The Fourth Crusade

Game Master Desriden

The Fourth Crusade is a high-level adventure tied to the Worldwound and Mendev in the Golarion setting.


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Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

::"Aye,":: he simply responds.

Reflex: 1d20 + 21 ⇒ (10) + 21 = 31

Will post later. Off to work.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Reflex1d20 + 15 ⇒ (3) + 15 = 18

Sparel moves out from under the acid sap just in time to step I to a larger blog, which he takes full on.

Current HP 121/176+18 temp

On his turn Sparel shifts his form into that of a Black dragon. (I'm assuming shifting is a standard action)

form of dragon1:

Form of the Dragon I
School: transmutation (polymorph)
Level: sorcerer/wizard 6, alchemist 6, magus 6
Casting Time: 1 standard action
Components: V, S, M (a scale of the dragon type you plan to assume)
Range: personal
Targets: you
Duration: 1 min./level (D)
Saving Throw: see below
Spell Resistance: no

You become a Medium chromatic or metallic dragon (see the Pathfinder RPG Bestiary). You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath weapon, and resistance to one element. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). Your breath weapon and resistance depend on the type of dragon. You can only use the breath weapon once per casting of this spell. All breath weapons deal 6d8 points of damage and allow a Reflex save for half damage. In addition, some of the dragon types grant additional abilities, as noted below.

Black dragon: 60-foot line of acid, resist acid 20, swim 60 feet
Blue dragon: 60-foot line of electricity, resist electricity 20, burrow 20 feet
Green dragon: 30-foot cone of acid, resist acid 20, swim 40 feet
Red dragon: 30-foot cone of fire, resist fire 30, vulnerability to cold
White dragon: 30-foot cone of cold, resist cold 20, swim 60 feet, vulnerability to fire
Brass dragon: 60-foot line of fire, resist fire 20, burrow 30 feet, vulnerability to cold
Bronze dragon: 60-foot line of electricity, resist electricity 20, swim 60 feet
Copper dragon: 60-foot line of acid, resist acid 20, spider climb (always active)
Gold dragon: 30-foot cone of fire, resist fire 20, swim 60 feet
Silver dragon: 30-foot cone of cold, resist cold 30, vulnerability to fire


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

1d20 + 15 ⇒ (15) + 15 = 30 Reflex save

Akor manages to avoid the worst of the acidic sap, and his innate resistances help negate some of the damage he does take Acid resist 5, I take 21 points. Down to 179/200

::"That hurt, just a bit. Rather not have that happen again." Out loud "Goddess, fill your chosen warrior with greater protection against the vile elements these foul creatures wield" Immediate action to switch out Protection for Resistance, choosing Acid for Acid Resistance 17 total or 12 if Aasimar resistance doesn't stack. AC back to 33

Using his knowledge of all manner of monstrosites, Akor tries to determine how close to death the purple worm in front of him is 1d20 + 17 ⇒ (5) + 17 = 22 Knowledge(Arcana) along with a 1d20 + 22 ⇒ (7) + 22 = 29 Heal check for good measure


For Akor:
The worm in front of you has 42 HP left.
Also, it would appear the different sources of energy resistance don't stack, based on the entry.

Energy Resistance

A creature with resistance to energy has the ability (usually extraordinary) to ignore some damage of a certain type per attack, but it does not have total immunity.

Each resistance ability is defined by what energy type it resists and how many points of damage are resisted. It doesn't matter whether the damage has a mundane or magical source.

When resistance completely negates the damage from an energy attack, the attack does not disrupt a spell. This resistance does not stack with the resistance that a spell might provide.

Also, James Jacobs says it doesn't stack:

http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/rules/doEnergyResistancesStack


Male Human Cleric 3 - Unholy Barrister

If Malak and Darnak are flanking then +4 to all attacks. Also if my critical hit then Darnak will get an AoO. Thanks to Outflank.

Plus an additional 6d6 damage per hit for Malak


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Knowing the worm is in front of him is near death, Akor takes careful aim and fires a particularly deadly arrow seeking to snuff out it's life 1d20 + 27 ⇒ (7) + 27 = 34 Improved Vital Strike 3d8 + 12 + 1d6 + 4d6 ⇒ (3, 1, 8) + 12 + (6) + (2, 4, 5, 3) = 44


Akor Scourgebane wrote:
Knowing the worm is in front of him is near death, Akor takes careful aim and fires a particularly deadly arrow seeking to snuff out it's life 1d20+27 Improved Vital Strike 3d8+12+1d6+4d6

That's a beautiful shot.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

AoO

As Malak finds a soft spot on the gigantic beast, Darnak spots an opening to strike.

Unarmed Strike w/PA: 1d20 + 18 + 1 - 1 + 4 ⇒ (13) + 18 + 1 - 1 + 4 = 35 +1 haste; -1 crane style; +4 flank
Damage w/PA: 2d10 + 17 ⇒ (3, 4) + 17 = 24

Edit: AC 55(51 base; Crane style = +1 dodge and +3 fight defensively(due to Acrobatics))


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Sparel sees that his companions seem to have matters well in hand and looks around for further danger (i.e. not the worms and note I can see invisibility)

Perception 1d20 + 24 ⇒ (18) + 24 = 42


Sparel:
As you listen, you can tell the creaking of the tree sounds different. You realize that two more worms are just under the floor, about to burrow up and unleash all their attacks on those closest to the doors.

Using Perception is a move action, so you still have a standard action left.


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

Thaddicus raises his bow again, but realizes that his companions have things well in hand. There has been a lot of tension in the group this morning as they geared up for battle, and he thought it best that they work out their frustrations in battle.

Thad delays his action until after everyone else goes in the round including the Purple worms that are alive (if any).


Akor carefully aims at the worm in front of him and fires an arrow straight into its massive head. The arrow pierces the creature’s overlapping hardened scales and severs the intersection of ganglia that makes up its primitive brain. The beast drops to the ground between the monk and shadowdancer, slowly sliding back down into the hole it burrowed.

Thaddicus sees the display and decides to delay his action to the end of the round.

Sparel looks around the room and notices that more worms are about to join the fight. He, too, considers what to do next.

Two additional purple worms that seem to have moved to just under the floor suddenly strike, their mouths and tails lashing out at everyone nearby. The worm guarding the path forward bites Malak hard, inflicting 24 points of damage in a single chomp. A massive tongue tries to pull the shadowdancer into the creature's mouth, but Malak twists out of its grasp.

A stinger crashes down at least four feet away from Darnak, missing him entirely. The two look at each other and realize the beast has positioned itself between them.

Malak slashes repeatedly with RazerEdge and finished with a sharp thrust of GrimStiehl, inflicting 190 points of damage to the purple worm. His attacks alone seem to almost finish off the purple worm, especially thanks to one critical hit that gives Darnak an opening.

One of the creature's armored plates appears almost loose after his friend's assault, so the monk punches into the soft tissue under the shell as hard as he can for 24 points of damage. The entire group can hear a wet, ripping sound as the two warriors bisect the worm into wriggling pieces.

As if seeking revenge, the two worms at the back lash out at Thaddicus. He stands perfectly still, almost as if he knew where the strikes were going to land before the creatures even moved. But the floor under his feet shifts and one stinger pierces his torso. The blow, at first, seems dire. But a closer look shows the stinger missed his heart and instead punctured his lung for 18 points of damage. As the stinger pulls out, all of you can see poison dripping from the tip.

The round is not over yet, but this should catch most everyone up. I did play with the order of actions a bit to give everyone a chance to use their rolls.

Sparel, you have a standard action left and a 5-foot step if you so wish (since your move action was used for something there than movement)

Malak, you took 24 points of damage.

Thaddicus, you took 18 points of damage. Thaddicus, you also need to make a DC 25 Fort save or take 2 points of Strength damage.

Thaddicus, you still have an entire turn to use as you see fit. There are only two worms left alive, the one you seriously wounded last round and a fresh predator.

Monster attack rolls:
Purple worm 3, at the front
bite vs. Malak 1d20 + 25 ⇒ (17) + 25 = 42
bite damage 4d8 + 12 ⇒ (2, 5, 4, 1) + 12 = 24
grab attempt vs. Malak 1d20 + 36 ⇒ (3) + 36 = 39
Sting vs. Darnak 1d20 + 25 ⇒ (1) + 25 = 26
Sting damage 2d8 + 12 ⇒ (6, 2) + 12 = 20
poison Fort DC 25 does Str damage of 1d4 ⇒ 1

Purple worm 4, at the back
bite vs. Thaddicus 1d20 + 25 ⇒ (5) + 25 = 30
sting vs. Thaddicus 1d20 + 25 ⇒ (9) + 25 = 34

Worm 2 at back

bite vs. Thaddicus 1d20 + 25 ⇒ (2) + 25 = 27
sting vs. Thaddicus 1d20 + 25 ⇒ (20) + 25 = 45
crit confirmation roll with +4 bonus thanks to feat1d20 + 29 ⇒ (3) + 29 = 32
Sting damage 2d8 + 12 ⇒ (5, 1) + 12 = 18
poison 1d4 ⇒ 2

Five sneak attacks
6d6 ⇒ (1, 1, 5, 4, 1, 3) = 15
6d6 ⇒ (4, 4, 3, 5, 6, 3) = 25
6d6 ⇒ (5, 4, 2, 6, 2, 1) = 20
6d6 ⇒ (3, 2, 4, 6, 4, 4) = 23
6d6 ⇒ (1, 4, 6, 3, 1, 5) = 20
6d6 ⇒ (4, 4, 6, 3, 3, 3) = 23


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

The old archer was smiling as the attacks came his way because in his mind they were so slow. It was so easy to dodge their clumsy attacks, but the first three attacks left him slightly off balance and the stinger pierced his lung.

Fortitude save= 1d20 + 20 ⇒ (12) + 20 = 32

Thaddicus' mood didn't really change. "Good show, ole boy," he said with what seemed to be no malice at all. "Now it is my turn to have a go.

He remained rooted in his place and put his finger's to the bow. The old aristocrat fired quickly but with poise as his his stature was quick but smooth. He fired off his rounds at the really injured worm, finishing it off and then firing again at the others.

Spoiler:

Reflex against Acid 1d20 + 24 ⇒ (11) + 24 = 35 Evasion= no damage.

I'm firing first at the injured one infront of me, then the uninjured, then the one across the room if they fall.

DA Full attack Hasted
Atk 11d20 + 31 ⇒ (7) + 31 = 38
Atk 21d20 + 31 ⇒ (8) + 31 = 39
Atk 31d20 + 31 ⇒ (20) + 31 = 51
Atk 41d20 + 26 ⇒ (20) + 26 = 46
Atk 51d20 + 26 ⇒ (15) + 26 = 41
Atk 61d20 + 21 ⇒ (15) + 21 = 36
Atk 71d20 + 21 ⇒ (16) + 21 = 37
Atk 8 1d20 + 16 ⇒ (8) + 16 = 24

Crit confirms

1d20 + 31 ⇒ (20) + 31 = 51
1d20 + 26 ⇒ (13) + 26 = 39

Damage Ki Point
Atk 12d10 + 18 ⇒ (9, 9) + 18 = 36
Atk 22d10 + 18 ⇒ (3, 5) + 18 = 26
Atk 36d10 + 54 ⇒ (1, 5, 2, 8, 3, 1) + 54 = 74
Atk 46d10 + 54 ⇒ (4, 9, 7, 9, 6, 8) + 54 = 97
Atk 52d10 + 18 ⇒ (4, 5) + 18 = 27
Atk 62d10 + 18 ⇒ (7, 3) + 18 = 28
Atk 72d10 + 18 ⇒ (7, 1) + 18 = 26
Atk 82d10 + 18 ⇒ (7, 3) + 18 = 28
Atk 92d10 + 18 ⇒ (6, 7) + 18 = 31

Status:
Current AC: 44
Current HP: 216
Ki Points remaining: 20
Stunning fists used: 1 of 19
Perfect Strikes used: 1 of 18
Poisoned, one consecutive save DC 25


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

As the worm in front of them dies, ::"Time ta move, Malak. There appears ta be more wantin' ta die."::

Darnak races over to the closest worm, moving to the farthest point possible, getting in position to help set up Malak and his blades, and throwing a punch to the creature in hopes to make a dent.

Again, going after the one that didn't just take 171 points of damage with those two crits. :P

I have 80' of movement. If their farther away than that, I'll use a ki to go 100'

Unarmed Strike w/PA: 1d20 + 18 ⇒ (4) + 18 = 22
Damage w/PA: 2d10 + 17 ⇒ (9, 1) + 17 = 27

Ac: 60 vs. AoO. (+1 haste, +4 mobility; crane style: +1 dodge, +3 fight defensively


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

;;Two more worms are going to erupt around those by the doors. They'll probably attempt to engulf them as they surface.::

Also, Sparel summons a medium cannon which appears next to him and prepares to fire at where the he thinks the worm will erupt.

This should be fun. Never used this spell before.

To hit Touch AC of the worm
1d20 + 29 ⇒ (2) + 29 = 314d10 ⇒ (2, 8, 7, 10) = 27

Cannon stats:
AC 10, Hardness 10, 80 HP

It's also a +4 weapon which is calculated and a consecutive weapon, but I have no useful domain/school powers to use with it.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

arcane cannon reference:

Arcane Cannon
School: transmutation
Level: sorcerer/wizard 7
Casting Time: 1 round
Components: V, S, F (an ornate miniature cannon forged with a drop of your blood that costs 5,000 gp)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one magically animated cannon
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no
Your focus becomes a Medium arcane cannon that appears in an unoccupied square within the spell's range. If no unoccupied square is within range, the spell fails. The cannon comes into existence loaded. Each round thereafter, the cannon can either fire or load. A cannon must be loaded to fire. You do not need to supply ammunition for the cannon.

On your turn, you can spend a move action to direct the cannon to wheel itself to a new location, moving the cannon up to 20 feet. If the arcane cannon ever leaves your line of sight, it winks out of existence, and the spell's duration ends.

The cannon has a range increment of 50 feet. It targets touch attack in the first range increment, and it has no misfire chance.

The cannon acts as a weapon with the conductive special weapon ability (see page 286 of the Advanced Player's Guide), which you can use to channel your spell-like or supernatural abilities as long as you are within the range of arcane cannon. The cannon's attack bonus is equal to your caster level + your Intelligence bonus or your Charisma bonus (for wizards or sorcerers, respectively) with an additional +1 per four caster levels (maximum +5 at 20th level). On a hit, the cannon deals 4d10 damage. The arcane cannon attacks have a critical modifier of x4.

The cannon has AC 10, hardness 10, and 80 hit points. If the cannon is subject to a spell or effect that requires a save, it uses your saving throw modifiers. The cannon never provokes attacks of opportunity. If the cannon is destroyed, so is your focus.


The zen archer's first shot kills the wounded worm in the back. The remaining shots utterly destroy the second worm, leaving four of the creatures dead on the floor. The creaking inside the tree seems to increase as the passageway forward seems to be shifting into something more dangerous. Sparel, you don't have to cast a spell if you don't wish to since all the monsters are dead.

Those who took damage from the sticky acidic sap must roll second save against what remains sticking to you. It's a DC 18 Reflex save for half damage and the damge is 23 or 11 if you save for half.

7d6 ⇒ (2, 5, 3, 3, 2, 5, 3) = 23


Thaddeus, you need to make three successful saves in a row to shake off the poison against Fort DC 25. You have made one so far. PlEase make five more saves, since the poison lasts six rounds unless you shake it off earlier.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

If combat is over, tricky question: Since I have the potential to take acid damge, does my Judgement end? Or can I benefit from it long enough to mitgate any acid damage?


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1


Fort Save DC 25= 1d20 + 20 ⇒ (4) + 20 = 24
Fort Save DC 25= 1d20 + 20 ⇒ (9) + 20 = 29
Fort Save DC 25= 1d20 + 20 ⇒ (4) + 20 = 24
Fort Save DC 25= 1d20 + 20 ⇒ (17) + 20 = 37
Fort Save DC 25= 1d20 + 20 ⇒ (17) + 20 = 37

Ugh, some bad rolls. Oh well.

Thaddicus feels a little light headed and goes down to one knee. The old archer had been poisoned before, and it usually didn't bother him that much but the stinger must have gotten in deep. He started to cough a bit and air escaped from his chest. He covered it up with his hand and took a couple shallow breaths.

He turned to the group and pointed over his shoulder with his thumb::I might be a little less than top of my game for a little while. The little worm didn't mean to, but he got me with his stinger.::


The acid is a continuing attack, so your judgement still applies.


Thaddicus, you take 4 points of Strength damage before the poison runs its course in your system.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

1d20 + 15 ⇒ (18) + 15 = 33 Reflex , half damage, Acid Resist of 12 negates it all


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Reflex 1d20 + 15 ⇒ (9) + 15 = 24

Sparel will not cast the cannon spell.

Going to heal /restore everyone, but on my phone now. Will post more when I get home.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Sparel Radtymah wrote:

Reflex 1d20+15

Sparel will not cast the cannon spell.

Going to heal /restore everyone, but on my phone now. Will post more when I get home.

Sparel manages to fling the majority of the acidic muck off himself and his draconic resistances (via polymorph any object) are enough to ignore the remainder.

Role call. Who need healing and how much?

Heal check on Thad. Is his str damage temporary or permanent. If temporary I will use my wand of lesser restoration to repair that.

heal 1d20 + 27 ⇒ (13) + 27 = 40


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

::"Nice work, lads.":: Darnak moves over to check on Thad. ::"We'll be havin' none o' this talk o' ya being not on yer game. Sparel'll fix ya up good. Don'tcha be for worryin'.":: He pats him on the back.

I'm good.


It is ability damage, so lesser restoration will help with that.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
GM_Arbiter wrote:
It is ability damage, so lesser restoration will help with that.

Their is temporary and permanent ability damage. Lesser resto helps with temporary damage. Regardless I'll him with it. ;-)

Assuming the ability damage is temporary I use my resto wand on Thad until he's well.

1d4 ⇒ 2
1d4 ⇒ 4

Two charges later Thad's strength returns and he doesn't even feel winded from the fight.

Also Unless someone is massively damaged I'll be healing HP damage with cure light wounds wands time permitting.

SO just roll 1d8+1 for yourselves unit you're healed and i'll subtract that many charges from my wands.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Psst, Sparel, not sure what your using the heal check for, but treat deadly wounds takes an hour, treat poison is a standard action, but Thad's already failed.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Akor Scourgebane wrote:
Psst, Sparel, not sure what your using the heal check for, but treat deadly wounds takes an hour, treat poison is a standard action, but Thad's already failed.

Assessing, not treating.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Ahh, okies, just pointing it out cuz I've had a few players forget how long it takes

1d8 + 1 ⇒ (1) + 1 = 2, 1d8 + 1 ⇒ (6) + 1 = 7, 1d8 + 1 ⇒ (5) + 1 = 6, 1d8 + 1 ⇒ (5) + 1 = 6 All healed


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

1d8 + 1 ⇒ (6) + 1 = 71d8 + 1 ⇒ (5) + 1 = 61d8 + 1 ⇒ (3) + 1 = 4

::Thank you Sparel, perhaps we should get going before more worms decide to join us.::


As Sparel finishes patching up the group, a quick search of the room shows nothing else of interest other than the worms. Akor, thanks to his knowledge roll, knows that purple worms burrow through a wide range of material. They often swallow things of value, like precious stones and minerals.

Sure enough, after a messy search, the party finds diamonds worth 32,000 gp in the creatures' digestive tracts. The stones are unprocessed, but could be cut by a skilled craftsman. The diamonds also could be crushed for use as spell components if need be.


Once the party is healed, everyone starts working their way through the next passageway. This one twists and turns even more than the last. Four separate points require the group to either climb or hold onto Sparel as he transforms into something more appropriate. This passageway goes down before it twists left and then right. By the end, no one is quite sure where they are in relation to the original entrance into the demon tree.

The passageway ends at the opening to a cavernous chamber. The air is hotter than before and water - not acid - drips from the ceiling like rain. The floor is covered with fallen leaves and debris from the wide variety of tropical trees and vines you haven't seen outside of the jungles of the Mwangi Expanse.

The only thing missing is the susurrus of the jungle - rustling leaves, birdsong and the movement of animals. This is a jungle world of Malgarius, and it's dead.


Male Human Cleric 3 - Unholy Barrister

Malak wasnt too surprsed at how quickly they dispatched the hideous worms. He wouldnt have stuck with this group for so long if they werent so...eloquently effective...

He thankfully used Sparel's wand to heal his wounds. 5 charges spent.

Healing:

1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (8) + 1 = 9
1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (6) + 1 = 7

::Sparel you take the diamonds since you might find use of them to fuel your spells::

As they came upon the huge chamber; Malak was almost prone to hold his breath to match the eerie quiet of the place. It wasnt natural and it didnt take a scholar like Sparel or Akor to figure that out.

His elven eyes searched the area relentlessly for danger as he cautiously tread on the detritus.

Perception - 1d20 + 24 ⇒ (16) + 24 = 40


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Darnak pauses, taking a look around the unnatural place.

Perception: 1d20 + 39 ⇒ (11) + 39 = 50


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

The old archer, ever mindful of his surroundings kept an eye out for trouble, but it was hard to be observant of things that were out of the ordinary when one was in a place such as this.

1d20 + 48 ⇒ (10) + 48 = 58


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Subtracting 12 chgs from wand of cure lt wounds.

In the forest Sparel searches for the predator. In a silent wood there is always a predator nearby.

1d20 + 24 ⇒ (1) + 24 = 25

::Something is afoot. The wood is only quiet when a predator is nearby. Be on alert. ::


Male Human Cleric 3 - Unholy Barrister

::We could classify as the predators here.::


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Malak Jaedoom wrote:
::We could classify as the predators here.::

::true, but just because you're paranoid doesn't mean they're not out to get you.::


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Akor keeps his bow at the ready, his keen senses scanning the room as soon as he enters. How long has it been from the end of the battle till now, for those of us with buffs?


A closer look shows some of the oak trees are swaying, even though there is no wind. There also are some larger hills of vegetable matter that seem to move - shambling mounds. It appears as if a good portion of the plant matter in the forest has been animated or enspelled to come to life.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Sparel rotates his neck to stretch and cracks his nuckles

::Gentlemen, ready for round 2(as in boxing, not meta gaming)? Or do we count the trolls making this round 3? Regardless, game on. ::


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Darnak adjusts his hat. ::"I don't s'pose there's any way we can avoid 'em. Ya know, they ain't the fastest movin' creatures in the world. Just look at 'em.":: He nods in the direction of the slow moving plants. Shaking his head, ::"If we need ta finish 'em off, then let's do it quickly."::


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

The knowledge gauntlet to see if I can figure out which direction I think the demon seed would be.

The Knowledge gauntlet:

Knowledge Arcana 1d20 + 24 ⇒ (17) + 24 = 41
Knowledge Dungeoneering1d20 + 17 ⇒ (2) + 17 = 19
Knowledge Engineer1d20 + 17 ⇒ (15) + 17 = 32
Knowledge Geography1d20 + 17 ⇒ (20) + 17 = 37
Knowledge History1d20 + 17 ⇒ (19) + 17 = 36
Knowledge Local1d20 + 17 ⇒ (14) + 17 = 31
Knowledge Nature1d20 + 17 ⇒ (11) + 17 = 28
Knowledge Nobility1d20 + 17 ⇒ (2) + 17 = 19
Knowledge Planes1d20 + 34 ⇒ (5) + 34 = 39
Knowledge Religion1d20 + 29 ⇒ (3) + 29 = 32


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

How much time has passed from end of last battle till now, for those of us with buffs?


Three minutes passed from the end of the last battle until the group reached the jungle room


Sparel, you know the tree itself is growing at an accelerated rate because it is draining the life-force of the entire planet with its root system. The tree also is a manifestation of an evil being who could challenge a demon lord in power and probably was once a demon lord himself. You also know Malgarius' followers wanted to plant the demon seed on his former plane so he could grow in power there.

You also know that demon lords can alter their domains within a certain distance of themselves, giving them complete control over their immediate environment. Also, abyssal planes tend to be morphic in nature since they are an expression of raw chaos.

Therefore, you cannot be certain of the demon seed's location. In fact, you are fairly certain it and you are moving constantly as the interior of the tree reshapes itself. However, the seed is still an artifact. That much power cannot be missed at close ranges. If you see or detect it, there's no way you'll mistake it for something else.

Also, you're fairly certain the tree is changing in direct response to your group since the floor shifting to help the worms impale Thaddicus. So, the only way forward at the moment is forward.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Darnak Deepstone wrote:
Darnak adjusts his hat. ::"I don't s'pose there's any way we can avoid 'em. Ya know, they ain't the fastest movin' creatures in the world. Just look at 'em.":: He nods in the direction of the slow moving plants. Shaking his head, ::"If we need ta finish 'em off, then let's do it quickly."::

::It's hard to be certain, but evidence suggests we need to weaken the seeds minions so we can find it. We need to continue forward. If the flora tries to stop us, which they probably will, then we destroy them. ::


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

::"Fair enough. Let's make sure we've got our plan o' action down for these minions. You two,":: he points to Thaddicus and Akor, ::"let yer bows sing 'til the string smokes. If there 'r several o' these minions, switch yer targets after each volley. Me 'n Jaedoom will clean up o' what either o' ya don't drop. Otherwise, feel free to continue ta fill 'em full of holes.":: He nods. Then turning to the mighty mage, ::"Sparel, save as much magic as ya can. At least yer most powerful stuff, if possible. Use what ya must, I just 'ave a bad feelin' we're gonna be needin' everythin' ya got when we get ta that seed. And if that don't work, ya may just 'ave ta throw me at the beast.":: He thinks in a tone as if that's an actual option. ::"The less resources ya spend on these minions, the bett'r off we'll be when facin' off with Malgarius. That goes for you too, Akor. These minions 'r here for nothin' more than ta drain us, I'm afraid.":: He takes a deep breath, a little concerned of what's at the end of this "maze". Then remembering that last bit of magic he threw out there, ::"A canon? That's a new one. I like that one.":: He turns and looks to what's in front of them. ::"Alright fellas, let's move."::

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