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Charlie Robert McGee wrote:With big critters I think you can pick and choose the square you shoot in to avoid the -4 for shooting into melee. Nevertheless: yes. Impressive! :)Chaine "The Butcher" Alazario wrote:Charlie: acid flask would be at +4 to hit & dmg as well, if you want to save on MM! lolLOL. You don't know Charlie: +6 BAB,+1 size, +4 buff, -2 dex, -4 blackened curse, -4 no precise shot for a grand total of +1 to hit...if he was within 10', which would provoke. So to be safe, at least 25' away (tentacles reach?), that means -3 mod on his attack roll.
And his melee attacks are worse! He wears the cestus just so he can threaten, but it is a very puny threat. There's a reason he carries a CL3 MM wand for when he doesn't want to bother with bigger spell/ability. He even uses that instead of melee attack, since wands don't provoke.
You can use that to avoid cover penalty (i.e. pick a square that's not blocked), but if it's engaged in combat, no precise shot applies, regardless of square you target.
Knowledge Religion: 1d20 + 17 ⇒ (7) + 17 = 24

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I will let Charlie take the lead in Religion, he has higher then me, not sure if we can assist, but if we can, take my roll as an assist
Knowledge Religion: 1d20 + 15 ⇒ (5) + 15 = 20

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Were there other Pathfinders to save or are we good to go for now?
Also, due to wild shape uses being kind of limited, Thunderhoof is going to stay as a giant bull for now.

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Yeah, my characters, the pathfinders you saved, are all good now. Thanks a bunch!
I will past the token then with an EASY Knowledge Religion.

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**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. When all are in position, 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 condition is now in effect, in addition to the Helpful Spirits condition. The way to area Q is now open. Please move to that encounter area quickly.

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Excellent, been waiting for this to start.
The ancient battleground has 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 forest spirits accompanying the PCs open two connected portals that allow instantaneous movement between two trees in area.
These trees cannot be more than 60 feet apart. When a creature enters the area of the portal tree, they can appear in a space adjacent to the other portal tree. The portals work both ways and remain open for 1 minute.
When the encounter begins, one PC can attempt a DC33 Knowledge (nature) or Spellcraft check to increase the distance between the trees to 120 feet.
Thunderhoof: 1d20 + 2 ⇒ (12) + 2 = 14
Chak Yuen Chen: 1d20 + 7 ⇒ (3) + 7 = 10
Ikit: 1d20 + 5 ⇒ (16) + 5 = 21
Grimaldus: 1d20 + 2 ⇒ (2) + 2 = 4
Trade Prince Charlie Robert McGee
Chaine: 1d20 + 2 ⇒ (6) + 2 = 8
Mother Bloodleaf (Red): 1d20 + 2 ⇒ (13) + 2 = 15
Heart of Blight (Orange): 1d20 + 4 ⇒ (4) + 4 = 8
Shambling Mounds: 1d20 + 0 ⇒ (6) + 0 = 6
Reflex Saves: 5d20 ⇒ (12, 19, 5, 6, 1) = 43
Battlefield Conditions: Dim Light, Green Squares are Difficult Terrain (Bog), Swamp Water deals Negative Energy Damage.
Ikit(-0,Fine)
Mother Bloodleaf (Red)(-0,Staggered)
Thunderhoof(-0,Fine)
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-0,Fine)
Chak Yuen Chen(-0,Fine)
Chaine(-4,Fine)
Heart of Blight (Orange)(-0,Fine)
Shambling Mound (Pink)(-0,Staggered)
Shambling Mound (Green)(-0,Staggered)
Shambling Mound (Blue)(-0,Staggered)
Grimaldus Skillganon(-0,Fine)
The Heart of Blight, Corpse Lotus N Huge Plant
Planted in soil fertilized with corpses, this giant, blood-red f loweris surrounded by prickly vines.
1 Question @28, 2 Questions @33
Shambling Mounds, N Large Plant
Shambling Mound N Large plant
1 Question @21, 2 Questions @26
Mother Bloodleaf, Orc Witch (Scarred Witch Doctor) CE Medium Humanoid (Orc)
1 Question @23, 2 Questions @28

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Did we have any time for long term buffs between?

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Thunderhoof inspires his allies. "MoooooOOOOooooOOOOOO!"
And then thunders forward to face down Mother Bloodleaf's champions.
Move action to inspire rage. Move to move forward.
If you accept the raging song into your heart you gain the following effects:
+4 strength (morale)
+4 constitution (morale)
+4 strength (enhancement)
+3 will saves (morale)
-1 armor class
Access to savage dirty trick (DC 27)
Access to lesser celestial blood
no spellcasting

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A few minutes before reaching the location Chaine re-applies a new potion of feather step to Silvermane, and they each drink a potion of protection from evil CL - 3rd. When the giant flower looms ahead, Chaine uses his tactician ability twice for Distracting Charge and Lastwall Phalanx on the party
Chaine and Silvermane accept the rage in their hearts and Chaine challenges the big plant. Silvermane acrobatics to jump is at +30 so auto-succeeds jump over marsh water areas
+1 Cold Iron Valiant Lance, Mounted charge vs. Challenged target, Banner, With Skald-fueled Rage in Ma Heart!!: 1d20 + 21 + 3 ⇒ (9) + 21 + 3 = 33 for dmg: 3d6 + 3d8 + 51 + 15 ⇒ (3, 4, 1) + (3, 8, 7) + 51 + 15 = 92 cold iron, good, magical piercing damage.
lesser celestial blood: +1d6 if evil outsider: 1d6 ⇒ 2
DISTRACTING CHARGE: EVERYONE NOW AT +2 BONUS TO ATTACK ON THEIR NEXT ATTACK ROLL VS. BIG PLANT
Lastwall Phalanx: You gain a sacred bonus to your AC against the attacks of evil creatures and a sacred bonus to saves against the spells and abilities of evil creatures equal to the number of adjacent allies who also have this feat.
AC 32; 38 vs. Big Plant; F+14, R+8 W+10

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As Chaine and Silvermane charge the plant, it lashes out in response!
Vine VS Chaine: 1d20 + 22 ⇒ (4) + 22 = 26
Damage VS Chaine: 1d8 + 12 ⇒ (6) + 12 = 18
Vine VS Silvermane: 1d20 + 22 ⇒ (20) + 22 = 42
Damage VS Silvermane: 1d8 + 12 ⇒ (5) + 12 = 17
Crit VS Silvermane: 1d20 + 22 ⇒ (17) + 22 = 39
Damage VS Silvermane: 1d8 + 12 ⇒ (4) + 12 = 16
Grab VS Silvermane: 1d20 + 26 ⇒ (11) + 26 = 37
Chaine manages to avoid the vine slapping at him, but Silvermane gets smacked hard and pulled up from the ground!
Critical! Silvermane takes 33 damage and is now grabbed, unless Chaine can prevent it.

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GM Worg: the charge doesn't trigger AoOs for rider and mount; ref. ride-by attack and wheeling charge

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No problem see linked feats below
GM Worg: the charge doesn't trigger AoOs for rider and mount; ref. ride-by attack and wheeling charge

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Local 18: 1d20 + 18 ⇒ (6) + 18 = 24- 1 Question- Immunities?
Ikit moves up and taps Chak once more with his rapier.
9 rds. Quickness (Sp): As a standard action, you can expend 1 point of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch. This functions as haste, but the bonus to AC and on Reflex saving throws increases to +2.

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Remembering the last time in the swamp, Chak prepares by using scrolls of freedom of movement and heroism.
When he arrives he flicks his wrist causing another scroll to drop into his hands. When he reads it, he disappears from view (greater invisibility).
He then uses the spirits of the trees to get him around the fallen tree more quickly.
Portal placed

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As we near the location, Charlie uses some wands and spells to buff.
For Everyone, including mounts: Resist Fire 30 (communal resist energy)
For self, air step, freedom of movement, longstrider, protection from Evil.
While yearning to see how fireproof the big plant might be, Charlie just can't resist the nicely bunched up group of enemies for his final Empowered Ectoplasmic Fireball of the day.
Then Charlie moves forward, walking on air to avoid the water, and as a swift action will channel negative energy to try and suck the life out of the flower, burning out his Ring of Protected Life for the next 24 hours. He, of course, uses Selective Channel to spare himself and his comrades.
Red rectangle I can get them all with one fireball
empowered, ectoplasmic fireball: 10d6 + 20 ⇒ (5, 5, 2, 3, 3, 4, 2, 5, 4, 5) + 20 = 58
Total empowered fire dmg=87
Ref DC:18 for half
Channel Negative Energy: 7d6 ⇒ (3, 1, 1, 3, 5, 3, 4) = 20
DC:21 Will save for half (no evasion, of course, since Will save
kn-nature flower: 1d20 + 10 ⇒ (8) + 10 = 18
kn-nature mounds: 1d20 + 10 ⇒ (13) + 10 = 23 Resistances?
kn-local: 1d20 + 10 ⇒ (17) + 10 = 27Resistances?

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Battlefield Conditions: Dim Light, Green Squares are Difficult Terrain (Bog), Swamp Water deals Negative Energy Damage.
Ikit(-0,Fine)
Thunderhoof(-0,Fine)
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-0,Fine)
Chak Yuen Chen(-0,Fine)
Chaine(-4,Fine)
Heart of Blight (Orange)(-20,Fine)
Mother Bloodleaf (Red)(-87,Staggered)
Shambling Mound (Pink)(-43,Staggered)
Shambling Mound (Green)(-43,Staggered)
Shambling Mound (Blue)(-87,DEAD)
Grimaldus Skillganon(-0,Fine)
Bloodleaf Reflex DC18: 1d20 + 6 ⇒ (11) + 6 = 17
Mound Pink Reflex DC18: 1d20 + 5 ⇒ (19) + 5 = 24
Mound Blue Reflex DC18: 1d20 + 5 ⇒ (5) + 5 = 10
Mound Green Reflex DC18: 1d20 + 5 ⇒ (14) + 5 = 19
Will Save Plant: 1d20 + 6 ⇒ (4) + 6 = 10
The mounds are immune to Shock, and are even empowered by it.
Bloodleaf has no resistances, but has a weakness of Light Sensitivity and a benefit of Ferocity.
The mounds that are still standing move forward as far as they can before finally shaking off their knots that have been slowing them down.
The Orc, Mother Bloodleaf, casts a spell on the group, as a strange cloud now envelopes Charlie!
CONSTITUTION DAMAGE Fortitude DC17 for Half Damage: 1d4 ⇒ 1
Cloudkill
This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).
A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one's breath doesn't help, but creatures immune to poison are unaffected by the spell.
Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.
Figure out the cloud's new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.
Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.
The plant lashes out at Charlie after moving closer to him. 5ft shift
Vine 1: 1d20 + 22 ⇒ (16) + 22 = 38
Vine 2: 1d20 + 22 ⇒ (17) + 22 = 39
Vine 3: 1d20 + 22 ⇒ (6) + 22 = 28
Vine 4: 1d20 + 22 ⇒ (13) + 22 = 35
Damage: 4d8 + 48 ⇒ (2, 7, 7, 3) + 48 = 67
Grapple 1: 1d20 + 26 ⇒ (17) + 26 = 43
Grapple 2: 1d20 + 26 ⇒ (10) + 26 = 36
Grapple 3: 1d20 + 26 ⇒ (1) + 26 = 27
Grapple 4: 1d20 + 26 ⇒ (15) + 26 = 41
Grapple at +26.
The Heart of Blight violently lashes out against Charlie, and deals him some massive blows! 67 Damage, and Grappled.

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I'm assuming that means Charlie's taking 1 point of con damage regardless, but in case there are other effects.
Spellcraft: 1d20 + 5 ⇒ (3) + 5 = 8
Fort Save: 1d20 + 13 ⇒ (13) + 13 = 26

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Battlefield Conditions: Dim Light, Green Squares are Difficult Terrain (Bog), Swamp Water deals Negative Energy Damage.
Ikit(-0,Fine)
Thunderhoof(-0,Fine)
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-67,Grappled, 1 Con Damage)
Chak Yuen Chen(-0,Fine)
Chaine(-4,Fine)
Mother Bloodleaf (Red)(-87,Staggered)
Heart of Blight (Orange)(-20,Fine)
Shambling Mound (Pink)(-43,Staggered)
Shambling Mound (Green)(-43,Staggered)
Shambling Mound (Blue)(-87,DEAD)
Grimaldus Skillganon(-0,Fine)
Yeah 1 Con regardless. Please note I updated to include the Plant's turn. I forgot to use it's camoflague ability, but that doesn't matter too much since it is a Perception DC30 to spot, which most people in this group can do, so I'll consider it as you went in and spotted it right away.

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Chak studies the closest mound and attempts up to make quick work of it.
Chak will accept the rage at this point assuming it is still ongoing. (If not, subtract 2 to hit and 3 to damage.)
+1 Keen Adamantine Nodachi: 1d20 + 24 ⇒ (4) + 24 = 28 Damage: 1d10 + 25 ⇒ (8) + 25 = 33 Sneak Attack: 4d6 ⇒ (2, 2, 6, 6) = 16
+1 Keen Adamantine Nodachi: 1d20 + 24 ⇒ (1) + 24 = 25 Damage: 1d10 + 25 ⇒ (2) + 25 = 27 Sneak Attack: 4d6 ⇒ (2, 5, 1, 2) = 10
+1 Keen Adamantine Nodachi: 1d20 + 19 ⇒ (4) + 19 = 23 Damage: 1d10 + 25 ⇒ (6) + 25 = 31 Sneak Attack: 4d6 ⇒ (6, 5, 2, 1) = 14
+1 Keen Adamantine Nodachi: 1d20 + 14 ⇒ (16) + 14 = 30 Damage: 1d10 + 25 ⇒ (7) + 25 = 32 Sneak Attack: 4d6 ⇒ (3, 1, 6, 4) = 14 (threat)
Bite (Secondary): 1d20 + 18 ⇒ (15) + 18 = 33 Damage: 1d3 + 13 ⇒ (3) + 13 = 16 Sneak Attack: 4d6 ⇒ (1, 6, 3, 1) = 11
Confirm 4th attack: 1d20 + 14 ⇒ (3) + 14 = 17 Damage: 1d10 + 25 ⇒ (1) + 25 = 26

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ahhahahaha sorry, I will not see that! I will roll for hilarity :D
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Seeing the fight take up he moves himself to a more "favorable" position to react to either side and step in where needed be. With the team not giving him time to provide them with any assistance in regards of spells the young vindicator watches the battle unfold, readying to step in or cast healing when it was needed.

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Updated: GM is tired and lost paying attention.
Battlefield Conditions: Dim Light, Green Squares are Difficult Terrain (Bog), Swamp Water deals Negative Energy Damage.
Ikit(-0,Fine)
Thunderhoof(-0,Fine)
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-67,Grappled, 1 Con Damage)
Chak Yuen Chen(-0,Fine)
Chaine(-4,Fine)
Mother Bloodleaf (Red)(-87,Staggered)
Heart of Blight (Orange)(-102,Fine)
Shambling Mound (Pink)(-43,Staggered)
Shambling Mound (Green)(-92,DEAD)
Shambling Mound (Blue)(-87,DEAD)
Grimaldus Skillganon(-0,Fine)
@Thunderhoof: Sure, why not?
@Chak: It dies on the first attack. Would you like to use your attack as a standard and then move?

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Silvermane acrobatics to jump is at +30 so auto-succeeds jump over marsh water areas
Chaine attempts another drive-thru charge against the humongous flower.
+1 Cold Iron Valiant Lance, Mounted charge vs. Challenged target, Banner, With Skald-fueled Rage in Ma Heart!!: 1d20 + 21 + 3 ⇒ (19) + 21 + 3 = 43 for dmg: 3d6 + 3d8 + 51 + 15 ⇒ (4, 3, 1) + (6, 6, 8) + 51 + 15 = 94 cold iron, good, magical piercing damage.
lesser celestial blood: +1d6 if evil outsider: 1d6 ⇒ 2
LASTWALL PHALANX and DISTRACTING CHARGE in effect for entire party
AC 32; 38 vs. Big Plant; F+14, R+8 W+10

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I had to take a 5-foot step to get into melee range, so I can't move.

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Ikit pulls out his wayfinder and starts an incantation.
Spending a point of Conjuration focus for Servitor.

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Round #6 of Inspire Rage.
Fort vs Poison: 1d20 + 15 + 2 ⇒ (3) + 15 + 2 = 20
Thunderhoof continues his inspiring bellowing that rattles the treetops of the haunted forest. With a **pop** the huge bull moves between the tree-bound portals following on the tengu's heels. Appearing near one of the shambling terrors, he lunges forward with his deadly horns.
Gore (wild shape, inspire rage): 1d20 + 18 ⇒ (15) + 18 = 33
Damage: 2d6 + 30 ⇒ (1, 3) + 30 = 34

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Charlie has freedom of movement up, so he's not grappled...just severely battered and bruised.
Deciding perhaps he moved a little too close, Charlie will take a full round action to withdraw, hoping the cloud will provide concealment as he moves away from the nasty plant as he walks on air over the bogs, retreating as far as he can.
Red lines show route. Feel free to delete them. full-round action for double-move withrawal, doesn't provoke retreating out of first square, hopefully has concealment from plant thereafter

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Battlefield Conditions: Dim Light, Green Squares are Difficult Terrain (Bog), Swamp Water deals Negative Energy Damage.
Ikit(-0,Fine)
Thunderhoof(-0,Fine)
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-67,1 Con Damage)
Chak Yuen Chen(-0,Fine)
Chaine(-4,Fine)
Mother Bloodleaf (Red)(-87,Fine)
Heart of Blight (Orange)(-186,Fine)
Shambling Mound (Pink)(-77,DEAD)
Shambling Mound (Green)(-92,DEAD)
Shambling Mound (Blue)(-87,DEAD)
Grimaldus Skillganon(-0,Fine)
I've ran this encounter nearly 6 times. This was the fastest I've seen the plant go down.
Mother Bloodleaf stands all alone, with the plant destroyed and her shambling mounds vanquished.
"Damn every last one of you!"
She casts fly and starts ascending. Getting 55ft away and over the swamp.

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Battlefield Conditions: Dim Light, Green Squares are Difficult Terrain (Bog), Swamp Water deals Negative Energy Damage.
Ikit(-0,Fine)
Thunderhoof(-0,Fine)
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-67,1 Con Damage)
Chak Yuen Chen(-0,Fine)
Chaine(-4,Fine)
Mother Bloodleaf (Red)(-87,Flying)
Heart of Blight (Orange)(-186,Fine)
Shambling Mound (Pink)(-77,DEAD)
Shambling Mound (Green)(-92,DEAD)
Shambling Mound (Blue)(-87,DEAD)
Grimaldus Skillganon(-0,Fine)

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Charlie snaps his fingers and out pops his rod of Intensify Spell. He snaps them again, and his rod of Empower spell disappears into his gloves of storing. Then he blasts Mother Bloodleaf with an intensified Burst of Radiance.
damage if she's evil: 10d4 + 10 ⇒ (4, 2, 3, 4, 2, 4, 2, 3, 3, 1) + 10 = 38
DC: 17 Reflex save. If she makes it, she's dazzled. If she fails, she's blinded. duration for dazzled/blinded: 1d4 ⇒ 1 rounds.
Regardless of save, if she's evil she takes full damage. If she's not evil, then only dazzled/blinded condition applies (no damage at all)
"Come down now, or I'll blast you out of the sky!"

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Thunderhoof's rage is giving Chaine a +6 to STR... if I didn't have a STR +2 belt already it would be an effective +8 to STR! multiply that by three due to spirited charge with a lance and well... yes... that was much faster than last time Chaine fought it: it almost killed him last time. How high is Mother Bloodleaf? I think I see a charging lane... :) :D

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Seeing Mother Blindleaf fly away he shakes his head for just the briefest of moments before closing his eyes and whispering a quick encantation "Oh Sarenrae, I ask you to aid your loyal follower in fighting this accursed evil and break the enchantment so that we can fight this vile abomonation on the ground..." With that said he regarded Blind leaf and let the spell go.
Break Enchantment on the Fly: 1d20 + 11 ⇒ (7) + 11 = 18

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Chaine sees Mother Bloodleaf attempt to flee and spread her blight to other parts of the forest, and he sees Brother Grimaldus trying to cast a spell on her. Hoping that she's not too high and hoping Brother Grimaldus will ground her or delay her, he issues a challenge to her and charges.
"Stand down, evildoer, and prepare to meet Pharasma!"
Silvermane high jump: 1d20 + 30 ⇒ (3) + 30 = 33 --> divided by four for height above ground; plus 10 for horse-cube; plus 10 for lance reach = 8 + 10 + 10 = 28 --> Chaine reaches the foe if at altitude of 25 or less
+1 Cold Iron Valiant Lance, Mounted charge vs. Challenged target, Banner, With Skald-fueled Rage in Ma Heart!!: 1d20 + 21 + 3 ⇒ (3) + 21 + 3 = 27 for dmg: 3d6 + 3d8 + 51 + 15 ⇒ (6, 2, 5) + (2, 3, 3) + 51 + 15 = 87 cold iron, good, magical piercing damage.
lesser celestial blood: +1d6 if evil outsider: 1d6 ⇒ 1
LASTWALL PHALANX and DISTRACTING CHARGE in effect for entire party
AC 32; 38 vs. Big Plant; F+14, R+8 W+10

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Charlie's spell blasts the foul Mother Bloodleaf, and she plummets into the swamp below her.

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Charlie blows on the end of his metamagic rod, gives it a twirl and tucks it into his belt. "Mess with a Gee-nome, you're gonna get taken down. Hard."
Then Charlie pulls out his naughty stick and makes himself feel evil all over.
Wand of Infernal Healing. I'm assuming we're out of combat. If other enemies surface before CHarlie's next round...

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Yep. We are out of combat for the moment. Wanna fight them all over again or take a break for a bit?

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These charge posts are annoying... I'll sit this one out and watch the giant bull thrash the plant around this time! :)

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"Great job everyone."
I'm with Thunderhoof on if we get more points to help out the overall successes for the scenario let's do another.

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Agreed. If it gets the House more successes, then let's do another one. If it's just killing time, no need.

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Guys I think I'm gonna chill until the next part... got lots on the go this week. If y'all don't mind. I don't think there's any scenarios out there that give extra points for running stuff twice...

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The response I have received is yes, it will grant more successes BUT they are not worried with trying to meet the deadline. So we can, but it is not essential.