Erathiel Leafsong
|
will save: 1d20 + 6 ⇒ (11) + 6 = 17
Erathiel strikes three times at the creature with consecutive spinning attacks.
Elven Curve Blade: 1d20 + 7 ⇒ (18) + 7 = 25
1d8 + 4 ⇒ (5) + 4 = 9
Elven Curve Blade: 1d20 + 2 ⇒ (10) + 2 = 12
1d8 + 5 ⇒ (6) + 5 = 11
Elven Curve Blade: 1d20 - 3 ⇒ (8) - 3 = 5
1d8 + 6 ⇒ (1) + 6 = 7
❖Strike ❖Strike ❖Strike
| Dungeon Master S - 2e |
Erathiel, you actually have to roll the save twice too: Will: 1d20 + 7 ⇒ (12) + 7 = 19, but you still passed!
The rogue keeps up the pressure, and his very first slash is enough to cut down the creature, opening up an opportunity for Tempest to finish closing the ring!
Round 3:
Tempest: Go
Ring: TBD
Alanossë: TBD
Erathiel: TBD
Mirtha: TBD
Zelphari: TBD
Success count: 2
Zelphari Caryarus
|
Oh so if we failed the first one, we have to attempt it again for the second one? *fingers crossed*
will DC16: 1d20 + 5 ⇒ (9) + 5 = 14
will DC16: 1d20 + 5 ⇒ (10) + 5 = 15
Nope!
Tempest Steward
|
"Almost got it!" squeals the leshy, continuing to work on the ring. Reaching into his face, he pulls a spear out.
Nature(Trained): 1d20 + 6 ⇒ (3) + 6 = 9
Well...that can't be good
2 action nature disrupt, 1 action draw spear
| Dungeon Master S - 2e |
Correct, if you failed before, you must roll again. Also, it doesn't HAVE to be just Tempest, it's Nature OR Thievery to disrupt.
Tempest tries to put the final change in place when he gets it slightly wrong! A new creature, same as the first two emerges! ALL NEW rolls from anyone who previously failed. If you survived the 'double" save before, you don't have to roll.
With a snicker the new foe stays put and tries to put a couple of holes in Erathiel:
Shortsword: 1d20 + 8 ⇒ (8) + 8 = 16 MISS
Shortsword: 1d20 + 4 ⇒ (17) + 4 = 21 for DMG: 1d6 - 3 ⇒ (3) - 3 = 0 Thus 1 damage
Round 3:
Tempest: Fail and draw
Ring: Spawn
Fey: ATK
Alanossë: Go
Erathiel: Go
Mirtha: Go
Zelphari: Go
Success count: 2
Alanossë
|
Alanossë swears, "Erastil's antlers! They're neverending..."
The Elf fires twice more at the new creature...
Shortbow: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Shortbow: 1d20 + 9 - 5 ⇒ (14) + 9 - 5 = 18
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
| Dungeon Master S - 2e |
Alanossë plugs the new arrival twice. The wounds are severe, but fears of more coming through can't escape his mind.
Round 3:
Tempest: Fail and draw
Ring: Spawn
Fey: ATK
Alanossë: Hits
Erathiel: Go
Mirtha: Go
Zelphari: Go
Success count: 2
Red: 12
Mirtha Darklight
|
Will Save: 1d20 + 8 ⇒ (6) + 8 = 14
Will Save: 1d20 + 8 ⇒ (9) + 8 = 17
Seeing that the creatures will keep emerging from the ring until its closed, Mirtha steps back into the creature's aura of misfortune.
"May Sarenrae light the way!"
Nature: 1d20 + 6 ⇒ (7) + 6 = 13
Nature: 1d20 + 6 ⇒ (13) + 6 = 19
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.
Erathiel Leafsong
|
will save: 1d20 + 6 ⇒ (10) + 6 = 16
will save: 1d20 + 6 ⇒ (16) + 6 = 22
Erathiel slashes once, twice, thrice trying to eliminate the monster.
Elven Curve Blade: 1d20 + 7 ⇒ (6) + 7 = 13
1d8 + 4 ⇒ (4) + 4 = 8
Elven Curve Blade: 1d20 + 2 ⇒ (10) + 2 = 12
1d8 + 5 ⇒ (4) + 5 = 9
Elven Curve Blade: 1d20 - 3 ⇒ (12) - 3 = 9
1d8 + 6 ⇒ (5) + 6 = 11
❖Strike ❖Strike ❖Strike
| Dungeon Master S - 2e |
With the ring disrupted, the forces against you are reduced. I've included your new boon on the page with the others.. Someone should again try to boost an aid token and we'll send it off! We can still earn successes here, so we keep going!
Mirthi's bad luck strikes. The ring is more easily disrupted through legerdemain than knowledge of nature, and she struggles to disrupt the circle. Erathiel, despite not struggling with the unluck, fails to connect with this blade.
Round 3:
Tempest: Fail and draw
Ring: Spawn
Fey: ATK
Alanossë: Hits
Erathiel: Miss
Mirtha: Miss
Zelphari: Go
Success count: 2
Red: 12
Zelphari Caryarus
|
will DC16: 1d20 + 5 ⇒ (10) + 5 = 15 Gah!
will DC16: 1d20 + 5 ⇒ (15) + 5 = 20
Zelphari has terrible Nature and almost as bad Thievery.
intimidate: 1d20 + 8 ⇒ (19) + 8 = 27
intimidate: 1d20 + 8 ⇒ (3) + 8 = 11
vs red: flat-footed
+1 Guisarme: 1d20 + 8 ⇒ (4) + 8 = 12
+1 Guisarme: 1d20 + 8 ⇒ (8) + 8 = 16 dmg: 1d10 + 3 ⇒ (4) + 3 = 7
Not being particularly confident over disrupting the magic of the fungus, Zelphari focuses his attention on the spawn, again attempting to intimidate it, then moving to flank it with Erathiel before striking. But the ill luck continues to hound him and all his actions prove ineffectual.
Can I suggest those with some Nature and/or Thievery focus on disrupting the mushroom circle? Otherwise, the combat would likely be neverending.
| Dungeon Master S - 2e |
Indeed, you could get stuck in a cycle. Might I also remind everyone that you've started with a Hero Point, and the rules allow you to use it AFTER you know the result of a roll...
Zelphari closes for a definitive end for the latest foe to step through when he chokes on some sweat that gets in his mouth as he's about to glare, and it sends his attack astray as well.
Round 4:
Tempest: Go
Ring: TBD
Fey: TBD
Alanossë: TBD
Erathiel: TBD
Mirtha: TBD
Zelphari: TBD
Success count: 2
Red: 12
Tempest Steward
|
My nature check is 1 higher than theivery, but I'll give it a go.
Trying to switch tactics, Tempest assesses the ring as a trap. Trying to block the portal, he reevaluates the situation.
Thievery(Trained): 1d20 + 5 ⇒ (5) + 5 = 10
Nature(Trained): 1d20 + 6 ⇒ (2) + 6 = 8
2 action thievery to disable and attempt to boost an aid token (Provide Knowledge)
And guessing both rolls failed there
Screw it - Hero point for diable
Thievery(Trained): 1d20 + 5 ⇒ (8) + 5 = 13
And not much better
| Dungeon Master S - 2e |
No it's not!
Tempest tries to get the ring finally closed, but can't seem to seal the ring shut, though he knows thinking this way is easier...
Another of the creatures spawns from the ring. Both creatures savagely attack!
The injured one continues on Erathiel:
Shortsword: 1d20 + 8 ⇒ (8) + 8 = 16 MISS
Shortsword: 1d20 + 4 ⇒ (15) + 4 = 19 for DMG: 1d6 - 3 ⇒ (5) - 3 = 2
Shortsword: 1d20 + 0 ⇒ (13) + 0 = 13 MISS
The new one steps up to Zelphari with a quick thrust:
Shortsword: 1d20 + 8 ⇒ (19) + 8 = 27 for DMG: 1d6 - 3 ⇒ (3) - 3 = 0
Round 4:
Tempest: Fail
Ring: Spawn
Fey: ATK
Alanossë: Go
Erathiel: Go
Mirtha: Go
Zelphari: Go
Success count: 2
Red: 12
Alanossë
|
Alanossë fires at the injured one till it drops...and then at the new guy...
Shortbow: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Shortbow: 1d20 + 9 - 5 ⇒ (14) + 9 - 5 = 18
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Shortbow: 1d20 + 9 - 10 ⇒ (18) + 9 - 10 = 17
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
| Dungeon Master S - 2e |
The elf works overtime with the bow, plucking the string like a harpist in cut time. His first 2 arrows drop the injured creature, and his third wounds the new!
Round 4:
Tempest: Fail
Ring: Spawn
Fey: ATK
Alanossë: Kill + Hit
Erathiel: Go
Mirtha: Go
Zelphari: Go
Success count: 2
Black: 5
Mirtha Darklight
|
Mirtha tries to interact with the rune again.
Nature: 1d20 + 6 ⇒ (11) + 6 = 17
Nature: 1d20 + 6 ⇒ (7) + 6 = 13
I will use a hero point to reroll the low roll.
Nature, reroll: 1d20 + 6 ⇒ (8) + 6 = 14
And that's why I usually save the reroll for critical failures, but it seems like this battle will never end.
Then she turns towards Tempest, her eyes glowing red. "Do not stop! Keep disabling that ring!" she shouts at the leshy.
Diabolic Edict grants a +1 status bonus on all checks to carry out Mirtha's command for one round.
| Dungeon Master S - 2e |
Since no one wants to spend the entire special on this challenge, but also because I don't want to fudge.... Erathiel has the best odds.
Erathiel Leafsong
|
Erathiel sees Tempest's futile attempts and drops his sword. "Let me try..."
Thievery Check: 1d20 + 7 ⇒ (8) + 7 = 15
rerolling...
Thievery check reroll: 1d20 + 7 ⇒ (18) + 7 = 25
Third action is attempting to boost the "allied offensive" token
attack roll (boost allied offensive): 1d20 + 7 ⇒ (16) + 7 = 23
| Dungeon Master S - 2e |
Erathiel drops his blade and quickly kicks just the right mushroom. The ring gives off a flash of light and goes dormant. The remaining foe screams in rage, stuck now on this side.
Aid token boosted! We need to kill this thing before we can count the success. Bring it home!
Round 4:
Tempest: Fail
Ring: Spawn
Fey: ATK
Alanossë: Kill + Hit
Erathiel: Finished!
Mirtha: Go
Zelphari: Go
Black: 5
Zelphari Caryarus
|
Red is still on the map, but I think there is only black left?
will DC16: 1d20 + 5 ⇒ (16) + 5 = 21
will DC16: 1d20 + 5 ⇒ (1) + 5 = 6 Oh, any crit failures for the will save?
Despite the fallen creature, Zelphari senses that the miasma of bad luck still hangs heavily over him...
vs black
+1 Guisarme: 1d20 + 8 ⇒ (4) + 8 = 12
+1 Guisarme: 1d20 + 8 ⇒ (4) + 8 = 12 dmg: 1d10 + 3 ⇒ (6) + 3 = 9
... and indeed, once again, he fails to connect with his guisarme.
electric arc: 1d4 + 4 ⇒ (1) + 4 = 5 Basic Ref DC18
Starting to show some frustration, he decides instead to fall upon his magic, releasing an arc of electricity to smash into the sole standing creature. (Since this does not depend on me rolling attack rolls...)
| Dungeon Master S - 2e |
Fixed the map. Thank you. Nothing worse on a crit save.
Zelphari's weapon skills continue to falter, so he opts for magic. REF: 1d20 + 8 ⇒ (20) + 8 = 28, and his luck continues to be nothing but bad.
Round 4:
Tempest: Fail
Ring: Spawn
Fey: ATK
Alanossë: Kill + Hit
Erathiel: Finished!
Mirtha: Go
Zelphari: Misses
Round 5:
Tempest: Go
Fey: TBD
Alanossë: TBD
Erathiel: TBD
Mirtha: TBD
Zelphari: TBD
Black: 5
Mirtha Darklight
|
Seeing that the ring has been deactivated finally, Mirtha backs up to get out of the misfortune aura. Before leaving, she casts guidance on Tempest. Outside the aura, Mirtha begins to loudly recite some inspiring scripture from The Birth of Light and Truth.
Trying to pass along the Timely Inspiration token.
Perform, untrained: 1d20 + 4 ⇒ (13) + 4 = 17
Tempest Steward
|
"Well done! I...uh...loosened it for ya a bit." he offers with a wry smile. Leaping to action, opposite his companion, he glares at the beast for a moment. "You're mother was a dirty aphid!"
Quickly thrusting the spear forward, he tries to end the foe.
Intimidation(Trained): 1d20 + 5 ⇒ (15) + 5 = 20
+1 Spear vs flatfoot: 1d20 + 9 ⇒ (4) + 9 = 13 for Piercing: 1d6 + 4 ⇒ (5) + 4 = 9 + Sneak: 1d6 ⇒ 4
Stride, Intimidating Glare, Strike
| Dungeon Master S - 2e |
Tempest puts it all out there. The glare shocks the ugly foe, and coupled with the flank, it's a solid blow!
Mirtha grants a little bit of Guidance on the way out [ooc]Tempest didn't need it, so for the sake of efficiency, I'll say it was Zelphari.
The creature, near death, gives up it's final flurry of strikes, going after Tempest:
Shortsword: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14 MISS
Shortsword: 1d20 + 4 - 1 ⇒ (14) + 4 - 1 = 17 MISS
Shortsword: 1d20 + 0 - 1 ⇒ (11) + 0 - 1 = 10 MISS
But it's a feeble attempt.
Round 5:
Tempest: Hit
Fey: ATK
Alanossë: Go
Erathiel: Go
Mirtha: Go
Zelphari: Go
Black: 18
Erathiel Leafsong
|
Erathiel, after his miniscule celebration of a job well done, picks his sword back up and moves to strike the creature.
Attack Roll: 1d20 + 7 ⇒ (14) + 7 = 21
Damage roll: 1d8 + 4 ⇒ (8) + 4 = 12
❖Manipulate ❖Stride ❖Strike (Looks like luck is on my side right now lol)
Mirtha Darklight
|
Mirtha uses Guidance on herself before letting loose a blast of flame at the fey creature.
Produce Flame: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Fire: 1d4 + 4 ⇒ (1) + 4 = 5
Zelphari Caryarus
|
Zelphari takes a quick deep breath to calm himself, reminding himself of the countless battles that he’ ve been involved in and, more importantly, have gotten out off.
More centred, he swings again with his guisarme and again, follows up with another blast of electricity.
vs black
+1 Guisarme: 1d20 + 8 ⇒ (14) + 8 = 22
+1 Guisarme: 1d20 + 8 ⇒ (18) + 8 = 26 dmg: 1d10 + 3 ⇒ (1) + 3 = 4
electric arc: 1d4 + 4 ⇒ (4) + 4 = 8 Basic Ref DC18
Now it comes...
| Dungeon Master S - 2e |
Desna laughs at your dice, may it be over in the beginning.
The party closes in on the final foe, and quickly dispatch the fey. Mission accomplished, the party rejoins the expedition proper.
We don't HAVE to go in order. You can move on to the next one (for which we're a bit behind) or "hurry ahead" and likely be ahead of the others. First option to receive 2 votes wins.
| Dungeon Master S - 2e |
Hurrying back, it doesn't take long to spy a cluster of agents. “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?”
It's a short trip. And strange as it may sound, please check in with a Will Save!
Mirtha Darklight
|
"Why did we go through the trouble of checking and annotating the maps for a bunch of laggards that didn't bother staying awake during the orientation and navigation lecture in the first place?" Mirtha grumbles as she hurries towards the Pathfinders.
Will Save: 1d20 + 8 ⇒ (12) + 8 = 20
Do we have time to refocus between encounters?
Erathiel Leafsong
|
"Why did we go through the trouble of checking and annotating the maps for a bunch of laggards that didn't bother staying awake during the orientation and navigation lecture in the first place?"
will save: 1d20 + 6 ⇒ (8) + 6 = 14
"Now, now. Play nice. We don't know what kind of trouble they may be in. Let's help them as quickly as possible and keep moving."
| Dungeon Master S - 2e |
The party strikes off and finds the Pathfinders. They seem to be in the thick of things, about to push into the wilderness. Alanossë immediately recognizes a serious problem; the Pathfinders are about to march into terrain under the effects of an illusion. If they go anyway but back, they'll find themselves in some razor sharp and potentially poisoned nettles!
The party hails them, but they way you off, certain that they know what they're doing. And it's your job to get them to stop. Each of you can make a single attempt to convince them. You can appeal to pathos, logos, or ethos (meaning social skills, relevant lore skills, or general expertise.)
Tempest: Go
Alanossë: Go
Erathiel: Go
Mirtha: Go
Zelphari: Go
Zelphari Caryarus
|
Will: 1d20 + 6 ⇒ (13) + 6 = 19
Although it has been many years, Zelphari can still recall distinctively, when he joined his first mercenary band, the brash confidence of youth that told him he could accomplish anything, disregarding the older veterans. So he very much empathize with them.
He waves towards them. "Hold up, fellow Pathfinders! Beware the path ahead. I have some skill in magic and that terrain ahead is illusory in nature. Check it out yourself if you do not trust me."
Diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11
| Dungeon Master S - 2e |
"You've spent too much time in class then! We'd see it if that were the case!" They don't seem to take Zelphari seriously.
Tempest: Go
Alanossë: Go
Erathiel: Go
Mirtha: Go
Zelphari: Fail
Erathiel Leafsong
|
"Over 90 years in this world and I've seen my fair share of forests. Trust me when I tell you that those are not natural formations. Stop before it's too late!"
lore: Forest: 1d20 + 5 ⇒ (19) + 5 = 24
| Dungeon Master S - 2e |
Erathiel's words strike them to the core. They lose their bluster a bit, but for the moment it's simply hesitation. It'll take more to turn them around.
Tempest: Go
Alanossë: Go
Erathiel: CRIT
Mirtha: Go
Zelphari: Fail
Mirtha Darklight
|
Mirtha grunts in irritation. "Valais sent us to help you out because she could tell you were getting off course. If you are so foolish to think that you know better than us and a seasoned Venture Captain, then you deserve what's coming to you."
Intimidation: 1d20 + 8 ⇒ (16) + 8 = 24
| Dungeon Master S - 2e |
Mirtha's stern tone is enough to send the Pathfinders back a step. Now torn between their perceived duty and the warning, they seem on the edge of turning back...
Tempest: Go
Alanossë: Go
Erathiel: CRIT
Mirtha: Pass
Zelphari: Fai
| Dungeon Master S - 2e |
Alanossë's words don't seem to push them in either direction. They're still chewing on their decision....
Tempest: Go
Alanossë: Fail
Erathiel: CRIT
Mirtha: Pass
Zelphari: Fail
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.
| Dungeon Master S - 2e |
GM Bot: Tempest: 1d20 ⇒ 17
Tempest puts the nail in the coffin as the Pathfinder bow to the compelling and varied arguments. They grumble and complain, but turn around to rejoin the rest.
Shaking your own heads, you move to rejoin, leading a bit so as to not fall behind. Just as the Pathfinders you rescued disappear behind the ever growing foliage, you spot a friendly face.
“Have you stopped for a meal yet?” asks Valais Durant. “It’s important to keep up your strength. It’s close relatively, but still far. And looking even further, for that matter. The Thorned Monarch has added all kinds of hazards to the route we mapped out ahead of time. Why don’t you see if you can find a safer path?”
Any of you who have played Pathfinder Society Scenario #1–20: The Lost Legend gain a +1 circumstance bonus to checks made to chart the course.
Before you make much progress, there is thick undergrowth where previously
there were clear paths. At least one of you must pass
• Athletics to force through the brush.
• Acrobatics to skirt it.
• Nature to recognize the plant from a distance.
• Survival to spot its habitat.
Tempest Steward
|
"This don't look so bad. Home got this way sometimes..." announces Tempest as he plows forward.
Athletics(Expert): 1d20 + 10 ⇒ (13) + 10 = 23