is immediate as the creature's eyes glaze over and it looks around clearly wondering what is happening. It nevertheless follows it's bloodthirst and attacks Khiari. Blue Jaws vs Khiari: 1d20 + 14 ⇒ (11) + 14 = 25
Blue athletics, grab vs Khiari: 1d20 + 12 ⇒ (14) + 12 = 26 Blue claw vs Khiari, OG: 1d20 + 14 - 4 ⇒ (10) + 14 - 4 = 20
Khiari is caught in the creature's mighty jaws but manages to avoid being pulled to the ground by its claw. Meanwhile the other were continues to press the attack on Quickblade. Green Jaws vs Quickblade: 1d20 + 14 ⇒ (1) + 14 = 15
Green claw vs Quickblade: 1d20 + 14 - 4 ⇒ (18) + 14 - 4 = 28
Green claw vs Quickblade: 1d20 + 14 - 8 ⇒ (19) + 14 - 8 = 25
The cleric is slashed by a pair of claw attacks.
Green areas are difficult terrain and provide concealment. Fallen trees are difficult terrain and provide lesser cover Round three
Clover
Green areas are difficult terrain and provide concealment. Fallen trees are difficult terrain and provide lesser cover Round three
Clover
The green were howls in pain as Meat Wagon's blades penetrate its hide. The creature doesn't take too kindly to Stitch's attempts to heal Quickblade and responds with a claw slash even as the cleric's wounds begin to mend. Green claw vs Stitch: 1d20 + 14 ⇒ (12) + 14 = 26
Green areas are difficult terrain and provide concealment. Fallen trees are difficult terrain and provide lesser cover Round three
Clover
The remaining weres press the attack. Green jaws vs Quickblade, OG: 1d20 + 14 ⇒ (17) + 14 = 31
Green athletics vs Quickblade, grab: 1d20 + 12 ⇒ (10) + 12 = 22 Green claw vs Quickblade, OG: 1d20 + 14 - 4 ⇒ (20) + 14 - 4 = 30
Blue Jaws vs Khiari: 1d20 + 14 ⇒ (15) + 14 = 29
blue athletics vs Khiari, grab: 1d20 + 12 ⇒ (8) + 12 = 20 Blue claw vs Khiari: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22
Quickblade is severely mauled as Green clamps his jaws on the cleric's leg. Khiari fares much better.
Quickblade Trueshot wrote: What was the result of my heal spell? did it just turn out to be a 1-action heal? It was cast properly. I have corrected the tracker. I have also corrected the map as you would only have been able to move 5 feet as part of the critical success on the escape and still have enough actions remaining to cast a 2 action spell.
Green areas are difficult terrain and provide concealment. Fallen trees are difficult terrain and provide lesser cover Round three
Clover
GM Roll:
yellow reflex save DC22: 1d20 + 10 ⇒ (11) + 10 = 21
red reflex save DC22: 1d20 + 13 ⇒ (8) + 13 = 21 green reflex save DC22: 1d20 + 13 ⇒ (11) + 13 = 24 Bella kicks the leopard into unconsciousness. Clover blasts fire, damaging foes and rejuvenating allies, finishing off one of the weres but unfortunately killing the wounded leopard.
Vardarel wrote:
The black token is Tjolfor the Bruised chained to his tree and unable to contribute to the fight.
Green areas are difficult terrain and provide concealment. Fallen trees are difficult terrain and provide lesser cover Round two
Clover
Quickblade, since you're down to 8 hp after his reactive strike, I'll let you cast a heal instead of crawl twice if you want.
Looking over the escape action I'm not certain that Quickblade would have been able to crawl as part of the critical success. I'll go ahead and allow a crawl though since that kind of makes sense to me. Both crawl and stride provoke reactive strikes though, so... Quickblade easily wiggles away from the weretiger. Annoyed at losing his prey it attacks the retreating cleric. Red reactive strike, jaws vs Quickblade: 1d20 + 14 ⇒ (14) + 14 = 28
Green areas are difficult terrain and provide concealment. Fallen trees are difficult terrain and provide lesser cover Round three
Clover
Seeing a chance for easy prey, the spotted cat attacks Bella. yellow jaws vs Bella, OG: 1d20 + 10 ⇒ (19) + 10 = 29
yellow athletics vs Bella, grab: 1d20 + 7 ⇒ (20) + 7 = 27 yellow maul vs Bella: 1d20 + 10 - 4 ⇒ (9) + 10 - 4 = 15
The cat manages to pin Bella. It tries to disembowel her with its claws but fails to penetrate the swashbuckler's armor.
Green areas are difficult terrain and provide concealment. Fallen trees are difficult terrain and provide lesser cover Fort save DC21 from Quickblade Round two
Clover
Vardarel you didn't move your token. I've moved it but if you would prefer to move elsewhere go ahead and make the change. Blue will stride to follow. Having tasted blood, the weres try for more. Blue jaws vs Vardarel: 1d20 + 14 ⇒ (19) + 14 = 33
Blue athletics, grab vs Vardarel: 1d20 + 12 ⇒ (7) + 12 = 19 Green jaws vs Quickblade: 1d20 + 14 ⇒ (11) + 14 = 25
Green athletics, grab vs Quickblade: 1d20 + 12 ⇒ (18) + 12 = 30 Green claw vs Quickblade: 1d20 + 14 - 4 ⇒ (13) + 14 - 4 = 23
Vardarel falls back but the were presses the attack and delivers a nasty bite. Quickblade is caught in the creature's mighty jaws and brought to the ground with a claw. The tree makes a valiant effort to protect the cleric but perishes in the attempt.Fort save DC21 from Quickblade
The cat gives a puzzled look at Bella as she dances only to snarl in pain as the swashbuckler kicks her in the face. Hit- 16 damage Red tries to bite Bella... jaws vs Bella, OG, Flashy dodge: 1d20 + 14 ⇒ (10) + 14 = 24
athletics vs Bella, Grab: 1d20 + 12 ⇒ (17) + 12 = 29 ...and despite the tree interceding on Bella's behalf, the red-furred werecreature, manages to get a good grip with it's sharp teeth. It tries a claw attack... claw vs Bella: 1d20 + 14 - 4 ⇒ (5) + 14 - 4 = 15
and misses.
Quickblade's attacker turns to the smaller spotted cat to the north and hisses. The cat's ears flatten and it hisses in return. It charges forth and attempts to bite Quickblade. jaws vs Quickblade: 1d20 + 10 ⇒ (9) + 10 = 19
Green areas are difficult terrain and provide concealment. Fallen trees are difficult terrain and provide lesser cover Round two
Clover
Green areas are difficult terrain and provide concealment. Fallen trees are difficult terrain and provide lesser cover Vardarel and Quickblade need to make DC21 Fort saves Round one
Clover
Vardarel's beam of silvery moonlight is particularly effective and the creature howls in pain. The weretigers close in, attempting to catch the Pathfinders in a pincer attack. Green Jaws vs Quickblade: 1d20 + 14 ⇒ (17) + 14 = 31
Blue Jaws vs Vardarel: 1d20 + 14 ⇒ (9) + 14 = 23
GM roll:
Clover RK: 1d20 + 12 ⇒ (20) + 12 = 32 Clover:
These are weretigers. In addition to the generic werecreature abilities listed in the previous spoiler they have a reactive strike and their weakest save is will. The weretiger takes a direct hit from Clover's icy blast. It snarls and moves forward to return the favor. jaws vs Clover: 1d20 + 14 ⇒ (4) + 14 = 18
Unfortunately for the lycanthrope, the fallen tree causes it to stumble and miss its attack.
GM roll:
Stitch Nature: 1d20 + 11 ⇒ (20) + 11 = 31
Quickblade Nature: 1d20 + 11 ⇒ (15) + 11 = 26 Bella Nature: 1d20 + 11 ⇒ (4) + 11 = 15 Blue will: 1d20 + 9 ⇒ (18) + 9 = 27 I forgot to give some generic knowledge to those that asked earlier. More specific information on these precise creatures can be acquired with a recall knowledge check.
Stitch/Quickblade:
Werecreatures are humanoids doomed to transform into animals and animal- humanoid hybrids under the light of the full moon. These shapechanging creatures are the result of an ancient primal curse that they can, in turn, transmit through their own bites. Their ability to lurk unseen in the wilds as well as among people, combined with the contagiousness of their condition, makes werecreatures a perennial cause of panicked suspicion. They are typically vulnerable to silver. The approaching tiger shakes his head in pain and snarls at Khiari. Round one
Clover
initiative:
Stitch Steeltoe's Initiative using Search: 1d20 + 11 ⇒ (7) + 11 = 18
Bella Sidare's Initiative using Search: 1d20 + 12 ⇒ (15) + 12 = 27 (Improved Initiative) Quickblade's Initiative using Avoid Notice: 1d20 + 10 ⇒ (4) + 10 = 14 Vardarel's Initiative using Search: 1d20 + 14 ⇒ (11) + 14 = 25 Clover Nettlesoup's Initiative using Search: 1d20 + 10 ⇒ (18) + 10 = 28 Red: 1d20 + 11 ⇒ (14) + 11 = 25
Green areas are difficult terrain and provide concealment. Fallen trees are difficult terrain and provide lesser cover Although there is a full moon the skies are very cloudy. Consider this to be dim light conditions. Meat wagon has a light source. Please state if you would have had a light source out while tracking. Round one
Clover
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