Ken'ichi
|
Ken'ichi: Well you had a string of good rules for a bit passing on two portions of the tracking and chase yourself.
Heh... I know... Not really complaining... just feels bad. :p
Logan Hammerbammer
|
Logan laughed almost merrily as he rolled past the aberration, swinging back with his knife once in position to make the most of it. "On the plus side, friend bird, you've proven that you can climb now."
Acrobatics: 1d20 + 9 ⇒ (11) + 9 = 20
1st Attack: 1d20 + 8 ⇒ (1) + 8 = 92d4 + 4 ⇒ (1, 1) + 4 = 6
"Sharing the chance for glory."
| GM Blazej |
Going for timely inspiration starting then for this combat.
"Bones? Oh those things that hold your meat? I have none of those, but we will see how crunch they are." The creature isn't afraid of a few mortals as of yet and stays strong in the face of Ifzari's threats. However, he is distracted as he tries to follow Logan's movement around, but no only is Logan a bit too quick, Dhavak deals a painful blow to the creature.
The pain is enough to wake the creature from its muttering to dodge Logan's swing.
- Round 1 -
Benu (2 damage) (using blessing on Bahen)
Bellius
Ifzari & Dhavak
Logan
- Round 2 -
Bahen (4 damage, blessing)
Ken’ichi
Ettercap (9 damage)
Timely Inspiration +1 to attacks and damage for 3 rounds (starting with Benu
Ken'ichi
|
I climb," Ken'ichi responds to the dwarf with a hint of a grin on his stoic face, "So that I may come one step closer to flying free with the spirits."
Standard Action: Katana Attack vs. Ettercap
Katana Strike w/ Flanking & TI[/dice: 1d20 + 6 ⇒ (11) + 6 = 17
Slashing Damage: 1d8 + 4 ⇒ (3) + 4 = 7
That's better. :)
Bellius Vulso
|
Knowledge (Dungeoneering): 1d20 + 5 ⇒ (3) + 5 = 8
"For now, I'd be content with releasing this one's spirit, if it has one," the Taldan says to the samurai as he gestures towards the aberration, as he tries to remember anything else he knows about ettercaps and their strengths and weaknesses.
Bellius moves quickly to a position with a clean shot, though doing so puts him in the brush. He trains his bow on the ettercap and releases, too busy navigating the flora to settle down his aim properly.
Attack, longbow, PBS, TI: 1d20 + 7 ⇒ (7) + 7 = 14Concealment (<20 = miss): 1d100 ⇒ 85
Damage (P): 1d8 + 2 ⇒ (5) + 2 = 7
| GM Blazej |
The shot from Bellius may have been avoided, but as the spider-kin monster is surrounded on all sides, it has little way to avoid the series of attacks coming down on it. Ken'ichi connects with a sword blow while Bahen misses with the spear.
Bahen Fortitude vs Poison: 1d20 + 2 ⇒ (13) + 2 = 15
Bahen Shortspear, TI, Flank, Blessing: 1d20 + 2 + 1 + 2 + 2 ⇒ (1) + 2 + 1 + 2 + 2 = 8
Damage TI: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8
After being battered by his blade the Ettercap lunges forward at teh swordsman calling out, "I climb better than you! You only die better!" It divides attacks as it did before clawing both people before it, but more focused on Ken'ichi this time.
Bite Attack at Ken'ichi: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Claw Attack at Ken'ichi: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw Attack at Bahen: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
8 damage to Ken'ichi and 5 damage to Bahen
The bard behind pushes himself to continue an inspiring song of clearing about clearing the vermin from the hold of the ship.
- Round 2 -
Benu (2 damage)
Bellius
Ifzari & Dhavak
Logan
- Round 3 -
Bahen (9 damage)
Ken’ichi (8 damage)
Ettercap (16 damage)
Timely Inspiration +1 to attacks and damage for 2 rounds (starting with Benu)
Logan Hammerbammer
|
Logan glared at their foe, studying it as he did so, before lunging forward and swinging the gandasa across its side.
1st Attack: 1d20 + 8 ⇒ (16) + 8 = 242d4 + 5 ⇒ (3, 1) + 5 = 9
"Maybe, but you die first!"
Ifzari
|
The spiritualist continues to intimidate the nasty creature in the middle of the Pathfinders.
Perhaps haven't you got any bone and you haven't got any brain neither, but your flesh will suffer our fury.
Intimidate, demoralize: 1d20 + 12 ⇒ (12) + 12 = 24
Dhavak steps and makes a full attack.
Slam 1: 1d20 + 4 ⇒ (11) + 4 = 15 +2 if the Ettercap is shaken
Damage 1: 1d6 + 1 ⇒ (1) + 1 = 2 +2 if the Ettercap is shaken
Slam 2: 1d20 + 4 ⇒ (13) + 4 = 17 +2 if the Ettercap is shaken
Damage 2: 1d6 + 1 ⇒ (4) + 1 = 5 +2 if the Ettercap is shaken
If shaken and hit the Ettercap must succeed a Will Save DC 13 or take -2 penalty on attack and damage rolls for 1 round. Penalties don't stack.(Miserable Strike, Su)
Bellius Vulso
|
Bellies marks his target carefully, studying it before letting an arrow fly. His shot is obscured by the intervening brush, however.
Attack, longbow,TI, ST, PBS: 1d20 + 8 ⇒ (12) + 8 = 20
Concealment: 1d100 ⇒ 1
Damage (P), TI, PBS, ST: 1d8 + 3 ⇒ (5) + 3 = 8
Logan Hammerbammer
|
With a couple of his party hurting pretty bad Benu tries to heal them up.
[dice=Channel Energy]1d6
Excluding the ettercap
Including the gnome and other two?
| GM Blazej |
Benu can get in closer and provide healing aid to the other party as well.
What Logan says is in correct as the Ettercap falls under the weight of the party's attacks.
The gnome gives a hearty huzzah while the halfling bard cheers on from the back.
"That was brilliant! Thank you so much for the help. I was really worried there, especially after what it did to Sielan. Bless Desna for you finding your way to here and making sure no one else got hurt."
Their priest, awakened from the healing, grumbles a bit as she struggles against the webbing. "Don't give the gods credit for the actions of mortals. They already get too much of that and too little blame." She turns to the party to say, "Thank you for your help. If you wouldn't mind I would like help escorting them and the body to the meeting point. We need to be prepared if my party plans to help in the battle rather than cheer on others from the background."
- Combat End -
Benu (0 damage)
Bellius
Ifzari & Dhavak
Logan
Bahen (3 damage)
Ken’ichi (2 damage)
Ettercap
Ken'ichi
|
Sheathing his sword, Ken'ichi bows in response to the priest's request. "Yes. We should be meeting up with the rest."
GM Dennis
|
**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.
| GM Blazej |
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.
On nearby island to your right is one of the seedpods born of the corruption of this forest and in the distance Mother Bloodleafs minions move to engage your group. A trio of undead lurching undead covered in vines stagger forward, followed by a yellow fungus with wriggling tendrils.
You are not alone on you side however as the spirits of the forest open pathways through this wood that you would have never have been able to access without their aid.
These zombies are not undead, but are instead plants, so no more vulnerable to positive energy than any other plant life.
Ken’ichi: 1d20 + 2 ⇒ (11) + 2 = 13
Bahen: 1d20 + 4 ⇒ (4) + 4 = 8
Benu: 1d20 ⇒ 4
Bellius: 1d20 + 4 ⇒ (5) + 4 = 9
Ifzari: 1d20 + 3 ⇒ (18) + 3 = 21
Logan: 1d20 + 1 ⇒ (14) + 1 = 15
Plant: 1d20 + 2 ⇒ (3) + 2 = 5
Zombie Blue: 1d20 ⇒ 15
Zombie Yellow: 1d20 ⇒ 15
Zombie Green: 1d20 ⇒ 19
- Round 1 -
Ifzari & Dhavak
Zombie Green
Logan
Zombie Blue
Zombie Yellow
Ken’ichi
Bellius
Bahen
Plant
Benu
Notes:
Helpful Spirits: The spirits that were with you are able to open up two connected portals allowing you to have instant travel between two trees in this area. The trees can't be more than 60 ft apart. When you enter the area of the portal tree, you can appear in a space adjacent to the other tree. These portals will remain for 1 minute. You choose which trees form the portals (I put portal icons on the map for the party to position), enemies can't use them, spells or other effects can't pass through them. At the start of this fight, one person can make either a Knowledge (nature) or Spellcraft check to increase the distance between the trees to 120 feet.
The Bog: The green on this map is two foot deep water and acts as a shallow bog. It takes 2 squares of movement to enter one of these squares. It also looks rather unhealthy, alert me if and when you step enter it.
The Log: The log at the center of the map is a slick fallen tree about 10 feet tall. It would take climb or escape artist to get over it or bypass it.
Grimpkin's Boon: Once during this fight you can reroll a single d20 roll after seeing the roll, but before you know the results. When you do so, roll 2 d20 and use the higher result for your new roll. You must use the new roll.
Ifzari
|
The spiritualist tries to know what it coming. Then she moves with Dhavak.
Knowledge nature, identify plant: 1d20 + 6 ⇒ (2) + 6 = 8
Knowledge nature, identify zombies: 1d20 + 6 ⇒ (10) + 6 = 16
These zombies are animated by a plant life growing out of them and not by necromantic energy.
Then she fires a bolt against the plant.
Bolt: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 ⇒ 8
| GM Blazej |
Ifzari's bolt lands a solid hit into the plant as the zombies shamble forward.
- Round 1 -
Ifzari & Dhavak
Zombie Green
Logan
Zombie Blue
Zombie Yellow
Ken’ichi
Bellius
Bahen
Plant (8 damage)
Benu
Bellius Vulso
|
The shot you have isn't always the one you want. Take the shot you have, though. Bellius's master's voice rings in his head. Bellius, not seeing a way to get a clear shot on any other targets, moves about ten feet to his left while just skirting the edge of the bog, and shooting at the yellow zombie through a gap in the trees.
Attack, ranged: 1d20 + 5 ⇒ (17) + 5 = 22
Damage (P): 1d8 ⇒ 3
Ken'ichi
|
Identify Plants: Knowledge (nature): 1d20 + 6 ⇒ (9) + 6 = 15
These zombies are animated by a plant life growing out of them and not by necromantic energy.
Ken'ichi points to the plant with his unsheathed sword, "That is known as a Yellow Musk Creeper. It is responsible for the strange zombies. It is only a plant, but be wary none-the-less."
After hearing the spirits speak of the manner of their aid, Ken'ichi points to a tree North of them, by the edge of the bog. "We can use this to get past the obstacle in our path and in the midst of the enemy. What say you?"
I placed the Portal markers where I'm referring to. Let me know what you think. Including a Knowledge (nature) roll, just in case we need it. Ifzari and I have the same Knowledge (nature) to make the roll to extend the distance. Anyone better?
Full-round Action: Double Move.
| GM Blazej |
That looks to be the highest skill check from what I can see.
The DC of the Knowledge check would be DC 18. If the position of the portals change then where the double moves ended could be adjusted back retroactively
Bellius's arrows connects with the animated corpse with a dull thud but doesn't do any damage to the creature as it moves forward.
Logan and Bahen push forward closer to both the undead and the isle containing the corrupted seed pod.
Delaying Benu from the bottom of round 1 to top of round 2 to keep combat tracker looking cleaner.
- Round 2 -
Benu
Ifzari & Dhavak
Zombie Green
Logan
Zombie Blue
Zombie Yellow
Ken’ichi
Bellius
Bahen
Plant (8 damage)
Ifzari
|
The spiritualist reloads her crossbow and fires again against the plant.
Bolt: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 ⇒ 3
Dhavak takes position near Ifzari, ready to fight.
Ken'ichi
|
Knowledge (nature vs. DC 18): 1d20 + 6 ⇒ (7) + 6 = 13 Portal Extension attempt.
Ok. Looks like that's it, unless someone has a better place to put it.
Bellius Vulso
|
Bellius grits his teeth as he sees the arrow impact its target without serious damage. "Blasted zombie probably didn't even feel that arrow! Probably have to hack them apart," he says, as he moves up by Ken'ichi.
Ken'ichi
|
Ken'ichi nods to Bellius in agreement and moves up to the portal to ready his attack.
Full-round Action: Double move up to the portal.
| GM Blazej |
Logan finishes moving up the portal while Bahen calls upon the power of hell once more to bless the party in this battle.
Bahen casts bless.
- Round 2 -
Benu (Grimpkin's Boon)
Ifzari (Grimpkin's Boon)
Dhavak
Zombie Green (I'll take their action during this)
Logan (Grimpkin's Boon)
Zombie Blue
Zombie Yellow
Ken’ichi (Grimpkin's Boon)
Bellius (Grimpkin's Boon)
Bahen (Grimpkin's Boon)
Yellow Musk Creeper (11 damage)
Terrain:
Helpful Spirits: Step into one portal, come out the other.
The Bog: Double movement, sickly odor comes from it, tell me if you enter.
The Log: 10 foot tall tree. Requires climb or escape artist to bypass.
Buffs: Bless (+1 morale bonus to attacks and saves against fear)
| GM Blazej |
Ken'ichi, Bellius, and Bahen can post actions as well assuming your actions don't depend heavily on what the zombies do.
Ken'ichi
|
I'll wait until after I get home from work, if no one else has posted by then.
Bedlam Benu
|
Benu gives a Blessing to Ken'ichi and then heads through the portal.
Could someone do me a favor and put my token 10 left of the other portal. I'm on my phone and will jack the map up good if I try moving that far.
Bahen Dayendrati
|
Seeing the chance to experience something new, Bahen jumps through the portal, drawing his short spear as he does. He moves forward and thrusts the spear at the yellow creeper.
shortspear, bless: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
damage: 1d8 + 1 ⇒ (8) + 1 = 9
Ifzari
|
The spiritualist has to move because Bellius arrived in her sight. Then she reloads her crossbow as Dhavak follows her.
Bellius Vulso
|
@Ifzari, hopefully I did not interfere with your shot - I moved quickly, but thought I had stayed out of your way.
Bellius takes a step forward, carefully studying the yellow musk creeper, before firing off a carefully aimed shot at it.
Attack, ST, PBS, Bless: 1d20 + 8 ⇒ (9) + 8 = 17
Damage (P), ST, PBS: 1d8 + 2 ⇒ (7) + 2 = 9
Ken'ichi
|
Ken'ichi steps through the portal and joins Bahen in attacking the Yellow Musk Creeper.
Move Action: Move 20' through portal.
Standard Action: Attack Yellow Musk Creeper
Katana Attack w/ Bless & BotF: 1d20 + 6 ⇒ (5) + 6 = 11
Slashing Damage: 1d8 + 3 ⇒ (3) + 3 = 6
| GM Blazej |
"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!"
Clarification: The purple outlined plant on the right is the corrupted seedpod, one of the sources of the evil plaguing this swamp you need to break apart.
Bellius, did you want to attack the Creeper on the left side of the map or attack the seedpod?As Benu appears from the portal from behind, the zombies are recalled and stumble to the defense of the blighted creeper.
Ken'ichi's own blade fails to make contact with the creature, but the spear thrust from Bahen punctures a hole within the creature resolving an a shrill shriek as it barely remains standing.
- Round 2 -
Benu (Fey Boon)
Ifzari (Fey Boon)
Dhavak
Zombie Green
Logan (Fey Boon)
Zombie Blue
Zombie Yellow
Ken’ichi (Fey Boon)
Bellius (Fey Boon)
Bahen (Fey Boon)
Yellow Musk Creeper [Marked as Red] (20 damage)
Terrain:
Helpful Spirits: Step into one portal, come out the other.
The Bog: Double movement, sickly odor comes from it, tell me if you enter.
The Log: 10 foot tall tree. Requires climb or escape artist to bypass.
Buffs: Bless (+1 morale bonus to attacks and saves against fear)
Bellius Vulso
|
Apologies. Bellies wanted to attack the seedpod, unless I'm missing a reason not to. Are we waiting on a signal to attack it?
| GM Blazej |
Nope, I just wanted to make certain.
Bellius arrow connects with the seedpod. A outer husk blocks much of the damage, but it would be unlikely any weapon to bypass it. Still, the pod starts to split open from the damage already dealt to it.
Seedpod (4 damage)
Logan Hammerbammer
|
Logan glanced back and forth between the zombies and the seedpod before simply sighing and jumping through the portal, hitting the ground running to maneuver around the undead reach. "I'm pretty sure that I can't backstab a plant."
Avoid AoO: 1d20 + 9 ⇒ (9) + 9 = 18
| GM Blazej |
All of these creatures, aside the seedpod, will be vulnerable to sneak attack.
Logan is able to navigate through and get behind the plant creatures with some ease.
The creeper spews out pollen, as it tries to make room between itself and the number of sudden combatants. It is left with the tendrils flailing, whipping back and forth and striking back at Bahen.
Yellow Musk Creeper Attack - Tendril vs Bahen: 1d20 + 5 ⇒ (16) + 5 = 21
Tendril Damage: 1d4 + 4 ⇒ (4) + 4 = 8
The attack deals 8 damage to Bahen.
The zombie doubles the focus on Bahen as well, ignoring Logan as it attempts to defend its master.
Green Zombie Attack - Slam vs Bahen: 1d20 + 4 ⇒ (8) + 4 = 12
Slam Damage: 1d6 + 4 ⇒ (1) + 4 = 5
- Round 3 -
Benu (Fey Boon)
Ifzari (Fey Boon)
Dhavak
Zombie Green
Logan (Fey Boon)
Zombie Blue
Zombie Yellow
Ken’ichi (Fey Boon, 2 damage)
Bellius (Fey Boon)
Bahen (Fey Boon, 11 damage)
Yellow Musk Creeper [Marked as Red] (20 damage)
Seedpod (4 damage)
I forgot to include the damage I was marking from previous battles, just to be consistent I have added the previous damage both Ken'ichi and Bahen had to these totals
Terrain:
Helpful Spirits: Step into one portal, come out the other.
The Bog: Double movement, sickly odor comes from it, tell me if you enter.
The Log: 10 foot tall tree. Requires climb or escape artist to bypass.
Buffs: Bless (+1 morale bonus to attacks and saves against fear)
Logan Hammerbammer
|
Logan brought gandasa and shield up to slash across the zombie in front of him so Bahen would have less to contend with and so he'd be able to get closer to the creeper.
1st Attack: 1d20 + 6 ⇒ (12) + 6 = 182d4 + 2d6 + 3 ⇒ (1, 4) + (5, 3) + 3 = 16 2nd Attack: 1d20 + 7 ⇒ (14) + 7 = 213d6 + 4 ⇒ (4, 2, 3) + 4 = 13
"Huh. Surprised that it didn't like the stabby."
If I KO green with the first attack, move on to the blue one minus 5 damage.
| GM Blazej |
Logan's pair of attacks tear through one of the undead and nearly fells another. Despite that the undead continues to focus all of the effort at Bahen, putting the creeper's life before itself.
Blue Zombie Attack - Slam vs Bahen: 1d20 + 4 ⇒ (4) + 4 = 8
Slam Damage: 1d6 + 4 ⇒ (4) + 4 = 8
The undamaged undead responds to the cracking of the seedpod and withdraws toward the log to rise to the defense of the corrupted heart of these woods.
- Round 3 -
Benu (Fey Boon)
Ifzari (Fey Boon)
Dhavak
Zombie Green (16 damage)
Logan (Fey Boon)
Zombie Blue (8 damage)
Zombie Yellow
Ken’ichi (Fey Boon, 2 damage)
Bellius (Fey Boon)
Bahen (Blessing, Fey Boon, 11 damage)
Yellow Musk Creeper [Marked as Red] (20 damage)
Seedpod (4 damage)
Buffs: Bless (+1 morale bonus to attacks and saves against fear)
Ken'ichi
|
Ken'ichi maneuvers around the plant and strikes again from a better vantage point.
Move Action: Five-foot step
Standard Action: Attack Yellow Musk Creeper
Katana Attack w/ Bless & Flanking: 1d20 + 6 ⇒ (12) + 6 = 18
Slashing Damage: 1d8 + 3 ⇒ (2) + 3 = 5
| GM Blazej |
Ken'ichi's blade is enough to cut down the body animating plant. Even with the creator destroyed though, the zombies continue to fight driven forward by the tendrils already animating them.
Ifzari attempts to damage the seedpod but comes up just short of breaking through the shell. But is reloaded and ready to attack again.
Damage: 1d8 ⇒ 3
- Round 3 -
Ken’ichi (Fey Boon, 2 damage)
Bellius (Fey Boon)
Bahen (Blessing, Fey Boon, 11 damage)
Yellow Musk Creeper (25 damage)
- Round 4 -
Benu (Fey Boon)
Ifzari (Fey Boon)
Dhavak
Logan (Fey Boon)
Zombie Blue (8 damage)
Zombie Yellow
Seedpod (4 damage)
Buffs: Bless (+1 morale bonus to attacks and saves against fear)
Aid Token: The table has an aid token to either use or attempt to boost (by marking off a channel energy to boost the burst of healing, I don't believe any other option can boost this token).
Bellius Vulso
|
Seeing his first shot partially blocked by the Seedpod's outer husk, and seeing the party's continued efforts against the zombies and creeper, Bellius focuses intently on his next shot. He quiets his breathing and his racing heart, pushing the battle from his mind as he draws his bow and looses an arrow in a smooth motion, again targeting the Seedpod.
Attack, longbow (x3), ST, PBS, Bless: 1d20 + 8 ⇒ (20) + 8 = 28Confirm: 1d20 + 8 ⇒ (11) + 8 = 19
Damage (P), ST, PBS: 3d8 + 6 ⇒ (1, 6, 6) + 6 = 19
Logan Hammerbammer
|
Logan carefully stepped around the fallen bodies to keep swinging away. "I bet I can jump across that bog to get to that plant over there."
Shield: 1d20 + 5 ⇒ (16) + 5 = 211d6 + 3 ⇒ (4) + 3 = 7
Gandasa: 1d20 + 5 ⇒ (5) + 5 = 102d4 + 3 ⇒ (1, 2) + 3 = 6
Bahen Dayendrati
|
Bahen screams in pain, he needs to get out of there. He shifts away, and draws his wand. Dropping his shortspear to his feet, he uses the wand on himself.
healing: 1d8 + 1 ⇒ (8) + 1 = 9