An animal companion is a loyal comrade who follows your orders. Your animal companion has the animal and minion traits, and it gains 2 actions during your turn if you use the Command an Animal action to command it; this replaces the usual effects of Command an Animal, and you don’t need to attempt a Nature check. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.
and Familiars:
Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You choose a Tiny animal as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid’s leshy familiar is a Tiny plant instead of an animal. A familiar has the same level you do.
Familiars have the minion trait, so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost. You can have only one familiar at a time.
This post has potentially manipulated dice roll results.
As Narrakas looked on enviously at the crocodile, his head is nearly taken clean off his shoulder. But he manages to duck just in time, avoiding the tail swipe, then following another growl of anger, he dipped forward to take a swipe at both of the crocs legs, one immediately after the other. Afterwards, he snaps back to the defensive, slapping at the face of his shield for good measure!
1st Action: Striking with Claws(Rip & Tear weapon). (Melee, Lethal, Agile)Claws - Attack: 26 Damage: 8 of non-magical slashing.
3rd Action: Raise Shield, regaining +2 to AC(18 current). (However, if 2nd action was to rage, then 3rd action will instead be used to strike. Use same rolls above for the attack.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Narrakas' first strike misses, but his second is devastating. ((Describe how Narrakas ends the crocodile threat. Crit Damage = 20hp. All PCs receive 80xp))
After viciously ripping the leg mostly off of the croc, all anyone would've need to do is back away and let it bleed out. But either so caught up in the throes of his fury or in an act of mercy, Narrakas waited but long enough during the crocs death throes to find an opening to leap on the creature's back, climbed up to the head while holding on for dear life, then eventually bury his claws in deep through eye socket with a final roar and tearing (hopefully) into the brain with a bit of finagling.
Even after the beast stills, Narrakas pulls out his hands only to snarl and rake it across the head for good measure, making sure its dead before slowly but surely relaxing again. "Big Maw should've listened to Narrakas. Now he dead dead."He said with a grin before finally turning to the others with a hand still covered in viscera, but returned to normal.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Eldon- The half elf mage, still standing in the wagon, looks at the croc and Narrakas impassively, his hands still raised if more magic is required. “Such a large and aggressive crocodile. Is that poor guard beyond our help?”
Thune, with a heavy heart, approaches the fallen guard who suffered the crocodile's deadly assault. As he kneels beside them, a deep sense of sorrow washes over him. The guard's life has been extinguished, their body bearing the unmistakable marks of the crocodile's savage attack. There is no pulse, no breath of life remaining.
As the battle reaches its grim conclusion, the remaining guards swiftly gather around their fallen comrade, a solemn reverence permeating the air. With respectful care, they gently lift the lifeless body, their expressions etched with sorrow and gratitude. Turning towards the heroes, the guards extend their heartfelt appreciation for their valiant efforts in the face of danger. Words of gratitude mix with somber tones, acknowledging the debt owed to the heroes for their assistance in this tragic encounter.
However, the aftermath of the battle reveals a new set of challenges.
Injured passengers, their faces etched with pain and fear, require immediate aid and attention. The party's heroic actions have shifted the tide of battle, but the toll on both the physical and emotional well-being of those involved is evident.
The lead cart, once a symbol of stability and guidance for the caravan, remains overturned and damaged. Its contents lie scattered and disarrayed on and around the road, a testament to the violent upheaval that unfolded during the crocodile's attack.
The severity of the situation is further compounded by the surroundings. This stretch of the road, with the Mere of Dead Men lurking nearby, becomes an increasingly treacherous place to be stranded as the daylight wanes. The sounds of the marsh, once relegated to the background, now reemerge, their haunting melodies underscoring the danger that surrounds the beleaguered travelers.
The passengers that were in the lead wagon who may need aid are:
Lady Seraphina Othmor: A resolute and noble woman, Lady Seraphina possesses a regal bearing befitting her noble lineage. With flowing auburn hair cascading down her shoulders and piercing blue eyes, she exudes an air of authority and determination. Lady Seraphina is dressed in ornate garments, adorned with the heraldry of House Othmor. However, the recent ordeal has taken its toll on her. A gash across her forehead trickles blood, evidence of a close encounter with danger. Despite her injury, she remains composed, her resilience shining through her disheveled appearance.
Sir Bartholomew Alric: A seasoned knight and loyal protector of House Othmor, Sir Bartholomew stands tall and proud, his armor bearing the crest of his noble family. His rugged features are etched with the lines of battle, evidence of his countless encounters in service to his liege. Deep green eyes, framed by a close-cropped beard, survey the surroundings with a mix of concern and vigilance. The recent ordeal has left its mark on Sir Bartholomew, with a torn cape and several scratches adorning his armor, signs of his valiant efforts to defend the wagon and its occupants.
Master Gideon Stalwart: A weathered yet resilient figure, Master Gideon Stalwart exemplifies the unwavering dedication and expertise of a skilled wagon driver. With graying hair and a rugged face adorned with a well-groomed beard, he embodies the stoic nature of one who has spent years navigating treacherous roads. Clad in practical and durable attire, his hands bear the callouses of countless hours spent holding the reins and guiding the horses.
The recent ordeal has taken its toll on Master Gideon. His clothing is disheveled, dirt and mud staining his previously neat appearance. Blood drips from a cut on his cheek, a testament to the fierce struggle that unfolded during the crocodile's attack. Despite his injuries, his hands grip the reins with determination, ready to resume his duties once the immediate dangers have been addressed.
(Modified my post, per realizing the details were there ;-) )
Thune go up to the wagon master and say "We need to get things in order. First, we need to set up a watch to keep us from being surprised again. Second, we need to determine who can provide medical aid. They can group up with the wounded over there. I can help there."
"Knowing this pathway, do you think we should fortify this position or press on? I presume we hunker down, but you know best. What else can we do to help?"
"It is twilight, and the sun is setting in the west, casting long shadows across the road. The caravan is a motley assortment of merchants, travelers, and adventurers, all of whom are hoping to reach their destination before nightfall."
The Wagon Master in charge of the caravan is:
Wagon Master Garret Stonebridge: A seasoned and experienced individual, Wagon Master Garret Stonebridge commands the respect and admiration of the caravan's members. With a tall and imposing stature, he carries himself with an air of authority and confidence that comes from years of overseeing successful journeys and managing the complex logistics of trade caravans.
Garret possesses a weathered face etched with the lines of countless travels, highlighting the challenges he has faced and overcome. His piercing blue eyes, framed by a salt-and-pepper beard, reflect his sharp wit and astute observations. He is often seen wearing practical and sturdy attire, a testament to his practicality and focus on the tasks at hand.
If any of the heroes look for him, he is inspecting the damaged wagon.
Garret Stonebridge listens attentively as Thune approaches him with a clear plan of action. Nodding in agreement, he acknowledges the urgency and practicality of Thune's suggestions. Garret's voice carries a note of concern as he responds:
"You speak true, Thune. We must act swiftly and decisively to regain order and fortify our defenses. First and foremost, we will establish a watch rotation to ensure we are not caught off guard again. We cannot afford to let complacency set in amidst these perilous surroundings."
Garret's gaze shifts to the wounded, acknowledging the need for medical aid. He continues, "Indeed, those skilled in providing aid should gather with the injured and tend to their wounds. Their expertise will be crucial in ensuring the well-being of our caravan members."
As Thune mentions the need to upright the damaged wagon and reload its contents, Garret's brow furrows with determination. "You're right, Thune. We cannot linger in this vulnerable state. We will rally our combined strength to right the overturned wagon and retrieve our scattered supplies. Every hand will be needed to expedite this process. As far as I can see, the wooden frame is splintered and weakened, with several beams cracked or broken. The wheels may have suffered damage as well, potentially making them difficult to maneuver. We will need to work together to flip the wagon upright, repair the damaged frame, and reassemble the components".
Finally, at the mention of the surrounding area, Garret's expression turns somber. "The Mere of Dead Men is a treacherous place, full of dangers and unknowns. It's said to harbor restless spirits and lurking predators. We must remain vigilant and rely on our collective knowledge to navigate through this perilous stretch. Anyone with insights into the region's history, legends, or strategic locations should come forward and share what they know."
Garret's response reflects a sense of urgency, pragmatism, and a willingness to rely on the expertise and insights of his companions. With Thune's guidance and the shared effort of the party, Garret is determined to restore order, secure the caravan, and move forward with a renewed sense of purpose, all while keeping a watchful eye on the foreboding marshland that surrounds them.
Lady Seraphina Othmor, despite her own injuries, exhibits her characteristic concern for others as she approaches Master Gideon Stalwart. Her voice carries a note of urgency and care as she addresses him:
Lady Seraphina: "Master Stalwart, your well-being is of utmost importance. Your steadfast guidance has been invaluable to our caravan. Please, allow us to tend to your injuries first. You have put yourself at great risk to protect us, and it is only right that we return the favor."
Master Gideon, a man of fortitude and duty, is hesitant to accept assistance, his eyes filled with a mix of gratitude and determination.
Master Gideon: "My Lady, your concern for my welfare is appreciated, but I must insist that you prioritize your own well-being. Your leadership is vital to the success and safety of our journey. Please, allow us to tend to your wounds. Your recovery is paramount."
Lady Seraphina's gaze softens, understanding the weight of her responsibility as the lead sponsor of the caravan. She takes a deep breath, preparing to negotiate a compromise that satisfies both parties.
Lady Seraphina: "Master Stalwart, I understand your concern, but I implore you to consider this as a compromise. Let us present ourselves for healing together. By tending to each other's wounds, we ensure that both our leadership and our physical well-being are preserved."
Master Gideon ponders Lady Seraphina's words, recognizing the validity of her argument. He concedes, his tone carrying a mixture of gratitude and acceptance.
Master Gideon: "Very well, My Lady. Your words hold wisdom, and I will trust in your judgment. Together, we shall present ourselves for healing, ensuring that both our needs are attended to. Our unity and strength will be fortified through this shared act of care."
With their agreement settled, Lady Seraphina and Master Gideon make preparations to present themselves for healing.
((It looks like Thune is not trained in Medicine so the most he can use the Healer's Kit for is to help check the wounds - or if they were dying or continuously bleeding, could do First Aid. Neither of the wounded are in that dire of a condition. He will have to use the Heal spell to actually tend the wounded.))
((For future encounters here are the rules on
Animal Companions:
An animal companion is a loyal comrade who follows your orders. Your animal companion has the animal and minion traits, and it gains 2 actions during your turn if you use the Command an Animal action to command it; this replaces the usual effects of Command an Animal, and you don’t need to attempt a Nature check. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.
and Familiars:
Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You choose a Tiny animal as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid’s leshy familiar is a Tiny plant instead of an animal. A familiar has the same level you do.
Familiars have the minion trait, so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost. You can have only one familiar at a time.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
As Narrakas looked on enviously at the crocodile, his head is nearly taken clean off his shoulder. But he manages to duck just in time, avoiding the tail swipe, then following another growl of anger, he dipped forward to take a swipe at both of the crocs legs, one immediately after the other. Afterwards, he snaps back to the defensive, slapping at the face of his shield for good measure!
1st Action: Striking with Claws(Rip & Tear weapon).
(Melee, Lethal, Agile)Claws - Attack: 26 Damage: 8 of non-magical slashing.
2nd Action: Striking with Claws(Rip & Tear weapon).
(Melee, Lethal, Agile, Multi-Attack Penalty)Claws - Attack: 20 Damage: 6 of non-magical slashing.
3rd Action: Raise Shield, regaining +2 to AC(18 current).
(However, if 2nd action was to rage, then 3rd action will instead be used to strike. Use same rolls above for the attack.)
When you realize you're doing too much: Signature.
(OOC: Not sure about that 15, but I believe that's 20 bazingas damage with that crit!)
When you realize you're doing too much: Signature.
Narrakas' first strike misses, but his second is devastating. ((Describe how Narrakas ends the crocodile threat. Crit Damage = 20hp. All PCs receive 80xp))
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
Thune will use his first action to command his Otter to attack.
Attack: 11 Damage: 8
2nd Action: Attack: 9 Damage: 13
Thune will use his 2nd and 3rd action to cast Produce Flame
Attack: 25 Damage: 7
D&D since 1984
The crocodile is dead. Is Thune incinerating it?
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
No.
D&D since 1984
After viciously ripping the leg mostly off of the croc, all anyone would've need to do is back away and let it bleed out. But either so caught up in the throes of his fury or in an act of mercy, Narrakas waited but long enough during the crocs death throes to find an opening to leap on the creature's back, climbed up to the head while holding on for dear life, then eventually bury his claws in deep through eye socket with a final roar and tearing (hopefully) into the brain with a bit of finagling.
Even after the beast stills, Narrakas pulls out his hands only to snarl and rake it across the head for good measure, making sure its dead before slowly but surely relaxing again. "Big Maw should've listened to Narrakas. Now he dead dead." He said with a grin before finally turning to the others with a hand still covered in viscera, but returned to normal.
When you realize you're doing too much: Signature.
Eldon- The half elf mage, still standing in the wagon, looks at the croc and Narrakas impassively, his hands still raised if more magic is required. “Such a large and aggressive crocodile. Is that poor guard beyond our help?”
Thune runs up to the guard to administer aid.
( I have heal and helpful cantrips. What do I need to do?)
D&D since 1984
Thune, with a heavy heart, approaches the fallen guard who suffered the crocodile's deadly assault. As he kneels beside them, a deep sense of sorrow washes over him. The guard's life has been extinguished, their body bearing the unmistakable marks of the crocodile's savage attack. There is no pulse, no breath of life remaining.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
As the battle reaches its grim conclusion, the remaining guards swiftly gather around their fallen comrade, a solemn reverence permeating the air. With respectful care, they gently lift the lifeless body, their expressions etched with sorrow and gratitude. Turning towards the heroes, the guards extend their heartfelt appreciation for their valiant efforts in the face of danger. Words of gratitude mix with somber tones, acknowledging the debt owed to the heroes for their assistance in this tragic encounter.
However, the aftermath of the battle reveals a new set of challenges.
Injured passengers, their faces etched with pain and fear, require immediate aid and attention. The party's heroic actions have shifted the tide of battle, but the toll on both the physical and emotional well-being of those involved is evident.
The lead cart, once a symbol of stability and guidance for the caravan, remains overturned and damaged. Its contents lie scattered and disarrayed on and around the road, a testament to the violent upheaval that unfolded during the crocodile's attack.
The severity of the situation is further compounded by the surroundings. This stretch of the road, with the Mere of Dead Men lurking nearby, becomes an increasingly treacherous place to be stranded as the daylight wanes. The sounds of the marsh, once relegated to the background, now reemerge, their haunting melodies underscoring the danger that surrounds the beleaguered travelers.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
The passengers that were in the lead wagon who may need aid are:
Lady Seraphina Othmor: A resolute and noble woman, Lady Seraphina possesses a regal bearing befitting her noble lineage. With flowing auburn hair cascading down her shoulders and piercing blue eyes, she exudes an air of authority and determination. Lady Seraphina is dressed in ornate garments, adorned with the heraldry of House Othmor. However, the recent ordeal has taken its toll on her. A gash across her forehead trickles blood, evidence of a close encounter with danger. Despite her injury, she remains composed, her resilience shining through her disheveled appearance.
Sir Bartholomew Alric: A seasoned knight and loyal protector of House Othmor, Sir Bartholomew stands tall and proud, his armor bearing the crest of his noble family. His rugged features are etched with the lines of battle, evidence of his countless encounters in service to his liege. Deep green eyes, framed by a close-cropped beard, survey the surroundings with a mix of concern and vigilance. The recent ordeal has left its mark on Sir Bartholomew, with a torn cape and several scratches adorning his armor, signs of his valiant efforts to defend the wagon and its occupants.
Master Gideon Stalwart: A weathered yet resilient figure, Master Gideon Stalwart exemplifies the unwavering dedication and expertise of a skilled wagon driver. With graying hair and a rugged face adorned with a well-groomed beard, he embodies the stoic nature of one who has spent years navigating treacherous roads. Clad in practical and durable attire, his hands bear the callouses of countless hours spent holding the reins and guiding the horses.
The recent ordeal has taken its toll on Master Gideon. His clothing is disheveled, dirt and mud staining his previously neat appearance. Blood drips from a cut on his cheek, a testament to the fierce struggle that unfolded during the crocodile's attack. Despite his injuries, his hands grip the reins with determination, ready to resume his duties once the immediate dangers have been addressed.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
(Modified my post, per realizing the details were there ;-) )
Thune go up to the wagon master and say "We need to get things in order. First, we need to set up a watch to keep us from being surprised again. Second, we need to determine who can provide medical aid. They can group up with the wounded over there. I can help there."
"Knowing this pathway, do you think we should fortify this position or press on? I presume we hunker down, but you know best. What else can we do to help?"
D&D since 1984
From post #6:
"It is twilight, and the sun is setting in the west, casting long shadows across the road. The caravan is a motley assortment of merchants, travelers, and adventurers, all of whom are hoping to reach their destination before nightfall."
The Wagon Master in charge of the caravan is:
Wagon Master Garret Stonebridge: A seasoned and experienced individual, Wagon Master Garret Stonebridge commands the respect and admiration of the caravan's members. With a tall and imposing stature, he carries himself with an air of authority and confidence that comes from years of overseeing successful journeys and managing the complex logistics of trade caravans.
Garret possesses a weathered face etched with the lines of countless travels, highlighting the challenges he has faced and overcome. His piercing blue eyes, framed by a salt-and-pepper beard, reflect his sharp wit and astute observations. He is often seen wearing practical and sturdy attire, a testament to his practicality and focus on the tasks at hand.
If any of the heroes look for him, he is inspecting the damaged wagon.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
Garret Stonebridge listens attentively as Thune approaches him with a clear plan of action. Nodding in agreement, he acknowledges the urgency and practicality of Thune's suggestions. Garret's voice carries a note of concern as he responds:
"You speak true, Thune. We must act swiftly and decisively to regain order and fortify our defenses. First and foremost, we will establish a watch rotation to ensure we are not caught off guard again. We cannot afford to let complacency set in amidst these perilous surroundings."
Garret's gaze shifts to the wounded, acknowledging the need for medical aid. He continues, "Indeed, those skilled in providing aid should gather with the injured and tend to their wounds. Their expertise will be crucial in ensuring the well-being of our caravan members."
As Thune mentions the need to upright the damaged wagon and reload its contents, Garret's brow furrows with determination. "You're right, Thune. We cannot linger in this vulnerable state. We will rally our combined strength to right the overturned wagon and retrieve our scattered supplies. Every hand will be needed to expedite this process. As far as I can see, the wooden frame is splintered and weakened, with several beams cracked or broken. The wheels may have suffered damage as well, potentially making them difficult to maneuver. We will need to work together to flip the wagon upright, repair the damaged frame, and reassemble the components".
Finally, at the mention of the surrounding area, Garret's expression turns somber. "The Mere of Dead Men is a treacherous place, full of dangers and unknowns. It's said to harbor restless spirits and lurking predators. We must remain vigilant and rely on our collective knowledge to navigate through this perilous stretch. Anyone with insights into the region's history, legends, or strategic locations should come forward and share what they know."
Garret's response reflects a sense of urgency, pragmatism, and a willingness to rely on the expertise and insights of his companions. With Thune's guidance and the shared effort of the party, Garret is determined to restore order, secure the caravan, and move forward with a renewed sense of purpose, all while keeping a watchful eye on the foreboding marshland that surrounds them.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
Lady Seraphina Othmor, despite her own injuries, exhibits her characteristic concern for others as she approaches Master Gideon Stalwart. Her voice carries a note of urgency and care as she addresses him:
Lady Seraphina: "Master Stalwart, your well-being is of utmost importance. Your steadfast guidance has been invaluable to our caravan. Please, allow us to tend to your injuries first. You have put yourself at great risk to protect us, and it is only right that we return the favor."
Master Gideon, a man of fortitude and duty, is hesitant to accept assistance, his eyes filled with a mix of gratitude and determination.
Master Gideon: "My Lady, your concern for my welfare is appreciated, but I must insist that you prioritize your own well-being. Your leadership is vital to the success and safety of our journey. Please, allow us to tend to your wounds. Your recovery is paramount."
Lady Seraphina's gaze softens, understanding the weight of her responsibility as the lead sponsor of the caravan. She takes a deep breath, preparing to negotiate a compromise that satisfies both parties.
Lady Seraphina: "Master Stalwart, I understand your concern, but I implore you to consider this as a compromise. Let us present ourselves for healing together. By tending to each other's wounds, we ensure that both our leadership and our physical well-being are preserved."
Master Gideon ponders Lady Seraphina's words, recognizing the validity of her argument. He concedes, his tone carrying a mixture of gratitude and acceptance.
Master Gideon: "Very well, My Lady. Your words hold wisdom, and I will trust in your judgment. Together, we shall present ourselves for healing, ensuring that both our needs are attended to. Our unity and strength will be fortified through this shared act of care."
With their agreement settled, Lady Seraphina and Master Gideon make preparations to present themselves for healing.
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
Thune heads to the first aid area to be of some help.
Thun has and will use:
D&D since 1984
((It looks like Thune is not trained in Medicine so the most he can use the Healer's Kit for is to help check the wounds - or if they were dying or continuously bleeding, could do First Aid. Neither of the wounded are in that dire of a condition. He will have to use the Heal spell to actually tend the wounded.))
Jhaartael - Circle of Light Team 3, Season 1 | GM - PF2e Adventure set in the Forgotten Realms
Thune will use Heal
D&D since 1984