Dm Khel's Blooming Catastrophe (Inactive)

Game Master Khelreddin


101 to 150 of 180 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Grand Archive

m | Male Human(Vudrani) Bard 1| hp 17/17|AC 17|Per +6|Hero Points 1|FP 2 Bard

"Certainly we are capable! We are Pathfinders are we not? This is what we DO. We find problems such as yours and fix them. Surely the fact that other Pathfinders have been here previously and shown their abilities should convince you we are perfect for the job."
deception: 1d20 + 7 ⇒ (18) + 7 = 25

Grand Archive

m | Male Human(Vudrani) Bard 1| hp 17/17|AC 17|Per +6|Hero Points 1|FP 2 Bard

"Certainly we are capable! We are Pathfinders are we not? This is what we DO. We find problems such as yours and fix them. Surely the fact that other Pathfinders have been here previously and shown their abilities should convince you we are perfect for the job."
deception: 1d20 + 7 ⇒ (7) + 7 = 14


DM | Map Stuff | Burden of Envy

Brynn and Farzin both attempt to make a case for their knowledge of wild places, each enlisting a disinterested animal to aid their argument, but their words fall flat. Obad’of takes a simpler approach, which seems to appeal to Kaana, and Flamel’s direct action causes the centaur to nod in approval. Darlinger seals the deal, arguing convincingly (even if may not believe it himself) that the Pathfinder Society is the perfect organization to tramp through the wilds of Finadar and find and destroy an ancient, evil artifact.

”Well, with that sort of background, what could go wrong?” Kaana asks. ”I’m eager to hear a few stories of where else you’ve been. Join me by my fire and have a drink, won’t you?” She swaps a few tales with the Pathfinders, including reminiscing about the time she had to kill a hill giant all on her own, which took two quivers’ worth of arrows. ”The giant looked like a porcupine afterward! Glad I made it out of that one alive!” Having had a few encounters with them of late, Kaana also shares a few tips on how to fight leshys.

This gives you a +1 circumstance bonus to initiative check if you fight any more leshys.

The following morning, Urwal comes to speak to the party before they set out. Though he’s quiet about it, the iruxi appears quietly pleased with how they represented the Society. “I have cast horoscopes for your mission.” Urwal says without preamble, setting a pair of satchels full of traveling supplies by your campsite. “The omens are favorable enough, although the stars carry warning. The spirits of Finadar Forest are sick. Perhaps this is an abscess in nature, and must be lanced with sword and flame. But such a cure is to be mourned, not celebrated,” the lizardfolk says, emphasizing each word. “Better for all if a safer salve is found. Yes?”

Urwal makes it clear that the Pathfinders are to resort to violence only if all other options fail, then opens the satchels and hands out some supplies. They consist largely of bread, foraged mushrooms, and smoked meat. In addition, in thanks for their efforts so far, he gives them a small pouch of coin (4 gp and 45 sp). Holding up a small circle woven of dried leaves, he says, ”You risked much in putting out the fires yesterday, and this item comes from the primeval forest’s gratitude.” (This is a hunter’s bane.) With a broad smile full of teeth, he hands over a silver crescent moon pendant, adding, ”And because you made the Society’s star shine so brightly in meeting Cenenviel and Kaana Korag, I give you this.”

Nice work on the various challenges! Time to set out for the cyclops-haunted dragon graveyard inhabited by goblins! Any questions you want to ask Urwal or preparations you want to make, post ‘em and I’ll get us going again later today.

Verdant Wheel

Male, TN, Wetlander Lizardfolk, Initiate of the First Circle | HP 52/52 AC: 19, Shield: +2 Hardness: 3, BT: 6, HP: 12/12| F: +10 (+1 v. Poison), R: +7, W: +12 | Resist Poison 2 | Perc: +12 (E)
Class Abilities:
  • Focus Pool: 2/2
  • Default Exploration: Defense

    "This is a great gift, and we are honored by your confidence. I would ask only for a description on what obstacles we may face between here and there. I promise that we will heed your warning, peace over war - treasure in a pocket."

    If no one objects, Obad'of will affix the talisman to his armor.

    Verdant Wheel

    HP 96/96 | AC 26(28 W/shield raised) | Fort +14, Refl +14, Will +16 | Perc +16 (low-light vision) | Nature +18 | Default Exploration: Search (if indoors) or Investigate (if outdoors) | Speed 35 (45 w/Longstrider) | Hero Points 0/3 | Focus 2/2 | Active conditions: Longstrider, Vital Beacon || Sprig HP 40/40

    Brynn uses the last of her prepared magic to heal herself before resting the night. Casting Heal on herself. Minimum healing tops her up

    In the morning her communion with nature changes from her typical plan, with a focus on her connection with the animal world.
    Swapping out Magic Fang for Summon Animal

    When she meets up with the Pathfinders she says, "I am ready."
    No questions. We know where to go, so let's do this!

    Grand Archive

    Human Ftr5 | HP: 73/73 | AC: 23 (24 w/buckler) | Fort: +11, Refl: +13, Will: +9 (bravery) | Perc (E): +9 | Speed 25 | Default exploration: Search | Focus points: — | Hero Points: 1 | Conditions: . |

    Flamel rises with the sun, ready to face the day.


    DM | Map Stuff | Burden of Envy

    Moving us to the next scene, if there was prep you wanted to do before setting out, just include it in your next post.

    As they travel over the course of the day, the Pathfinders find the forest becoming gradually quieter. There are more burnt areas here, both old scars from earlier fires and the remnants of more recent blazes, presumably sparked by the corrupted leshys. There are fewer animals as well, and Brynn and Obad’of notice there is scarcely any game, with hardly more than scraggly rabbits to be found.

    In the early afternoon, the party comes across a small mountain stream, which matches Urwal’s directions— they’re on the right path. As they are crossing the stream, they spot movement up ahead. An enormous animated scarecrow is busily clearing the collected growth of eons past from an ancient set of cyclopean menhirs that surround what looks to be an altar or grave of some kind, decorated with a sinuous, flowing script. Several small animals have been freshly sacrificed atop the altar, their blood sliding into the grooves of the letters carved into the stone. Getting a little closer, the Pathfinders realize the true size of the scarecrow, and can make out eyes like bubbling black pools in its sackcloth face and hands twisted into wooden talons dark with blood.

    In addition to the scarecrow, a handful of giant centipedes move about on the edge of the standing stones, as if lured there by the strange energy of the place. They move in an unsettling synchrony, as if united in some dim, instinctual understanding fueled by whatever ritual the scarecrow is engaged in.

    Initiative:

    Brynn: 1d20 + 7 ⇒ (8) + 7 = 15
    Darlinger: 1d20 + 6 ⇒ (17) + 6 = 23
    Farzin: 1d20 + 6 ⇒ (20) + 6 = 26
    Flamel: 1d20 + 6 ⇒ (13) + 6 = 19
    Obad’Of: 1d20 + 7 ⇒ (9) + 7 = 16
    Scarecrow: 1d20 + 10 ⇒ (10) + 10 = 20
    Centipedes: 1d20 + 6 ⇒ (7) + 6 = 13

    Round 1 Initiative:
    Farzin
    Darlinger

    Big Scarecrow
    Flamel
    Obad’of
    Brynn
    Centipedes

    New map linked by my avatar. The trees are difficult terrain.

    Farzin and Darlinger are up!

    Grand Archive

    Human Ftr5 | HP: 73/73 | AC: 23 (24 w/buckler) | Fort: +11, Refl: +13, Will: +9 (bravery) | Perc (E): +9 | Speed 25 | Default exploration: Search | Focus points: — | Hero Points: 1 | Conditions: . |

    Flamel draws their weapon and advances.

    Interact to draw, Stride x2. Presuming the undergrowth is difficult terrain.

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    Farzin also moves into the trees with Flamel, and draws his morning star just in case.


    DM | Map Stuff | Burden of Envy

    The towering scarecrow sees the Pathfinders coming through the trees and abandons its gardening, hurrying out of the standing stones to attack! Moving through the vegetation as if it’s not even there, the scarecrow slashes at Farzin with one of its fell claws!

    Target, 1=Farzin, 2=Flamel: 1d2 ⇒ 1

    Claw vs Farzin: 1d20 + 9 ⇒ (15) + 9 = 24
    Damage: 1d6 + 3 ⇒ (4) + 3 = 7 plus 1 evil damage (which harms only good-aligned creatures)

    Round 1 Initiative:
    Farzin
    Darlinger
    Big Scarecrow
    Flamel
    Obad’of
    Brynn

    Centipedes

    Flamel and Obad’of, your turn! As noted previously, vegetation is difficult terrain.

    Verdant Wheel

    Male, TN, Wetlander Lizardfolk, Initiate of the First Circle | HP 52/52 AC: 19, Shield: +2 Hardness: 3, BT: 6, HP: 12/12| F: +10 (+1 v. Poison), R: +7, W: +12 | Resist Poison 2 | Perc: +12 (E)
    Class Abilities:
  • Focus Pool: 2/2
  • Default Exploration: Defense

    Obad'of gives a prayer to Gozreh, and asks her for sharper claws for a swift victory! Then the druid moves in.

    Magic Fang + Stride. Before plotting my path through, how swift is that water? I have an idea.

    Verdant Wheel

    HP 96/96 | AC 26(28 W/shield raised) | Fort +14, Refl +14, Will +16 | Perc +16 (low-light vision) | Nature +18 | Default Exploration: Search (if indoors) or Investigate (if outdoors) | Speed 35 (45 w/Longstrider) | Hero Points 0/3 | Focus 2/2 | Active conditions: Longstrider, Vital Beacon || Sprig HP 40/40

    Brynn makes a connection with the animal kingdom, issuing a deep humming sound from her mouth. She completes her summoning by stamping her feet on the ground, then mimics a cawing sound! Thirty feet away, an eagle appears with a similar cry!
    Summon Animal. Will place a token

    Grand Archive

    m | Male Human(Vudrani) Bard 1| hp 17/17|AC 17|Per +6|Hero Points 1|FP 2 Bard

    Darlinger isn't really knowledgeable about nature, so he pulls out his lyre and begins to play a happy tune.

    Inspire Courage, +1 hit/damage

    Verdant Wheel

    1 person marked this as a favorite.
    HP 96/96 | AC 26(28 W/shield raised) | Fort +14, Refl +14, Will +16 | Perc +16 (low-light vision) | Nature +18 | Default Exploration: Search (if indoors) or Investigate (if outdoors) | Speed 35 (45 w/Longstrider) | Hero Points 0/3 | Focus 2/2 | Active conditions: Longstrider, Vital Beacon || Sprig HP 40/40

    Having just completed a complex summoning, Brynn is surprised by the jarringly happy tune. She can feel the magic in it, but it still feels a bit at odds with the situation.

    Robb seems to like it. But then again, there's no accounting for the bear's tastes.

    "Do not hesitate, friends! We must destroy this abomination!"

    Verdant Wheel

    Male, TN, Wetlander Lizardfolk, Initiate of the First Circle | HP 52/52 AC: 19, Shield: +2 Hardness: 3, BT: 6, HP: 12/12| F: +10 (+1 v. Poison), R: +7, W: +12 | Resist Poison 2 | Perc: +12 (E)
    Class Abilities:
  • Focus Pool: 2/2
  • Default Exploration: Defense

    Updated map with my move.


    DM | Map Stuff | Burden of Envy

    The Pathfinders advance towards the stone circle, and the centipedes skitter to meet them!

    A red-legged centipede rushes through the vegetation and bites at Flamel! Another with glittering emerald eyes scrambles over the big rock by the creek and snaps its mandibles at Obad’of, while a yellow-backed critter attempts to chomp a piece out of Farzin!

    Red Mandibles vs Flamel: 1d20 + 6 ⇒ (3) + 6 = 9
    Piercing Damage: 1d4 - 1 ⇒ (1) - 1 = 0
    Poison damage on failed Fort DC 14 save: 1d6 ⇒ 3

    Red Mandibles vs Flamel, MAP: 1d20 + 2 ⇒ (17) + 2 = 19
    Piercing Damage: 1d4 - 1 ⇒ (2) - 1 = 1
    Poison damage on failed Fort DC 14 save: 1d6 ⇒ 3

    Green Mandibles vs Obad’of: 1d20 + 6 ⇒ (14) + 6 = 20
    Piercing Damage: 1d4 - 1 ⇒ (4) - 1 = 3
    Poison damage on failed Fort DC 14 save: 1d6 ⇒ 6

    Yellow Mandibles vs Farzin: 1d20 + 6 ⇒ (11) + 6 = 17
    Piercing Damage: 1d4 - 1 ⇒ (2) - 1 = 1
    Poison damage on failed Fort DC 14 save: 1d6 ⇒ 5

    If you are hit by a centipede, make a DC 14 Fort save or take the listed damage.

    Round 1 Initiative:
    Farzin
    Darlinger

    Big Scarecrow
    Flamel
    Obad’of
    Brynn
    Centipedes

    Farzin and Darlinger are up!

    Verdant Wheel

    Male, TN, Wetlander Lizardfolk, Initiate of the First Circle | HP 52/52 AC: 19, Shield: +2 Hardness: 3, BT: 6, HP: 12/12| F: +10 (+1 v. Poison), R: +7, W: +12 | Resist Poison 2 | Perc: +12 (E)
    Class Abilities:
  • Focus Pool: 2/2
  • Default Exploration: Defense

    FORT: 1d20 + 5 ⇒ (9) + 5 = 14 HP 12/18

    Verdant Wheel

    Male, TN, Wetlander Lizardfolk, Initiate of the First Circle | HP 52/52 AC: 19, Shield: +2 Hardness: 3, BT: 6, HP: 12/12| F: +10 (+1 v. Poison), R: +7, W: +12 | Resist Poison 2 | Perc: +12 (E)
    Class Abilities:
  • Focus Pool: 2/2
  • Default Exploration: Defense

    Shoot. GM, I keep forgetting that I have Shield block and a shield. If it's okay with you, I'd use it as my reaction. I didn't say anything beforehand though, and I've already rolled my FORT.


    DM | Map Stuff | Burden of Envy

    Obad’of - Totally fine, you’d have done it at a table.

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    Fort save: 1d20 + 4 ⇒ (9) + 4 = 13 Nooo!

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    "This is a wild place!"

    Farzin takes a smack at the green centipede, while he has a flank with Obad'of.

    Morningstar: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
    Damage: 1d6 + 1 ⇒ (6) + 1 = 7

    Then, fairly wounded himself, he strides and strides to stand next to Bob.

    "Let us be a little more cautious Papayo."

    HP 2/15

    Grand Archive

    m | Male Human(Vudrani) Bard 1| hp 17/17|AC 17|Per +6|Hero Points 1|FP 2 Bard

    Darlinger Strikes an odd note as he plays his lyre and casts Daze on the green centipede (will DC17 or take 4 mental damage).

    He then continues his happy tune on his lyre and continues inspiring courage (+1 to hit and damage).


    DM | Map Stuff | Burden of Envy

    Farzin thwacks one of the centipedes, then high-tails it out of the fray! He’s glad to be clear of the fight, but he can feel the centipede’s toxin coursing painfully through his body! The discordant note on Darlinger’s lyre jars the green-eyed centipede’s disoriented mind, killing it!

    Green centipede Will, DC 17: 1d20 ⇒ 10

    With just one target left, the giant scarecrow slashes at Flamel with its claws! The first swing is so powerful, the elf warrior falls! The scarecrow takes a few steps forward and strikes at Obad'of, but the swing is off-target!

    Claw vs Flamel: 1d20 + 9 ⇒ (19) + 9 = 28
    Damage: 1d6 + 3 ⇒ (6) + 3 = 9 +1 evil damage (That's a crit, I believe that takes Flamel down, yes?)

    Claw vs Obad'of, MAP: 1d20 + 9 - 4 ⇒ (1) + 9 - 4 = 6
    Damage: 1d6 + 3 ⇒ (4) + 3 = 7 +1 evil damage

    Round 2 Initiative:
    Farzin (centipede poison, stage 1)
    Darlinger
    Big Scarecrow
    Flamel (dying 2)
    Obad’of
    Brynn

    Centipedes

    Bold are up! Need a Fort save from Flamel vs centipede poison.

    Verdant Wheel

    Male, TN, Wetlander Lizardfolk, Initiate of the First Circle | HP 52/52 AC: 19, Shield: +2 Hardness: 3, BT: 6, HP: 12/12| F: +10 (+1 v. Poison), R: +7, W: +12 | Resist Poison 2 | Perc: +12 (E)
    Class Abilities:
  • Focus Pool: 2/2
  • Default Exploration: Defense

    Obad'of slashes hard with his claws once: ATK: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16 for DMG if hit: 2d6 + 3 + 1 ⇒ (1, 6) + 3 + 1 = 11,

    Then he scoots around towards Flamel.

    Then he raises his shield, "HELP! Get in here! No delay, Flamel needs us!"

    Verdant Wheel

    HP 96/96 | AC 26(28 W/shield raised) | Fort +14, Refl +14, Will +16 | Perc +16 (low-light vision) | Nature +18 | Default Exploration: Search (if indoors) or Investigate (if outdoors) | Speed 35 (45 w/Longstrider) | Hero Points 0/3 | Focus 2/2 | Active conditions: Longstrider, Vital Beacon || Sprig HP 40/40

    With a gesture from Brynn, the eagle divebombs the scarecrow!
    Talon: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
    Damage (S): 1d4 + 1 ⇒ (1) + 1 = 2

    Brynn then sends an arrow flying at the scarecrow from her longbow.
    Strike: 1d20 + 6 - 2 + 1 ⇒ (7) + 6 - 2 + 1 = 12
    Damage (P): 1d8 + 1 ⇒ (2) + 1 = 3

    "Robb, help them!" she commands the bear, who moves forward and tries to sink teeth into the scarecrow.
    Bite: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
    Damage (P): 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12


    DM | Map Stuff | Burden of Envy

    Obad’of’s claw rips the leg of the scarecrow open, and straw flies off in the wind! Brynn’s arrow goes wide, but her summoned eagle tears a small hole in the scarecrow’s head, spilling more straw, and Robb decides he does not like this scarecrow, and nearly rips its leg off! The scarecrow is losing its stuffing left and right, but it fights on!

    The remaining centipedes zip forward, their many, many, many legs moving fluidly as they crawl up and bite at Obad’of and Robb!

    Red Mandibles vs Obad’of: 1d20 + 6 ⇒ (10) + 6 = 16
    Piercing Damage: 1d4 - 1 ⇒ (2) - 1 = 1
    Poison damage on failed Fort DC 14 save: 1d6 ⇒ 6

    Red Mandibles vs Obad’of, MAP: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 22
    Piercing Damage: 1d4 - 1 ⇒ (2) - 1 = 1
    Poison damage on failed Fort DC 14 save: 1d6 ⇒ 2

    Yellow Mandibles vs Robb: 1d20 + 6 ⇒ (19) + 6 = 25
    Piercing Damage: 1d4 - 1 ⇒ (4) - 1 = 3
    Poison damage on failed Fort DC 14 save: 1d6 ⇒ 1

    Yellow Mandibles vs Robb, MAP: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 22
    Piercing Damage: 1d4 - 1 ⇒ (1) - 1 = 0
    Poison damage on failed Fort DC 14 save: 1d6 ⇒ 2

    Round 2 Initiative:
    Farzin (centipede poison, stage 1)
    Darlinger
    Flamel (dying 2)

    Big Scarecrow (-25 hp)
    Obad’of
    Brynn
    Centipedes

    Bold are up! I moved Flamel to where they’re supposed to be in the order, since going down. Unfortunately, I still need a Fort save from Flamel vs centipede poison, in addition to the Recovery check to stay at dying 2.

    Farzin – you need to make another DC 14 Fort save against the centipede poison.

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    Fort save: 1d20 + 4 ⇒ (6) + 4 = 10

    I will use my hero point for a re-roll!

    Fort save: 1d20 + 4 ⇒ (13) + 4 = 17 Yay!

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    Feeling better, Farzin draws a secret sign in the air, chants in an eldritch tongue, and causes rocks to fly toward the yellow centipede.

    Telekinetic Projectile: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12 Boo
    Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11

    Farzin then tries to recall any knowledge he might have about animated scarecrows.

    Craft: 1d20 + 1 ⇒ (14) + 1 = 15

    Grand Archive

    m | Male Human(Vudrani) Bard 1| hp 17/17|AC 17|Per +6|Hero Points 1|FP 2 Bard

    Darlinger moves up, stops singing, and casts Soothe on Femel, and restores some health to him.

    soothe: 1d10 + 4 ⇒ (5) + 4 = 9


    DM | Map Stuff | Burden of Envy

    Farzin resists the effect of the centipede's venom, then chucks some rocks past one of the centipedes! Darlinger ends his song in order to save Flamel, who is now conscious!

    Round 2 Initiative:
    Farzin
    Darlinger
    Flamel (at 9 HP, prone)
    Big Scarecrow (-25 hp)
    Obad’of
    Brynn
    Centipedes

    Flamel is up!

    Grand Archive

    Human Ftr5 | HP: 73/73 | AC: 23 (24 w/buckler) | Fort: +11, Refl: +13, Will: +9 (bravery) | Perc (E): +9 | Speed 25 | Default exploration: Search | Focus points: — | Hero Points: 1 | Conditions: . |

    Flamel picks up their fallen rapier, gets to their feet, and stabs at the scarecrow.

    rapier: 1d20 + 9 ⇒ (6) + 9 = 15
    piercing: 1d6 ⇒ 5

    Interact to pick up, Stand, Strike.

    Grand Archive

    Human Ftr5 | HP: 73/73 | AC: 23 (24 w/buckler) | Fort: +11, Refl: +13, Will: +9 (bravery) | Perc (E): +9 | Speed 25 | Default exploration: Search | Focus points: — | Hero Points: 1 | Conditions: . |

    DC 14 Fort: 1d20 + 6 ⇒ (15) + 6 = 21

    Verdant Wheel

    HP 96/96 | AC 26(28 W/shield raised) | Fort +14, Refl +14, Will +16 | Perc +16 (low-light vision) | Nature +18 | Default Exploration: Search (if indoors) or Investigate (if outdoors) | Speed 35 (45 w/Longstrider) | Hero Points 0/3 | Focus 2/2 | Active conditions: Longstrider, Vital Beacon || Sprig HP 40/40

    Fort save (Robb): 1d20 + 5 ⇒ (11) + 5 = 16
    Fort save (Robb): 1d20 + 5 ⇒ (11) + 5 = 16

    The bear growls but persists. It's clearly made of sterner stuff.


    DM | Map Stuff | Burden of Envy

    Flamel regains consciousness and scrambles to their feet, blade in hand – but can’t quite connect with the scarecrow! The scarecrow decides the dislike is mutual, and slashes twice at Robb with its terrifying claws, then swats at the annoying eagle pecking at its head!

    Target 1: 1d4 ⇒ 1 =Robb
    Target 2: 1d3 ⇒ 2 =Eagle

    Claw vs Robb: 1d20 + 9 ⇒ (18) + 9 = 27
    Damage: 1d6 + 3 ⇒ (3) + 3 = 6

    Claw vs Robb, MAP: 1d20 + 9 - 4 ⇒ (1) + 9 - 4 = 6
    Damage: 1d6 + 3 ⇒ (3) + 3 = 6

    Haunting Assault - Demoralize vs Robb: 1d20 + 9 ⇒ (6) + 9 = 15

    Claw vs Eagle, MAP: 1d20 + 9 - 8 ⇒ (4) + 9 - 8 = 5
    Damage: 1d6 + 3 ⇒ (1) + 3 = 4

    Round 2 Initiative:
    Farzin
    Darlinger
    Flamel
    Big Scarecrow (-25 hp)
    Obad’of
    Brynn

    Centipedes

    Bold are up!

    Verdant Wheel

    Male, TN, Wetlander Lizardfolk, Initiate of the First Circle | HP 52/52 AC: 19, Shield: +2 Hardness: 3, BT: 6, HP: 12/12| F: +10 (+1 v. Poison), R: +7, W: +12 | Resist Poison 2 | Perc: +12 (E)
    Class Abilities:
  • Focus Pool: 2/2
  • Default Exploration: Defense

    Stuck between the scarecrow and the centipede, Obad'of tries to finish off the scarecrow first before turning his attention. His claws flash before he swings with considerable power:

    ATK: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18 for DMG: 2d6 + 2 + 1 ⇒ (4, 4) + 2 + 1 = 11
    ATK: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21 for DMG: 2d6 + 2 + 1 ⇒ (5, 5) + 2 + 1 = 13

    He then raises his shield!

    Grand Archive

    m | Male Human(Vudrani) Bard 1| hp 17/17|AC 17|Per +6|Hero Points 1|FP 2 Bard

    I'm not singing if you factored that in. I stopped so I could move and heal Flamel.

    Verdant Wheel

    Male, TN, Wetlander Lizardfolk, Initiate of the First Circle | HP 52/52 AC: 19, Shield: +2 Hardness: 3, BT: 6, HP: 12/12| F: +10 (+1 v. Poison), R: +7, W: +12 | Resist Poison 2 | Perc: +12 (E)
    Class Abilities:
  • Focus Pool: 2/2
  • Default Exploration: Defense

    That's my magic fang giving the extra +1


    DM | Map Stuff | Burden of Envy

    Obad’of’s claws turn the tide of battle! His first strike tears the scarecrow’s middle wide open, scattering straw in all directions and the scarecrow falls! Spinning quickly, Obad’of slashes at the centipede nearby, killing it too! The remaining centipede seems to change, to revert to its natural behavior – which would not have it attacking a large group of dangerous foes, as tasty as they might be. The last centipede scuttles across a fallen log over the stream and vanishes into the rocks and bushes on the far side!

    Combat over! I’ll wait on some healing and dramatic dialogue, then move us along later.

    Verdant Wheel

    Male, TN, Wetlander Lizardfolk, Initiate of the First Circle | HP 52/52 AC: 19, Shield: +2 Hardness: 3, BT: 6, HP: 12/12| F: +10 (+1 v. Poison), R: +7, W: +12 | Resist Poison 2 | Perc: +12 (E)
    Class Abilities:
  • Focus Pool: 2/2
  • Default Exploration: Defense

    Obad'of holds his shield overhead with both hands and gives an exulting cry of victory! "That was a tremendous battle!"

    He immediately refocuses his attention on the others, especially Flamel. "Medic!"

    Grand Archive

    1 person marked this as a favorite.
    Human Ftr5 | HP: 73/73 | AC: 23 (24 w/buckler) | Fort: +11, Refl: +13, Will: +9 (bravery) | Perc (E): +9 | Speed 25 | Default exploration: Search | Focus points: — | Hero Points: 1 | Conditions: . |

    I'm fine, Flamel insists, tucking their spleen back in. Fine.

    Verdant Wheel

    HP 96/96 | AC 26(28 W/shield raised) | Fort +14, Refl +14, Will +16 | Perc +16 (low-light vision) | Nature +18 | Default Exploration: Search (if indoors) or Investigate (if outdoors) | Speed 35 (45 w/Longstrider) | Hero Points 0/3 | Focus 2/2 | Active conditions: Longstrider, Vital Beacon || Sprig HP 40/40

    That's a crit on Robb, who'll drop unconscious. Dying 2, right?

    The scarecrow's attack tears flesh from the poor bear, who howls in pain before hitting the ground.

    Fortunately, Obad'of quickly finishes the remaining threats, allowing Brynn to move closer and heal her fallen companion. With that momentary distraction, the eagle disappears in a puff of vapors.
    Heal Animal: 1d8 + 8 ⇒ (5) + 8 = 13

    The half-elf then looks over the group. "I can attend to your wounds now, and I can commune with the natural world to knit wounds as well. Are we pressed for time?"

    Regardless, she puts her medicine kit to use to patch up Flamel.
    Medicine (Treat Wounds) vs DC 15: 1d20 + 7 ⇒ (18) + 7 = 25
    Healing: 4d8 ⇒ (4, 3, 1, 5) = 13

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    Ignoring Papayo’s squawks, Farzin limps over to the scarecrow, and kicks the sackcloth a few times before tentatively inspecting it with a stick.

    ”What a bizarre creature. Someone somewhere must have created it though. What was their intention though, I wonder.”

    Farzin is down -13 HP is there is more healing to go around.


    DM | Map Stuff | Burden of Envy

    Hmm, there was a little more to sort out here than I remembered, so maybe someone can patch up Farzin while we resolve this last bit:

    After dealing with the scarecrow and its centipede allies, the Pathfinders explore the area around the standing cairns that the scarecrow uncovered. The stones are covered in complex writing, in what must be an ancient cyclopean script and pictographs.

    Arcana or Occultism, DC 16:
    You are able to deduce that these stones originate from Old Koloran, the cyclopean empire that occupied modern-day Iobaria (among many other places), famous for its widespread worship of fiends and other horrors. The cairns seem to show Finadar Forest, with its swift-burning blood pines, as a great ritual battery for the cyclopses, a place to hold Abyssal energy until it was needed. This energy was brought forth into the world by a series of burning monoliths. The depiction of the monoliths (three feet tall and covered in burning runes) matches Urwal and Cenenviel’s description of the monolith in the old dragon graveyard.

    Rather a lot of info for a script you don’t know, eh?

    If someone succeeds at the above check, anyone can make a Nature or Planar Lore check, DC 16:
    You realize that a monolith spewing Abyssal energy into the forest would explain the twisting of Finadar’s spirits and the bizarre leshys. As the Abyssal pollution is still in its early days (Finadar Forest was meant to be powered by dozens of these monoliths, not just one), if the source is removed, then the forest spirits would likely return to normal quickly.

    The party also notices that the cairns seem to mark a tomb, which can probably be pried open.

    What could possibly go wrong? No, really, I’m sure it’s safe.

    Really.

    Athletics, DC 14:
    Forcing open the tomb reveals some rather large, dusty, crumbling bones and an ancient amulet of rusted iron, depicting a single staring eye.

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    Papayo hops onto Farzin's head as Farzin leans in close to study the script and pictographs.

    Occultism: 1d20 + 4 ⇒ (19) + 4 = 23

    "Quite a lot of information here, but nothing I can't decipher. These stones stored abyssal energy until the ancient cyclopes needed it. But I've no idea why." He'll share what's in the occultism spoiler as well.

    Nature: 1d20 + 1 ⇒ (4) + 1 = 5

    Verdant Wheel

    Male, TN, Wetlander Lizardfolk, Initiate of the First Circle | HP 52/52 AC: 19, Shield: +2 Hardness: 3, BT: 6, HP: 12/12| F: +10 (+1 v. Poison), R: +7, W: +12 | Resist Poison 2 | Perc: +12 (E)
    Class Abilities:
  • Focus Pool: 2/2
  • Default Exploration: Defense

    Nature: 1d20 + 7 ⇒ (15) + 7 = 22 "Thisssssss might be it. a monolith spewing Abyssal energy into the forest would explain the twisting of Finadar’s spirits and the bizarre leshyssss. As the Abyssal pollution is ssstill in its early days (Finadar Forest was meant to be powered by dozens of these monoliths, not just one), if the ssssource is removed, then the forest spiritssss would likely return to normal quickly."

    Athletics: 1d20 + 5 ⇒ (16) + 5 = 21 "Look at thisssss."

    Verdant Wheel

    1 person marked this as a favorite.
    HP 96/96 | AC 26(28 W/shield raised) | Fort +14, Refl +14, Will +16 | Perc +16 (low-light vision) | Nature +18 | Default Exploration: Search (if indoors) or Investigate (if outdoors) | Speed 35 (45 w/Longstrider) | Hero Points 0/3 | Focus 2/2 | Active conditions: Longstrider, Vital Beacon || Sprig HP 40/40

    Brynn moves over to patch up Farzin. "Hold still, please. I need to stitch those cuts."
    Medicine (Treat Wounds) vs DC 15: 1d20 + 7 ⇒ (5) + 7 = 12

    When it becomes obvious that Farzin is not holding still enough, Brynn gives up and speeds things along. She closes her eyes and connects herself with the natural elements of the world. Harnessing a small fraction of life, she channels that into the sorcerer.
    Heal (V,S): 1d8 + 8 ⇒ (3) + 8 = 11

    While the party searches, studies, and discusses things Brynn uses the time to sit cross-legged and commune with nature, refocusing her mind to the task at hand.

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    Farzin thanks Brynn for the heals and compliments Bob for his bravery.

    ”All I’ve got to work with is this silly bird.” He smiles and gives Papayo a wink.

    When the rusting amulet is revealed, Farzin’s eyes go wide (with curiosity? Wonder? Greed?). He detects for magic.


    DM | Map Stuff | Burden of Envy

    With their investigation of the stone circle and tomb complete, the Pathfinders continue on their way. As they approach the old goblin valley, the environment grows increasingly bizarre. Much of this area has been burned, but the charred and ashen ground is almost preferable to the plant life that has survived. Enormous, thorny bushes with leaves bent like clawed fingers sprout from the ground, while strangling vines have sunk hooked spikes into the bark of the remaining trees and drawn out a ruddy sap. Massive, pitcher-like flowers seem to pulsate to some unheard rhythm, and the few animals still present bear massive, weeping wounds. The air is thick and hazy with pollen and has a sickly sweet, metallic scent to it, like rotten blood.

    The valley itself is a peculiar and ominous place. Though the crevasse is indeed the blasted valley that Urwal warned them about, the area all around it teems with awful and uncanny life. The unnatural plants from before grow twice as thick and strange. Shrubs with gnarled human fingers twitch in the breeze, while vines slither like serpents along the ground. A two-headed crow caws from atop an oak tree studded with catlike eyes.

    Of more immediate concern to the party are the dozens of corrupted leshys. A few simply stand around, singing odd, warbling songs to one another, or else play a game vaguely like pat-a-cake, albeit with wildly varying numbers of limbs. Many of the others are hard at work, gathering strewn-about trash, stray branches, and offal, and bringing their prizes toward an ancient, graven monolith at the end of the crevasse.

    Nature, DC 12:
    You notice that the leshys seem oddly focused in their actions. Perhaps the spirits inhabiting their bodies are still new to the corporeal realm and are having difficulty processing the myriad physical stimuli.

    The monolith at the far end of the valley is half-destroyed, most of the top part battered by some ancient rock-slide, but the party can still make out the same sinuous script upon the weathered stone, as well as bas-relief depictions of three one-eyed figures: two in armor, bowed in supplication before a third, wearing robes and a massive pectoral amulet.

    If you have a spyglass or succeed at a DC 20 Perception check, you can make the roll below to examine the monolith. Otherwise, you’ll have to get closer.

    Arcana or Occultism, DC 14:
    You realize that the monolith is channeling energy from the Abyss into the surrounding wilderness, and that disabling it is necessary to stop the Abyssal pollution.

    Around the monolith, a single leshy moves with quiet efficiency. He looks for all the world like a simple leaf leshy, quite mundane compared to his more gruesome allies, save for the chunk of gray stone embedded in one eye. That chunk of stone is a fragment of the monolith, and a serpentine rune upon it glows with yellow flames that intensify as the leshy busily assembles the gathered scraps left at the monolith into new, disturbing leshys. As each body is built, the stone eye flashes, and an eerie leshy totters off to join their fellows.

    Arcana or Occultism, DC 12:
    You conclude that the stone in the leshy’s eye is channeling energy from the monolith into the leshy crafter, and that the leshy crafter, empowered by the structure, is infecting the rest of the leshys in turn. Removing this immediate vector, either by killing the leshy crafter or by removing the stone from his eye, will also resolve the problem of the angry nature spirits—at least long enough for the you to destroy the monolith and end its threat for good.

    You are at the wide mouth of the valley, not quite on the new map yet. At this point, you can be sneaky or direct. Sneaking past all of the leshys on the valley floor would be very difficult, but probably not impossible. You could also circle around the cliffs above and attempt to climb down quietly to be nearer to the monolith. Or you can simply walk right in. As described above, the leshys appear to be staring into space or engaged in various tasks, rather than standing guard or being aggressive.

    Grand Archive

    Human Ftr5 | HP: 73/73 | AC: 23 (24 w/buckler) | Fort: +11, Refl: +13, Will: +9 (bravery) | Perc (E): +9 | Speed 25 | Default exploration: Search | Focus points: — | Hero Points: 1 | Conditions: . |

    DC 20 Perception: 1d20 + 6 ⇒ (16) + 6 = 22
    then:

    Arcana/Occultism:
    DC 14 Arcana or Occultism: 1d20 + 6 ⇒ (4) + 6 = 10
    DC 12 Arcana or Occultism: 1d20 + 6 ⇒ (15) + 6 = 21

    Grand Archive

    Human Ftr5 | HP: 73/73 | AC: 23 (24 w/buckler) | Fort: +11, Refl: +13, Will: +9 (bravery) | Perc (E): +9 | Speed 25 | Default exploration: Search | Focus points: — | Hero Points: 1 | Conditions: . |

    The monolith appears to be the key, Flamel says. The stone in the single leshy crafter's eye seems to be the avenue through which it is infecting the rest of the leshys in turn. We now know our goal.

    101 to 150 of 180 << first < prev | 1 | 2 | 3 | 4 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / Dm Khel's Blooming Catastrophe All Messageboards

    Want to post a reply? Sign in.