Lindevaile Tindome |
Lindevaile Tindome this time tries a dance with fast hand chopping motions, and follows it with the words and gestures for the bludgeoning ball of air. She directs both at the little red man already heavily hit by Kaitlyn and Azu.
◆ Demoralize (Versatile Performance): 1d20 + 14 ⇒ (17) + 14 = 31
◆◆ Produce Flame (air) Attack: 1d20 + 10 ⇒ (9) + 10 = 19 Damage (bludgeon): 2d4 + 4 ⇒ (3, 2) + 4 = 9
At red.
GM Erich |
The cleric steps away from the group and target's the other fey man with a blast of righteous fire. Lindevaile Tindome's magical winds are just as potent, downing the nearer one with a single pulse of it. Iustanus' spell envelops the gremlin with a forceful triple-thud.
Enraged at Sarenrae's spawn, the grumpy little fey man charges forward to deliver two powerful swings of his oversized scythe. The last gremlin enters the fray as well, with but with an anemic stab.
Kyra fire ray at orange: 1d20 + 11 ⇒ (17) + 11 = 286d6 ⇒ (3, 6, 6, 3, 6, 5) = 29
orange scythe (slashing) vs Kyra: 1d20 + 15 ⇒ (16) + 15 = 311d10 + 10 ⇒ (1) + 10 = 11
orange scythe (slashing) vs Kyra: 1d20 + 15 - 5 ⇒ (14) + 15 - 5 = 241d10 + 10 ⇒ (8) + 10 = 18
purple shortsword (piercing) vs Kat: 1d20 + 9 ⇒ (19) + 9 = 281d6 - 2 ⇒ (1) - 2 = -1
purple shortsword (piercing) vs Kat: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 161d6 - 2 ⇒ (2) - 2 = 0
Round 2 - Bold can act
Red little man -66 damage <dead>
Kaitlyn -3 damage
Zibini
Azu -20 damage
Purple gremlin -10 damage
Kyra -29 damage <1 heal spell and fire ray used>
Lindevaile
Iustanus
Orange little man -29 damage
Pink gremlin
Kaitlyn Deathsbane |
Kat steps away from the two gremlins and slashes at the Purple Gremlin with her claws.
Tiger Claw (Agile, Finesse), 1st attack: 1d20 + 11 ⇒ (4) + 11 = 15
Tiger Claw (Agile, Finesse), 2nd attack: 1d20 + 7 ⇒ (12) + 7 = 19
Slashing?: 2d8 + 2 ⇒ (6, 2) + 2 = 10
Slashing?: 2d8 + 2 ⇒ (4, 8) + 2 = 14
She then pauses to slap a battle dressing on Azu.
Healing, Assurance Med: 2d8 ⇒ (8, 7) = 15
"Try to stay out of trouble, will you?" she says with a smile.
◆ Step
◆ Flurry vs Purple
◆ Battle Med on Azu
GM Erich |
One of the gremlins learns his lesson at the end of a tiger claw.
Round 2 - Bold can act
Red little man -66 damage <dead>
Kaitlyn -3 damage
Zibini
Azu -5 damage
Purple gremlin -24 damage <dead>
Kyra -29 damage <1 heal spell and fire ray used>
Lindevaile
Iustanus
Orange little man -29 damage
Pink gremlin
Azu Azan |
Azu nods to Kat in thanks, then turns his attention to the the fey in front of him, sets his prey, and then moves to flank with Ako.
TT1 (LS wFlank): 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25 Damage: 2d8 + 4 ⇒ (7, 6) + 4 = 17
TT2 (LH wFlank): 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22 Damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7
Ako then bites.
Ako Bite wFlank: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17 Damage: 2d8 + 3 ⇒ (8, 3) + 3 = 14
Zibini, Goblin Psychic |
"Aw, come on. Come get me. I'm just a weak li'l goblin!" Zibini sighs, then laughs as he lets exhilaration rush over him.
He sens a healing thought towards Kyra, and another rock towards the remaining gremlin.
[free] Unleash Psyche
* Restore the Mind. Kyra recovers 8 hp
** Telekinetic Projectile Pink Attack: 1d20 + 10 ⇒ (10) + 10 = 20 for bludgeoning damage: 2d6 + 8 ⇒ (2, 1) + 8 = 11
Lindevaile Tindome |
"Oh that worked well! Hi you, do you want the same?" Lindevaile Tindome says, surprised at her success. She repeats her dance-spell routine, this time against the other little man.
◆ Demoralize (Versatile Performance): 1d20 + 14 ⇒ (16) + 14 = 30
◆◆ Produce Flame (air) Attack: 1d20 + 10 ⇒ (18) + 10 = 28 Damage (bludgeon): 2d4 + 4 ⇒ (1, 4) + 4 = 9
At orange
GM Erich |
Zibini and Azu combine to finish off the hapless gremlin. Kyra pulls in Sarenrae's guidance and lashes out. Lindevaile frightens the foe before blasting again. Something must have stitched up his wounds internally, cause he still remains...
Kyra scimitar vs orange: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 312d6 + 3 ⇒ (5, 5) + 3 = 13
Kyra scimitar vs orange: 1d20 + 11 - 5 ⇒ (12) + 11 - 5 = 182d6 + 3 + 2 ⇒ (5, 2) + 3 + 2 = 12
Round 2 - Bold can act
Kaitlyn -3 damage
Zibini
Azu -5 damage
Kyra -21 damage <1 heal spell and fire ray used>
Lindevaile
Iustanus
Orange little man -54 damage <frightened 2>
Pink gremlin -28 damage <dead>
Iustanus |
Seeing the fey man still remaining the sorcerer will call upon his draconic blood,strectch out his hand as a scorching ray emerges to strike the frightened creature
1d20 + 10 ⇒ (12) + 10 = 22 I think that might hit since the creature is a scared :), not sure if it would be a crit.
2d6 + 2 ⇒ (5, 5) + 2 = 12 fire, dangerous sorcery, double if a crit.
He then casts shield on himself.
GM Erich |
The last scared little man falls to a brilliant zap of flame.
Combat Over!
Kaitlyn -3 damage
Zibini
Azu -5 damage
Kyra -21 damage <1 heal spell and fire ray used>
Lindevaile
Iustanus
Orange little man -66 damage <dead>
The fey each have numerous trinkets looted from Bhopanese people they’ve slain during the attack. Do you sift through this stuff and take it?
Blakthane and the remaining Pathfinders and villagers catch up to you. "Quick we've got to get out of the city, there's too many fey comin from all sides! Our only hope is to reach the ship an' set sail." Without stopping, he leads the survivors out of the square to the docks.
There is enough time to down a potion or cast healing spells along the way, but no time to use activities such as Refocus or Treat Wounds
-----------------------------------------------
“Hurry, Pathfinders! We’re nearly there!” Khoumrock Blackthane’s cries pierce the chaos and confusion of Hoba Dukuza as he, Pathfinder agents, and throngs of Bhopanese civilians crest a hill and view the docks and the safety of the Unsinkable through the jungle between. Without warning, the ground erupts beneath the Pathfinders’ feet as dozens of roots emerge approximately one hundred feet behind them, weaving together into a massive creature resembling a twisted, thorn-covered butterfly standing over twenty feet tall, bellowing as it slowly lurches toward the fleeing group.
New pic of the Manifestation of Qxal
“We’ll keep the creature at bay; get our people to safety!” a Bhopanese man shouts, sporting the finery of a guard captain. The captain resolutely charges at the monstrosity as it continues toward the Pathfinders, ignoring the efforts of dozens of guards as they slash at it with their weapons. Yet as many superficial wounds as they manage to inflict, the creature’s flesh knits itself back together rapidly, and with a second, blood-curdling roar, a haze of thorns and tendrils explodes forth from the creature’s flesh, skewering every soldier who stood before it. A terrible slurping sound fills the city streets as the Bhopanese corpses, swaying upon the manifestation’s tendrils like grim fetishes, begin to pale as it drinks their blood. The creature roars again and barrels toward the Pathfinders with terrifying speed.
Chase to the Coast! - Round 1 - HOBA DUKUZA CROWDS
The chaotic outskirts of Hoba Dukuza are filled with panicked mobs fleeing fey and fire alike. You must overtake them in some way to escape the monstrosity.
DC 18 Acrobatics or Athletics to weave or push through, DC 16 Society to follow the flow
The entire group must get enough combined successes to beat the obstacle before moving on. Critical successes are worth two successes and critical failures take a success away...
Kaitlyn Deathsbane |
Kat rushes up to Kyra and slaps a battle dressing on her.
Battle Med, DC 20: 1d20 + 10 ⇒ (20) + 10 = 30
Healing: 4d8 + 10 ⇒ (2, 5, 5, 3) + 10 = 25
"Stay out of trouble, ok?" she smiles at Kyra.
Kat has an Aeon stone. She'll be fine in 3 minutes
Kat pushes through the crowd.
Acrobatics: 1d20 + 12 ⇒ (18) + 12 = 30
Follow the expert is available.
GM Erich |
Also a hero point for Lindevaile for bearing the crown. Everyone should have two hero points now. Use them wisely!
Zibini, Goblin Psychic |
Zibini quickly heals his allies before his power breaks.
One round of Unleashed Psyche left, might as well use it. Kyra is temporarily immune unfortunately, but Kaitlyn and Azu are fully healed.
And now it's time for more dodging. That's always fun!
Acrobatics: 1d20 + 9 ⇒ (20) + 9 = 29
Lindevaile Tindome |
Lindevaile Tindome follows Kaitlyn closely to get past the crowd.
Acrobatics: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17 +2 from follow the expert.
I'm still unsure of Follow the Expert, can any number follow one expert? Do I get the +2 bonus even if I'm already trained? What if I'm also expert? If only one can follow the expert, I'll leave it to anyone untrained as Lindevaile Tindome is trained and can critically fail only on natural 1.
GM Erich |
@Lindevaile You basically recalculate your bonus if you use Follow the Expert and use the better one, so it's not of any benefit if you have the same (or higher) proficiency level as the "expert". It essentially makes you trained if you are untrained and expert if you are already trained. Any number of PCs can follow a leader.
GM Erich |
The group easily passes into and through the panicking crowds of Bhopanese attempting escape into the jungle. The manifestation of Qxal has sensed the crown attempting to leave and turns its attention toward your direction, fluttering up into the air to bypass the larger buildings in town.
Immediately outside of Hoba Dukuza is a thicket of dense foliage and plant matter, the greenery yellowed by the roaring flames engulfing the city in the distance. Myriad leaves and branches attempt to restrain anyone who passes through them, with preternatural strength.
Chase to the Coast! - Round 2 - IMPENETRABLE THICKET
DC 18 Athletics to force your way through the foliage, DC 16 Nature or Survival to weave a path past the plants
The entire group must get enough combined successes to beat the obstacle before moving on. Critical successes are worth two successes and critical failures take a success away...
Kyra Survival (Follow the expert): 1d20 + 11 ⇒ (7) + 11 = 18
Zibini, Goblin Psychic |
Oh. This is less fun.
Zibini's cousin steps in to guide him, though.
Survival (Hireling): 1d20 + 6 ⇒ (20) + 6 = 26
Lindevaile Tindome |
Lindevaile Tindome is curious about the plants. "Do they move by themself, guided by evil, or are they animated?"
Nature: 1d20 + 7 ⇒ (16) + 7 = 23
She navigates through the plants with her knowledge about nature. "That branch can't reach here, and if that vine tries to, it would tear itself off the tree and fall, so there's my opening!"
GM Erich |
Since Kyra wasn't needed to clear the first obstacle, she gets another chance for this one...
Kyra Survival (Follow the expert): 1d20 + 11 ⇒ (5) + 11 = 16
-------------------------
With Azu and Zibini's cousin leading the way (and Lindevaile's clever insights), the group finds a way through the thick undergrowth well ahead of their foe.
Looking back you can see the huge manifestation chasing the crowds toward the same thicket, and it pauses to skewer several of them on its razor-sharp vines.
"We must keep going!" The crown beckons.
Ahead of your group, a horde of deer, squirrels, and other usually tame wildlife approaches, their eyes shining with fey malevolence as their heads turn in unison toward the new intruders.
Chase to the Coast! - Round 3 - FERAL WILDLIFE
DC 19 Deception to misdirect the herd, DC 17 Intimidation to cow the animals, DC 17 Stealth to sneak past them, DC 16 Nature to treat with them to stand down
The entire group must get enough combined successes to beat the obstacle before moving on. Critical successes are worth two successes and critical failures take a success away...
Now Kat and Iustanus benefit from being able to each roll twice for this new challenge...
Zibini, Goblin Psychic |
Zibini glares at the animals. "BACK OFF! We're scarier! BOO!"
Intimidation: 1d20 + 10 ⇒ (19) + 10 = 29
I guess I'm rolling okay.
Lindevaile Tindome |
Is that demoralize action as I can Versatile Perform that? The intimidation?
Lindevaile Tindome shoos the animals with rhythmical moves, while keeping close eye contact on them.
Intimidate: 1d20 + 10 ⇒ (2) + 10 = 12 Add +4 if it is Demoralize and I can Versatile Perform it.
Well with that roll it really doesn't matter...
Iustanus |
Intimidation, a skill that he has...
The sorcerer attempts an intimidating glare at the animals
1d20 + 10 ⇒ (11) + 10 = 21
GM Erich |
Kyra follows Azu's lead.
Kyra Follow the expert: 1d20 + 11 ⇒ (16) + 11 = 27
Kaitlyn Deathsbane |
Kat sticks to the shadows.
Stealth: 1d20 + 10 ⇒ (18) + 10 = 28
whee... another crit
GM Erich |
Using various tacks, the group manages to divide and conquer the fey-struck beasts. Above the tree-line, the Manifestation of Qxal rises above the thicket, clearly focused on your path. There is no time to waste.
At a clearing near the edge of the forest, a chill mist descends before you. Those who breathe the mist experience figments of their most terrifying and unpleasant memories.
Chase to the Coast! - Round 4 - GLADE OF SCREAMS
DC 20 Perception to notice flaws that tell you the memory isn’t real, DC 19 Medicine to provide mental care to your companions, DC 18 Arcana, Occultism, or Religion or DC 17 Nature to recognize the memories as fey illusion magic
The entire group must get enough combined successes to beat the obstacle before moving on. Critical successes are worth two successes and critical failures take a success away...
Kaitlyn Deathsbane |
Medicine: 1d20 + 10 ⇒ (15) + 10 = 25
Follow the expert is available
Kat calms her companions, talking to them is a soothing tone, calming their fears.
Lindevaile Tindome |
As her dark eyes widen open, Lindevaile Tindome mourns: "Orcs... orcs in the darkness"
Nature: 1d20 + 7 ⇒ (8) + 7 = 15
Lindevaile Tindome can cast Gust of Wind, it "disperses fog and mist", if it's allowed here.
GM Erich |
@Lindevaile Yes, a success for using that particularly appropriate spell
Zibini, Goblin Psychic |
Zibini must again defer to another's lead. It's a lithe embarrassing, but that's what he brought him for.
Nature (Hireling): 1d20 + 6 ⇒ (6) + 6 = 12
Lindevaile Tindome |
OK let's use one.
Lindevaile Tindome waves a long, straight motion with her hands toward the mist, and calls: "Alaco!". A wind blows a tunnel through the mist, and she sprints through it.
◆◆ Gust of Wind
GM Erich |
With Iustanus helping to guide Lindevaile spell --- the mists begin to scatter from the gust of wind, and Kyra and Kat calm whatever nerves remain.
Kyra Medicine: 1d20 + 13 ⇒ (18) + 13 = 31
---------------------
No longer content to merely give chase, Qxal rises high above the island and decides to foment their growing powers and change reality itself.
The ground suddenly gives way before you, in a matter akin to quicksand. Rather than silt, the ground is loose soil mixed with the gathered blood of thousands of Bhopanese natives. You struggle to make any progress at all and the Manifestation of Qxal begins to dive toward your position.
Chase to the Coast! - Round 5 - BLOODY MIRE
DC 17 Athletics to haul yourself free, DC 15 Medicine or Crafting to use reagents to coagulate the sand and make escape easier
The entire group must get enough combined successes to beat the obstacle before moving on. Critical successes are worth two successes and critical failures take a success away...
Zibini, Goblin Psychic |
Zibini tries to get the foul mess to be a little more solid, letting his powers guide him.
Self-guidance, then Crafting: 1d20 + 7 ⇒ (9) + 7 = 16.
Kaitlyn Deathsbane |
Kat uses what she knows of coagulants to solidify the sand.
Assurance Medicine 18
Follow the expert available for medicine
Lindevaile Tindome |
"Desna help me, Hilyani!" Lindevaile Tindome calls her goddess's aid to herself.
She looks at Kaitlyn, and tries to copy her actions.
◆ Guidance on herself
◆◆ Coagulate sand Medicine: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15 Using follow the expert
GM Erich |
Just to catch up here (as treasure bundles may be at stake), since Kat, Azu, and Iustanus didn't need to roll for one of the past obstacles they have an extra turn here if they would like to use it. Also, Kyra and Iustanus can roll for this present turn as well.
GM Erich |
@Azu It was, you only have to spot the treasure to "earn" it on the chronicles. But your overall performance in this Chase will allow you to maybe spot a few more.
Azu Azan |
Glade of Screams
Nature: 1d20 + 12 ⇒ (6) + 12 = 18
Azu makes his way through the mist. Pictures of horrible things in the past confront the ranger, but the cold air reminds him of where he is, and he presses on.
Kaitlyn Deathsbane |
Survival (Turn 2): 1d20 + 8 ⇒ (17) + 8 = 25
GM Erich |
@All Sorry, I guess I didn't explain it well enough, the extra chances were just for clearing the Bloody Mire obstacle. Good news, using the rolls for Kat and Azu for medicine and athletics on this obstacle will be enough to clear it.
@Iustanus no perception checks needed, just need to get through the obstacles as quick as possible. Speaking of that, you have an extra chance to clear this one described below.
As the group claws their way out of the bloody muck, the Manifestation loses some altitude as it begins to falter. Seizing a fleeting burst of energy from the island, it makes one last attempt to stop you. Massive pillars of sand shaped like grabbing hands make a final attempt to intercept your group and a few lucky citizens who made it with you to the beach. The welcome sight of the Unsinkable and its lowered boarding plank lies just beyond.
Chase to the Coast! - Round 6 - GRASPING DUNES
DC 18 Crafting to identify weak points in the constructs, DC 17 Deception to zigzag past them, DC 16 Acrobatics to evade them.
The entire group must get enough combined successes to beat the obstacle before moving on. Critical successes are worth two successes and critical failures take a success away...
Kyra deception: 1d20 + 3 ⇒ (2) + 3 = 5
Kyra deception hero point: 1d20 + 3 ⇒ (17) + 3 = 20
Iustanus can make two attempts to get a success. Kyra still has another chance too. Don't forget your hero points if you falter, everyone.
Kaitlyn Deathsbane |
Acrobatics: 1d20 + 12 ⇒ (19) + 12 = 31
Kat easily avoids the sand.
Follow the Expert available
Zibini, Goblin Psychic |
Zibini tries to follow Kat's exact path. It doesn't hurt that he's pretty good at this already!
Acrobatics (FtE): 1d20 + 11 ⇒ (17) + 11 = 28