GM Doug H |
bleed last round: 1d6 ⇒ 4
Flat: 1d20 ⇒ 18
Cat 2 is still up at -89 HP (47+4 bleed (then stop bleeding with 18 flat); then miss. Then 19+19 on crit and d12 bleed. Thanks for the reminder! It is now bleeding again.
Bad KittIES!
----
Trap -0 HP
Strange Cat 2 -89 HP, Bleeding d12
Strange Cat 3 -15 HP, Hunted by Algrim
Strange Cat 4 -0 HP
Berwick Winetrout 60/80 HP
Algrim Panaryn 66/99 HP, Disrupt Prey
Eliander Underhill 55/55 HP, Drained 1, Sustaining summons
Grum Skoljar 56/124 HP, Raging
This is an Elananx, a NE medium Fey with the Fire subtype.
It's immune to fire.
DC 32, second check by another pc, or second check after first success vs DC 24
The ring has object hardness and immunities, and a break threshold.
Berwick Winetrout |
Berwick repeats his actions from the previous round. Bless is extended to a 20ft emination.
Nature: 1d20 + 16 ⇒ (8) + 16 = 24
Another Hero Point used.
Nature: 1d20 + 16 ⇒ (9) + 16 = 25
Algrim Panaryn |
Triggered Attack
Attack Slashing: 1d20 + 16 ⇒ (12) + 16 = 28
Damage Slashing: 2d6 + 6 ⇒ (2, 5) + 6 = 13
First Action move to Cat 3
Second Action Twin Takedown
Attack 1 Slashing: 1d20 + 16 ⇒ (3) + 16 = 19
Attack 2 Slashing: 1d20 + 14 ⇒ (10) + 14 = 24
Damage 1 Slashing: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Damage 2 Slashing: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Third Action will be to attack again
Attack 3 Slashing: 1d20 + 12 ⇒ (11) + 12 = 23
Damage 3 Slashing: 2d6 + 6 ⇒ (5, 1) + 6 = 12
GM Doug H |
Hero Point to Berwick for these attempts. I am going to remove the bless template from the map as 20' covers almost all of it.
Algrim gives the kitty a good whack! but doesn't interrupt its move. His second attack on twin takedown connects. 28 net damage on #3.
Elainder is up.
⚘ ⚘ ⚘
Bad KittIES!
----
Trap -0 HP
Strange Cat 2 -89 HP, Bleeding d12
Strange Cat 3 -43 HP, Hunted by Algrim
Strange Cat 4 -0 HP
Berwick Winetrout 60/80 HP
Algrim Panaryn 66/99 HP, Disrupt Prey
Eliander Underhill 55/55 HP, Drained 1, Sustaining summons
Grum Skoljar 56/124 HP, Raging
This is an Elananx, a NE medium Fey with the Fire subtype.
It's immune to fire.
DC 32, second check by another pc, or second check after first success vs DC 24
The ring has object hardness and immunities, and a break threshold.
Eliander Underhill |
Order the construct to attack cat 3, move and strike cat 2
glaive: 1d20 + 6 ⇒ (1) + 6 = 7
"This is hopeless. Do we have any fellow Pathfinders nearby who could help us?"
+1 striking dagger: 1d20 + 13 ⇒ (6) + 13 = 19
damage: 2d4 ⇒ (4, 4) = 8
GM Doug H |
Alright. Here we go.
ANOTHER CAT steps through the portal. MEOW.
--
Bleed at EoT: 1d12 ⇒ 11
Bleeding and badly hurt, Cat 2 tries to escape! But it bleeds out and dies!
Cat 3 vs Algrim
Bite, Strike 1: 1d20 + 16 ⇒ (17) + 16 = 33
Piercing: 2d6 + 8 ⇒ (4, 6) + 8 = 18 and fire: 1d6 ⇒ 3
Claw, Strike 2, Agile: 1d20 + 16 - 4 ⇒ (12) + 16 - 4 = 24
Slashing: 2d6 + 8 ⇒ (6, 2) + 8 = 16
37 Damage; 29 HP left.
The cat then tries to move away but bleeds out.
--
Cat 4 vs Animated Armor
Bite, Strike 1: 1d20 + 16 ⇒ (9) + 16 = 25
Piercing: 2d6 + 8 ⇒ (1, 6) + 8 = 15 and fire: 1d6 ⇒ 3 Net 6 damage
Claw, Strike 2, Agile: 1d20 + 16 - 4 ⇒ (16) + 16 - 4 = 28
Slashing: 2d6 + 8 ⇒ (2, 6) + 8 = 16 Net 21 damate
Armor goes poof.
--
Cat 5 vs Berwick
Bite, Strike 1: 1d20 + 16 ⇒ (2) + 16 = 18
Claw, Strike 2, Agile: 1d20 + 16 - 4 ⇒ (8) + 16 - 4 = 20
⚘ ⚘ ⚘
Many Bad Bad Things
----
Trap -0 HP
Strange Cat 3 -43 HP, Hunted by Algrim
Strange Cat 4 -0 HP
Strange Cat 5 -0HP
Berwick Winetrout 60/80 HP
Algrim Panaryn 29/99 HP, Disrupt Prey
Eliander Underhill 55/55 HP, Drained 1
Grum Skoljar 56/124 HP, Raging
Algrim Panaryn |
I believe the Cat 5 should have no HP taken off of it and not bleeding.
First Action is going to be a Twin Takedown.
Attack 1 Slashing: 1d20 + 16 ⇒ (18) + 16 = 34
Attack 2 Slashing: 1d20 + 14 ⇒ (3) + 14 = 17
Damage 1 Slashing: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Damage 2 Slashing: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Second Action is to attack.
Attack 3 Slashing: 1d20 + 12 ⇒ (2) + 12 = 14
Damage 3 Slashing: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Third Action is going to use Healer's Gloves on myself.
Healing Gloves: 2d6 + 7 ⇒ (1, 3) + 7 = 11
Grum Skoljar |
Grum sudden charges over to cover the rangers back and attacks cat three.
sudden charge strike + bless: 1d20 + 16 + 1 ⇒ (7) + 16 + 1 = 24
damage: 2d12 + 12 ⇒ (2, 4) + 12 = 18
d6 bleed on a hit
attack + map: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
damage: 2d12 + 12 ⇒ (6, 8) + 12 = 26
GM Doug H |
Algrim's crit combined with Grum's strike takes out Cat 3.
Eliander and Berwick are up!
Eliander Underhill |
Frustrated Eliander shoots the mushroom ring with magic missiles.
magic missile: 3d4 + 3 ⇒ (1, 3, 3) + 3 = 10
GM Doug H |
Eliander does 10 damage to the mushrooms.
Berwick is up. Can he disable the trap?
GM Doug H |
Thank goodness.
The portal shuts down at last. Berwick hears the angry yowl from dozens of cats on the other side.
--
The remaining cats are gonna do their thing. Pounce, strike, move away. The closer one sees Algrim is more hurt and focuses on him. Healed 11 so at 40 HP
Cat 4 vs Algrim
Bite, Strike 1: 1d20 + 16 ⇒ (18) + 16 = 34
Piercing: 2d6 + 8 ⇒ (2, 2) + 8 = 12 and fire: 1d6 ⇒ 1 Crit for 26
Claw, Strike 2, Agile: 1d20 + 16 - 4 ⇒ (14) + 16 - 4 = 26
Slashing: 2d6 + 8 ⇒ (1, 2) + 8 = 11
37 damage… 3 HP left :O
As it moves away it triggers the Ranger's AOO.
--
Cat 5 is angry the cleric stopped its horrible cat friends from coming over.
Cat 5 vs Berwick
Bite, Strike 1: 1d20 + 16 ⇒ (2) + 16 = 18
Claw, Strike 2, Agile: 1d20 + 16 - 4 ⇒ (6) + 16 - 4 = 18
It's too furious to see straight!
⚘ ⚘ ⚘
The Tides have Turned
----
Strange Cat 4 -0 HP
Strange Cat 5 -0 HP
Berwick Winetrout 60/80 HP
Algrim Panaryn 3/99 HP, Disrupt Prey on #4
Eliander Underhill 55/55 HP, Drained 1
Grum Skoljar 56/124 HP, Raging
Berwick Winetrout |
Berwick grabs his Holy symbol and uses a three action heal to hit all of his allies with positive energy. He uses Selective energy to exclude the cats. Healing: 4d8 ⇒ (6, 5, 6, 6) = 23
"Algrim, lay hands on me for more healing, you need it."
4d8 for the next charge of Vital Beacon.
Algrim Panaryn |
To be fair my hunted prey was on Cat 3 not Cat 4 so it will not draw an attack from me.
First Action is to Move.
Second action to touch Bedrock for Healing
Healing Touch: 4d8 ⇒ (1, 5, 4, 7) = 17
Third Action to Hunt Prey on Cat 5.
Eliander Underhill |
The necromancer sprints to closest cat and touches it with negative energy.
Vampiric touch on cat 5: 6d6 ⇒ (3, 2, 6, 5, 3, 2) = 21 10 temp hp unless the cat has resistance to negative damage
GM Doug H |
The cat's muscles wither as the necromancer touches it. The cleric heals everyone and the ranger heals himself more.
⚘ ⚘ ⚘
The Tides have Turned
----
Strange Cat 4 -0 HP
Strange Cat 5 -21 HP, Hunted by Algrim
Berwick Winetrout 80/80 HP
Algrim Panaryn 44/99 HP
Eliander Underhill 55/55 HP, Drained 1, 10 temp HP
Grum Skoljar 80/124 HP, Raging
Grum Skoljar |
Grum chases down the 4th cat and swings.
to hit + bless: 1d20 + 16 + 1 ⇒ (13) + 16 + 1 = 30
power attack: 3d12 + 12 ⇒ (3, 10, 5) + 12 = 30 plus d6 persistent bleed on a hit, d12 on a crit
GM Doug H |
bite vs grum: 1d20 + 16 ⇒ (8) + 16 = 24
damage: 2d6 + 8 ⇒ (3, 6) + 8 = 17 and fire: 1d6 ⇒ 2
claw vs grum: 1d20 + 16 - 4 ⇒ (19) + 16 - 4 = 31
damage: 2d6 + 8 ⇒ (2, 2) + 8 = 12
claw vs grum: 1d20 + 16 - 8 ⇒ (16) + 16 - 8 = 24
damage: 2d6 + 8 ⇒ (4, 4) + 8 = 16
bleed: 1d6 ⇒ 5
flat: 1d20 ⇒ 3
The cat pounces algrim and attacks thrice. can someone move the token? I cannot on mobile.
bite vs Algrim: 1d20 + 16 ⇒ (1) + 16 = 17
claw vs Algrim: 1d20 + 16 - 4 ⇒ (17) + 16 - 4 = 29
damage: 2d6 + 8 ⇒ (5, 6) + 8 = 19
claw vs Algrim: 1d20 + 16 - 8 ⇒ (5) + 16 - 8 = 13
47 to grum; 19 to algrim]
The Tides have Turned
----
Strange Cat 4 [ooc]-34 HP, Bleed 1d6)
Strange Cat 5 -21 HP, Hunted by Algrim
Berwick Winetrout 80/80 HP
Algrim Panaryn 25/99 HP
Eliander Underhill 55/55 HP, Drained 1, 10 temp HP
Grum Skoljar 33/124 HP, Raging
Berwick Winetrout |
Berwick continues to hold his Holy symbol and casts a three action Harm emination doing Negative damage to the cats. He uses Selective energy to exclude his allies.
DC 24 Basic Fort Save from both cats please. Due to cast down if they take any damage they are knocked prone.
Harm: 4d8 ⇒ (2, 8, 7, 2) = 19
GM Doug H |
2d20 ⇒ (15, 8) = 23 Success, fail. Cat 4 is -43 cat 5 is -40.
Non-clerics are up!
Grum Skoljar |
Grum screams and glares at the cat it has cornered.
demoralize: 1d20 + 17 ⇒ (7) + 17 = 24 vs its will DC. Failure=shaken 1, Crit failure=shaken 2
He then attempts to end its life.
to hit: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31
power attack: 3d12 + 12 ⇒ (4, 9, 12) + 12 = 37
d6 persistent bleed on hit, d12 persistent bleed on critical hit
Algrim Panaryn |
First Action to Twin Takedown.
Attack 1 Slashing: 1d20 + 16 ⇒ (9) + 16 = 25
Attack 2 Slashing: 1d20 + 14 ⇒ (3) + 14 = 17
Damage 1 Slashing: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Damage 2 Slashing: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Second Action is to attack.
Attack 3 Slashing: 1d20 + 12 ⇒ (19) + 12 = 31
Damage 3 Slashing: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Third Action is to attack
Attack 4 Slashing: 1d20 + 12 ⇒ (18) + 12 = 30
Damage 4 Slashing: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Eliander Underhill |
The wizard attacks closest cat with spell and dagger.
acid arrow on cat 5: 1d20 + 15 ⇒ (4) + 15 = 19
acid: 3d8 ⇒ (3, 3, 2) = 8
persistent damage: 1d6 ⇒ 3
+1 striking dagger: 1d20 + 13 ⇒ (6) + 13 = 19
damage: 2d4 ⇒ (2, 1) = 3
GM Doug H |
A Pathfinder comes and channels a burst of healing before moving on. Algrim and Grum each do damage while the cleric Harms, but neither cat drops. Elainder's frustrations continue.
bite vs grum: 1d20 + 16 ⇒ (4) + 16 = 20
claw vs grum: 1d20 + 16 - 4 ⇒ (6) + 16 - 4 = 18
claw vs grum: 1d20 + 16 - 8 ⇒ (7) + 16 - 8 = 15
bleed: 1d6 ⇒ 5
flat: 1d20 ⇒ 16
pounce and bite vs Berwick: 1d20 + 16 ⇒ (1) + 16 = 17
claw vs Berwick: 1d20 + 16 - 4 ⇒ (2) + 16 - 4 = 14
claw vs Algrim: 1d20 + 16 - 8 ⇒ (6) + 16 - 8 = 14
Finally the GM dice go cold.
You then finally kill these horrible creatures. They each had 10 or fewer HP left. I think we're good to call it here instead of playing out a foregone conclusion.
⚘ ⚘ ⚘
You have 2 hours to heal up.
Current Status:
Berwick Winetrout 80/80 HP
Algrim Panaryn 47/99 HP
Eliander Underhill 55/55 HP, Drained 1, 10 temp HP lastys for rest of day
Grum Skoljar 55/124 HP
⚘ ⚘ ⚘
Where to next?
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….
GM Doug H |
See discussion. Cleric can have back 2 channels, wizards 2 spells, and we'll say you're fully healed and didn't use the token.
Next?
GM Doug H |
Befuddled it is. And it's a non-combat one (hopefully).
“In times of crisis, it’s all hands on deck,” Venture-Captain Torrsen says, watching another group of Pathfinders head off. “Still, I worry about some of our newer agents who may not be as ready for such a mission. Please, keep an eye on them as you’re able.”
--
You travel out to meet this group of agents. You see them walking ahead through a wide meadow full of flowers.
Everyone, please make a DC 25 Will save. Grum and Elainder take a -2 on this as their blood resonates with the fey magic happening here.
Eliander Underhill |
Will save: 1d20 + 13 ⇒ (15) + 13 = 28 Minus the -2 penalty, but still makes it
GM Doug H |
Hold there. Only one needed to get it.
GM Doug H |
Elainder notices that this isn't a field… it's a CLIFF! And the Pathfinders are going to walk straight over the edge!
You shout, and the leader of the other party puts up a hand to pause her group. She turns to face you. What's up? We're kinda in a rush here, runnin' over that way to help save some agents in trouble! Heard their whistles, and we got the healing they need! The leader points over the clif-edge, oblivious.
You can convince them to stop with:
- A DC 21 Fey Lore check to explain that the Thorned Monarch is using fairy magic to be tricky.
- A DC 23 Diplomacy check to convince the Pathfinders that fording the river is a bad idea.
- A DC 23 Intimidation check to cow the Pathfinders into going a different way.
- A DC 25 Nature or Survival check to give evidence that the river is much more swiftly than it looks.
- Some other check that makes sense; I'm an easy sell.
3/4 of you must succeed at this check. For now, we'll forgo the battlemap.
Eliander Underhill |
"Surely you have heard of illusion magic, right? At least one of you has basic understanding what magic can achieve to deceive the unwary? Stolen goods are often concealed using spells to look like something innocuous. Don't ask me how I know this, but essentially same kind of spell is at work here. And you're literally walking into a trap here." Eliander explains
arcana: 1d20 + 15 ⇒ (12) + 15 = 27
Grum Skoljar |
Grum moves in front of there paths and lets out a ferocious shout, hopefully turning them away.
intimidate: 1d20 + 16 ⇒ (9) + 16 = 25
GM Doug H |
Uhhh boss? Yeah I thought I seen some bushes flickerin' like they wasn't really there… The Pathfidners seem to be rethinking it.
One more success should seal the deal here.
Berwick Winetrout |
Nature: 1d20 + 16 ⇒ (4) + 16 = 20
Hero point used.
Nature: 1d20 + 16 ⇒ (14) + 16 = 30
"See these plants here. They only flourish on the windward side near an open cliff face. Clearly you perceptions ate befuddled by outside influence."
GM Doug H |
WHOAH. So THIS is what “illusions” are. We just graduated from our confirmation and would have broken a leg!
The neophyte Pathfinders are amazed with your wisdom.
success! Where to next?
⚘ ⚘ ⚘
Where to next?
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….
GM Doug H |
Berwick Winetrout, Detect Magic: 1d20 + 18 ⇒ (7) + 18 = 25
Eliander Underhill, Avoid Notice: 1d20 + 15 ⇒ (10) + 15 = 25
Grum Skoljar, Search: 1d20 + 12 ⇒ (1) + 12 = 13
Grum, Battle Cry: 1d20 + 17 ⇒ (17) + 17 = 34
1: 1d20 + 14 ⇒ (19) + 14 = 33
1: 1d20 + 14 ⇒ (11) + 14 = 25
Fola Barun returns from a trip to the front of the caravan. “Please, I’d like you to go and relieve the vanguard for a while. Beware, though, as we travel deeper into this forest. Some things are not meant to be found, and not all who guard them are what they seem.”
You move ahead. Near a river in the forest you see a pair of prairie owls caught in hunting traps, hooting mournfully. So tragic. Of course you approach cautiously. As you get nearer, the creatures change into horrible plant-monsters! Grim screams and demoralizes 1d2 ⇒ 2
Not much you can do here other than fight them. They remove their disguises once you start on the map.
Each creature has an Aura that effects each PC at the start of their turn. The aura gets all of you (30').
⚘ ⚘ ⚘
Poorly Disguised Forces
Trees/rocks are difficult terrain
----
Algrim Panaryn 99/99 HP, 2 DC 22 fort saves needed at start of turn
Plant Person 1 -0 HP
Berwick Winetrout 80/80 HP, 2 DC 22 fort saves needed at start of turn
Plant Person 2 -0 HP, Frightened 2
Eliander Underhill 55/55 HP, Drained 1, 10 temp HP, 2 DC 22 fort saves needed at start of turn
Grum Skoljar 124/124 HP, 2 DC 22 fort saves needed at start of turn
This is a Blodeuwedd, a Fey Plant. They are weak to cold iron.
Algrim Panaryn |
Free Action to activate Boots of Elvenkind.
First Action to Hunt Prey on Plant 1.
Second Action to move.
Third Action to Two Takedown.
Attack 1 Slashing: 1d20 + 16 ⇒ (19) + 16 = 35
Attack 2 Slashing: 1d20 + 14 ⇒ (7) + 14 = 21
Damage 1 Slashing: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Damage 2 Slashing: 2d6 + 6 ⇒ (5, 4) + 6 = 15
if the first attack is a crit then, On a critical hit, the kukri deals 1d8 persistent bleed damage. If the target didn’t already have persistent bleed damage when you scored the critical hit, you also gain 1d8 temporary Hit Points.
GM Doug H |
Algrim Fort 2: 1d20 + 13 ⇒ (12) + 13 = 25 Success Immune to auras but not effects. Sick 2 for turn then sick 1 at end.
Algrim is sickened 2, which negates what would have been a crit. He still manages to strike the creature once.
The creature casts a spell. It triggers the ranger's AOO I will roll for you as as if you crit it and changes my turn.
Algrim's AOO, Sick 1: 1d20 + 16 - 1 ⇒ (18) + 16 - 1 = 33
S: 2d6 + 6 ⇒ (6, 2) + 6 = 14
The ranger almost crits again but his nausea gets in the way. The plant makes a wall of thorns appear in the open spaces in front of the party, trying to cut the party off!
See below for wall of thorns stuff.
⚘ ⚘ ⚘
Poorly Disguised Forces
Trees/rocks are difficult terrain. Wall of thorns is up (see spoiler)
----
Algrim Panaryn 99/99 HP, Sickened 1, Disrupt used
Plant Person 1 -27 HP
Berwick Winetrout 80/80 HP, 2 DC 22 fort saves needed at start of turn
Plant Person 2 -0 HP, Frightened 2
Eliander Underhill 55/55 HP, Drained 1, 10 temp HP, 2 DC 22 fort saves needed at start of turn
Grum Skoljar 124/124 HP, 2 DC 22 fort saves needed at start of turn
This is a Blodeuwedd, a Fey Plant. They are weak to cold iron.
- The wall is 5' thick and 10' high.
- It provides cover
- Each 5-foot-by-5-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points.
- It's immune to critical hits and precision damage.
- A destroyed section can be moved through freely.
- Ehen you move through the squares you take piercing damage
Berwick Winetrout |
Fort Save: 1d20 + 13 ⇒ (2) + 13 = 15
Berwick moves to a better vantage point and tries to identify the creatures.
Nature: 1d20 + 16 ⇒ (3) + 16 = 19
Unable to recall anything, he then casts Guidance on Grum.
GM Doug H |
1d20 + 13 ⇒ (13) + 13 = 26
Berwick makes is hisedno savee, making him immune to the auras but not their effects. Thus, he is Sickened 2 for his turn and then Sickened 1 at the end.
⚘ ⚘ ⚘
The second plant runs over t he Algrim and slashes twice!
Claw vs FF, Fright 2: 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18
Claw vs FF, Fright 2, Agile strike 2: 1d20 + 14 - 4 - 2 ⇒ (16) + 14 - 4 - 2 = 24
Slashing: 2d8 + 7 ⇒ (3, 4) + 7 = 14
⚘ ⚘ ⚘
Poorly Disguised Forces
Trees/rocks are difficult terrain. Wall of thorns is up (see spoiler)
----
Algrim Panaryn 85/99 HP, Sickened 1
Plant Person 1 -27 HP
Berwick Winetrout 80/80 HP, Sickened 1
Plant Person 2 -0 HP, Frightened 1
Eliander Underhill 55/55 HP, Drained 1, 10 temp HP, 2 DC 22 fort saves needed at start of turn
Grum Skoljar 124/124 HP, 2 DC 22 fort saves needed at start of turn
This is a Blodeuwedd, a Fey Plant. They are weak to cold iron.
- The wall is 5' thick and 10' high.
- It provides cover
- Each 5-foot-by-5-foot section of the wall has AC 10, Hardness 10, and 20 Hit Points.
- It's immune to critical hits and precision damage.
- A destroyed section can be moved through freely.
- Ehen you move through the squares you take piercing damage
Algrim Panaryn |
First Action is to wretch to try to get rid of the sickened.
Fort Save: 1d20 + 13 ⇒ (19) + 13 = 32
Second Action to Twin Takedown.
Attack 1 Slashing: 1d20 + 16 ⇒ (13) + 16 = 29
Attack 2 Slashing: 1d20 + 14 ⇒ (1) + 14 = 15
Damage 1 Slashing: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Damage 2 Slashing: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Third Action is to attack.
Attack 3 Slashing: 1d20 + 12 ⇒ (12) + 12 = 24
Damage 3 Slashing: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Grum Skoljar |
fort save 1: 1d20 + 16 ⇒ (17) + 16 = 33
fort save 2: 1d20 + 16 ⇒ (9) + 16 = 25
Grum goes into a rage and charges through the thorns and attacks the plant creature.
attack: 1d20 + 16 ⇒ (4) + 16 = 20
hit: 2d12 + 12 ⇒ (10, 5) + 12 = 27
d6 bleed on hit, d12 bleed on critical hit
GM Doug H |
Piercing: 3d4 ⇒ (4, 3, 1) = 8
Grum is immune to the pollen and takes piercing damage as he pushes through the wall 8 samage, so 2 temp hp left. However even with the flank and frightened enemy his greataxe misses by a hair's breadth.
Algrim retches into the bushes and then strikes twice. If you haven't figured it out yet, ac 24.
Plant 1 is at -55 HP.
Elainder is up: 2 fort saves vs 2 auras and then take your turn. There's a wall of thorns between you and the enemies.
Eliander Underhill |
Fort 1: 1d20 + 10 ⇒ (13) + 10 = 23
Fort 1: 1d20 + 10 ⇒ (4) + 10 = 14
Eliander moves around the thorns 2 actions to move through difficult terrain and draws crossbow.