[Outpost II] Greenclaw's 9-18: Scourge of the Farheavens (Inactive)

Game Master Greenclaw


151 to 193 of 193 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Dark Archive

GM:
Sir. Lansle Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Zenjaya Perception: 1d20 - 1 ⇒ (3) - 1 = 2
Smith Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Alrik Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Watergreen Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Jeb Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Smith's shot sends a splash of mud and another puff of yellowish mist into the air amongst the infected trees.

Everyone's eyes peeled for movement, only Sir Lansle sees anything move. He points out a yellowish pustule of goo that seems to be slithering through the morass towards him.

Kn. Dungeoneering 12:

This is a Plagueborn ooze, a somewhat larger than usual type of boilborn ooze.
Ask a question for every 5 you beat the DC by.

GM:

Alrik: 1d20 + 1 ⇒ (13) + 1 = 14
Jeb: 1d20 + 6 ⇒ (20) + 6 = 26
Sir. Lansle: 1d20 + 0 ⇒ (3) + 0 = 3
Smith: 1d20 + 4 ⇒ (16) + 4 = 20
Watergreen: 1d20 ⇒ 9
Zenjaya: 1d20 + 3 ⇒ (1) + 3 = 4
Yellow Pustule: 1d20 - 5 ⇒ (6) - 5 = 1
? 1: 1d20 - 5 ⇒ (2) - 5 = -3
? 2: 1d20 - 5 ⇒ (14) - 5 = 9

INIT
Jeb
Smith
Alrik
Watergreen
?
Zenjaya
Sir Lansle
Yellow Pustule

DISEASED GROVE - MAP

NOTES:
-The trees stand within a sucking morass of mud and filth (marked with dashed lines in the map ), which inhibits movement. Treat this as a shallow bog, making it difficult terrain (2 squares of movement to enter each square) that increases the DCs of Acrobatics and Stealth checks by 2.
-If you want to keep looking for anything else in the swamp, add a Perception check on your turn.

Jeb, Smith, Alrik, Watergreen are up!

The Concordance

Female Elf Shifter | HP: 28/28 | AC 16* (T12, FF 15*) (+2 vs. evil) | CMB: +6 CMD: 17 | F:+4 R:+4 W:+3* (+2 vs. enchantments, heat) | Init +1 | Perc +4, SM +2, Social +0 | Speed 35 ft. | Shifter Aspect: 6/6 | Pharasma's Blessing: 1/1, Ragdya's Blessing: 1/1 |Active Conditions: None

Watergreen grows a pair of needle-like claws from her fingertips. She moves toward the battle, but then stops. She does not want to get close to these yucky things. Instead she moves up on top of a big looking rock.

Growing her shifter claws as a swift action. Double move (move and climb up onto rock).

Grand Lodge

"Smith" Male LG Human Maverick Pistolero 4 | HP 36/36 | AC 18 T 15 FF 13 | CMB +4, CMD 19 | F +6, R +8, W +3 | Init +4 | Perc +6 | Speed 30ft | Active conditions: None | Character Portrait

Smith vaults over to get a good look at the weird yellow substance, yelling-"It's got a mind of its own! Like the disease and infection took shape and sentience!"-before readying his gun if the creature gets any closer.

Readied Pistol att: 1d20 + 7 ⇒ (6) + 7 = 13 (vs Touch AC)
Pistol dmg: 1d8 ⇒ 1 bludgeoning and piercing damage

5foot step, move action to reload an Alchemical Cartridge and Ready action to shoot if the creature gets to Sir Lansle or Zenjaya

Grand Lodge

Male Human Kineticist 2 | HP: 19/19 | AC 21 (T14, FF 16) | CMB: +2 CMD: 16 | F:+5 R:+7 W:+1 | Init +6 | Perception +6, Sense Motive +1, Diplomacy/Intimidate -1 | Speed 30 ft. | Burn: 1/5 | Active Conditions: Shroud of Water

"That there's just nasty!"

Jeb draws and drinks an antiplague.

"Y'all might wanna drink one of 'em tonics if ya' bought one."

Dark Archive

The group continue to take precautions as the infectious looking pustule approaches out of the muck. Taking the higher ground, drinking immunising concoctions, or just drawing their gun, each has their own way of protecting themselves or the group.

Alrik is up!

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Alrik rushes further forward to get closer to the threat for when it eventually strikes...

Double Move. Im sure I already posted this awhile ago but perhaps Im misremembering.

Dark Archive

As the group approach the edge of the festering morass surrounding the trees, some of the puffs of the diseased looking mist coalesce into swarms of diseased spore-like pustules which move towards the Pathfinders.

One such swarm envelops Jeb and Zenjaya, who try and hold their breath as the infection threatens to find its way into their lungs. A puff of mist also bursts out in Sir Lansle's direction.

Another makes it way towards Smith and Watergreen. As it approaches the pair, the tiny pustules comprising the swarm seem to palpitate, emitting more of the fine yellow mist. Although not enveloped in the swarm like their companions, these two also fight to avoid breathing in the contagious substance.

Zeb, Zenjaya, Sir Lansle, Smith & Watergreen:

FORT DC14 save or:

Slime Fever (Su) Disease—contact, inhaled, or injury; save Fort DC 14; onset 1 day; frequency 1/day; effect 1d4 Con damage, target must succeed at a second Fort save or 1 point of the damage is drain instead; cure 2 consecutive saves. The save is Constitution based.

INIT
Jeb
Smith
Alrik
Watergreen
Swarms
Zenjaya
Sir Lansle
Yellow Pustule

DISEASED GROVE - MAP

NOTES:
-The trees stand within a sucking morass of mud and filth (marked with dashed lines in the map ), which inhibits movement. Treat this as a shallow bog, making it difficult terrain (2 squares of movement to enter each square) that increases the DCs of Acrobatics and Stealth checks by 2.
-If you want to keep looking for anything else in the swamp, add a Perception check on your turn.

Zenjaya, Sir Lansle are up!

Grand Lodge

Male Human Kineticist 2 | HP: 19/19 | AC 21 (T14, FF 16) | CMB: +2 CMD: 16 | F:+5 R:+7 W:+1 | Init +6 | Perception +6, Sense Motive +1, Diplomacy/Intimidate -1 | Speed 30 ft. | Burn: 1/5 | Active Conditions: Shroud of Water

Fortitude: 1d20 + 5 + 5 ⇒ (3) + 5 + 5 = 13

Jeb coughs. "UH! Ooooh, boy! That there is funky!"

Paizo Employee

Female Ifrit Bard | HP: 15/15 | AC 16 (T12, FF 14) | CMB: +4 CMD: 16 | F:+1 R:+4 W:+1 | Resistance: Fire 5 | Init +3 | Perc -1, SM -1, Social +3 | Speed 35 ft. | Spells: 1st: 3/3, Burning Hands: 1/1 | Bardic Performance: 12/12 | Active Conditions: None

Fortitude: 1d20 + 1 ⇒ (4) + 1 = 5

Zenjaya takes a few steps back out of the nasty cloud of death and thrusts an arm forward, sending a cone of fire at the yellow cloud. Burning hands.

Fire Damage: 1d4 ⇒ 4 (Reflex DC 15 for half damage)

----

Also: Watergreen is sick right now. Rolling her Fortitude save for her.
Fortitude (Watergreen): 1d20 + 4 ⇒ (10) + 4 = 14

Silver Crusade

Male Human Paladin 3 | HP: 28/28 | AC 23 (T10, FF 23) (+4 vs. big yellow blob if evil) | CMB: +7 CMD: 17 | F:+4 R:+1 W:+4* | Init +0 | Perc +7, SM +7, Social -1 | Speed 20 ft. | A Sure Thing: 1/1, Lay on Hands: 3/3, Second Chance: 1/1, Smite Evil: 0/1 | Active Conditions: Smite Evil (big yellow blob)

I am immune to disease.

Sir Lansle walks up to the big yellow pus-thing and swings his sword at it. "Iomedae protect me!"

Smite evil! If it is evil I get +4 AC against the big yellow pus thing, I also get +4 attack, and +3 damage.

Attack: 1d20 + 9 ⇒ (4) + 9 = 13 (+4 higher if it is evil)
Slashing Damage: 1d8 + 4 ⇒ (4) + 4 = 8 (+3 higher if it is evil)

Dark Archive

Some of the group can't avoid inhaling some of the infectious mist and feel a disgusting slimey feeling down the back of their throats, which they fear can't bode well for their health.

Zeb & Zenjaya are infected. We'll need to deal with that at the end of the game. Still need a FORT save from Smith

REFLEX: 1d20 - 5 ⇒ (4) - 5 = -1

The fire from Zenjaya's hands envelops the swarm of yellow pustules, noticeably thinning them but not quite dispersing them fully.

Sir Lansle, confidently ignoring the yellow mist being emitted by the palpatating ooze, swings at the disgusting yellow thing and carves a large slice out of it. By the way his blade sinks into the thing, he can tell that while gross and repulsive, the ooze isn't inherently evil.

In response, the plague-infused pustule slams back at the paladin with an outcropping of its gooey yellow substance.

Slam: 1d20 + 5 ⇒ (9) + 5 = 14

INIT
Jeb
Smith
Alrik
Watergreen
Swarms (Left -6hp, Right)
Zenjaya
Sir Lansle
Yellow Pustule -8hp

DISEASED GROVE - MAP

NOTES:
-The trees stand within a sucking morass of mud and filth (marked with dashed lines in the map ), which inhibits movement. Treat this as a shallow bog, making it difficult terrain (2 squares of movement to enter each square) that increases the DCs of Acrobatics and Stealth checks by 2.
-If you want to keep looking for anything else in the swamp, add a Perception check on your turn.

Jeb, Smith, Alrik, Watergreen are up!

Grand Lodge

"Smith" Male LG Human Maverick Pistolero 4 | HP 36/36 | AC 18 T 15 FF 13 | CMB +4, CMD 19 | F +6, R +8, W +3 | Init +4 | Perc +6 | Speed 30ft | Active conditions: None | Character Portrait

Fort save: 1d20 + 5 ⇒ (3) + 5 = 8
Not sure if my readied action triggered, but it would be 1 more damage on the Yellow Pustule

Smith coughs as he inhales the fumes, but takes the chance to fire at Sir Lansle's quarry, certain his shot might not do much against the gas-like enemy in front of him.

Pistol att: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11 (vs Touch AC)
Pistol dmg: 1d8 + 1 ⇒ (6) + 1 = 7 bludgeoning and piercing damage

The Concordance

Female Elf Shifter | HP: 28/28 | AC 16* (T12, FF 15*) (+2 vs. evil) | CMB: +6 CMD: 17 | F:+4 R:+4 W:+3* (+2 vs. enchantments, heat) | Init +1 | Perc +4, SM +2, Social +0 | Speed 35 ft. | Shifter Aspect: 6/6 | Pharasma's Blessing: 1/1, Ragdya's Blessing: 1/1 |Active Conditions: None

Watergreen pulls out a vial of acid and and backs up.

Grand Lodge

Male Human Kineticist 2 | HP: 19/19 | AC 21 (T14, FF 16) | CMB: +2 CMD: 16 | F:+5 R:+7 W:+1 | Init +6 | Perception +6, Sense Motive +1, Diplomacy/Intimidate -1 | Speed 30 ft. | Burn: 1/5 | Active Conditions: Shroud of Water

Jeb coughs as he moves forward.

COUGH COUGH HACK COUGH!

He spits on the ground. He stomps his foot and throws a punch in the air. A blast of water flows from his fist out at the yellow swarm of pustules attacking Alrik!

Ranged Attack: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Magic Bludgeoning Damage: 1d6 + 3 ⇒ (1) + 3 = 4 (This does full damage to swarms)

Dark Archive

Smith continues to fire into the oozey, pustule-like thing, blasting a squishy chunk out of it.

Yep, the readied attack was also a hit. I'll deduct that damage as well.

Jeb tries to blast through the swarm with a burst of water out of his fist. Unfortunately, he coughs just as he makes the attack and the spray ends up going over the top of the swarming pustules.

Alrik is up!

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Alrik continues his slog towards the ooze creature.

Move and ready an attack with his axe.

Dark Archive

The swarms continue towards the nearest targets, one enveloping both Zeb and Zenjaya, the countless infectious pustules searing their exposed skin like acid.

Acid Damage: 1d6 ⇒ 4

The other envelops Smith in a sickening yellow mist.

Acid Damage: 1d6 ⇒ 1

INIT
Jeb -4hp
Smith -1hp
Alrik
Watergreen
Swarms (Left -6hp, Right)
Zenjaya -4hp
Sir Lansle
Yellow Ooze -16hp

DISEASED GROVE - MAP

NOTES:
-The trees stand within a sucking morass of mud and filth (marked with dashed lines in the map ), which inhibits movement. Treat this as a shallow bog, making it difficult terrain (2 squares of movement to enter each square) that increases the DCs of Acrobatics and Stealth checks by 2.
-If you want to keep looking for anything else in the swamp, add a Perception check on your turn.

Zenjaya, Sir Lansle are up!

Paizo Employee

Female Ifrit Bard | HP: 15/15 | AC 16 (T12, FF 14) | CMB: +4 CMD: 16 | F:+1 R:+4 W:+1 | Resistance: Fire 5 | Init +3 | Perc -1, SM -1, Social +3 | Speed 35 ft. | Spells: 1st: 3/3, Burning Hands: 1/1 | Bardic Performance: 12/12 | Active Conditions: None

Zenjaya shrieks in pain and backs up out of the mist. She pulls out the elixir of fire breath.

Silver Crusade

Male Human Paladin 3 | HP: 28/28 | AC 23 (T10, FF 23) (+4 vs. big yellow blob if evil) | CMB: +7 CMD: 17 | F:+4 R:+1 W:+4* | Init +0 | Perc +7, SM +7, Social -1 | Speed 20 ft. | A Sure Thing: 1/1, Lay on Hands: 3/3, Second Chance: 1/1, Smite Evil: 0/1 | Active Conditions: Smite Evil (big yellow blob)

Sir Lansle shivers as he attacks again!

"S-s-s-stay back!"

Attack: 1d20 + 9 ⇒ (3) + 9 = 12
Slashing Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Dark Archive

Sir Lansle finishes off the yellowish ooze with one more powerful stroke of his sword, but in doing so causes the pustule to explode in a spray of acid which covers both himself and Jeb.

Sir Lansle and Alrik take Acid Damage: 2d6 ⇒ (3, 2) = 5. REFLEX DC14 for half damage.

At the moment that the plague carrying pustule is destroyed, Jeb can't help but notice that one of the trees begins to pulse and writhe, a bulbous protrusion of off-white mucus beginning to form. He surmises that the trees are producing something to replace the pustule that was just destroyed by his companion.

GM:
1d4 + 1 ⇒ (2) + 1 = 3

INIT
Jeb -4hp
Smith -1hp
Alrik -5hp?
Watergreen
Swarms (Left -6hp, Right)
Zenjaya -4hp
Sir Lansle -5hp?

DISEASED GROVE - MAP

NOTES:
-The trees stand within a sucking morass of mud and filth (marked with dashed lines in the map ), which inhibits movement. Treat this as a shallow bog, making it difficult terrain (2 squares of movement to enter each square) that increases the DCs of Acrobatics and Stealth checks by 2.
-If you want to keep looking for anything else in the swamp, add a Perception check on your turn.

Jeb, Smith, Alrik, Watergreen are up!

Grand Lodge

"Smith" Male LG Human Maverick Pistolero 4 | HP 36/36 | AC 18 T 15 FF 13 | CMB +4, CMD 19 | F +6, R +8, W +3 | Init +4 | Perc +6 | Speed 30ft | Active conditions: None | Character Portrait

Smith bolts to the side, still asuming his shot will not do anything to the cloud. As he moves, he reloads his gun with a special blue bullet. He yells-"Let's see if cold iron does something against these logs! If they're infused with demonic essence, it could pierce through!"

Move and reload with a cold iron bullet

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

”This swamp is the pits. I can’t get anywhere in a hurry.”

Double Move.

Reflex: 1d20 + 2 ⇒ (2) + 2 = 4

Silver Crusade

Male Human Paladin 3 | HP: 28/28 | AC 23 (T10, FF 23) (+4 vs. big yellow blob if evil) | CMB: +7 CMD: 17 | F:+4 R:+1 W:+4* | Init +0 | Perc +7, SM +7, Social -1 | Speed 20 ft. | A Sure Thing: 1/1, Lay on Hands: 3/3, Second Chance: 1/1, Smite Evil: 0/1 | Active Conditions: Smite Evil (big yellow blob)

Reflex: 1d20 + 1 ⇒ (18) + 1 = 19 Taking two damage

Sir Lansle gasps in fear!

"Oh, no!"

Sir Lansle moves up to the stump and attacks it with his sword!

Attack: 1d20 + 9 ⇒ (1) + 9 = 10
Slashing Damage: 1d8 + 4 ⇒ (5) + 4 = 9

The Concordance

Female Elf Shifter | HP: 28/28 | AC 16* (T12, FF 15*) (+2 vs. evil) | CMB: +6 CMD: 17 | F:+4 R:+4 W:+3* (+2 vs. enchantments, heat) | Init +1 | Perc +4, SM +2, Social +0 | Speed 35 ft. | Shifter Aspect: 6/6 | Pharasma's Blessing: 1/1, Ragdya's Blessing: 1/1 |Active Conditions: None

Watergreen takes a step forward and throws the acid at the nearest yellow swarm.

Ranged Touch Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Acid Damage: 1d6 ⇒ 4

If it looks like it hurt the swarm she pulls out another acid. If not she pulls out a dart instead.

Dark Archive

Not Sir Lansle's turn yet. I'll hold that action for when he is up!

Watergreen Miss Direction: 1d8 ⇒ 3

Watergreen's acid flask lands wide of the swarm but as the vial smashes into the ground, some of it splashes into the cloud of infected pustules. It causes no damage, however, as the already acidic creatures seem to be highly resistant to acid.

INIT
Jeb -4hp
Smith -1hp
Alrik -5hp
Watergreen
Swarms (Left -6hp, Right)
Zenjaya -4hp
Sir Lansle -2hp

DISEASED GROVE - MAP

NOTES:
-The trees stand within a sucking morass of mud and filth (marked with dashed lines in the map ), which inhibits movement. Treat this as a shallow bog, making it difficult terrain (2 squares of movement to enter each square) that increases the DCs of Acrobatics and Stealth checks by 2.
-If you want to keep looking for anything else in the swamp, add a Perception check on your turn.

Jeb is up!

Paizo Employee

Female Ifrit Bard | HP: 15/15 | AC 16 (T12, FF 14) | CMB: +4 CMD: 16 | F:+1 R:+4 W:+1 | Resistance: Fire 5 | Init +3 | Perc -1, SM -1, Social +3 | Speed 35 ft. | Spells: 1st: 3/3, Burning Hands: 1/1 | Bardic Performance: 12/12 | Active Conditions: None

Sorry for holding the game up, but Jeb won't have a chance to post until tomorrow. Been a crazy day. If you want to bot him I know he'll be backing up and attacking the nearest swarm with a water blast, which should deal full damage against swarms.

Grand Lodge

Male Human Kineticist 2 | HP: 19/19 | AC 21 (T14, FF 16) | CMB: +2 CMD: 16 | F:+5 R:+7 W:+1 | Init +6 | Perception +6, Sense Motive +1, Diplomacy/Intimidate -1 | Speed 30 ft. | Burn: 1/5 | Active Conditions: Shroud of Water

Jeb steps back from the swarm, stomps his foot, and punches forward a blast of water at the nearest puss swarm.

Ranged Attack: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Magic Bludgeoning Damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9 (deals full damage to swarms)

Dark Archive

Jeb's water blast completely disperses the swarm of pustules, sending them down to the ground where they seep into the muddy ground.

The remaining swarm starts to head back towards those gathering near the infected trees.

INIT
Jeb -4hp
Smith -1hp
Alrik -5hp
Watergreen
Swarm
Zenjaya -4hp
Sir Lansle -2hp

DISEASED GROVE - MAP

NOTES:
-The trees stand within a sucking morass of mud and filth (marked with dashed lines in the map ), which inhibits movement. Treat this as a shallow bog, making it difficult terrain (2 squares of movement to enter each square) that increases the DCs of Acrobatics and Stealth checks by 2.
-If you want to keep looking for anything else in the swamp, add a Perception check on your turn.

Everyone is up!

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Finally close enough to something to actually hit it, Alrik sets to his task with gusto...

Swing: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d10 + 3 ⇒ (10) + 3 = 13

Silver Crusade

Male Human Paladin 3 | HP: 28/28 | AC 23 (T10, FF 23) (+4 vs. big yellow blob if evil) | CMB: +7 CMD: 17 | F:+4 R:+1 W:+4* | Init +0 | Perc +7, SM +7, Social -1 | Speed 20 ft. | A Sure Thing: 1/1, Lay on Hands: 3/3, Second Chance: 1/1, Smite Evil: 0/1 | Active Conditions: Smite Evil (big yellow blob)

I took my turn above by accident.

And Watergreen is sick right now. I do not know if she will make a post today.

Paizo Employee

Female Ifrit Bard | HP: 15/15 | AC 16 (T12, FF 14) | CMB: +4 CMD: 16 | F:+1 R:+4 W:+1 | Resistance: Fire 5 | Init +3 | Perc -1, SM -1, Social +3 | Speed 35 ft. | Spells: 1st: 3/3, Burning Hands: 1/1 | Bardic Performance: 12/12 | Active Conditions: None

Zenjaya drinks the elixir of fire breath then moves closer to the swarm of goop.

Grand Lodge

Male Human Kineticist 2 | HP: 19/19 | AC 21 (T14, FF 16) | CMB: +2 CMD: 16 | F:+5 R:+7 W:+1 | Init +6 | Perception +6, Sense Motive +1, Diplomacy/Intimidate -1 | Speed 30 ft. | Burn: 1/5 | Active Conditions: Shroud of Water

Jeb steps forward, stomps his foot, and punches a water blast at the second swarm.

Ranged Attack: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Magic Bludgeoning Damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Dark Archive

The second swarm is washed away like the first. No immediate threats appear to attack the Pathfinders, however the growth on the infected tree looks to be getting noticeably bigger and disturbingly more similar to the pustules that they've already defeated.

We'll stay tentatively in INIT for now. You estimate you have the equivalent of about 2 rounds before the growth turns into something that might attack. What do you do?

Grand Lodge

"Smith" Male LG Human Maverick Pistolero 4 | HP 36/36 | AC 18 T 15 FF 13 | CMB +4, CMD 19 | F +6, R +8, W +3 | Init +4 | Perc +6 | Speed 30ft | Active conditions: None | Character Portrait

Smith lines up a shot at the infected tree that is growing, hoping the cold iron bullet penetrates. As he fires off, he says-"Zenjaya, that fire should do the trick before reinforcements spawn!"

Pistol att: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 (vs Touch AC)
Pistol dmg: 1d8 + 1 ⇒ (4) + 1 = 5 bludgeoning and piercing damage

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil
Alrik Darkson wrote:

Finally close enough to something to actually hit it, Alrik sets to his task with gusto...

[dice=Swing]1d20+7
[dice=Damage]1d10+3

@GM: Did you see this post? Alrik is attacking the growth thing...

Grand Lodge

Male Human Kineticist 2 | HP: 19/19 | AC 21 (T14, FF 16) | CMB: +2 CMD: 16 | F:+5 R:+7 W:+1 | Init +6 | Perception +6, Sense Motive +1, Diplomacy/Intimidate -1 | Speed 30 ft. | Burn: 1/5 | Active Conditions: Shroud of Water

"Hmmm.. That there don't look right!"

Jeb moves forward and shoots a blast at the stump lump.

Ranged Attack: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Magic Bludgeoning Damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9

He'll decide what to do for his second round after I know if that first attack seemed to do anything.

Paizo Employee

Female Ifrit Bard | HP: 15/15 | AC 16 (T12, FF 14) | CMB: +4 CMD: 16 | F:+1 R:+4 W:+1 | Resistance: Fire 5 | Init +3 | Perc -1, SM -1, Social +3 | Speed 35 ft. | Spells: 1st: 3/3, Burning Hands: 1/1 | Bardic Performance: 12/12 | Active Conditions: None

Zenjaya approaches the nasty stump and shoots a glob of fire at it.

Fire Damage: 4d6 ⇒ (4, 2, 2, 1) = 9 DC 13 Reflex save for half damage.

If it seems hurt but not defeated she'll shoot another fire blast at it. If it seems defeated she'll move over and breathe fire at another stump in an effort to light it on fire.

Fire Damage: 4d6 ⇒ (2, 5, 1, 1) = 9 DC 13 Reflex save for half damage.

Dark Archive

Trying a number of different approaches, the group find that Zenjaya's fire attacks seem to be the most effective. She is able to destroy the tree before a new ooze or swarm can fully form.

Assuming you've got enough spells, abilities or just good 'ol torches to finish the job...

Having burnt down the infected grove, the group are confident that they have destroyed the source of the disease which affected the Farheaven Clan.

Amongst the stand of trees they uncover a small iron chest tucked under a root that had pushed above the soil. While somewhat rusted it is still intact and once opened provides some useful items.

-Catching Cape
-Key of Lock Jamming
-Potion of Cure Moderate Wounds
-50gp
-one small emerald

Returning to the bear god, the news of the trees' destruction seems to immediately lift him out of his morose funk. The group even discover that the haunt in the god-caller's home seems to be permanently banished as well.

Returning to Nelket, she is quite happy with the outcome of the mission and informs them that she has been in contact with Dolok Darkfur and that, while he is not quite back to his former self, he has asked permission to resume his old duties as god and guardian of the Farheaven Clan.

She then summons him to let him speak to the Pathfinders one more time, whereupon a visibly more stable Dolok Darkfur - his feathers shining in a brilliant rainbow of colour - swears on his honour that he will work with Nelket to record everything that he can remember of the clan's history and forward it to the Pathinder Society. Nelsket says that she will speak with the other surviving members of her clan about resettling in Sarkoris but makes no promises. Either way, it seems the Pathfinder Society has gained a valuable source of information, and the group hve earned thankful friends in Neklet and Dolok Darkfur.

THE END

Dark Archive

Almost forgot, but Zeb and Zenjaya need to deal with their disease...

Slime Fever (Su)
Disease—contact, inhaled, or injury;
Save- Fort DC 14;
Onset- 1 day;
Frequency- 1/day;
Effect- 1d4 Con damage, target must succeed at a second Fort save or 1 point of the damage is drain instead;
Cure- 2 consecutive saves. The save is Constitution based.

So, unless you have some other way to get rid of the disease, make a Fort roll for each day until you pass two in a row. If you fail a roll for a particular day, take 1d4 Con damage and pass another Fort save or 1 of that damage is drain instead.

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Thanks for the game Greenclaw! Great work as always!

Players also have the option of purchasing castings of Remove Disease (or other things like Antiplague) with GP or PP if they are not confident in their ability to pass the rolls.

FYI: From memory ability damage heals itself between scenarios but ability drain is permanent (but can be cured magically)

Dark Archive

Yes, you are correct on all counts. You definitely have the option of getting rid of the disease through a spell or a potion if you would prefer to purchase that instead.

A remove disease spell can be purchased with gold or PP.

If you wanted to ensure the Caster Level of the spell was high enough to guarantee success you would need Caster Level 13, and the cost of the spell would be 13x3x10=390gp. Alternatively you could spend 1PP.

You could also get some potions of antiplague (50gp each) and try your luck with those. A dose of that each day would give you 2 rolls on the check and the option to take the better of the 2 rolls.

As for the ability drain, should that occur, that could be dealt with using a Restoration spell, which would cost 2PP or I believe 380gp (7x4x10+100)

Paizo Employee

Female Ifrit Bard | HP: 15/15 | AC 16 (T12, FF 14) | CMB: +4 CMD: 16 | F:+1 R:+4 W:+1 | Resistance: Fire 5 | Init +3 | Perc -1, SM -1, Social +3 | Speed 35 ft. | Spells: 1st: 3/3, Burning Hands: 1/1 | Bardic Performance: 12/12 | Active Conditions: None

Ouch. I don't like the chances of taking Con drain. Before this new chronicle I had 2 PP, I'll pay the 1 PP to get it magically cured. Thanks.

Jeb says he's pay the 390 gp to get his cured, which he'll confirm himself when he makes a post later. Just letting you know for Chronicle purposes.

Grand Lodge

Male Human Kineticist 2 | HP: 19/19 | AC 21 (T14, FF 16) | CMB: +2 CMD: 16 | F:+5 R:+7 W:+1 | Init +6 | Perception +6, Sense Motive +1, Diplomacy/Intimidate -1 | Speed 30 ft. | Burn: 1/5 | Active Conditions: Shroud of Water

Jeb pays the 390 gp to get cured.

151 to 193 of 193 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [Outpost II] Greenclaw's 9-18: Scourge of the Farheavens All Messageboards

Want to post a reply? Sign in.