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Chabon will provide restoration as well.
I second the Burst of Healing to GM Ilmakis and Provide Spellcasting (Resto) to GM Cwethan.

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Here's what we've got. Need some more info for the second, guys.
Aid Token
Type: Burst of Healing
Generated By: Archaememnon
Heroic? Yes
Effect: Azamzama performs a healing ritual by opening himself to the powers of life and death, taking the risk of slipping behind the veil, restoring 8d6 hit points to each PC.
Passing From: GM Lorenzo
Passing To: GM Ilmakis
Aid Token
Type: Provide Spellcasting (Restoration, 100gp version)
Generated By: __________ (Which PC?)
Heroic? No
Effect: __________ Which one of the Spellcaster Aid Characters? Also provide the caster level. For restoration, the Aid Character can pay the cost and write PAID on the Aid Token; if the do not, the character applying the token pays the cost.
The recipient PC must choose to use this Aid Token before rolling. If they do, they can roll twice and take the better result. Since this is a heroic token, the benefit lasts for the rest of the PC’s turn.
Passing From: GM Lorenzo
Passing To: GM Cwethan

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How about Chabon's Spellcasting of Restoration. He can pay teh 100 gold. He's CL 12.

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Julian's aid character would provide the 1000gp restoration from his heroic Allied Spellcasting. (He's 13th level.)
(When we get around to passing it off. I'm fine with using Bristor's for this.)
I'll keep my eye on the Ride rules, GM. For now, I'm just a Frenchman Galtan with a spear, riding a sweet gold dragon.

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I was going to suggest the Heroic Burst of Healing to the Champion table.
As for the Ride checks, I've got feather fall if things go horribly wrong. :D

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Guys, I'm beat. I'll post in the morning, setting up our first encounter. No one's posted additional updates to their buffs, so I think we're all set.
I placed your icons on the map. Please take a moment to size them to scale, given your current size. I'll move them to the starting position, when I update tomorrow morning.
Don't forget to add your horse, Pale Rider.
I included icons for the dragon and the pony, if you want to use them.

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Archaememnon would be 20' up in the air, assuming that's below the canopy.

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Just prepping my turn and wondering about terrain, specifically the trees, both in terms of movement for us, but also for preventing the plant-ram from moving through easily.

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What options do we have for cold damage? I have a lesser rod of elemental spell (cold) but that's about it. Prolly not enough damage to make a dent in this guy, but it'll do to switch off its regeneration when we get him down.

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Well, if Bristor crits he supresses regen for a round during which time it can be killed . . . hope we have a better answer than that.

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Updated the encounter.
Folks, if I overlooked something, please let me know here in the Discussion thread. Lots going on with these encounters, and mistakes are probably inevitable.
The paths in and out of the clearing present no issues for movement. The 'hateful terrain' of the terrain is difficult terrain, though you've noticed the vegetation continues to creep over trails trying to conceal them as you pass. With a malevolent mind of its own, it might have other ways of resisting intruders...
The top of the canopy is fully exposed to the acidic purple rain and lightning. Archaememnon has been able to fly at 20ft. Peter, at 25ft, is concealed in the branches and leaves. I've tried to convey that in the Gameplay thread, but I'm happy to clarify here.

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I re-read the description of yellow mold. No specific mention of inhalation. If it were delivered that way, you could just hold your breath and move away.
Let me know if you find something different; happy to retcon, if necessary.

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Interesting to note that in 2e, yellow mold spores are clearly described as an inhaled poison. Still doing my own research, but I appreciate any help one of you can offer.
I'd like to exhaust our combined Google-foo, before just making an uninformed judgment call.

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The Fetid Spore Mound from "Wake of the Watcher" (Carrion Crown AP) describes its "yellow mold spores" as an inhaled poison.
Yellow mold spores: inhaled; save Fort DC 17; frequency 1/round for 5 rounds; effect 1d3 Con damage; cure 1 save.

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Bristor, the saves for the sheets of moss and yellow mold blast are Fortitude saves, but the results would have been the same.
An oversight on my part was that if a creature takes CON damage from the yellow spores, then it is also nauseated for 1 round.
You can retcon your actions this round.

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Yeah, I saw that too, Sir Hendric, but I read it as specific to that creature. This creature's only modification to Yellow Mold Spores is the significantly higher DC vs the poison effect.

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I asked on the discord channel, I'll update if I hear from them.
My uninformed two cents:
Since the sheets of moss ability entangles, I would imagine that involves the moss touching you, which would seem that life bubble wouldn't offer protection.
The yellow mold blast, being based on yellow mold spores, I would imagine that life bubble would offer protection against. People seem to agree with the second take here as far as yellow mold.

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Bristor,
Help me understand how you avoided the automatic entanglement and sickened effects of the sheets of moss, too. I may have missed something in your abilities, buffs, equipment.
Peter, I asked about Yellow Mold Spores on the Special's GM Discussion thread, too.
The yellow mold spores effect is d3 CON damage and nauseated for 1 round within the area of effect.
I'm not a GM looking to add another notch on his gun, but I don't want to be a softy that doesn't challenge all you Seekers, either. ;-)

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Let's move forward with the effects as stated.
I did hear from the GM running the same tier in Champion mode, and he didn't go for the life bubble protecting from yellow mold spores, either.
That said, if anybody hears of a RAW reason to rule otherwise, please let me know and we'll adjudicate things appropriately.

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Reading entangled I read it has moving half speed, which I did. I included the sickened condition in my rolls, so didn't ignore it. If the moss is anchoring us in place, what do we need to do?
If nauseated, means I can't swift, right? And then a single move rather than a double.
And sorry, don't know where my brain was, I wrote WIll but used my Fort. I've moved token back for single move action.

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My understanding is that the mosslord is immune to fire but that the barometz has no elemental resistances or immunities?
Or were the Nature checks not high enough to get that info?

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Thanks, Bristor.
No one else had rolled high enough on the Knowledge check vs the barometz to get that far down on Peter's stated priorities. (No one else had expressed a preference.)

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Looks like this arrived at a fortuitous time!
Bristor, you want to activate it?

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Yes, please! Is it an action or does it just happen?

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The moss is a poison effect, right? (I'm immune to poison.)
Yes. I edited my previous Gameplay post to indicate the sickened effect and Constitution damage are poison effects.

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Julian wrote:The moss is a poison effect, right? (I'm immune to poison.)Yes. I edited my previous Gameplay post to indicate the sickened effect and Constitution damage are poison effects.
Cool. Sorry I'll keep questions in Discussion.
I didn't go to 12 years of investigator school to get poisoned by some plant. :P
:)

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Will try to get my post up soon but heading into a video conference. Is Bristor making 2 Fort saves now? One for the new moss and one for the old yellow mold?

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Lillend Azatas are immune to poison, thankfully, although entangled now...

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Want to thank everyone for such rapid posting. It's a joy.
I'm playing the Special at a table one tier below this. A couple of the players are very spotty posters, and one of them does no role-playing at all. Just a s+#+-ton of ooc posts in the Gameplay thread.
Wet blanket on my wet dreams...

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Will try to get my post up soon but heading into a video conference. Is Bristor making 2 Fort saves now? One for the new moss and one for the old yellow mold?
Just bumping this question

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Love your combat description!

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Bristor's moved out of the yellow mold's area of effect, so no additional Fort save for that.
Folks, to whom do you want to pass the expended Aid Token?
GM Fuzzfoot | Tier: 5-6 (soldier) | Platform: Paizo
GM Ilmakis | Tier: 7-8 (soldier) | Platform: Paizo
GM Ietsuna | Tier: 7-8 (soldier) | Platform: Paizo
GM Brew | Tier: 7-8 (champion) | Platform: Paizo
GM Hawthwile | Tier: 10-11 (soldier) | Platform: Paizo
GM DougH | Tier: 10-11 (champion) | Platform: Paizo
GM Yours is mined | Tier: 12-13 (soldier) | Platform: Paizo
GM andreww | Tier: 12-13 (champion) | Platform: Paizo
GM Cwethan | Tier: 15-16 (champion) | Platform: Paizo
GM Greenclaw | Tier: 5-6 (soldier) | Platform: RPGG
GM shaventalz | Tier: 7-8 (soldier) | Platform: Myth Weavers
GM Gum B the Chewy | Tier: 10-11 (soldier) | Platform: Roll for Combat Discord
No one's screaming for one right now.

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10-11 Soldier table?

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I’m also enjoying the combat descriptions and pace of the game, thanks all!

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Agreed! Stoked to be at a table with you guys!
As for the boon, the 10-11 tier for sure, but maybe the champions?

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Cool, Julian. I'll check first to see if someone's in desperate need. If not, I send it to GM Hawthwile's table.

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Unlike Aid Token practice in previous specials, once used, an Aid Token is simply out-of-play, unable to be passed along. For further clarification:
[E]ach time the table completes an encounter, the table can give one of these tokens to a nearby table. If the token they give is heroic, they can give out a second standard or heroic token as well. The players choose which Aid Token(s) to give. As the GM, encourage the players to vary whose Aid Characters are sent so that each player has a chance for their characters to contribute.
A table can benefit from up to two Aid Tokens per encounter. For this purpose, treat the time spent resolving the effects of an encounter afterward—such as healing, removing conditions, and identifying magic items—as part of the encounter itself.
So, we've passed to other tables what we can during this encounter. We have 16 left for the rest of the scenario.
However, we can benefit from one more Aid Token, during or after this encounter.

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Is there a way to get rid of the entangling?

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One can move out of the area of effect, or one can attempt to break the clinging sheets of toxic moss. Peter explained how, when he identified the mosslord and some of its special attacks.
... 20ft-square blanket of toxic moss up to 90ft, automatically entangling and sickening you with its poison, possibly damaging your constitution until the moss is destroyed, only by cold or effects that specifically target plants ...
That reminds me: Anyone who hasn't left the area affected by the sheets of moss will need to make the DC30 Will saves each round they remain within it.

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One can move out of the area of effect, or one can attempt to break the clinging sheets of toxic moss. Peter explained how, when he identified the mosslord and some of its special attacks.
Peter, on sheets of moss wrote:... 20ft-square blanket of toxic moss up to 90ft, automatically entangling and sickening you with its poison, possibly damaging your constitution until the moss is destroyed, only by cold or effects that specifically target plants ...That reminds me: Anyone who hasn't left the area affected by the sheets of moss will need to make the DC30 Will saves each round they remain within it.
Is it a Will save or a Fort save we have to make each round in the web?

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I incepted you with mislabelling my initial saves as Will saves!

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Peter, you still have all of your own actions available this round.
The lillend's first 10ft of movement had the entangled condition until she cleared the moss, so reduce her movement by one square.

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Is any part of the antiplant sphere free from the moss and cloud? If so, move peter there, otherwise Peter simply readies to move out of the way if an attack goes towards him. If the second he’ll also activate his copycat ability as a move action in addition to the readied.
The sheets of moss affected the creatures in that area, and it continues to affect them until they leave the area of effect.
Peter could move to the antiplant shell now and avoid the effects - of the most recent sheets of moss, at least.
So, I think you're planning to activate your copycat and then move to the sanctuary of the antiplant shell?
Whatever you decide, we'll go with the actions you post in Gameplay and where you move on the map.

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Its too far away, unfortunately, with just a single move. I understand the moss a little better now, it isn't a persistent AoE, just persistent on the victims unless they move away. Although his ability to throw it at will is a little concerning.

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The moss is persistent enough to probably last for the rest of the combat.
To clarify, if you were in it, you were exposed; its effects continue until you leave the area; if you enter the affected area, you will be exposed.
Hope that clarification helps.