Darrioos |
Darrioos moves to flank with his monk friend.
Acrobatics: 1d20 + 12 ⇒ (15) + 12 = 27
double move, check to avoid AoO
"I wonder what other creatures are here"
GM Bret |
Mun has Selûne protect him and he shares his magic to improve both of their ability to fight.
Darrioos moves through the forest, getting into a flanking position.
I need a Reflex Save to avoid entangled condition since you are in the forest. [/
[ooc] Looks like I forgot to ask for one from Kitajo as well.
Bolded may act.
Round 1:
Bless active, +1 morale attack, +1 morale on saves vs. fear effects
Green 14 damage charged, stunned
Vanya
Carrick 6 damage
Red 11 damage
Skye
Round 2:
Mun
Selûne
Darrioos Need Reflex to avoid entangle before move
Kitajo 10 damage Need Reflex to avoid entangle before move
Skye, Shaman of the Lyrune-Quah |
Skye moves up next to Vanya and casts burst of radiance. A 10ft-radius brilliant flash of shimmering light bursts between the two hodags.
(Blinded for Rounds: 1d4 ⇒ 1 rounds, or dazzled if they succeed at a DC17 Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not Damage: 5d4 ⇒ (2, 3, 3, 1, 3) = 12.)
GM Bret |
Green: 1d20 + 8 ⇒ (7) + 8 = 15
Red: 1d20 + 8 ⇒ (2) + 8 = 10
The burst of light blinds both of the creatures. Neither of them take any damage from it.
Bolded may act.
Round 1:
Bless active, +1 morale attack, +1 morale on saves vs. fear effects
Green 14 damage charged, stunned, blinded until round 3
Vanya
Carrick 6 damage
Red 11 damage, blinded until round 3
Skye
Round 2:
Mun Bull’s strength
Selûne Bull’s strength
Darrioos Need Reflex to avoid entangle before move
Kitajo 10 damage Need Reflex to avoid entangle before move
GM Bret |
Yes, you may still attack on your turn, you are just entangled.
We are still in the round where you double moved to get there.
Darrioos is wrapped up in the green and purple embrace of the plantlife.
Bolded may act.
Round 1:
Bless active, +1 morale attack, +1 morale on saves vs. fear effects
Green 14 damage charged, stunned, blinded until round 3
Vanya
Carrick 6 damage
Red 11 damage, blinded until round 3
Skye
Round 2:
Mun Bull’s strength
Selûne Bull’s strength
Darrioos Entangled
Kitajo 10 damage Need Reflex to avoid entangle before move
Kitajo Uchihide |
Reflex vs Entangle: 1d20 + 8 ⇒ (1) + 8 = 9
Welp, I guess that solves that. Wrap me up in those plants.
Kitajo ignores the grasping plants as he punches and elbows the beast. Taking a moment he fills his fists with acidic essence elemental fist and attacks.
Flurry Unarmed Strike 1: 1d20 + 12 ⇒ (10) + 12 = 22 Damage: 1d8 + 6 ⇒ (8) + 6 = 14 Acid Damage: 1d6 ⇒ 6
Elbow Smash: 1d20 + 7 ⇒ (10) + 7 = 17 Damage (Non-Lethal): 1d8 + 6 ⇒ (8) + 6 = 14Acid Damage: 1d6 ⇒ 1Jabbing Style Damage (Non-Lethal): 1d6 ⇒ 5
Flurry Unarmed Strike 2: 1d20 + 12 ⇒ (17) + 12 = 29 Damage: 1d8 + 6 ⇒ (1) + 6 = 7 Jabbing Style Damage: 1d6 ⇒ 4 Acid Damage: 1d6 ⇒ 5
Flurry Unarmed Strike 3: 1d20 + 7 ⇒ (12) + 7 = 19 Damage: 1d8 + 6 ⇒ (5) + 6 = 11 Jabbing Style Damage: 1d6 ⇒ 4 Acid Damage: 1d6 ⇒ 3
Elbow smash damage applies if the punch prior hits. Jabbing style damage applies if I have hit the target this round.
GM Bret |
Kitajo manages to hit with three of his strikes in spite of being tangled in the grasping vines. One of those strikes was only because the beast was still overextended from the charge.
Green goes down with the last strike.
Bolded may act.
Round 2:
Bless active, +1 morale attack, +1 morale on saves vs. fear effects
Green 68 damage
Vanya
Carrick 6 damage
Red 11 damage, blinded until round 3
Skye
Round 3:
Mun Bull’s strength
Selûne Bull’s strength
Darrioos Entangled
Kitajo 10 damage Entangled
Carrick Castermill |
Carrick studies the beast as he steps forward and takes a swing with his longsword.
It seems to be blinded!
move - study target, 5' step; standard attack
+1 keen adamantine longsword + study + bless - power attack: 1d20 + 9 + 1 + 1 - 2 ⇒ (11) + 9 + 1 + 1 - 2 = 20
damage + PA: 1d8 + 8 + 1 + 4 ⇒ (1) + 8 + 1 + 4 = 14
GM Bret |
Carrick easily slides into the blind reptile.
Bolded may act.
Round 2:
Bless active, +1 morale attack, +1 morale on saves vs. fear effects
Vanya
Carrick 6 damage
Red 25 damage, blinded until round 3
Skye
Round 3:
Mun Bull’s strength
Selûne Bull’s strength
Darrioos Entangled
Kitajo 10 damage Entangled
GM Bret |
Botting Vanya who really does need to add Botting directions to their profile
Vanya moves forward slightly and casts Acid Splash at the blind creature.
Ranged Touch, in combat: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22
Acid damage: 1d3 ⇒ 1
sneak attack: 3d6 + 1 ⇒ (3, 3, 2) + 1 = 9
GM Bret |
Vanya hits!
Red can see again, and has a target right there! It attacks Carrick.
bite: 1d20 + 11 ⇒ (6) + 11 = 17
damage: 1d8 + 4 ⇒ (6) + 4 = 10
claw: 1d20 + 11 ⇒ (14) + 11 = 25
damage: 1d6 + 4 ⇒ (4) + 4 = 8
claw: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 1d6 + 4 ⇒ (4) + 4 = 8
tail slap: 1d20 + 11 ⇒ (17) + 11 = 28
damage: 1d4 + 4 ⇒ (3) + 4 = 7
One claw and the tail hit.
Bolded may act.
Round 3:
Bless active, +1 morale attack, +1 morale on saves vs. fear effects
Red 35 damage
Skye
Round 4:
Mun Bull’s strength
Selûne Bull’s strength
Darrioos Entangled
Kitajo 10 damage Entangled
Vanya
Carrick 21 damage
Skye, Shaman of the Lyrune-Quah |
Skye steps in front of Vanya and calls upon the aid of the Tender of Dreams♫♫♮♪♬.
He points at the red hodag, and stardust materializes around the magical beast. The creature lights up like a candle, its eyes blinking at the sudden light and obstructed vision.
(–2 penalty on attack rolls and sight-based Perception checks for 3 rounds; cannot benefit from concealment or any invisibility effects. No save; SR yes.)
Kitajo Uchihide |
Escape Artist to free myself: 1d20 + 7 ⇒ (16) + 7 = 23
If I escape I will move to support on Red.
Acrobatics to avoid AoO: 1d20 + 11 ⇒ (19) + 11 = 30
Kitajo dodges as he moves through the brush, he kicks at Red.
Unarmed Strike, Flank: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26 Damage: 1d8 + 5 ⇒ (4) + 5 = 9Acid Damage: 1d6 ⇒ 5
Vanya Kaleth |
Sorry for the delay. Work going crazy all of a sudden XD
Vanya approaches the second creature and then casts another acid based spell at it.
Ranged touch attack: 1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 11 → Damage roll (acid): 1d3 ⇒ 3
GM Bret |
Skye makes Red glow, which is very distracting to it.
Kitajo frees himself from the vines and moves up to Red.
Sorry, that is two move actions so no attack.
You ended in forest, so another Reflex Save please.
Vanya barely manages to hit Red in spite of others being in melee with it.
Bolded may act.
Round 3:
Bless active, +1 morale attack, +1 morale on saves vs. fear effects
Red 38 damage -2 Attack & Sight Perception until round 7
Skye
Round 4:
Mun Bull’s strength
Selûne Bull’s strength
Darrioos Entangled
Kitajo 10 damage Reflex to avoid Entangled
Vanya
Carrick 21 damage
Kitajo Uchihide |
Reflex: 1d20 + 8 ⇒ (1) + 8 = 9
That wont do it Sorry GM Bret. Didn't even cross my mind about the two move actions.
Carrick Castermill |
Taking a beating from the beast, Carrick persists steps into the flank and takes two big swings.
1st attack +1 keen adamantine longsword + study + bless + flank - power attack: 1d20 + 9 + 1 + 1 + 2 - 2 ⇒ (5) + 9 + 1 + 1 + 2 - 2 = 16
damage + PA: 1d8 + 8 + 1 + 4 ⇒ (3) + 8 + 1 + 4 = 16
2nd attack +1 keen adamantine longsword + study + bless + flank - power attack: 1d20 + 4 + 1 + 1 + 2 - 2 ⇒ (20) + 4 + 1 + 1 + 2 - 2 = 26
damage + PA: 1d8 + 8 + 1 + 4 ⇒ (5) + 8 + 1 + 4 = 18
Confirm CRIT: 1d20 + 4 + 1 + 1 + 2 - 2 ⇒ (17) + 4 + 1 + 1 + 2 - 2 = 23
damage + PA: 1d8 + 8 + 1 + 4 ⇒ (2) + 8 + 1 + 4 = 15
5' step, full round attack
GM Bret |
Carrick’s first swing misses, but that just set him up for a perfect strike as he circles the cut around for the second strike,
He kills the beast.
Combat over, One Success.
GM Bret |
You have time to heal yourselves up before you explore more of the forest.
You can take a few minutes healing up before moving on.
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.
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!”
See Slide 2
Although there are a multitude of spirits, three them seem to be willing to speak with you.
One demands of you “Who are you!” in a very aggressive manner.
“Do you want to play a game?” asks another, seemingly in jest.
In a very calm and deliberate manner the third says “Tell us why you are here.”
I am working on a post to explain the mechanics of how this encounter works. It is a social encounter with special mechanics.
GM Bret |
Each if you have two opportunities to interact with the spirits. You can observe a face or present a case. You can use your turn to Aid Another if you wish.
Observe: Each of you can study one face and its behavior to learn about its personality and which strategies might be most effective against it. This uses one of your two interactions. You use Sense Motive to attempt to get an idea of what motivates that spirit.
Presentation: Each of you can make your pitch to one spirit—either independently or by using the aid another action—each of which requires one successful check to persuade. What skill you use will determine how difficult it is to convince that spirit.
Carrick Castermill |
My sense motive is not that great, so think I'll just take a chance with a straight diplomacy.
Carrick address the calm spirit, Well hello there, I am Carrick Castermill. We are from an organization that longs to make the world a better place. This forest has been tainted by an ancient evil, and we are here to see if there is a way to remove the taint. To return this forest to the way it was in days of old. Will you help us?
Presentation Diplomacy on the calm face: 1d20 + 13 ⇒ (10) + 13 = 23
GM Bret |
“Tell me, how will you vanquish Mother Bloodleaf and the Blight?”
Content matters as much as the roll. Just need a little more here to judge this.
Kitajo Uchihide |
Kitajo would like to study the aggressive face.
Sense Motive: 1d20 + 11 ⇒ (7) + 11 = 18
GM Bret |
Kitajo doesn’t get anything useful with just his own observations.
There is still the possibility of someone Aiding this round,
Carrick Castermill |
Glad you asked, well first and foremost our team is just one of many that enter the Fangwood this day. All set on a single goal of reversing the year of taint. I myself am a holy warrior of the Inheritor, Iomedae, a goddess sworn to righteousness, valor, justice, and honor. We'll find the root of the evil and permanently remove it. Carrick adds hoping that's what the spirit needs to hear.
GM Dennis |
**OVERSEER ANNOUNCEMENT**
Even though much of the forest withers from some evil curse, eager faces flow from tree to tree as the friendly, whispering spirits encourage their would-be saviors onward.
Table GMs, the Helpful Spirits effect is in play.
GM Bret |
The calm spirit appears to like what it hears. “These may be the sort of Allies we need to rid our forest of this blight.”
——
Vanya senses that the aggressive behavior is a mask to hide the fear they have of what Mother Bloodleaf might do to the spirits if they were to help.
It wants emotional and reassuring words, reassurances that your group will do alll they can to help and protect the spirits.
It dislikes aggressive methods that try to intimidate the spirits or shows of might.
——
Carrick succeeded in convincing the calm spirit.
Kitajo studied the aggressive spirit but wasn’t able to discover anything.
Vanya studied the aggressive spirit and has good insight into its likes and dislikes.
No one else has acted yet.
Skye, Shaman of the Lyrune-Quah |
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Skye regards the faces on the trunk of the tree. He rubs his eyes in near disbelief, "Whoah, that's so gnarly, Spirit Faces dudes!"
The shaman concentrates on the funny face. He shakes his head. Nothing but bark, man.
Sense Motive: 1d20 + 8 ⇒ (4) + 8 = 12
After Vanya shares her psycho-analysis of the aggro spirit, Skye makes a pitch.
"Yo, Angry Spirit Man, we got this, no sweat. We're already here to deal with the Blight, right. Mother Bloodleaf is going down, just a matter of time. You should have seen us take out a couple of hodags. Thing of beauty. Just help us get to the target, and *POP*, no more blight. We won't let anything happen to you or to the trees."
Diplomacy: 1d20 + 12 ⇒ (8) + 12 = 20
GM Bret |
Skye is baffled by the joker spirit, no insight at all.
He finds talking to the aggressive spirit much easier. They reach an understanding and the spirit becomes more mellow.
——
Carrick succeeded in convincing the calm spirit.
Kitajo studied the aggressive spirit but wasn’t able to discover anything.
Vanya studied the aggressive spirit and has good insight into its likes and dislikes.
Skye studied the joker, but had no insights.
Skye succeeded in convincing the aggressive spirit.
Only the joker spirit remains to be convinced.
No one else has acted yet.
Mun of Ashava |
Sense Motive, urbanite: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Mun tries to interpret what concerns the joking face has.
GM Bret |
Mun thinks that this spirit is acting as though it doesn't care what happens and thinks everything is a joke, but it is actually worried about the other spirits and any other victims the blight might entrap.
Likes Tactics that use reason and logic to convince the spirit that helping the group is the best course of action to help the spirits as a whole.
Dislikes Methods that appeal to emotions or garner empathy
——
Carrick succeeded in convincing the calm spirit.
Kitajo studied the aggressive spirit but wasn’t able to discover anything.
Vanya studied the aggressive spirit and has good insight into its likes and dislikes.
Skye studied the joker, but had no insights.
Mun studied the joker and has good insight into the likes and dislikes.
Skye succeeded in convincing the aggressive spirit.
Only the joker spirit remains to be convinced.
You can use other skills than Diplomacy to try and convince a spirit. The skill must be in line with the way you are presenting things.
Kitajo Uchihide |
Kitajo takes a moment to speak with the Jovial spirit.
Spirit. I am a student of history, among other things, and I can think of several occasions where a similar situation has been won.
My (Ietsuna's) Golarian history is hazy but Kitajo would know, hopefully
Knowledge History: 1d20 + 6 ⇒ (20) + 6 = 26
GM Bret |
With Kitajo’s well reasoned examples from history, the Joker spirit is won over.
Two Spirit Successes
GM Bret |
Several of the spirits follow you through the forest, manifesting in tree trunks along the way. They do their best to provide directions, although it becomes obvious that the spirits do not perceive or think the same way as mortals.
The spirits suddenly freeze in place as a burly middle-aged man with the ears and legs of a goat steps out from behind a tree.
He grins and waves his hand. “Ho there, adventurers! I got bored waiting, so I think we should have some fun!”
With a wide grin, he assure you “Don't worry, this won't take long. I wouldn't want you to miss the main event, and I plan to have a front-row seat!”
“Oh, where are my manners?” he exclaims, then with a bow he announces “The name's Grimpfkin.”
Standing before you, he then says “So, what do you say? Do you choose to test your speed or might?”
Choose either test.
Kitajo Uchihide |
I will go with the majority.
Skye, Shaman of the Lyrune-Quah |
"Say, Grimpfkin, can you tell us a little bit more about these tests of skill? Might help us choose which one to try. I'm Skye, by the way."
GM Bret |
At Vanya’s mention of speed, Grimpfkin nods approvingly.
He hops atop a mossy rock, and flings the contents of his mug into the air. Before it reaches the ground, the fizzing ale transforms into a bird and takes flight off into the woods, leaving a faintly sparkling trail.
The seilenos looks on with surprised approval before clapping his hands at the PCs and exclaiming, “What are you waiting for? Catch it, and the prize is yours. Just, ah, no flying or teleporting—it's a challenge, remember?”
GM Bret |
You must follow the glimmering trail left behind by the bird. You will encounter four obstacles that can hinder your progress. At each obstacle, you are free to decide how you attempt to get through it, using your attributes, attacks, saves, skills etc. I have latitude to make adjustments for particularly clever ideas. Failure doesn’t cause injury, just time and speed.
You want at least three of you to succeed at each obstacle.
GM Bret |
The glittering trail of the bird leads across a wide ravine that cuts through the forest. The ravine has several old logs set across it, and a slowly flowing creek runs along the bottom.
On the other side, you see Grimpfkin watching from a high tree branch.
Obvious solutions would include things like Likely balancing carefully or jumping (Acrobatics), identifying which log is the most stable (Knowledge [nature] or Survival), anchoring a grappling hook in a distant tree (ranged attack), or sliding down the slope to swim across the creek (Swim).
Kitajo Uchihide |
Kitajo takes off at a run after the bird. When he reaches the ravine he tries to jump across.
Acrobatics: 1d20 + 11 ⇒ (17) + 11 = 28
Skye, Shaman of the Lyrune-Quah |
Guidance, Survival: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Skye examines the logs with a critical eye, then steps across the ravine, slow and careful. "This way, guys."
GM Bret |
Grimpfkin cheers as Kitajo leaps the ravine!
He nods encouragement as Skye demonstrates his knowledge of the wilderness to find a better path.
Mun of Ashava |
Handle Animal (fetch) DC 10, link: 1 + 6 + 4 = 11
Mun sends Selune on the chase after the sparkling bird; he himself tries his best to follow Skye's example, picking out a safe way across the ravine, but Selune simply follows her own instincts, taking a flying leap across.
Knowledge (nature): 1d20 + 3 ⇒ (11) + 3 = 14
Acrobatics, jump (speed > 30 ft), Selune: 1d20 + 6 + 4 ⇒ (8) + 6 + 4 = 18
Carrick Castermill |
Anyone else notice Paizo site acting funny the last day...slow responses times and didn't even show me any updates to this thread, although it showed me updates to others. I'm lucky I popped in to remind myself where we were and found like 10+ new posts...sigh
Carrick sees Skye's path and tries to follow it himself.
Survival: 1d20 + 6 ⇒ (1) + 6 = 7
But Carrick just manages to find trouble instead.
GM Bret |
Grimpfkin gives words of encouragement to Mun and Carrick as they try to make their way across.
He laughs uproariously as Selûne jumps into the stream, doing a belly flop, then soaks a little bit before wading out.
He gives a shout of “Need more speed!” to Darrioos has he goings shooting across the water. When he gets to the other side, he finds his backpack waiting there, dry and still securely closed.
Still need Vanya’s check.