The Flaxseed Lodge Core Campaign (Inactive)

Game Master Mike Tuholski

Map 1 | Map 2 | Handouts

Campaign scenario outline


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MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Syrak's first swipe is enough to kill the taer, and the body crumples to the snow leaving only the leader.

Before he can close distance, Paeter fells the leader!

Almost as quick as it started the taer assault is over. All that remains is the raging fire!

Out of combat


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

With the immediate threat contained, the party gets started straight away in trying to save the innocents and the waystation. Here and there others cry out for help and the Pathfinders wade through either driving off or killing the rest of the beastmen.

In short order the waystation itself is extinguished. Thankfully enough of it remains to save. Your contact Rysam is even thankful (though he's gruff in expressing it.) The survivors pledge themselves forever in your debt. They invite the you to remain for a few days to recover and wait for Osprey to arrive. Rysam adds that he could actually use the help getting things back to normal and making sure no further attacks are coming.

A few days after, the you find Osprey waiting for you, comfortably hanging out in front of the fire watching the logs spit and crackle in the dull orange glow. Presented with the bones, he thanks you for your services to the Society and tells you that you have indeed prevented a terrible fate by keeping the bones from the hands of those who would seek to steal the mystic’s prophetic truths. Then he graciously bids you farewell and, without warning, transforms into a long-winged hawk with mysterious dark markings about its eyes. Winging into to the ice-blue sky he soars off towards Absalom leaving you standing in the cold, with thousands of miles between where you stand and the City at the Center of the World...

Mission accomplished!

Indeed, because you succeeded in saving the outpost, your renown in the Society grows evermore...

Congratulations! I'm sorry to see Paeter striding boldly elsewhere. Though, I can't think of a better addition than Thunderspirit. Chronicles coming forthwith.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Chronicles are HERE.

Grand Lodge

Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • Dorvhan enters the Flaxseed Lodge looking well rested, boasting a few upgrades. "Welcome back. Sorry to see Paeter off, though Pathfinding isn't a life long career for many. Who knows? The idyllic life might not suit him."

    He pats Syrak, Falco, and Pandoor on the shoulder, "What now brothers?"

    Silver Crusade

    Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
    Resources:
    LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

    Syrak flexes, glad to be out of the cold.

    His skin seems to be toughening up a bit, becming a slightly darker color.

    Syrak responds to Dorvhan's question "Hopefully somewhere sunny"


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    Five-star Hound of Tindalos. Er, GM. Whatever. | RoW Encounter Map |

    ♪ Flax-seed's back, all right! ♫

    Syrak shortly gets a missive with the Sigil of the Open Road on it!
    Excitedly, he opens the letter...

    It's not sunny.
    It's Varisia.

    Venture-Captain Sheila Heidmarch stands before a window in her study, sunlight glittering on her signature emerald garments. She speaks in a deep and sonorous voice, and wastes no time getting to her point.

    First, thank you for gathering here on such short notice. Please, have a seat. Once you've heard what I have to tell you, I believe you will forgive my enthusiasm.

    Documents we recovered from our Thassilonian excavations describe an elven fortress on the border between the Mierani Forest and the former Thassilonian province of Cyrusian. Because the borders of the forest have receded in the years since, any remaining ruins must be well outside of the forest as it now stands. As I'm sure you're aware, the elves of Kyonin typically guard elven historical sites closely, but in this case it seems the elves have lost all record of the site; they don't even know it exists. Needless to say, this discovery represents an invaluable opportunity for the society to explore without supervision. Take this map and make your preparations. I want you to reach the tower before news of its discovery reaches any of our rivals.

    First, verify that the ruin even exists. Assuming there's still something there, I want a detailed report on the architecture of the site. We don't gain access to ancient elven ruins often, and this investigation must be thorough. Finally, bring back any surviving artifacts left by the elves who built and occupied the tower.

    Any questions?

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • "What do we know of the flora and fauna there? Is there anything particular we HOPE to find there?"


    Five-star Hound of Tindalos. Er, GM. Whatever. | RoW Encounter Map |

    Well, we HOPE you uncover elven artifacts the like we've not seen before. But we don't know, which is why we're sending you.

    Similar locations we have read about have been warded by magic and guarded by outsiders. Now, I doubt that the elves would design anything that would harm their own kind, but we have not explored enough elven sites to offer more than speculation. I am confident in your skills and training.

    Kn (geography) can learn something of the Mierani Forest, and Kn (history) might reveal something about the former Thassilonian province of Cyrusian.

    Silver Crusade

    Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
    Resources:
    LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

    Syrak bows politely to Ms. Heidmarch and awaits the answers to Dorvhan's questions.

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • "I was never much for school. Though don't tell me brother Brak that, he thinks I'm super smart!"

    Grand Lodge

    Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8

    "An ancient ruin!" Falco says, trying to control the excitement in his voice in favor of his normally stoic and reserved attitude. "Finally something of interest, and a lost elven site at that. I am quite ready to get going."


    Five-star Hound of Tindalos. Er, GM. Whatever. | RoW Encounter Map |

    Automatic DC for Kn (plot):
    Sheila Heidmarch has little more information to share. The Celwynvian elves maintain tight borders, and many believe the territory to be haunted by spirits that feast on foreigners. Silly superstition, of course; but it has been enough to scare off curious eyes.

    As for how we came by this knowledge, the tower appears as a reference in the journal of an emissary to the elves sent from Xin-Cyrusian. In her journal, the wizard left detailed notes about the tower's location and mentioned the building's luxurious accommodations. If it remains, it would be quite a discovery!

    Mierani Forest:

    DC 20 Kn (geography):
    The Mierani Forest (pronounced meer-AWN-ee) of northwestern Varisia is one of the ancestral homes of the elves in Avistan. Situated between the Calphiak Mountains and the Velashu Uplands, it also borders the Steaming Sea to its north. The forest is known for its ancient, verdant fir trees, pines, and redwoods, and plentiful wildlife, gently maintained by the elves. The elves are quite protective of the forest and go to great lengths to keep intruders out, especially lumberjacks and monsters. (Courtesy of PathfinderWiki.com)

    DC 25 Kn (geography):
    Travelers often disappear in the area, and local farmers report that their tools and livestock sometimes go missing on particularly dark nights.

    DC 30 Kn (geography):
    A hunter recently spotted a heavily armed group of the elven Shin'Rakorath, also known as "Lantern Bearers," crossing the uplands as if they were in hot pursuit of their quarry.

    Former Thassilonian province of Cyrusian:

    DC 20 Kn (history):
    Each of the seven runelords specialized in a different school of arcane magic and an associated sin (divination was considered universal). Xanderghul, the ruler of Cyrusian, was the Runelord of Pride, and his specialty was illusion magic. He claimed to be "first among equals” and while society records state this claim is "difficult to verify," records indicate he had many resources at his disposal, including — if the legends are to be believed — armies of bound angels.

    DC 25 Kn (history):
    The runelords never went to war with the elves, likely due to a combination of the elves' own strength and the runelords' fear of treachery from their fellows. The elves were isolationists even then, however scholars speculate that there was at least some cultural exchange between the Mierani elves and the Thassilonians, especially in the area of arcane magic.

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • Dorvhan looks around hoping that Falco speaks up with some amazing knowledge. The dwarf's whistle has the opposite effect of trying to make him blend in with the background.

    Silver Crusade

    Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
    Resources:
    LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

    Unlike Dorvhan, Syrak instead turns to Pandoor in hopes of learning something.

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • Derp. Bard! I'm Dorvhan, is out of practice.

    Silver Crusade

    Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
    Resources:
    LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

    Falco's got good knowledges, I just thought it was funny having us look in opposite directions to different halflings.

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • It is a pretty hilarious image.

    Grand Lodge

    Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8

    Knowledge (geography): 1d20 + 9 ⇒ (14) + 9 = 23
    Knowledge (history): 1d20 + 10 ⇒ (19) + 10 = 29

    Falco clears his throat and says, "Right, well we shouldn't have to worry about getting to the ruins, except for the elves themselves I guess. They are quite protective and are good at keeping intruders, loggers, and monsters out."

    Continuing his lecture, the halfling scholar intones, "But of course the Thassilonian province of Cyrusian was under the rule of Xanderghul, Runelord of Pride. And while the elves were isolationists even in those days, it might be that they exchanged some knowledge, particularly arcane knowledge related to illusions, with the magicians of Cyrusian trained by Xanderghul."

    "In short," he finishes, "we need to keep a watch out for elves and the illusions they might use to trick us."

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • "Got it. Let's go."


    Five-star Hound of Tindalos. Er, GM. Whatever. | RoW Encounter Map |

    Of note: The Heidmarch Lodge is in Magnimar, so if there's something you need to procure you should have little issue getting it.

    Following the map up the Varisian coast past Riddleport, you make your way into the Velashu Uplands. The journey is arduous but uneventful, and the hilly land is abundant with fauna, including the wild horses followed and sold by the Horselords.

    Where the X on the map is appears to be another unremarkable hill. Pandoor is dejected that Venture-Captain Heidmarch misled them until Falco casually points out that the hill looks out of place on this portion of grassy plain. Sure enough, closer investigation finds a cave in the back side away from the trade route, and that the hill isn't a hill at all, but the ruins of an elven tower!

    Map updated.

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • "The tower is definitely elven, there isn't a good corner anywhere."

    Dorvhan saddles up to the door, and listens Perception: 1d20 + 20 ⇒ (4) + 20 = 24 If it seems safe he casts Find Traps. If it's still safe, he opens the door and enters side by side with Syrak.


    Five-star Hound of Tindalos. Er, GM. Whatever. | RoW Encounter Map |

    Dorvhan quickly learns it's not a door*, but a breach in the foundation of an ancient building. Crumbling stone walls, their blocks blanketed in moisture trails and weeds, slowly give way to the soil of the surrounding plains. The ceiling is partially open to the sky, beneath which shards of fallen stone litter compete for space with small mushrooms and other fungi that grow out of the spiderweb pattern of cracks in the floor. Against the chamber's western wall, the remains of a door made from petrified wood lies open, barely linging to the door frame with nearly disintegrated hinges.

    *:
    The lock on the building's main door is left over from faction mission days.

    DC 20 Perception or Survival check:
    A single, Medium-sized boot print can be discerned near the rubble leading out of the fortress.

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • Can't fail the Perception

    "Looky, a one legged man left. Odd, but that's nothing new."

    While the spell is active, Dorvhan will enter. (Automatic perception at +23 for traps.)

    Grand Lodge

    Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8

    Falco frowns as the footprint is pointed out. "This place was supposed to be unknown. We need to be wary. Now lead the way, Dorvhan."

    The Exchange

    Halfling Infatiguable Story Teller 6 | HP: 45/45 | AC: 19 | T: 14 | FF: 16 | CMD: 14 | Fort: +6 | Ref: +11 | Will: +9 (+2 vs fear, +4 vs bardic performance, sonic, and language-dependent effects) | Init: +3 | Perc: +12 | Sense Motive: +17 | Speed: 20 ft.
    Tracked resources:
    Spells: 0 - 6 ; 1st - 6/6 ; 2nd - 4/4 ; Bardic Performances: 21/21 ; Lore Master: 1/1

    Pandoor follows his cousin and companions joyfully, mumbling a song. He suddenly realizes that he's not been speaking for a while.

    "Oh wow, I ALMOST forgot how to talk." he shouts, bursting out laughing.

    He scratches his head with a thoughtful face.

    "Note that it would be quite annoying." he concludes.

    "HEY! Have you not noticed? Nobody's dead the last mission we got! If that's not something that lifts up your mood, I don't know what will!" he says with a large grin.


    Five-star Hound of Tindalos. Er, GM. Whatever. | RoW Encounter Map |

    His confidence raised by his find traps spell, Dorvhan leads the way through the open door.

    Stone walls stretch between three rounded turrets to form a vaguely triangular central room. Long forgotten elven heroes bearing swords and hunting hawks stand proudly immortalized as marble statues, silently guarding the shadowed alcoves between the towers. A damp, earthy smell rises from the carpet of moss and small fungi that covers the floor.

    Dorvhan:
    The statues begin to glow, revealing them to be trapped...

    As the party crosses into the central room, a voice resonates all about.
    Elven:
    Intruders have entered the tower.

    Both statues appear to turn toward the party, and a silver magic field erupts over the entire room.
    DC 25 Spellcraft:
    A field of abjuration magic that suppresses Thassilonian magic appears, requiring a spellcaster who attempts to cast a spell from any school other than divination or universal to make a DC 18 Caster Level check or lose the spell. This field lasts for 10 minutes and covers this floor of the Tower.

    1 S, 2 D, 3 P, 4 F: 2d4 ⇒ (1, 4) = 5
    Syrak and Falco:
    You have been randomly selected to be the ones affected by a deep slumber spell! DC 17 Will save to negate!

    Silver Crusade

    Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
    Resources:
    LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

    zzzz: 1d20 + 10 ⇒ (8) + 10 = 18

    Syrak blinks for a moment almost falling over but pulls his head back up and opens his eyes at the last moment.

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • "The statues are trapped! It's magical so the lot it does us to know what it does.".

    Preferring to always go west, Dorvhan opts to move quicky to the door. Seeing that it's not trapped, he opens it.

    Silver Crusade

    Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
    Resources:
    LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

    Syrak responds "I think that statue just tried to put me to sleep."

    Grand Lodge

    Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8

    Will: 1d20 + 6 ⇒ (14) + 6 = 20
    Spellcraft: 1d20 + 13 ⇒ (7) + 13 = 20

    Falco is double lucky, as he studied Elvish at academy and is also unfazed by the statue's spell. He responds to Syrak, "Yes, that is exactly what it did. It has announced that there are intruders, by which it means us of course. We should really be more careful, I guess. These elves are clever with their traps. Dorvhan, keep leading the way but watch out for more traps."

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • The dwarf nods....

    -Posted with Wayfinder

    Silver Crusade

    Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
    Resources:
    LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

    Finally ready to not have to do so right when a combat starts Syrak casts enlarge person on himself.


    Five-star Hound of Tindalos. Er, GM. Whatever. | RoW Encounter Map |

    Almost as if on cue, the door to the west opens, and the party is surprised to see a pair of strange plants consisting of four spidery stalks, long green tendrils, and an inverted bell-shaped cap filled with spores.

    DC 15 Kn (nature):
    These are basidironds, creatures of the plant type.

    DC 20 Kn (nature):
    Basidironds are immune to cold damage, in addition to regular plant traits. However, while it is immune to cold damage, any cold effect it is exposed to slows it for 1d4
    rounds.

    DC 25 Kn (nature):
    Any creature struck by a basidirond's slam attack is coated with spores. The creature struck must make a DC 16 Fortitude save or these spores take root in his flesh, and particularly in his lungs. (This is a disease effect.)

    DC 30 Kn (nature):
    A basidirond can release a cloud of invisible spores in a 20-foot radius that affects creatures within it by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area.

    initiative:
    Dorvhan: 1d20 + 0 ⇒ (9) + 0 = 9
    Falco: 1d20 + 4 ⇒ (2) + 4 = 6
    Pandoor: 1d20 + 3 ⇒ (10) + 3 = 13
    Syrak: 1d20 + 7 ⇒ (20) + 7 = 27
    basidironds: 1d20 + 1 ⇒ (20) + 1 = 21

    I'mma rule that opening the door was their surprise round — it certainly surprised me, since they do not have opposable thumbs, so we're all left to ponder exactly how they opened the door — which means Falco gets a Standard action, then into Round 1 where Syrak is up.

    Round 1
    Syrak
    Basidironds
    Pandoor
    Dorvhan
    Falco

    Silver Crusade

    Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
    Resources:
    LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

    Syrak crosses the towerground to the north door and takes a powerful swing at the saffron colored plant.

    Power Glaive: 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12
    damage: 1d10 + 9 + 6 ⇒ (4) + 9 + 6 = 19

    Potential AoO:

    Power Glaive: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26
    damage: 1d10 + 9 + 6 ⇒ (1) + 9 + 6 = 16

    Grand Lodge

    Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8

    Knowledge (nature): 1d20 + 11 ⇒ (13) + 11 = 24

    "Their growth and activity are slowed by cold, but it doesn't really hard them. Otherwise I'd say chop them into salad." Falco advises as he fires a ray of frost at the leading plant.

    ranged touch on yellow:
    touch: 1d20 + 4 ⇒ (7) + 4 = 11


    Five-star Hound of Tindalos. Er, GM. Whatever. | RoW Encounter Map |

    Falco pontificates and freezes Yellow with a ray of frost!
    1d4 ⇒ 3

    The Paladin steps up and swings, but finds only the solid earth and stone of the tower for his trouble!

    Blue moves out, and accepts the AoO from Syrak! Undeterred, it continues forward and issues a slam at the glaive-wielder!
    slam: 1d20 + 10 ⇒ (11) + 10 = 21
    slam dmg: 1d8 + 7 ⇒ (5) + 7 = 12
    Syrak is covered with spores, but being immune to disease has its perks!

    Yellow, even slow as it is, five-foots and releases a cloud of tiny, almost invisible spores! Every non-basidirond within the radius needs to make a Fort save! (This is a mind-affecting effect, not a disease effect.)

    Rolls in case you want to activate a reroll before you know the DC
    Dorvhan: 1d20 + 8 ⇒ (10) + 8 = 18
    Pandoor: 1d20 + 5 ⇒ (13) + 5 = 18
    Syrak: 1d20 + 9 ⇒ (12) + 9 = 21

    GM stuff:
    Blue 16, Yellow slow 2 rnds

    You guys are up!

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • I'll take the roll.

    Dorvhan backs out of the pollen and beseeches Desna to bless the field of battle! Casting Bless and moving.

    The Exchange

    Halfling Infatiguable Story Teller 6 | HP: 45/45 | AC: 19 | T: 14 | FF: 16 | CMD: 14 | Fort: +6 | Ref: +11 | Will: +9 (+2 vs fear, +4 vs bardic performance, sonic, and language-dependent effects) | Init: +3 | Perc: +12 | Sense Motive: +17 | Speed: 20 ft.
    Tracked resources:
    Spells: 0 - 6 ; 1st - 6/6 ; 2nd - 4/4 ; Bardic Performances: 21/21 ; Lore Master: 1/1

    I'll take the roll as well.

    Pandoor quickly enters the room and begins his usual inspiring tale. "Cousin and companions! Remember the mighty tale of the pathfinder invested with glorious power in order to vanquish a Behir falling on them like an eagle on his prey!" he shouts at the top of his lungs.

    Inspire Courage is up, folks! +2 hit/dmg, +2 moral bonus to saves vs charm and fear!

    Silver Crusade

    Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
    Resources:
    LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

    Keeping

    Finding great inspiration from Pandoor, and a pair of plants quite close to him Syrak drops his glaive, pops his claws and goes ham.

    power claw: 1d20 + 9 + 2 - 2 ⇒ (18) + 9 + 2 - 2 = 27
    damage: 1d6 + 6 + 2 + 4 + 2d6 ⇒ (1) + 6 + 2 + 4 + (4, 5) = 22

    power claw: 1d20 + 9 + 2 - 2 ⇒ (3) + 9 + 2 - 2 = 12
    damage: 1d6 + 6 + 2 + 4 + 2d6 ⇒ (6) + 6 + 2 + 4 + (5, 6) = 29

    vicious damage: 1d6 ⇒ 5
    vicious damage: 1d6 ⇒ 2

    Syrak then touches himself.
    Lay on Hands: 1d6 ⇒ 6

    Grand Lodge

    Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8

    Falco moves back, not wanting to get any pollen on his clothes. He throws a set of missiles at the yellow plant.

    force damage: 3d4 + 3 ⇒ (4, 2, 2) + 3 = 11


    Five-star Hound of Tindalos. Er, GM. Whatever. | RoW Encounter Map |

    DC was 16, so yeah, no need to reroll. But I had to bait ya! ;-)

    Syrak, which plant are you attacking?

    Silver Crusade

    Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
    Resources:
    LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

    Lets go with blue.


    Five-star Hound of Tindalos. Er, GM. Whatever. | RoW Encounter Map |

    Dorvhan blesses the party while Pandoor inspires them! Syrak claws Blue and Falco force bolts Yellow!

    Blue releases its own cloud of tiny spores! Every non-basidirond within the radius needs to make another Fort save! (This is a mind-affecting effect, not a disease effect.)

    Rolls in case you want to activate a reroll before you know the DC
    Falco: 1d20 + 5 ⇒ (19) + 5 = 24
    Pandoor: 1d20 + 5 ⇒ (8) + 5 = 13
    Syrak: 1d20 + 9 ⇒ (2) + 9 = 11

    Yellow lethargically strikes out at Syrak!
    slam: 1d20 + 10 - 1 ⇒ (17) + 10 - 1 = 26
    dmg: 1d8 + 7 ⇒ (1) + 7 = 8 spores have no effect

    GM stuff:
    Blue 38, Yellow 11 and slow 1 rnd

    You guys are up!

    Grand Lodge

    Halfling Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8

    No reroll!

    Falco quickly pulls his robe over his mouth and sends another set of missiles at the plants blue unless it goes down, then yellow.

    force: 3d4 + 3 ⇒ (1, 2, 4) + 3 = 10

    The Exchange

    Halfling Infatiguable Story Teller 6 | HP: 45/45 | AC: 19 | T: 14 | FF: 16 | CMD: 14 | Fort: +6 | Ref: +11 | Will: +9 (+2 vs fear, +4 vs bardic performance, sonic, and language-dependent effects) | Init: +3 | Perc: +12 | Sense Motive: +17 | Speed: 20 ft.
    Tracked resources:
    Spells: 0 - 6 ; 1st - 6/6 ; 2nd - 4/4 ; Bardic Performances: 21/21 ; Lore Master: 1/1

    I don't want to use my reroll on this

    Pandoor struggles with the spores!

    He maintains his performance, steps on his left, and draws his crossbow to shoot a bolt towards the blueish plant.

    Light Crossbow, bless, IC: 1d20 + 6 + 2 + 1 ⇒ (13) + 6 + 2 + 1 = 22 for Bolt: 1d6 + 2 ⇒ (2) + 2 = 4


    Five-star Hound of Tindalos. Er, GM. Whatever. | RoW Encounter Map |

    1d6 ⇒ 1

    Pandoor:
    Pandoor tries to sing, but the cloud generates a vivid hallucination in his mind that he is sinking in quicksand! He must fall prone and spend 1 round flailing his arms and legs as if trying to swim! (Since the ccrossbow was not in his hands, he does not drop it while "swimming".)

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • Dorvhan casts True Strike on himself and moves into a better position to charge in.

    Silver Crusade

    Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
    Resources:
    LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

    I like playing on hard mode and not using my reroll.

    Assuming he can...

    Syrak continues his assault on the blue plant.

    power claw: 1d20 + 10 ⇒ (19) + 10 = 29
    damage: 3d6 + 12 ⇒ (5, 5, 6) + 12 = 28

    power claw: 1d20 + 10 ⇒ (1) + 10 = 11
    damage: 3d6 + 12 ⇒ (5, 3, 5) + 12 = 25

    vicious feedback: 2d6 ⇒ (6, 6) = 12


    Five-star Hound of Tindalos. Er, GM. Whatever. | RoW Encounter Map |

    Duly noted, Syrak.

    1d6 ⇒ 4

    Syrak:
    Syrak tries to take a swing, but instead feels as though he is suffocating! He must stand in place, hold his breath, and clutch at his throat for 1 round!

    Dorvhan casts a spell and moves into position!

    Blue five-foot steps into flank with Syrak!
    slam: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
    dmg: 1d8 + 7 ⇒ (5) + 7 = 12 Syrak is immune to spores disease

    Yellow attacks as well!

    Blue five-foot steps into flank with Syrak!
    slam: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
    dmg: 1d8 + 7 ⇒ (4) + 7 = 11 Syrak is immune to spores disease

    GM stuff:
    Blue 38, Yellow 11

    You guys are up! Falco needs another Fort save — at his level 6 modifier, LOL — since he finished his round in the cloud. +2 bonus from pulling his robe up.

    Grand Lodge

    Cleric 7 (HP: 59/59), Init: +0, AC: 23 T: 11, FF: 22, Perception +21, F: +8, R: +4, W: +11, CMB: +8, CMD: 19, Concentration +13/17
    Per Diem & Charges:
  • Channel: (4d6 DC 14) 4/4, Agile Feet 8/8, Bit of Luck 8/8, 5* re-roll 1/1, Nemesis: 1/1, Wand CLW: 44/50
  • "DESNA!" Dorvhan rushes in to back up Syrak:

    ATK: 1d20 + 20 + 7 + 2 + 2 ⇒ (19) + 20 + 7 + 2 + 2 = 50 Didn't need the spell. That's one of my highest to hit rolls in PFS ever.

    The axe bites deep for DMG: 1d10 + 3 + 2 ⇒ (9) + 3 + 2 = 14

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