GM ZD 2nd Ed 1-15 Blooming Catastrophe (Inactive)

Game Master Z...D...


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Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

You receive a letter from Urwal, the leader of the Verdant Wheel. Posted in the Presentation. Follow link in my header

As Pathfinders, the PCs are also aware that the Pathfinder Society was involved in a major operation in Finadar Forest in the last year, 4718 ar. An ancient cyclopean ritual was accidentally triggered by a group of goblins living in a dragon’s graveyard, causing a massive fire. With help from the Pathfinders, the local centaurs and druids managed to stop the fire, and since then have been working on the forest’s recovery. The goblins in question have since emigrated west.

Envoy's Alliance

M Dwarf Green Dragon Barbarian 7: Spd:20, HP:129/129, AC:26, 3 Fire Resistance, Fort:17, Ref:11, Will:12, Perc:12 Darkvision, Stealth:11

They talk about the moons so strangely, as if it is special or cursed.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

There are a chance for you all to recall some knowledge. To save time, I will just spoiler information. If you make the check, please open the only tabs that are relevant to you.

Occultism check to Recall Knowledge can interpret Urwal’s peculiar comments and references to rituals.

DC 15+:
The Green is the planet of Castrovel, associated with fertility, while the Stranger is one of the constellations of the Cosmic Caravan, associated with ill magic and typically depicted as a single, staring eye. The Child is another name for Golarion, while the Mother is another of the Cosmic Caravan, associated with protection. If you got a critical success or DC 25+, open next spoiler
Spoiler:
The Stranger has a particular place in the iconography of Old Koloran, the pre-human empire of cyclopses that included much of modern-day Iobaria, thousands of years ago.

critical failure:
The Green is the planet of Castrovel, associated with fey, and the Stranger is one of the constellations of the Cosmic Caravan, linked to evil magic.

Nature check to Recall Knowledge can parse Urwal’s references to spirits and primal worship.

DC 15:
Iobaria’s dominant religion is the worship of various nature spirits, who protect harvests, prevent forest fires, and so forth. Most religious figures are druids. If you got a 25+ or critical success, open next spoiler
Spoiler:
These nature spirits are typically confined to other worlds, but with careful effort a druid can construct a physical body for one of these spirits—these are leshys, animated beings of plant matter.

critical failure:
Iobaria has an unspoken pact with the fair folk, and many fey rule over the more obscure corners of the land.

Society check to Recall Knowledge can dredge up the following facts about Finadar Forest.

DC 15+:
Finadar Forest, in western Iobaria, is mostly known for its bruorsivi (or blood pines), a species of pine tree with scarlet needles that burns remarkably well and sparks small wildfires as part of its life cycle. While Finadar’s blood pines make the forest highly susceptible to sudden and intense forest fires, the many druids and centaur shamans who reside there typically keep these fires from growing out of control. 25+ or critical success, open next spoiler
Spoiler:
A few obscure legends hint that the blood pines of Finadar were carefully cultivated in a past age by cyclops conjurers, who used the trees as fuel in rituals to summon immense beings of elemental fire.

Critical Failure:
Finadar Forest, in western Iobaria, is known for its dark and ominous fey, particularly redcaps who waylay unwary travelers.

Envoy's Alliance

M Dwarf Green Dragon Barbarian 7: Spd:20, HP:129/129, AC:26, 3 Fire Resistance, Fort:17, Ref:11, Will:12, Perc:12 Darkvision, Stealth:11

my checks:
occultism: 1d20 + 4 ⇒ (17) + 4 = 21 nature: 1d20 + 4 ⇒ (20) + 4 = 24 society: 1d20 + 1 ⇒ (6) + 1 = 7

Starfinder fans out of character question. Dm can read too:
Um, Castrovel Planet, what, I thought that planet only appeared in Starfinder.

To all players, open the dc 15s of nature and occultism, Mandower shares openly.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Occultism: 1d20 + 4 ⇒ (5) + 4 = 9
Nature: 1d20 + 3 ⇒ (10) + 3 = 13

The goblin, though you thought he already bore a detestable look, brandishes a distinctly disgusted face as he complains. Phases of the moon? Signs? Ug, these are not the correct tools to tell a fortune!!

The indignant goblin is beside himself and clutches his clacky-rock in his hands.

I had no idea what this scenario was about, but that's a great thematic start :)

Grand Archive

F human (versatile) Rogue 1 | AC: 18 (20 Nimble Dodge vs 1st attack) | HP:13/18 | P:+5 F:+4 R: +9 W:+5 | speed 25

"And it is not just moons they reserve for a singular turn of phrase, master dwarf." Caepia reads the letter with raised eyebrows. "Flesh and flower grow together, and bones walk on limbs of wood. Reads like the opening of a libretto." She sets the letter down and mutters. "Or a nightmare."

Society: 1d20 + 3 ⇒ (20) + 3 = 23

"But I think I recall something about this Findadar Forrest. The trees are most curious. Prone to conflagration. It might be a thing worth seeing."

To Arfsnarf she adds. "Indeed, who ever heard of use of celestial bodies in divination? Absurd. Best keep your eyes fixed upon sensible bits of clattering rock and bone."

Envoy's Alliance

Neutral Good Human Bard 2 | HP 26| AC 18| F +5 R +6 W +7 | Perc +7 | Stealth +2 | speed 25 ft. | focus 2/2 | spells 1 3/3 | Active Conditions: none

"By Shelyn! Never have I seen such a cryptic message. But it seems that nature needs our assistance."


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Sprawling on a hilltop overlooking a broad caravansary, the town of Mishkar is an eclectic mix of steeply pitched Varisian houses interspersed with the occasional red-tiled Taldan roof. The scars of the recent fires are still visible if one cares to look, seen in the town’s smoke-darkened rooftops and sooted doorways. Mostly, though, the PCs see evidence of new construction and repairs both finished and in progress; it seems that Mishkar is decidedly in favor of putting the past behind it. Today, it is a city of paint buckets and ladders, of carpenters and surveyors and masons, smelling of sawdust and sounding
of workers’ cries.

The caravansary at the foot of the hill is equally bustling. A large caravan of merchants from Brevoy has just arrived, and the building’s yard is crowded with clerks and guards, horses and grooms, with curious children darting between the wagon wheels. Just about everyone seems to be at the caravansary today, except the person the PCs need to meet. Jaldan is nowhere to be found.

To locate Jaldan, we will need a diplomacy to gather information or simply look for her with a perception check

Envoy's Alliance

Neutral Good Human Bard 2 | HP 26| AC 18| F +5 R +6 W +7 | Perc +7 | Stealth +2 | speed 25 ft. | focus 2/2 | spells 1 3/3 | Active Conditions: none

Malark will ask around if anyone knows Jeldan's whereabouts.

Diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Arfsnarf approaches several painters, carpenters and other workers to offer free fortunes with his clacky-rock. Those who are friendly or otherwise amused by him, he asks of the whereabouts of Jaldan.

Diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14

Envoy's Alliance

M Dwarf Green Dragon Barbarian 7: Spd:20, HP:129/129, AC:26, 3 Fire Resistance, Fort:17, Ref:11, Will:12, Perc:12 Darkvision, Stealth:11

Mandower know what to look for perception: 1d20 + 6 ⇒ (20) + 6 = 26

Grand Archive

F human (versatile) Rogue 1 | AC: 18 (20 Nimble Dodge vs 1st attack) | HP:13/18 | P:+5 F:+4 R: +9 W:+5 | speed 25

Caepia takes in the rustic charm of Miskar with an only slightly condescending air.

"What a lovely shade of, er, brown. Are you quite sure you want to put that there? Seems like a lovely place for a little outdoor stage."


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

"ooh, never thought about that." one of the carpenters says answering Caepia, "Maybe that will be next on our to do list."

A grooms looks down at the little gobling, "Oh, Jaldan, I think I've seen that lass about 20 minutes ago by the eastern wall."

Mandower, with his hawk like eyes, spots the young centaur running around in an odd fashion.

Just past the east wall of Miskhar is the peculiar sight of a freckled, teenaged centaur yelling at an apple tree. Upon closer inspection, it is clear that she is actually yelling at a pair of human children who have climbed the tree: a boy and a girl, each about ten years old, with matching red hair and homespun clothes. The girl nonchalantly eats an apple while the boy rifles through a decorated leather satchel.

“You little demons, give that back!” the centaur yells, flicking her tail in profound irritation.

“Hmm. Nope,” the girl in the tree says, munching on the apple.

“Not until you show us how to make those dead squirrel monsters!” the boy calls down.

“Sure, I’ll show you! Come on down, I’ll make two dead monsters! Little devils, with red hair!” the centaur yells, then spots your approach. “... Oh no. You’re… did Urwal send you? Oh no. Um. Can you just... I’m sorry, could you come back in a half hour? Please?”

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Arsnarf entirely ignores his request to come back later and marches right up to the tree.

He looks at the centaur directly and remarks, Hmm. Domestic dispute? Their mom was a red-head and they got no horse from you? And now you can't catch them because they two legs? Messy.

He looks up the tree and yells at the kids.

Hey! What so interesting in dad's satchel? You kids lucky. When goblins be your age they still in cages! Imagine that! C'mon! Tell uncle goblin what's in the satchel.

Sense motive: 1d20 ⇒ 14


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

"Don't care whats in the bag. She’s a forest witch, see, and we want her to make us one of those scary squirrel monsters. Or show us how to make a scarecrow walk.” The boy says, as if this is the most reasonable request in the world. “Then we’ll give it back!”

“We’re not thieves.” The girl adds.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Arfsnarf turns back to the centaur.

The two-legs kid makes a good point. Maybe you make three and let me have one too for my brilliant mediating aid?

Grand Archive

F human (versatile) Rogue 1 | AC: 18 (20 Nimble Dodge vs 1st attack) | HP:13/18 | P:+5 F:+4 R: +9 W:+5 | speed 25

"None of you can seriously believe you're going to get a squirrel monster out of this." Caepia glares at Arfnarf. "Look children, centaurs may be poor at climbing and I've got too much lady like grace to go clambering up trees to retrieve you but my friend Mandower here positively specializes in chucking children out of trees."

I've run into GMs who prefer players make their own social roles and those who don't, so I'll just leave a roll here in case.

intimidate:
intimidate: 1d20 + 6 ⇒ (4) + 6 = 10

not that it likely matters much with that result


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

If you want to make social rolls, go ahead. I am not one to really penalize players due to bad rolls. If you can really RP the heck out of it and use sound reasoning, circumstance bonuses may change the outcome

In response to the threat the kids blow a raspberry at Caepia and throws an apple at her. The apple lands at her feet with a thud. "Next one will hit"

Envoy's Alliance

Neutral Good Human Bard 2 | HP 26| AC 18| F +5 R +6 W +7 | Perc +7 | Stealth +2 | speed 25 ft. | focus 2/2 | spells 1 3/3 | Active Conditions: none

Malark takes out his pan flute and approaches the children. "Maybe we can talk about it if you get down first. See how all of you can benefit from this."

He starts playing his flute and a soft mellow tune is heard. He attempts to fascinate one of the children to give in to their requests.

Performance (Make an Impression): 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15

OK, noob question regarding the feats that I have. I have Impressive Performance which makes me use a Perform action instead of Diplomacy to Make an Impression. I also have Fascinating Performance which may fascinate one creature if I use the Perform action. Do these feat trigger in the above scenario simultaneously or do I have to roll separate Perform checks?


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

I would say it is two different checks. No matter, you met the DC for the diplomacy. Just going to change your roll from a make an impression, to a request. Your diplomacy and perform score seems to be the same anyways.

"Fine we will come down." The boy says in a defeated tone.

As soon as his feet touch the ground, Jaldan grabs the pack from the boy and huffs. She examines the pack for a moment before swinging it back on her shoulder.

"Nothing is broken or missing" The girl says sheepishly, "We just wanted to see some magic"

Envoy's Alliance

Neutral Good Human Bard 2 | HP 26| AC 18| F +5 R +6 W +7 | Perc +7 | Stealth +2 | speed 25 ft. | focus 2/2 | spells 1 3/3 | Active Conditions: none

Malark stops playing, flute still at the ready. "Magic is it? Well then..." He transitions to a more joyful tune and four floating lights suddenly appear out of thin air.

Casting Dancing Lights to the delight of the little ones.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Both of the kid's eyes sparkle at the light display from Malark. The kids chase after the swirling lights, trying to catch them, only to find them escaping from their fingers.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Jaldan spends a few minutes sorting out her pack, making sure that the children haven’t stolen or broken anything inside. Finally, she relaxes, closing the pack.

“I might actually survive.” The centaur says. “Thank you. Thank you thank you thank you thank you thank you!!! You just saved my hooves. Uh... when we get back to camp, could you maybe, uh... not mention this to anyone. Please?”

Jaldan leads the PC's back to Mishkar and explains the situation.

“So, here’s the story. Over the last few months, something really weird has happened to the local forest spirits. They’ve always been a little cranky, but now they’ve gone from ‘Auntie Kaana before she has her morning tea’ to ‘We will bake bread from your bones’. They’re not talking to the druids or the shamans, and when Cenenviel tried to do a big ritual to ask them what’s wrong, a tree animated and tried to kill him.

“So that’s bad. Worse, the spirits have started making bodies for themselves. You know leshys, right? Well, normally, only druids can make one. They grow a little plant or mushroom body, nicely ask a spirit to come inside, and poof, leshy. Except now the spirits are making their own bodies, and they’re really creepy, and also violent. I had to smash something that looked like a dead skunk crossed with a thornbush when it tried to eat my face last night.

“These things have been attacking people, starting fires, and trying to burn down the forest. I don’t think anyone’s gotten killed yet, but it’s probably going to happen sooner rather than later.

“Anyway, that’s what Cenenviel, Kaana, and your Urwal are trying to figure out now at the Redpine camp. They seem to think you can help. So! Get your stuff and let’s get going!"

Grand Archive

F human (versatile) Rogue 1 | AC: 18 (20 Nimble Dodge vs 1st attack) | HP:13/18 | P:+5 F:+4 R: +9 W:+5 | speed 25

Caepia mutters after the playing children. "Brats..."

Then regains her poise. "What a lovely little air." She says to Malark.

When Jaldan explains the situation she frowns. "I'm not a gardener or exterminator, but... the privileged must shoulder additional burdens on behalf of the simple folk. How long will it take to reach the camp?"

Envoy's Alliance

M Dwarf Green Dragon Barbarian 7: Spd:20, HP:129/129, AC:26, 3 Fire Resistance, Fort:17, Ref:11, Will:12, Perc:12 Darkvision, Stealth:11

My suggestion is to give the local spirits, some spirits. Maybe Absinthe will do. Mandower waits for the da-da-da drum roll. Hopefully he doesn't get a tomato thrown at him for a bad joke.
Honestly, I'd love to calm down the spirits.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

"The journey should take a day. I have some gold and supplies, but if you think of anything else, you should be able to find some odds and ends in town" The centaur pulls out 5 gp in coins, a lesser cheetahs elixir and a owlbear claw.

At this point, slot the rest of your boons and gather you school items as appropriate

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Arfsnarf gets a little excited with the idea that perhaps he's the right kind of different in this situation.

Maybe forest spirits need a goblin touch! They too used to bigger folk running their groves for so long!

Grand Archive

F human (versatile) Rogue 1 | AC: 18 (20 Nimble Dodge vs 1st attack) | HP:13/18 | P:+5 F:+4 R: +9 W:+5 | speed 25

"Carrying money is so very gauche but I can be persuaded to abandon a little decorum for the good of the group." Caepia plucks the coins out of Jaldan's hands.

Caepia will bring a feather token(ladder) and a minor healing potion for her school items.

Envoy's Alliance

Neutral Good Human Bard 2 | HP 26| AC 18| F +5 R +6 W +7 | Perc +7 | Stealth +2 | speed 25 ft. | focus 2/2 | spells 1 3/3 | Active Conditions: none

(No more questions from Malark. Will take a minor healing potion as well.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Sorry, had a family crisis I was dealing with.

Jaldan laughs nervously at Mandower's joke. "haha, yeah. That would be great."

Heading out. Please advise on what you would like to be doing during "Exploration Mode". If you do not advise on anything. I will take it as searching.

Envoy's Alliance

M Dwarf Green Dragon Barbarian 7: Spd:20, HP:129/129, AC:26, 3 Fire Resistance, Fort:17, Ref:11, Will:12, Perc:12 Darkvision, Stealth:11

Mandower searches, he don't want to be stealthy, barbarian don't stealth.

Grand Archive

F human (versatile) Rogue 1 | AC: 18 (20 Nimble Dodge vs 1st attack) | HP:13/18 | P:+5 F:+4 R: +9 W:+5 | speed 25

no worries!

"Why don't I just have a look down the road here. I shall be quite alright but you're all so sweet to worry about me."

Caepia will scout

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Let's go see the carnage of the forest spirits!

Arfsnarf will search.

Envoy's Alliance

Neutral Good Human Bard 2 | HP 26| AC 18| F +5 R +6 W +7 | Perc +7 | Stealth +2 | speed 25 ft. | focus 2/2 | spells 1 3/3 | Active Conditions: none

Hope everything's OK.

Malark joins the others in searching for things out of the ordinary.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Yep. Everything got sorted out

The PC's conclude their time in Mishkar and start towards the Finedar Forest.

This far out from the Abyssal pollution, Finadar Forest looks much as always. The bruorsivi make it an odd sort of forest, largely indistinguishable from a typical evergreen wood except for the fact that everything is in shades of red. The branches overhead are crimson, and scarlet needles crunch underfoot. Jaldan is an enthusiastic traveling companion, spending the trip peppering the PCs with questions about the world outside of Finadar Forest. For her, the trip to Urwal’s camp is the equivalent of a summer stroll in the park, so while she keeps an eye on the forest out of habit, she’s clearly not expecting trouble.

A band of absolutely bizarre creatures crawls from the forest, chirping and hooting as they go. A moss-covered human skull scuttles along six branches like a spider. A dead raccoon slinks along on a fungal mat that bleeds sap from a hundred crimson ‘eyes’. A twisted mass of weeds topped with pulsing flowers staggers forward, leaving trails of burning sap.

One of the strange creature shout out gesturing towards the PC's and screams in an odd language.

Knowledge religion DC 16 or Planes Lore DC 13:
You recognize the language as Abbyssal

As the tiny monsters approach, something odd happens. One dreadful creature, a rotten gourd walking on three rabbit feet, lunges toward Jaldan, only to trip and smash itself against an upraised root. Some kind of hot sap splashes around it, and in seconds the bruorsivi needles catch light and begin to burn.

“Spirits of woe and weal,” Jaldan swears softly, watching in horrified fascination. “They’re going to set the whole forest aflame.”

Perception (Initiative):

Arfsnarf: 1d20 + 3 ⇒ (15) + 3 = 18
Malark: 1d20 + 7 ⇒ (12) + 7 = 19
Caepia: 1d20 + 5 ⇒ (20) + 5 = 25
Mandower: 1d20 + 6 ⇒ (11) + 6 = 17
GM: 4d20 ⇒ (3, 14, 1, 14) = 32

Initiative Order-Bold May Act
Caepia
Hogweed Leshy (Red)
Plum Leshy (blue)
Malark
Arfsnarf
Mandower
Plum Leshy (green)
Fire!!

Knowledge Nature to recall what these creatures are. Reminder, PFS 2, cost an action to recall knowledge.

FIRE HAZARD:
A successful DC 13 Athletics, Nature, or Survival check from an adjacent square is sufficient to smother one 5-foot-square of fire; each attempt is an Interact action. Dousing the flames automatically extinguishes one or more sections of fire, with no check. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn’t contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a frost vial typically puts out only 1 square of fire, and ray of frost is ineffective.

Grand Archive

F human (versatile) Rogue 1 | AC: 18 (20 Nimble Dodge vs 1st attack) | HP:13/18 | P:+5 F:+4 R: +9 W:+5 | speed 25

Caepia races to the edge of the flames and with an expression of pure misery attempt to smother the flames with her cloak.

I think that's 1 move action if it's 2 ignore the second attempt

athletics: 1d20 + 4 ⇒ (20) + 4 = 24 SE square

[occc]I don't know how many actions a smother attempt is, if she has another she will attempt the SW square if that is possible]

athletics: 1d20 + 4 ⇒ (19) + 4 = 23


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

It is an interact action. So just one per attempt.

Caepia is able to smother two five foot sections of the fire with her cloak.

The hogweed leshy(red) approaches Caepia and strikes out with its stalk. It lands one blow, dealing 1 point of damage.

One of the plum leshys(blue) moves forward and launches a pieces of rotten fruit at Malark. It impacts a few feet in front of him.

It second toss is more successful as it impacts, covering Malark in a disgusting substance. Malark takes 2 damage and needs to roll a fortitude save.

Malark:

DC 15 fortitude.
Critical Success:The target is unaffected and becomes temporarily immune to all plum leshys’ bitter harvest for 1 hour.
Success:The target is unaffected.
Failure: The target is sickened 1. Once it succeeds at its save to recover from the sickened condition, it is immune to all plum leshys’ bitter harvest for 1 hour.
Critical Failure: As failure, plus the target also takes a –1 penalty on all saves to recover from the sickened condition for 1 hour.

Initiative Order-Bold May Act
Caepia-1 damage
Hogweed Leshy (Red)
Plum Leshy (blue)
Malark-2 damage + fortitude save
Arfsnarf
Mandower

Plum Leshy (green)
Fire!!

Combat Rolls:

1d20 ⇒ 121d6 ⇒ 1
1d20 ⇒ 11d6 ⇒ 4

1d20 ⇒ 21d6 ⇒ 2
1d20 ⇒ 181d6 ⇒ 2

Envoy's Alliance

M Dwarf Green Dragon Barbarian 7: Spd:20, HP:129/129, AC:26, 3 Fire Resistance, Fort:17, Ref:11, Will:12, Perc:12 Darkvision, Stealth:11

Mandower draws his light hammer, spends an action to rage (4 temporary hit points, -1 AC, +4 dmg with melee weapons) and throws it at red. I couldn't rage, move and pull out my warflail, I'd be out of actions and get zero attacks. =(
hit with light hammer, range 2: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
throw light hammer dmg: 1d6 + 4 + 4 ⇒ (1) + 4 + 4 = 9 Core Rulebook states that I get the rage damage with melee weapons, not melee attacks. According to RAW I should still get the second +4 rage damage to that included in the roll. I get +2 to rage damage, it was changed to +4 because of Draconic Rage Instinct ability, still keeping damage at blunt.

Envoy's Alliance

Neutral Good Human Bard 2 | HP 26| AC 18| F +5 R +6 W +7 | Perc +7 | Stealth +2 | speed 25 ft. | focus 2/2 | spells 1 3/3 | Active Conditions: none

Fort Save: 1d20 + 5 ⇒ (1) + 5 = 6

Malark is caught off-guard and feels nauseated. He starts retching as he tries to steady himself.

Fortitude Save: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21

He feels a bit better now. He takes out his pan flute and starts to focus on his performance.

Lingering Performance DC 15: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25

As he plays the notes, a surge of energy flows from the music towards his allies, bolstering their strength.

Fort Save, Interact, Lingering Performance (free), Inspire Courage (4 turns)

GM, if you feel that the DC for Lingering needs to be changed, I'll adjust the Inspire Courage to 3 turns.

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

They like fire? I got fire.

The goblin strolls forward and throws out his hands, emitting a fan of flame outward towards the nearby leshies.

[[A]] Stride 25'
[[AA]] Cast (somatic, verbal) Burning Hands, 15' cone enveloping blue and green (basic reflex save, DC17)

Fire damage, GREEN and BLUE: 2d6 ⇒ (4, 6) = 10


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Mandower launches a hammer at the leshy. It impacts in the ground and rolls by it.

Malark recovers from his sickened condition to play and inspire his allies. The critical success is fine. No too far with bard tricks.

The goblin moves forward and envelopes two of the leshys in fire. Blue is able to dodge some of the damage. Green is not so lucky. Green collapses on the ground. A moment later it explodes with virulent negative energy. It washes over Caepia and Arfsnarf. Both needs to make a basic fortitude save at DC 15. poison damage: 1d6 ⇒ 1

Jaldan rushes in and kicks dirt over the fire, reducing its overall size.

The fire re-surges and catches more on fire.

saves: 2d20 ⇒ (13, 7) = 20

Initiative Order-Bold May Act
Caepia-1 damage-pending fort save
Hogweed Leshy (Red)
Plum Leshy (blue): 5 damage
Malark-2 damage
Arfsnarf-pending fort save
Mandower
Fire!!

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Fortitude, DC15: 1d20 + 4 ⇒ (2) + 4 = 6

The goblin groans and complains loudly.

Ug! I got one but it released something! It must've eaten something bad!

Envoy's Alliance

Neutral Good Human Bard 2 | HP 26| AC 18| F +5 R +6 W +7 | Perc +7 | Stealth +2 | speed 25 ft. | focus 2/2 | spells 1 3/3 | Active Conditions: none

Don't forget the +1 to attack and damage rolls.

Grand Archive

F human (versatile) Rogue 1 | AC: 18 (20 Nimble Dodge vs 1st attack) | HP:13/18 | P:+5 F:+4 R: +9 W:+5 | speed 25

Fortitude, DC15: 1d20 + 4 ⇒ (13) + 4 = 17"Ugh. Revolting." She exclaims as the energy washes over her, but she maintains her composure.

She moves away from the leshy and tries to extinguish some of the flames.

athletics: 1d20 + 4 ⇒ (8) + 4 = 12
athletics: 1d20 + 4 ⇒ (9) + 4 = 13

If she is targeted by an attack she will use Nimble Dodge as a reaction.

Nimble Dodge:

You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Caepia fights off the poison. She moves around and attempts to put some of the flames out. Both attempts are in vain.

The Hogweed Leshy hones in on the music and attempts to assault the bard. The plant only lands a single strike. 1 point of damage

The remaining Plum Leshy pulls another rotten piece of fruit from itself and tosses at Arfsnarf. It sails over head. The leshy then backs up away from the goblin.

Initiative Order-Bold May Act
Caepia-2 damage
Hogweed Leshy (Red)
Plum Leshy (blue): 5 damage
Malark-3 damage
Arfsnarf-1 damage
Mandower

Fire!!

Combat Rolls:

1d20 ⇒ 21d6 ⇒ 3
1d20 ⇒ 191d6 ⇒ 1

1d20 ⇒ 51d6 ⇒ 3

Envoy's Alliance

Neutral Good Human Bard 2 | HP 26| AC 18| F +5 R +6 W +7 | Perc +7 | Stealth +2 | speed 25 ft. | focus 2/2 | spells 1 3/3 | Active Conditions: none

Malark draws his rapier and stabs at the remaining leshy.

Rapier: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Piercing Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

Envoy's Alliance

M Dwarf Green Dragon Barbarian 7: Spd:20, HP:129/129, AC:26, 3 Fire Resistance, Fort:17, Ref:11, Will:12, Perc:12 Darkvision, Stealth:11

Pull out warflail, move to red and strike with rage
hit: 1d20 + 7 ⇒ (3) + 7 = 10
dmg: 1d10 + 4 + 4 ⇒ (7) + 4 + 4 = 15

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Arfsnarf growls and makes a beeline for the plum leshy, like a child charging a piñata!

Grrrrraaah! When he reaches it he bites down on it.

[[A]] Stride 25'
[[A]] Strike jaws attack (finesse), P damage: 1d20 + 6 ⇒ (12) + 6 = 181d6 ⇒ 5
[[A]] Strike jaws attack (finesse, attack #2), P damage: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 91d6 ⇒ 3

It doesn't taste anything like a plum.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Malark stabs at the leshy in front of him, but misses.

Mandower tries his luck, but can not land his hit either.

Arfsnarf follows the plum leshy and takes a chunk out of it. It drops and like the one before, explodes and releases a plum of poison. Arsnarf and Caepia. Need a DC 15 basic fortitude save. poison damage: 1d6 ⇒ 1

Jaldan stamps out another square of fire. The fire fights back. The roaring flames singe Caepia's robes. Caepia takes 1d6 ⇒ 2 fire damage. DC 13 reflex negates

Initiative Order-Bold May Act
Caepia-2 damage: Fort and Reflex saves needed
Hogweed Leshy (Red)
Malark-3 damage
Arfsnarf-1 damage-fort save needed
Mandower
Fire!!

Horizon Hunters

male goblin (razortooth) sorcerer 7 | ♥️69 | ⛨24 slick; resistance 1 negative | F+13 R+13 W+11 | Perc+9 darkvision | stealth+13 | speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☑ | Exploration: Avoid Notice | Active Conditions: none

Fortitude, DC15: 1d20 + 4 ⇒ (5) + 4 = 9

Ug! None of these were prepared right! Fire the chef!

The goblin scans the forest scene for a potential cook.

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