GM Endless Forms' PFS 06-13 Of Kirin and Kraken (Inactive)

Game Master Mike Tuholski

A 7-11 PFS scenario played at the 7-8 subtier (4 players).

Here's the map!


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The Flaxseed Pathfinder Lodge

Hello everyone! Feel free to dot or introduce your character. We will start shortly. Also please be sure to check in on the Discussion thread as well. Thanks!

Liberty's Edge

Is that a porcupine walking on two legs? Nope, its a gruff looking dwarf (as if they looked any other way) with a plethora of crossbow bolts sticking out of his person. He carries a hammer and axe as well; much like him they're both of sturdy make.


..

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

In walks a Taldan man. Dirty blonde hair, and brown eyes. Fullplate, is strapped securely to his body. He has a heavy steel shield slung on his back. A silver warhammer is on his hip.

So, where am I going to be headed to today?


The Flaxseed Pathfinder Lodge

Venture Captain Amara Li patiently waits in a private room of the Gilded Lotus teahouse in Hisuikirasu, the capital of Kwanlai. Beside her sits a tengu woman wearing a rich green-and-gold kimono and an elaborate beaded headpiece, her possessions and feathers immaculate. Her regal appearance is overshadowed only by the sheathed katana at her side and the stern look of an experienced warrior upon her face. Amara Li speaks once everyone has arrived and had an opportunity to enjoy tea.

“Some time has passed since I have been able to enjoy the company of distinguished Pathfinders such as you. Nearly two years ago, I expanded the Society’s operations in Tian Xia with the assistance of honored friends, and from there the Society has unearthed many discoveries once lost to this age. It is because of this matter that I would introduce you to my companion.” She motions to the tengu woman beside her. “This is Shiyo Takarak, a samurai of the Way of the Kirin, a noble organization we have worked with often and are sure to work with much more in the future. Shiyo has made a request of the Society, and it is our duty to oblige.”

Amara once again returns to her tea, as Shiyo begins to speak with a smooth and melodious voice. “Just north beyond the borders of fair Kwanlai lies the monstrous nation of Wanshou, a swamp-filled wasteland ruled by a vile elder kraken named Zhanagorr. Twice has he tried to expand his territories into Kwanlai alone!” She stares into her tea and regains her calm. “In the time of Lung Wa, our agents operated out of Shen-Shu, a once-grand structure now buried beneath a muddy swamp in Wanshou. Our records indicate a vault deep within contained the flute of the fallen emperor, Wise Zijao’s seal, and the second Shu coronation crown. The flute is your priority, but retrieve the other two relics if you can.”

The samurai reaches into her kimono and produces a scroll tube and a small purse, which she places on the table. “My agents report a mysterious wizard known only as Lord Rybos has begun excavating the Sunken Valley where Shen-Shu lies, most likely to unearth whatever riches were lost when Zhanagorr’s storms swallowed the region. I am told that Zhanagorr has eyes everywhere, so I suggest you avoid any settlements along your journey and travel through the swamps. I am providing you with maps to help guide you through Wanshou undetected”—the tengu’s clawed hand slides the items forward—“and with coin so you might procure any supplies you need for your travels. I trust you will represent both your Society and the Way of the Kirin in a way that would make our patrons proud.

Amara Li looks up from her tea before adding, “Remember Pathfinders, you are heading deep into unfriendly territory. I suggest you use discretion while making preparations.”

Shiyo provides you with a map of Wanshou that emphasizes elevated areas that serve as improvised trails through the worst of the swampy terrain. She also gives you an ornate silk pouch containing 75 platinum pieces (minted in Kwanlai—the Way of the Kirin’s means of ensuring you are properly equipped. Any equipment purchased with this currency still belongs to the Way of the Kirin but is for you to use and expend as needed during the adventure without recompense; this is not part of your permanent wealth, and any portion of this money used to purchase a more valuable item must be repaid at the end of the adventure.

Although Lord Rybos takes care to conceal his identity, you may be able to find fugitives from Wanshou or other informants who know something of the wizard’s identity and goals.

DC 15 Diplomacy (gather information) or Knowledge (local):
Known for his frequent dealings with Zhanagorr’s heretical minions, the Servants of the Deep, Lord Rybos is a favorite of the elder kraken and often works on secret projects for him.

DC 20 Diplomacy (gather information) or Knowledge (local):
Although completely unheard of until 10 years ago, Lord Rybos quickly rose to power within Zhanagorr’s ranks, a feat only accomplished by those who have committed treasonous or particularity ruthless acts in the elder kraken’s name.

DC 25 Diplomacy (gather information) or Knowledge (local):
A native to the western waters of Minkai, Lord Rybos battled alongside Xidao warriors against the minions of Zhanagorr for nearly 20 years before suddenly defecting to join the elder kraken.

DC 40 Diplomacy (gather information) or Knowledge (local):
Originally the war-beast of a storm-worshiping Minkaian druid, Lord Rybos is actually an immense squid awakened by magic only to consume his master’s mind in a vile ritual taught to him by Zhanagorr. Having developed a tolerance for brackish water, he exploits his magic and seasonal floods to traverse the broad salt marshes in the southeast.

Thanks to Wanshou’s hostile inhabitants and treacherous environment, few beyond scholars and military scouts know much of its terrain but perhaps you can glean something from your own studies.

DC 10 Knowledge (geography):
Much of Wanshou is now under varying amounts of water, whether its submerged coastline, sodden swamps, or fields subjected to consistently heavy rainfall. The moisture allows the country to continue producing immense amounts of rice.

DC 15 Knowledge (geography):
The storms that the elder kraken Zhanagorr stopped not only flooded the country; they also heaped colossal amounts of silt and sediment into valleys and lowlands, burying once-prosperous settlements beneath many feet of earth.

DC 20 Knowledge (geography):
Over the decades, much of the sediment caused by the storms has compacted and settled in such a way that one can excavate it easily with only moderate risk of cave-ins. The absorbent soil tends to retain much of its water, yet long-term excavations often flood over time. Anyone exploring such a site should be prepared for the possibility of underwater exploration.

Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

A tall, bulky Ulfen stands by the door. he listens intently but doesn't offer any information other than.. "Always has to be a wizard.."

Before departing Roary will use 2 pp on a potion of water breathing and will buy 2 antiplague and 2 antitoxen..

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

The door to the lodge flies open and a small gnome comes running in. He carries a longspear with a very elobarate flag attached to it. After catching his breath he explains.. "Roary here has bene called to another mission at the last minute, i'm his replacement! Yall can call me Wizzy! Now let me see here.." after reading over the mission assignment he has much info to give..

Taking ten gets him all the geo info and a 26 in local..

"From my notes here Wanshou is watered down lol.. I would advise to take some gear to allow underwater breathing and movement. We should take some digging equipment as well as much of the area is covered in silt deposits from the influx of water.."

"It appears this wizard fella has been serving the elder kraken for some time now.. He defected from Xidao some years back and joined the beasts ranks.. Treasonus, Trecherous, Ruthless one he is.."

Seeing Chasik finally Wizzy smiles wide.. "Well hey there Chasik! I see that raie dead worked out for yea! Nice to have you along again! Well met to the rest of you as well.."

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

And to you as well. The raise dead worked, lucky for me I have yet to endure that ordeal again. Even though I was brought back, my life is nowhere near back to normal. I still have a scar, where the abomination dissected me, Chasik rubs his right rib area.

I still wake up every now and then in cold sweats...an experience such as that stay with ya for life. I am doing good though, stuck with the Society, did a handful of missions for them. The supplied my with better gear to better protect myself and the ones I travel with. So, what have you been up to recently, Wizz?

Will post a shopping list sometime tonight or tomorrow, mostly using my own personal funds

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

KN: local: 1d20 + 9 ⇒ (15) + 9 = 24
KN: geo: 1d20 + 8 ⇒ (1) + 8 = 9

A tall elf enters and nods in agreement with Floggentop's assessment. "My name is Caradeum, well met."

Liberty's Edge

"Thekk." Thekk says as the others introduce themselves. You're pretty sure he knows a few more words than that...but thus far he's not letting on.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

"Ive been all over the place.. I have notes somewhere.." He starts digging through his backpack.. He talks while he does so.. "Just recently returned from Carrion Hill on a mission.. Some nasty places there.. Been up north fighting demons and such.." He stops digging seemingly unable to find what he was looking for. "Was on a swimming mission not to long ago as well.. Searched for some Relic of Erastil.. I've still got most of my gear from it should I should be ready for this one.. Do you like my new flag?" He shows you the massive banner attached to his longspear.. A green banner with gold trim and a gold leafed Glyph of the Open Road stamped in the middle.. You get good feelings just looking at it..

I saved my gold from like 6 missions to buy a Banner of Ancient Kings.. He provides just a slight boost to fights now..

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

It suits you Wizzy, you have always had a love of traveling


The Flaxseed Pathfinder Lodge

Any more preparations or questions for Venture Captain Amara Li or Shiyo Takarak before you head out? Remember, you've got that 75 platinum pieces from the Way if there is anything that the party wants to use it on. You don't have to if you'd rather save it for emergencies though.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

"We might as well pick up a couple of water breathing scrolls with that cash and Caradeum can use em if need be.. Or we could get a Free Action scroll.. That could come in handy for underwater as well.."


The Flaxseed Pathfinder Lodge

Shiyo’s maps depict numerous trails through Wanshou’s back country, allowing you to avoid most of the locals, avoid the deepest quagmires, and find the Sunken Valley without extraordinary difficulty, yet flooded land remains treacherous. You do not encounter hostile inhabitants along the way, but even a good map cannot protect you from twisted ankles, damp campsites, perpetually wet clothes, and numerous diseases.

Everyone needs to attempt one Survival check to determine how well they endure the rigors of travel (and any damage taken) upon arriving at the Skunken Stronghold of Shen-Shu.

You can choose to accept a –2 penalty on this check in order to allow another character to use your result, but each additional character you aid imposes an additional –2 penalty on her check.

Alternatively, you can attempt a Fortitude saving throw, though you cannot assist any others in this manner.

Spells such as phantom steed and shadow walk, or items such as a carpet of flying or figurine of wondrous power (bronze griffon) allow rapid travel though the swamps, granting its user a +10 bonus to her check.

Liberty's Edge

Do we have to determine whether or not we are aiding someone else before we roll?

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

I suppose we spend the 750 on 2 scrolls of water breath then..

FOrt: 1d20 + 6 ⇒ (17) + 6 = 23

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Caradeum has a single scroll of water breathing, and can cast it as well.

Fort: 1d20 + 5 ⇒ (17) + 5 = 22

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

fort: 1d20 + 13 ⇒ (13) + 13 = 26

Liberty's Edge

Fort: 1d20 + 8 ⇒ (19) + 8 = 27


The Flaxseed Pathfinder Lodge

Yes, you need to decide if you are helping other people before you make the rolls.

Wizzy and Caradeum are a bit put out by the rough environment.

Wizzy takes 1d2 ⇒ 1 Con damage and 1 Cha damage.
Caradeum takes 1d2 ⇒ 2 Con damage and 1 Cha damage.

Bash and Thekk fare slightly better.

You each take 1 Con damage and 1 Cha damage.

---

Remember that ability damage only affects your modifier for every 2 damage, even if 1 point of damage knocks you from an even to an odd.

---

Lush farmland once filled what is now the Sunken Valley, a swampy expanse of salt-rich mud and stagnant water. A floating settlement of boats, docks, and deep wooden retaining walls surrounds a large excavation at the northern edge of the swamp. To the east past this bustling area lies a lone dock that leads to the sunken stronghold of Shen-Shu, whose once-lofty balcony now rests just feet above the waterline. The rest is buried beneath dozens of feet of compacted sediment.

A lone dock leads to the west side of the once-elaborate balcony of Shen-Shu, whose algae-covered walls and moldering rooftop rise only a short distance above the stagnant waters of the mucky swamp. The covered balcony rises two feet above the waterline and connects to the dock via a wooden staircase accessible through an opening in the railing.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

"Man that swamp sucks.. I have a wand of lesser resto here if anyone needs a tap.."

Before moving on Wizzy casts Heroism on himself and activates Triple Time on himself and the group. This increases everyone's land speed by +10 for an hour.

"So this looks like the place.. We should tred lightly from here on." Does it appear that the settlement is active?

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Caradeum nods at Floggentop. "That would be much appreciated. I thought, for sure, I had a scroll with that spell, but checking my pack, I do not see it. I must have used it and not replaced it."

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Using his Jade Wayfinder to guide him he attempts to use the wand..

UMD: 1d20 + 15 ⇒ (1) + 15 = 16 Oh No!

The wand makes a fizzy pop noise but nothing happens.. "Um I think I broke it.. Someone else wanna give it a try?"

Way I understand it rolling a 1 just doesnt let me use it again for a day right? Or does it mean the wand is inop for a day?

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Under skills it saya no good for 24 hours...so 24 hours from now?!

EF, I have Endurance as a feat, does that help with my save at all? It could bump to a 30 possibly?

Chasik, even despite his training, suffers a bit of stress both on his body and his mind, That was tough, whew. I have worked long hard days in the sun on the docks, but damn

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Well i've hear dit both ways.. The sentence is kinda vague. Is it the wand or the person.. Its the line if you ever roll a 1, then you cant try to activate it again for 24hrs. You meaning the player or? Whats the gm thoughts on this?


The Flaxseed Pathfinder Lodge

@Bash: with a 30 you are fine and suffer no ability damage.

I think the wand itself is 'broken' for the rest of the day.

Are you moving up to the balcony? How do you want to approach?

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

"Lets try that opening in the railing.."

Wizzy creeps, trying to stay hidden as possible but as the same time staying with the group.

Stealth: 1d20 + 16 ⇒ (15) + 16 = 31

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Caradeum uses a magical extending rod and casts a spell.

False Life: 1d10 + 6 ⇒ (10) + 6 = 16


The Flaxseed Pathfinder Lodge

You approach the balcony, which must have once been at the top of the fortress, and move up to one of the doors. No one has responded to you yet and you move inside.

Inside a wide stairway at the center of the room descends deeper into the stronghold and is surrounded by a fine wooden railing. Mold crawls along the walls from the doors on each corner of the room, yet a large ceiling mural of a vibrantly colored sky remains untouched by decay.

Two humans wearing elaborate face masks and bearing tentacles instead of hands look up at your entrance and raise their tridents in alarm! They shout at their boggard servants to attack!

gm rolls:

servants: 1d20 + 2 ⇒ (19) + 2 = 21
Chasik: 1d20 + 1 ⇒ (4) + 1 = 5
Thekk: 1d20 + 5 ⇒ (8) + 5 = 13
Wizzy: 1d20 + 6 ⇒ (3) + 6 = 9
Caradeum: 1d20 + 8 ⇒ (16) + 8 = 24

Initiative:

1. Caradeum
2. Servants of the Deep
3. Thekk, Wizzy, and Chasik

Caradeum is up!

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Caradeum darts into the room and casts a spell, spraying all the creatures with a cone of snow and ice.

Rime Flurry of Snowballs: 4d6 ⇒ (4, 5, 3, 1) = 13 And Entangled for a round.


The Flaxseed Pathfinder Lodge

Whoops. There's only one humanoid. I'm notoriously bad about forgetting the 4-player adjustments but I always notice within the first round. Sorry about that.

@Caradeum: wouldn't it entangle them for two rounds?

Ref: 1d20 + 4 ⇒ (12) + 4 = 16
Ref: 1d20 + 0 ⇒ (8) + 0 = 8
Ref: 1d20 + 0 ⇒ (16) + 0 = 16

Caradeum unleashes a cone of snow at the foes! The boggards move to block your way in and swing their rudimentary weapons at Thekk!

mwk greatclub: 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 30
damage: 1d10 + 9 ⇒ (2) + 9 = 11

mwk greatclub: 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19
damage: 1d10 + 9 ⇒ (1) + 9 = 10

The masked humanoid moves around to Caradeum and casts a spell!

DC 17 Spellcraft:
touch of idiocy

melee touch attack: 1d20 + 7 ⇒ (9) + 7 = 16

Forgot:
concentration (entangled) DC 17: 1d20 + 5 ⇒ (10) + 5 = 15

The servant, unable to move his arms properly, fails in casting his spell!

Initiative:

1. Caradeum
2. Servants of the Deep
3. Thekk, Wizzy, and Chasik

SotD: 6 dmg, entangled one more round
rB: 13 dmg, entangled one more round
bB: 6 dmg, entangled one more round

You guys are up!

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Attack: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 1d10 + 1 ⇒ (3) + 1 = 4

Caradeum draws his curveblade and slashes at the squid-y man, then steps south.

Edit: And it is two rounds of entanglementm thanks!

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Should prob try to confirm that crit GM.. I hate to say that but its fair..

Now that we're in combat I should prob also address the buffs the Wizzy gives out..

Wizzy starts his inspire courage as a move action and attempts to aid Thekk with his longspear..

Inspire Courage: +3 Circ hit/dam, +3 Morale to fear
Flagbearer: +2 Morale hit/dam/charm saves
Banner: +2 Resist vs mind affecting

The Flagbearer/Banner Bonus is active as long as you can see it..

Aid Another: 1d20 + 10 ⇒ (6) + 10 = 16 vs DC 10..

Thekk gets a +4 to his next attack via Helpful trait.

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Thekk, move before you get clubbed to death!

Seeing Thekk is preferred ranged and not melee, I am expecting him to move back 5', so that will leave an opening for me. If not, I will retcon my action once all movement has been done. I have furious focus, so i ignore the PA penalty on my first power attack swing, which is my only once since I am using Vital strike with it :)

Chasik, seeing the enemy advance, grits his teeth as he sees Theek take a club hard to the head. He waits for him to move, then fills the void created. He takes a swing with his magical hammer, hoping to return the favor.

+1 warhammer, Power attack, vital strike, -4 fight def = DR 2/-, + wizzy: 1d20 + 12 - 4 + 5 ⇒ (4) + 12 - 4 + 5 = 17

base dam + str + wizzy + PA: 2d8 + 3 + 5 + 6 ⇒ (5, 3) + 3 + 5 + 6 = 22


The Flaxseed Pathfinder Lodge

Sorry, missed the 20 in trying to remember the entanglements!
Confirm:
mwk greatclub: 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 30
damage: 1d10 + 9 ⇒ (5) + 9 = 14

---

Caradeum cuts into the tentacled man! Wizzy inspires the group as Bash steps in and does what he does best, bashing the enemy!

Initiative:

1. Caradeum
2. Servants of the Deep
3. Thekk, Wizzy, and Chasik

SotD: 10 dmg, entangled one more round
rB: 35 dmg, entangled one more round
bB: 6 dmg, entangled one more round

Thekk is up!

Liberty's Edge

After a thorough bashing Thekk steps back 5 feet...allowing Chasik to move through and do what he does best.

Deadly Aim vs Red: 1d20 + 14 ⇒ (18) + 14 = 32, Damage: 1d10 + 7 ⇒ (5) + 7 = 12

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Im sure ill have to say it 100 times because i always do so no worries, but you left out my +5 to hit and damage Thekk, and the +4 additional to hit..


The Flaxseed Pathfinder Lodge

Added the extra damage.

Thekk leaves one of the boggards with a nasty wound! The boggards respond by trying to fight through and take Bash down!

mwk greatclub: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12
damage: 1d10 + 9 ⇒ (9) + 9 = 18

tongue (touch attack): 1d20 + 5 ⇒ (6) + 5 = 11
Can't move further than 10 feet from the boggard and take a -2 penalty to AC as long as it is attached. Standard action strength check to break free or you can attack it and do damage to the tongue.

mwk greatclub: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20
damage: 1d10 + 9 ⇒ (6) + 9 = 15

Meanwhile the masked man tries once again to touch Caradeum!

melee touch: 1d20 + 7 ⇒ (5) + 7 = 12

Initiative:

1. Caradeum
2. Servants of the Deep
3. Thekk, Wizzy, and Chasik

SotD: 10 dmg
rB: 52 dmg
bB: 6 dmg

You guys are up!

Liberty's Edge

Thekk looses two more bolts at the boggards. (Red first, the other if, when red goes down.)

1d20 + 21 ⇒ (6) + 21 = 27, 1d10 + 11 ⇒ (9) + 11 = 20
1d20 + 17 ⇒ (3) + 17 = 20, 1d10 + 11 ⇒ (6) + 11 = 17

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

so which boggard is attached to me, red or blue? Also do I have to attack the tongue or can I attack the boggard itself?

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Wizzy will attempt to aid Bash in his next attack..

Aid: 1d20 + 10 ⇒ (5) + 10 = 15 +4 to Bash's next attack in addition to the +5

He'll continue his song as a free action.

Any knowledge check on the squidy fella?

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

RTA, PBS: 1d20 + 9 + 5 + 1 ⇒ (11) + 9 + 5 + 1 = 26
Damage: 5d6 + 6 ⇒ (5, 6, 2, 3, 3) + 6 = 25 DC 16 Fort or staggered for a round.

Caradeum takes a step backward and casts a spell, throwing a snowball at squid-y.


The Flaxseed Pathfinder Lodge

@Bash: sorry, it was red that was attached to you. You don't have to attack the tongue. Not that it matters now because the red one falls.

@Wizzy: he's a human.

Fort: 1d20 + 9 ⇒ (10) + 9 = 19

Thekk takes down one boggard and puts a bolt in another! Wizzy distracts the boggard to give Bash an opening and Caradeum hits the trident-wielding squid man in the face with a snowball!

Initiative:

1. Caradeum
2. Servants of the Deep
3. Thekk, Wizzy, and Chasik

SotD: 35 dmg
bB: 23 dmg

Bash is up!

Sovereign Court

will save reroll 1/1 | Heroic Defiance 1/1 Human (Taldor) Fighter (Unbreakable) 10.2 | HP 137/137 | AC 28 | TCH 12 | FF 27 | Perc +0 | Initiative +2 | Stealth -4 | CMD 21 | F/R/W: 14/9/10 (+2 vs compulsion/charm, +2 vs mind affect)

Chasik, seeing the tongue fall lifeless as the body falls with it, takes two swings with all his might at the remaining guard.

power attack, +9 total wizzy: 1d20 + 12 + 9 ⇒ (7) + 12 + 9 = 28
dam: 1d8 + 4 + 6 + 5 ⇒ (2) + 4 + 6 + 5 = 17

power attack, +5 total wizzy, -3 pa: 1d20 + 12 + 5 - 3 ⇒ (8) + 12 + 5 - 3 = 22
1d8 + 4 + 6 + 5 ⇒ (7) + 4 + 6 + 5 = 22


The Flaxseed Pathfinder Lodge

The tentacled man howls in rage as his other boggard servant falls. He shouts out something in Tien.

Tien:
"No! I will kill you for that! How dare you insult the servants of Zhanagorr!"

He casts a spell to cure himself.

2d8 + 3 ⇒ (8, 5) + 3 = 16

Initiative:

1. Caradeum
2. Servants of the Deep
3. Thekk, Wizzy, and Chasik

SotD: 19 dmg

You guys are up!

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Wizzy will end his song, the effects lingering, and moves up to attack with his spear..

Attack: 1d20 + 10 ⇒ (1) + 10 = 11 but gets in hurry and misses..

All the bonuses are active for 2 additional rounds..

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