GM Harker's PFS Season 4 Campaign

Game Master Justin L. Warren

Current Map


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Gamemaster | CC Map | S4 Map

Heccan's disembodied voice calls for the group to exit the market.

Zeeva, however, is beside herself with worry, "I...I don't know why this is happened, but please make it stop!" Afterwards she moves quickly away from the animated tree and the swirl of produce.

The fruit, vegetable, and flower tornado finally stops as it coalesces into the hulking form of a mass of tangled vines and dripping slime on two legs with potatoes for eyes, a carrot for a nose, and sinuous grape and pumpkin vines threaded through its broccoli-blotched body. It then begins to move towards the group.

Meanwhile, the tree to the north becomes fully animated, with a sinister face poking out of its trunk. It charges forward and attempts to bite the Hound Archon. Still working out its balance, the attack misses.

As the creatures move into attack, they cry out in the Shoanti language which only Valandil understands, "This is Shoanti land!”

It's two separate Knowledge (nature) checks to identify the mound of produce and the animated tree.

GM Screen:

1 O 2 A: 1d2 ⇒ 2
Bite - PA + Charge: 1d20 + 14 ⇒ (2) + 14 = 16

Initiative (Round 2)
Valik [13 Damage]
Valandil
Melufiuos
Heccan [Greater Invisibility active]
Ophelia [13 Damage]
Zeeva
Mound
Tree
Quiella <= Up
2 Conscious Aspis Agents

Group Effects
Prayer: +1 luck bonus to attack rolls, weapon damage rolls, saving throws, and skill checks; all enemies take a -1 penalty to the same rolls.

Quiella is up!

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

know(nature) mound of produce: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
know(nature) animated tree: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16

"I see turnips... and an apple tree.."

Well, at least it got rid of two bad roll, right?

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

k nature in order: 1d20 + 6 ⇒ (20) + 6 = 261d20 + 6 ⇒ (2) + 6 = 8

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

I'm very pissed about this aspis agent standing up... Trying to decide what Quiella is going to do about it.


Gamemaster | CC Map | S4 Map

Valandil and Valik identify the mound of produce as a plant creature called a Shambling Mound. Valik recalls that not only are they immune to electric attacks, those types of attacks actually strengthen them. They are also resistant to fire. Moreover, if they hit with one of their slam attacks, they can grab their enemies immediately.

Neither Pathfinder recognizes what the tree creature is.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan tries to suppress a gasp as the haunt coalesces into corporeal beings. He quickly retreats to a safer area and begins to call on his inner reserve of dark arcane power. A voice speaks from the air

"New plan! We now have targets, let's take them down!"

Two scalding beams stream from an unseen form and streak toward the mysterious tree creature.

Heccan takes a move action to move south of the creatures and a standard action to cast scorching ray, targeting both rays on the tree creature.

Ranged Touch Attack1: 1d20 + 4 ⇒ (17) + 4 = 21
ranged Touch Attack2: 1d20 + 4 ⇒ (1) + 4 = 5
damage for ray1: 4d6 ⇒ (6, 2, 4, 1) = 13

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella shakes her head. "You're making me waste my time, and that makes me angry..." She runs at the standing aspis agent and swings the flat of her blade at him.

greatsword, attack, power attack, charge, prayer, non-lethal: 1d20 + 12 - 2 + 2 + 1 - 4 ⇒ (17) + 12 - 2 + 2 + 1 - 4 = 26 for slashing, cold iron, magic: 1d10 + 7 + 6 + 1 ⇒ (2) + 7 + 6 + 1 = 16


Gamemaster | CC Map | S4 Map

Upset at the suddenly active Aspis agent, Quiella runs at him and smacks him in the head with her sword. The man falls unconscious to the ground.

The remaining Aspis agent perhaps wisely remains prone and doesn't move a muscle.

Heccan casts Scorching Ray and directs it at the tree creature. Unfortunately, not only does the tree appear to resist the spell, it also seems to absorb the arcane energy in some unusual manner.

Heccan's Spell Resistance Roll: 1d20 + 10 ⇒ (6) + 10 = 16

Initiative (Round 3)
Valik [13 Damage] <= Up
Valandil <= Up
Melufiuos <= Up
Heccan [Greater Invisibility active]
Ophelia [13 Damage] <= Up
Zeeva
Mound
Tree
Quiella
1 Conscious Aspis Agent

Group Effects
Prayer: +1 luck bonus to attack rolls, weapon damage rolls, saving throws, and skill checks; all enemies take a -1 penalty to the same rolls.

Valik, Valandil, Mel, and Ophelia are up!

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

Valik watches as the tree like creature mocks the fiery ray from Heccan.

This isn’t good. I suggest we all retreat. Maybe the haunt is bound to this place and if we leave it won’t follow?

He looks down at the prone caster and gives him a very simple command, before moving backwards towa did the exit of the market.

Run. You cast, I let these angry spirits consume you and your friends

As he backs away, Valik makes a plea towards the angry spirits.

We were only protecting a fellow friend. Please show mercy for us, if we angered you it was not our intention

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

Val pulls back, sticking between Zeeva and the new vegi golems.

His hound archon springs at the tree.
greatsword: 1d20 + 11 ⇒ (10) + 11 = 21
damage: 2d6 + 6 ⇒ (6, 6) + 6 = 18

Aura of menace is also active from the archon DC 16; it is AC 19 but with circle vs evil up if these things are evil. to make it AC 21

Val sends a couple of snakes out, wondering if they will hurt either of the creatures.

MM vs tree: 1d4 + 1 ⇒ (1) + 1 = 2
MM vs shambling mount: 1d4 + 1 ⇒ (4) + 1 = 5


Gamemaster | CC Map | S4 Map

Valandil, roll Spell Resistance against the tree. I'm not sure the CL of your staff, so I'll let you do it.

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

The CL for the staff is interesting. Wizards use their own caster level for staves, but this is not exactly a normal staff. In other games I've gone with Val's caster level for SR, but the magic missile just still generating two snakes.
SR vs tree,elf: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Mel, foolishly, will delay until after the robed guy goes. "You heard him, MOVE!" If he does something squirrelly, he'll strike with his rapier (lethal this time) and release the shocking grasp. Otherwise, he'll cast Expeditious Retreat and high-tail it out of there, straight south.

Grand Lodge

Female Varisian cleric of Pharasma 7 | AC 21, T 10, FF 21 | HP 20/52 | F +8, R +4, W +12 | CMD 17 | Initiative +4 | Perception +16 | Channel 4/4 | Eerie Sense 60 ft

Knowledge (nature) - tree beastie: 1d20 + 6 ⇒ (20) + 6 = 26

If that doesn't identify it, I'll double-move right outta there!


Gamemaster | CC Map | S4 Map

Neither creature is evil, so I'm not going to worry about the aura of menace.

Valik orders the remaining conscious Aspis agent to leave, then addresses the plant creatures peacefully in a spirit of reconciliation.

The Hound Archon then moves to attack the tree, but not before provoking an attack of opportunity. The huge sized enemy takes a chunk out of the outsider with a bite, but some of that is negated by damage resistance. The Archon finishes its movement, but his sword has trouble penetrating the hard bark. The Archon takes 16 damage after its DR absorbs some, and its attack misses.

Valandil uses his staff to cast Magic Missiles at both the tree and the shambling mound and they both hit. It would appear he overcame the tree's spell resistance this time.

Melufiuos orders the Aspis agent to move and waits to see if he does so. Mel is delaying after the Aspis agent, with actions prepared either way.

Ophelia identifies the tree as as a plant creature named a Quickwood. She remembers that it can absorb spells that it resists, then use that power to emit a powerful aura of fear for 6 seconds.

GM Screen:

QW bite: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 2d6 + 19 ⇒ (5, 2) + 19 = 26

Ophelia is still up.

Grand Lodge

Female Varisian cleric of Pharasma 7 | AC 21, T 10, FF 21 | HP 20/52 | F +8, R +4, W +12 | CMD 17 | Initiative +4 | Perception +16 | Channel 4/4 | Eerie Sense 60 ft

"It's a quickwood; it can absorb spells and use their power to strike fear in their foes!" Ophelia calls out, alreasdy preparing her mind against the inevitable effect. "Does anyone know what they said?"

Total defense for now, until we figure out whether we're going to fight them or not.


Gamemaster | CC Map | S4 Map

Ophelia places herself in a defensive posture as she explains what she knows about a Quickwood and attempts to gauge whether or not the group is leaving.

For her part, Zeeva Foxglove has a strong opinion, "Please, I don't know what is going on here, but we can't just leave these monsters to destroy the market! Could you try to get rid of them? Please?" As she waits for a response, she places a Fortune Hex on Valandil.

The Shambling Mound squeezes past some bins to position itself to attack the hound archon in its way. It only barely hurts the archon, but it does manage to snake a vine around its body to place the outsider in a grapple. The Archon takes another 1 damage after DR and is grappled.

The quickwood shuffles up 10 feet and releases an aura of fear in a 20 foot radius around it. Ophelia, Melfiuos, the summoned archon, as well as the aspis agent all begin to feel a desperate need to flee as far from the tree monster as possible.

Ophelia, Mel, and the archon need to make DC 22 Will save or they are panicked for 10 rounds.

While they attack, both creature chant in Shoanti, "You will bring no war here!"

GM Screen:

SM slam: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 2d6 + 9 ⇒ (1, 1) + 9 = 11
Grab: 1d20 + 18 ⇒ (13) + 18 = 31
Aspis: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19

Initiative (Round 3)
Valik [13 Damage]
Valandil
Melufiuos
Heccan [Greater Invisibility active]
Ophelia [13 Damage]
Zeeva
Mound
Tree
Quiella <= Up
1 Conscious Aspis Agent

Group Effects
Prayer: +1 luck bonus to attack rolls, weapon damage rolls, saving throws, and skill checks; all enemies take a -1 penalty to the same rolls.

Quiella is up!

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

My Hound Archon has 51 hp normally, if you could include him in the stat block that would be helpful. 17 damage total on him at the moment


Gamemaster | CC Map | S4 Map

Valandil, sure will. On my end if you could provide a link to the summoned creature's stat block and let me know about any bonuses from your feats or other effects, that'll make my job easier. Also, when summoning let me know what summoning spell you are using.

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

Sure can! Hound Archon Augmented Summons gives him +2 hp/dice; and +2 to hit, +2 to damage (or +3 with his greatsword)

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella moves closer, then pops her wand out and taps herself with it.

UMD, wand of shield: 1d20 + 15 ⇒ (20) + 15 = 35
that bumps AC up to 29 now

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan, invisibly, scrunches his face in frustration as his magic is so easily deflected. Almost in desperation, he unleashes another round of arcane missiles at the shambling mound. Speaking mostly to himself, he mutters"Let's test the waters, or in this case the vines..."

Heccan casts magic missile at shambling mound.

Magic Missile: 4d4 + 4 ⇒ (1, 4, 4, 4) + 4 = 17

Heccan would also like to make a sense motive roll for the good Lady Foxglove if allowed.

Sense Motive: 1d20 + 12 ⇒ (3) + 12 = 15


Gamemaster | CC Map | S4 Map

As Quiella draws her wand and begins to move, one of the quickwood's long roots lashes out at her, but misses its mark. The paladin then activates her wand, making her even harder to hit.

Despite any reservations the remaining Aspis agent might have about fleeing especially being adjacent to Quiella, he finds himself under the effects of the quickwood's aura and nevertheless quickly stands up and runs towards the nearest exit. That provokes if Quiella or Mel (assuming he's not panicked) want to take it.

From his positioned cloaked in invisibility, Heccan casts Magic Missile and all four arcane bolts crash into the shambling mound. He also senses that Zeeva is being forthright in her words and intentions.

GM Screen:

AoO: 1d20 + 14 ⇒ (7) + 14 = 21

Initiative (Round 4)
Valik [13 Damage] <= Up
Valandil/Archon [V: Fortune Hex active; A: 17 Damage] <= Up
Melufiuos <= Up
Heccan [Greater Invisibility active]
Ophelia [13 Damage] <= Up
Zeeva
Shambling Mound
Quickwood
Quiella <= Up
Conscious Aspis Agent [Panicked]

Group Effects
Prayer: +1 luck bonus to attack rolls, weapon damage rolls, saving throws, and skill checks; all enemies take a -1 penalty to the same rolls.

Still need DC 22 Will saves from Ophelia, Mel, and the archon.

Valik, Valandil, Mel, and Ophelia are up!

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

attack of opportunity, power attack, prayer, non-lethal: 1d20 + 12 - 2 + 1 - 4 ⇒ (15) + 12 - 2 + 1 - 4 = 22 for slashing, cold iron, magic, non-lethal: 1d10 + 7 + 6 + 1 ⇒ (1) + 7 + 6 + 1 = 15

Quiella swings at the escaping man with the flat of her blade.

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

Archon Will: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21

The Archon attacks the tree with its full fury (+2 extra to hit if that is a flank)
GS: 1d20 + 11 ⇒ (13) + 11 = 24
GS: 1d20 + 6 ⇒ (15) + 6 = 21
bite: 1d20 + 5 ⇒ (2) + 5 = 7
GS damage: 2d6 + 6 ⇒ (2, 3) + 6 = 11
GS damage2: 2d6 + 6 ⇒ (1, 6) + 6 = 13

The elf himself, perhaps foolishly, advances slightly, summoning spears of ice under the horrible creature. No spell resistance
Valandil's caster level is 8 for this as it is a druid spell as well
cold: 4d6 ⇒ (2, 5, 1, 4) = 12
piercing: 4d6 ⇒ (1, 4, 3, 6) = 14
Ref DC 21 for half of that in total, if it fails then also..
The mighty tree totters as the spears of ice strike up from underneath it...
CMB to trip: 1d20 + 24 ⇒ (5) + 24 = 29

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

Will Save: 1d20 + 6 ⇒ (7) + 6 = 13

Having the courage of a puddle, Mel, quite naturally, shrieks like a little girl who has just seen a ghost (or their favorite rock star, I'm not sure which would be shriller :) ). Flinging his prized rapier skyward, he somehow manages enough composure to cast Expeditious Retreat before bolting. Anyone paying close attention might be able to hear him quietly squeak "I only have to outrun you, not the tree!" before flashing into motion.

random direction?: 1d8 ⇒ 5

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

I don't think Mel has ever made a save vs fear :)

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

don't forget, any one who was within 10' of Quiella at the time of the save gets +4 on saves vs. fear


Gamemaster | CC Map | S4 Map

As the robed figure stands up, his eyes full of panic, Quiella whacks him in the head with her sword and he falls unconscious to the floor.

Valandil, the archon failed the Will save so he drops his sword and will try to flee as per the panicked condition. I don't believe he would full attack, but rather try to flee. I'll use the first number you roll in his full attack (13) as his attempt to break the grapple. Also, the quickwood is not evil, so the +2 to the Will save would not be added in.

Finding itself affected by the nearby quickwood's aura of fear, the Hound Archon drops its sword and attempts to break out of the grapple with the Shambling Mound. Unfortunately the vines cling tightly to the archon and it stays grappled.

Archon CMB: 13 + 10 = 23

Valandil then casts an Ice Spears spell and learns to his relief that the quickwood doesn't have combat reflexes. Despite being massive, the tree manages to dodge the worst of the spears, however.

GM Screen:

Ref Save: 1d20 + 4 ⇒ (19) + 4 = 23

Mel, when you are panicked all you are allowed to do it run away. You can't cast spells so no Expeditious Retreat. I moved you as per the random direction.

Melufiuos is similarly overwhelmed by the quickwood's aura, and finds himself dropping the objects in his hands and running at top speed south.

Ophelia also panics and runs away from the quickwood.

Ophelia Will save + Prayer: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20
Random Direction: 1d8 ⇒ 2

Initiative (Round 4)
Valik [13 Damage] <= Up
Valandil/Archon [V: Fortune Hex active; A: 17 Damage; grappled and panicked]
Melufiuos [Panicked for 9 rounds]
Heccan [Greater Invisibility active]
Ophelia [13 Damage; Panicked for 9 rounds]
Zeeva
Shambling Mound
Quickwood
Quiella

Group Effects
Prayer: +1 luck bonus to attack rolls, weapon damage rolls, saving throws, and skill checks; all enemies take a -1 penalty to the same rolls.

Valik is up

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

Sorry. misreading DCs. Wow, 22, nasty. Is Valandil in the range of the tree? He certainly didn't realise that. I know what he'll be doing next round if he is still alive. And that doesn't involve staying within reach!


Gamemaster | CC Map | S4 Map

Yeah, the aura DC is high already, but made worse since it has the Advanced Template. The quickwood's roots appear to have a very long reach.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

marked my movement via blue line as to help with aura and if/when it hits me.

Valik lets out a grunt as he moves forward to engage the shambling mound made of vegetables. He tries to skirt around the edge of the giant tree, but he feels dread and decides that he should run despite hearing the plea of Zeeva.

will: 1d20 + 12 ⇒ (4) + 12 = 16

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

From the link you provided on panicked.

A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Grand Lodge

Male Elf | Magus 7 / Rogue 1 |HP: 54/54 | AC19 T 14 FF 15 | F+7 R+9 W+7 | Init +6 | Perc +12(+2) | SM +1 | CMB +7 | CMD 21 | Speed 30

I had thought the same thing too. If I'm paniced, how in the heck can I concentrate long enough to cast a spell? At best, I would have expected a concentration roll with a huge penalty.

Oh yeah, I guess the wand of true strike went flying, along with my rapier. :(


Gamemaster | CC Map | S4 Map

Mel, taking that last line fully into account in the panicked description, I'll allow you to cast the Expeditious Retreat. I moved you further away in light of that.

Valik moves near the quickwood and shambling mound, while managing to avoid the fear aura. You stayed out of range with your move.

Although she appears terribly worried and anxious about the monsters in the market, Zeeva stays back in an effort to avoid getting hurt.

The Shambling Mound continues to keep hold of the panicked archon, as it begins to constrict the outsider in its vines. The Archon takes 8 damage after DR.

The Quickwood advances forward 5 feet, and its aura of fear seems to be gone. It then lashes out at Valik with a bite and three roots. Okay, I'm not sure what your AC is Valik. If it's higher than 30, all four attacks miss. If it's lower than 30, then you take 11 damage and are pulled 10 feet closer to it if your CMD is less than 28. If your AC is lower than 28, then both the above attack hits and you also take an additional 14 damage and are pulled 10 closer to the quickwood if your CMD is lower than 32. Total damage in the second case is 25. These are both root attacks that hit.

GM Screen:

SM Grapple: 1d20 + 23 ⇒ (4) + 23 = 27
Constrict: 2d6 + 9 ⇒ (4, 5) + 9 = 18
1 Q, 2 V: 1d2 ⇒ 2
QW bite: 1d20 + 14 ⇒ (3) + 14 = 17
QW Root 1: 1d20 + 12 ⇒ (18) + 12 = 30
QW Root 2: 1d20 + 12 ⇒ (3) + 12 = 15
QW Root 3: 1d20 + 12 ⇒ (16) + 12 = 28
Root 1 Damage: 1d6 + 8 ⇒ (3) + 8 = 11
Root 1 Pull: 1d20 + 20 ⇒ (8) + 20 = 28
Root 3 Damage: 1d6 + 8 ⇒ (6) + 8 = 14
Root 3 Pull: 1d20 + 20 ⇒ (12) + 20 = 32

Initiative (Round 5)
Valik [13 Damage + Potential Dmg incoming] <= Up
Valandil/Archon [A: 25 Damage; grappled and panicked] <= Up
Melufiuos [Panicked for 8 rounds]
Heccan [Greater Invisibility active] <= Up
Ophelia [13 Damage; Panicked for 8 rounds]
Zeeva
Shambling Mound
Quickwood
Quiella <= Up

Group Effects
Prayer: +1 luck bonus to attack rolls, weapon damage rolls, saving throws, and skill checks; all enemies take a -1 penalty to the same rolls.

Quiella, Valik, Valandil, and Heccan are up. Since Ophelia and Mel are panicked, I took the liberty of double moving them away. This takes Mel off the map.

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

AC is 22, as I had to double move to get to the end spot. So damage is 25, and you pulled me 5’ closer. My AC now will be 35 since I will have everything going + ki point

Valik, having to take extra energy to move forward, leaves himself open to the plethora of attacks from the huge tree. He is lucky enough to dodge the massive jaws of the beast, but gets thwacked twice by the equally large roots. He is drug ever closer to the beast.

Instead of retreating, which would probably prove futile, he instead focused his ki to protect himself as best as possible. While shuffling his feet to attack the shambling mound.

ac 35, CMD 35, silver/magic/cold iron: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 281d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

I feel somewhat responsible for this, since Quiella's aura might have been a difference maker if she had been closer. On the upside, I'm glad those Aspis agents won't escape Justice. Not yet.

Quiella charges the tree creature and slashes at it with her greatsword.

greats word, attack, charge, power attack, prayer: 1d20 + 12 + 2 - 2 + 1 ⇒ (19) + 12 + 2 - 2 + 1 = 32 for cold iron, slashing, magic: 1d10 + 7 + 6 + 1 ⇒ (6) + 7 + 6 + 1 = 20

confirm crit: 1d20 + 12 + 2 - 2 + 1 ⇒ (17) + 12 + 2 - 2 + 1 = 30 for cold iron, slashing, magic: 1d10 + 7 + 6 + 1 ⇒ (5) + 7 + 6 + 1 = 19

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

Quick question, the Archon is grappled, so he will obviously try to escape that, but which monster is grappling him? The tree? If so, can it still make AOOs? Normally when you grapple you can't do AOOs as well. That is kind of important for making my decision about what Valandil will do this turn.

Archon CMB to escape: 1d20 + 10 ⇒ (6) + 10 = 16

The Archon struggles weakly, being that that at the last it is tying up the monsters while others escape.


Gamemaster | CC Map | S4 Map

The Shambling Mound is the one grappling the archon. That's why only the quickwood is taking AoO's.

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

Valandil then, having seen the tree (hopefully) already attack Valik on its closing, retreats for a moment to get out of range.

"I have little more that can affect it."
He admits, as more small snakes dart from his staff into the shambling mound.

MM: 2d4 + 2 ⇒ (4, 3) + 2 = 9


Gamemaster | CC Map | S4 Map

Valik, you were pulled adjacent to the quickwood, but I'll assume you moved to your current spot regardless.

As Valik moves into position to attack the mound, the quickwood attempts to bite the monk, but fails miserably. Afterwards, Valik successfully punches the shambling mound.

Quiella charges at the quickwood and critically hits, releasing some blood-like sap from her strike.

The summmoned hound archon continues to be grappled by the shambling mound, while Valandil uses his serpent staff to fire two more Magic Missles at the mound.

GM Screen:

QW AoO Bite: 1d20 + 14 ⇒ (4) + 14 = 18

Heccan is up!

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan unleashes another volley or arcane force at the shambling mound.

Standard action to cast Magic Missile.

Magic Missile: 4d4 + 4 ⇒ (1, 1, 4, 2) + 4 = 12


Gamemaster | CC Map | S4 Map

Four more Magic Missiles from Heccan go crashing into the shambling mound, but the creature remains a threat.

Zeeva heads further away from the combat as she moves south and tries to spot wherever Melufiuos went.

The shambling mound continues focusing on the hound archon, as it constricts the outsider once again with its vines. The archon takes 4 more damage after DR.

The quickwood turns its full attention to Quiella after she damaged it so greatly, attacking her with its bite and three roots. The bite and the second root attack hit, injuring the paladin. Quiella takes 35 damage in total (21 from bite, 14 from root).

Although Melufiuos is no longer anywhere to be seen, Ophelia rounds some bins and moves very close to an exit.

GM Screen:

SM Grapple: 1d20 + 23 ⇒ (6) + 23 = 29
Constrict: 2d6 + 7 ⇒ (4, 3) + 7 = 14
QW bite: 1d20 + 14 ⇒ (16) + 14 = 30
QW Root 1: 1d20 + 12 ⇒ (10) + 12 = 22
QW Root 2: 1d20 + 12 ⇒ (17) + 12 = 29
QW Root 3: 1d20 + 12 ⇒ (10) + 12 = 22
Bite Damage: 2d6 + 15 ⇒ (4, 2) + 15 = 21
Root 2 Damage: 1d6 + 8 ⇒ (6) + 8 = 14

Initiative (Round 6)
Valik [38 Damage] <= Up
Valandil/Archon [A: 29 Damage; grappled and panicked] <= Up
Melufiuos [Panicked for 7 rounds]
Heccan [Greater Invisibility active] <= Up
Ophelia [13 Damage; Panicked for 7 rounds]
Zeeva
Shambling Mound
Quickwood
Quiella [35 Damage] <= Up

Group Effects
Prayer: +1 luck bonus to attack rolls, weapon damage rolls, saving throws, and skill checks; all enemies take a -1 penalty to the same rolls.

Quiella, Valik, Valandil, and Heccan are up!

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

Noting the formidable nature of the creatures melee ability, Valandil signs and realises he had to do something about that. Options are short, so he flicks his fingers, causing a shimmering cloud of brilliant golden dust to appear in the area of the melee.

Glitterdust DC19, unfortunately also affects the Archon

Archon save: 1d20 + 5 ⇒ (8) + 5 = 13
Archon CMB to escape grapple: 1d20 + 10 ⇒ (6) + 10 = 16

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella heals herself, then takes a step around the tree creature, and slashes at it twice more.

lay on hands, favored class, greater mercy, get foundling: 2d6 + 2 + 1d6 + 6 ⇒ (2, 2) + 2 + (1) + 6 = 13
did Quiella use Lay on Hands already today? I can't tell if I reset her resource tracking since the last adventure; it showed two uses before this one.

greats word, attack, power attack, prayer: 1d20 + 12 - 2 + 1 ⇒ (8) + 12 - 2 + 1 = 19 for cold iron, slashing, magic: 1d10 + 7 + 6 + 1 ⇒ (2) + 7 + 6 + 1 = 16

greats word, attack, power attack, prayer: 1d20 + 7 - 2 + 1 ⇒ (11) + 7 - 2 + 1 = 17 for cold iron, slashing, magic: 1d10 + 7 + 6 + 1 ⇒ (2) + 7 + 6 + 1 = 16

Scarab Sages

tracked resources:
advice 14/14, ki 10/10
| Per +22 | F/R/W 9/9/14 | CMD 23-32 Human 8.1 Monk (sensei/Ki mystic) HP: 54/54 | AC 20 (MA 24) (MA + CW 33) | TCH 29 | FF 23 | Init +7

Valik continues to punch at the mound of produce while guarding his soft spots.

ac/CMD 31: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 131d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

The party can hear Heccan swear in a low guttural language expressing his frustration at their current predicament. He decides chipping away, literally, at the attacking vegetation is better than nothing. He launches four more conjured projectiles at the shambling mound.

"I don't suppose anyone knows any Shoanti apology rituals off the top of their head?"

Standard to cast MM at the Shambling mound.

Magic Missiles: 4d4 + 4 ⇒ (1, 3, 2, 2) + 4 = 12


Gamemaster | CC Map | S4 Map

Quiella, I don't think you used LoH yet this scenario.

While his archon continues to struggle in vain to release itself from the Shambling Mound's constrictive grip, Valandil casts Glitterdust which creates a shimmering cloud of golden particles that blind both the quickwood and the archon.

Quiella heals herself slightly as she takes two swipes with her sword against the quickwood. Despite the creature being blinded, both attacks miss.

Valik has similar luck as the shambling mound avoids his punch.

Heccan casts another Magic Missile spell, further injuring the shambling mound.

Zeeva remains in her position far to the south, still looking quite vexed at this turn of events.

The Shambling Mound continues its quest to squeeze the life out of the archon as it constricts once again. The archon takes 4 more damage after DR.

The blinded quickwood attacks Quiella once again with its bite and three roots. Only the last root attack hits her this time. Afterwards, it blinks a few times as its vision is restored. Quiella takes 14 damage from the root attack.

While attacking the mound and quickwood continue to chant in Shoanti, this time crying out, "My people will be avenged!"

GM Screen:

SM Save: 1d20 + 7 ⇒ (15) + 7 = 22
QW Save against Glitterdust 1: 1d20 + 7 ⇒ (10) + 7 = 17
SM Grapple: 1d20 + 23 ⇒ (20) + 23 = 43
Constrict: 2d6 + 7 ⇒ (4, 3) + 7 = 14
QW bite: 1d20 + 12 ⇒ (18) + 12 = 30
Low bad: 1d100 ⇒ 4
QW Root 1: 1d20 + 10 ⇒ (1) + 10 = 11
QW Root 2: 1d20 + 10 ⇒ (9) + 10 = 19
QW Root 3: 1d20 + 10 ⇒ (20) + 10 = 30
Low bad: 1d100 ⇒ 70
QW Root 3 Confirmation: 1d20 + 10 ⇒ (8) + 10 = 18
Root 4 Damage: 1d6 + 8 ⇒ (6) + 8 = 14
QW Save against Glitterdust 2: 1d20 + 7 ⇒ (20) + 7 = 27

Initiative (Round 7)
Valik [38 Damage] <= Up
Valandil/Archon [A: 33 Damage; grappled and panicked] <= Up
Melufiuos [Panicked for 6 rounds]
Heccan [Greater Invisibility active] <= Up
Ophelia [13 Damage; Panicked for 6 rounds]
Zeeva
Shambling Mound
Quickwood
Quiella [36 Damage] <= Up

Group Effects
Prayer: +1 luck bonus to attack rolls, weapon damage rolls, saving throws, and skill checks; all enemies take a -1 penalty to the same rolls.

Quiella, Valik, Valandil, and Heccan are up! It's been 7 rounds, so I believe the Hound Archon disappears after this one.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella winces and tries to heal herself some more, then continues to cut away at the tree as she makes her way closer to her trapped friend.

lay on hands, favored class, greater mercy, get foundling: 2d6 + 2 + 1d6 + 6 ⇒ (5, 2) + 2 + (3) + 6 = 18

greatsword, attack, power attack, prayer: 1d20 + 12 - 2 + 1 ⇒ (15) + 12 - 2 + 1 = 26 for slashing, cold iron, magic: 1d10 + 7 + 6 + 1 ⇒ (8) + 7 + 6 + 1 = 22

greatsword, attack, power attack, prayer: 1d20 + 7 - 2 + 1 ⇒ (5) + 7 - 2 + 1 = 11 for slashing, cold iron, magic: 1d10 + 7 + 6 + 1 ⇒ (5) + 7 + 6 + 1 = 19

Grand Lodge

Male HP 49/49; Explorer (+3 2/2); Ablative Barrier (35/35); Firewalker's meditation (80/80); protection from arrows (70/70); reroll @+3 1/1; Wizard(spellbinder)-5/Magaambyan Arcanist-2 AC 17(19 ring of force shield); For +4; Ref +5; Will +2; Concentration +22; Perception +5; init +3

Val's summons stay an extra two rounds as he is a conjuration (teleportation) wizard. At W5, they will stay for an extra 2.5 (2) rounds

CMD: 1d20 + 10 ⇒ (10) + 10 = 20
will: 1d20 + 5 ⇒ (8) + 5 = 13
The hound continues to try and escape, but being blind finds it hard.

Seeing the hound struggle, Valandil gives silent thanks to the distraction value it provides in terms of the rest of the team not being attacked.

He starts another summons Summon monster II

"I'm starting to get low on enchantments that can hurt these things." he calls out.

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