GM Ladile's League of Kick-Ass Dudes: A Pathfinder Society Campaign (Inactive)

Game Master Lady Ladile

Current Scenario: #4-14 My Enemy's Enemy

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The Concordance

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Female CG Human (Varisian),Init +2; Perc +3 (+6 in bright light) Level -5 Witch (hex channeler) AC 12 (13 moving), touch 11, flat-footed 11 (+1 armor, +1 Dex) hp 32 Fort +2, Ref +2, Will +5; +1 trait bonus vs. charm and compulsion.

Annea wracks her brain regarding the nature of the disease and the virulence of its symptoms in what hopefully will not be fruitless effort to aid Laurel in her treatment of townsfolk.

Taking a moment to confer with Cithana, Annea asks if it would be wise for both of them to consult their respective divinities regarding the best course of action and treatment of this disease.* Although Annea doesn't have Augury memorized, it is a spell (2nd level) that is on her spell list and contained within Tyndyn's repository of arcane lore. Unless a scroll or similar option is available, Annea will take the necessary steps to exchange Augury (x2) for two of her other prepared spells (2nd level).

Annea will invite Meredith and Denair, then head off into the woods (with them or alone) to commune with Nature and the Goddess, as well as conducting simple offerings and sacrifices to the gods and spirits of nature (Perform Ritual).

Cast Augury (5th level): 1-75% for success.
Question#1- Do the 'Old Druids in the woods' have some hidden or secret knowledge of this disease?
Question#2- Should we do first, seek out the 'Old Druids in the woods', or attempt to contact the Fey creatures of the woods directly?

The Ritual
Perform (Ecstatic Dance with finger cymbals): 1d20 + 8 ⇒ (16) + 8 = 24
Perform (Singing Hymns of prayer and devotion): 1d20 + 6 ⇒ (2) + 6 = 8

"I will sing of well-founded Earth, mother of all, eldest of all beings. She feeds all creatures that are in the world, all that go upon the goodly land, and all that are in the paths of the seas, and all that fly: all these are fed of her store. Through you, O queen, men are blessed in their children and blessed in their harvests, and to you it belongs to give means of life to mortal men and to take it away. Happy is the man whom you delight to honor! He has all things abundantly: his fruitful land is laden with corn, his pastures are covered with cattle, and his house is filled with good things. Such men rule orderly in their cities of fair women: great riches and wealth follow them: their sons exult with ever-fresh delight, and their daughters in flower-laden bands play and skip merrily over the soft flowers of the field. Thus is it with those whom you honor O holy goddess, bountiful spirit.

Hail, Mother of the gods, wife of starry Heaven; freely bestow upon me for this my song substance that cheers the heart! And now I will remember you and another song also."

Casting Augury
Augury regarding question #1: 1d100 ⇒ 45
Augury regarding question #2: 1d100 ⇒ 21

Annea will need to purchase 25gp (x2) in incense or suitable combustible aromatic substance in order to cast the spell.


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Perform(Oratory): 1d20 + 5 ⇒ (11) + 5 = 16
"Yay!" Denair claps along with Annea's ritual. She also talks a lot about how the land nourishes all, and how the lowliest grub and the mightiest of beasts all share this land together.

Meredith stays quiet.


Season of Ghosts

@Annea - Clever and flavorful use of magic; I like it! But remember, Augury is sort of like the Magic 8-Ball of Divinations in that it can't give detailed answers. Also, the GM makes the percentile rolls in secret rather than the player ;)

As the sun continues its descent towards the horizon you all continue to diligently work to help Laurel and the sick lumberjacks - and the going seems to get a little easier.

While Quang Chi isn't able to really make heads or tails of the men's current conditions, he *does* hit on a rather clever idea - taking advantage of his connections to the beasts of nature to 'sniff out' details of the disease that are undetectable to a human nose!

Nice one! Dogs (and cats too, I believe) have been shown to be able to detect scent changes in their owners due to disease or pregnancy.

Meredith, on the other hand, continues to struggle to find a good way to contribute. It's not even that her ideas are bad - they're not - but this whole situation is just so out of the ordinary, even for her, that it's hard to find her usual focus. Denair fares a little better, continuing to offer up her own unique knowledge and perspective on nature to Laurel.

Deciding that he can perhaps do more good in town, schmoozing with the locals, Vosk is able to use his charm and knowledge of Laurel's reputation to acquire more supplies for the caring of the sick. The average citizen of Falcon's Hollow sure does think highly of the herbalist, it seems!

Meanwhile Frankie decides to go on a rather exciting and hair-raising expedition into some of the other abandoned and dilapidated buildings that dot the outskirts of Falcon's Hollow, in search of ingredients or anything else that might help. Apparently a little mischief is just what the doctor ordered (or not), because Frankie finds his groove again and returns with an armload of dried herbs he found in an old root cellar and a box full of stockpiled vials tucked away up in the rafters of a nearby abandoned barn.

And last, but certainly not least, Annea decides to appeal directly to the spirits of the forest and the Goddess herself by performing a special ritual. After acquiring the necessary supplies and making the needed preparations - while Lady Cirthana does approve of the idea she's unable to assist directly on this day - Annea invites Meredith and Denair to join her for the ceremony...

GM Stuff:

Question #1 (75%): 1d100 ⇒ 77
Question #2 (75%): 1d100 ⇒ 34

At first, Annea fears that perhaps she's failed entirely or that perhaps the Goddess is somehow displeased because she gets no response or acknowledgement at all to her first question. But then, as she begins to pose her second question, a gentle breeze blows through the treetops above. Amid the rustle of the leaves, Annea can hear an ethereal, whispered voice...

~Knowledge and danger walk the forest hand-in-hand. Weal and woe to ye who seek the Fallen Ones...~

...and then the breeze is gone as quickly as it arrived.

The Concordance

Female CG Human (Varisian),Init +2; Perc +3 (+6 in bright light) Level -5 Witch (hex channeler) AC 12 (13 moving), touch 11, flat-footed 11 (+1 armor, +1 Dex) hp 32 Fort +2, Ref +2, Will +5; +1 trait bonus vs. charm and compulsion.

Annea, satisfied that she has received some divine guidance urges her companions to go with her into the woods in search of the 'old druids', "With the directions we received from the lumberjacks I think it is time to into the woods and speak to these druids... and then possibly the Fey creatures. Who will come with me? I am sure Laurel and Lady Cirthana can manage things here for a bit. I understand that not all of you might to go, but I believe all we are doing here is postponing the inevitable. We need to find out what is causing this plaque and get rid of it... whatever that means."

Taking a look at her companions, "Do we leave now or wait until the morning?"

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith seems quite at peace while Annea gives her blessings to Mother Earth. It's very calming, and for a moment, Meredith is still. Nothing really bothers her at that point and she simply enjoys the scenery.

So Denair has to tap her on the shoulder to rouse her.

"Oh. Right. Yeah. Time we found those druids. And maybe the fey. I'm ready to head out now, frankly. The more time we waste the faster the disease will spread."

Grand Lodge

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Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

While Quang Chi waits for the others to return from the forest, he takes a break from helping the healers to check on Vosk and Frankie in town. Seeing that Vosk needs no help, and not finding the sneaky young man, he sits on the front stoop of the town barber shop. Are the people looking at him strangely because he’s an outsider, or because he’s a bald man sitting where he is? Either way, though he is aware of their looks, it bothers him not. He relaxes in the moment, simply watching the people passing by.

Until he sees a spot of bright orange coming out of the alley to his side.

Little Guì Fù prances up to Quang Chi, her tail proudly straight in the air but curled over in a shepherd’s crook at the top. In her jaws she carries a rat nearly as big as her, its tail dragging along all the way back between her tiny rear paws. She sets her catch down at the monk’s feet, sits down and curls her own sleek yellow tail around her feet before looking up at him with a slight tilt to her head.

”Well, thank you little one,” he the monk says with a wide smile as he kneels down beside her. ”You have outdone yourself, catching such a large prize. What should we do with it?” he asks as he scratches his little friend between the ears. Her purring vibrates loudly as she rises to strop against his legs, weaving around and behind him and delivering head butts as she goes.

He pets her a few more times as she moves about, then draws an arrow to stab the rat through its neck. Carrying the carcass safely, he takes it to the trash pit outside of town and deposits it there, lest it spread disease. Something this town surely does not need now.

He returns to town, Little Guì Fù following him the whole way, and buys a meat pie from Vosk’s favorite vendor which he shares with his little friend. She devours the lightly spiced meat with gusto, and then runs back off into the alley. Perhaps there are more rats to catch there, or perhaps it is time for a nap. Either way, the monk returns to the quarantine area in time to join his teammates as they head out to find the druids.


Season of Ghosts

By the time everyone reconvenes back at the impromptu 'hospital' you've rigged up on the edge of town, the sun has very nearly completed its descent and the sky above is now the radiant blue-purple of twilight.

"Well...there's still some gaps that could stand to be filled but I think we've done enough work for me to, well, work with," Laurel declares as she straightens up from a scavenged table that's been serving as her workbench. "Couldn't help but overhear that you think the druids might know more about where this disease came from or how to get rid of it. If you want to follow up on that I think you've done enough here that Cirthana and myself can manage for the time being. Or if you want to get some sleep and approach this with rested minds in the morning and then head back out, I'll not complain."

Laurel glances up at the darkening sky. "Still, you might want to wait and set out at first light. The forest is dangerous and tricky enough in the light of day. But that's just my own opinion and if you folks think you can handle it then I'll trust to your judgement."
______________

At this point you've got a few options. You can head out to find the druid grove right now or you can go first thing in the morning. You've gotten enough successes helping Laurel that she feels confident enough to start applying what she's learned to attempting to treat Vanick and the other sick lumberjacks - her penalty isn't completely negated though so you could do some more work to help her tomorrow, if you wish. Just let me know what the consensus is and we'll roll with it!

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"Okay, the night is a problem. But I can make light, and Denair can spot. And I know you need to rest, but I just need a quick nap." Meredith rubs her ring. "So if we take a nap and alternate visits then maybe-"

Meredith stops and turns to Denair, who is tugging her arm.
"Right. Maybe we should rest up and leave in the morning..." her anxiety is much more obvious. "Sorry."


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Denair is exhausted. Between helping Annea, cheering up the sick and replacing Frankie's gloves it has been a long day. The sooner they visit the queen and get rid of this disease the better.

But she notices Meredith is getting wound up again. Sure, Denair could spot in the darkness but everyone else would be going blind. Or they would expose themselves to ambush by lighting torches. Denair puts her hand on the Boss's shoulder to calm her down.

"Boss, maybe we could all use some rest." She takes a glance at Frankie, knowing those boils are just going to get worse. But there's no point to rushing. "We'll get ready in the morning, okay?"


Male Varisian Enchanter Wizard 7.0 | Active Effects: See Invisibility, Heightened Awareness, Mage Armor, Fly HP: 20/51 | AC: 12 (16) T: 12 FF: 10 (14) CMD: 13 | F+7 R+7 W+9 | Init +9 | Perception +1 |
Tracked Resources:
Spells 1st 4+1/6+1 2nd 2+1/4+1 3rd 0+1/3+1 4th 2+1/2+1; Extend 0/3; Arcane Bond 0/1; Dazing Touch 8/8

Pleased with the results of his work, a smiling Vosk strides in and plops himself onto a bench. "A fine idea! While I wouldn't say our time has been wasted, I do agree that these Druids are our best bet at this juncture," he says, sneaking a meat pie from his pouch and munching on it.

Once the pastry has met its destiny, he continues. "Has anyone heard word of these Druids before? Do we have any indication about the variety of Fey in the woods?" he asks, looking mostly at Laurel and the lumberjacks for a response.


Season of Ghosts

Vanick shakes his head. "Not much more than what I've already told you. Those druids don't seem to have any real leader that I've noticed - maybe they make their decisions by committee or something, I don't know. Sometimes they come into town begging and then they'll be gone for days or weeks at a time."

"To answer your question about the fey, the forest is home to creatures such as satyrs, nymphs, dryads, and pixies," Laurel remarks, taking a moment to pore through her recipe book. "Most of them generally quite reclusive...and with neighbors such as us, is it any wonder?"

The last is delivered with a grim, sardonic smile.

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

Quang Chi expresses agreement with the sentiment that they wait until morning. He could grant himself the eyes of a bat, but the others do not have such powers.

"Mr. Inor, you offered to show us where you met the druids. Does that offer stand? Are you well enough to do so?"

Repeat of rant regarding bats and darkvision removed. Sheesh.


Season of Ghosts

Laurel looks as though she's about to say something but Vanick shoots her a glare and she sighs, simply shaking her head. The lumberjack looks back to Quang Chi and nods.

"Aye, it does. You've treated me square and I'm a man of my word. Meet me back here an hour past sunrise tomorrow morning and I'll take you out to the grove."
______________

That's three votes for heading out to the grove in the morning, then. Another post to follow shortly, please stand by~


Season of Ghosts

GM Stuff:

Laurel (Heal on Frankie): 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17
Laurel (Heal on Vanick): 1d20 + 14 - 2 ⇒ (17) + 14 - 2 = 29
Laurel (Heal on LJ #2): 1d20 + 14 - 2 ⇒ (16) + 14 - 2 = 28
Laurel (Heal on LJ #3): 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30
Laurel (Heal on LJ #4): 1d20 + 14 - 2 ⇒ (11) + 14 - 2 = 23

Before you head back into Falcon's Hollow to grab some rooms for the evening Laurel insists on taking some time to try and apply some new treatments to Frankie, based on what you've all been able to discover about the disease. These come largely in the form of stinky, smelly ointments, though Laurel also bids him gulp down a small extract that smells - and vaguely tastes - of honey. So it's not all bad.

Once it's done, she studies her work for a few moments, frowning. "Hmm...I just don't know...maybe I should reverse the order; extract first, then the ointments..."

Alas, she didn't roll high enough to give Frankie a +4 to his next Fort save.

As she turns to Vanick, who is next in line, she waves the lot of you off. "Don't worry about me, I can handle it from here and Cirthana is more than capable of taking over for me if I find myself in need of a rest."

And so you head back into town, some of you still understandably quite anxious, but now also hopeful that tomorrow will bring new revelations - and perhaps a true cure.
______________

Another post to follow, please stand by~


Season of Ghosts

The next morning you all rise bright and early, make your preparations, and go to collect Vanick. He, along with two of lumberjack buddies, seems to be looking a little bit better today, though clearly not out of the woods just yet. The fourth man unfortunately still seems to be struggling much like poor Frankie is.

Since, uh, I don't think Frankie can make a DC 28 Fort save without outside help, I'm going to go ahead and roll the stat damage he takes today.

Cha Damage: 1d2 ⇒ 2
Con Damage: 1d2 ⇒ 1

Laurel sits leaning against a nearby tree, book open in her lap and head lolled over to the side just a bit, in a deep sleep. Lady Cirthana bustles about nearby, taking care of the lumberjacks and looking quite tired herself.

"Don't worry, she's just sleeping. I figured that the least I could do would be to keep watch over everyone so she can get some rest," the priestess reassures you.

For his part, Vanick seems ready to get going and so you set out back into the woods and back towards the logging camp where you first met him yesterday. About halfway along the path he veers off down what looks to be more of a game trail to the east, beckoning you to follow. From this point it takes about an hour before you can see the path open up ahead.

Man-made rows of bright flowers paint this wide glade in hues of red, orange, and yellow. A warm breeze blows out of the field, and the pleasant odor of countless blossoms fills the air and permeates the whole forest. A number of men and women, dressed primarily in ragged hides, work among the flowers pulling weeds, planting and tilling, and watering. It doesn’t look like any of them have noticed your arrival just yet but you do note that they seem to be keeping a close eye on the nearby trees as they work.
______________

What do you do?

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Meredith stays up until Frankie finally falls asleep. She stays up a bit more before nodding off for a short nap.

It's not long until she awakens in the middle of the night. She slips out the door and watches the night sky. It's quiet. Great. She'd love to invite Denair, but summoning her is kind of noisy. Plus, for once, Meredith runs her hand across her hair. She doesn't have to work around the roses that usually bloom when Denair is around.

Sunlight breaks along the horizon and Meredith works on summoning Denair. "Hey. I think we're ready."

After breakfast Meredith is ready to get out and see these druids. The forest reminds her of home.

When she sees the druids she is all too willing to take the lead. "Uh, hey. Greetings. We mean you no harm. We need your help in fighting a terrible plague. It is affecting creatures of the first world, animals and humans. Please."

Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

"Boss. Go to sleep." Denair urges her to rest. "We need you at full strength tomorrow. Frankie needs you at full strength." Denair sighs and helps with Frankie's treatment once more. She already sees his health waning...

Back at Home, more people are talking to Denair and asking if they can perform small favors for her. All of them want to get in her good graces. Of course they've heard rumors about the Queen's return. Now they want to act nice. Denair decides to be alone during her rest. She has enough to worry about without courtiers weaving a political web.

Denair is glad to see Meredith taking charge. She's also glad to see people who are tune with the land, not chopping it down. "Oh... um... hi. If you know which fey live in this forest and would be receptive to guests that would help out a lot too!"

Diplomacy(Aid): 1d20 ⇒ 4 Denair is a bit too blunt. Maybe she's a traitor to the fey.


Male Varisian Enchanter Wizard 7.0 | Active Effects: See Invisibility, Heightened Awareness, Mage Armor, Fly HP: 20/51 | AC: 12 (16) T: 12 FF: 10 (14) CMD: 13 | F+7 R+7 W+9 | Init +9 | Perception +1 |
Tracked Resources:
Spells 1st 4+1/6+1 2nd 2+1/4+1 3rd 0+1/3+1 4th 2+1/2+1; Extend 0/3; Arcane Bond 0/1; Dazing Touch 8/8

From a healthy distance away, Vosk chimes in. "Certainly with your connection to the natural world, you can point us in the right direction, at least." And if they decide we're a stain to be removed, well, that'll just be another reason to outsource this kind of work in the future.
________
Auto-aid!

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

The quiet monk does what he does best - stays quiet. And observes.

Why do they watch the trees? For fey? Or for something else? he wonders.

Sense Motive: 1d20 + 14 ⇒ (14) + 14 = 28
Perception: 1d20 + 14 ⇒ (4) + 14 = 18


Season of Ghosts

Quang Chi:

You get the sense that they're basically watching for anyone or anything, whether fey or human, vegetable or mineral. They...don't seem friendly.

As the rest of you prepare to make your presence known, Vanick shrinks back down the path. "Watch out, they weren't too friendly when we found 'em earlier..." he whispers, clearly intending to stay clear of whatever might happen.

Turns out, his warning was timely. As first Meredith, then Denair and Vosk, call out to the gardeners, they look up, clearly startled. Then, they look at each other...and fall back towards the center of the garden, drawing out slings as they go.

"Shouldn't have come here," one of them calls.

"But now that you're here, you should stay awhile," beckons another.

"Yes, we'll give you a tour of our beautiful garden," a third smiles, quite creepily.

"Who knows? You just might decide to stay here forever..." giggles the fourth.

Who Goes First?:

Meredith Init: 1d20 + 2 ⇒ (1) + 2 = 3
Lil Frankie Init: 1d20 + 4 ⇒ (5) + 4 = 9
Vosk Init: 1d20 + 9 ⇒ (6) + 9 = 15
Annea Init: 1d20 + 2 ⇒ (1) + 2 = 3
Quang Chi Init: 1d20 + 5 ⇒ (7) + 5 = 12

Gardeners: 1d20 + 4 ⇒ (8) + 4 = 12


______________

Round 1

Vosk
Quang Chi

==============
Gardener Red
Gardener Purple
Gardener Yellow
Gardener Blue
==============
Frankie
Meredith & Denair
Annea

Active Conditions: None

Environmental Conditions: None

Voski and Quang Chi are UP!

Current Map

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

"We wish to talk. Not fight. But we will defend ourselves," Quang Chi calls out, raising his bow and nocking an arrow. He steps slightly out to the side and prepares to loose his shot upon any who might attack them.

Readied attack: 1d20 + 12 ⇒ (6) + 12 = 18
damage: 1d8 + 6 ⇒ (2) + 6 = 8

Readied attack vs first offense act or spellcasting.


Male Varisian Enchanter Wizard 7.0 | Active Effects: See Invisibility, Heightened Awareness, Mage Armor, Fly HP: 20/51 | AC: 12 (16) T: 12 FF: 10 (14) CMD: 13 | F+7 R+7 W+9 | Init +9 | Perception +1 |
Tracked Resources:
Spells 1st 4+1/6+1 2nd 2+1/4+1 3rd 0+1/3+1 4th 2+1/2+1; Extend 0/3; Arcane Bond 0/1; Dazing Touch 8/8

"I appreciate your optimism, Quang Chi, but I think a dirt nap is all they have to offer us," Vosk comments as a wand of clear crystal appears in his hand. "This should help you get in position!" he says, gently tapping Denair on the back. She disappears from view.
________
Vanish on Denair from a wand, so only one round.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"We really do mean you no harm..." Meredith stutters.


Season of Ghosts

As the gardeners begin to take hostile action Quang Chi reiterates the group's desire to avoid a fight - but he's also been around enough to not let his guard down. He readies an arrow and raises his bow, ready to deliver some pain to the first man or woman to strike at him and his companions.

Vosk is less optimistic about avoiding a fight and decides to offer Denair a bit of shielding from the eyes of the gardeners, if just for a short time.

Much as expected, the gardeners seem to take no heed of Quang Chi's words, or Meredith's. All four of them load their slings and proceed to take aim at Frankie and Quang Chi, who are up in the front and plainly visible. As they do Quang Chi looses his arrow at Red and it sinks deeply into the woman's upper thigh - but it doesn't drop her.

1=Frankie, 2=QC
Left to Right: 4d2 ⇒ (1, 2, 1, 1) = 5

Red vs. Frankie (FF; Sling): 1d20 + 4 ⇒ (20) + 4 = 24
Crit!?: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Purple vs. Quang Chi (Sling): 1d20 + 4 ⇒ (3) + 4 = 7
Yellow vs. Frankie (FF; Sling): 1d20 + 4 ⇒ (4) + 4 = 8
Blue vs. Frankie (Sling): 1d20 + 4 ⇒ (1) + 4 = 5

A small barrage of stones comes raining down on the group's frontline but only one gardener manages to score a blow, glancing the stone off Frankie's shoulder.
______________

Round 1/Round 2

Vosk
Quang Chi

==============
Gardener Red (-18)
Gardener Purple
Gardener Yellow
Gardener Blue
==============
Frankie (-2)
Meredith & Denair (Vanish)
Annea

Active Conditions: None

Environmental Conditions: None

Frankie, Meredith & Denair, Annea are UP at the bottom of Round 1 and Vosk, Quang Chi are UP at the top of Round 2!

Current Map


Season of Ghosts

By the way, if you should move, please draw a line on the map where exactly you move to and what path you take to get there.

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

Quang Chi's arrow leaves his bow in the same way that the deep sigh leaves his body. "You were right, my friend. But why? Why do they insist on fighting us?"

Without an answer to his largely rhetorical question, he calls upon the bull for strength. As he feels his muscles bulge, he drops into a semi-meditative combat state and lets more arrows follow his first.

Attack, Flurry: 1d20 + 12 ⇒ (20) + 12 = 32
damage, Bow, Bull: 1d8 + 6 + 1 ⇒ (2) + 6 + 1 = 9

Crit confirm?: 1d20 + 12 ⇒ (9) + 12 = 21
Crit (x3) damage, Bow, Bull: 2d8 + 14 ⇒ (6, 7) + 14 = 27

Attack, Flurry: 1d20 + 12 ⇒ (6) + 12 = 18
damage, Bow, Bull: 1d8 + 6 + 1 ⇒ (6) + 6 + 1 = 13

Attack, Flurry: 1d20 + 7 ⇒ (14) + 7 = 21
damage, Bow, Bull: 1d8 + 6 + 1 ⇒ (2) + 6 + 1 = 9

he works his way across the row from Red if any drop.

The Concordance

Female CG Human (Varisian),Init +2; Perc +3 (+6 in bright light) Level -5 Witch (hex channeler) AC 12 (13 moving), touch 11, flat-footed 11 (+1 armor, +1 Dex) hp 32 Fort +2, Ref +2, Will +5; +1 trait bonus vs. charm and compulsion.

Annea is somewhat horrified that she and her companions are being attacked but understands that THEY are the invaders of these reclusive people's home. She hopes that by using her magic she will be able to avoid the worse from happening on both sides.

Shouting in Sylvan, "In the name of the Goddess stop this madness!"

"Sol aurea, aurea harenae!" Annea casts Glitterdust (DC17) Duration 5 rounds. The center of the spell is indicated with a small yellow circle and should get RED and PURPLE in its area of effect.

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie vs Disease, Luck: 1d20 + 3 + 3 ⇒ (20) + 3 + 3 = 26

It was a long day. It started out great, a hike through the woods with the huge trees, an exciting fight with weird bears, and then being splattered with goo! They helped those sick men get back to town and then things started to get a bit fuzzy around the edges. He does sorta remember sneaking around in some old barn. Frankie wakes up feeling refreshed. The boils on his hands have faded, along with the leafy mittens Denny kept making. They were fun but itchy.

"Morning! Can we get some flap jacks today finally?" He leaps to his feet and pulls out the syrup with the over-eagerness of a bored kitten who's gotten too much sleep lately.

----- Didn't even need to use my antiplague for a reroll! He's cured?!?-----

"Thanks for the pancakes Vosk, I knew SOMEONE would want a good breakfast this morning!" He continues to lick the sticky syrup off his own fingertips as the group hikes with the woodsmen out to the druid camp.

"Oh hi, I'm Frankie! OW!" His usually friendly greeting is rebuffed with a sling stone to the shoulder. "You'll pay for that!" Frankie draws out his dagger to defend his friends and moves ahead in his unique 'dance'. Full Defense, AC31. 20' Movement straight ahead.

Frankie has trap spotter so gets a GM rolled auto perception if he comes within 10' of a trap. +16. Also he has +1 AC/Reflex vs Traps. Also anyone within 5' of him gets +4AC and Reflex/CMD. ALSO, if he's attacked in melee and missed he'll use underfoot assault.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"I can't believe this... Denair, let's try to capture at least one of them. We still need their help, whether they will offer it or not."

Meredith moves ahead, drawing her mace along the way. She tries not to touch the plants in particular.

She casts Shield, and a brilliant leaf pattern appears before her.


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Denair begins to fly, spreading her leafy wings and elevating 10 feet above the ground. She then flies toward the Yellow-clad gardener.

Denair is invisible until Vosk's turn.


Male Varisian Enchanter Wizard 7.0 | Active Effects: See Invisibility, Heightened Awareness, Mage Armor, Fly HP: 20/51 | AC: 12 (16) T: 12 FF: 10 (14) CMD: 13 | F+7 R+7 W+9 | Init +9 | Perception +1 |
Tracked Resources:
Spells 1st 4+1/6+1 2nd 2+1/4+1 3rd 0+1/3+1 4th 2+1/2+1; Extend 0/3; Arcane Bond 0/1; Dazing Touch 8/8

I'm still curious about my discussion question, but with Vanish off the table now, I can make a post to keep things moving!

Vosk shrugs at his allies' confusion and disappointment. "Some people are just as set in their ways as you are." He points at the gardener in yellow and shouts, "Looks like you're all dressed up with nowhere to grow!"
________
Hideous Laughter! DC 19 Will save from Yellow.


Season of Ghosts

As Quang Chi draws upon the strength of the bull he begins to systematically work his way along the row of gardeners. His next arrow catches Red in the throat and she drops to the ground with a gurgling cry and so he moves on to the ragged-looking man next to her, sinking a pair of arrows into his torso.

Hoping to prevent more bloodshed, Annea conjures a burst of glitter over the now-dead Red and wounded Purple...

Purple Will (DC 17): 1d20 + 7 ⇒ (2) + 7 = 9

...who yelps and begins shaking his head as the glitter gets into his eyes and blinds him!

Annoyed by the rather painful greeting he just received Frankie darts straight ahead and takes a defensive position, dagger in his hand. Seems like he's feeling better than expected!

GM Note: Frankie is not cured of his disease (you need two consecutive saves to clear it) but he also doesn't take the stat damage I rolled for him earlier. Huzzah!

Meredith conjures a defensive shield and moves forward, determined to try and take at least one of these crazy gardeners alive. Denair, invisible for the moment, flies along to help. Vosk also falls back to more preventative measures and both delivers a spell and a bad pun Yellow's way...

Yellow Will (DC 19): 1d20 + 7 ⇒ (11) + 7 = 18

...and her lips twitch madly for a few seconds before the spell gets the better of her and she collapses to the ground in a gale of laughter! It's about this time that Denair pops back into view, too.

"GRAH! Why do you struggle?? Join us and embrace the sweet inevitability of death..." Purple groans, dropping his sling and pulling out a sickle. He staggers backward a few paces, still pawing at his eyes with his free hand.

Purple Will (DC 17): 1d20 + 7 ⇒ (5) + 7 = 12

But he can't get the damn glitter out!

Still rolling on the ground and laughing uncontrollably, Yellow tries to get hold of herself...

Yellow Will (DC 19): 1d20 + 7 ⇒ (14) + 7 = 21

...and manages to calm her laughter, though she's still prone on the ground.

Meanwhile Blue simply reloads his sling and tries to fire a shot at Denair, who is now much closer than she was before...

Blue vs. Denair (Sling): 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

...and misses!
______________

Round 2/Round 3

Vosk
Quang Chi (Animal Aspect: Bull)

==============
Gardener Purple (-22; Blinded)
Gardener Yellow (Prone)
Gardener Blue
==============
Frankie (-2; Total Defense)
Meredith (Shield) & Denair (-3)
Annea

Active Conditions: None

Environmental Conditions: None

Frankie, Meredith & Denair, Annea are UP at the bottom of Round 2 and Vosk, Quang Chi are UP at the top of Round 3!

Current Map

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

Quang Chi is unsure what Vosk is implying and takes his remark a little personally. 'Set in our ways?' What is he saying? I am very open to new experiences.

But he shakes if off, settles deeper into the rhythm and continues his barrage, switching his aim to the other end of the row.

Attack, Flurry: 1d20 + 12 ⇒ (8) + 12 = 20
damage, Bull: 1d8 + 6 + 1 ⇒ (4) + 6 + 1 = 11

Attack, Flurry: 1d20 + 12 ⇒ (5) + 12 = 17
damage, Bull: 1d8 + 6 + 1 ⇒ (7) + 6 + 1 = 14

Attack, Flurry, ki point: 1d20 + 12 ⇒ (19) + 12 = 31
damage, Bull: 1d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10

Attack, Flurry: 1d20 + 7 ⇒ (17) + 7 = 24
damage, Bull: 1d8 + 6 + 1 ⇒ (4) + 6 + 1 = 11

Firing at Blue now. Not nonlethal, so if you want to capture one, it'll probably have to be Purple or Yellow. Gotta get him some blunt arrows.... Or not.

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie continues his slow, acrobatic push forward, getting close to Denair to help keep her safe. "Follow me Meredith, I'm a martial arts NINJA!" HA WHO HA YA!

Full Defense, AC31. 20' Movement ahead.

Frankie has trap spotter so gets a GM rolled auto perception if he comes within 10' of a trap. +16. Also he has +1 AC/Reflex vs Traps. Also anyone within 5' of him gets +4AC and Reflex/CMD. ALSO, if he's attacked in melee and missed he'll use underfoot assault.

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

Whatever attempt at diplomacy Meredith had planned didn't matter now. The sweet embrace of death? Maybe Chi was right to kill.

Maybe Meredith was just naïve to think this was as simple as fey good, loggers bad. Maybe she would have to scare them into telling the truth rather than being nice. Didn't matter, she had to believe in herself and her allies.

"Okay Denair, check your swing. I want to speak to at least one of them." Meredith moves up to the Yellow-clad person so she can flank.


Season of Ghosts

Deciding to make things a little easier for those who want to capture one of the gardeners alive, Quang Chi continues to narrow down the options. This time he focuses all of his arrows at Blue on the far end of the row, peppering the man from head to toe! Blue drops and it's clear he ain't getting up again.

Frankie bravely continues to lead the way and maintain his defensive posture...but little do these freaks know that it's all a clever TRAP and that they're regret it should they try to get up close and personal with him or any adjacent friends.

Meredith is still off-kilter after the rather abrupt and brutal response the group's overtures of peace received but she knows that she needs to focus - they need at least one person alive to question. She bravely advances on the prone Yellow and calls for Denair to do the same - gently.
______________

Round 2/Round 3

Vosk
Quang Chi (Animal Aspect: Bull)
==============
Gardener Purple (-22; Blinded)
Gardener Yellow (Prone)
==============
Frankie (-2; Total Defense)
Meredith (Shield) & Denair (-3)
Annea

Active Conditions: None

Environmental Conditions: None

Denair & Annea are UP at the bottom of Round 2 and Vosk is UP at the top of Round 3!

Current Map


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Denair lands behind the Yellow druid and tries to control her swing to knock out rather than kill. This would be a lot easier if Meredith figured out how to Outflank, already.

Slam, Nonlethal, Flank: 1d20 + 9 - 4 + 2 ⇒ (10) + 9 - 4 + 2 = 17
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Precise Strike: 1d6 ⇒ 1


Season of Ghosts

Denair sails up and over Yellow, dropping down a safe distance behind and reaching out to give the woman a good punch that leaves her a little winded.
______________

Round 2/Round 3

Vosk
Quang Chi (Animal Aspect: Bull)
==============
Gardener Purple (-22; Blinded)
Gardener Yellow (9 NL; Prone)
==============
Frankie (-2; Total Defense)
Meredith (Shield) & Denair (-3)
Annea

Active Conditions: None

Environmental Conditions: None

Annea is UP at the bottom of Round 2 and Vosk is UP at the top of Round 3!

Current Map

The Concordance

Female CG Human (Varisian),Init +2; Perc +3 (+6 in bright light) Level -5 Witch (hex channeler) AC 12 (13 moving), touch 11, flat-footed 11 (+1 armor, +1 Dex) hp 32 Fort +2, Ref +2, Will +5; +1 trait bonus vs. charm and compulsion.

Annea is shocked by her companions rapid and brutal execution of these people who presented a very minor threat- more of an annoyance in her opinion and experience.

"We don't need to kill them. They only have slings and sickles... how dangerous can they actually be?"

Annea moves forward (in a straight line).

Hoping to help Denair as she attempts to take one of the druids alive, Annea will provide what magical aid that she can. Targeting Yellow

"Dazus Maximus!" Daze (DC 15) range- 35'


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Male Varisian Enchanter Wizard 7.0 | Active Effects: See Invisibility, Heightened Awareness, Mage Armor, Fly HP: 20/51 | AC: 12 (16) T: 12 FF: 10 (14) CMD: 13 | F+7 R+7 W+9 | Init +9 | Perception +1 |
Tracked Resources:
Spells 1st 4+1/6+1 2nd 2+1/4+1 3rd 0+1/3+1 4th 2+1/2+1; Extend 0/3; Arcane Bond 0/1; Dazing Touch 8/8

"I've no intention of finding out, some things in life are better off a mystery!" Vosk says, stepping to Quang Chi and whisking him from view. Did she intend on letting some sort of cult prove their skill at arms before deciding if they're worthy of defending oneself from? Thinly veiled death threats are enough for me!
________
Vanish on Quang Chi! We're mopping them up quite handedly, nice job y'all!


Season of Ghosts

Much like Meredith, Annea also seems appalled by the direction this little visit to the grove has taken. Hoping to help Meredith and Denair she strides forward and attempts to use her magic to daze the prone woman on the ground...but blinks as she finds that the spell has absolutely no effect.

Alas, they have more than 4 HD!

Ever pragmatic and practical, Vosk continues to use his wand to great effect as he delivers a brief spell of invisibility over Quang Chi this time.

Purple seems to get over the initial shock of being arrowed somewhat and staggers towards Denair, swiping at the eidolon with his sickle...

Total Concealment (50%; Low is Bad for Me): 1d100 ⇒ 34

...and whiffs it.

Purple Will (DC 17): 1d20 + 7 ⇒ (13) + 7 = 20

He does finally manage to get the glitter out his eyes, though!

Still down on the ground, Yellow doesn't even attempt to go for the sickle that hangs at her belt but instead simply attempts to punch at Meredith's legs with her bare hand...

Yellow vs. Meredith (Unarmed Strike; Prone): 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17

...and fares no better than her comrade in Purple did.

"Plague and pestilence upon you all!" she cries as she then staggers to her feet.

Meredith & Denair may each take an AoO against Yellow.
______________

Round 3/Round 4

Vosk
Quang Chi (Animal Aspect: Bull, ‌‌Vanish‌)

==============
Gardener Purple (-22)
Gardener Yellow (9 NL)
==============
Frankie (-2; Total Defense)
Meredith (Shield; Pending AoO) & Denair (-3; Pending AoO)
Annea

Active Conditions: None

Environmental Conditions: None

Frankie, Meredith & Denair, Annea are UP at the bottom of Round 3 and Vosk & Quang Chi are UP at the top of Round 4!

Current Map

Liberty's Edge

Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

"Okay. I guess Vosk is right on this one."

The gardener's constant cursing is abrasive. These death threats all involve plagues. She clearly knows something but she isn't going to surrender. So, Meredith checks her swing and hopes to subdue one of them.

AoO Silver Heavy Mace +1, Flank, Nonlethal: 1d20 + 8 + 2 - 4 ⇒ (1) + 8 + 2 - 4 = 7
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Precise Strike: 1d6 ⇒ 1

Meredith clearly doesn't want to do this. In the woman's eyes, she sees her own as the bandits stood above her broken form, laughing as they tied her up and dragged her away from home. At least that's what she remembers. She takes a breath and swings again when the woman stands up.

Silver Heavy Mace +1, Flank, Nonlethal: 1d20 + 8 + 2 - 4 ⇒ (17) + 8 + 2 - 4 = 23
Arcane Strike Damage: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Precise Strike: 1d6 ⇒ 5


| 6 HD Female Eidolon Outsider (also counts as fey) | Meredith | Denair's HP 39/39| AC 22 (Mage Armor) T 12 FF 16 | CMD 21 | Saves 5/3/4 (Evasion)| Init 2 | Perception 16 | Invisible

Denair realizes she really doesn't like this lady. No wonder Falcon's Hallow distrusts the fey. If the druids representing them are obsessed with disease and pestilence, she would also become suspicious.

AoO Slam, Flank, Nonlethal: 1d20 + 9 + 2 - 4 ⇒ (2) + 9 + 2 - 4 = 9
Nonlethal Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Precise Strike: 1d6 ⇒ 4

She's so mad that her swing misses.

I'll let Meredith swing first. If that KOs Yellow Denair will take a 5ft step back, wait for Meredith to move into flanking before swinging at Purple. I've drawn the red and yellow arrows to indicate their movement.
Otherwise Denair will continue walloping Yellow and Meredith will not move.

Slam, Flank, Nonlethal: 1d20 + 9 + 2 - 4 ⇒ (11) + 9 + 2 - 4 = 18
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Precise Strike: 1d6 ⇒ 4

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie watches the teamwork between Denny and Meredith and smiles, eager to join in on the game "Ooo I'll help!" He moves up and tries to konk purple on the back of its head with the butt of his dagger, all while maintaining a defensive stance... it looks pretty awkward.

Melee +1 Mithril Dagger, Flanking, Defensively (+5AC), NL: 1d20 + 10 + 2 - 4 - 4 ⇒ (18) + 10 + 2 - 4 - 4 = 221d3 + 5 + 2d6 ⇒ (1) + 5 + (2, 2) = 10

All the normal procedures are in place. If that hits then reduce its chance to hit by 2, 4 vs Frankie. AC 28 for the round.

Grand Lodge

Male LN Human (Tien) Zen Archer 6 / Hunter (Roof Runner / City Forester) 3 | HP: 75 / 75 | AC: 20 (T 20, FF 17) CMD: 29 |F: +11, R: +10, W: +11 | Speed 50 ft | Ki: 12 / 12 | Secondary Animal Focus 8 / 8 | Spells: 6 / 6| Perfect Strike 6 / 6 || Active conditions: None

Quang Chi hears Vosk activate the wand and then suddenly realizes he is now invisible. "Thank you?" he says with a hint of amusement.

Shooting any of the remaining druids is counter to the new goal of capturing one, so he lowers his bow and puts on a burst of speed to join the fray. He dashes forward and jumps straight up and over Meredith and the prone druid, landing just behind her and then lashes out with a snap kick to the same one.

Jump, speed boosted: 1d20 + 10 + 16 ⇒ (3) + 10 + 16 = 29

Impvd unarmed strike, Bull, Invisible, flanking: 1d20 + 7 + 1 + 2 + 2 ⇒ (15) + 7 + 1 + 2 + 2 = 27
Damage, NL, Bull: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5

It's just truly unfortunate that no one could see his amazing (invisible) leap.

Swift action to spend ki to increase speed by 20' = 70' movement. Route in blue. Invisible attack: I added the +2 but they're denied Dex to their AC. No penalty for non-lethal attacks with monk's IUS.

Liberty's Edge

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Denair |Long Arm| HP 50/59 | Spells -/3/0/0 | AC 17 T 11 FF 16 | CMD 18 | Saves 7/3/5 | Init 2 | Perception 0 (Denair 16) | 7 Female Human Unchained Summoner (Fey Caller) | GM Folio Reroll+2 |

A gust of wind blows past Meredith's head and she looks up, startled and critically misses her chance to hit her foe. "Wh-what the hell was that?"


Male Varisian Enchanter Wizard 7.0 | Active Effects: See Invisibility, Heightened Awareness, Mage Armor, Fly HP: 20/51 | AC: 12 (16) T: 12 FF: 10 (14) CMD: 13 | F+7 R+7 W+9 | Init +9 | Perception +1 |
Tracked Resources:
Spells 1st 4+1/6+1 2nd 2+1/4+1 3rd 0+1/3+1 4th 2+1/2+1; Extend 0/3; Arcane Bond 0/1; Dazing Touch 8/8

Vosk puts his thumbs to his forefinger and frames the sun. I've got to write this down, memorialize the moment! Hrm, let's call it around half nine, on today's date that Meredith concurred with one of my assessments!

"You're quite welcome, a dash of invisibility goes a long way! Like salt, as a matter of fact," he calls after Quang Chi, now distracted by thoughts of all manner of food that are improved by the delectable mineral.

He slowly ambles forward. "On your left, mind," he says as he maneuvers his large girth effortlessly around Annea and continues on. "Don't suppose you want to disappear too?" he asks. "A cheap trick, but a trick none-the-less!"
________
Double move straight forward.


Season of Ghosts

Perhaps they're startled by Yellow's unwillingness to give up but both Denair and Meredith's retaliatory strikes catch only air as Yellow staggers to her feet. But her victory is short-lived as she finds herself ganged up on by summoner and eidolon...and then suddenly she's knocked flat on her back as Quang Chi appears out of literally nowhere with a flying kick to the face!

Looks like she's out cold. Bleeding a little from her nose, but in no danger of death.

Thinking that all this is pretty dang cool, Frankie moves to try and clock Purple on the back of the head with his dagger. As he cuts through a row of the flowers, he kicks up a noticeable amount of pollen. And Purple is no match for Frankie's aim; the gardener takes a solid thumping to the base of his skull (Frankie must've jumped a little when he went in for the blow) and howls with pain.

Vosk seems largely unworried now about what the ultimate outcome of this battle will be and casually strolls forward, offering a dose of brief invisibility to Annea as he walks by.
______________

Round 3/Round 4

Vosk
Quang Chi (Animal Aspect: Bull)
==============
Gardener Purple (10 NL, 22 Lethal)
Gardener Yellow (36 NL, 4 Lethal, Unconscious)
==============
Frankie (-2)
Meredith (Shield) & Denair (-3)
Annea

Active Conditions: None

Environmental Conditions: None

Annea is UP at the bottom of Round 3!

Current Map

The Concordance

Female CG Human (Varisian),Init +2; Perc +3 (+6 in bright light) Level -5 Witch (hex channeler) AC 12 (13 moving), touch 11, flat-footed 11 (+1 armor, +1 Dex) hp 32 Fort +2, Ref +2, Will +5; +1 trait bonus vs. charm and compulsion.

Annea will begin to fly (standard action).

"I call upon the Forces of Nature. The Great Eastern Winds. The Storms of the Oceans. I call upon the Goddess, hear me, and grant my the blessing of flight!"

Annea will then move towards Denair's position and begin to hover 20 feet above the ground. Ascending movement 40 feet. As she flies through the air Annea draws her wand of CLW from her wrist sheath.

She hopes the Druids will give up and tries one last time to end the violence- by summoning the darker side of her power.

"YOU DARE TO CHALLENGE A SERVANT OF THE GODDESS? HOW DARE YOU! SURRENDER NOW OR YOU WILL BE DESTROYED!"

Intimidate: 1d20 + 6 ⇒ (8) + 6 = 14

Liberty's Edge

Unchained Rogue/Mouser 4/2 | HP 41/41 | AC 24, T 17, FF 24 Uncanny Dodge| Fort +3, Ref +13 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +5 | Perc +15 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 4/4 | Charmed Life: 3/3 |Effects:

Frankie's movement was the orange line, he should have avoided the plants. Meredith's was the red one that was a path she would have taken if yellow was downed.

"Give up already, geez! Don't be a sore loser!" Frankie whines.

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