Tales from the Feralwood

Game Master Kobash

=COMBAT MAP=
=Regional Map=
=Map of Marascar=


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Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

"Let's do it, then, the sooner we figure this out, the sooner we can get to Marascar and I can get back to normal."


With many thanks, the Villagers of Cairllen's Crossing give you supplies and bid you good luck. Crossing back over the bridge you took to enter town, you find no sign of Hedera on the other side, nor any tracks to indicate where she might have gone.

Once among the trees of the Feralwood you find the mists have begun to affect the land in ominous ways. Most of the forest has always been a wild trackless area of difficult terrain, prowled by dangerous beasts, capricious fey, and strange magical effects. Now that description would be too.. tame.

Brambles tear at clothes and block paths, vines move of their own accord, and strange flowers bloom in the undergrowth. You are reminded of your time in the First World, and cannot help but think that this must be connected to that place in some way. without Troxell's expertise in nature and the fey, you would surely become lost, perhaps forever. Travel is slow-going for the day. The Feralwood is a place with danger and mystery around every other tree, and it doesn't take long before one of them finds you.

Without warning, a figure suddenly separates from one of the trees nearby. It takes a couple of steps, then collapses to the ground with a gasp of pain.

“Please... you must help us!” a small voice implores. “They came from the shadows... inside the mist! My sisters are dying! They’re burning our trees! We have nowhere else to turn! You must help!”

Knowledge Nature DC 8:
This is a dryad.
Dryads are tree-fey who prefer secluded woodlands far from humanoids in need of lumber. Dryads' main interests are their own survival and that of their beloved forests, and they have been known to magically coerce passersby into aiding them in tasks they cannot complete. They are more likely to be friendly to non-evil druids and rangers, as they recognize a mutual respect for or empathy with nature.

Knowledge Nature DC 13:

Dryads are benign guardians of trees, and though they can do little in the way of direct violence, they can trap and disable threats to their homes or turn enemies into allies. Some keep one or more charmed humanoids in their territory to fend off or lead away attackers. Incapacitated foes are typically dragged to the edge of the forest by the dryad's allies and left there, but evil or overtly hostile ones are killed once combat is over.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Knowledge (nature): 1d20 + 11 ⇒ (8) + 11 = 19

Still in air elemental form, Troxell swoops down to take a closer look at the owner of the voice, then informs the others, "She is a dryad, things must be dire if they are in trouble. We should help them. I will help them, it's my duty as a druid."

Despite his words, Troxell still examines the dryad for any signs of dishonesty, as he has quickly learned not to trust anything when fey are involved.

Sense Motive: 1d20 + 4 ⇒ (20) + 4 = 24


1d20 ⇒ 4

Troxell does not sense anything suspicious about the Dryad.


Character Image

Myhm looks down at the little thing and sneers, having about enough fey as he can handle from the First World trip. Then he remembers the ever present threat of the cold riders and takes more precaution by unslinging his great axe. He gives Troxell the ready look and steps forward.

-Posted with Wayfinder


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

"If you trust this fey, Troxell, I'm with you. Lead us on....I can use Haste if speed is of essence."


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Troxell nods as his companions trust in his judgment, and addresses the dryad, "How can we be of help, noble keeper of the trees?"


The dryad weeps pitifully, but looks around at your group with a glimmer of hope. “Our grove is this way," She says, moving off through the trees and beckoning you to follow. "It lies in a clearing of paueliel trees just south of here. If we follow this gully it will take us there. Please Hurry!”

As you pick your way down the gully, the dryad tells you her story.

“I am Breena. A dryad born of the Second World. My four older sisters urged me to find help while they defend our grove from foul briar spriggans. Our legends told of such creatures, but we always believed they were locked away in a place called the Fellnight Realm thousands of years ago. They arrived a short time ago, right after these mists settled into the forest."


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

"That sounds like the same creatures we ran into earlier, as well. They clearly aren't locked away anymore, that's for sure."


Character Image

”Little flys always play tricks”, Myhm says accusingly at the dryad, ”Maybe this is another trick.”.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

"Forgive my friend Myhm, we've had troubles in our dealings with other fey so it's difficult for him to trust others. Do you happen to know another druid by the name of Fire Tender? We are told he is an expert on these forests, and may be able to help us reverse whatever is happening here."


Breena shies away from Myhm. "I promise, this is no trick!"

To Troxell, she replies, "I have already sought the druid—I looked for him first. Mist covers his home and he didn’t respond when I called."


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

"Since Tenzekil is undoubtedly already aware of him, he may be in trouble also. Breena, could you lead us to Fire Tender's home after we help your sisters?"


Character Image

Myhm equally scolds the dryad with a frown, fire tinder.


"Of course." The dryad nods to Troxell. She steps into a tree, then reappears from another a short distance ahead and points off into the forest. "He lives near the black rocks in the hills to the west where the creek flows past a perfectly round hill. It’s an ancient fey-mound protected by a powerful illusion. No one can see past the glamer unless Devarre wants you to find him—not even fey. Though, once I did hear Fira say she’d found a way to pass the ward. If you save her, maybe she can help?"

Suddenly, a look of horror clouds Breena's face. "Oh no!" She gasps, then clutches her chest in pain. "My tree! It's..." her eyes roll up and she falls lifeless to the ground. Somewhere ahead Troxell hears the sounds of screaming.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

"Those bastards, this desecration cannot stand!" Troxell says with rage as Breena falls before them, "Let's hurry before they kill all them!" With that, he flies ahead enough to spur his companions to move faster, but still keeping in view.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Teena casts Haste on her compatriots, spurring them on for the next 7 rounds.

Everyone please remember your Haste bonuses, please.


Character Image

Myhm bounds after Troxell with such amazing speed that he almost trips over his own legs. "Mikmik - stay near!"


The gully leads through this part of the forest, rising into a small clearing of silver-barked paueliel trees, many of which lie fallen and hewn into large piles. A bonfire bathes the fog hovering at the forest’s edge with an orange glow, its flames burning away some of the mist, and replacing it with the heavy tang of woodsmoke instead. A woman’s screams punctuate the muted laughter of small figures capering about the fire. An elf-like female and a badly wounded unicorn lie bound upon the ground near a stack of man-sized, hand-cut logs that have been crudely carved into humanoid forms.

As you burst into upon the scene the spriggans are clearly caught by surprise, and before any of them can act Mikmik dashes into the clearing and puts an arrow into one of them.

ROLLS:

INITIATIVE
Myhm: 1d20 + 2 ⇒ (15) + 2 = 17
Teena: 1d20 + 3 ⇒ (17) + 3 = 20
Troxell: 1d20 + 4 ⇒ (15) + 4 = 19
Shane: 1d20 + 6 ⇒ (9) + 6 = 15
Xerexis: 1d20 + 6 ⇒ (10) + 6 = 16
Mikmik: 1d20 + 6 ⇒ (19) + 6 = 25
Spriggans: 1d20 + 3 ⇒ (3) + 3 = 6

Mikmik vs Spriggan: 1d20 + 11 ⇒ (4) + 11 = 15
Damage + Sneak: 4d6 + 1 ⇒ (1, 1, 4, 5) + 1 = 12

INITIATIVE - Party UP!
Mikmik ⇒acted
Teena ⇒UP
Troxell ⇒UP
Myhm ⇒UP
Xerexis ⇒UP
Shane ⇒UP

Spriggans

-Combat Map linked at Top-


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Troxell flies up 40 feet and begins casting Call Lightning.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

DM, if Teena moves forward and to the right, I think she can get a direct line to hit all three of the southern most spriggans with a lightning bolt. That's the plan at least.

Teena picks her way around the battlefield with her enhanced speed, and from her hand streaks a long bolt of crackling electricity.

Damage 7d6 + 7 ⇒ (4, 5, 2, 3, 3, 4, 2) + 7 = 30

DC 20 Reflex save for half.


Character Image

Very familiar with his companion's tactics, Myhm waits for the thunder and lighting to subside before charging at the nearest walking timber.

Great Axe +1, PA: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27 >>damage: 2d12 + 8 + 4 ⇒ (7, 10) + 8 + 4 = 29


Reflex vs lightning bolt: 1d20 + 7 ⇒ (7) + 7 = 14
Reflex vs lightning bolt: 1d20 + 7 ⇒ (18) + 7 = 25
Reflex vs lightning bolt: 1d20 + 7 ⇒ (17) + 7 = 24

Teena's lightning blasts through three of the spriggans. Two manage to duck at the last second, avoiding some of the blast, but the third takes it full on, jerking and dancing in place comically.

Troxell begins casting a similar spell, but druidic in nature.

Myhm charges forth and kills the spriggan wounded by Mikmik.

Xerexis moves closer and casts a spell that summons a ghostly rod of light into existence near the spriggan gravely injured by Teena's spell. The small fey whimpers "Uh oh..." before it is conked on the head and knocked unconscious.

Spiritual Weapon: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Shane begins a rousing song, bolstering courage!

The three remaining spriggans give defiant battlecries and swell in size, becoming giant burly creatures similar to the ones that invaded the wedding festival. One of them moves to grab the dryad near the bonfire. As it does, another eggs it on in strange language.

Gnome Language:
"Yes! Throw her in the fire! Throw her in!"

INITIATIVE - Party UP!
Effects: haste, courage (+2 hit/dam)
Mikmik ⇒delaying
Teena ⇒UP
Troxell ⇒UP
Myhm ⇒UP
Xerexis ⇒UP
Shane ⇒UP

Spriggans


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Teena blasts the two spriggans in line one more time with her spell.

Damage 7d6 + 7 ⇒ (5, 4, 1, 3, 5, 4, 5) + 7 = 34

Reflex 20 for half.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Troxell directs his first lightning bolt at the spriggan engaged in combat with Myhm. If it's dead already, he'll direct it to the next wounded target.

Lightning damage DC 17 Ref for half: 3d6 ⇒ (6, 1, 4) = 11


Character Image

"???!!!", Mhym stares up against the growing fauna and responds with a feral growl, "RRRaaarrrr!".

Raging,PA,Haste: 1d20 + 13 + 2 - 2 + 2 ⇒ (9) + 13 + 2 - 2 + 2 = 24 >>1d12 + 17 + 2 ⇒ (11) + 17 + 2 = 30
Raging,PA,Haste: 1d20 + 8 + 2 - 2 + 2 ⇒ (20) + 8 + 2 - 2 + 2 = 30 >>1d12 + 17 + 2 ⇒ (12) + 17 + 2 = 31
threat: 1d20 + 8 + 2 - 2 + 2 ⇒ (14) + 8 + 2 - 2 + 2 = 24 >>1d12 + 17 + 2 + 1d12 + 17 ⇒ (11) + 17 + 2 + (2) + 17 = 49

extra,Raging,PA,Haste: 1d20 + 13 - 2 + 2 ⇒ (6) + 13 - 2 + 2 = 19 >>1d12 + 17 + 2 ⇒ (1) + 17 + 2 = 20


Teena's lightning kills two more, and Troxell's following strike injures the last one as it's reaching for the dryad. It flinches and growls in pain but isn't stopped. Picking up its captive, it prepares to throw her in the bonfire, but before it can complete its evil deed Myhm charges forward with his axe and cuts it down.

"Thank you!" The dryad cries. "If you hadn't come along, they would have surely burned us alive!"

Once they are untied and set to right, and the unicorn has used its magic to heal their wounds, the dryad scans the fallen and burned trees around the grove and tears well up in her eyes. "All my sisters, gone! I sent the youngest, Breena, for help. But they cut her tree down just a few moments ago."

The unicorn makes a sound, like a horse annoyed with a rider, and nudges one of the spriggan corpses. "These foul sidhe-spawned creatures came out of these strange mists. Even in all my years in the Feralwood I have not seen such a dire sign of ill portent. Something threatens to upset the balance."

The dryad turns back to your group and makes introductions. "I am Fira, and this is Palombier. We are in your debt."


Character Image

Mhym continues for a few scary moments more, turning big pieces of wood into little pieces of wood with his great axe until the rage subsides. Once calmed down and breathing heavy, he huffs out a suggestion of the culprit, "Cold rider."

Most likely not the riders but Myhm's not that sharp.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Teena nods at the two. "Greetings to you both. We are travelers from far away, trying to figure out more about what's happening. We are looking for the Fire Tender, as we were told he might have answers to assist."


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

"Our apologies for arriving too late to save young Breena. I hope it will bring you some solace to know that she was the one who led us to you." Troxell pauses respectfully to allow that information to sink in before continuing, "We also believe that this disturbance may have something to do with a young human male named Tenzekil interfering with nature, do you happen to know anything about him or any fey contacts he may have made?"


"Tenzekil? That name isn't familiar, but we have little contact with humans here. Except for the Fire Tender. If you are looking for him, I can help you, though he wasn't there when I looked for him earlier. Maybe he has returned by now."

Fira rewards your group with a magical flower that can produce dust of appearance three times before its power is spent. “Use this when you reach the fey-mound in the hills,” she says, “and it will briefly allow you to see past the glamer and reach him.” She also insists that you take a large portion of the collected treasures she and her sisters have obtained from their many paramours over the years. These include 66 pp, 229 gp, 461 sp, two diamonds worth 250 gp each, a sapphire ring worth 500 gp, a pair of ruby earrings worth 250 gp, a carved ivory statuette of a rampant stag worth 135 gp, and a small pouch containing dust of dryness.

For his part, Palombier has little to offer your at the moment, but before you depart he makes a solemn oath. “I owe you my life. If I can aid you in the future, call my name three times.”

Giving you precise directs to the Fire Tender's home, you soon press on into the forest, following a stream to the west.

***

About a half hour later, massive footsteps shake the forest floor, followed by a loud thud that rattles the nearby leaves. Suddenly, a tree falls across the path ahead, crashing into the stream in a spray of water. With a groan, it rolls over and starts to right itself. Two large, bleary eyes blink open. “More visssh… vish-uh... visitors ta the forest?” it slurs in a deeply drunken, booming voice. Then, its eyes narrow in anger. “Why, I’ll drive yuh right inta the earth for what yuh done!” It stands upright and takes an errant, off-balance swing with a giant, gnarled fist, shattering a nearby treetop in a spray of bark and twigs. “Yuh won’t be foolin’ me again! Now stand still!”


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

"Thank your generosity, you have been most helpful." Troxell says with gratitude to the dryad and unicorn before departing.

* * *

Upon running across the sentient tree, Troxell raises his hands up in a gesture of peace, "Please, we are here to heal the forest, not harm it. We just finished defending the dryad Fira from a spriggan attack and I am a druid, I would lose my abilities if I ever tried to purposefully harm the balance of nature."

Diplomacy: 1d20 ⇒ 7

Someone might want to back him up on this.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

Diplomacy 1d20 + 4 ⇒ (2) + 4 = 6

Teena tries to calm the tree down, but unfortunately, she has the exact opposite effect.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

We need to find our smooth talking bard.


Character Image

Myhm takes particular interest in the ivory statuette of a rampant stag and puts it in his sack with a shy nod.

***

diplomacy: 1d20 ⇒ 12

Myhm frowns dumbly at the talking tree, not quite sure it's not another one of the spriggans. He nudges Mikmik forward, thinking the kobold can do better at communicating.

Where's our bard? and Xerexis?

Grand Lodge

m Asamar aasimar bard 8 Init +3; Senses darkvision 60 ft.; Perception +14 AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 68 (8d8+16) Fort +4, Ref +7, Will +7; +4 vs. bardic performance, language-dependent, and sonic Resist acid 5, cold 5, electricity

Shanee aproaches the tree creature carefully. "Excuse me my enormus sir but we are defenatly not here to engage someone with your esteemed grandure in the martial arts."

Raiseing his hands in a gesture of Of piece.

"If you could but let us know what happened and who did what to you to make you so angry maybe we could be of some miniscule help to your greatness."

diplomacy: 1d20 + 19 ⇒ (1) + 19 = 20


Xerexis has no diplomatic skills, and even aid checks from him and Mikmik wouldn't help at this point.

1d100 ⇒ 77

All words, even the honey-smooth ones spoken by Shane, fall on deaf ears (or whatever a living tree uses to hear). The treant flails about in rage as it struggles back upright.

“Rise up, world!" It calls to the forest. "Shake off yer dreams ’fore the nightmares reach us! If’n they wanna play with nature, we’ll show ’em all!”

To the side of the river two trees begin pulling up their roots and shambling forward with long swinging branches!

ROLLS:

INITIATIVE
Myhm: 1d20 + 2 ⇒ (11) + 2 = 13
Teena: 1d20 + 3 ⇒ (18) + 3 = 21
Troxell: 1d20 + 4 ⇒ (4) + 4 = 8
Shane: 1d20 + 6 ⇒ (14) + 6 = 20
Xerexis: 1d20 + 6 ⇒ (2) + 6 = 8
Mikmik: 1d20 + 6 ⇒ (19) + 6 = 25
Treant: 1d20 - 1 ⇒ (6) - 1 = 5

INITIATIVE - Party UP!
Mikmik ⇒UP
Teena ⇒UP
Shane ⇒UP
Myhm ⇒UP
Xerexis ⇒UP
Troxell ⇒UP

Treant

No map needed yet. The treant is raving and not yet in melee. The animated trees are about 80 feet away and moving slowly toward the group (20' movement per round).


Character Image

Um Troxell's call

Uncertain of friend or foe, Myhm waits for the druid to give some signal.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Knowledge (nature) on Treant: 1d20 + 11 ⇒ (8) + 11 = 19

Troxell sighs painfully, "Unless we flee, I'm afraid he cannot be reasoned with and will only harm us. Since we do not have time to go around him, try to defeat him, but not kill him if possible."

Flying up 40', Troxell casts Entangle on the animated trees, hoping to slow or stop their progress. Placing the trees 10' within the Entangle radius. DC 15 Reflex Save on the spell.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

"We can just fly around them perhaps," Teena says, pulling the Fly wand out of her pouch and burning a charge on herself. "The rest of you, run, and I'll catch up to you and use the wand if we are struggling to get away!"

Grand Lodge

m Asamar aasimar bard 8 Init +3; Senses darkvision 60 ft.; Perception +14 AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 68 (8d8+16) Fort +4, Ref +7, Will +7; +4 vs. bardic performance, language-dependent, and sonic Resist acid 5, cold 5, electricity

Shanee whispers "Let me try 1 more thing first"and casts casts charm monster and says"There is no need for that my friend we are here to help. You would not want to squander even the little help we might be able to give you if it means the scoundruls that have offended you be brought to justice would you?"and repeats the latter in Sylvan and elven to maybe try and get its attention that way.

To Troxell he whiepsers "If this doen't work call Polambier maybe.

charm monster dc is 17

diplomacy: 1d20 + 19 ⇒ (16) + 19 = 35 if the charm will allow me to make a new one


Funny thing - as plants, treants are immune to charms and mind-affecting magics. However, something else is at work here.
1d100 ⇒ 3

The treant stops its rampage and locks its gaze upon Shane. "Hey.. do I know you?" It throws up a leafy arm towards the animated trees and they halt their movements. With the groan of wood and an earth-shaking thump, the treant sits on the bank of the creek. "Cleansing rain! I’m so sorry. I didn’t mean ta hurt anybody. What? I... who... who’re you again? Where am I?"

The treant reaches for one of a pair of large gourds hanging from one of his branches, sloshing liquid out of it in the process.

Knowledge Nature DC 20:
The treant is drunk! You also notice the gourd is filled with some sort of liquid that must act as alcohol to them. Drinking more will probably make things worse, but if you can get it to drink a lot of water, that might sober it up. ALSO, make a heal check for further options.

Grand Lodge

m Asamar aasimar bard 8 Init +3; Senses darkvision 60 ft.; Perception +14 AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 68 (8d8+16) Fort +4, Ref +7, Will +7; +4 vs. bardic performance, language-dependent, and sonic Resist acid 5, cold 5, electricity

knowledge nature: 1d20 + 5 ⇒ (7) + 5 = 12

Grand Lodge

m Asamar aasimar bard 8 Init +3; Senses darkvision 60 ft.; Perception +14 AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 68 (8d8+16) Fort +4, Ref +7, Will +7; +4 vs. bardic performance, language-dependent, and sonic Resist acid 5, cold 5, electricity

and in my version of the story even though they are immune mine worked:)


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Did my previous Knowledge (nature) roll count in regards to the spoiler, and/or did Troxell remember anything else useful from that roll about Treants?


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

No Know. Nature here!

"We are here to help the forest. Something has brought all those awful spriggans around, and they've been causing trouble all over the place. We've beaten as many of them as we could, but we need to find out the source of them."


Troxell, this is a new knowledge check for something else. You can make another.


M Half-Elf Druid (Menhir Savant) 9 - HP 63/63 - AC 21*/T: 14/FF: 17* - Resist: Acid 10, Cold 20* - Perception: +21 - Fort: +9, Ref: +8*, Will: +11 (+2 against enchantment, +4 against fey/plant abilities, immune to magical sleep) - CMB: +6, CMD: 20* - Speed: Fly 60' - Init +6*

Knowledge (nature): 1d20 + 11 ⇒ (9) + 11 = 20
Heal for other options: 1d20 + 9 ⇒ (1) + 9 = 10

"Ah, it appears our friend is drunk. Whatever is in his gourds acts like alcohol for us. Perhaps if we get him to drink water, he'll sober up. I can create some if one of you can convince him to drink it."


Since Troxell has identified the problem with the treant, others can attempt Heal checks for further options to sober it up. Or you can just get creative.


Primal Air Sorcerer 9; AC 15/13/12: HP 56/56; F+5,R+7,W+7; Init+7,Perc.+0; Darkvision 60'; 1/1 Free Reroll

"Mr. Tree, are you hot out here, or it is just me? My friend here is quite capable of summoning large amounts of water. Would a nice cool drink/soak be soothing? You know, soak your roots, and take a long cool drink. Sounds pretty good, doesn't it? Would you be willing to join me?"

Diplomacy 1d20 + 4 ⇒ (18) + 4 = 22

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