Pathfinder 1st edition Standard Scourge of the Farheavens, 9-18 Outpost VI (Inactive)

Game Master DoubleGold

The map


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8-07 Map DungeonMaster

You know he is an unfettered Eidolon
During Combat Dolok Darkfur will attack the weakest or sickliest looking character first, reacting violently to even the most superficial appearance of disease.
Morale Unless the PCs subdue or otherwise calm him down, Dolok Darkfur fights to the death.
Defensive Abilities improved evasion; Resist electricity 5 But is looks like you ain't fighting him anyway, I'm giving you the questions and answers, cause it is rediculous you have to pass the skill checks and ask the right questions both.

As you convince him to like you more.
Can you tell us more about the history of the Farheavens?
“What would be the point? All that matters is my failure as their guardian! Whatever history the clan once had is best forgotten. They are dead, and even little Nelket has abandoned our ways. Let us vanish from this world.”

What was the plague? “A vile contagion! An oozing, honorless sore upon my people, which robbed them of their lives in coughing fits of agony! A foe that the ‘mighty’ Dolok Darkfur could not best. My shame, oozing from the mouths and flesh of my children.”

What did you find when you investigated the trees? “Death. Dead trees, bleeding a vile yellow and black stuff like pus and sap, stood in a small circle amid a stinking mire and fetid mist. Roga began coughing as soon as we entered that copse, the sickness already in him. Whatever that fool woodcutter found spelled the end of the Farheavens.”

How can we help? “You cannot erase my failures or my deeds. The blood of my clan stains my claws, my fur, my teeth. I taste it in my mouth always. I choke on it and feel it seep from my eyes as I weep. Justice! Oh, that I could find some way to destroy that foul contagion that has taken my people from this world, whatever the cost to myself! But I would not know how to accomplish such a task, could I even return to that tainted grove. I am bound here, to this altar and this village, damned to haunt it like a miserable ghost.”

Treasure He gives you elixir of vision and a scroll of spiked pit.
B. DISEASED GROVE After a days worth of travel, you reach this place.
All of the trees in the area appear dead and lifeless, but a thick copse to the south stands out as particularly unwholesome. The branches of the trees are long devoid of leaves, the bark is an unnatural gray, and large sections of the trunks are slick with a glistening liquid the color of yellowed milk. The broken limbs that remain droop, some nearly touching a morass of dark, moist land
surrounding the base of their trunks. From time to time, yellowish mist bursts up from the ground before settling into the muck. Knowledge nature, dungeoneering, or perception to find out what is going on.

The Exchange

43870-7 | Human (Keleshite) F uRogue 5 | Init +11 | AC 20 T 16 FF 14 | | HP 38/38| F +4 R +10 W +3 | Perc 9; UMD +9; Disable +16; Acrobatics 13; Escape Art. Stealth +12 ; UMD, Sense Motive +9; K (Local) +5;
Active on Ari-Ani:
Longstrider 1hr

Ari-Ani immediately drinks her potion of antiplague

Perception: 1d20 + 9 ⇒ (19) + 9 = 28

K Dungeoneering: 1d20 + 5 ⇒ (4) + 5 = 9

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)

Just in case the DC is 30, Kaseem will automatically aid (+9 Perception) Ari-Ani's Perception check.

"By the Pharaoh's beard! Dolok was not exaggerating what a cursed and putrid place this is."

Unsure if they will provide any defense or help versus the diseased grove Kaseem nonetheless makes sure his scrolls of Detect Poison, Detect Evil, Air Bubble, and Protection from Evil are in one of his bandoliers. In the other bandolier he checks his Alchemist's Fires, Holy Water, and Acid flasks.

Grand Lodge

Female NG Human Oracle 2 | HP 20/20| AC 15 / 11 T / 14 FF | CMD 13 | Fort + 1 Ref + 1 Will + 4 | Init +1 | Perception + 6| Speed 20ft. (Armor) |Conditions: None |

I have experienced plagues when I was younger and they almost entirely wiped out my village. Hopefully we won’t catch it. I sympathize with Dolok Darkfur, I know what that sadness feels like.

Lana takes a brown pouch from her pouch and prepares to cast protection against evil.

Grand Lodge

Male Elf - Arcanist 5 - AC(17)/T13/F10/CMD14 |HP 26/26| Fort:+3;Ref:+5;Will+5 |Percept.+6 | Init.+5 | { mage armor} Arcane Pool (0 of 11 used)

You have our gratitude for this.

Once to the grove, Ecthelien recalls a dusty tome of dungeoneering he once read.

kn:dungeoneer: 1d20 + 7 ⇒ (15) + 7 = 22

The Exchange

Female Half-Elf Steelblood Bloodrager 1 + Mutation Warrior/Siegebreaker Fighter 2 + Spawn Slayer Slayer 1

Perception: 1d20 + 7 ⇒ (17) + 7 = 24


8-07 Map DungeonMaster

Dealing at least 10 points of fire damage to a diseased tree causes it to smolder and ignite, killing the diseased spores inside and permanently preventing any further plagueborn from spawning. If nothing is done once this process has begun, a plagueborn (a plagueborn swarm in Subtier 4–5) erupts from the tree 1d4+1 rounds later. PCs can attempt a DC 12 Knowledge (dungeoneering), Knowledge (nature), or Perception check (DC 17 in Subtier 4–5) to recognize what is occurring and how to delay or prevent it.
You passed this check
Maps giving me problems for the moment, just some downloading issues, but roll init and take an action. You have 3 oozes 55 feet away from the party. Or you can attack one of the 5 trees. 3 out of the 5 trees are within 30 feet, the other 2 are within 50 feet.
init of oozes: 1d20 - 5 ⇒ (1) - 5 = -4
rounds before oozes erupt: 1d4 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)

Initiative: 1d20 + 1 ⇒ (17) + 1 = 18

Kaseem calls upon Wadjet to deliver her blessings upon the group!

Kaseem casts Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.

The Exchange

Female Half-Elf Steelblood Bloodrager 1 + Mutation Warrior/Siegebreaker Fighter 2 + Spawn Slayer Slayer 1

Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Nonoriri don't have a way to deal fire damage so she will delay

Grand Lodge

Male Elf - Arcanist 5 - AC(17)/T13/F10/CMD14 |HP 26/26| Fort:+3;Ref:+5;Will+5 |Percept.+6 | Init.+5 | { mage armor} Arcane Pool (0 of 11 used)

initiative : 1d20 + 5 ⇒ (13) + 5 = 18

Ecthelien prepares (readies for creature within 30’ range ) his fire arc…range 30’ line

flame : 2d6 + 1 ⇒ (1, 6) + 1 = 8

”Stand clear “

Flame Arc (2d6+1 fire damage, DC 13) (Su) Use 1 reservoir, deal fire dam in 30 ft line (Ref half).

The Exchange

43870-7 | Human (Keleshite) F uRogue 5 | Init +11 | AC 20 T 16 FF 14 | | HP 38/38| F +4 R +10 W +3 | Perc 9; UMD +9; Disable +16; Acrobatics 13; Escape Art. Stealth +12 ; UMD, Sense Motive +9; K (Local) +5;
Active on Ari-Ani:
Longstrider 1hr

Ari-Ani puts on her vermin repellant

Init: 1d20 + 11 ⇒ (5) + 11 = 16

Silver Crusade

Male Human Paladin 2, HP: 21/21, AC: 18 T 13, FF 15; Fort 7, Ref 5, Will 5. Init +3 Perc +0 | Active Effects: NONE

Initiative: 1d20 + 3 ⇒ (5) + 3 = 8

Ezekial digs out an alchemist's fire, splashing it on the nearby tree.

Grand Lodge

Female NG Human Oracle 2 | HP 20/20| AC 15 / 11 T / 14 FF | CMD 13 | Fort + 1 Ref + 1 Will + 4 | Init +1 | Perception + 6| Speed 20ft. (Armor) |Conditions: None |

Lana casts a shooting star at the closest unharmed plague tree.

Spray of shooting stars, DC 15 : 2d4 ⇒ (1, 3) = 4


8-07 Map DungeonMaster

Ecthelien the Grey gets 2 trees and slimes: 1d3 ⇒ 3 all 3 slimes happen to be lined up reflex: 3d20 ⇒ (17, 17, 6) = 40 each get -5 to the check. None beat the 13, so they all take 8 fire damage. Lana deals damage to another tree. Ezekial does more damage to a tree.

All slimes move forward slowly but doublemoving. All slimes are now 35 feet from the party and took 8 damage. 1 tree took 9 damage. 1 tree took 8 damage. One tree took 4 damage. You have 2 more full rounds before all the trees produce more slimes. Edit, actually these slimes are vulnerable to fire, 2 slimes just died. The one slime is still hanging on.
Round 2
All heroes are up

Grand Lodge

Male Elf - Arcanist 5 - AC(17)/T13/F10/CMD14 |HP 26/26| Fort:+3;Ref:+5;Will+5 |Percept.+6 | Init.+5 | { mage armor} Arcane Pool (0 of 11 used)

Liking the last result, Ecthelien rinses and repeats as he lines up another shot.

”Fire available once more…unless one of you has it. “

Will hold off for team to finish last tree…

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)

Kaseem grabs an Alchemist's Fire from his bandolier and hurls it at the oozes!

Alchemist's Fire with Bless: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 71d6 ⇒ 2

Wow did that suck! I'll leave it to the GM to roll the failure chart as I'm sure that missed.


8-07 Map DungeonMaster

The last Ooze dies of splash damage, as does one of the trees both taking 1 point of fire damage. 2 undamaged trees left, 2 damage trees left.
This is the last combat by the way, and the conclusion, you get chronicle sheets and reporting after this fight is over.

Grand Lodge

Male Elf - Arcanist 5 - AC(17)/T13/F10/CMD14 |HP 26/26| Fort:+3;Ref:+5;Will+5 |Percept.+6 | Init.+5 | { mage armor} Arcane Pool (0 of 11 used)

Ecthelien smiles as the ooze goes down.

I can take one of the trees.

Flame Arc fire: 2d6 + 1 ⇒ (6, 4) + 1 = 11 30' flame DC13 reflex

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)

If someone's PC has an action, but nothing which does fire damage, Kaseem will allow them to retrieve his remaining Alchemist's Fire from his bandolier to throw at the oozes.


8-07 Map DungeonMaster

Ecthelien is able to get into position to line up the flame arc to take out the 2 undamaged trees and destroy them. Lana, Nonoriri Rosenthal, and Ezekial are up
Lighting a torch and touching a tree with it deals 1 fire damage.

Silver Crusade

Male Human Paladin 2, HP: 21/21, AC: 18 T 13, FF 15; Fort 7, Ref 5, Will 5. Init +3 Perc +0 | Active Effects: NONE

Ezekial grabs another alchemist's fire from his pack, again smashing it on another free to help catch it on fire. I have torches in my pack if you need one!

The Exchange

Female Half-Elf Steelblood Bloodrager 1 + Mutation Warrior/Siegebreaker Fighter 2 + Spawn Slayer Slayer 1

Severely underprepared, Nonoriri will grab the torch from Ezekial's backpack and try to light it on fire.

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)
Nonoriri Rosenthal wrote:
Severely underprepared, Nonoriri will grab the torch from Ezekial's backpack and try to light it on fire.

Go with Kaseem's Alchemist's Fire.


8-07 Map DungeonMaster
Kaseem ibn al Majid wrote:
Nonoriri Rosenthal wrote:
Severely underprepared, Nonoriri will grab the torch from Ezekial's backpack and try to light it on fire.

Go with Kaseem's Alchemist's Fire.

Not to mention, you are hitting touch ac which is 5, just don't roll a 1 on a d20. And roll 1d6 fire damage and the tree also takes 1 splash damage.

ezekial to hit: 1d20 ⇒ 16 I just got to be sure this isn't a 1. dmg: 1d6 ⇒ 5 fire
Lana bot will grab a torch, whether her own or anothers and touch the tree with it, finishing it. Tree took 9 damage after ezekial hit it. And Lana finished it
Nonoriri is up You can go with the torch, or you can roll a 1d20 and roll anything but a 1 and you hit the tree with the alchemists fire. The last tree has 8 of 10 damage on it and the alchemists fire deals 1d6 while the torch deals 1.

Silver Crusade

Male Human Paladin 2, HP: 21/21, AC: 18 T 13, FF 15; Fort 7, Ref 5, Will 5. Init +3 Perc +0 | Active Effects: NONE

Thanks, I wasn't sure how to handle rolling against an inanimate object there!

The Exchange

Female Half-Elf Steelblood Bloodrager 1 + Mutation Warrior/Siegebreaker Fighter 2 + Spawn Slayer Slayer 1

Nonoriri will listen to those advices and throw the Alchemical fire as hard as she can.
Alchem Fire to hit: 1d20 + 3 ⇒ (17) + 3 = 20
Alchem fire direct dmg: 1d6 ⇒ 2
I think if it catch on fire there's an another d6 1d6 ⇒ 6 though


8-07 Map DungeonMaster

And Nonorir destroys the last tree.
Conclusion

The adventure can conclude after the you all perform the ritual and slay Dolok Darkfur. In this case, the PCs return to Nelket, who is saddened by the news but finds a sense of closure in it.
You manage to help Dolok Darkfur start down the path to recovery and destroy the source of the disease that ravaged the Farheaven Clan, Nelket is quite happy and informs you all by the time they return that, while not quite back to his former self, Dolok Darkfur has asked her permission to resume his old duties as god and guardian of the Farheaven Clan. She even summons him to let him speak with you all, whereupon a visibly more stable Dolok Darkfur—his feathers shining in a brilliant rainbow of color—swears on his honor that he will work with Nelket to record everything he can remember of the clan’s history and forward it to the Pathfinder Society. Nelket says that she will speak with the other surviving members of her clan about resettling in Sarkoris but makes no promises. Either way, the Pathfinder Society has gained a valuable source of information, and the PCs have earned thankful friends in Nelket and Dolok Darkfur. PCs who eradicate all of the diseased trees and successfully reunite Dolok Darkfur with the remaining Farheavens gain the Guardian of the Farheavens boon.

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