
![]() |

With a galloping start, Arazni soars over the broad ravine. Dismounting on the other side, Valoria ties off her end of the rope.
How will the rest of you cross? Please describe your actions and roll your skill checks, if appropriate.

![]() |

Eldritch looks over to his allies, and then moves swiftly down the ravine to where he has a spot mostly by himself. "Apologies, friends, but if I used this near you I am afraid I would spoil your chances of crossing!"
Eldritch then clicks together his Slippers of Cloudwalking Ultimate Equipment page 233 and casts the spell Obscuring Mist to create a cloud of fog. Then moving back a few steps, he sprints as fast as he can on the ground, then onto the fog cloud, and then jumps across the ravine at the end of the mist!
Acrobatics: 1d20 + 5 ⇒ (5) + 5 = 10
Whoo! Zon-Kuthon damn you, dice bot! :D
Concentration Check Vigorous Motion while Casting DC11: 1d20 + 8 + 7 ⇒ (11) + 8 + 7 = 26
Realizing his jump is going to fall short, he casts the spell Alter Winds to create a 20mph wind, and force himself forward the last gap.
If that fails, Slowfall will kick in. I sincerely hope this works.

![]() |
1 person marked this as a favorite. |

Ignoring Valoria's rope, The Eldritch, ever the drama-queen, summons a spectacular cloud of fog, then bounds over the ravine in a slipper-clad hop, skip, and a jump.
Two of you have reached the other side of the ravine. How will the rest of you cross? Please describe your actions and roll your skill checks, if appropriate.

![]() |

Tess casts Haste on the group, catching everyone in the range of the spell that she can. ”Hopefully this Spell will give us a boost!”
The witch tries to use her skills to tumble across the ravine, using the rope as a guide.
Acrobatics 1d20 + 14 ⇒ (18) + 14 = 32

![]() |

Tessara ties off Valoria's rope, and then she pulls a shaving of licorice root out of her spell component pouch and casts haste on those of you still on the near side of the ravine.
In an amazing high-wire act, the witch tight-rope walks across the ravine.
Three of you have reached the far side. How will the rest of you cross? Please describe your actions and roll your skill checks, if appropriate.

![]() |

Seren approaches the aged logs behind Tessara, giving them then an uncertain look while she holds her hands close to herself in some small gesture of defense from the fall. "Oh, I don' like the looks of tha'." Especially not the way the wobbled so under the witch's feet. After another moment of staring expression flickers and her eyes roll back into her head. [b]"Relax love, I can get us across this easily." And without further warning Seren hops up onto one of the logs and nearly runs across the top of it without a beat of hesitation.
After the little sprint her color fades and her eyes slowly come back to normal just as her feet hit the solid ground on the other side. [b]"Oh, righ'... acroba'." She wobbles slightly.
Burning a round of spirit dance to let the trickster spirit give me full ranks in acrobatics. Everyone else gets +1 to a skill of their choice for the round.
Acrobatics(Heroism, Spirit Bonus, Spirit Aura): 1d20 + 17 + 2 + 3 + 1 ⇒ (2) + 17 + 2 + 3 + 1 = 25

![]() |

Undy's not too used to clambering on ropes but he gives it his best shot, while complaining: "For this, I became a Wizard...?"
Acrobatics, Trickster Spirit, Grand Lodge Faction Card (Explorer): 1d20 + 3 + 1 + 5 ⇒ (15) + 3 + 1 + 5 = 24
Meanwhile, Riddy scowls tremendously when the prohibition on flying is announced. He hops up and down, angrily denouncing this discrimination against avians! Eventually, he's persuaded to try to climb along the rope, though even hasted he can hardly be called fast doing this. His hasted land speed is 20'.
Climb, Trickster Spirit: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27

![]() |

Trippin' on her trickster spirit, Seren pole vaults across the ravine on a fallen log.
With a playful nudge from The Trickster, Undiana slips across on Valoria's zip line. Moving as fast has his hasted little dragon legs can carry him, Riddywipple slow crawls safely across.
Five of you have reached the far side. How will Alexander cross? Please describe your actions and roll your skill checks, if appropriate.

![]() |

(With the rope securely in place, Alexander will activate his Boots of Levitation, then using the rope will pull himself across the ravine while hovering safely off the ground).
It may not be the most impressive way to cross, but this creature should nonetheless acknowledge my greatness.
If necessary,Strength Check (pulling himself across): 1d20 + 4 ⇒ (9) + 4 = 13

![]() |

Everyone makes it across the ravine, and you continue your pursuit.
Second Obstacle: Cliffside
The trail ends at a tall cliff that splits the forest, and the glittering trail leads up the rock face. Several thick vines descend from above, but each vine bears several long thorns...
Theater of the Mind. There is no other information about the obstacle. How will you get to the top? Please describe your actions and roll your skill checks, if appropriate.

![]() |

Valoria eyes the cliff. She quickly dismounts Arazni, who at her command leaps toward her back and once again becomes a heraldic device on the hosteling tower shield strapped across her back. She grabs hold of the vines, wincing at the thought of the thorns but hoping that her gauntlets will protect her hands.
[dice=Climb (guidance)]1d20+8+1[/dice]
She calls upon her connection to the spirit world to bolster her climb.
Standard action to cast guidance, immediate action to cast burst of adrenaline for +8 Strength on her Climb check which makes it a 23, if Seren invokes the trickster spirit again for +1 to all skills that will make it a 24.

![]() |

Affixing Arazni to her tower shield, Valoria climbs the vines to the top, thanks to guidance from Iomedae and a burst of adrenaline.
One of you has climbed up the cliff. How will you get to the top? Please describe your actions and roll your skill checks, if appropriate.

![]() |

The burst of adrenaline leaves Valoria momentarily fatigued. She bends forward slightly, leaning on her bent knees as she calls down.
"Can you climb, Alexander?"
After a brief moment of rest she summons Arazni once again and quickly mounts, waiting for her companions.

![]() |

Of course I can climb... who does she think I am?
"Yes I can climb Valoria, but I wouldn't turn down the assistance of your magical rope again."
*OCC- assuming the rope will be provided, NOT added to roll.*
Climb(base): 1d20 + 6 ⇒ (10) + 6 = 16

![]() |

Seren stares up the cliff as Valoria goes, and then Alexander tries to follow behind. She sighs and puts her hands on her hips while chewing her lip a moment. "I don' really wan' to fall, don' screw this up." And muttering about stupid obstacle courses for just a moment, she takes on the pallid appearance of being possessed once again.
"I got this love, no worries." She shifts her weight to one foot, then takes a running leap for the vines and attempts to scale them with unnatural ease, practically doing cartwheels up the cliff face with the way she twists about. Reaching the top she poses with arms high for just a beat before Seren regains herself and spends a minute letting the color come back to her skin. "I'm more worrie' abou' them finger wigglers, yeah?"
Climb(Heroism, Trickster Spirit, Trickster Aura): 1d20 + 10 + 2 + 3 + 1 ⇒ (11) + 10 + 2 + 3 + 1 = 27
I'm going to gain an influence to recover 4 rounds of dance as well.

![]() |

"I'd love to Alexander, but I left my only rope back at the ravine. Those vines should be just fine. Just be careful, like Asmodeus their aid has thorns!"

![]() |

***OVERSEER ANNOUNCEMENT***
It is difficult to tell how much time has passed through the smothering canopy as Medda addresses the regrouped Pathfinder and Twinhorn forces. “The ancient battlefield is just beyond those trees. There, Ivvora and her comrades scattered an undead army, but the necromantic taint never left this land. Instead, the plants and animals have gradually absorbed the evil, encouraged by someone calling herself Mother Bloodleaf.
“We must strike as one, simultaneously attacking the corruption’s heart as well as the seedpods spread out around the swamp. Their destruction will unleash harmful energies, so we of the Twinhorn following shall head toward the center to ritually disperse that energy to keep it from festering anew! Each team should follow its Twinhorn mystic to an intended target, and from there, three blasts of a horn shall signal our attack. May Vildeis bless us as she did Ivvora before us!”
Medda, the Twinhorns, and the Pathfinders spread out and make their way through the woods to their striking positions. Even though much of the forest withers from some evil curse, eager faces flow from tree to tree as the friendly, whispering spirits encourage their would-be saviors onward.
Three blasts of a war-horn echo across the heavily forested battleground. As the Pathfinders rush toward their targets, startled figures with purple glowing eyes hurry toward the seedpods and the enormous dark flower at the heart of the swamp. A shriek carries over the battleground. “What treachery is this? My minions have fallen without so much as warning me? No matter, I shall rip out any trespassers’ souls and feed them to the blight!”
Table GMs, the Unaware Guardians and Helpful Spirits effects are in effect (see the Guardians and Spirits sidebar on page 39), and the way to area Q is now open. Please move to that encounter area quickly.

![]() |

Tess couldn’t think of any trick she could pull with her teleportation magic and fly abilities removed. She grabbed ahold of the vines and tried to scale them the old fashioned way.
Climb 1d20 - 1 ⇒ (20) - 1 = 19

![]() |

Valoria and Seren clamber up the cliff's face, but Alexander and Tessara struggle among the thorny vines.
(I'll give the rest of the party an opportunity to overcome the obstacle, before advancing us to the next encounter later this evening.)

![]() |

Standing at the top the cliff, Valoria and Seren spot Grimpfkin reclining against a tree stump, where the ale-bird has alighted.
"Ah, well. The Test of Speed is as much a measure of passion as it is of skill. Perhaps, speed is not your strong suit."
The ale-bird loses its animating force, and becomes only a wet stain on the stump.
The seilenos sighs, "Find your passions, whatever they may be. Good luck, mortals. Time for me to am-scray."
On lithe goat legs, Grimpfkin trots off, deeper into the forest.
Time to move along to the next encounter.

![]() |

Sorry for the delay in posting - yesterday was just jam packed with real life stuff
Undy Climb, Trickster Spirit: 1d20 + 0 + 1 ⇒ (18) + 0 + 1 = 19 +1 more if Guidance cast by Valoria before she sets out
Riddy Climb, Trickster Spirit: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12 +1 more if Guidance cast by Valoria before she sets out

![]() |

Please Read: A lot going on in this encounter. Absorb this, post your knowledge checks, and I'll post again to kick things off.
(Note the elapsed time since your last encounter.) After about 20 minutes, you stumble upon an ancient battleground turned into a fetid swamp that fills the air with the scent of death and decay. Rusted weapons jut out from the patches of solid land. Here and there, skeletal remains and grimacing skulls clad in ruined iron peek out from the glowing mire. A seedpod pulsing with purplish energy grows on an islet across the swamp.
The swamp water glows visibly, providing dim light throughout the area. The water is about 2 feet deep and functions as a shallow bog. (It costs 2 squares of movement to enter a square.)
The large fallen tree near the center of the map forms a slick barrier about 10 feet tall, requiring either DC23 Climb check to clamber over it or a DC28 Escape Artist check to slip under it while moving half speed.
The narrow fallen tree that crosses to the seed pod is unsteady and slippery; you must succeed at a DC28 Acrobatics check to cross it, and failing the check by 5 or more dumps you in the water.
Medda calls out to you, "Pathfinders, destroy the seedpods!" In the distance you see and hear the most experienced Pathfinders join Medda in attacking the Heart of the Blight, a massive corpse lotus.
Map & Images (With Unaware Guardians in effect, you ignore the map markings 'G2' and '2'.)
But it's evident you'll have your own hands full, dealing with some of the Heart of Blight's powerful minions protecting one of the deadly flower's seedpods, a 5-foot-diameter hardened husk surrounding a large kernel that pulses with purple light.
All of the pod's guardians have dark flowers growing out of their flesh and purple glowing eyes.
In the dim light, you see a large, tall creature with rough, green hide; its hands end in claws, and its bestial face has a hideous, tusked underbite (Red). Next to it are two masses of tangled vines and dripping slime rising on two trunk-like legs, reeking of rot and freshly turned earth (Pink & Purple). There's also a fourth large, strange creature with a lone petal hanging over the opening of this bulbous, pitcher shaped flower, which is flanked by a pair of serpentine vines (Yellow).
The forest spirits accompanying you chatter among themselves and then begin chanting. They whisper, "We've opened two connected portals that allow instantaneous movement between two of the trees. Spells and such do not travel through the portals. But we can only keep it open for about a minute of mortal time."
With the Helpful Spirits in effect, you can choose which trees form the portals and only the party and its allies can use the portals. When you enter the area of one portal tree, they can appear in a space adjacent to the other portal tree. The portals work both ways. The trees must be no more than 60 feet apart UNLESS:
(To speed things up, the first PC who successfully makes the last Knowledge (nature) or Spellcraft can select the two trees to serve as portals. If no one makes it, the PC with the highest result may choose the trees.)

![]() |

Eldritch: 1d20 + 9 ⇒ (13) + 9 = 22
Neptune: 1d20 + 3 ⇒ (4) + 3 = 7
Seren’s Seven: 1d20 + 8 ⇒ (10) + 8 = 18
Undiana Jones: 1d20 + 3 ⇒ (9) + 3 = 12
Riddywipple: 1d20 + 3 ⇒ (10) + 3 = 13
Alexander: 1d20 + 4 ⇒ (1) + 4 = 5
Tessara Omelion: 1d20 + 3 ⇒ (12) + 3 = 15
Valoria Lackland: 1d20 + 3 ⇒ (15) + 3 = 18
Red: 1d20 + 6 ⇒ (15) + 6 = 21
Yellow: 1d20 + 1 ⇒ (1) + 1 = 2
Pink & Purple: 1d20 ⇒ 16
Conditions/Effects:
Buffs? *Please include any active conditions/buffs in your next post, accounting for the elapsed time.
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. The water is about 2 feet deep and functions as a shallow bog. (It costs 2 squares of movement to enter a square.)
Helpful Spirits. See details in previous post.
Round 1
Bold may act.
Eldritch
---
Red ??
---
Seren
Valoria & Arazni
---
Pink & Purple ??
---
Tessara
Riddywipple
Undiana
Neptune
Alexander
---
Yellow ??
Eldritch, you're up!

![]() |

Knowledge (nature) DC 17 re Yellow: 1d20 + 4 ⇒ (4) + 4 = 8
Knowledge (nature) DC 16 re Pink & Purple: 1d20 + 4 ⇒ (6) + 4 = 10

![]() |

Buffs still active on both Undy and Riddy: False Life (cast at start of adventuring day - 8 hours duration), Mage Armor (cast 40 minutes ago - 20 minutes duration remaining)
Undy checks:
Knowledge (Nature) re Yellow DC 17: 1d20 + 12 ⇒ (11) + 12 = 23 a Crypt Flower: Special Attacks
Knowledge (Local) re Red DC 18: 1d20 + 11 ⇒ (11) + 11 = 22 a Troll Fury but no questions
Knowledge (Nature) re Pink & Purple DC 16: 1d20 + 12 ⇒ (13) + 12 = 25 Shambling Mounds (large plants), Special Attacks
Spellcraft re tree portals DC28: 1d20 + 17 ⇒ (2) + 17 = 19
Riddy checks:
Knowledge (Nature) re Yellow DC 17: 1d20 + 9 ⇒ (8) + 9 = 17
Knowledge (Local) re Red DC 18: 1d20 + 8 ⇒ (8) + 8 = 16
Knowledge (Nature) re Pink & Purple DC 16: 1d20 + 9 ⇒ (14) + 9 = 23 Immunities
Spellcraft re tree portals DC28: 1d20 + 14 ⇒ (18) + 14 = 32 With Riddy's great knowledge of the arcane, he is able to choose 2 trees that are actually 120 feet apart instead of 60.
I've marked the 2 chosen tree portals with white arrows. Let me know if I've done this incorrectly. Also, I assume that they don't actually go into effect until Riddy's turn in the initiative?

![]() |

Riddywipple tells the spirits where he wants the portals. The spirit brothers Grim, Calm, and Chuckles comply with the faerie dragon's commands.
The portals are active now for one minute.
(Additional info resulting from successful knowledge checks will be posted in a few hours, after a local F2F session.)

![]() |

GM, unaware guardians is currebtly up, so arent the monsters supposed to start in G2?
The Eldritch will cast the spell Fly on Seren and will cast fly on another warrior in the next round should someone want it.

![]() |

Thanks for the catch, Eldritch, my tired brain dyslexia-ized the scenario text. Correction made on the map.

![]() |

Undiana rattles off what he knows about the yellow crypt flower. "The crypt flower's special attacks include poison, and it can swallow a person whole. Though it's soft on the inside its digestive fluid is acidic and poisonous, as well."
"The purple and pink shambling mounds can constrict if they grab you with their 10ft-long arms."
Not to be outshone, Riddywipple adds, "Yeah, and shambling mounds are immune to electricity and resistant to fire."
The Eldritch casts fly on Seren.
The troll fury roars. She holds up a clump of poison ivy and brussel sprouts in one massive green hand, then she begins a series of intricate gestures and chanting. A glowing, pea-sized bead streaks from the middle digit of her three-fingered right hand, and it hurtles toward you, blossoming into a fireball.
Everyone: Fire Damage; Reflex DC18 for half: 6d6 ⇒ (1, 5, 5, 6, 1, 4) = 22
Conditions/Effects:
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. The water is about 2 feet deep and functions as a shallow bog. (It costs 2 squares of movement to enter a square.)
Buffs? *Please include any active conditions/buffs in your next post, accounting for the elapsed time.
Fly - Seren
Round 1
Bold may act.
Eldritch
---
Troll Fury (Red)
---
Seren
Valoria & Arazni
---
Shambling Mounds (Pink & Purple)
---
Tessara
Riddywipple
Undiana
Neptune
Alexander
---
Crypt Flower (Yellow)
Seren, Valoria & Arazni, you're up!

![]() |

Reflex save: 1d20 + 6 ⇒ (13) + 6 = 19
Valoria resists 4 fire, so she only takes 7 damage on a successful save.

![]() |

Troll Fury spell penetration vs. Arazni's SR 10: 1d20 + 6 ⇒ (10) + 6 = 16
Reflex: 1d20 + 5 ⇒ (16) + 5 = 21

![]() |

Valoria hesitates, looking at her compatriots.
"Are we going to be hasted?"
Valoria delays until she receives an answer.

![]() |

Undy, Reflex: 1d20 + 8 ⇒ (1) + 8 = 9 Fail - he has 13 temporary hp from False Life, so this results in 9 hp "real" damage.
Troll Fury caster level check vs Riddy SR 13: 1d20 + 6 ⇒ (15) + 6 = 21
Riddy, Reflex: 1d20 + 6 ⇒ (8) + 6 = 14 Fail - Riddy has Improved Evasion, so this means 11 points of damage. He has 16 temporary hp from False Life, so after the fireball he still has 5 temp hp.
Undy would have informed his comrades of his spell choices, so Valoria would know that he does not have Haste prepared, but that he does have Communal Protection From Energy prepared.

![]() |

Reflex Save: 1d20 + 5 ⇒ (14) + 5 = 19, half damage (-11).
Knowledge(Nature vs. Yellow): 1d20 + 7 ⇒ (3) + 7 = 10
Knowledge(Local vs. Red): 1d20 + 8 ⇒ (10) + 8 = 18
Knowledge(Nature vs. Pink: 1d20 + 7 ⇒ (20) + 7 = 27
Spellcraft: 1d20 + 6 ⇒ (9) + 6 = 15
(Hearing Valoria's request for magical aid), "We must destroy these creatures! To victory!"
*DELAYING*

![]() |

Seren should still have Heroism, Whispering Lore, and will have refreshed longstrider. Eldritch should still have heroism, but all of her buffs probably have about 10 minutes left.
Reflex save: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
Seren ducks under the worst of the explosion, using the conveniently located horse as a bit of cover. "Oi, that's a goo' question. If any wiggly fingers is doin' somethin', I ain't waitin'. I gots me a pod to hi' an' I can FLY." She gives Eldritch a thumbs up, then bounces twice before springing into the air and bee-lining right for their main target. As she goes she lets out a high pitched battle cry that deepens as one of her spirits possesses her.
The air dash ends with a pinwheel turn meant to deliver a cutting strike against the surface of the pod. "Remember, we can retreat through the portal if there are any surprises here." "Yeah, yeah, I go' i'"
Charging the seed pod with flight, free action to Spirit Dance Champion.
+1 Wakizashi (Spirit Bonuses, Charge, Heroism): 1d20 + 17 + 2 + 2 ⇒ (7) + 17 + 2 + 2 = 28
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (4) + 17 = 21

![]() |

Alexander recalls a couple of things about shambling mounds, "They aren't just immune to electricity, such attacks actually enhance their constitution. They already have impressive fortitude, but their reflexes and will are weaker. Don't forget, though, they're plant creatures, so they've got plant traits."
With nod to The Eldritch for casting his fly spell, Seren takes flight, charging at the distant seed pod. Five feet in diameter, the large kernel pulses with purple light. As her blade strikes the pod, the medium is surprised at the toughness of the hardened husk surrounding the pod.
Dim Light 20% Miss Chance: 1d100 ⇒ 86
The two large pink and purple mounds of vegetation shamble forth, wrapping their creepers around the living trees and sending rootlets into the soil, advancing unimpeded across the swampy terrain.
Conditions/Effects:
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. The water is about 2 feet deep and functions as a shallow bog. (It costs 2 squares of movement to enter a square.)
Buffs? *Please include any active conditions/buffs in your next post, accounting for the elapsed time.
Fly, whispering lore, longstrider - Seren
Champion Spirit Dance - Seren
Heroism - Seren, Eldritch
Round 1
Bold may act.
Eldritch (Reflex DC18)
---
Troll Fury (Red)
---
Seren (-11)
Valoria (-7; Delayed)
Arazni (-11; Delayed)
---
Shambling Mounds (Pink & Purple)
---
Tessara (Reflex DC18)
Riddywipple (-11)
Undiana (-22)
Neptune (Reflex DC18?)
Alexander (-11)
---
Crypt Flower (Yellow)
Heart of the Blight Seed Pod (-11)
Tessara, Alexander, Undiana & Riddywipple, you're up! (Valoria & Arazni have delayed.)

![]() |

Reflex 1d20 + 9 ⇒ (12) + 9 = 21 so Tess takes 11damage.
Know. Nature Yellow 1d20 + 10 ⇒ (12) + 10 = 22 Immunities?
Know. Local Red 1d20 + 15 ⇒ (4) + 15 = 19
Know. Nature Purple and Pink 1d20 + 10 ⇒ (20) + 10 = 30 AC, defenses, weaknesses?
Spellcraft 1d20 + 18 ⇒ (4) + 18 = 22
Tess will cast her last Haste Spell on the group then move backwards 15’, trying to stay away from the long arms of the plants.
Could someone scotch me back on the map, please? Thanks.

![]() |

As Valoria spurs Arazni forward she swings her longsword in arcs over her head, the sight inspiring her allies with the glory of Iomedae.
Full round action for Iomedae's inspiring sword, +2 insight bonus to attack rolls, saves, and skill checks for all allies within 30' of Valoria half way through her movement (which is everybody except Seren).

![]() |

Arazni strikes out at the purple shambling mound with a hoof.
hoof 1 (haste, inspiring sword): 1d20 + 9 + 1 + 2 ⇒ (14) + 9 + 1 + 2 = 26
bludgeoning, magic: 1d6 + 6 ⇒ (6) + 6 = 12 damage

![]() |

Tessara recalls a few things about crypt flowers and shambling mounds. "Because it's a plant, a crypt flower is immune to all mind-affecting effects, such as charms, compulsions, morale effects, patterns, and phantasms. They're also immune to paralysis, poison, polymorph, sleep, and stun. Shambling mounds are so big they're easy to touch, but they've got amazing natural armor. Because they're plant creatures, too, they've got all the same traits as the cryp flower. I can't think of any particular weaknesses, but they don't have any special defenses against physical, cold or acid attacks."
The witch draws her last shaving of licorice root from her spell component pouch and casts haste on all her companions, except Seren, who's too far away now.
As Arazni trots toward the purple shambling mound, Valoria twirls her sword like a majorette in front of a marching band, inspiring her comrades-in-arms.
A few feet before Arazni and Valoria can close with the large lump of vegetables, it lashes out with one massive tendril at 1d2 ⇒ 2 Arazni. The appendage rebounds off the horse's barding.
AoO Slam; Damage: 1d20 + 11 ⇒ (3) + 11 = 142d6 + 5 ⇒ (6, 3) + 5 = 14
Arazni snorts and gives the shambling mound a solid kick.
Conditions/Effects:
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. The water is about 2 feet deep and functions as a shallow bog. (It costs 2 squares of movement to enter a square.)
Buffs? *Please include any active conditions/buffs in your next post, accounting for the elapsed time.
Fly, whispering lore, longstrider - Seren
Champion Spirit Dance - Seren
Heroism - Seren, Eldritch
Iomedae's Inspiring Sword +2 insight bonus to attack rolls, saves, and skill checks for allies within 30' of Valoria
Haste - All but Seren
Round 1
Bold may act.
Eldritch (Reflex DC18)
---
Troll Fury (Red)
---
Seren (-11)
---
Pink Shambling Mound
Purple Shambling Mound (-12)
---
Tessara (-11)
Valoria (-7)
Arazni (-11)
Riddywipple (-11)
Undiana (-22)
Neptune? (Reflex DC18?)
Alexander (-11)
---
Crypt Flower (Yellow)
Heart of the Blight Seed Pod (-11)
Alexander, Undiana & Riddywipple, you're up!

![]() |

Undy throws a fireball of his own, right back at the Troll Fury and his plant comrades Should easily hit all 4 of the foes, but none of the Pathfinders. He casts this spell as a full-round action (not a 1 round cast) in order to add the water descriptor using the Steam Caster feat. The damage is still fire damage, but any target who takes damage must also make a DC 20 Fort save or fall prone.
Fire dmg, CL 10: 10d6 ⇒ (2, 5, 4, 3, 2, 3, 1, 5, 3, 1) = 29 DC 20 Reflex for half; DC 20 Fort or knocked prone (if any dmg taken)
Riddy casts Greater Invisibility on himself.

![]() |

While Undiana takes his time putting the finishing touches on his hybrid fireball casting, Riddywipple vanishes. A few seconds later, a massive explosion of fire and steam bursts in the midst of the blighted plant creatures. The troll fury and the shambling mounds seem to resist some of the massive damage from the flames.
Troll Fury Reflex DC20: 1d20 + 7 ⇒ (3) + 7 = 10
Troll Fury Fortitude DC20: 1d20 + 19 ⇒ (12) + 19 = 31
Pink Shambling Mound Reflex DC20: 1d20 + 5 ⇒ (14) + 5 = 19
Pink Shambling Mound Fortitude DC20: 1d20 + 9 ⇒ (12) + 9 = 21
Purple Shambling Mound Reflex DC20: 1d20 + 5 ⇒ (5) + 5 = 10
Purple Shambling Mound Fortitude DC20: 1d20 + 9 ⇒ (13) + 9 = 22
Crypt Flower Reflex DC20: 1d20 + 5 ⇒ (17) + 5 = 22
Conditions/Effects:
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. The water is about 2 feet deep and functions as a shallow bog. (It costs 2 squares of movement to enter a square.)
Buffs? *Please include any active conditions/buffs in your next post, accounting for the elapsed time.
Fly, whispering lore, longstrider - Seren
Champion Spirit Dance - Seren
Heroism - Seren, Eldritch
Iomedae's Inspiring Sword +2 insight bonus to attack rolls, saves, and skill checks for allies within 30' of Valoria
Haste - All but Seren
Greater invisibility - Riddywipple
Round 1
Bold may act.
Eldritch (Reflex DC18)
---
Troll Fury (Red) (-19)
---
Seren (-11)
---
Pink Shambling Mound (-19)
Purple Shambling Mound (-31)
---
Tessara (-11)
Valoria (-7)
Arazni (-11)
Riddywipple (-11)
Undiana (-22)
Neptune? (Reflex DC18?)
Alexander (-11)
---
Crypt Flower (Yellow) (-14)
Heart of the Blight Seed Pod (-11)
Alexander, you're up!

Riddywipple Z. |

Tess caster level check for Riddy SR 13 for haste: 1d20 + 9 ⇒ (6) + 9 = 15

![]() |

"To Victory!"
(Summoning hellish powers, Alexander casts Invisibility upon himself), *Swift Action, Studied Target on the Troll and the Pink Shambling Mound*
Let's be smart about this...
(Alexander moves to support Valoria's attack): Chain-flail with 10 foot reach.

![]() |

Neptune remains hidden on the Eldritch.
Reflex DC 18: 1d20 + 9 ⇒ (10) + 9 = 19

![]() |

Alexander vanishes, then he adjusts the grip on his chain-flail as he closes within reach of the shambling mounds.
The crypt flower lifts the lone petal hanging over the opening of the bulbous, pitcher-shaped flower and dips its serpentine vines into the toxic fluids within its pitcher. Withdrawing its vine-like hands, it flings the liquid at Alexander, splashing Valoria and Arazni as well.
Splash Weapon vs Touch AC: 1d20 + 9 ⇒ (19) + 9 = 28
Fortitude DC18: Alexander (Valoria & Arazni have a +4 bonus to resist the effects) vs Poison; frequency 1/round for 6 rounds; effect 1d4 ⇒ 2 Dex damage; cure 2 consecutive saves.
Conditions/Effects:
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. The water is about 2 feet deep and functions as a shallow bog. (It costs 2 squares of movement to enter a square.)
Buffs? *Please include any active conditions/buffs in your next post, accounting for the elapsed time.
Fly, whispering lore, longstrider - Seren
Champion Spirit Dance - Seren
Heroism - Seren, Eldritch
Iomedae's Inspiring Sword +2 insight bonus to attack rolls, saves, and skill checks for allies within 30' of Valoria
Haste - All but Seren
Greater invisibility - Riddywipple
Studied Target - Alexander vs Troll Fury and Pink Shambling Mound
Invisibility - Alexander
Round 2
Bold may act.
Eldritch (-11)
Neptune
---
Troll Fury (Red) (-19)
---
Seren (-11)
---
Pink Shambling Mound (-19)
Purple Shambling Mound (-31)
---
Tessara (-11)
Valoria (-7; Fortitude DC18 with +4 bonus)
Arazni (-11; Fortitude DC18 with +4 bonus)
Riddywipple (-11)
Undiana (-22)
Alexander (-11; Fortitude DC18)
---
Crypt Flower (Yellow) (-14)
Heart of the Blight Seed Pod (-11)
Eldritch & Neptune, you're up!

![]() |

Fortitude save (Iomedae's Inspiring Sword): 1d20 + 12 + 2 + 4 ⇒ (12) + 12 + 2 + 4 = 30

![]() |

Fortitude save (Iomedae's Inspiring Sowrd): 1d20 + 7 + 2 + 4 ⇒ (7) + 7 + 2 + 4 = 20

![]() |

The Eldritch steps closer 5ft shift
"Chew on this, Acidic Storm!"
Eldritch then launches a torrent of Acid Mystic Bolts on the closest Monstrosity.Purple
Swift Action Arcane Strike, -2 via range increment
Mystic Bolt Acid Attack 1: 1d20 + 11 + 1 - 2 ⇒ (10) + 11 + 1 - 2 = 20
Mystic Bolt Damage 1: 1d6 + 5 ⇒ (2) + 5 = 7
Mystic Bolt Acid Attack 2: 1d20 + 11 + 1 - 2 ⇒ (16) + 11 + 1 - 2 = 26
Mystic Bolt Damage 2: 1d6 + 5 ⇒ (3) + 5 = 8
Mystic Bolt Acid Attack 3: 1d20 + 6 + 1 - 2 ⇒ (11) + 6 + 1 - 2 = 16
Mystic Bolt Damage 3: 1d6 + 5 ⇒ (3) + 5 = 8
Mystic Bolt Acid Attack 4: 1d20 + 6 + 1 - 2 ⇒ (15) + 6 + 1 - 2 = 20
Mystic Bolt Damage 4: 1d6 + 5 ⇒ (5) + 5 = 10
Hasted Mystic Bolt Acid Attack: 1d20 + 11 + 1 - 2 ⇒ (7) + 11 + 1 - 2 = 17
Hasted Mystic Bolt Damage 1: 1d6 + 5 ⇒ (2) + 5 = 7
Lowest to Highest Attack
16,17,20,20,26
Damage from Attacks
40,32,25,18,8