[PFS(2), Outpost IV, MTS, 5-6] PFS(2) 2-00 The King in Thorns (5-6) (Inactive)

Game Master Blake's Tiger

Kyra
2-00 Slides
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Fiery Leopard 5 AC 21| HP 42/42| F +11 R +13 W +12 | +11 Perception, +13 Stealth| low-light vision

Will: 1d20 + 12 ⇒ (15) + 12 = 27


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You head onward to find the neophyte agents, catching up to them as they are preparing to ford a calm, shallow stream. "Hail! We're about to cross over to explore this quadrant for a safer path past a fey battalion. You want to come with us?"

Moving to join up and help them get their bearings, Siva seems to hesitate for a moment, requiring additional encouragement from Klatzu to press forward. Once you get closer, Crafty notices that the entire terrain is ephemeral and cloaked in an illusion. The shallow stream is actually a swift moving river!

Only one success is required--that was surprisingly close--and Crafty can warn the rest of you (and assuming you are not as stubborn as these new Pathfinders, you listen).

The challenge is to convince the Pathfinders to not walk into the raging river.

Fey Lore to explain that the Thorned Monarch is using fey magic to fool them.
Diplomacy to convince them to believe you.
Intimidation to bully them into doing what you say.
Nature or Survival to prove reality to them.

Spoiler of Failure:

You get one shot with the skills and, if you fail, then move on into Encounter mode to try to physically stop them before they walk into the river, so you can wait on physical solution until the skills have failed.

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

“Llusions?” Niklaas cocked his head towards Crafty (assuming Crafty tells us), raising an eyebrow from under his rags, “No foolin’? But… uh... Looks pre-tee shallow ta me… Ya sure it’s dang’rus Methuselah?”

-Honestly, Niklaas had been just about to follow the noobs himself… but hearing the elderly elf’s warning, he considered it for a moment – then shrugged. “Sure, why not?”

Turning to the noobs, Niklaas grinned wickedly from ear to ear. Stepping up and putting his arms around two of the neophytes’ shoulders in an unsettling familiar way, he whispered into their ears, “I-I think we’re good ‘ere, thankz. Why don’t you widdle wambs go on ahead… Heh heh heh… It wuz nice knowin’ ya…”

Stepping back, Niklaas started to walk way - but then paused, slapping himself on the forehead, “Silly me! I knew I fergot sumthin'! Turning back to the noobs, he added, "So - anythin’ you guyz want carved on yer tombstones? ...Jus curious..."

Niklaas’ goal here is to spook the neophytes so much that they won’t dare take another step forward – out of terror for whatever it is he’s implying.

Intimidation: 1d20 + 15 ⇒ (20) + 15 = 35

HELLZ TA THA YEAH!


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"He seems awfully confident," says one of the Pathfinders.

Another wonders, "Is he just messing with us because we're new?"

Critical Success. But not enough to stop them yet.

Envoy's Alliance

M Goblin Champion/Cavalier 8 | HP 104/114 | Shield Hardness 10, HP 94/96| AC29/s31 | Frt15 - Ref11 - Wil13 | Perc11, +2 Init, Darkvision | Spe20 | Conditions: None

Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22
Add 2 if Scouting Lore (+11 vs +9) is allowed for this, as I could see this being a fair use for it.

"You Pathfinders need go back to Westyr for training! Always test speed of water before wading in! Watch!" Klatzu grabs a tree bough and hurls it into the water, stopping Siva when he notices her eyes tracking it. "You need follow proper exploration procedures if want to lead the pack!"

Verdant Wheel

Druid 5 AC 22 (24 with shield) | HP 41/41| F +8 R +12 W +13 | Init +13 Perception, +10 Stealth| low-light vision

Nature: 1d20 + 13 ⇒ (20) + 13 = 33

Look, these bushes are not what you think they are. Their berry are red, but in real life, they are black. And these flowers, their colors are wrong too!


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"Um. They do sound like they know what they're talking about," one agrees.

They all watch as the branch zips down the stream and an unnatural speed for what their eyes are seeing. "That doesn't seem right. Maybe we'd better follow them back."

The rest of the Pathfinders nod in agreement.

Success

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

“Atta’boy, fellaz!” Niklaas slaps them on the back, “Ya didn’t die on yer very first assignment! There may still be 'ope fer yer sorry lot yet!”


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Once you square away the befuddled Pathfinders, you set back out to chart the course. At one point, Khoumrock Blackthane puts a finger to his lips and then speaks quietly. “There’s things here that aren’t what they seem. Some of those fey are real tricky...looking like things they aren’t. Don’t trust your eyes.”

Verdant Wheel

Druid 5 AC 22 (24 with shield) | HP 41/41| F +8 R +12 W +13 | Init +13 Perception, +10 Stealth| low-light vision

We will be prudent then. What do you suggest we do?

Says Crafty who starts looking at everything, trees or even small mammals, with suspicion.


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"Keep your wits about you. Be discerning. And if you've got true sight, use it," Khoumrock answers.

-----

Some time later after you've forded the river, you hear a mournful hooting. The sound becomes more distinct as you climb the trail, and you see in the woods a tiny owl trapped in a snare. It flaps its wings futilely, trying to free its foot.

I can guess, but let me know how you'd like to proceed.

Verdant Wheel

Druid 5 AC 22 (24 with shield) | HP 41/41| F +8 R +12 W +13 | Init +13 Perception, +10 Stealth| low-light vision

Poor Howl! says Crafty, ready to help the animal before he remembers the Venture-Captain's words!

He tries to remember everything on the type of Owl before going closer.

Recall Knowledge Nature - Animal -: 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

Whelp… Conveniently placed helpless owl suuuuure is convenient… Niklaas thinks to himself, remembering many times in the past when he used similar tactics to ambush patsies on the roadside – back in his Sczarni days... Now, I know Jaldan would keel me if ya wuz a REAL owl in distress but… can’t be too careful…

“Well well welly well well… An’ whut do we got ‘ere…” Niklaas whispered under his breath to no one in-particular while glancing about his surroundings cautiously, Ya got any couzinz out ‘ere, Hooty? …An’ by couzinz, I mean palz ready ta shank us?

Drawing Shirley with a metallic SCHING, Niklaas winked sidelong at his allies - then gave his best malicious grin while raising his voice so the ‘owl’ would be sure to hear, “WHUTCHA THINK, BOYZ? THAT POOR WIDDLE OWL - SAD TA SAY, BUT 'E LOOKS LIKE A GONA' TA ME. 'OW 'BOUT WE PUT 'EM OUT 'IS MIS'RY? IT'D BE THA HUMANE THING TA DO!”

My goal here is to search for other potential ambushers while also trying to bluff/scare the owl into ruining his cover if he’s not what he seems. I’m going to roll both a Bluff and Intimidate check. GM, use whatever you feel is most appropriate here…

Perception: 1d20 + 12 ⇒ (15) + 12 = 27
Bluff: 1d20 + 15 ⇒ (5) + 15 = 20
Intimidate: 1d20 + 15 ⇒ (8) + 15 = 23

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

Excellent teamwork, agents! We have rescued our fellow Pathfinders from mortal peril!

GMs, the Pathfinders Rescued condition on page 8 is in effect.


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GM Screen:

Crafty, Nature: 1d20 + 13 ⇒ (2) + 13 = 15
Klatzu, Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Niklaas, Intimidation: 1d20 + 15 ⇒ (6) + 15 = 21
NPC Kyra, Perception: 1d20 + 13 ⇒ (11) + 13 = 24
Blodeuwedd: 1d20 + 14 ⇒ (9) + 14 = 23

Crafty:
The information you probably didn't want: A prairie owl has darkvision and a fly speed of 60 ft. I was going to give you Nature as your Initiative, but it was the same number.

Suspecting that something is amiss, Kyra calls upon Sarenrae to lay her blessings upon Klatzu, and then takes cover beside the rocks.

Spooked by Nicklass' threat and anticipating an attack, the little prairie owl explodes into a woman-sized being of vines and flowers, her cruel looking face ringed by a mane of wildflowers. The air around you fills with yellow-green dust as the fey reveals herself and flowers bloom around her feet. The thick cloud of pollen makes your eyes water and your nose congested.

"내 아이들을 일으켜 우리의 적들을 묶으십시오!" she chants, and the ground underneath you sprouts hundreds of flowers that grow with supernatural swiftness and try to wrap around your legs.

She then escapes up the hill. Flowers bloom with each step.

Nature (DC 24):
This is a blodeuweed. A quixotic fey that is not inherently evil. As all fey, they are weak to cold iron.

Encounter! Round 1/2. Bold may act.

Effects: Starting your turn in the green square requires a Reflex save vs. DC 25. Failure results in a -10 speed penalty and immobilized on a critical failure. A DC 25 Escape action/check will free you from both effects.

Flower Woman
Nicklaas (DC 25 Reflex vs. -10 speed (immobilized on a critical fail)
Crafty (DC 25 Reflex vs. -10 speed (immobilized on a critical fail)
Klatzu (heroism: +1 attack, skills, saves, perc)
(Both Klatzu and Siva: DC 22 Fortitude vs. Sickened 2 -> DC 25 Reflex vs. -10 speed (immobilized on a critical fail))
--2--
Kyra (DC 22 Fortitude vs. Sickened 2)

Verdant Wheel

Druid 5 AC 22 (24 with shield) | HP 41/41| F +8 R +12 W +13 | Init +13 Perception, +10 Stealth| low-light vision

Reflex: 1d20 + 7 ⇒ (18) + 7 = 25

Crafty avoids the flowers and commands Flame to attack the woman, before trying to remember something about the creature and moving out of the blooming area.

Recall Knowledge - Nature: 1d20 + 13 ⇒ (12) + 13 = 25

Flame, attack!

(◆) Command Animal
(◆) Recall Knowledge
(◆) Stride


Fiery Leopard 5 AC 21| HP 42/42| F +11 R +13 W +12 | +11 Perception, +13 Stealth| low-light vision

Flame at his master's order go around the blooming area and stride next to the strange woman.

I don't know if the area is difficult terrain, if yes, Flame do a double move, if not see spoiler

The area of bushes and hill are not difficult terrain:

Bite: 1d20 + 11 ⇒ (19) + 11 = 30
Damages, P+1F: 2d6 + 3 + 1 ⇒ (3, 3) + 3 + 1 = 10


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Apologies. Rocks are greater difficult terrain. Water is water. Trees are normal terrain, for now. Green entangling square is difficult terrain.


Fiery Leopard 5 AC 21| HP 42/42| F +11 R +13 W +12 | +11 Perception, +13 Stealth| low-light vision

No worries :) so Flame do a double move to get next to the flower woman

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

Qxal’s animal allies have been defeated! The animals that remain may even aid us in battle.

GMs, the Animals Defeated condition on page 8 is in effect.

Envoy's Alliance

M Goblin Champion/Cavalier 8 | HP 104/114 | Shield Hardness 10, HP 94/96| AC29/s31 | Frt15 - Ref11 - Wil13 | Perc11, +2 Init, Darkvision | Spe20 | Conditions: None

Klatzu Fortitude: 1d20 + 13 ⇒ (3) + 13 = 16
Siva Fortitude: 1d20 + 13 ⇒ (10) + 13 = 23
Klatzu Reflex, hopefully I don't crit fail: 1d20 + 6 ⇒ (18) + 6 = 24
Siva Reflex: 1d20 + 14 ⇒ (15) + 14 = 29

Klatzu is Sickened 2, Speed -10. Siva succeeds both checks; let me know if there are any partial effects I should be aware of.

(◆) Command Companion ((◆◆) Stride Twice, speed 40. Since there seems to be a natural stair up the rock I’m assuming that isn’t rough terrain outside of the Entangle effect, but effective Speed 80 should be good enough to get there.)
(◆) Strike (Bastard Sword vs Flanked AC: 1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15
for (Damage Slashing: 2d12 + 4 ⇒ (10, 10) + 4 = 24)
(◆) Raise Shield.

Ripping vines from his face as Siva ascends, the scrap goblin addresses to creature. ”Klatzu see through Fey trickery! Bold of creature to attempt restraint Milanite faith! Klatzu make sure you won’t make same mistake twice!

Shame that missed, that was a very nice damage roll.

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

“THAT’S RIGHT, TWEETY! YA BETTA’ RUN! NOT THAT IT’Z GONNA DO YA ANY GOOD, YA BUSH-FACED FREAK!” Niklaas looked down at his boots and grinned, “Soooooo glad I picked you two up before cummin’ ‘ere!”

Niklaas clicked his heels, muttering under his breath, “There’z no place like bone; there’z no place like bone; there’z no place like bone -” Then he rushed out after the plant-thing, hoping that it had bones – AND that Shirley could break them…

Niklaas will use his Boots of Elvenkind as a free action – giving him the ability to ignore difficult terrain. Then he will hopefully run up to the fey, strike, and raise shield.

Reflex: 1d20 + 14 ⇒ (12) + 14 = 26
Strike with Gang Up Flanking, Striking Shirley: 1d20 + 15 ⇒ (7) + 15 = 224d6 + 4 ⇒ (1, 3, 6, 4) + 4 = 18

With the cat-like reflexes of a knife-eared assassin, Niklaas swung through the trees, bounded up the boulders, then came leaping down on the plant creature - shouting, "'EEEEEEEEAR'S NIKI!"

Though I'm guessing he probably missed... even with flanking from gang up...


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GM Screen:

Kyra Fortitude: 1d20 + 9 ⇒ (17) + 9 = 26
Kyra Reflex: 1d20 + 9 ⇒ (20) + 9 = 29
Kyra Spell Attack: 1d20 + 11 ⇒ (5) + 11 = 16

The toxins in the pollen begin to make Klatzu sick, but Siva shakes off the effects and hops out of the grasping vines. As you move to surround the blodeuwedd, the plant-like woman nimbly sidesteps each blade.

Kyra manages to avoid the clinging vines and moves around the cliffside. She calls upon Sarenrae to burn the fey, but the lance of flame spirals off course.

The blodeuweed chuckles and transforms into an owl. She flies away to the other side of the river and transforms back into her flowering form. There she laughs at you, taunting.

Encounter! Round 2/3. Bold may act.

Effects: Starting your turn in the green square requires a Reflex save vs. DC 25. Failure results in a -10 speed penalty and immobilized on a critical failure. A DC 25 Escape action/check will free you from both effects.

Effects: Starting your turn within 30 ft of the blodeuweed (and you are not currently Sickened 2), you need to make a Fortitude save vs. DC 22. Failure results in becoming Sickened 2.

Blodeuweed (If you have the AOO reaction, the transformation would trigger as well as the movement)
Nicklaas
Crafty
Klatzu (sickened 2, -10 ft speed)
--3--
Kyra

Envoy's Alliance

M Goblin Champion/Cavalier 8 | HP 104/114 | Shield Hardness 10, HP 94/96| AC29/s31 | Frt15 - Ref11 - Wil13 | Perc11, +2 Init, Darkvision | Spe20 | Conditions: None


(R) Attack of Opportunity (Bastard Sword vs Flanked AC: 1d20 + 15 - 2 ⇒ (3) + 15 - 2 = 16
for (Damage Slashing: 2d12 + 4 ⇒ (10, 1) + 4 = 15)
(◆) Command Companion ((◆◆) Stride Twice, speed 40.)
(◆) Dismount
(◆) Strike (Bastard Sword: 1d20 + 15 - 2 ⇒ (16) + 15 - 2 = 29)
for (Damage Slashing: 2d12 + 4 ⇒ (5, 9) + 4 = 18
If I have to stride as Klatzu to get adjacent I will, just remove the attack in that case. Path taken is on the slide, if I’m incorrect with travel distances let me know.

”You not escape us that easily, Qxal-servant! SIVA! CHASE!”

Siva blazes through the forest at Klatzu’s command, as the goblin begins to assume a standing position upon her back, quickly leaping off as she enters the water for a mighty overhead Bastard Sword swing against the fey creature.


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For this turn only, I'll let you Leap instead of Dismount to keep your current position and actions.

Klatzu springs from his saddle and raises his blade over his head. He uses his momentum to his advantage and cuts into the fey's vegetative body as he lands. The blodeuwedd recoils with a hiss.

Verdant Wheel

Druid 5 AC 22 (24 with shield) | HP 41/41| F +8 R +12 W +13 | Init +13 Perception, +10 Stealth| low-light vision

Crafty moves closer to the creature and calls Nature's fire to burn the fey.

May the Fire of Creation be your doom!

Produce Flame: 1d20 + 11 ⇒ (7) + 11 = 18
Damages, F: 3d4 + 4 ⇒ (3, 3, 2) + 4 = 12

(◆) Stride
(◆◆) Cast a spell (Produce Flame)


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Crafty's flame lands amidst the flowers sprouting where the blodeuwedd has stepped.

"How dare you burn the flowers!" she shrieks.

Blodeuweed (-18 hp)
Nicklaas
Crafty
Klatzu (sickened 2, -10 ft speed)
--3--
Kyra

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

“GET BACK ‘ERE, YA LEAFY COWA'D! ME AN' SHIRLEY AIN'T DUN STABBIN’ YOU YET!” As the plant-thing flew away, Niklaas began cursing under his breath. With his boots out of juice, he had no choice but to start hoofin’ it...

Niklaas will stride through the difficult terrain to get closer to the monster…A full turn of strides should get him in his final location – though he doesn’t have any actions left to attack this round…

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

The Thorned Monarch has enchanted the plants of this area, but they were no match for the Pathfinders! The enchanted plants have been defeated.

GMs, the Plants Cut Down condition on page 8 is in effect.


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GM Screen:

Claws: 1d20 + 14 ⇒ (4) + 14 = 18
Claws: 1d20 + 14 - 5 ⇒ (13) + 14 - 5 = 22

Kyra slogs through the writhing vines and flowers, finally emerging next to Crafty. She says a quick prayer to Sarenrae.

"You will pay for defiling the jungle!" the blodeuwedd shrieks as she claws at Klatzu's armor. Failing to penetrate his armor, she steps away.

Encounter! Round 3/4. Bold may act.

Effects: Starting your turn in the green square requires a Reflex save vs. DC 25. Failure results in a -10 speed penalty and immobilized on a critical failure. A DC 25 Escape action/check will free you from both effects.

Effects: Starting your turn within 30 ft of the blodeuweed (and you are not currently Sickened 2), you need to make a Fortitude save vs. DC 22. Failure results in becoming Sickened 2.

Blodeuweed (-18 hp)
Nicklaas
Crafty (guidance)
Klatzu (sickened 2, -10 ft speed)
--4--
Kyra

Verdant Wheel

Druid 5 AC 22 (24 with shield) | HP 41/41| F +8 R +12 W +13 | Init +13 Perception, +10 Stealth| low-light vision

Using the ability to ignore difficult terrain for 1 round

Crafty commands Flame to cross the bridge and be next to the creature.

Then, he calls the flame of nature to burn the Blodeuweed.

May Mother Nature burn for Renewal

Produce Flame: 1d20 + 11 ⇒ (6) + 11 = 17
Damages, F: 3d4 + 4 ⇒ (2, 2, 4) + 4 = 12

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

Racing up after the floral fey, Niklaas hisses, “Time ta die, ya bearded plant freak! Kiss ya bark goodbye!”

Niklaas will attempt his Fort save vs. the fey’s aura, then stride to catch up to it with his Spd 35, attempt to demoralize it, then strike once. Subtract 2 from the Intimidate and Attack rolls if I’m Sickened…

Fort: 1d20 + 10 ⇒ (18) + 10 = 28

Intimidate: 1d20 + 15 ⇒ (20) + 15 = 35

Strike with Gang Up Flanking, Striking Shirley: 1d20 + 15 ⇒ (2) + 15 = 174d6 + 4 ⇒ (5, 1, 4, 1) + 4 = 15

FRICK! Well, at least I rolled good on everything BUT the attack roll! I'm pretty sure the fey is frightened 2...

Glaring at the fey with the soulless, bloodshot eyes of a demon, Niklaas swings - only for Shirley to go horribly wide of the mark!

“THAT WUZ A WARNIN' SHOT!” Niklaas yelled in frustration at no one in-particular - except for maybe Shirley, “NEXT ONE'S GOIN' IN YER FREAKIN' 'EART!”

Verdant Wheel

Druid 5 AC 22 (24 with shield) | HP 41/41| F +8 R +12 W +13 | Init +13 Perception, +10 Stealth| low-light vision

@Niklaas do you want my Coin Reroll for this awful attack roll?

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

Those hazards were no match for our trailblazers, Pathfinders. The new course has been charted!

GMs, the Course Charted condition on page 8 is in effect.

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

@Crafty - Thanks for the offer man, but I think it's fine. This fight is more-or-less just a time sink by the look of things. Save your rerolls for a more dangerous fight. I'm kind of hoping that Klatzu hits hard on his turn anyway - since I set him up for it.

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

Qxal’s forces were tricky, but we came out on top! The shifted forces have been defeated!

GMs, the Shifters Defeated condition on page 8 is in effect.

**HOUSE GM ANNOUNCEMENT**

At last, you see an archway of woven vines in the distance, filled with a shimmering pool of magic. Pathfinders, the Door of Seasons is almost within your grasp!

GMs, this is your one-day warning. Please wrap up your current encounters and prepare to move to Part 2.

Envoy's Alliance

M Goblin Champion/Cavalier 8 | HP 104/114 | Shield Hardness 10, HP 94/96| AC29/s31 | Frt15 - Ref11 - Wil13 | Perc11, +2 Init, Darkvision | Spe20 | Conditions: None

Apparently I’ve been copy-pasting d12 Bastard Sword strikes on earlier turns despite also having raised shield, should have been d8’s. I think only one die rolled over an 8 on an attack that connected (the 9 on turn 2) so reroll for that is here: bad copypaste fix: 1d8 ⇒ 7

(◆) Quick Mount (Cavalier skill feat, Mount and Command an Animal as part of the same action.) ((◆◆) Stride twice straight up to Flank with Flame, speed 40’.)
(◆) Weapon Surge, +1 Attack, +1 Weapon Damage Die
(◆) Strike (Cold Iron Shield Spikes vs Flanked/Frightened AC: 1d20 + 15 - 2 + 1 ⇒ (3) + 15 - 2 + 1 = 17)
for (Damage Piercing: 3d6 + 4 ⇒ (2, 4, 6) + 4 = 16)
If you guys want me to go for a kill shot here to speed things along I can use my Hero Point if desired. Otherwise we can just time out this fight and move on that way. If we still need to pass an Aid token just let us know GM.

Siva! To me! This creature waste enough time!


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Save your Coins and Hero Points. That was basically the timer (but 5 minutes is a long time in PbP).

The blodeuwedd seems to believe that Niklaas can make good on his threat despite his missed strike and Klatzu's nearly fumbled swing.

"The Thorned Monarch is not worth this trouble!" She transforms into a prairie owl and flies away.

Status

Blodeuweed
Nicklaas
Crafty
Klatzu
Kyra

Thanks for the honesty, Klatzu.

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

“YEAH, THAT’S RIGHT! YA BETTA’ FLY ON ‘OME TA MOMMY – YA WEEDY WUSS!” Niklaas yells up at the fleeing owl, shaking Shirley at it ineffectually. “I'VE ATE FUNGUS TOUGHA' THAN YOU!”

Turning away, he spits at the ground, grumbling to himself. “Whut a freakin’ waste a’ our time… My girl Shirley didn’t even get ta stab it through the throat…”

Sheathing his companion, Niklaas looks to the others, already regaining his trademark, shark-tooth grin. Slapping his hands together, the tiefling exclaims, “Whelp boyz! Time ta see whut all tha fuss iz about! Let’z check out this door thing, eh?”


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As the Pathfinders gather near the Door of Seasons, you are instructed to make camp so that you will be fully rested when the Door is unsealed. Medics move through the camps tending to the wounded, the poisoned, and the like.

You can regain all HP, Focus Points, and spells. Change spells if you're a prepared caster. Repair your damaged gear if you need to.

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

The assembled Pathfinders set up camp before the shimmering doorway, the healers among the group offering their magic to heal any remaining wounds and cure any lingering ailments before the company beds down for the evening.

The following morning, Oraiah Tolal addresses the assembled Pathfinders standing beside the portal. ”Well, everyone, this is it. We have reached the Door of Seasons. This crown should allow us to open it. We don’t know exactly what awaits us on the other side, though we do know that it is not of this world. Be prepared for anything. May Alseta guide us through this passageway.” She holds the crown in front of the Door, and the shimmering magic within dissipates.

The demiplane on the other side of the door is green and vibrant, but the plants take on an otherworldly quality. A half-orc man, his age difficult to determine, is bound by vines and flowers. He looks up. His voice is halting and hoarse, as though he had not used it in a long time, “Can it be...Pathfinders?”

After a moment, Oraiah Tolal realizes who he is. “How can this be? Gregaro Voth! You’re still alive!”

The man replies, “It is me. How many years has it been? Wait, there’s no time. That crown! It’s the key to this plane! We’ve got to use it!” As Oraiah Tolal places the crown on Voth’s head, a strange wave emanates from the crown and passes over the assembled Pathfinders. Voth looks hopeful for a moment but then struggles against his bonds, still held fast.

“That would have been too easy. It’s going to take some time to harness the magic to unlock the power of the crown, and Qxal won’t wait long.”

Oraiah Tolal begins to direct the assembled forces. “Pathfinders, it’s time to act! Some of you need to help Voth with the crown. I’m sure we have a ritual to help him attune to it. The rest of you, be on alert! The Thorned Monarch could attack at any time!”

GMs, please begin Part 2. Everyone had a chance to rest overnight, and should begin this section fully healed.

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

“SHEEEEEEEEEET…” Niklaas stared dumbfounded at the utter stupidity of the venture captain at the head of the Pathfinder forces. Glancing back at the others, he asked incredulously, “Did - did that ol’ squat jus place tha freakin’ McGuffin on some rando she jus’ met in tha demiplane of an evil FEY – you know, tha things known fer ‘llusions an’ trick’ry? …Heck, we jus’ fought one that could change into a freakin’ owl! WHY DO WE FOLLOW THESE PEOPLE?!?! IT’S FLIPPIN’ KREIGHTON ALL OVA’ AGAIN!!!”

-Fortunately, the venture captain's knee-jerk reaction didn’t get everyone killed… At least, not immediately… So, continuing to swear under his breath, Niklaas drew Shirley and readied his shield.

“Whelp… I’m definitely thinkin’ we’re more suited ta tha guardin’ part – but if’n tha rest a’ you REEEEEEALLY wanna go ‘elp that half-orc ‘Pathfinder’ ova’ yonda, I’m also game fer getting’ betrayed. I mean, why not? It’s jus’ anotha’ day in the Society…”

This is personally my least favorite plot point of the story for the special. Would a Venture Captain really just seemingly hand over the artifact that readily? Seems incredibly short-sighted and reckless. No scans, no nothing – just, here you go buddy who I thought was dead all this time! Betray us, please!

Also, I made reference to Kreighton Shaine from… I believe the Sky-Key Solution, because he did something just as reckless – if not moreso. These leaders of the Society are going to get us all killed one day, I swear...


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Would the table prefer to participate in the Ritual or help with the Defense of those performing the ritual?

Verdant Wheel

Druid 5 AC 22 (24 with shield) | HP 41/41| F +8 R +12 W +13 | Init +13 Perception, +10 Stealth| low-light vision

1 Rituel, 2 Defense: 1d2 ⇒ 2

let's do defense

Envoy's Alliance

M Goblin Champion/Cavalier 8 | HP 104/114 | Shield Hardness 10, HP 94/96| AC29/s31 | Frt15 - Ref11 - Wil13 | Perc11, +2 Init, Darkvision | Spe20 | Conditions: None

I was going to vote Defense anyways since our party feels pretty skills-light, so sounds like we're in agreement. Besides, its what Klatzu would want to do in-character anyways.

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

Yeah, just in case my RP was too subtle, I'm all for defense as well.


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GM Screen:

Crafty, Perception: 1d20 + 13 ⇒ (17) + 13 = 30
Klatzu, Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Niklaas, Perception: 1d20 + 12 ⇒ (13) + 12 = 25
NPC Kyra, Perception: 1d20 + 13 ⇒ (12) + 13 = 25
Cat: 1d20 + 14 ⇒ (9) + 14 = 23

You gather at your assigned post.

Calisro draws her cutlass and watches the trees carefully. “We’ve got a little time until the Monarch gets here, but I bet they’ve got some scouts. Keep an eye out for their forces.”

Before too long, you spy a feline shape prowling from tree to tree. As it turns its attention toward you, you can see embers of fire flickering within its eyes and the air around it seems warped as if by heated air.

Nature (DC 22):
This is an elananx. They are malevolent fey with a predilection for forest fires. They are immune to fire themselves.

Encounter! Round 1. Bold may act.

Crafty
Niklaas
Kyra
Cat
Klatzu

Verdant Wheel

CN Elven Tiefling Rogue (Thief)/Acrobat | HP 66/66 | AC 24 (26 with Shield Raised) | Fort +10, Ref +14, Will +12 | Perc +12 (Darkvision)

“Daw…” Niklaas crooned, “Wouldja look at da cute widdle kiddy-kat! Whut’z wrong widdle guy? Er ya lost? Well, lucky you! Shirley ‘ere can show ya tha way back home widdle fella! Right dis way, pal! Right dis way! Just come a widdle closer…”

Niklaas will be a little cautious here and delay his turn until the cat hopefully gets closer. I don’t want my squishy-ish rogue leading the charge – especially if I have a chance of outrunning my allies…

Verdant Wheel

Druid 5 AC 22 (24 with shield) | HP 41/41| F +8 R +12 W +13 | Init +13 Perception, +10 Stealth| low-light vision

Recall Knowledge Nature: 1d20 + 13 ⇒ (6) + 13 = 19

Crafty is unable to recall anything about the creature and like Niklaas prefer that she came to them rather them to it.

He uses his animal staff to cast magic fang on Flame.

(◆) Recall Knowledge
(◆◆) Cast a spell


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GM Screen:

Kyra Recall: 1d20 + 4 ⇒ (10) + 4 = 14
Spell Attack: 1d20 + 11 ⇒ (10) + 11 = 21
Stride, Pounce, Strike
Bite: 1d20 + 16 ⇒ (4) + 16 = 20
Claws: 1d20 + 16 - 4 ⇒ (11) + 16 - 4 = 23
S: 2d6 + 8 ⇒ (1, 2) + 8 = 11

Kyra thinks about the cat and then calls upon Sarenrae to smite the feline with a lance of fire. Her aim is off (Miss; 21) and so will never know how it would have affected the cat.

Crafty also thinks about the cat but does not think he has read about anything like it. He prepares Flame for a fight. Nicklaas holds his position and waits.

The cat then casts fireball.

The ember cat slinks forward toward you, her tail thrashing behind her in agitation. Suddenly, she bursts into movement and bounds across the bridge to throw herself against Siva. The wolf feels the heat from the cat's mouth as she snaps close to Siva's neck. Then the cat tears its claws across Siva's snout, drawing blood.

Encounter! Round 1. Bold may act.

Kyra
Cat
Crafty
Niklaas
Klatzu (Siva 49/60 hp)

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