GM Lorenzo's #8-99C: The Solstice Scar (Tier 7-8) PbP Gameday VII (Inactive)

Game Master Lawrence Smith 2

Maps, Handouts, and More!


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Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Eldritch caster level check for Haste vs Riddy SR 13: 1d20 + 8 ⇒ (18) + 8 = 26 Riddy is Hasted

Undy and Riddy each begin to cast spells, with their arcane teamwork acting to somehow entwine the energies of their two spells, transforming them into something more than their respective magicks.

Using the Elemental Commixture feat, with Undy casting Flurry of Snowballs as the primary spell and Riddy casting Dancing Lantern as the secondary spell.

Neither spell is subject to SR, so there is no SR check (if it would have been appropriate).

A cone of fiery snowballs fly forth from Undy's hand towards the Pink monstrosity.

Non-lethal untyped dmg: 4d6 ⇒ (6, 1, 3, 5) = 15 Primary Spell effect: Reflex DC 20 for half (this includes +1 to the DC from Elemental Commixture); the damage is non-lethal and not subject to DR or energy resistance/protection.

The flames that Riddy has added to the snowballs soften their impact somewhat, but also make it harder for the target to see. Secondary Spell effect: Will DC 20 or blinded for 1d4 rounds.

Finally, If Pink takes any damage from the spell..., by the power of Undy's Crashing Waves hex, Pink feels a bit wobbly on its feet and must struggle to stay upright. Hex effect for spells with water descriptor: Fort DC 20 or knocked prone.

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)
Undiana Jones wrote:


Finally, If Pink takes any damage from the spell..., by the power of Undy's Crashing Waves hex, Pink feels a bit wobbly on its feet and must struggle to stay upright. Hex effect for spells with water descriptor: Fort DC 20 or knocked prone.

Well thats a clever way to utilize that feat.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble
The Eldritch wrote:
Undiana Jones wrote:


Finally, If Pink takes any damage from the spell..., by the power of Undy's Crashing Waves hex, Pink feels a bit wobbly on its feet and must struggle to stay upright. Hex effect for spells with water descriptor: Fort DC 20 or knocked prone.
Well thats a clever way to utilize that feat.

:-)

Silver Crusade

LG Female Aasimar (Archon-Blooded) Cavalier (Order of the Dragon, Emissary, Honor Guard) 8 / Spiritualist (Exciter) 1 | HP: 92/92 | AC: 24 (13 Tch, 22 FF) | CMB: 12, CMD: 24 | F: +13, R: +6, W: +10 (misc. save bonuses, see profile) | Init: +3 | Perc: +11, SM: +11 | Challenge 3/3 | Rapture 7/7 |
Current Conditions:
none
Active Spells:
none

Valoria attempts to guide Arazni out of the vine's embrace, but fails to do so.

[dice=Immediate action Ride check (sickened) for Indomitable Mount]1d20+13-2[/dice]

Then she hacks at the vine to free Arazni, and urges her forward to slash at the pink yaoguai.

magic, slashing (sickened, spirit bonus): 1d8 + 5 - 2 + 2 ⇒ (4) + 5 - 2 + 2 = 9
magic, slashing (sickened, spirit bonus): 1d8 + 5 - 2 + 2 ⇒ (2) + 5 - 2 + 2 = 7

+1 longsword (haste, sickened): 1d20 + 8 + 1 - 2 ⇒ (5) + 8 + 1 - 2 = 12
magic, slashing (sickened, spirit bonus): 1d8 + 5 - 2 + 2 ⇒ (5) + 5 - 2 + 2 = 10 damage

Silver Crusade

| HP: 59/59 | AC: 25 (11 T, 23 FF) | CMB: +11, CMD: 23 (27 vs. trip) | F: +7, R: +5 +6, W: +4 (+1 vs. enchantment spells & SLAs; immune to fatigue) | Init: +2 | Perc: +5, SM: +1 | Smite Evil 1/1 | DR 5/evil | SR 11 |
Current Conditions:
none
Active Spells:
none

Arazni bites and stomps at the foul creature.

bite (haste, sickened): 1d20 + 9 + 1 - 2 ⇒ (14) + 9 + 1 - 2 = 22
bludgeoning, piercing, slashing, magic (sickened, spirit bonus): 1d4 + 6 - 2 + 2 ⇒ (2) + 6 - 2 + 2 = 8 damage

hoof 1 (haste, sickened): 1d20 + 9 + 1 - 2 ⇒ (4) + 9 + 1 - 2 = 12
bludgeoning, magic (sickened, spirit bonus): 1d6 + 6 - 2 + 2 ⇒ (6) + 6 - 2 + 2 = 12 damage

haste hoof 1 (haste, sickened): 1d20 + 9 + 1 - 2 ⇒ (6) + 9 + 1 - 2 = 14
bludgeoning, magic (sickened, spirit bonus): 1d6 + 6 - 2 + 2 ⇒ (2) + 6 - 2 + 2 = 8 damage

hoof 2 (haste, sickened): 1d20 + 9 + 1 - 2 ⇒ (1) + 9 + 1 - 2 = 9
bludgeoning, magic (sickened, spirit bonus): 1d6 + 6 - 2 + 2 ⇒ (2) + 6 - 2 + 2 = 8 damage

Grand Lodge

Curse of the Crimson Throne | Loot

The clinging vines wrap their tendrils around the legs of Alexander, but he's able to burst their bonds. Then he swings his chain-flail at the purple yaoguai.

Tessara flies away to the northwest of her comrades fighting the monsters.

Undiana and Riddywipple do their elemental 'double, double toil and trouble' routine sending a flurry of flaming snowballs at the pink yaoguai, pelting and blinding the creature temporarily. The monster stays on its feet.
Pink Reflex DC20: 1d20 + 6 ⇒ (5) + 6 = 11
Pink Will DC20: 1d20 + 4 ⇒ (4) + 4 = 8
Pink Blinded for: 1d4 ⇒ 3 rounds.
Pink Fortitude DC20: 1d20 + 11 ⇒ (16) + 11 = 27

Valoria swings twice at the vines, freeing her entangled mount, then urges her steed forward and swings at the pink yaoguai. Arazni attacks with tooth and hoof. She bites a small hole in the blinded creature's tough hide.

Pink still has a hankering for horseflesh, and even though blinded, it flails about for some food.
Blinded, Tentacle; Damage: 1d20 + 12 ⇒ (2) + 12 = 141d8 + 6 ⇒ (6) + 6 = 12
Blinded, Claw; Damage: 1d20 + 12 ⇒ (2) + 12 = 141d8 + 6 ⇒ (7) + 6 = 13
Blinded, Bite; Damage: 1d20 + 12 ⇒ (2) + 12 = 142d6 + 6 ⇒ (3, 4) + 6 = 13

The purple yaoguai appreciates a lean cut of meat. Alexander's tough shell doesn't deter its hunger. Reaching out with its tentacle, it grapples the inquisitor and squeezes, then sinks a hooked claw into him, though its bite misses him.
Tentacle; Damage: 1d20 + 12 ⇒ (12) + 12 = 241d8 + 6 ⇒ (4) + 6 = 10
Grab vs CMD: 1d20 + 16 ⇒ (12) + 16 = 28
Claw vs Grappled; Damage: 1d20 + 12 ⇒ (16) + 12 = 281d8 + 6 ⇒ (3) + 6 = 9
Bite vs Grappled; Damage: 1d20 + 12 ⇒ (7) + 12 = 192d6 + 6 ⇒ (5, 3) + 6 = 14
Tentacle's Constrict Damage: 1d6 + 6 ⇒ (5) + 6 = 11

The local plant life seems to have a mind of its own, responding to intruders with displeasure. Thick, serpentine vines snake out from the trees nearby, trying to entangle anyone within five feet of the thickets.

Vines Hazard: Anyone within 5' of the trees at the end of their turn: DC17 Reflex Save or:
You're entangled. You can attempt to break free as a move action, succeeding with an DC23 Escape Artist check or a DC13 Strength check. Alternatively, you can free yourself by dealing 11hp of slashing damage to the plants.

Conditions:
Dim Light. In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include the area between 20 and 40 feet from a torch.
Difficult Terrain and Cover. The denser parts of the forest are very difficult to navigate. The denser parts of the forest are difficult terrain. The thick growth also provides cover against any attacks that pass through at least 10 feet of a thicket, and anything protected by at least 20 feet gains full cover. Any creature that ignores natural undergrowth (such as with the woodland stride class feature) can move at normal speed but does not ignore the cover.
Mage armor and false life - Tessara, Undiana & Riddywipple
Heroism - Seren and Eldritch
Long strider and whispering lore - Seren
Spirit Aura - Allies within 30ft of Seren gain a +2 bonus on all non-spell damage rolls.
Levitate - Eldritch
Challenge - Valoria -2 AC vs any enemy except the red yaoguai; Allies gain a +2 circumstance bonus on melee attacks against the red yaoguai when Valoria threatens it.
Studied Target - Alexander vs Red & Purple
Haste - Everyone
HAZARD. Anyone that ends his or her turn within 5 feet of the thickets must succeed at an DC17 Reflex save or become entangled.

Map & Images

Round 3
Bold
may act.

Eldritch (& Neptune) (Sickened)
Seren (Round 2 End-of-Turn Reflex DC17)
Tessara
Undiana & Riddywipple
Alexander
(-30; grappled)
Valoria (Sickened)
Arazni (Sickened)
---
Pink Yaoguai (-3; -15 nonlethal; blinded for 3 rounds)
Purple Yaoguai (-29)

Everyone, you're up! (Please remember to make your DC17 Reflex save again, IF at the END of your turn, you're still within 5' of the trees.)

Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess blasts the pink tinged creature with a lightning bolt Spell!

Reflex DC 19 for half.

Damage 9d6 ⇒ (2, 1, 3, 3, 3, 1, 4, 3, 2) = 22

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

Eldritch begins to blast the purple Yaoguai in front of him with his Mystic Bolt attacks!
Swift Action Arcane Strike, Penalty for Levitating Factored in
Mystic Bolt Shock Attack 1: 1d20 + 11 - 2 + 2 ⇒ (2) + 11 - 2 + 2 = 13
Mystic Bolt Damage 1: 1d6 + 5 - 2 ⇒ (5) + 5 - 2 = 8
Mystic Bolt Shock Attack 2: 1d20 + 11 - 4 + 2 ⇒ (19) + 11 - 4 + 2 = 28
Mystic Bolt Damage 2: 1d6 + 5 - 2 ⇒ (4) + 5 - 2 = 7
Mystic Bolt Shock Attack 3: 1d20 + 6 - 6 + 2 ⇒ (10) + 6 - 6 + 2 = 12
Mystic Bolt Damage 3: 1d6 + 5 - 2 ⇒ (1) + 5 - 2 = 4
Mystic Bolt Shock Attack 4: 1d20 + 6 - 8 + 2 ⇒ (8) + 6 - 8 + 2 = 8
Mystic Bolt Damage 4: 1d6 + 5 - 2 ⇒ (3) + 5 - 2 = 6

Lowest to Highest Attack
8,12,13,28
Damage from Attacks
27,19,15,7

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Seeing his friend Alexander grappled by the fearsome purple beast, Undy immediately attempts to free him. Immediate Action to cast Liberating Command: Alexander can make an Escape Artist check as an immediate action with a competence bonus of +16.

Then Undy and Riddy once again intone the same magical phrases and make the same gestures as a moment ago they directed towards Pink, but this time sending the flurry of fiery snowballs towards Purple. According to the map at present the 30' cone will not hit any of their allies but if Alexander is in fact closer to Purple due to being grappled, Undy can select out one square of a water spell to avoid including Alexander in the effect.

Non-lethal untyped damage, Flurry of Snowballs: 4d6 ⇒ (4, 5, 4, 5) = 18Reflex DC 20 for half.

Will DC 20 or blinded 1d4 rounds

Fort DC 20 or knocked prone.

Scarab Sages

CG Human Medium 9 | HP 44/75 | AC 27 | T 18 | FF 21 | CMD 22 | F +8 | R +13 | W +9 | +3 AC/Saves vs Undead/Constructs 10ft aura | Init +9 | Percep +11 | SM +11| Spirit Dance 17/22 | Influence 1/5
Active Spells:
Heroism, Whispering Lore, Longstrider
Spells: LvL 1-2/3 (5/6) | Lvl 2-1/2 (4/5) | Lvl 3-(4/4) | Channel - (4/4)

Seren takes advantage of the blasts of blinding magic to flitter about the pink beast's legs, undetected despite putting on a massive display of theatrics in her dancing. Seeing vines reaching out every which way, she works her way with a couple of splendid leaps to be out of the reach of the trees and to help distract the monster by flanking for Valoria and Arazni. "This place is weir', why's everythin' go' ten'acles?" "It makes me feel unclean, I wish to bathe after this."

And then for good measure she takes a swing at the hide of pink with one snapping blade.

Free action to maintain my dance, move to new location by the blind one, standard to smack pink.

+1 Wakizashi (Spirit Bonuses, Flank, Haste, Heroism): 1d20 + 17 + 1 + 2 + 2 ⇒ (8) + 17 + 1 + 2 + 2 = 30
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (6) + 17 = 23

Silver Crusade

LG Female Aasimar (Archon-Blooded) Cavalier (Order of the Dragon, Emissary, Honor Guard) 8 / Spiritualist (Exciter) 1 | HP: 92/92 | AC: 24 (13 Tch, 22 FF) | CMB: 12, CMD: 24 | F: +13, R: +6, W: +10 (misc. save bonuses, see profile) | Init: +3 | Perc: +11, SM: +11 | Challenge 3/3 | Rapture 7/7 |
Current Conditions:
none
Active Spells:
none

"Back, foul beast!"

Valoria hacks at the pink yaoguai.

+1 longsword (blinded, flank, haste, sickened): 1d20 + 13 + 2 + 2 + 1 - 2 ⇒ (17) + 13 + 2 + 2 + 1 - 2 = 33
magic, slashing (sickened, spirit bonus): 1d8 + 5 - 2 + 2 ⇒ (7) + 5 - 2 + 2 = 12 damage

hasted +1 longsword (blinded, flank, haste, sickened): 1d20 + 13 + 2 + 2 + 1 - 2 ⇒ (5) + 13 + 2 + 2 + 1 - 2 = 21
magic, slashing (sickened, spirit bonus): 1d8 + 5 - 2 + 2 ⇒ (7) + 5 - 2 + 2 = 12 damage

+1 longsword (blinded, flank, haste, sickened): 1d20 + 8 + 2 + 2 + 1 - 2 ⇒ (5) + 8 + 2 + 2 + 1 - 2 = 16
magic, slashing (sickened, spirit bonus): 1d8 + 5 - 2 + 2 ⇒ (4) + 5 - 2 + 2 = 9 damage

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

I did my values on my levitate penalty incorrectly.
The correct numbers are as follows.
Lowest to Highest Attack
9,13,14,29
Damage from Attacks
27,19,15,7

Silver Crusade

| HP: 59/59 | AC: 25 (11 T, 23 FF) | CMB: +11, CMD: 23 (27 vs. trip) | F: +7, R: +5 +6, W: +4 (+1 vs. enchantment spells & SLAs; immune to fatigue) | Init: +2 | Perc: +5, SM: +1 | Smite Evil 1/1 | DR 5/evil | SR 11 |
Current Conditions:
none
Active Spells:
none

Arazni rears, stomping and biting at the pink yaoguai.

bite (blinded, flank, haste, sickened): 1d20 + 9 + 2 + 2 + 1 - 2 ⇒ (14) + 9 + 2 + 2 + 1 - 2 = 26
bludgeoning, piercing, slashing, magic (sickened, spirit bonus): 1d4 - 2 + 2 ⇒ (4) - 2 + 2 = 4 damage

hoof 1 (blinded, flank, haste, sickened): 1d20 + 9 + 2 + 2 + 1 - 2 ⇒ (17) + 9 + 2 + 2 + 1 - 2 = 29
bludgeoning, magic (sickened, spirit bonus): 1d6 + 6 ⇒ (3) + 6 = 9 damage

hasted hoof 1 (blinded, flank, haste, sickened): 1d20 + 9 + 2 + 2 + 1 - 2 ⇒ (18) + 9 + 2 + 2 + 1 - 2 = 30
bludgeoning, magic (sickened, spirit bonus): 1d6 + 6 ⇒ (2) + 6 = 8 damage

hoof 2 (blinded, flank, haste, sickened): 1d20 + 9 + 2 + 2 + 1 - 2 ⇒ (12) + 9 + 2 + 2 + 1 - 2 = 24
bludgeoning, magic (sickened, spirit bonus): 1d6 + 6 ⇒ (4) + 6 = 10 damage

Grand Lodge

Curse of the Crimson Throne | Loot

Those closest to the yaoguais can see that some of their wounds are closing, their fast healing trying to keep up with the massive damage inflicted by the party.

Tessara hurls a bolt of lightning at the rosy-cheeked behemoth.
Reflex DC19: 1d20 + 6 ⇒ (8) + 6 = 14
Tessara CL check vs SR: 1d20 + 9 + 4 ⇒ (19) + 9 + 4 = 32

The Eldritch pummels the purple yaoguai with four mystic bolts. (25 points of damage, right?)

Undiana and Riddywipple sing the second verse of their song of ice and fire, this time sending a flurry of flaming snowballs at the purple yaoguai, pelting and blinding the creature temporarily. The monster topples over, legs in the air.
Purple Reflex DC20: 1d20 + 6 ⇒ (3) + 6 = 9
Purple Will DC20: 1d20 + 4 ⇒ (4) + 4 = 8
Purple Blinded for: 1d4 ⇒ 4 rounds.
Purple Fortitude DC20: 1d20 + 11 ⇒ (6) + 11 = 17

Seren lands a single blow against the pink yaoguai.

Valoria hacks three times at the pink magical beast and hits it twice. Then Arazni works it over with a bite and her hooves.

The local plant life seems to have a mind of its own, responding to intruders with displeasure. Thick, serpentine vines snake out from the trees nearby, trying to entangle anyone within five feet of the thickets.

Vines Hazard. Anyone within 5' of the trees at the end of their turn: DC17 Reflex Save or:
You're entangled. You can attempt to break free as a move action, succeeding with an DC23 Escape Artist check or a DC13 Strength check. Alternatively, you can free yourself by dealing 11hp of slashing damage to the plants.

Conditions:
Dim Light. In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include the area between 20 and 40 feet from a torch.
Difficult Terrain and Cover. The denser parts of the forest are very difficult to navigate. The denser parts of the forest are difficult terrain. The thick growth also provides cover against any attacks that pass through at least 10 feet of a thicket, and anything protected by at least 20 feet gains full cover. Any creature that ignores natural undergrowth (such as with the woodland stride class feature) can move at normal speed but does not ignore the cover.
Mage armor and false life - Tessara, Undiana & Riddywipple
Heroism - Seren and Eldritch
Long strider and whispering lore - Seren
Spirit Aura - Allies within 30ft of Seren gain a +2 bonus on all non-spell damage rolls.
Levitate - Eldritch
Challenge - Valoria -2 AC vs any enemy except the red yaoguai; Allies gain a +2 circumstance bonus on melee attacks against the red yaoguai when Valoria threatens it.
Studied Target - Alexander vs Red & Purple
Haste - Everyone
HAZARD. Anyone that ends his or her turn within 5 feet of the thickets must succeed at an DC17 Reflex save or become entangled.

Map & Images

Round 3
Bold
may act.

Eldritch (& Neptune) (Sickened)
Seren
Tessara
Undiana & Riddywipple
Alexander (-30; grappled; Liberating Command - Escape Artist check as an immediate action with a +16 competence bonus.)
Valoria (Sickened)
Arazni (Sickened)
---
Pink Yaoguai (-68; -15 nonlethal; blinded for 2 more rounds)
Purple Yaoguai (-49; -18 nonlethal; prone; blinded for 4 rounds)

Alexander, you're up! (Please remember to make your DC17 Reflex save again, IF at the END of your turn, you're still within 5' of the trees.)

Dark Archive

M Human- Chelaxian LN Inquisitor-8 (Sanctified Slayer of Asmodeus), HP 67, AC 23 (touch 12, ff 21), Init +4. Fort +9, Ref +5, Will +9.

(Liberating Command)Escape Artist: 1d20 + 15 ⇒ (16) + 15 = 31

May Asmodeus bless Undiana Jones!

(Free from the monster's deadly embrace, Alexander offers a punishing series of blows against the creature).

*Maintaining Bane but dropping Power Attack. NOT including bonuses for attacking a prone target*

Attack#1 vs Purple: 1d20 + 15 ⇒ (3) + 15 = 18

Attack#2 vs Purple: 1d20 + 15 ⇒ (19) + 15 = 34

Damage Attack #1 Magic vs Purple: 1d10 + 13 + 2d6 ⇒ (9) + 13 + (2, 6) = 30

Damage Attack #1 Magic vs Purple: 1d10 + 13 + 2d6 ⇒ (5) + 13 + (3, 1) = 22

"All hail our Lord and Savior Asmodeus! Through whose mercy and strength we will delivered from these abominations!"

Grand Lodge

Curse of the Crimson Throne | Loot

With a little help from the undine mage, Alexander breaks free from the magical beast's deadly embrace. Choking up on his chain-flail, the inquisitor delivers two smashing blows to the purple yaoguai, now a mere bloody, pulpy stain on the dark forest floor.

Blinded, the sole surviving yaoguai, flails about in agony, starved and wounded, grasping for its last supper. Tentacle and claw connect, though the monster has yet to taste a bite of equine meat. The ragged edges of its numerous, terrible wounds begin to close.
Blinded, Tentacle; Damage: 1d20 + 12 ⇒ (16) + 12 = 281d8 + 6 ⇒ (3) + 6 = 9
50% Miss Chance: 1d100 ⇒ 97
Grab vs CMD: 1d20 + 16 ⇒ (2) + 16 = 18
Blinded, Claw; Damage: 1d20 + 12 ⇒ (17) + 12 = 291d8 + 6 ⇒ (3) + 6 = 9
50% Miss Chance: 1d100 ⇒ 97
Blinded, Bite; Damage: 1d20 + 12 ⇒ (11) + 12 = 232d6 + 6 ⇒ (1, 6) + 6 = 13

The local plant life seems to have a mind of its own, responding to intruders with displeasure. Thick, serpentine vines snake out from the trees nearby, trying to entangle anyone within five feet of the thickets.

Vines Hazard - Anyone within 5' of the trees at the end of their turn: DC17 Reflex Save or:
You're entangled. You can attempt to break free as a move action, succeeding with an DC23 Escape Artist check or a DC13 Strength check. Alternatively, you can free yourself by dealing 11hp of slashing damage to the plants.

Conditions:
Dim Light. In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include the area between 20 and 40 feet from a torch.
Difficult Terrain and Cover. The denser parts of the forest are very difficult to navigate. The denser parts of the forest are difficult terrain. The thick growth also provides cover against any attacks that pass through at least 10 feet of a thicket, and anything protected by at least 20 feet gains full cover. Any creature that ignores natural undergrowth (such as with the woodland stride class feature) can move at normal speed but does not ignore the cover.
Mage armor and false life - Tessara, Undiana & Riddywipple
Heroism - Seren and Eldritch
Long strider and whispering lore - Seren
Spirit Aura - Allies within 30ft of Seren gain a +2 bonus on all non-spell damage rolls.
Levitate - Eldritch
Challenge - Valoria -2 AC vs any enemy except the red yaoguai; Allies gain a +2 circumstance bonus on melee attacks against the red yaoguai when Valoria threatens it.
Haste - Everyone
HAZARD. Anyone that ends his or her turn within 5 feet of the thickets must succeed at an DC17 Reflex save or become entangled.

Map & Images

Round 4
Bold
may act.

Eldritch (& Neptune) (Sickened)
Seren
Tessara
Undiana & Riddywipple
Alexander
(-30)
Valoria (Sickened)
Arazni (-8; Sickened)
---
Pink Yaoguai (-63; -15 nonlethal; blinded for 1 more round)

Everyone, you're up! (Please remember to make your DC17 Reflex save again, IF at the END of your turn, you're still within 5' of the trees.)

Silver Crusade

LG Female Aasimar (Archon-Blooded) Cavalier (Order of the Dragon, Emissary, Honor Guard) 8 / Spiritualist (Exciter) 1 | HP: 92/92 | AC: 24 (13 Tch, 22 FF) | CMB: 12, CMD: 24 | F: +13, R: +6, W: +10 (misc. save bonuses, see profile) | Init: +3 | Perc: +11, SM: +11 | Challenge 3/3 | Rapture 7/7 |
Current Conditions:
none
Active Spells:
none

Bodyguard Arazni:
+1 longsword vs. AC 10 for +5 AC (haste, sickened): 1d20 + 13 + 1 - 2 ⇒ (10) + 13 + 1 - 2 = 22
+1 longsword vs. AC 10 for +5 AC (haste, sickened): 1d20 + 13 + 1 - 2 ⇒ (19) + 13 + 1 - 2 = 31
+1 longsword vs. AC 10 for +5 AC (haste, sickened): 1d20 + 13 + 1 - 2 ⇒ (20) + 13 + 1 - 2 = 32

"Keep on, my allies! The only way out is through!"

Attacks:
+1 longsword (blinded, flank, haste, sickened): 1d20 + 13 + 2 + 2 + 1 - 2 ⇒ (13) + 13 + 2 + 2 + 1 - 2 = 29
magic, slashing (sickened, spirit bonus: 1d8 + 5 - 2 + 2 ⇒ (8) + 5 - 2 + 2 = 13 damage

hasted +1 longsword (blinded, flank, haste, sickened): 1d20 + 13 + 2 + 2 + 1 - 2 ⇒ (4) + 13 + 2 + 2 + 1 - 2 = 20
magic, slashing (sickened, spirit bonus: 1d8 + 5 - 2 + 2 ⇒ (3) + 5 - 2 + 2 = 8 damage

+1 longsword (blinded, flank, haste, sickened): 1d20 + 8 + 2 + 2 + 1 - 2 ⇒ (2) + 8 + 2 + 2 + 1 - 2 = 13
magic, slashing (sickened, spirit bonus: 1d8 + 5 - 2 + 2 ⇒ (8) + 5 - 2 + 2 = 13 damage

Silver Crusade

| HP: 59/59 | AC: 25 (11 T, 23 FF) | CMB: +11, CMD: 23 (27 vs. trip) | F: +7, R: +5 +6, W: +4 (+1 vs. enchantment spells & SLAs; immune to fatigue) | Init: +2 | Perc: +5, SM: +1 | Smite Evil 1/1 | DR 5/evil | SR 11 |
Current Conditions:
none
Active Spells:
none

Arazni attempts to separate the yaoguai from its life.

Attacks:
bite (blinded, flank, haste, sickened): 1d20 + 9 + 2 + 2 + 1 - 2 ⇒ (11) + 9 + 2 + 2 + 1 - 2 = 23
bludgeoning, piercing, slashing, magic (sickened, spirit bonus): 1d4 + 6 - 2 + 2 ⇒ (2) + 6 - 2 + 2 = 8 damage

hoof 1 (blinded, flank, haste, sickened): 1d20 + 9 + 2 + 2 + 1 - 2 ⇒ (2) + 9 + 2 + 2 + 1 - 2 = 14
bludgeoning, magic (sickened, spirit bonus): 1d6 + 6 - 2 + 2 ⇒ (5) + 6 - 2 + 2 = 11 damage

hasted hoof 1 (blinded, flank, haste, sickened): 1d20 + 9 + 2 + 2 + 1 - 2 ⇒ (2) + 9 + 2 + 2 + 1 - 2 = 14
bludgeoning, magic (sickened, spirit bonus): 1d6 + 6 - 2 + 2 ⇒ (1) + 6 - 2 + 2 = 7 damage

hoof 2 (blinded, flank, haste, sickened): 1d20 + 9 + 2 + 2 + 1 - 2 ⇒ (12) + 9 + 2 + 2 + 1 - 2 = 24
bludgeoning, magic (sickened, spirit bonus): 1d6 + 6 - 2 + 2 ⇒ (6) + 6 - 2 + 2 = 12 damage

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

Eldritch tries to barrage the last standing Yao Guai with his mystic bolts, knowing that the distance and his balance may cause an issue.

Swift Action Arcane Strike
Mystic Bolt Shock Attack 1: 1d20 + 11 - 7 + 2 - 2 ⇒ (19) + 11 - 7 + 2 - 2 = 23
Mystic Bolt Damage 1: 1d6 + 5 - 2 ⇒ (4) + 5 - 2 = 7
Mystic Bolt Shock Attack 2: 1d20 + 11 - 7 + 2 - 2 ⇒ (1) + 11 - 7 + 2 - 2 = 5
Mystic Bolt Damage 2: 1d6 + 5 - 2 ⇒ (3) + 5 - 2 = 6
Mystic Bolt Shock Attack 3: 1d20 + 6 - 7 + 2 - 2 ⇒ (15) + 6 - 7 + 2 - 2 = 14
Mystic Bolt Damage 3: 1d6 + 5 - 2 ⇒ (2) + 5 - 2 = 5
Mystic Bolt Shock Attack 4: 1d20 + 6 - 7 + 2 - 2 ⇒ (17) + 6 - 7 + 2 - 2 = 16
Mystic Bolt Damage 4: 1d6 + 5 - 2 ⇒ (3) + 5 - 2 = 6

Lowest to Highest Attack
Miss Nat 1,14,16,23
Damage from Attacks
18,13,7

"Die, mongrel!" As he unleashes another torrent of lightning. Eldritch's exhaustion is taking its toil on his accuracy and potency, beads of sweat dripping off his brow.

Grand Lodge

Curse of the Crimson Throne | Loot

The Eldritch, Valoria and Arazni combine to put down the last yaoguai and make sure it never rises again.

Victory!

Grand Lodge

Curse of the Crimson Throne | Loot

As you continue to wander within the blighted forest, the woods open to a small clearing that's free of the dark flowers that seem to permeate the rest of the landscape. A ring of tall grey trees circles the clearing, their branches reaching toward each other to form a ceiling of black leaves.

A chorus of whispering voices echoes within the clearing as countless faces form out of tree bark only to meld back in, flowing from tree to tree. Three of the faces remain in place and speak out in unison.

"Who wanders these forlorn paths?" The topmost face whispers in an aggressive manner.

"Do you seek to join us?" The face in the middle whispers in a calm voice.

"Join us!" The face at the bottom of the tree laughs at its own joke.

(20 minutes have passed since the end of the last encounter with the yaoguais. In your next post, please let me know if you have any active buffs or other effects I should be aware of.)

Grand Lodge

Curse of the Crimson Throne | Loot

This portion of the Fangwood has trapped spirits for centuries, first by nature of the lingering undead influence. The entities are a diverse mix of nature spirits, mortal souls, and the memories of Ivvora’s comrades. They have only fuzzy memories of their mortal lives, with even details of their identities eluding their recall.

On the other hand, the spirits are very familiar with the forest, its shifting paths, and the region where Mother Bloodleaf perpetuates the blight. With patience and persuasion, you might convince them to help you as guides.

You have just enough time to perform two major actions each: observe a face and present a case.

Mechanics of the Encounter

Observation:
As you interact with the spirits, each of you can study one face and its behavior to learn about its personality and which strategies might be most effective against it. Roleplay your interaction, then each of you selects one spirit and attempts a Sense Motive check. With a successful DC23 check, you learn that spirit’s dislikes. If your check meets or exceeds a DC28 check, you also learn the spirit’s likes.

Presentation:
With the small talk aside, the spirits are eager to hear why they should assist you. Each of you can make a pitch to one spirit—either independently or by
using the Aid Another action—each of which requires one successful check to persuade.
More than one PC can try to persuade a particular spirit.
The check’s DC depends on your own strategy. If your skill or strategy appeals to the spirit’s likes, the DC is easier. Likewise, making an argument that chafes against the spirit’s dislikes is harder.

Silver Crusade

LG Female Aasimar (Archon-Blooded) Cavalier (Order of the Dragon, Emissary, Honor Guard) 8 / Spiritualist (Exciter) 1 | HP: 92/92 | AC: 24 (13 Tch, 22 FF) | CMB: 12, CMD: 24 | F: +13, R: +6, W: +10 (misc. save bonuses, see profile) | Init: +3 | Perc: +11, SM: +11 | Challenge 3/3 | Rapture 7/7 |
Current Conditions:
none
Active Spells:
none

No buffs from the previous encounter.

GM Lorenzo wrote:
"Who wanders these forlorn paths?" The topmost face whispers in an aggressive manner.

Valoria studies the first spirit.

"We are Pathfinders. We came to put right a wrong against the Twinhorn Following."

Valoria frowns.

"It wasn't enough, so we are now retracing Ivorra's steps so that we can defeat the great evil she could in life only banish.

Sense Motive: 1d20 + 10 ⇒ (14) + 10 = 24

Grand Lodge

Curse of the Crimson Throne | Loot

Valoria realizes that although this spirit acts aggressively, it's trying to hide that it’s actually afraid of what Mother Bloodleaf might do to the spirits if they provide assistance you.

The cavalier senses that the spirit dislikes aggressive methods that try to intimidate it or demonstrate the might of the party.


Tiny Male CG Faerie Dragon | HP 39/40 | AC 23 T 16 FF 19 (+4 vs AoO) | CMB +6, CMD 16 | F: +4, R: +6 (imp. evasion), W: +9 | Init: +3 | Perc: +15 (darkvision), SM: +8 | Speed 10ft, Fly 60 (Perfect), Swim 30 | Active conditions: Good Hope, Inspired Rage | Constant: SR 13

Mage Armor and False Life are still active for both Undy and Riddy.

Undy and Riddy engage the second spirit in conversation. Riddy, as a creature of the forest himself, takes the lead in the conversation. "Join you? Well that would be most difficult right now as we are in the midst of a most important mission, saving the world and all that, you know. But later, a bit after later you know, my master and I - " here Riddy gestures to Undy - "are always looking for possible franchise partners for new branches of Undy's City Sushi. Perhaps you would like to join us? Though - "Riddy stops and gazes around - "We might need a different name here... But, hey, you seem like you've already got the being a branch part pretty well down, so it really might be something to consider. We can get you in on the ground floor..."

Undy murmurs words of encouragement and displays samples of their sushi wares at appropriate moments in the conversation.

Sense Motive, Riddy: 1d20 + 8 ⇒ (16) + 8 = 24
Sense Motive, Aid Another, Undy: 1d20 + 2 ⇒ (11) + 2 = 13

Dark Archive

M Human- Chelaxian LN Inquisitor-8 (Sanctified Slayer of Asmodeus), HP 67, AC 23 (touch 12, ff 21), Init +4. Fort +9, Ref +5, Will +9.

(After obtaining some needed healing, 6 more charges from his wand of CLW, Alexander sets off in a somewhat annoyed manner)

Sense Motive: 1d20 + 15 ⇒ (20) + 15 = 35

"Tell me your secrets o' spirit of the forest!"

Grand Lodge

Curse of the Crimson Throne | Loot

Riddywipple recognizes that while the second spirit maintains a calm appearance, it inwardly seethes rage towards the blight and Mother Bloodleaf.

The faerie dragon is convinced that the 'calm' spirit dislikes methods that try to use reason and logic to convince it that helping you is the best course of action.

Alexander realizes that although the third spirit acts as though it doesn’t care what happens and thinks everything is a joke, it's actually worried about the other spirits and any other victims the blight might entrap.

The inquisitor gets the sense that the 'joker' likes tactics that use reason and logic to convince it that helping you is the best course of action to help the spirits as a whole. Alexander is certain that the 'joker' dislikes methods that appeal to emotions or garner empathy.

(So far, you've identified the dislikes of all three spirits, and Alexander has also identified the likes of the 'joker'.)

Eldritch, Seren, and Tessara, you can still attempt observations. Valoria, Alexander, and Undiana (Riddywipple), you can wait to see what the others learn, or you can go ahead and attempt your 'presentations' now.

Scarab Sages

CG Human Medium 9 | HP 44/75 | AC 27 | T 18 | FF 21 | CMD 22 | F +8 | R +13 | W +9 | +3 AC/Saves vs Undead/Constructs 10ft aura | Init +9 | Percep +11 | SM +11| Spirit Dance 17/22 | Influence 1/5
Active Spells:
Heroism, Whispering Lore, Longstrider
Spells: LvL 1-2/3 (5/6) | Lvl 2-1/2 (4/5) | Lvl 3-(4/4) | Channel - (4/4)

Heroism, Longstrider, and Whispering Lore are still up for Seren! And Heroism for Eldritch

Seren will lean in close to the calm one's face and prods at it with one of her fingers. Her expression is scrunched up and her tongue has managed to poke out one of the corners of her mouth. "S'lotta me over here, so no thanks. Yer a bi' of a weir' ghos', but I migh' get the others to share if ya wanna join us instea', yeah?" There's a strange little tug pulling on the spirits as some part of the medium is trying to draw them in and let them ride along with her own soul beside her already significant cavalcade of hitchhikers.

Sense Motive Aid, Riddywipple: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21

Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess has Mage Armor and False Life active.

Sense Motive aid to Riddy 1d20 + 1 ⇒ (19) + 1 = 20

Tess remains quiet and stares at the different responses the faces had given to the group so far. She tries to find and subtle clues to the behaviors, poi;ting them out to Riddy, if she had any success

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

The Eldritch looks around at each of the spirits, somewhat confused.
Yay Heroism! Thanks Seren! but am I still sickened?
Sense Motive: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Sense Motive if still Sickened: 1d20 + 5 - 2 + 2 ⇒ (3) + 5 - 2 + 2 = 8
He does not understand these strange spirits of the forest, but he does not sense hostility. Wanting the best odds of success, he believes the Asmodean may be a fine choice to benefit.
"Alexander, receive this boon and tell me just what this is all about."

Casting Heroism on Alexander!

Silver Crusade

LG Female Aasimar (Archon-Blooded) Cavalier (Order of the Dragon, Emissary, Honor Guard) 8 / Spiritualist (Exciter) 1 | HP: 92/92 | AC: 24 (13 Tch, 22 FF) | CMB: 12, CMD: 24 | F: +13, R: +6, W: +10 (misc. save bonuses, see profile) | Init: +3 | Perc: +11, SM: +11 | Challenge 3/3 | Rapture 7/7 |
Current Conditions:
none
Active Spells:
none

Valoria continues conversing with the first spirit.

"Do not fear, comrade of Ivorra. We will cut the heart of corruption from the Fangoowd and ensure that this Mother Bloodleaf, whoever she is, does not harm you. Perhaps your tether to this world will be severed as well, so you can move on?"

Take 10 Diplomacy: 10 + 16 = 26

Grand Lodge

Curse of the Crimson Throne | Loot

Your stomachs have settled after the battle with the yaoguais. The Eldritch, Valoria, and Arazni no longer feel sickened.

The Eldritch casts heroism on Alexander.

With some assistance from Seren, Undiana and Tessara, Riddywipple gains an understanding of the second, calm spirit's likes. It would be most receptive to tactics that demonstrate the power of the party or that describe how they will vanquish the blight and make Mother Bloodleaf pay.

Valoria makes an emotional appeal to the first, aggressive spirit, reassuring it that the party will do all that they can to help and protect the spirits.

You've persuaded the 'aggressive' spirit to aid you. The 'calm' spirit and the 'joker' have yet to be persuaded.
You've attempted all your 'observations' and identified the likes and dislikes of the calm and the joker spirits; Valoria has also identified the dislikes of the aggressive spirit.
Alexander, Eldritch, Seren, Tessara, and Undiana (Riddywipple), you can attempt your 'presentations' now to persuade the 'joker' and the 'calm' spirit.

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

"This is no matter for a Warlock of my power. Do not waste my time!" As the Eldritch poofs into a cloud of smoke!...

Scarab Sages

Prepared Spells:
1st-Alter Winds, Silent Image, Keep Watch, Grease*3 | 2nd-Web Shelter*2, Garden of Peril*2, Gust of Wind, Merge with Familiar | 3rd-Haste, Resist Energy Communal*2
Chaotic Good Socialite 8 | HP 51 | AC 20 T 15 FF 15 | CMD 21 | Fort 3 Ref 12 Will 7 | | Speed 30ft | | Initiative +9 | Perception +10 |
Socialite Abilities:
Renown, Social Grace: Diplomacy, Mockingbird, Quick Change

... And standing in his place is, once again, mild mannered Naetrelo. He approaches the joker spirit, pulling out a small chalk board.
"Now, hello, Mr. Spirit. I am here to demonstrate to you the tactical advantages we have on our current situation." He then raises his hand in a curled fist to his mouth to let out a cough, clearing his throat before continuing.

"Now as you know the current blight infestation is causing some havoc on the local fauna, flora, and of course will spread to further eco-systems with out interference or preventative measures taken against it." Drawing a tree with a scary face with an arrow that is pointing to another tree on the chalk board.

"As the Pathfinder and Twinhorn forces currently occupy the vicinity, there is a potential match to the cause of this dilemma from our collective army." Under the trees he draws the symbol of the Open Road and two Horns crossing each other.

"Now as the two forces are entering into the forest in these conditions, our current numbers will diminish without possible reinforcements. Should this happen in large succession, the combined army will fail to apprehend the threat that corrupts these woods." He draws a circle around the two symbols then draws a dead face with X'd out eyes.

"However, should the spirits of the forest offer its assistance to the combined army, there is a 70% chance of potential success chance increase that the two forces will be able to cease the blight."
Diplomacy with Bonus for Socialite Identity +4.
Diplomacy: 1d20 + 18 + 4 ⇒ (10) + 18 + 4 = 32

Grand Lodge

Curse of the Crimson Throne | Loot

The Eldritch exits stage left, and Naetrelo makes an appearance, appealing to the spirit 'joker'.

"I like your logic, odd little man. All right, I'll help you," the 'joker' whispers with a raspy chuckle.

The 'calm' spirit responds in a quiet, flat tone, "I'm not as gullible as my comrades. It will take more than one of you to convince me this is no fool's errand."

You've persuaded the 'aggressive' spirit and the 'joker' to aid you. The 'calm' spirit has yet to be convinced.
You've attempted all your 'observations' and identified the likes and dislikes of the calm and the joker spirits; Valoria has also identified the dislikes of the aggressive spirit.
Alexander, Seren, Tessara, and Undiana (Riddywipple), you can attempt your 'presentations' now to persuade the 'calm' spirit. It will take 2 successes to convince the obstinate 'calm' spirit.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble
Quote:

Riddywipple recognizes that while the second spirit maintains a calm appearance, it inwardly seethes rage towards the blight and Mother Bloodleaf. The faerie dragon is convinced that the 'calm' spirit dislikes methods that try to use reason and logic to convince it that helping you is the best course of action.

...calm spirit's likes: It would be most receptive to tactics that demonstrate the power of the party or that describe how they will vanquish the blight and make Mother Bloodleaf pay.

Riddywipple senses that the calm spirit needs a demonstration of what they can do, not just a lot of fancy words. Quickly, he confers with Undy and together they once again call upon the power of Elemental Commixture to create magical effects that go beyond the ordinary.

"Mother Bloodleaf must pay for this hideous blight, and pay she shall! Watch this!"

As Riddy casts Stone Fist and Undy casts Burning Hands (careful not to actually harm any of the trees or other foliage around the spirits), the normal spray of fire is transformed into a cone of lava.

Not sure if you want me to make a skill check of some sort or if this is sufficient?

After completing their demonstration, Undy offers the mouths in the tree a selection of sushi, promising them all that "You've never tasted anything like it!"

Craft (Sushi): 1d20 + 14 ⇒ (3) + 14 = 17

Undy also uses a pearl of power to restore his Burning Hands spell.

Grand Lodge

Curse of the Crimson Throne | Loot

“O Creature of the Deep, Master of Dragons, you have demonstrated your arcane prowess—and impressive culinary skill, too, it seems to one who hasn’t tasted mortal food in centuries. But I fear your powers alone are not enough to save yourselves or remove the Blight,” the ‘calm’ spirit says in a breathy voice.

One more success needed.

Scarab Sages

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CG Human Medium 9 | HP 44/75 | AC 27 | T 18 | FF 21 | CMD 22 | F +8 | R +13 | W +9 | +3 AC/Saves vs Undead/Constructs 10ft aura | Init +9 | Percep +11 | SM +11| Spirit Dance 17/22 | Influence 1/5
Active Spells:
Heroism, Whispering Lore, Longstrider
Spells: LvL 1-2/3 (5/6) | Lvl 2-1/2 (4/5) | Lvl 3-(4/4) | Channel - (4/4)

"Now ya listen here, ya dumb spiri'. I ain' one to get talke' down to by a ghos', even if he's stuck inna tree." Despite no change in her physical appearance she seems to grow a little, at least to eyes that can see beyond the veil. Six larger than life shadows lean crowd over her shoulders to leer down at the calm face in the tree, faces indistinct beyond the shape of their eyes. "Y'see these guys? They're all super warriors an' soldiers an' wizar's an things. They can kick any stupi' bligh' an' I'm gonna le' ya tag along with us. All ya gotta do is help us ge' where we gotta go." Her eyes flicker with a faint amber, then she leans in and whispers.

"I can help ya ge' home, an' no' be los' no more. I'm a jeweled sage, I know people who know more things than anyone ever."

Diplomacy: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36

Grand Lodge

Curse of the Crimson Throne | Loot

Seren applies her unorthodox diplomatic skills to the task, persuading the 'calm' spirit to join his ghostly brothers-in-arms in aiding your quest.

Success!

"Lead on, brave mortals, and we will guide you through the forest," whispers the chorus of spirits.

And sure enough, a few of the spirits follow you, occasionally manifesting in tree trunks along the way.

Having won the spirits' support, your entourage becomes quite large, though just how capable remains to be seen...

Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

”Great job! You lot are so smart!”

Sorry, got pummeled at work today!

Grand Lodge

Curse of the Crimson Throne | Loot

After about 20 minutes traveling toward the blight’s heart, the spirits leading you suddenly halt, and a booming voice demands, "Who in Hades goes there? I'd like to meet Mother Bloodleaf’s latest evil minions."

The creature manages to keep up this tough-guy charade only for a moment before his jovial nature gets the better of him, at which point he steps into the open in a fit of laughter.

The spirits suddenly freeze in place as a burly middle-aged man with the ears and legs of a goat steps out from behind a tree. He grins and waves his hand. "Ho there, adventurers! I got bored waiting, so I think we should have some fun! Don’t worry, this won’t take long. I wouldn’t want you to miss the main event, and I plan to have a front-row seat. Oh, where are my manners? The name’s Grimpfkin. So, what do you say? Do you choose to test your speed or might?"

Knowledge (nature) DC29:
This is a seilenos, a medium-sized fey creature. For every 5 you exceed the DC, you may ask one question from this list.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy Knowledge (Nature): 1d20 + 12 ⇒ (8) + 12 = 20

Riddy Knowledge (Nature): 1d20 + 9 ⇒ (4) + 9 = 13

Undy and Riddy have never seen anything like this and scratch their heads in puzzlement. They hesitate to answer Grimpfkin's question, being neither fast nor mighty, and wait for the others to answer him.

Dark Archive

M Human- Chelaxian LN Inquisitor-8 (Sanctified Slayer of Asmodeus), HP 67, AC 23 (touch 12, ff 21), Init +4. Fort +9, Ref +5, Will +9.

Knowledge(Nature): 1d20 + 10 ⇒ (2) + 10 = 12

"Duh..."

Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Know. Nature 1d20 + 10 ⇒ (10) + 10 = 20

Tess couldn’t identify the creature at all. She remained quiet, not sure which of the tests she would prefer.

Silver Crusade

LG Female Aasimar (Archon-Blooded) Cavalier (Order of the Dragon, Emissary, Honor Guard) 8 / Spiritualist (Exciter) 1 | HP: 92/92 | AC: 24 (13 Tch, 22 FF) | CMB: 12, CMD: 24 | F: +13, R: +6, W: +10 (misc. save bonuses, see profile) | Init: +3 | Perc: +11, SM: +11 | Challenge 3/3 | Rapture 7/7 |
Current Conditions:
none
Active Spells:
none

Valoria's grip tightens on her sword's hilt at the sound of the booming voice, sweat breaking out on her brow as the man steps out onto the path. She consciously slows her quickened breath as she realizes that he is not an immediate threat.

"We are no evil minions, of Mother Bloodleaf or anyone else."

Valoria sheaths her sword and reaches down to pat Arazni's neck.

"A test of speed, I think."

Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess agreed with the speed challenge. She trusted her Dimension Door spell and her flight hex to allow her to have an advantage in such a competition.

Scarab Sages

Prepared Spells:
1st-Alter Winds, Silent Image, Keep Watch, Grease*3 | 2nd-Web Shelter*2, Garden of Peril*2, Gust of Wind, Merge with Familiar | 3rd-Haste, Resist Energy Communal*2
Chaotic Good Socialite 8 | HP 51 | AC 20 T 15 FF 15 | CMD 21 | Fort 3 Ref 12 Will 7 | | Speed 30ft | | Initiative +9 | Perception +10 |
Socialite Abilities:
Renown, Social Grace: Diplomacy, Mockingbird, Quick Change

Know Nature: 1d20 + 9 ⇒ (11) + 9 = 20

"Apologies to everyone, I am not exactly fast nor mighty. I will have to take my leave."
A large puff of smoke enwraps Naetrelo in his entirety...

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

... And in Naetrelo's place is the familiar form of The Eldritch!
"I like games, goat friend. I will show you the speed of Arcane Fury!"

Grand Lodge

Curse of the Crimson Throne | Loot

"Look," Grimpfkin says, "I bear you no ill will, and, I confess, I would rather rid the Fangwood of this distasteful blight."

He offers a sheepish grin, "But I'm already on thin ice with Arlantia and her Accressiel Court. I was gradually making my way elsewhere for my own sake."

The strange goat-man holds up a hand, "I'm not eager to help you directly, but I'm willing to give you a boon to clear up this forest, if you can meet my challenge. Consider it my parting gift for the Fangwood."

"The Test of Speed it shall be," Grimpfkin nods approvingly, hops atop a mossy rock, and flings the contents of his mug into the air. Before it reaches the ground, the fizzing ale transforms into a bird and takes flight off into the woods, leaving a faintly sparkling trail.

Grimpfkin looks on with surprised approval before clapping his hands and exclaiming, "What are you waiting for? Catch it, and the prize is yours. Just, ah, no flying or teleporting—it’s a challenge, remember?"

Encounter Mechanics:
You must follow the glimmering trail left behind by the bird. You will encounter four obstacles that can hinder your progress. At each obstacle, you are free to decide how you will attempt to get through it, using your attributes, attacks, saves, skills etc.
If the idea is particularly clever, I may reduce the difficulty by one step (e.g. from Hard to Average) for that PC.
Provided the idea helps the other PCs as well, the difficulty might be lower for all of you. If a plan has multiple parts, the check is made for the most important or difficult part, or the parts could be divided between you.
If a majority of you succeed at your check to overcome an obstacle, it counts as one success for measuring how fast you were.

First Obstacle: Ravine
The glittering trail leads across a wide ravine that cuts through the forest. The ravine has several old logs set across it, and a slowly flowing creek runs along the bottom...

Theater of the Mind. There is no other information about the obstacle. How will you cross it?

Silver Crusade

LG Female Aasimar (Archon-Blooded) Cavalier (Order of the Dragon, Emissary, Honor Guard) 8 / Spiritualist (Exciter) 1 | HP: 92/92 | AC: 24 (13 Tch, 22 FF) | CMB: 12, CMD: 24 | F: +13, R: +6, W: +10 (misc. save bonuses, see profile) | Init: +3 | Perc: +11, SM: +11 | Challenge 3/3 | Rapture 7/7 |
Current Conditions:
none
Active Spells:
none

Valoria dismounts Arazni and takes out a rope from her saddlebags. She hands one end to Alexander. The faintest hint of a smile flits over her face as she looks him in the eyes and says, "Hold on to this."

She vaults back into the saddle and throws the coiled rope over Arazni's saddle horn, giving it a tug to make sure that it will unspool correctly. She slaps Arazni on the rump.

"Hyah!"

And gallops toward the ravine, leaping it in a single bound.

Since Valoria's Ride modifier is less than Arazni's Acrobatics check for jumping (+13 vs. +18) I use my Ride modifier for the jump.

[dice=Ride]1d20+13[/dice]

On the other side she dismounts once again, and secures the rope to a tree. She shouts back.

"Tie off your end!"

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