| GM Numbat |
Solstice Scar version D – The story so far
The Pathfinder Society received a call for help from the Blakros Museum, where intruders tripped the many defences and barricaded themselves inside the building. Upon overcoming these safeguards, they encountered Medda and her Twinhorn warriors. Medda was willing to discuss the Kellids’ reason for attacking. Valsin was angered to learn that museum agents resorted to theft to gain relics and promised Medda that Pathfinders would accompany them back to the Tusk Mountains to return the hilt.
The Pathfinders secured passage for their convoy through the Hold of Belkzen and fought off renegade tribes’ raiders.
However, they arrived at the Twinhorn encampment too late; Eshimka’s forces had begun flooding through a portal at the standing stones. The Pathfinders needed to fight back the undead and close the rift. Once sealed, they learned that the attack left an extraplanar scar. Expecting an even greater invasion the next solstice, the Pathfinders must prepare to defeat Eshimka and end the threat forever.
The Society members followed in the footsteps of the paladin Ivvora, seeking the place where she died battling a powerful white dragon. There, Medda hoped to commune with Ivvora in the afterlife, learning how to reforge the broken dagger or create a new weapon to destroy Eshimka. In the process, those present had to fight the new generations of white dragons and their kobold servitors who inhabited the area.
Now preparations are being made to travel to an ancient battlefield where Ivvora and her comrades fought against an overwhelming undead force.
| GM Numbat |
The campaign has been long but important. New recruits are needed constantly as Pathfinders become too weary or injured to continue.
The main group journey south toward Fangwood. Their ranks quickly absorb the fresh Pathfinders sent to join them. As they go they are assigned into smaller groups to support each other with the daily tasks and watch assignments. This is the time to exchange stories and share any knowledge gained as they ready themselves to face the next challenge.
GM Dennis
|
**OVERSEER ANNOUNCEMENT**
The long journey south from the slopes of the Tusk Mountains to the edge of Fangwood took several weeks, during which many of the Twinhorns and Pathfinders exchanged ancestral stories and tales of daring adventures to pass the time on the relatively uneventful trek. By the time the Fangwood rises ahead in the brisk morning air, both groups are eager to confront whatever lies ahead.
Medda addresses the crowd gathered before her. “South of here lies a battlefield where the paladin Ivvora risked her life in a daring ploy to help her battalion defeat an undead horde. For her selflessness, Ivvora earned a token of Vildeis’s favor: the dagger she used to deal a terrible blow to Eshimka! For all the crusaders’ heroism, I can sense an undead taint lingered here, and that stretch of the Fangwood has expanded in the centuries since to absorb it. It is now our turn to earn Vildeis’s blessing, risking ourselves to end this threat so that in turn we might slay Eshimka once and for all.
“The terrain favors small groups over larger formations, so we shall divide into smaller groups to navigate the forest and identify the corruption’s heart. May Ivvora’s example guide us to victory!” With that, Medda and her phantom Anok turn and enter the Fangwood, followed by Pathfinder and Twinhorn teams that fan out behind her.
GMs, you may begin Part 5.
| GM Numbat |
Brambles grow wild throughout the edge of the wood where a thick canopy of trees begins to filter out sunlight, turning day into night. The overgrown plant life forbids easy access deeper into the forest and fills the air with the sickly-sweet smell of decay.
The outer edge of the blighted forest is overgrown with barbed plants, many of which look poisonous and the thick foliage hides the skittering and rustle of creatures in its nooks and crannies. It is challenging, even in small groups, to move through the area and everything the Pathfinders see looks decayed, warped or venomous.
To navigate your way through the area safely, each of you must succeed at a skill check using one of the following skills: Acrobatics, Climb, Handle Animal, Knowledge (nature), or Survival. Alternatively, you can attempt a slightly easier wild empathy check. Anyone with the woodland stride class feature (or a similar ability) receives a +4 bonus on any of these checks.
Wild empathy DC 17
All others DC 20
Each member of the party taps into their skills and knowledge to try to find a safe way through the terrain. Those that are less prepared find themselves dodging the dangerous plants and animals or fighting off the poison delivered by this treacherous environment.
If you did not succeed at the above check then you must make a Reflex save or a more difficult Fortitude save.
Please feel free to RP your introductions then make the appropriate checks to move through the brambles.
Volsung Dreamborn
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Physically, Volsung has the build and features of slim, young adult elf. Their skin though has a light violet hue, and their hair is metallic gold in color. Volsung’s most striking feature are their eyes. These are a solid, glowing pale blue with no iris or pupil. On the tabard over their chain shirt, there is a black enameled pin made of silver and in the shape of a butterfly.
Volsung gazes toward the forest, smiling slightly, and speaks in a quiet, even voice.
Though these are not the woods of my youth, I welcome a chance to walk and dream among the trees which lay ahead...
Then more grimly.
…and to rid them of the nightmare of undeath that haunts them.
With that they attempt to agilely enter the sickened forest, stumble...
Acrobatics +7: 1d20 + 7 ⇒ (2) + 7 = 9
... and regain their balance with a wry smile.
Reflex +9: 1d20 + 9 ⇒ (17) + 9 = 26
Makon Grimug
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Handle animal: 1d20 + 6 ⇒ (11) + 6 = 17 Makon use his knowledge of game trails and animal travel patterns (knowledge gleaned from many years hunting and trapping game in the River Kingdoms for his uncle's tannery), to try and navigate his way through the difficult and dangerous terrain. But alas he's unable to avoid rubbing up against a few of the more poisonous plants and biting insects seem to drop from nearly every branch! fort: 1d20 + 7 ⇒ (9) + 7 = 16
I've seen some hostile ground in me time...but, for the death of me...I can't recall when! Makon announces in exasperation..
Khāṇa Tsogtsos
|
Back at the inn, a curious riddle had been posed: What is black and green and black and green and black and green and black and green?
Acrobatics: 1d20 + 5 ⇒ (1) + 5 = 6
As Khāṇa catches up, the others realize the answer:
Reflex save: 1d20 + 6 ⇒ (14) + 6 = 20
A Gebbite Half-Orc rolling down a hill.
Covadil Delonnen
|
A tall, darkly dressed half-elf, with long black hair and mournful blue eyes eventually catches up to and joins the group of adventurers. With a large sword sheathed at his hip, his appearance is only softened by the somewhat out of place looking broach in the shape of a cat pinned on his chest. Despite looking quite deeply scratched, it looks to be as polished as well as could be expected given it is most likely quite old. "Greetings. I am Covadil!" he says as he joins the group, catching his breath.
Climb: 1d20 + 4 ⇒ (18) + 4 = 22
Garbed in a solid breastplate, the half-elf chooses the physical course of action rather than trying to avoid the thick brambles. Using more of his brute strength, he climbs through the foliage, avoiding the worst of the hazard.
| GM Numbat |
Despite best intentions, some groups of Pathfinders only came together at the last moment, heading into the inhospitable environment.
One of those groups attacked the task with bravery and mixed results.
Volsung may have initially have been too wrapped up in dreams and memories to really deal with the difficult terrain, but when they realised their predicament their reflexes kicked in and they managed to dodge the worst of the venomous fauna and flora.
Angie Sen went in with great confidence and demonstrated his ability to keep the wilds at bay.
Makron attempted to follow Angie Sen's example but with less success. A rather large bug took a chomp and injected its poison. Unfortunately, the efforts of this exercise had left Makron's body just a little less prepared to deal and he became sickened. -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Following close on Makron's heels, the fellow half-orc Khana stumbles in but nimbly dodges the worst of the threats.
In the meantime Covadil calmly demonstrates his strength by climbing over and around the hazards presented.
Reporting a success (more than half the party proceed without becoming sickened).
Please determine marching order in the discussion thread.
| GM Numbat |
The forest floor is blanketed with eerie dark flowers that paint the otherwise lightless woods with their purple incandescence. Disorienting paths cut through the trees, forward-facing paths seem to lead back to where they started, and retracing one’s steps leads to unfamiliar terrain. Glowing eyes glare hungrily from within the impenetrable thickets where the vines slowly curl around anyone who gets too close.
The party quickly realises the hazards of this terrain may have changed but still remain. They proceed with caution.
Each player please provide a Perception or Survival check.
The area is considered dim light so also state your light source and/or special senses.
Khāṇa Tsogtsos
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Special senses: Darkvision 60 ft. and Scent!
Perception, Inspired: 1d20 + 9 + 1d6 ⇒ (7) + 9 + (5) = 21
Khāṇa's no ranger, but with her acute senses and quick wits, it's a walk in the park (save that this isn't a park).
Volsung Dreamborn
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Darkvision
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Purple is such a lovely color!
Covadil Delonnen
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Covadil has Low-light Vision
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
Even with the strong sight passed down from the elven side of his heritage, it takes a few moments for Covadil's eyes to adjust to the dim light in the forest.
Makon Grimug
|
perception: 1d20 + 6 ⇒ (4) + 6 = 10
| GM Numbat |
As the intrepid group of Pathfinders progress further into the blighted forest, a pair of immense black wolves with large sharp fangs emerge from the thick growth. Something doesn't look right though, their eyes are glowing purple!
These are easily recognised as Dire Wolves but have been infected by whatever unnatural energy has affected this forest. They still look fast with a vicious bite.
For every 5 that you beat the DC, you may ask for one piece of information from this list.
initiative Angie: 1d20 + 2 ⇒ (1) + 2 = 3
initiative Makon (sickened): 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15
initiative Covadil: 1d20 + 1 ⇒ (13) + 1 = 14
initiative Khana: 1d20 + 1 ⇒ (13) + 1 = 14
initiative Volsung: 1d20 + 6 ⇒ (19) + 6 = 25
initiative opponents: 1d20 + 2 ⇒ (17) + 2 = 19
Covadil roll off: 1d20 ⇒ 12
Khana roll off: 1d20 ⇒ 13
Round 1
Bold may act
Volsung
Red
Blue
Makon – sickened
Covadil
Khana
Angie
Volsung Dreamborn
|
Should I have edit access to the Google Slides so I can move my icon?
Less enamored of purple right now.
Move action Volsung moves to the square 10 ft ahead of Makon, drawing their rapier as they move.
Swift action Hypnotic stare vs. Blue.
Standard action Ready to attack first enemy which moves adjacent to Volsung.
Volsung will attempt to Parry and, if possible, Riposte any attack by Blue and use Mesmeric Mirror if attacked by Red.
| GM Numbat |
Should I have edit access to the Google Slides so I can move my icon?
Sorry about that. Hopefully, it is now fixed.
Also I wanted to include some relevant information that may affect your move.
While on their approach the party has already discovered that much of this area is difficult terrain. Also, the local plant life seems to have a mind of its own and responds to intruders with displeasure.
Any creature that ends its turn within 5 feet of the thickets must succeed at a Reflex save or become entangled. Entangled creatures can attempt to break free as a move action, succeeding with an Escape Artist check or Strength check. Alternatively, a creature can free itself by dealing sufficient slashing damage.
Fire, negative energy, and effects that specifically harm plants may be useful against this environment.
A request for everyone, anytime you take an action that is not completely standard, please include the details (at least the first time) as an out of character comment so that I am not constantly chasing information. Some things I am quite familiar with, others I am not.
Volsung, please go ahead and complete your move now you have the relevant information and hopefully the ability to move your token.
Volsung Dreamborn
|
Same turn as described above except stopping directly above Makon.
Reflex: 1d20 + 9 ⇒ (14) + 9 = 23
Mesmeric Mirror creates a mirror image when triggered by Volsung which can be done when they are attacked.
Parry is 1d20+8 to beat the attacker's to hit roll and costs one Panache and one AoO
| GM Numbat |
Volsung bravely moves to the front of the party and stares at the closest wolf though their body shows signs of readiness to act.
The wolves in turn growl and charge. Volsung attempts to parry the big wolf's bite but isn't quite fast enough. The wolf sinks their teeth into Volsung and unsuccessfully tries to drag them to the ground. Volsung takes 7 points of bite damage.
The other wolf bites at Angie Sen but misses.
blue bite attack: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
red bite attack: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Volsung's parry: 1d20 + 8 ⇒ (13) + 8 = 21
blue's bite damage: 1d8 + 6 ⇒ (1) + 6 = 7
blue attempts to trip: 1d20 + 8 ⇒ (10) + 8 = 18
Volsung's parry was 21
Round 1 continued
Bold may act
Volsung -7
Red charged
Blue charged (hypnotic stare)
Makon (sickened)
Covadil
Khana
Angie
Round 2
Volsung -7
Angie Sen
|
Angie Sen steps up to the (blue) Wolf, gripping his Katana in two hands. He take an strong over hand swing at the Wolf.
Katana Attack: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19
Dice+Base-Power Attack
Slash Damage: 1d8 + 7 + 2 ⇒ (7) + 7 + 2 = 16
he will cleave if it drops the first one
Khāṇa Tsogtsos
|
Khāṇa backs Angie Sen up with an axe that a Galtan executioner would envy.
masterwork greataxe vs red: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d12 + 3 ⇒ (9) + 3 = 12
Her form with it isn't too bad, either.
| GM Numbat |
Angie Sen slashes at the blue beast biting deep into its shoulder with his katana.
Khana has her teammates back, keeping the red wolf occupied with a solid chop that elicits a half yelp half growl from the beast.
Round 1 continued
Bold may act
Volsung -7
Red -12 charged
Blue -16 charged (hypnotic stare)
Makon (sickened)
Covadil
Khana
Angie
Round 2
Volsung -7
Volsung Dreamborn
|
Did Volsung make their readied action against the Blue wolf? If not, I'll roll it here. If they did, please ignore it.
Readied action
Rapier to hit: 1d20 + 8 ⇒ (16) + 8 = 24
magic/piercing damage plus Painful Stare precision damage: 1d6 + 4 + 1d6 + 1 ⇒ (3) + 4 + (5) + 1 = 13
This should change Volsung's initiative order so they are after Red but ahead of Blue.
Volsung winces from the bite and attempts another rapier thrusts against the purple-eyed wolf (Blue).
Rapier to hit: 1d20 + 8 ⇒ (19) + 8 = 27
magic/piercing damage plus Painful Stare precision damage: 1d6 + 4 + 1d6 + 1 ⇒ (2) + 4 + (6) + 1 = 13
Critical confirmation and possible additional damage
Rapier to hit: 1d20 + 8 ⇒ (12) + 8 = 20
magic/piercing damage: 1d6 + 4 ⇒ (3) + 4 = 7
While at the same time contending with the hostile local flora.
Reflex: 1d20 + 9 ⇒ (20) + 9 = 29
Covadil Delonnen
|
Covadil steps forward to join in the assault on the red wolf.
Power Attack
Greatsword: 1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24 Damage: 2d6 + 8 + 3 ⇒ (3, 3) + 8 + 3 = 17
| GM Numbat |
Retcon to the beginning of the round
The springy Volsung was ready for the massive wolf as it approached and managed to pierce its thick hide as the wolf bit.
Back to current
Covadil steps forward and putting his weight behind his thrust, buries his greatsword into Red's chest.
Those not distracted completely by the fighting hear someone approaching from behind. A remarkably unscathed Wayang is making their way up the path calling out that they are here to assist.
Round 1 continued
Bold may act
Volsung -7
Red -29 charged
Blue -16 charged (hypnotic stare)
Makon (sickened)
Covadil
Khana
Angie
Round 2
Blue -29 (hypnotic stare)
Volsung -7
Tofang will enter the fray in round two just ahead of Angie (if this encounter continues past round one that is).
Khāṇa Tsogtsos
|
Khāṇa goes in for another round of 'Whack-A-Worg'.
masterwork greataxe vs red: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d12 + 3 ⇒ (3) + 3 = 6
Attempting to learn from comical blunders of adventures past, she goes for form over force this time.
Angie Sen
|
Knowing the threat of these beast, Angie Sen tries to dispatch the beast quickly with a strong back swing of his sword.
Katana Attack: 1d20 + 8 - 1 ⇒ (10) + 8 - 1 = 17
Dice+Base-Power Attack
Slash Damage: 1d8 + 7 + 2 ⇒ (5) + 7 + 2 = 14
he will cleave if it drops the first one
Tofang Siyaah
|
Hello everybody!
You all see a slight Wayang appearing with a gun in each hand which are attached to the respective wrist with a very fine chain.
He wears a chain shirt and beneath that an engineering outfit with lots of pockets and a large backpack on his back.
His tone is calculated when he says ”Sorry for being late. I just returned from space ... “
| GM Numbat |
Khana takes another chop at red and her axe once again bites into the great beast's flesh.
Angie follows quickly to finish it off with his Katana, dropping the wolf where it stood. The blade continues its swing toward the other blight affected creature, slicing into its neck.
Katana Attack: 1d20 + 8 - 1 ⇒ (5) + 8 - 1 = 12
Slash Damage: 1d8 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Round 1 continued
Bold may act
Volsung -7
Red -49 charged
Blue -27 charged (hypnotic stare)
Makon (sickened)
Covadil
Khana
Angie -2 AC
Round 2
Blue -29 charged (hypnotic stare)
Volsung -7
Makon Grimug
|
Makon feeling sick to his stomach decides not to force his way through his friends, instead he shoots his bow into the fray. L bow composite: 1d20 + 7 - 2 - 4 ⇒ (20) + 7 - 2 - 4 = 21dmg: 1d8 + 5 - 2 ⇒ (8) + 5 - 2 = 11 L bow composite *confrim crit*: 1d20 + 7 - 2 - 4 ⇒ (16) + 7 - 2 - 4 = 17dmg: 2d8 + 10 ⇒ (6, 7) + 10 = 23
Tofang Siyaah
|
Crit modifier is x3 i think.
| GM Numbat |
You can still RP and heal, I just want to allow us to progress in a timely manner as well.
As the Pathfinders continue to progress deeper within the blighted forest they notice movement in the trees but can never quite see what it is. They also begin to hear voices.
About 30 minutes into their journey the forest opens to a small clearing that is 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.
Before entering some in the group catch phrases among the whispers.
”So many wander our woods…”
“…danger…”
“Mother Bloodleaf’s blight…”
“…trapped so long, I can’t remember…”
Three of the faces remain in place and speak out in unison. “Who wanders these forlorn paths? Do you seek to join us? Join us!”
An aggressive voice adds, ”Yes, intruders, why are you here?”
Another suggests in a humorous tone, ”They must be here to serve Mother Bloodleaf and spread her blight. Nothing could be more fun now, could it?”
A third voice calmly interjects, ”Let them speak, for all we know they are here to vanquish that evil creature. Perhaps they seek help.”
Mechanics
Observation: As you interact with the spirits, each of you can study one face and its behaviour to learn about its personality and which strategies might be most effective against it. After you have roleplayed for a short while, select one spirit and attempt a Sense Motive check representing your attempt to learn more about that spirits likes and dislikes.
Once that is complete, we will progress to the presentation phase where you attempt to persuade the spirits. The knowledge gained during observation may assist these endeavours.
Makon You are no longer sickened, you recovered during the trek.
Tofang Siyaah
|
”I am Tofang. I was not much help with this but I can assure you that I am now part of your group and will do everything so that we are successful!“ Tofang says.
After conversing with him a little bit during the walk you notice that Tofang is sharp and talks somewhat quickly, but is deliberate with his word choices and tends to approach problems as an engineer would.
He is fascinated by the melding of technological practices found in firearms, and to that end he has fashioned a personal pistol of his own design.
He is generally wary of weapons and would like to avoid hurting anyone with them, but understands how dangerous the world can be and when not in duty keeps his weaponry hidden on his person should the need arise.
* * *
Tofang looks at the third face and starts speaking.
”You are absolutely correct! We are here to fight the evil that has been spreading and I hope that we can support each other to achieve this goal! You seem to understand that joint corporation is beneficial for all, correct?“ Tofang asks.
Sense Motive : 1d20 - 1 ⇒ (1) - 1 = 0
Volsung Dreamborn
|
Volsung pulls out a wand and taps themself with it.
That did sting. Let's see if I can put myself back together a bit.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wand UMD attempt: 1d20 + 8 ⇒ (5) + 8 = 13
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Wand UMD attempt: 1d20 + 8 ⇒ (10) + 8 = 18
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Wand UMD attempt: 1d20 + 8 ⇒ (5) + 8 = 13
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand UMD attempt: 1d20 + 8 ⇒ (15) + 8 = 23
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Volsung joins Tofang in front of the third face and speaks calmly and quietly to it.
Yes, I and my fellows are foes of evil. I seek to end all that would disrupt the beauty and peace of the waking and dreaming worlds.
Sense Motive: 1d20 + 6 ⇒ (20) + 6 = 26
Makon Grimug
|
Makon is somewhat startled by the aggressive voice. He is caught in the middle of a *dry heave* still recovering a bit from the poisonous environment he's recently trekked through.
”Yes, intruders, why are you here?”
Huh! What!? What foul demonic witchery is this now!? Perhaps my axe can find out you ugly sneering tree face!
sense motive: 1d20 ⇒ 6
Covadil Delonnen
|
Covadil focusses his attention on the 1st face, noticing its aggressive demeanour.
"I can see your anger, wise one. I too find rage rising inside when I am confronted with such blight and destruction. We would help stop those behind this affront to your lands."
Sense Motive: 1d20 + 4 ⇒ (5) + 4 = 9
| GM Numbat |
Unfortunately neither Makon nor Covadil gains much insight into the aggressive spirit while talking with it.
Two chances left, Khana and Angie Sen, how will you use them?
On speaking with the calm spirit, Volsung senses that it is all a front and inwardly they are seething with rage towards the blight and Mother Bloodleaf. The spirit actually dislikes methods that try reason and logic to convince that helping the Pathfinders would be the best course of action. Instead, they prefer tactics that demonstrate the power of the Pathfinders or that describe how Mother Bloodleaf will be vanquished and made to pay.
Tofang Siyaah
|
GM, any mechanics you can share on the third face or should we just roll what we believe we can contribute?
Volsung Dreamborn
|
Volsung would like to try Diplomacy, if that’s an option.
Sensing the forest’s anger and desire for revenge, Volsung tells the trees of Volsung’s devotion to the Black Butterfly, her hatred of all evil, and her never-ending war against the nightmarish Black Tapestry. Volsung then describes the evil that they have fought and destroyed, including the two possessed wolves the party just fought, terrible creatures from the depths of the night sky (Beyond the Halflight Path), and an ancient horror attempting to return to haunt the present (In Wrath’s Shadow).
Volsung speaks calmly and quietly as they almost always do. However, their story leaves no doubt of Volsung’s commitment to and experience with the destruction of evils such as this Mother Bloodleaf and the blight she has caused.
Using one charge of the Wand of Burst of Insight to gain a +4 bonus to Volsung’s diplomacy roll.
Diplomacy: 1d20 + 15 ⇒ (6) + 15 = 21
Tofang Siyaah
|
Tofang tries impress with stories of arcane power and tells of his magical adventures which eventually led to the rescue of a Demi God. ( Ranginori)
kn arcana : 1d20 + 12 ⇒ (1) + 12 = 13
| Bilby Bot |
Bilby Bot swoops by and while not very good at conversation attempts to read the spirits on behalf of Angie Sen and Khana.
Spirits 1=Agrressive 2=Joker
For Angie Sen
which spirit: 1d2 ⇒ 1
sense motive: 1d20 + 6 ⇒ (14) + 6 = 20
For Khana
which spirit: 1d2 ⇒ 1
sense motive: 1d20 + 9 ⇒ (14) + 9 = 23
As both rolls succeeded I will apply them to separate spirits as I expect that is what would happen in sequential play.
| GM Numbat |
I was waiting to complete the first phase/round before moving to the next.
Angie Sen by observing the Aggressive spirit is able to determine that it is really trying to hide its fear. Perhaps it is most concerned of what Mother Bloodleaf might do to the spirits if they provide assistance to the Pathfinders. Angie Sen thinks this spirit may respond well to reassuring tactics that demonstrate the spirits will be protected and would respond poorly to intimidation.
Khana's sense of the Joker spirit is that they are actually worried about the other spirits and any other victims the blight might entrap. Reason and logic are sound approaches whereas appeals to emotions or trying to garner empathy may fall flat.
With the small talk aside, the spirits are eager to hear why they should assist this group of Pathfinders.
Mechanics
Presentation: Each of you can make a pitch to one spirit—either independently or by using the aid another action—each spirit requires one successful check to persuade. More than one of you can try to persuade a particular spirit, though after two failed checks, that spirit fades back into the trees.
The difficulty of these checks depend on the strategy used. Does the action taken appeal to the spirit’s likes? Or did you inadvertently annoy them by focusing on a dislike?
Tofang and Volsung, do either of you wish to change your actions or should I proceed as written? Also, I will need to know which specific spirit you are addressing.
Also, Aid Token, please use or boost so we can pass it on.
Makon Grimug
|
We'll boost the aid token: we don't need it for this challenge ... att. roll to boost: 1d20 + 7 ⇒ (2) + 7 = 9 (note pwr attack is not on for this roll)
GM I think this is the perfect time for me to use my Explore Report Corporate Boon from my conformation chronicle...I'll cross off the boon could you please give me a *hint* as to the exact skill needed to appease the Calm spirit.
Ok I think the Aggressive spirit might be best for diplomacy.. The joker...maybe some-kind of knowledge? But, I'm using a boon for the calm spirit...perhaps bluff or sense motive to deflect it's true seething hatred ...hopefully the GM will just tell me because I used a boon.
Makon scratches his head in wonder at these strange spirits...He'd scene alot on this journey something about the calm spirit struck him as odd...reminded him of something.
| GM Numbat |
Makon, save your boon for now and I will see if I can explain better.
Pulling together the information you have on the spirits and a couple of suggestions for approach
Calm The spirit actually dislikes methods that try reason and logic to convince that helping the Pathfinders would be the best course of action. Instead, they prefer tactics that demonstrate the power of the Pathfinders or that describe how Mother Bloodleaf will be vanquished and made to pay. A display of martial prowess, Intimidation
Aggressive Perhaps it is most concerned of what Mother Bloodleaf might do to the spirits if they provide assistance to the Pathfinders. Angie Sen thinks this spirit may respond well to reassuring tactics that demonstrate the spirits will be protected and would respond poorly to intimidation. Diplomacy or an appropriate performance
Joker Worried about the other spirits and any other victims the blight might entrap. Reason and logic are sound approaches whereas appeals to emotions or trying to garner empathy may fall flat. Knowledge nature or arcana
The suggestions are just that and the field is open. How you present your case plays a part in the DC for your action. Feel free to be somewhat creative but include the RP and justification.
Aid Token - that failed to boost but I will pass it on.
Tofang Siyaah
|
Tofang remains with Joker and kn arcana. Bad roll though. :-(