Jiki, the Flatulist |
Can Bardic Lore pretend to be Nature? I don't have any other way to help.
Emoubu |
"Emoubu not good with little snakes. Talks better to people-people."
GM Gustavef |
The creatures not the brightest and can be distracted with Performance or Deception. Also any Lore skill related to Forrests, Fey, or similar to demonstrate that Pathfinders are also good for these snakes can work.
Jiki, the Flatulist |
"My apologies for my insensitive introduction. Perhaps to make up for it, I could help you find some plants that will help keep you and your friends healthy?"
Herbalism Lore: 1d20 + 6 ⇒ (12) + 6 = 18
If that doesn't work, Jiki will just do his best Saint Patrick impression.
Performace (Wind): 1d20 + 9 ⇒ (12) + 9 = 21
GM Dennis |
**HOUSE GM ANNOUNCEMENT**
The mushroom rings have been disabled! The Thorned Monarch’s tide of reinforcements has slowed.
GMs, the Mushroom Ring Disabled condition on page 8 is in effect.
Honey-suckle |
"The forest is quite warm! Not as warm as where I am from, but it's a... nicer warm!"
Honeysuckle will attempt to compare shared experiences between this forest and the abyssal forest she comes from with an Abyssal Lore check!
1d20 + 2 ⇒ (1) + 2 = 3
Sensing that this isn't going well, Honeysuckle turns up the charm!
"You know, it's so nice visiting your home. Maybe after we finish here you all could come see mine! There are so many warm rocks to lay on!"
Honeysuckle uses her Hero Point to reroll, hopefully doing better this time!
1d20 + 2 ⇒ (3) + 2 = 5
It's technically better!
Loohi Loohi |
Recall Knowledge (Nature): 1d20 - 1 ⇒ (8) - 1 = 7
Despite knowing nothing about these snakes, Loohi can't help but remark, "You guys don't normal talk, right? Is this odd?"
Emoubu |
Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25
"Snakes have a nice warm spot there. Emoubu has some food if you want it, but might not taste great."
Emoubu offers the snakes some of one of his rations.
GM Gustavef |
The snakes ponder your words for a bit and are willing to hear more.
Fortunately you get another round of chances you are over half way there
Emoubu |
Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11
"Is there much in area that snakes avoid?"
GM Gustavef |
Not impressed with Emoubu, they are quite fond of Arandel's "books" they sound tasty
GM Gustavef |
Anyone else. You are just one success from victory
Jiki, the Flatulist |
Jiki casts dancing lights and has them, well, dance, hoping that provides a sufficient distraction.
GM Gustavef |
just to move things along.
The Dancing lights seem to put the final distraction on the snakes that they go off their own way and leave you alone.
Successs
Also you now have the following Announced Condition
Mushroom Ring Defeated
At the beginning of one combat encounter, the PCs can reduce their Challenge Points by 2 for the purposes of scaling the encounter.
Moving on to Befuddled Pathfinders
MAP
“Oh, good, you’ve made it this far,” says Valais Durant, as she patches up an injured Pathfinder. “All still in one piece? Glad to hear it. I think some of the newer recruits could use more help. I just spotted a team heading that way to help with charting the course, but they looked like they barely knew how to hold a map. Could you give them a hand?”
You head out to meet the other pathfinders already across the river.
Will, Emoubu: 1d20 + 6 ⇒ (15) + 6 = 21
Will, Loohi Loohi: 1d20 + 5 ⇒ (11) + 5 = 16
Will, Arendel Grimfoe: 1d20 + 3 ⇒ (3) + 3 = 6
Will, Honeysuckle: 1d20 + 7 ⇒ (13) + 7 = 20
Will, Jiki: 1d20 + 5 ⇒ (17) + 5 = 22
Emoubur, Honey-suckle, and Jiki all realize that The Thorned Monarch has disguised a large patch of thorny brambles as a meadow of long grass. A group of Pathfinders is about to travel through the meadow to get to the other side, but they don’t realize how dangerous this is.
You will need to convince the other pathfinders to stop before they get hurt.
Emoubu |
"Pathfinder's stop! Marshall Emoubu senses bad magic here! Let experienced agents clear way."
Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21
Jiki, the Flatulist |
Jiki waits to see what the result of Diplomacy is, because his methods are a bit harsher than are ideal for dealing with greenhorns. But if the rest of the party fails to convince them...
Using Group Coercion, which allows me to roll vs. the Will DCs of two creatures. Picking the two that look the most like leaders or trailblazers (who is giving orders or is holding the map, etc.).
Intimidate: 1d20 + 8 ⇒ (19) + 8 = 27
Honey-suckle |
Honeysuckle's demeanor suddenly switches from warm and friendly to what can only be described as a raging mother
Assuming at least one of the agents is unnamed
"Barnabus Austin Blackwell, you get back over here right this instant or I swear when we get back to the lodge I will make you drill the holes in the paddle I use to beat you! And tell your 'friends' that they better get over here too before I tell their venture captains!"
Honeysuckle will throw in the use of her Intimidating Glare for extra mom vibes
Intimidation: 1d20 + 5 ⇒ (19) + 5 = 24
GM Gustavef |
Emoubu's carrot approach does get them to stop for a moment. But when the leshy starts screaming about bad plants that also gets their attention.
Jiki continues with the more formal tone and all but one of the pathfinders has stopped.
Loohi and Arendel can also intervene since the illusion has been pointed out to them as well.
Arandel Grimfoe |
Arandel shakes his head at the stubbornness of some who simply refuse to believe facts.
"You there! Come on, see how the rest of your colleagues have all stopped. Don't be that guy - the outcast that causes everyone some trouble. Come back with the others and work together on a good plan, right?"
Society: 1d20 + 7 ⇒ (15) + 7 = 22
It's like teaching children to not touch a hot fire...
GM Gustavef |
Arandel's impassioned plea seems to be enough to stop the novice pathfinders from creating a big mistake. You help them around the area and let them go along their way.
Success
Next Task: Enchanted Plants
“It’s just terrible,” grumbles Urwal, perched on top of a stone structure. “Look at this!” He holds up a handful of freshly cut vines. “Yellow musk! What a thing to introduce into this environment. The Thorned Monarch will stop at nothing! Watch your claws. Or toes. Or fins.” He suddenly scampers away.
You make your way to where the problem is: MAP
This is quite striagt forward. Clear the area of the Yellow Musk Creeper and its Thralls.
Stealth, Emoubu: 1d20 + 8 ⇒ (9) + 8 = 17
Stealth, Loohi Loohi: 1d20 + 6 ⇒ (5) + 6 = 11
Per, Arendel Grimfoe: 1d20 + 5 ⇒ (16) + 5 = 21
Per, Honeysuckle: 1d20 + 7 ⇒ (17) + 7 = 24
Stealth, Jiki: 1d20 + 7 ⇒ (14) + 7 = 21
Init, Yellow Musk Creeper: 1d20 + 4 ⇒ (6) + 4 = 10
Init, Thralls: 1d20 + 0 ⇒ (4) + 0 = 4
Forutnately the plants are slow and you can get the drop on them
You would have already had your weapons out and ready
Enchanted Plants
Group conditions:
Round 1Emoubu - dmg;
Loohi Loohi - dmg;
Arendel Grimfoe - dmg;
Jiki the Flatulist - dmg
Honeysuckle - dmg;[i[Yellow Musk Creeper[/i]
Thralls
Jiki, the Flatulist |
Jiki begins playing an inspiring tune about how much of a jerk the Thorned Monarch and his minions are, then moves into a more advantageous position.
Inspire Courage and two moves.
Honey-suckle |
The ground under Honeysuckle begins to rumble
"Oh no not again!"
1 Action - Rage
2 Action - Sudden Charge, Attack Green
Inspired Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d10 + 5 ⇒ (6) + 5 = 11
If Crit Double this number: 1d12 + 5 ⇒ (3) + 5 = 8
Fatal: 1d12 ⇒ 4
GM Gustavef |
Jiki starts off everyone with some encouraging music.
Causing Honey-suckle to leap in to the frey. The green tinted Thrall falls to the angry leshy in one swipe.
Emoubu |
Emoubu moves forward and soundless glares at Musk Creeper.
Stride, Stride, then Demoralize with Intimidating Glare
Intimidation: 1d20 + 9 ⇒ (10) + 9 = 19
GM Dennis |
**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.
GM Gustavef |
Emoubu stares at the creeper intently, but the mindless plant is unphased by the glare.
Botting Loohi
The goblin takes advantage of his stealth opening and heads up to strike down the nearest Thrall
Dogslicer attack: 1d20 + 7 ⇒ (20) + 7 = 27 slashing damage: 1d6 + 3 ⇒ (1) + 3 = 4 sneak attack damage: 1d6 + 1 ⇒ (1) + 1 = 2
Can cuts down the weak creature.
The Creaper lurches forward and then spews spores over Honey-suckkle and Arendel
Will, Arendel Grimfoe: 1d20 + 3 ⇒ (13) + 3 = 16
Will, Honeysuckle: 1d20 + 7 ⇒ (14) + 7 = 21
The spores fascinate Arendel You may still opt to hero point that as well
For as long as it is fascinated, it must spend each of its actions to move closer to the yellow musk creeper as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the yellow musk creeper, it stays still and doesn’t act.
The other Thrall moves forward towards Honey-suckle and then strikes
Fist: 1d20 + 7 ⇒ (10) + 7 = 17
Fist damage: 1d4 + 3 ⇒ (3) + 3 = 6 plus grab
Hitting the Leshy and then grabbing him.
Everyone is up again
Enchanted Plants
Group conditions:
Round 1Emoubu - dmg;
Loohi Loohi - dmg;
Arendel Grimfoe - dmg; fascinated
Jiki the Flatulist - dmg
Honeysuckle - 6 dmg; grabbedYellow Musk Creeper
Thralls
GM Gustavef |
Pathfinders Rescued
With the befuddled Pathfinders protected, they can assist with medical needs. At the end of one encounter, a helpful cleric casts a three-action heal, recovering 1d8 Hit Points.
Honey-suckle |
"No please, you're only making it angrier!"
The roots below Honeysuckle rear up and strike!
Forgot my rage damage last time, but thankfully it didn't matter much
1-Action Attack, repeated 3 times if needed at the Thrall
If any attack kills her target, Honeysuckle uses the next available action to Step next to the Yellow Musk Creeper. If after that an action is still available, she will Strike the Yellow Musk Creeper.
Regular Damage: 1d10 + 8 ⇒ (10) + 8 = 18
If Crit Double This: 1d12 + 8 ⇒ (7) + 8 = 15
Fatal: 1d12 ⇒ 3
Regular Damage: 1d10 + 8 ⇒ (1) + 8 = 9
If Crit Double This: 1d12 + 8 ⇒ (6) + 8 = 14
Fatal: 1d12 ⇒ 3
Regular Damage: 1d10 + 8 ⇒ (7) + 8 = 15
If Crit Double This: 1d12 + 8 ⇒ (8) + 8 = 16
Fatal: 1d12 ⇒ 11
Jiki, the Flatulist |
Jiki moves towards the creeper and hacks at it.
+1 Shortsword: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d6 ⇒ 2
GM Dennis |
**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.
Emoubu |
Emoubu approaches the yellow musk creeper cautiously, but in a burst of bravado attempts to vault the creature to get into a more advantages position before striking it.
Stride, an acrobatics check to pass through the creeper, and then a strike.
Acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20
Attack Roll: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d6 ⇒ 4 +2 if I managed to pass through the musk creeper and get panache.
GM Gustavef |
Honey-suckle breaks the hold the old fashion way. Just beat them back.
Then moves up to the creeper, but it is too wriggly to be hit.
Jiki and Emoubu also move up and surround the creature but are just as unable to connect. Though Emoubu does at least do so with grace and panache.
Loohi and Arendel are still up.
Enchanted Plants
Group conditions:
Round 1Emoubu - dmg;
Loohi Loohi - dmg;
Arendel Grimfoe - dmg; fascinated
Jiki the Flatulist - dmg
Honeysuckle - 6 dmg; grabbedYellow Musk Creeper
Thralls - destroyed
GM Dennis |
**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.
Arandel Grimfoe |
Arandel moves toward the creeper, unaware of the danger it threatens.
I am saving my hero point at this time.
Edit: I just tried to move on the map and it magically moved before I could click on it! Thanks, GM!
GM Gustavef |
Not sure where Loohi is, so they will go in to delay
Arendel moves towards the creeper while being fascinated.
Although it wants the tasty brains. Too many other moving things are around it. It lashes out at those around it.
random targets: 3d3 ⇒ (3, 2, 2) = 7
First at Jiki
Tendril attack: 1d20 + 9 ⇒ (7) + 9 = 16
Then the remaining ones at Emoubu
Tendril attack: 1d20 + 9 - 5 ⇒ (14) + 9 - 5 = 18
Tendril attack: 1d20 + 9 - 10 ⇒ (9) + 9 - 10 = 8
Flailing tentacles everywhere, but all of them are dodged.
Everyone is back up
Enchanted Plants
Group conditions:
Round 1Emoubu - dmg;
Arendel Grimfoe - dmg; fascinated
Jiki the Flatulist - dmg
Honeysuckle - 6 dmg; grabbedLoohi Loohi - dmg; Delayed
Yellow Musk Creeper
Thralls - destroyed
Jiki, the Flatulist |
Honeysuckle is in the perfect position for Jiki to try to chop the plant up.
Three strikes.
+1 Shortsword: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 1d6 ⇒ 2
+1 Shortsword: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 ⇒ 2
+1 Shortsword: 1d20 ⇒ 2
Damage: 1d6 ⇒ 6
He can't seem to hit anything in the mass of wriggling vines, though.
Emoubu |
Emoubu grins, he doesn't manage to show off as often as he would like.
He quickly strikes with a devastating blow, then shifts stances to defensive stance and tries his fancy maneuver again.
Confident Finisher, Parry, and then Stride with an attempt to move through the Yellow Musk creature with acrobatics.
Confident Finisher: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d6 + 2 + 2d6 ⇒ (2) + 2 + (1, 1) = 6
Because of Confident Finisher, I do half damage on a miss.
Acrobatics: 1d20 + 8 ⇒ (4) + 8 = 12
Honey-suckle |
Going for the gold with two attacks and a recall knowledge!
Damage: 1d10 + 6 ⇒ (3) + 6 = 9
If Crit:
Damage: 1d12 + 6 ⇒ (8) + 6 = 14 Doubled
Fatal: 1d12 ⇒ 12
Damage: 1d10 + 6 ⇒ (2) + 6 = 8
If Crit:
Damage: 1d12 + 6 ⇒ (4) + 6 = 10 Doubled
Fatal: 1d12 ⇒ 3
Recall Knowledge: Nature +5, specifically looking for any particular weaknesses or resistances that my friends might be able to exploit.
GM Gustavef |
1d20 + 5 ⇒ (4) + 5 = 9
Just looked up the details on the creeper facinate. It ends automatically when any hostile action is taken against your allies. Unless you crit fail. Otherwise you do get a save every round. So Arandel are free to act now
Jiki is able to strike the creeper once while it is flanked.
Emoubu strike with great style, but is unable this time to regain his panache.
Honey-suckle is hits the plant once then misses. He is currently to distracted to think up of any other useful information other than cut it down fast!
random targets: 3d3 ⇒ (1, 3, 3) = 7
First at Honeysuckle
Tendril attack: 1d20 + 9 ⇒ (2) + 9 = 11
Then the remaining ones at Jiki
Tendril attack: 1d20 + 9 - 5 ⇒ (17) + 9 - 5 = 21
Tendril attack: 1d20 + 9 - 10 ⇒ (6) + 9 - 10 = 5
One tendril hits the bard:
Tendril damage: 1d10 + 3 ⇒ (8) + 3 = 11
Everyone is back up
Enchanted Plants
Group conditions:
Round 1Emoubu - dmg;
Arendel Grimfoe - dmg;
Jiki the Flatulist - 11 dmg
Honeysuckle - 6 dmg;Loohi Loohi - dmg; Delayed
Yellow Musk Creeper - 16 dmg
Thralls - destroyed
Jiki, the Flatulist |
Once more, remembering my own buffs this time.
+1 Shortsword: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
+1 Shortsword: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
+1 Shortsword: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
GM Dennis |
**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.
**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.
Honey-suckle |
Jiki how much longer is your performance lingering?
Three strikes for Honeysuckle!
Damage: 1d10 + 6 ⇒ (10) + 6 = 16
If Crit:
Damage: 1d12 + 6 ⇒ (9) + 6 = 15 Doubled
Fatal: 1d12 ⇒ 12
Damage: 1d10 + 6 ⇒ (1) + 6 = 7
If Crit:
Damage: 1d12 + 6 ⇒ (9) + 6 = 15 Doubled
Fatal: 1d12 ⇒ 7
Damage: 1d10 + 6 ⇒ (3) + 6 = 9
If Crit:
Damage: 1d12 + 6 ⇒ (4) + 6 = 10 Doubled
Fatal: 1d12 ⇒ 10
Hit and damage is 1 higher if Jiki's Inspire is still up
Jiki, the Flatulist |
Forgot to make the check for that.
Performance: 1d20 + 8 ⇒ (10) + 8 = 18
This is the last round for lingering.
Arandel Grimfoe |
Waking suddenly from his stupor, Arandel forgoes using the scroll he prepared, now that he sees all of his friends standing around the target. I doubt very muh they would all care to be burned...
So instead, he simply uses the staff in his hand to bludgeon the plant.
Attack, Performance: 1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Damage: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Attack, Performance: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21
Damage: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Attack, Performance: 1d20 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Damage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Emoubu |
Emoubu once again shifts to his more defensive footing, and then cautiosly, yet stylishly, attempts to recover his momentum before striking.
Parry, Acrobatics to move through, and then a Strike.
Acrobatics: 1d20 + 8 ⇒ (15) + 8 = 23
strike: 1d20 + 9 ⇒ (20) + 9 = 29
damage: 1d6 ⇒ 3 +2 if I pulled the Panache back.
GM Gustavef |
With daring do, the Pathfinder work together to prune back the plants making it clearing the way to the gate.
Success Now to wait for Part II