nightdeath |
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.
The trip is long, and many Pathfinders have joined and left over the course of the journey. Having been split into smaller teams for ease of organization, the agents have plenty of time to get to know each other as they march.
Mustering has begun - the scenario will start in earnest on Monday. This is an excellent opportunity for introductions and socializing before then.
What do you do?
I'll PM any late comers if any.
Eutrophia Winters |
A young, bright-eyed Taldan woman chuckles at the mission briefing. "Undead horde, eh?" She pull back her coat, revealing a bandoleer filled with wooden stakes. "That happens to be my specialty."
Letting her coat fall shut, she offers firm handshake to the other agents. "Eutrophia Winters, but most other agents just call me Trophie."
Shawa |
A white skinned, white haired wayang strolls up. There is a thin sheet of mist which follows her with every step. As she bows slightly, he long blue tongue hanging out of her mouth, dangling as she speaks. "Greetings. I am here on the personal request of the Paracountess, I hope we do not let her down. I feel a dark presence looming over the city. A cold wind blows, however, so I think the tides of battle are on our side. Let's see what we can do here today."
Haunted Molly |
One of the Twinhorn soldiers wanders near you all. A burly and large-muscled warrior wielding an axe and wearing furs from the many prey he has slain. He comes up to you carrying a 3ft doll and looking very concerned.
"I was told to bring this to you." He says, then sets it on the ground before swiftly leaving,
On the doll sits a note.
Thank you for requesting the service of Molly! Please consider the following before awakening her.
Molly is able to complement most groups with a wide variety of skills and capabilities, and requires a ritualistic seance to be awakened. If you partake in her seance, you will awaken Molly and receive a portion of her powers to make you more capable in combat. If you do not partake in the seance to awaken Molly, she will awaken anyways. She will most likely select which power to grant those who partake in her seance, but this is also based upon what your group is composed of.
Eutrophia Winters |
"I think we just join hands and ask for her to wake up." Trophie leans over and whispers to the doll, "Wake up, little Molly. There's monsters to fight."
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.
Haunted Molly |
1 Hour later.
The doll starts to jerk and convulse, before its glassy eyes open wide with a spectral energy! The soul of a halfling enters into the doll, and it binds together as the ritual is complete!
It sits up, and looks around at everyone. "Teehee! Thank you for waking me up! I am Heirophant Molly, and I will be healing you all today!" With a quick flick of her wrists, the doll's Sleeves of Many Garments activates, and her outfit changes into a Doctor's Outfit. She also draws out her Teaching Staff of Dalenydra.
"I'm ready to go!" The doll says, as she raises her staff forward.
We have a lot of damage and a decent amount of bulk, so keeping everyone alive is probably how I will best compliment this group. For most out of Combat Heals, I will use my channel at 3d6+5. For combat, I can toss Cure Light Wounds at 1d8+10 and Cure Moderate at 2d8+10. Anyone who took part in the ritual will get +2 to any non-item and non-fast heal based healing they can do (Sorry, not the best.)
Halfing Favored Class for Medium increases the Seance bonus for the Medium by +1 for every 3 levels. The trait "Scarred By War" increases the healing I perform on others by 1.
Eutrophia Winters |
I'll never say no to having a healer along.
Auberon Iroran |
Although unsettled by the doll, Auberon helps with the ceremony. He's adventured with Trophie before, so he trusts her judgment.
Auberon is a tiefling dressed in flowing robes decorated with the Hand of Irori.
"I am ready for Irori's next test. Through trials we reach self-perfection."
Ridley Zane |
An unkempt, almost sickly looking human approaches the group. While his physical stature is quite unimpressive, his eyes are focused and seem to carry a great intellect behind them. He wears light armor, and bandoliers of potions and vials across his chest. He seems perpetually twitchy and nervous.
Um... hey guys. Name's Ridley. Guess I'm assigned to clear out these forests with you? Well, lets get on with it!
nightdeath |
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.
Eutrophia "Trophie" Winters 1d20 + 9 ⇒ (2) + 9 = 11
Auberon Iroran 1d20 + 13 ⇒ (14) + 13 = 27
Shawa 1d20 + 8 ⇒ (3) + 8 = 11
Haunted Molly 1d20 - 2 ⇒ (2) - 2 = 0
Ridley Zane 1d20 + 7 ⇒ (10) + 7 = 17
The outer edge of the blighted forest is overgrown with poisonous barbed plants, and the thick foliage hides venomous creatures in its nooks and crannies.
Auberon notes and it maybe dismaying to find that his companions ranged from the inattentive to the utter oblivious.
At least Ridley can be seen to understand the challenges of navigating through this thorny problem.
each PC must succeed at a Hard skill check using one of the following skills: Acrobatics, Climb, Handle Animal, Knowledge (nature), or Survival.
Alternatively, a PC can attempt an Average wild empathy check, and any PC with the woodland stride class feature (or a similar ability) receives a +4 bonus on any of these checks.
If the check fails, the PC must succeed at an Average Reflex save or a Hard Fortitude save. On a failed save, the PC is sickened
To speedup game. DCs and Saving throws have being placed up as well.
Eutrophia Winters |
Nellie tries to wind her way between the brambles.
Acrobatics: 1d20 + 13 ⇒ (15) + 13 = 28
She manages to avoid the poisonous flora.
Auberon Iroran |
Whereas Trophie uses her agility, Auberon opts for a heartier approach, which turns out to be unwise.
Climb: 1d20 + 10 ⇒ (3) + 10 = 13
However, his own agility might save him
Reflex DC 15: 1d20 + 7 ⇒ (8) + 7 = 15
Ridley Zane |
Kn Nature: 1d20 + 18 ⇒ (1) + 18 = 19
Reflex: 1d20 + 10 ⇒ (8) + 10 = 18
Ridley's knowledge of nature surprisingly fails him, however he is nimble enough to avoid the brambles and thorns.
Haunted Molly |
Well I have access to a whole lot of not those skills. I'll just go straight into reflex.
Reflex Save: 1d20 + 8 ⇒ (11) + 8 = 19
nightdeath |
The party manages to traverse through their path with little to no trouble......
Missing one player. PM sent.
We have an Aid token. Please decide what to do with it.
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.
Perception or Survival Checks please.
Map is up. Please place token into white squared area.
If it's not auto for you, It's on Slide 4.
Auberon Iroran |
Perception: 1d20 + 13 ⇒ (19) + 13 = 32
Eutrophia Winters |
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Haunted Molly |
Perception: 1d20 + 3 ⇒ (15) + 3 = 18
nightdeath |
Eutrophia "Trophie" Winters 1d20 + 5 ⇒ (6) + 5 = 11
Auberon Iroran 1d20 + 1 ⇒ (12) + 1 = 13
Shawa 1d20 + 6 ⇒ (11) + 6 = 17
Haunted Molly 1d20 + 5 ⇒ (15) + 5 = 20
Ridley Zane 1d20 + 4 ⇒ (18) + 4 = 22
Monster (Unidentified) 1d20 + 2 ⇒ (16) + 2 = 18
Round 1
Haunted Molly
Ridley Zane
Monster (Unidentified) x2
Shawa
Auberon Iroran
Eutrophia "Trophie" Winters
Buffs: None
Bold is Up.
Player Char Extra Abilities not accounted for.
Knowledge (Arcana) to Identify Monster.
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 DC 15 Reflex save or become entangled.
Entangled creatures can attempt to break free as a move action, succeeding with an Average Escape Artist check or DC 13 Strength check. Alternatively, a creature can free itself by dealing an amount of slashing damage to the plants equal to 9 Damage.
This effect is treated as a plant for the purpose of class features such as resist nature’s lure, and the plants ignore anyone benefiting from fire shield or a similar effect that automatically burns or withers them.
Likewise, any area of effect that specifically harms plants (e.g. blight or diminish plants) or deals at least 18 points of fire damage or negative energy damage disables the grasping plants in that area for the duration of the encounter.
Stepping out from the shadows of the forest, two creatures make themselves known.
Spikes cover the body of this vaguely reptilian creatures. Their fearsome faces features dagger-sharp teeth and glowing red eyes.
They taste the scent and look directly into each of your eyes. Their powerful leg muscles tightens, ready to charge..............
Ridley Zane |
Kn arcana: 1d20 + 19 ⇒ (19) + 19 = 38
Ridley examines the creatures for a moment, before informing the party what they are. I'll ask for immunities, resistances, special attacks, special defenses, worst save in that order
Then he lobs a bomb at the obviously hostile creatures!
Range Touch Attack: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Damage: 3d6 + 6 ⇒ (1, 2, 5) + 6 = 14
Haunted Molly |
Molly repositions herself on the battlefield to be further away from the monsters, and draws her wand of Mage Armor while moving. She casts the spell upon herself and remains in a spot where her allies are able to be more of the front line.
Keighma |
Professor Keighma Vishkaynen comes stumbling out of the foliage looking much the worse for wear.
"Oh, there you are!," she exclaims when she sees the party. "I got a late start out of the camp and had to hustle to catch up to you."
Reflex save 1d20 + 4 ⇒ (3) + 4 = 7
"I think some of these plants might be poisonous," she adds, looking a bit green.
nightdeath |
Round 2
Haunted Molly
Ridley Zane
Hodag x2
Round 1
Shawa
Auberon Iroran
Eutrophia "Trophie" Winters
Keighma - Sickened
Buffs: Molly:Mage Armor
Bold is Up.
Player Char Extra Abilities not accounted for.
Red-14
Ridley-25 prone
Eutrophia-13 prone
Ridley is obviously well learned as he swiftly identifies the magical beasts as Hodags.
Knowing they have no immunities or particular resistances he informs them and add on that the deadly spiked tails tend to throw prey off on a charge. Their tails contain both the force of a hammer with the spikes piercing through even the best of armor.
They are ferocious fighters and even on their dying breath will attempt to inflict as much damage as possible before being brought down.
Being monsters, their minds would not be well protected as your companions.
His bomb though explodes against his target's side and the wounds bleed.....
Molly removes herself out of the way and using a wand gives herself a form of magical protection.
The enraged one with Red stripes charges in towards Ridley!
Blue Heads towards Eutrophia!
Their pounding steps shakes the forest floor!
Red VS Ridley Charge 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 331d8 + 4 ⇒ (7) + 4 = 11
Confirm Crit ! 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 301d8 + 4 ⇒ (4) + 4 = 8
Toss Ridley CMB VS 1d20 + 13 ⇒ (10) + 13 = 231d6 ⇒ 6
Blue vs Eutrophia 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 191d8 + 4 ⇒ (3) + 4 = 7
Toss Eutrophia CMB VS 1d20 + 13 ⇒ (18) + 13 = 311d6 ⇒ 6
Both Ridley and Eutrophia received bone crunching impacts that tosses them helplessly into the air to land crashing down onto the hard floor away from the that Hodags rams them!
Keighma |
Keighma launches a volley of magic missiles at Red 3d4 + 3 ⇒ (4, 3, 4) + 3 = 14
"Oh my! I'm glad I found the party before these hodags found me."
Ridley Zane |
Ow ow ow
Ridley stands and lobs another bomb at the creature.
Attack: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Damage: 3d6 + 6 + 1 ⇒ (1, 6, 5) + 6 + 1 = 19
Auberon Iroran |
choice depends on outcome of slumber hex. I've moved as if it works, so feel free to move me to blue if not
Auberon looks at the creatures in front and behind, trying to decide which way to go.
”Trophie, get the one to the south, I’ll bottle up the closer one.”
With that he focuses his energies, unleashing the dragon that rests inside, and then leaps through the air towards the blue hodag.
attack 1 w/ foot: 1d20 + 10 ⇒ (1) + 10 = 11
damage 1 with foot: 1d8 + 7 ⇒ (4) + 7 = 11
attack 2 w/ Sansetsukon +1: 1d20 + 11 ⇒ (2) + 11 = 13
damage 2 w/ Sansetsukon +1: 1d10 + 8 ⇒ (5) + 8 = 13
swift to enter Dragon Style; using flying kick style strike to move 10 ft. to start flurry of blows. Notes: Still provokes if they have the reach I think they do, and first attack is unarmed strike while the rest are with his sansetsukon.
Auberon focuses his energies, unleashing the dragon that rests inside, and then moves towards the red hodag, attempting an agile roll to avoid an attack of opportunity.
Acro to avoid AoO: 1d20 + 7 ⇒ (12) + 7 = 19
attack 1 w/ Sansetsukon +1: 1d20 + 11 ⇒ (11) + 11 = 22
damage 1 w/ Sansetsukon +1: 1d10 + 8 ⇒ (1) + 8 = 9
swift to enter Dragon Style; move closer with Acro in last 5 ft.
Eutrophia Winters |
Trophie will stand up, enter Startoss Style. If blue is not asleep, she will draw and throw a wooden stake at blue. (If it is asleep, she'll just move to get a better shot at red/)
wushu dart: 1d20 + 12 ⇒ (5) + 12 = 17 for Piercing: 1d6 + 7 ⇒ (6) + 7 = 13
nightdeath |
Round 2
Haunted Molly
Ridley Zane
Hodag x2
Shawa
Auberon Iroran
Eutrophia "Trophie" Winters
Keighma - Sickened
Buffs: Molly:Mage Armor
Bold is Up.
Red-47
Ridley-25
Eutrophia-13
Auberon-11
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 DC 15 Reflex save or become entangled.
Entangled creatures can attempt to break free as a move action, succeeding with an Average Escape Artist check or DC 13 Strength check. Alternatively, a creature can free itself by dealing an amount of slashing damage to the plants equal to 9 Damage.
This effect is treated as a plant for the purpose of class features such as resist nature’s lure, and the plants ignore anyone benefiting from fire shield or a similar effect that automatically burns or withers them.
Likewise, any area of effect that specifically harms plants (e.g. blight or diminish plants) or deals at least 18 points of fire damage or negative energy damage disables the grasping plants in that area for the duration of the encounter.
Blue Will save vs DC 18 1d20 + 5 ⇒ (17) + 5 = 22
Aoo on Auberon 1d20 + 11 ⇒ (15) + 11 = 261d8 + 4 ⇒ (7) + 4 = 11
Ridley Reflex 1d20 + 6 ⇒ (16) + 6 = 22
Shawa attempts to lure the Hodag with Blue scales to sleep but the great beast snorts and stays awake.
Auberon gets a bite for his troubles as a heroic flying kick and subsequent blows from his weapon bounces off its thick hide.
Eutrophia fares no better as her own weapon fails to make a dent on its thick scales.
Only Keighma's flurry of magical bolts get the desired results.
Ridley's bomb flies and explodes in red's face once more as the man stands and lobs yet another of his concoctions. He also senses danger as he leaps out of the way of a vine that seemed to just have reached out to ensnare him........
Haunted Molly |
"Ridley, get back up and be careful!" She casts Cure Light Wounds then runs up and gives him a pat on the back.
Cure Light Wounds: 1d8 + 10 ⇒ (5) + 10 = 15
Haunted Molly |
Hey everyone, gonna run my location tonight. If healing is needed, follow this prepost.
Molly will move up to 20ft to an injured party member, and cast Cure Light Wounds.
Cure Light Wounds: 1d8 + 10 ⇒ (3) + 10 = 13
Also note; we recovered 11 from the Aid Token, the current HP for the damaged party members will be as follows.
Ridley- 0 damage
Eutrophia- 2 damage
Auberon- 0 damage
nightdeath |
Round 2
Haunted Molly
Ridley Zane
Hodag x2
Shawa
Auberon Iroran
Eutrophia "Trophie" Winters
Keighma
Buffs: Molly:Mage Armor
Bold is Up.
Red-47
Eutrophia-8
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 DC 15 Reflex save or become entangled.
Entangled creatures can attempt to break free as a move action, succeeding with an Average Escape Artist check or DC 13 Strength check. Alternatively, a creature can free itself by dealing an amount of slashing damage to the plants equal to 9 Damage.
This effect is treated as a plant for the purpose of class features such as resist nature’s lure, and the plants ignore anyone benefiting from fire shield or a similar effect that automatically burns or withers them.
Likewise, any area of effect that specifically harms plants (e.g. blight or diminish plants) or deals at least 18 points of fire damage or negative energy damage disables the grasping plants in that area for the duration of the encounter.
Molly gives Ridley much needed healing and furthermore another nearby fellow pathfinder who just made it through the forest lends a hand by channeling more healing to the rest of the party before plunging forward to lend aid to other similar groups fighting.
Blue stomps in a swings its tail!!!
Random: 1 Molly, 2 Eutrophia, 3 Keighma
1d3 ⇒ 2
Blue Tail Swipe Eutrophia 1d20 + 11 ⇒ (10) + 11 = 211d4 + 4 ⇒ (2) + 4 = 6
Red Bite Auberon 1d20 + 11 ⇒ (3) + 11 = 141d8 + 4 ⇒ (3) + 4 = 7
Red Claws Auberon 1d20 + 11 ⇒ (5) + 11 = 161d6 + 4 ⇒ (5) + 4 = 9
Red Claws Auberon 1d20 + 11 ⇒ (7) + 11 = 181d6 + 4 ⇒ (6) + 4 = 10
Red Tail swipes Auberon 1d20 + 11 ⇒ (5) + 11 = 161d4 + 4 ⇒ (4) + 4 = 8
The heavy swing of Blue's tail slams into poor Eutrophia.
Meanwhile Red finding Auberon in front and tasty enough gives him its full attention!! Fang, Claw and Tail are all swung at the nimble Tiefling who dodges all of them!!!
Eutrophia Winters |
"Drat these things."
Trophie will step back, use martial flexibility to gain Startoss Comet, then draw and throw a stake at blue.
wushu dart: 1d20 + 12 ⇒ (4) + 12 = 16 for Piercing: 1d6 + 9 ⇒ (6) + 9 = 15
Keighma |
"My colleagues in the biology department would love a specimen of these things."
Keighma takes a 5' step away from Blue and defensively* casts another magic missile, this time at Blue, using Focused Force to increase the damage die.
3d6 + 3 ⇒ (2, 6, 1) + 3 = 12
*can't fail a 1st level spell
nightdeath |
Round 2
Haunted Molly
Ridley Zane
Hodag x2
Shawa
Auberon Iroran
Eutrophia "Trophie" Winters
Keighma
Buffs: Molly:Mage Armor
Bold is Up.
Red-47
Blue-12 -2 AC
Eutrophia-8 Entangled
Does Evil Eye comes with a save?
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 DC 15 Reflex save or become entangled.
Entangled creatures can attempt to break free as a move action, succeeding with an DC 15 Escape Artist check or DC 13 Strength check. Alternatively, a creature can free itself by dealing an amount of slashing damage to the plants equal to 9 Damage.
This effect is treated as a plant for the purpose of class features such as resist nature’s lure, and the plants ignore anyone benefiting from fire shield or a similar effect that automatically burns or withers them.
Likewise, any area of effect that specifically harms plants (e.g. blight or diminish plants) or deals at least 18 points of fire damage or negative energy damage disables the grasping plants in that area for the duration of the encounter.
Reflex Save Eutrophia 1d20 + 4 ⇒ (7) + 4 = 11
Eutrophia misses once more with all the chaos there current combat is generating but she finds herself ensnared by a branch. A saving grace though is Keighma tossing magical bolts at Blue.
Shawa attempts to give the same target the evil eye. (literally)
Auberon Iroran |
While dodging all those attacks: "Little Molly - if I could trouble you for some of that magical protection . . . I can't do this ALL day. I have my own wand I can repay you with in the future."
He then flurries with his sansetsukon:
attack 1 w/ Sansetsukon +1: 1d20 + 11 ⇒ (6) + 11 = 17
damage 1 / Sansetsukon +1: 1d10 + 8 ⇒ (1) + 8 = 9
attack 2 w/ Sansetsukon +1: 1d20 + 11 ⇒ (6) + 11 = 17
damage 2 w/ Sansetsukon +1: 1d10 + 8 ⇒ (5) + 8 = 13
well that hodag isn't the only one rolling poorly.
Haunted Molly |
So you need mage armor? Molly can help with that on her next turn.
Auberon Iroran |
yes please - I do have a wand of my own with it and just blanked on it; happy to return the charge as I imagine this whole thing is going to last longer than an hour. Thanks!
nightdeath |
Round 3
Haunted Molly
Ridley Zane
Hodag x2
Shawa
Auberon Iroran
Eutrophia "Trophie" Winters
Keighma
Buffs: Molly:Mage Armor
Bold is Up.
Red-47
Blue-12 -2 AC
Eutrophia-8 Entangled
Does Evil Eye comes with a save?
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 DC 15 Reflex save or become entangled.
Entangled creatures can attempt to break free as a move action, succeeding with an DC 15 Escape Artist check or DC 13 Strength check. Alternatively, a creature can free itself by dealing an amount of slashing damage to the plants equal to 9 Damage.
This effect is treated as a plant for the purpose of class features such as resist nature’s lure, and the plants ignore anyone benefiting from fire shield or a similar effect that automatically burns or withers them.
Likewise, any area of effect that specifically harms plants (e.g. blight or diminish plants) or deals at least 18 points of fire damage or negative energy damage disables the grasping plants in that area for the duration of the encounter.
Auberon's attempts to both hit and dodge the Hodag provides mixed results.
On one hand, he succeeded in avoiding it.
On the other, all that dodging affected his own attacks as well....
Haunted Molly |
Molly moves over to Auberon, and casts Mage Armor from her wand.
5 ft step.
Seems I need to make 2 UMD checks for mage armor.
UMD on Molly: 1d20 + 14 ⇒ (10) + 14 = 24
UMD on Auberon: 1d20 + 14 ⇒ (18) + 14 = 32
Ridley Zane |
Ridley tosses another bomb at the first Hodag.
Attack, range touch: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Damage: 3d6 + 6 ⇒ (4, 5, 6) + 6 = 21