GM Doug's King in Thorns (Gameday X) (Inactive)

Game Master Doug Hahn

Maps | Macros


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SoT (Semester 1 Year 3): Tactical Map, Handouts, Macros ⠀Sundered Song: Map & Handouts, Macros ⠀Pallid Peril: Map & Handouts, Macros

In the jungles of the Mwangi Expanse, a large group of Pathfinders stands ready to travel beyond a magical gateway whose mysteries stymied a group of the Pathfinder Society's founders.

What lies beyond the doorway is also the crux of the plot of an ancient evil fey, the Thorned Monarch.
Will the Pathfinders unlock lost fey magic, restore buried secrets from the Society's history, and purge the world of the Monarch's evil — or will they fall before the fey's minions and tricks?

Grand Lodge

Crisis Success Reporting || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

A small army of Pathfinders, you among them, wade ashore as the the Society’s expedition makes landfall. Venture-Captains and society faction leaders--many of them familiar to you--immediately begin directing Pathfinders in the myriad tasks that need to be done.

Welcome to PFS #2-00 The King in Thorns! GMs, please begin the Introduction. Part 1 begins in 2 days.


SoT (Semester 1 Year 3): Tactical Map, Handouts, Macros ⠀Sundered Song: Map & Handouts, Macros ⠀Pallid Peril: Map & Handouts, Macros

The camp buzzes with energy. Pathfinders hurry around the makeshift camp unpacking supplies, making repairs, and scribing scrolls.

The atmosphere is excited but tinged with trepidation. Venture-Captain Oraiah Tolal from Nirmathas takes the lead, ensuring everyone has an assignment and is working on it. A religious symbol of Alseta — goddess of doorways, portals, thresholds, and transitions — hangs from her neck, showing two faces in profile.

You are among the highest-ranking field agents on site. As you get to work on making preparations for the final push into the jungle, it's time to introduce yourself (or get reacquainted with old friends).

Please introduce your character! Along with this intro, we will have a skill check. that can earn your team extra rewards. What better way to meet new friends than bearing gifts!?

⚘ ⚘ ⚘

The Expedition Begins… with Chores!

Choose one skill check; the DC of all checks is 23. You can Aid, but if you do so you can't make your own check. You may read the spoilers before choosing. Only the highest check for each task counts, so try to spread out your successes.

Inventory (Nature, Society, Survival):
Verdant Wheel faction leader Urwal lays on the ground, making marks on a scroll that stretches over 10 feet long. “This is our supplies list. Everything from rations to ammunition to the mounts needed to transport it all with us. We need to ensure that we know where everything is. I’m not letting anyone try to forage while we’re traveling.”
DC: 23

Magical Supplies (Arcana, Nature, Occultism, Religion):
Venture-Captain Bjersig Torrsen scrutinizes a map as his loyal dog, Mahki, lies by his feet. Mahki barks to alert Torrsen to approaching Pathfinders. He says, I’m verifying all of our maps against what we can see from here. Landmarks can easily change. Why don’t you see if you can find any discrepancies?”
DC: 23

Morale (Deception, Diplomacy, Performance):
Horizon Hunters faction leader Calisro Benarry waves the group over. “Some of the newer Pathfinders seem a little nervous about this mission. Can you cheer them up a bit? This is exciting, after all!”
DC: 23

Repairs (Athletics, Crafting, Guild Lore):
Venture-Captain Khoumrock Blackthane ensures that groups of smiths and carpenters accompanying the Pathfinders have everything they need. “A lot of this gear got damaged on the voyage over. We need to make sure that everything is in tip-top shape.”
DC: 23

Research (Athletics, Crafting, Guild Lore):
Radiant Oath faction leader Valais Durant oversees a small army of Pathfinders poring over books and scrolls. A few use magical methods to absorb information even faster. “Oh good, you’re here to help. I was able to get these reference materials from local institutions. There’s information on local plants, animals, and fey that I couldn’t get at home. We’re about to face a lot of dangers. Choose your favorite topic and start reading.”[/b]
DC: 23

Horizon Hunters

Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

Grum goes over to Khoumrock and begins to move crates around.

athletics: 1d20 + 15 ⇒ (7) + 15 = 22

One gets away from him and it crashes to the ground. "Whoops"

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

Algrim is a gnome with gray skin, dark grey eyes and forest green hair. He has a rather stoic look on his face to the point to where he might look grumpy. He is wearing Chainmail, has 2 daggers, 2 light hammers, 1 hatchet and 1 kukri on him. You also notice a ring around each wrist one looks intricate and gold on his right wrist while the other looks rather plain on his left. He has this necklace with rather lustrous red beads on them.

Diplomacy: 1d20 + 12 ⇒ (1) + 12 = 13

Going to use one of my 2 hero points to re-roll it.

Diplomacy: 1d20 + 12 ⇒ (3) + 12 = 15
Well at least its not a crit fail :(

Algrim is being a tad bit too stoic to get the crowds energy up.


SoT (Semester 1 Year 3): Tactical Map, Handouts, Macros ⠀Sundered Song: Map & Handouts, Macros ⠀Pallid Peril: Map & Handouts, Macros

Grum assists Khoumrock with the crates and seems to making good progress before stumbling with the very last one. Heh. Glad ye helped anyways. says old Octo-Boots.

Heh. Well, worry nah — I seen worse in me time, I have, believe it or nah! Calisro chuckles and offers Algrim a swig from her flask.

The Expedition Begins… with Chores!

Please see available checks above.

Algrim Panaryn 0 successes
Berwick Winetrout
Eliander Underhill

Grum Skoljar 0 successes

Horizon Hunters

Male N Twilight Halfling Necromancer 7 hp 43/62 | AC 22 |Fort 10•, Ref 14••, Will 13•• | Speed 25 ft., Perception +11• (Init +13), low-light vision | Spell Attack +15•, Spell DC 25 | sheet

A halfling man with black, greasy hair, green cloak and short stubble beard puts away his spellbook and takes a look of Bjerrsig's maps. He surveys surroundings patiently for a while. Uh, let's see... It seems I'll have to make some corrections."

Eliander Underhill's Arcana (E): 1d20 + 15 ⇒ (2) + 15 = 17

Hero point reroll: Eliander Underhill's Arcana (E): 1d20 + 15 ⇒ (14) + 15 = 29

Grand Archive

N Small Humanoid Cleric (Warpriest) 8| HP: 80 | AC: 25 | Perception +16 | Fort +13 Reflex +12 Will +16 | Move 25’ | Pilgrims Token

Berwick, a gnome of pale skin and dark hair, helps with the inventory. As he goes about inspecting foraged food stuffs, checking local flora and fauna for digestive compatibility, you can see a Holy symbol of Nethys around his neck as it peaks out from behind his breastplate.

Nature: 1d20 + 16 ⇒ (10) + 16 = 26

Pushing aside the brambles of a particularly nasty looking bush with his gnarled white wooden staff, he collects some hidden herbs. "You never know what magic might be hiding just out of sight. Take this little one fore instance. Great for making a poultice to prevent infection."


SoT (Semester 1 Year 3): Tactical Map, Handouts, Macros ⠀Sundered Song: Map & Handouts, Macros ⠀Pallid Peril: Map & Handouts, Macros

Eliander and Torrsen pore over the maps together; the half-orc allows Eliander to take notes and make some corrections. The halfling comes away with a transcribed map of his choice!

Reward: You can have a map of your choice for any encounter in part 1: a Mushroom Ring, a river gorge, a cliffside trail, a field with fallen trees, and a forested river. Please choose one

⚘ ⚘ ⚘

Urwal and Berwick discover some herbs that will enhance healing potions for the expedition! As such there is s a surplus: you receive four moderate elixirs of life!


SoT (Semester 1 Year 3): Tactical Map, Handouts, Macros ⠀Sundered Song: Map & Handouts, Macros ⠀Pallid Peril: Map & Handouts, Macros

OK so you can each roll ALL the checks once. Let's roll them all. You can retroactively choose not to spend your hero point if you want, as this was GM error. In addition, crit failing won't hurt you; Algrim, I am just refunding your point as it was used to prevent a crit fail.

Apologies for any confusion here. I will let you know rewards after completing all rolls to keep things as streamlined as possible, so disregard the above post.

So many checks. So much loot!

Roll each of these you can. All DCs are 23.

Inventory (Nature, Society, Survival) 1 fail (Grum), 1 Success (Berwick)
Magical Supplies (Arcana, Nature, Occultism, Religion) 1 success via refundable Hero Point: Eliander
Maps (Nature, Survival, Perception)
Morale (Deception, Diplomacy, Performance) 1 fail (Algrim)
Repairs (Athletics, Crafting, Guild Lore)
Research] (Athletics, Crafting, Guild Lore)

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

Inventory (Survival): 1d20 + 11 ⇒ (20) + 11 = 31

Magical Supplies (Nature): 1d20 + 11 ⇒ (11) + 11 = 22

Maps (Perception): 1d20 + 15 ⇒ (2) + 15 = 17

Repairs (Athletics): 1d20 + 13 ⇒ (12) + 13 = 25

Research [Athletics): 1d20 + 13 ⇒ (1) + 13 = 14

Horizon Hunters

Male N Twilight Halfling Necromancer 7 hp 43/62 | AC 22 |Fort 10•, Ref 14••, Will 13•• | Speed 25 ft., Perception +11• (Init +13), low-light vision | Spell Attack +15•, Spell DC 25 | sheet

Inventory (Society): 1d20 + 13 ⇒ (15) + 13 = 28

Maps (Perception): 1d20 + 11 ⇒ (9) + 11 = 20

Morale (Deception): 1d20 + 14 ⇒ (12) + 14 = 26

Repairs (Athletics): 1d20 ⇒ 12

Research (Athletics): 1d20 ⇒ 13


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Otari | Intro | Calendar | Vaults | Quests

Just as a heads up, there's a c/p error that snuck into a couple games.

Dennis Muldoon (he/him) 12:58 PM wrote:
Research should be Nature, Society, Survival


SoT (Semester 1 Year 3): Tactical Map, Handouts, Macros ⠀Sundered Song: Map & Handouts, Macros ⠀Pallid Peril: Map & Handouts, Macros

Thanks Rob. That means Eliander's research is a success with a 26. Updated below.

So many checks. So much loot!

Roll each of these you can. All DCs are 23.

Inventory (Nature, Society, Survival) success
Magical Supplies (Arcana, Nature, Occultism, Religion) 1 success via refundable Hero Point: Eliander
Maps (Nature, Survival, Perception)
Morale (Deception, Diplomacy, Performance)Success
Repairs (Athletics, Crafting, Guild Lore)Success
Research] (Nature, Society, Survival)Success

---

Algrim Panaryn
Berwick Winetrout
Eliander Underhill
Grum Skoljar

Grand Archive

N Small Humanoid Cleric (Warpriest) 8| HP: 80 | AC: 25 | Perception +16 | Fort +13 Reflex +12 Will +16 | Move 25’ | Pilgrims Token

Magical Supplies (Religion): 1d20 + 16 ⇒ (4) + 16 = 20

Maps (Perception): 1d20 + 16 ⇒ (15) + 16 = 31

Repairs (Athletics): 1d20 + 9 ⇒ (17) + 9 = 26

Research (Nature): 1d20 + 16 ⇒ (20) + 16 = 36

Horizon Hunters

Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

Inventory (survival): 1d20 + 10 ⇒ (2) + 10 = 12
Maps (perception): 1d20 + 12 ⇒ (6) + 12 = 18
research (Survival): 1d20 + 10 ⇒ (4) + 10 = 14

oof..I guess it's good to get these out of the way early


1 person marked this as a favorite.
SoT (Semester 1 Year 3): Tactical Map, Handouts, Macros ⠀Sundered Song: Map & Handouts, Macros ⠀Pallid Peril: Map & Handouts, Macros

This is a succcess on all tasks, with a crit on the Research and Inventory.

Inventory Reward
Each PC receives a moderate elixir of life, as Urwal finds that the Society packed in excess for the potentially dangerous mission. Each PC also receives their choice of a moderate bravo’s brew, greater cheetah’s elixir, greater eagle-eye elixir, or greater leaper’s elixir.

Magical Supplies Reward
Barun and her team make an abundance of materials. Each PC receives their choice of a barkskin potion or a potion of leaping.

Mapping Reward
Torrsen shares his information. The PCs receive a survey map for one encounter of their choice in Part 1. The maps include: Mushroom Ring, a river gorge, a cliffside trail, a field with fallen trees, and a forested river.

Morale Reward:
The neophyte Pathfinders are in much better spirits for the journey ahead and can lend the PCs a hand. Once during the adventure, each PC can receive a +1 circumstance bonus to one skill check or attack roll, representing the fellow Pathfinder succeeding at a check to Aid them. The PC must decide to use this benefit before rolling.

Repairs Reward
Each PC receives three pieces of nonmagical low-grade cold iron ammunition of their choice from the Core Rulebook.

Research Reward:
The background information helps the PCs readily identify threats during the journey. The PCs thoroughly reviewed the information provided by Valais Durant. Instead of the standard reward, each PC can once during the adventure automatically succeed at one check to Recall Knowledge.

I will update the slides with this loot for you as well. Please let me know here or on the slide which options you choose for your PC.

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

Algrim will take the Greater Cheetahs Elixir and the Potion of Leaping.

Algrim suggests to grab the survey map of the Mushroom Ring.

The cold iron items have to be ammunition or weapons? If ammunition l, would I be able to choose javelins or something like light hammers to throw?

Grand Archive

N Small Humanoid Cleric (Warpriest) 8| HP: 80 | AC: 25 | Perception +16 | Fort +13 Reflex +12 Will +16 | Move 25’ | Pilgrims Token

Berwick will graciously accept an eagle eye elixir, and a barkskin potion. Having no need for ammunition, he'll offer up his share to a group member most likely to use it in his stead.

He will defer to Algrim's judgement in regards to the map.


SoT (Semester 1 Year 3): Tactical Map, Handouts, Macros ⠀Sundered Song: Map & Handouts, Macros ⠀Pallid Peril: Map & Handouts, Macros
Algrim Panaryn wrote:
The cold iron items have to be ammunition or weapons? If ammunition l, would I be able to choose javelins or something like light hammers to throw?

The entry's category would have to say "Ammunition" like it does on arrows. Javelins are Simple weapons, not ammo.

Another option would be to pool your resources for a PC who uses or can use the ammo.

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

Ok, well the question then. Does anyone use or have a bow? I do not have one and use hammers or hatchets that I throw.


SoT (Semester 1 Year 3): Tactical Map, Handouts, Macros ⠀Sundered Song: Map & Handouts, Macros ⠀Pallid Peril: Map & Handouts, Macros
Algrim Panaryn wrote:
Ok, well the question then. Does anyone use or have a bow? I do not have one and use hammers or hatchets that I throw.

Eliander has a crossbow. Looks like that's it to me. You should also be able to buy basic equipment like a bow here at the camp so someone could have the ammo and a backup ranged weapon if needed.

Grand Lodge

Crisis Success Reporting || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

Everyone gathers around a makeshift stage as the sun starts to slip below the horizon. Pathfinders whisper to each other in anticipation.

Venture-Captain Oraiah Tolal addresses the group. “Pathfinders, our expedition begins tomorrow. We have a day’s travel to reach the site where we will find the Door of Seasons. The founders of our Society may have been unable to reach the realm that lies beyond this magical gateway, but we have something they lacked.” The Venture-Captain holds a verdant crown aloft. “This is the Perennial Crown, an artifact that will serve as the key to opening the door. I hope that Alseta will bless us as we find this doorway to a new place. From what we’ve been able to gather, there’s a demiplane on the other side. The demiplane and the crown alike are closely tied to the Thorned Monarch, Qxal, an evil fey who once terrorized this region. The Pathfinders who recovered this crown faced steep opposition from the Monarch, and I have no doubt they will defend the Door of Seasons even more fiercely. Be wary any fey you see along the way; they are likely to be working for Qxal. Stay in groups of four or more for safety and help each other. Make any final preparations that you require and get a good night’s sleep; your next few nights will be on the trail. We leave an hour after dawn.”

Day breaks, and the excitement around the camp is too high to allow any Pathfinder to oversleep. Agents perform morning rituals, eat breakfast, and take a final look through maps and plans. Venture-Captain Oraiah Tolal gathers everyone together one last time. “I know that we’ve prepared well. We’re going to stop this Thorned Monarch. I have a small gift for each of you: a signal whistle with an engraving of the Perennial Crown. Use it to signal your fellow Pathfinders if you need help. And now, into the wilderness!”

Table GMs, please begin Part 1.


SoT (Semester 1 Year 3): Tactical Map, Handouts, Macros ⠀Sundered Song: Map & Handouts, Macros ⠀Pallid Peril: Map & Handouts, Macros

You each have an Aid Whistle; it helps us suspend our disbelief about passing tokens.

Fola Barun examines maps and charts spread across a long crate of supplies, pointing out areas of note to the assembled Pathfinders. Her concentration is broken, however, as an excited husky appears by her side. The husky sniffs the maps and the Pathfinder alike before running off with an excited bark as a harried gnome rushes to catch up. ”Mahki, heel!” calls a deep voice. With a reluctant grumble, the dog trots to the side of Bjersig Torrsen, striding over to join the briefing. ”Apologies, Fola,” the dashing half-orc signs; the gnome translates his words into spoken Common. ”Mahki is just excited to be somewhere new.”Barun rolls up the map and turns to greet him, signing and speaking, ”Quite all right, Bjersig, we were just wrapping up. I have one more piece of advice for them.”

Fola addresses the group, ”As the most experienced agents here, you’ll be facing the greatest threats. I’m counting on you to look out for your fellow agents. But don’t rush in so fast you get in over your own heads. You are role models now, and others are watching you to learn what it takes to become a rising star.”

⚘ ⚘ ⚘

You may do the flowing encounters in any order. If we need to finalize any equipment we can do so during this part — but lets attempt to do so sooner rather than later. When 2 players agree we will move to that encounter.

A. THE MUSHROOM RING: the Monarch is summoning reinforcements.
B. IT TALKS!: Nature Speaks; find out what it has to say.
C. BEFUDDLED PATHFINDERS: Help out some new recruits.
D. MURDEROUS PLANTS: Stop an opportunistic group of carnivores.
E. CHART A COURSE: Trailblaze a better path to the gate.
F.THE DISGUISED FORCES: Not everything is what it seems….

Horizon Hunters

Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

Murderous plants seems to call to Grum

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

Murderous plants sounds fun to me

Horizon Hunters

Male N Twilight Halfling Necromancer 7 hp 43/62 | AC 22 |Fort 10•, Ref 14••, Will 13•• | Speed 25 ft., Perception +11• (Init +13), low-light vision | Spell Attack +15•, Spell DC 25 | sheet

Eliander goes along with Algrim's map choice. From rewards he takes greater eagle-eye elixir, potion of leaping and cold-iron crossbow bolts. Murderous plants ok.

Grand Archive

N Small Humanoid Cleric (Warpriest) 8| HP: 80 | AC: 25 | Perception +16 | Fort +13 Reflex +12 Will +16 | Move 25’ | Pilgrims Token

Yes to killer plants.


SoT (Semester 1 Year 3): Tactical Map, Handouts, Macros ⠀Sundered Song: Map & Handouts, Macros ⠀Pallid Peril: Map & Handouts, Macros

GM Screen:

Algrim Panaryn, Scout: 1d20 + 17 ⇒ (3) + 17 = 20
Berwick Winetrout, Detect Magic: 1d20 + 16 ⇒ (3) + 16 = 19
Eliander Underhill, Avoid Notice: 1d20 + 15 ⇒ (14) + 15 = 29
Grum Skoljar, Search: 1d20 + 12 ⇒ (12) + 12 = 24

Bush: 1d20 + 15 ⇒ (4) + 15 = 19
Ginger root: 1d20 + 20 ⇒ (12) + 20 = 32
Ginger root 2: 1d20 + 20 ⇒ (12) + 20 = 32

Fola Barun reads the note handed to her, then thanks the runner and reports its contents. “As if the Thorned Monarch weren’t enough, it seems a group of carnivorous plants has decided that travelers make easy prey. They have accosted scouts in the forest ahead. Go forward and find the ones that are proving an active danger. Meanwhile, I’ll survey the nearby flora for other potential threats.”

⚘ ⚘ ⚘

You approach the site. You notice a single, lonely, poorly hidden, strange-looking bush ahead; it seems to have very long and very sharp vine-like branches; it quivers with excitement as you approach. Map on Slide 1; art on Slide 2.

Murderous Plants

Totally unrelated note, but you can roll Seek checks yourself to keep the PbP moving. Foliage is difficult terrain, as are stumps.

----
Eliander Underhill 62/62 HP
Grum Skoljar 124/124 HP
Algrim Panaryn 99/99 HP
--
Strange Bush -0 HP
--
Berwick Winetrout 80/80 HP

DC 25 Nature Or Plant Lore:
This is a Drainberry Bush. It's a kind of uncommon plant. It's weak to fire.

DC 35 or second check:

Spoiler:
It can drain creatures it has grabbed.

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

Could we have had our weapons out on the way here?


SoT (Semester 1 Year 3): Tactical Map, Handouts, Macros ⠀Sundered Song: Map & Handouts, Macros ⠀Pallid Peril: Map & Handouts, Macros

To reiterate, weapons can be drawn. Bold are up (Eliander, Grum, and Algrim).

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

First Action will be to declare it as my Hunt Prey.

Will use a Free Action to activate Boots of Elvenkind to ignore difficult terrain until the end of my turn which will also increase my speed by 5ft because of Cloak of Elvenkind.

Second Action will be to move.

Third Action will be to do Twin Takedown.

Attack 1 w/ Bloodletting Kukri: 1d20 + 16 ⇒ (2) + 16 = 18
Attack 2 w/ Hatchet: 1d20 + 14 ⇒ (8) + 14 = 22

Damage 1 Slashing: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Damage 2 Slashing: 2d6 + 6 ⇒ (2, 3) + 6 = 11

If both attacks hit the damage is combined before applying to DR or Resistances.


SoT (Semester 1 Year 3): Tactical Map, Handouts, Macros ⠀Sundered Song: Map & Handouts, Macros ⠀Pallid Peril: Map & Handouts, Macros

Algrim cannot seem to connect to the bush. It has thick bark.

⚘ ⚘ ⚘

The two unnoticed creatures come out of delay after Algrim moves in; they are ambushers.

Vine, Strike 1, Ginger root 1 vs FF: 1d20 + 14 ⇒ (10) + 14 = 24
P: 2d8 + 4 ⇒ (6, 8) + 4 = 18
Jaws, Strike 1, Ginger Root 2: 1d20 + 14 ⇒ (12) + 14 = 26
S: 2d4 + 4 ⇒ (3, 4) + 4 = 11 plus a fort save

Two small-size creatures suddenly rush out of the bushes; they look like ginger roots shaped into malformed children. One of them burrows underfoot and bites at the ranger, while the second moves in and lashes at him with its long vines. Both attacks connect — Algrim feels poison pump into his veins from the strange creature's jaws! 2x double move + strike

Please make a Fort save vs Poison!

DC 21 fort:
Stage 1 1d6 poison damage and stupefied 1 (1 round);
Stage 2: more Bad things

⚘ ⚘ ⚘

Murderous Plants
All trees difficult terrain
----
Algrim Panaryn 70/99 HP, DC 21 fort
Ginger Root 1 -0 HP
Ginger Root 2 -0 HP
Eliander Underhill 62/62 HP
Grum Skoljar 124/124 HP
Strange Bush -0 HP
Berwick Winetrout 80/80 HP

DC 25 Nature Or Plant Lore on Bush:
This is a Drainberry Bush. It's a kind of uncommon plant. It's weak to fire.

DC 35 or second check:

Spoiler:
It can drain creatures it has grabbed.

DC 19 Nature Or Plant Lore on Ginger-Root creatures:
These are Mandragoras! They are chaoric evil small plants. They are very good at hiding among foliage and can burrow,. as you have seen. They are weak to fire.

DC 29 or second check:

Spoiler:
They can drian blood if they have a creature grabbed, dealing. If the creature is a demon, fey, or sorcerer, the mandragora gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a mandragora is drained 1 until it receives healing of any kind or amount.

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

fort save: 1d20 + 13 ⇒ (4) + 13 = 17

Horizon Hunters

Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

Grum enters into his furious state as his comrade is hurt.

He then suddenly charges towards one of the ambushers.

enraged attack: 1d20 + 16 ⇒ (12) + 16 = 28
magical slashing damage: 2d12 + 12 ⇒ (9, 5) + 12 = 26
if it can bleed it will take 1d6 persistent from my axe's wounding rune. If its a crit, it ups it to 1d12

Raging stats. AC 24 (Deny Advantage), 10/10 temp HP


SoT (Semester 1 Year 3): Tactical Map, Handouts, Macros ⠀Sundered Song: Map & Handouts, Macros ⠀Pallid Peril: Map & Handouts, Macros

Poision to Algrim, shoulda rolled it before: 1d6 ⇒ 3

Algrim's muscles twitch as the poison eats away at his flesh, and his mind gets a bit foggy.

Grum flies into a rage and charges the ginger-root thing, landing a solid blow! It can indeed bleed.

⚘ ⚘ ⚘

Murderous Plants
Bold is up. All trees difficult terrain
----
Algrim Panaryn 67/99 HP, DC 21 Fort save vs. Poison on turn, Poisoned stage 1, Stupefied 1
Ginger Root 1 -26 HP, Bleed 1d6
Ginger Root 2 -0 HP
Eliander Underhill 62/62 HP
Grum Skoljar 124/124 HP, 10 temp hp
Strange Bush -0 HP
Berwick Winetrout 80/80 HP

DC 25 Nature Or Plant Lore on Bush:
This is a Drainberry Bush. It's a kind of uncommon plant. It's weak to fire.

DC 35 or second check:

Spoiler:
It can drain creatures it has grabbed.

DC 19 Nature Or Plant Lore on Ginger-Root creatures:
These are Mandragoras! They are chaoric evil small plants. They are very good at hiding among foliage and can burrow,. as you have seen. They are weak to fire.

DC 29 or second check:

Spoiler:
They can drian blood if they have a creature grabbed, dealing. If the creature is a demon, fey, or sorcerer, the mandragora gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a mandragora is drained 1 until it receives healing of any kind or amount.

Horizon Hunters

Male N Twilight Halfling Necromancer 7 hp 43/62 | AC 22 |Fort 10•, Ref 14••, Will 13•• | Speed 25 ft., Perception +11• (Init +13), low-light vision | Spell Attack +15•, Spell DC 25 | sheet

With flick of wrist Eliander sends magic orbs towards the large plant.

Magic missile vs. strange bush: 3d4 + 3 ⇒ (1, 2, 4) + 3 = 10


SoT (Semester 1 Year 3): Tactical Map, Handouts, Macros ⠀Sundered Song: Map & Handouts, Macros ⠀Pallid Peril: Map & Handouts, Macros

Bark flakes off the bush as the necromancer's orbs strike it!

The bush shakes as if an unseen wind, moving into action… a storm of vines lash wildly overhead and strike at the barbarian and the ranger!

Vine, Strike 1, reach 20' vs Grum: 1d20 + 17 ⇒ (14) + 17 = 31
Bludgeoning: 2d8 + 10 ⇒ (4, 4) + 10 = 18 and Improved Grab on initial attack 10 temp gone, 8 net damage.

Vine, Strike 2, reach 20' vs Algrim: 1d20 + 17 ⇒ (12) + 17 = 29 MaP does not increase till after Vine Strike
Bludgeoning: 2d8 + 10 ⇒ (6, 2) + 10 = 18 My reading on Imp. Grab is the "initial attack" so it cannot grab multiple PCs at once.

Hollow thorns then dig into the grappled Orc's skin, draining Grum's blood! Please make a fort save, Grum, read the results below.

DC 25 fort save:
untyped damage: 2d8 + 10 ⇒ (3, 1) + 10 = 14 and is Drained 1; damage is doubled on crit failure, no damage on success or crit success. Bright red Berries will grow on the branches if you take damage, which may have an effect.

DC 21 fort save for Algrin at end of turn:
Poison: 1d6 ⇒ 2, confused (clockwise target from 'noon': 1d6 ⇒ 1 --> you must use all your actions to strike Ginger-root #2 [marked with a '2' on the map]), and stupefied 1

⚘ ⚘ ⚘

REALLY BAD Murderous Plants
Bold is up. All trees difficult terrain
Algrim Panaryn 49/99 HP, DC 21 Fort save vs. Poison at end of turn (see spoiler above), Poisoned stage 1, Stupefied 1
Ginger Root 1 -26 HP, Bleed 1d6
Ginger Root 2 -0 HP
Eliander Underhill 62/62 HP
Grum Skoljar 116/124 HP, DC 25 fort save now, Grabbed
Strange Bush -10 HP
Berwick Winetrout 80/80 HP

⚘ ⚘ ⚘

DC 25 Nature Or Plant Lore on Bush:
This is a Drainberry Bush. It's a kind of uncommon plant. It's weak to fire.

DC 35 or second check:

Spoiler:
It can drain creatures it has grabbed.

DC 19 Nature Or Plant Lore on Ginger-Root creatures:
These are Mandragoras! They are chaotic evil small plants. They are very good at hiding among foliage and can burrow,. as you have seen. They are weak to fire.

DC 29 or second check:

Spoiler:
They can drain blood if they have a creature grabbed, dealing. If the creature is a demon, fey, or sorcerer, the mandragora gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a mandragora is drained 1 until it receives healing of any kind or amount.

Horizon Hunters

Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

fortitude: 1d20 + 16 ⇒ (19) + 16 = 35 Juggernaut Ability. Success=Crit success

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

Fort Save: 1d20 + 13 ⇒ (19) + 13 = 32

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

First Action is Twin Takedown on the big plant.

Attack 1 Slashing: 1d20 + 16 ⇒ (20) + 16 = 36
Attack 2 Slashing: 1d20 + 14 ⇒ (4) + 14 = 18

Damage 1 Slashing: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Damage 2 Slashing: 2d6 + 6 ⇒ (4, 5) + 6 = 15

If they both hit the damage is added together first before DR or Resistances

Second Action is attack on the big plant.
Attack 3 Slashing: 1d20 + 12 ⇒ (1) + 12 = 13
Damage 3 Slashing: 2d6 + 6 ⇒ (2, 3) + 6 = 11

Third Action is attack on the big plant.
Attack 4 Slashing: 1d20 + 12 ⇒ (7) + 12 = 19
Damage 4 Slashing: 2d6 + 6 ⇒ (2, 2) + 6 = 10

Going to use a Hero Point on the 2nd attack.
Attack 2 Slashing Hero Point Reroll: 1d20 + 14 ⇒ (4) + 14 = 18

Grand Archive

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N Small Humanoid Cleric (Warpriest) 8| HP: 80 | AC: 25 | Perception +16 | Fort +13 Reflex +12 Will +16 | Move 25’ | Pilgrims Token

Prior to setting off for dangerous locals, Berwick would have taken the time to cast Vital Beacon and explained its utility to his companions.

Vital Beacon:

Vitality radiates outward from you, allowing others to supplicate and receive healing. Once per round, either you or an ally can use an Interact action to supplicate and lay hands upon you to regain Hit Points. Each time the beacon heals someone, it decreases in strength. It restores 4d10 Hit Points to the first creature, 4d8 Hit Points to the second, 4d6 Hit Points to the third, and 4d4 Hit Points to the fourth, after which the spell ends. You can have only one vital beacon active at a time.

"Algrim! Try to block with something other than your face!"

Berwick moves to get a better view of his bloody friend and casts a healing font using two actions at range.

2 Action Heal: 4d8 + 32 ⇒ (8, 6, 1, 8) + 32 = 55


SoT (Semester 1 Year 3): Tactical Map, Handouts, Macros ⠀Sundered Song: Map & Handouts, Macros ⠀Pallid Peril: Map & Handouts, Macros

There we go.

Algrim crits the big tree with his first attack, but cannot connect with any of the others. He recovers from the poison! Grum tightens up his muscles, retaining his blood.

The ranger is then healed to full by Berwick!

⚘ ⚘ ⚘

The first ginger-root thing lets out an unsettling shriek! Grum, Algrim, and Berwick: please make a will save against an auditory, evocation, mental, primal effect.

DC 25 Will save:
Critical Success The creature is unaffected.
Success The creature is sickened 1.
Failure The creature is sickened 2.
Critical Failure The creature is sickened 2 and slowed 1. As long as the creature remains sickened, this slowed condition value can't be reduced below 1.

It then moves bites at the barbarian twice!

Jaws, Strike 1: 1d20 + 14 ⇒ (20) + 14 = 34
Piercing: 2d8 + 4 ⇒ (5, 1) + 4 = 10 crit for 20
Jaws, Strike 2: 1d20 + 14 - 5 ⇒ (7) + 14 - 5 = 16
Bleed, root 1: 1d6 ⇒ 2
Flat DC 15, root 1: 1d6 ⇒ 6
--

The second ginger-root thing moves in, crits the ranger, and then Grabs on tight!

Jaws, Strike 1: 1d20 + 14 ⇒ (20) + 14 = 34
Piercing: 2d8 + 4 ⇒ (3, 1) + 4 = 8 crit for 16, grab as 3rd action

⚘ ⚘ ⚘

Murderous Plants
Bold is up. All trees difficult terrain
----
Algrim Panaryn 83/99 HP, Will save needed, see spoiler above for results, Grabbed
Ginger Root 1 -26 HP, Bleed 1d6
Ginger Root 2 -0 HP
Eliander Underhill 62/62 HP
Grum Skoljar 96/124 HP, Will save needed, see spoiler above for results, Grabbed
Strange Bush -46 HP
Berwick Winetrout 80/80 HP, Will save needed, see spoiler above for results

DC 25 Nature Or Plant Lore on Bush:
This is a Drainberry Bush. It's a kind of uncommon plant. It's weak to fire.

DC 35 or second check:

Spoiler:
It can drain creatures it has grabbed.

DC 19 Nature Or Plant Lore on Ginger-Root creatures:
These are Mandragoras! They are chaotic evil small plants. They are very good at hiding among foliage and can burrow,. as you have seen. They are weak to fire.

DC 29 or second check:

Spoiler:
They can drain blood if they have a creature grabbed, dealing. If the creature is a demon, fey, or sorcerer, the mandragora gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a mandragora is drained 1 until it receives healing of any kind or amount.

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

Will Save: 1d20 + 13 ⇒ (11) + 13 = 24

Grand Archive

N Small Humanoid Cleric (Warpriest) 8| HP: 80 | AC: 25 | Perception +16 | Fort +13 Reflex +12 Will +16 | Move 25’ | Pilgrims Token

Will Save: 1d20 + 16 ⇒ (3) + 16 = 19
Bugger

Horizon Hunters

Male N Twilight Halfling Necromancer 7 hp 43/62 | AC 22 |Fort 10•, Ref 14••, Will 13•• | Speed 25 ft., Perception +11• (Init +13), low-light vision | Spell Attack +15•, Spell DC 25 | sheet

"The big one should soon be withered out!" Eliander shouts as he shoots acid from his hand towards the tree.

Acid arrow: 1d20 + 15 ⇒ (20) + 15 = 35
acid damage: 6d8 ⇒ (3, 8, 3, 7, 4, 5) = 30
persistent: 1d6 ⇒ 5

Horizon Hunters

Male CN Orc Barbarian 7 | HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision | Speed 25ft | Hero Point 0/3 | Active conditions:

will save: 1d20 + 12 ⇒ (13) + 12 = 25 Whew

Grum resist most of the sickness and attempts to retch up the rest.

fort vs DC 25: 1d20 + 16 ⇒ (16) + 16 = 32

So, no longer sickened

He wipes his mouth and then whirls his great axe around on the ginger root next to him.

power attack: 1d20 + 16 ⇒ (5) + 16 = 21
slashing damage: 3d12 + 12 ⇒ (3, 1, 1) + 12 = 17

Hero point to reroll that one

power attack reroll: 1d20 + 16 ⇒ (3) + 16 = 19

Whelp...that sucks.


SoT (Semester 1 Year 3): Tactical Map, Handouts, Macros ⠀Sundered Song: Map & Handouts, Macros ⠀Pallid Peril: Map & Handouts, Macros

Eliander sends a dart of acid that blows half the tree's leaves off! It sizzles with burrning acid and writhes in pain. HUGE crit.

Berwick satrikes the ginger-root once. You can decide to spend a hero poiont when you know the results. The 21 meets its AC. Therefore you don;t need to spend the Hero Point, and do some damage!

⚘ ⚘ ⚘

The bush lets go of the barbarian and the plant walks out into the open, climbing easily over the stump on its writing roots. It lashes a storm of vines at each of you, landing two devastating blows and grabbing the wizard. It acts with an intelligence that is not normal for a plant. 20' reach

Vine, Strike 1 vs Algrim AC 24: 1d20 + 17 ⇒ (19) + 17 = 36
Bludgeoning: 2d8 + 10 ⇒ (2, 2) + 10 = 14 Crit for 28… I feel like at this point the dice must hate you.
Vine, Strike 2 vs Berwick AC 25, no Map till after: 1d20 + 17 ⇒ (14) + 17 = 31
Bludgeoning: 2d8 + 10 ⇒ (6, 4) + 10 = 20
Vine, Strike 3 vs Eliander AC 22, no Map till after: 1d20 + 17 ⇒ (18) + 17 = 35
Bludgeoning: 2d8 + 10 ⇒ (5, 3) + 10 = 18 Crit for 36
Vine, Strike 4 vs Grum AC 25, no Map till after: 1d20 + 17 ⇒ (4) + 17 = 21
Bludgeoning: 2d8 + 10 ⇒ (5, 8) + 10 = 23

Flat: 1d20 ⇒ 16

The acid burns away, leaving charred hide. The plant looks very badly damaged… it's and on its last legs (so to speak)!

⚘ ⚘ ⚘

Murderous Plants
Bold is up. All trees difficult terrain. Sickened for reference.
----
Algrim Panaryn 55/99 HP, Sickened 2, Grabbed by ginger-root
Ginger Root 1 -43 HP, Bleed 1d6
Ginger Root 2 -0 HP
Eliander Underhill 26/62 HP, Grabbed by bush
Grum Skoljar 96/124 HP
Strange Bush -111 HP
Berwick Winetrout 60/80 HP, Sickened 2

⚘ ⚘ ⚘

DC 25 Nature Or Plant Lore on Bush:
This is a Drainberry Bush. It's a kind of uncommon plant. It's weak to fire.

DC 35 or second check:

Spoiler:
It can drain creatures it has grabbed.

DC 19 Nature Or Plant Lore on Ginger-Root creatures:
These are Mandragoras! They are chaotic evil small plants. They are very good at hiding among foliage and can burrow,. as you have seen. They are weak to fire.

DC 29 or second check:

Spoiler:
They can drian blood if they have a creature grabbed, dealing. If the creature is a demon, fey, or sorcerer, the mandragora gains temporary Hit Points equal to the damage dealt. A creature that has its blood drained by a mandragora is drained 1 until it receives healing of any kind or amount.

Grand Archive

Male N Umbral Gnome Ranger 7|HP 99/99|AC 24|Fort +13 Ref +14 Will +13|Peception +15 (Darkvision)|30ft Move|Exploration Activity: Scout (Scout Dedication +2 Initiative)

First Action will be to declare the ginger root next to my my hunt prey.

Second Action would be to twin takedown
Attack 1 Slashing: 1d20 + 16 ⇒ (8) + 16 = 24
Attack 2 Slashing: 1d20 + 14 ⇒ (5) + 14 = 19

Damage 1 Slashing: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Damage 2 Slashing: 2d6 + 6 ⇒ (6, 1) + 6 = 13

Third Action would be to attack if it's still up.
Attack 3 Slashing: 1d20 + 12 ⇒ (16) + 12 = 28
Damage 3 Slashing: 2d6 + 6 ⇒ (4, 3) + 6 = 13


SoT (Semester 1 Year 3): Tactical Map, Handouts, Macros ⠀Sundered Song: Map & Handouts, Macros ⠀Pallid Peril: Map & Handouts, Macros

Don't forget you're Sick 2. but that still take it out!

Algrim takes down the GInger root. He has one action left.

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