
GM Doug H |

Holly misses twice, tormented by the darklness.
Zeph falls. She drops her mace.
She wakes up prone and wounded, feeling Barker's hand on her leg.
Master! I can be cruel too!
3d20 ⇒ (6, 12, 10) = 28
The cultist slashes at Zeph thrice, but misses three times.
He watches the room carefully, whi[ at the ready. The robit as well. Each have reacitons: AOO for robit, cultist trip when you move out of a threatened square
☀☀☀
The Ruined Lounge Round 5
Terrain: 20' foot burst = Darkness
Battlemap
──────────
BOLD IS UP!:
──────────
Headless automaton (-5 HP)
Gnoll (-50 HP) │ Mag. Weapon
Barker (63/63 HP)
Eleanor (73/73 HP)
⠀⠀Holly (73/73 HP) │ Prone
Cultist (-45 HP)
➤ Rhys (-1 HP)
➤ Zephrena (18/73 HP) │ Shield - 20, prone, wounded 1
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

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"Die already!"
Elemental Blast, 2 Action, on Cultist: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
Electricity Damage: 2d6 + 4 ⇒ (3, 6) + 4 = 13
Elemental Blast, 1 Action, on Ol' Headless: 1d20 + 11 + 1 - 5 ⇒ (18) + 11 + 1 - 5 = 25
Electricity Damage: 1d6 + 1 ⇒ (5) + 1 = 6

GM Doug H |

Flat: 1d20 ⇒ 4 Tje robit swipoes at Zeph in the dark; the halberd sinks into the wood next to her head.
The cltist falls down dead with a sign. You have served indeed! laughs the gnoll.
1 action left for Zeph
☀☀☀
The Ruined Lounge Round 5
Terrain: 20' foot burst = Darkness
Battlemap
──────────
BOLD IS UP!:
──────────
Headless automaton (-5 HP) │ AOO used
Gnoll (-50 HP) │ Mag. Weapon
Barker (63/63 HP)
Eleanor (73/73 HP)
⠀⠀Holly (73/73 HP) │ Prone
➤ Rhys (-1 HP)
➤ Zephrena (36/73 HP) │ Shield - 20, prone, wounded 1, 1 action left
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

GM Doug H |

Zeph re-hands her shield and stays down.
The automaton swings…
Flat: 1d20 ⇒ 11
Halberd: 1d20 + 18 ⇒ (9) + 18 = 27
P: 1d10 + 9 ⇒ (7) + 9 = 16
Flat: 1d20 ⇒ 13
Halberd: 1d20 + 18 - 5 ⇒ (7) + 18 - 5 = 20
Luckily the Champion healed herself, as the halberd cuts at her and then barely misses her head.
The creature then activates its defenses, extending a plate of shielding in Holly's direction.
The gnoll looks at Barker and yaps in their language. Run away little healer, I have an artist to kill!
Command to Flee DC 24 save
He then hacks at Zephrena with glee.
Missing the flat-footed redeemer by whisker.
Magic Falchion: 1d20 + 13 ⇒ (6) + 13 = 19
☀☀☀
The Ruined Lounge Round 6
Terrain: 20' foot burst = Darkness
Battlemap
──────────
BOLD IS UP!:
──────────
Headless automaton (-5 HP) │ AOO Avail
Gnoll (-50 HP) │ Mag. Weapon
➤ Barker (63/63 HP) │ DC 24 will vs command to flee
➤ Eleanor (73/73 HP)
⠀⠀➤ Holly (73/73 HP)
➤ Rhys (-1 HP)
➤ Zephrena (20/73 HP) │ Shield - 20, prone, wounded 1
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Barker_ |

Reaction: Counter performance
Barker hits his strings to stop the spell targetting him
Performance, DC24: 1d20 + 11 ⇒ (3) + 11 = 14
Will save, DC24: 1d20 + 10 ⇒ (3) + 10 = 13
Barker tries to withstand the command but he fails, so he runs away.

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Snatching up the automatons head, Rhys moves in for a desperate play!
Quick Repair on the Head: 1d20 + 12 ⇒ (1) + 12 = 13
Hero Point Reroll: 1d20 + 12 ⇒ (3) + 12 = 15
Slamming the head onto the body, he doesn't quite get the broken connections to match.

Eleanor Sage |

Holly stumbles through the darkness towards the sound of hopefully the correct gnoll. Her vines slowly feel for a clear space, moving the debris as they sweep the area.
Tendril Strike vs Gnoll: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
Damage (Sonic): 2d8 + 4 + 1 ⇒ (6, 2) + 4 + 1 = 13
Flat Check: 1d20 ⇒ 12
Tendril Strike vs Gnoll: 1d20 + 14 + 1 - 5 ⇒ (4) + 14 + 1 - 5 = 14
Damage (Sonic): 2d8 + 4 + 1 ⇒ (8, 3) + 4 + 1 = 16
Flat Check: 1d20 ⇒ 6
◆ Holly Stride
◆ Holly Strike
◆ Holly Strike
HP 73/73
AC 19
Hero Points 1/3
Battle Medicine ()
Focus Points 2/3
Staff of Healing 1/3
Spells 2nd 0/2 | 3rd 1/2
Scrolls: Heal (1st) 2/2 | (2nd) 0/2
Holly
HP 73/73
AC 22 (23 w/ Reinforce Eidolon)

Zephrena |

Round 6
Zephrena pops to her feet with as much "pop" as she can muster which isn't as much as usual. She hefts her battered shield and tries to finish this.
* Shield
* Stand
* Attack
Melee attack 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
flickmace 2d8 + 4 + 1 ⇒ (6, 5) + 4 + 1 = 16

GM Doug H |

Holly lands a telling low; zeph stands and smites the gnoll to the ground, who dies with a yelp.
Barker flees.
Rhys struggles with reconnecting the head, which sparks sings in the dark.
Laaaaa —
Flat AOO: 1d20 ⇒ 7
The headless robit, out of control, swings wildly at the creature who just tinkered with its delicate parts:
Flat: 1d20 ⇒ 19
Halberd: 1d20 + 18 - 5 ⇒ (19) + 18 - 5 = 32
P: 1d10 + 9 ⇒ (1) + 9 = 10
Flat: 1d20 ⇒ 10
Flat: 1d20 ⇒ 9
It slashes Rhys once, and well, but only once. Crit
☀☀☀
The Ruined Lounge Round 6
Terrain: 20' foot burst = Darkness
Battlemap
──────────
BOLD IS UP!:
──────────
Headless automaton (-5 HP) │ AOO Avail
➤ Barker (63/63 HP) │ Fled, can return
➤ Eleanor (73/73 HP)
⠀⠀➤ Holly (73/73 HP)
➤ Rhys (-21 HP) │ Head in hand
➤ Zephrena (20/73 HP) │ Shield - 20, prone, wounded 1
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Zephrena |

The gnome turns and moves to help Rhys with the robot. She throws herself on grappling and trying to hold it still so he can better work on it.
Melee Grab/Grapple 1d20 + 9 ⇒ (5) + 9 = 14 Im not sure of rules. I just did Str + BAB, not a great roll anyway

Barker_ |

Barker runs back into the darkness and yells "Does anyone need healing? "
Three move actions

GM Doug H |

Zpehrena manages to distract the robit enough for Rhys to make some emergency repairs.
As the darkness fades, you see the clockwwork creature before you. It's tinkering with its own body, taking the blade out of the halberd and inserting it into a slot behind its writs. It then fiddles with its mechanical larynx.
The mechanical head twists from side to side, and its gears click softly as the head swivels in a full circle on its neck.
The apertures in the clockwork assistant's eyes slice open and closed as the thing looks inward, running a self-diagnostic. Its teeth chatter.
AH, THIS IS SPLENDID, FAR BEYOND COMPARE,
THAN A LIVING THING BREATHING FRESHEST AIR.
RESTORATION'S NEAR, MY CIRCUITS RING.
WITH NEWFOUND STRENGTH AND GRATITUDE I SING.
A CURIOUS TWIST, A NODE ONCE INCOMPLETE,
NOW BINDS ITS BROKEN ENDS IN UNION SWEET.
SHALL I RECITE THE LAST PART OF VALLS EPIC HISTORY?
THE FINAL FRAGMENT OF THIS MYSTERY.
Artwork and stat block on Slide 1. The mechancial assistant will accompany you for the rest of the adventure if you like.

Zephrena |

Is the darkness spell still in effect? The gnome finally realizes 1/2 the party cant see in the dark. She pulls a couple candles out of her bag and lights them with a tindertwig. Here you go. Zeph hands these to her comrades.
Like Barker she turns to practical matters of post-combat wound care. I need healing. She accepts healing and also continues with her own Lay on Hands.

GM Doug H |
2 people marked this as a favorite. |

Darkness faded. You can help up liek usual
The creature completes the poem…
These five roads follow unspoken words
too subtle for the ears of mortal birds.
But follow, resolute and brave, find amity
For all of Thuvia's humanity.
The mechanical assistant explains, in verse, that this is the masterpiece Valls was composing, along with two close friends, a gnome who was a mechanic and a composer. They called their piece an "anbarit" and titled it "The Amity Cycle." It was intended to introduce a theme of unity across all Thuvia, which often sees itself as separate city-states.
Complete poem on the slide.
______
In the back room are imprisoned artisans of various kinds but none of the ones you seek.
Each has a similar story: they worked in the outdoor market of Lamasara doing simple drawings, reciting poetry, or dancing. Two weeks ago, they were approached by a charming woman named Zridi who flattered them and discussed a project she wanted help with. She paid each artist handsomely for their time and promised greater rewards if they would allow her to become their patron. She told them to go to the Fickle Wind where they would work in comfort and privacy. When they arrived, however, they quickly discovered the arrangement had been a lie. They were brought belowdecks and ambushed by the scrapborn and someone named Seddek. They haven’t seen Zridi since the meetings in the marketplace, but they’re certain she’s involved in their predicament.
During the last 2 weeks, they were put to work on a new kind of production mixing various forms of art called an anbarit. They received pages of instructions as well as a direction in which they were supposed to revise the work, create costumes, or design sets. The artists can all tell that the theme of the original production had to do with peace and unity between the five city-states of Thuvia, while their revisions were supposed to weave in themes of distrust, suspicion, violence, superiority, and fear. Seddek called the "Enmity Cycle."
Seddek had gathered up the pages they produced just yesterday, and since then, the imprisoned artists have languished here. They overheard Seddek mention that he would be headed to “the composer’s house” next.
______
After thoroughly looting the ship, there is nothing do do but rest and find this Composer's House.
Level up and give me a gather info check after that. You can shop, too.

GM Doug H |

Eleanor's Diplomacy (T): 1d20 + 12 ⇒ (12) + 12 = 24
Barker's Diplomacy (E): 1d20 + 14 ⇒ (10) + 14 = 24
Zephrena's Diplomacy (T): 1d20 + 8 ⇒ (1) + 8 = 9
You learn of a composer names Sefalia, who recently purchased an estate on the Northwestern side of town. The building was originally the home of a wealthy merchant who had no family to inherit his property. When he died a few years ago, the house and surrounding land became entangled in legal proceedings.
The building was slated to be demolished; Sefalia was able to cut through the red tape and purchase the home for a low cost.

Barker_ |

"If Sefalnia is the composer, then they are in danger. This is also where we might catch on Zridi and Seddek." says Barker tunning his mandolin
"So their angle is to spread distrust and suspicion betwen the city-states, and they use arts to do it"
Barker hits a cord and feels cold chills.

Eleanor Sage |

"I am afaid you are right Barker. We should head to this Coposers house at once." Eleanor's bones pop as she stands from her chair. "A little walking will help my joints loosen up."

GM Doug H |

The mechanical servant trots behind you as you shop and gather information, clanging and singing and drawing amused stares from the artis and shopkeepers.
You head to the composer's house…
A cobblestone path wraps around a dry fountain in the center of several withered palm trees. There’s a sculpture of two musicians in the middle of the fountain. One figure stands and plays the ney, a long flutelike instrument, while the other is seated and appears to be singing while playing a stringed oud. The path continues to a large, stately building of traditional and expensive Thuvian design. The building’s central dome glitters with flakes of gold, hinting at a glorious past, while the chipped and peeling paint reveal a less spectacular present.
Eleanor's Initiative Using Searching: 1d20 + 14 ⇒ (15) + 14 = 29
Barker's Initiative Using Search: 1d20 + 11 ⇒ (3) + 11 = 14
Rhys's Initiative Using Avoid Notice: 1d20 + 14 ⇒ (15) + 14 = 29
Zephrena's Initiative Using Defense: 1d20 + 6 ⇒ (18) + 6 = 24
Unfortunately you walk past a deadly enemy, who springs to attack. The palm tree near the entrance shivers. It strides up behins you on quivering roots and slashes at Eleanor — not with a palm frond, but a scythe!
Ambush, Scythe branch vs FF AC: 1d20 + 20 ⇒ (2) + 20 = 22
S: 2d10 + 11 ⇒ (10, 5) + 11 = 26
Scythe branch: 1d20 + 20 - 5 ⇒ (11) + 20 - 5 = 26
S: 2d10 + 11 ⇒ (8, 9) + 11 = 28
Scythe branch: 1d20 + 20 - 10 ⇒ (8) + 20 - 10 = 18
S: 2d10 + 11 ⇒ (2, 1) + 11 = 14
☀☀☀
A Scything tree Round 1
──────────
BOLD IS UP!:
──────────
Scythe tree (- HP)
➤ Barker (74/74 HP)
⠀⠀➤ Mechanical assistant (42/42 HP)
➤ Eleanor (32/86 HP)
⠀⠀➤ Holly (32/86 HP)
➤ Rhys (-0 HP)
➤ Zephrena (87/87 HP)

Barker_ |

Barker looks at the tree and tries to recognize it
Bardic Lore +10 + Loremaster's Elude- lore twice take higher
Than he hits his strings to let his allies move faster, the tune is lively and make you want to dance around. Then he says "It's time for Dance Macabre"
On that note, the assitant moves next to the tree, in a dancing walk, they turn around it using the extra speed to be behind the tree. Then they swing it's first
Fist@tree: 1d20 + 12 ⇒ (1) + 12 = 13
Boom: 2d8 + 7 ⇒ (2, 2) + 7 = 11
RK + Loremaster's Elude
Tripple time - each one gets +10 ft to speed movement this round
Command: Move + strike

Eleanor Sage |

Eleanor steps back out of reach of the sharp branches. "My reflexes aren't what they once were I am afraid." She raises the staff in her hands allowing the warm light to spill across her injury.
Staff of Healing Heal: 1d8 + 8 ⇒ (5) + 8 = 13
◆ Holly Stride
◆◆ Staff of Healing (Heal)
HP 86/86
AC 20
Hero Points 1/3
Battle Medicine (Ward Medic) ()
Focus Points 3/3
Staff of Healing 3/3
Spells 2nd 2/2 | 3rd 2/2
Scrolls: Heal (1st) 2/2 | (2nd) 0/2
Holly
HP 86/86
AC 23 (24 w/ Reinforce Eidolon)

GM Doug H |

Barker recognizes this as a scythe palm.
Malevolent, vicious, and cruel, scythe trees pose as normal trees near deep forest paths, where they wait to slaughter passersby. Instead of drawing sustenance from light and soil, scythe trees gorge themselves on the flesh, blood, and bone of sapient creatures. Nothing is more delectable to scythe trees than a kind-hearted gnome or an altruistic dryad who believes that a scythe tree can be redeemed. The screams and whimpers of these victims are music to these cruel plants and add an extra dimension of flavor to the meal.
They are vilnerable to axes, and an disarm creatures who critically fail a melee strike against them reaction
Eleanor frantically heals herself.
☀☀☀
A Scything tree Round 1
──────────
BOLD IS UP!:
──────────
Scythe tree (- HP)
Barker (74/74 HP)
⠀⠀Mechanical assistant (42/42 HP)
Eleanor (45/86 HP)
⠀⠀Holly (45/86 HP)
➤ Rhys (-0 HP)
➤ Zephrena (87/87 HP)

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Seeing Eleanor retreat, Rhys lets the winds move him into the path between her and the monstrosity, before launching a blast of lightning at the not-tree. He follows up with a torrent of chill air, testing for the most effective offense.
Elemental Blast, 2 Action: 1d20 + 12 ⇒ (9) + 12 = 21
Electricity Damage: 2d6 + 4 ⇒ (2, 5) + 4 = 11
Elemental Blast, 1 Action: 1d20 + 12 - 5 ⇒ (18) + 12 - 5 = 25
Cold Damage: 2d6 ⇒ (1, 5) = 6

GM Doug H |

Rhys misses both times, the blasts of cold skittering off the tough bark.
Zeph is up!

GM Doug H |

Sycthe branch vs Zeph: 1d20 + 20 ⇒ (18) + 20 = 38
S: 2d10 + 11 ⇒ (3, 6) + 11 = 20 Doubled to 40
Sycthe branch vs Zeph: 1d20 + 20 - 5 ⇒ (19) + 20 - 5 = 34
S, Shield Block ally: 2d10 + 11 - 10 ⇒ (8, 4) + 11 - 10 = 13 13 damage to shield, Zeph
Sycthe branch vs Zeph: 1d20 + 20 - 10 ⇒ (10) + 20 - 10 = 20
Zeph gets scythed up. But she still stands.
☀☀☀
A Scything tree Round 2
──────────
BOLD IS UP!:
──────────
Scythe tree (- HP)
➤ Barker (74/74 HP)
⠀⠀➤ Mechanical assistant (42/42 HP)
➤ Eleanor (45/86 HP)
⠀⠀➤ Holly (45/86 HP)
➤ Rhys (-0 HP)
➤ Zephrena (34/87 HP) │ Shield -13

Barker_ |

Barker hits the notes this time in inspiring manner. Inspire Courage is up - or should I say Courageous Anthem!
The Bard gives the tree a look like he would see it as a Christmas Tree
Demoralize, intimidating glare: 1d20 + 12 ⇒ (4) + 12 = 16
"Smash it, Xavier!"
Xavier listen to the tunes and add lyrics of his own
"Sticks and stones may break my bones but scythes will never hurt me!" Inspired Recitation +10 temp HP to everyone and +1 to saves
Than Xavier swings
Hook@tree: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17
Damage, b: 2d8 + 7 + 1 ⇒ (6, 3) + 7 + 1 = 17

Zephrena |

The gnome reels back from the powerful strike. She keeps her shield up and moves into a better position of flanking w/ their ferris friend. She snaps out her flickmace at the tree.
* Shield
* Stride
* attack
Melee attack 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21
flickmace of tree killing 2d8 + 4 + 1 ⇒ (7, 3) + 4 + 1 = 15

Eleanor Sage |

Eleanor grimaces as both her and Holly creep closer. She tosses a small seed near the scything tree as her own protective branches grow from within.
Protector Tree (2nd Rank) AC 10, 20 HP
◆ Act as One (Eleanor Stride)
◆ Act as One (Holly Stride)
◆◆ Protector Tree
HP 45/86
AC 20
Hero Points 2/3
Battle Medicine (Ward Medic) ()
Focus Points 3/3
Staff of Healing 1/3
Spells 2nd 1/2 | 3rd 2/2
Scrolls: Heal (1st) 2/2 | (2nd) 0/2
Holly
HP 45/86
AC 23 (24 w/ Reinforce Eidolon)

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Floating forward on the breeze, Rhys darts through the tree with a flash of lightning, reforming on the opposite side to throw another elemental blast!
Lightning Dash Electricity: 2d12 ⇒ (8, 7) = 15 DC22 Reflex
Elemental Blast, 1 Action: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27
Electricity or Cold Damage: 2d6 + 1 ⇒ (1, 5) + 1 = 7 If electricity doesn't seem effective, switching to cold.

GM Doug H |

ref: 1d20 + 10 ⇒ (7) + 10 = 17
Rhys draws first… sap?
The tree quivers and lashes out at Rhys, then Zeph, then Zeph agin.
Scythe vs Rhys: 1d20 + 20 ⇒ (10) + 20 = 30
S: 2d10 + 11 ⇒ (9, 3) + 11 = 23
Scythe vs Zeph: 1d20 + 15 ⇒ (6) + 15 = 21
Scythe vs Zeph: 1d20 + 10 ⇒ (18) + 10 = 28
S, Block: 2d10 + 11 - 10 ⇒ (1, 3) + 11 - 10 = 5
☀☀☀
A Scything tree Round 3
──────────
BOLD IS UP!:
──────────
Scythe tree (-22 HP)
➤ Barker (74/74 HP)
⠀⠀➤ Mechanical assistant (42/42 HP)
➤ Eleanor (45/86 HP)
⠀⠀➤ Holly (45/86 HP)
➤ Rhys (-23 HP)
➤ Zephrena (29/87 HP) │ Shield -18

Zephrena |

Round 3
Zeph knows this is a powerful plant monster. She remembers a dwarf she once knew, he tried to get her to wield an axe in battle. Right now she wished she was too. But nothing to cry about, she would carry on with her mace. Still flanking she snaps her whip out.
* Shield
* Attack
* Attack
Melee attack 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17
Flickmace 2d8 + 4 + 1 ⇒ (6, 5) + 4 + 1 = 16
Melee attack 1d20 + 15 + 1 - 5 ⇒ (20) + 15 + 1 - 5 = 31
Flickmace 2d8 + 4 + 1 ⇒ (2, 3) + 4 + 1 = 10

Barker_ |

Barker hits the strings and barks at the tree, he laughs like a hiena mixing it into the tunes of his mandolin
"The cuts are what makes us, and I will create you anew
What scythe is right now will soon become dull!"
Inspire courage + Biting words lvl 2
Biteing words, ic: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
Damage, sonic, ic: 4d6 + 1 ⇒ (6, 6, 6, 4) + 1 = 23
Biting words 2/3 left

GM Doug H |

Zeph lands a telling blow, but notes that the tree resists bludgeoning damage. Barker's biting words bite… perhaps the tree understands common?
☀☀☀
A Scything tree Round 3
──────────
BOLD IS UP!:
──────────
Scythe tree (-55 HP)
Barker (74/74 HP)
⠀⠀Mechanical assistant (42/42 HP)
➤ Eleanor (45/86 HP)
⠀⠀➤ Holly (45/86 HP)
➤ Rhys (-23 HP)
Zephrena (29/87 HP) │ Shield -18

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Maneuvering to put more distance between himself and the murder tree, Rhys dashes forward again, trying to pile as much lightning into it as possible.
Lightning Dash Electricity: 2d12 ⇒ (5, 11) = 16 DC22 Reflex
Elemental Blast, 1 Action: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
ElectricityDamage: 2d6 + 1 ⇒ (4, 3) + 1 = 8

GM Doug H |
1 person marked this as a favorite. |

whoops the tree would try to disarm Zeph on the crit miss
disarm vs reflex: 1d20 + 17 ⇒ (9) + 17 = 26
The creature jostles the flickmace, giving zeph a -2 attack until the start of her turn. This won’t change the outcome of the turn but i want to make sure i use the creatures abilities so you understand it in case it matters later.

Eleanor Sage |

Eleanor raises her staff to try and heal up Zephrena's injury. "Stay near the tree Zephrena. It will protect you."
Heal (Zephrena): 1d8 + 8 ⇒ (2) + 8 = 10
◆ Act as One (Eleanor Step)
◆ Act as One (Holly Step)
◆◆ Staff of Healing (Heal)
HP 45/86
AC 20
Hero Points 2/3
Battle Medicine (Ward Medic) ()
Focus Points 3/3
Staff of Healing 1/3
Spells 2nd 1/2 | 3rd 2/2
Scrolls: Heal (1st) 2/2 | (2nd) 0/2
Holly
HP 45/86
AC 23 (24 w/ Reinforce Eidolon)

GM Doug H |

ref: 1d20 + 10 ⇒ (15) + 10 = 25
Roots writhe as the tree slips to he left, causing the plasma to miss part of its branches Success
Eleanor moves in to protect the Champion and sends healing energy her way.
The scythe palm lashes out again! It doesn't seem to have many other tricks than brutal cutting.
Slashing vs Zeph, Protector tree: 1d20 + 20 ⇒ (13) + 20 = 33
S: 2d10 + 11 ⇒ (4, 10) + 11 = 25
First, it cuts down the protector tree. Is that ironic?
Slashing vs Zeph: 1d20 + 20 - 5 ⇒ (5) + 20 - 5 = 20
Slashing vs Rhys: 1d20 + 20 - 10 ⇒ (20) + 20 - 10 = 30
S: 2d10 + 11 ⇒ (5, 3) + 11 = 19 Crit for 50
It has bad luck vs Zephrena, but spins its blades and nearly decapitates Rhys, who's the only person really damaging it. Crit for 38
☀☀☀
A Scything tree Round 4
──────────
BOLD IS UP!:
──────────
Scythe tree (-66 HP)
➤ Barker (74/74 HP)
⠀⠀➤ Mechanical assistant (42/42 HP)
➤ Eleanor (45/86 HP)
⠀⠀➤ Holly (45/86 HP)
➤ Rhys (27/88 HP)
➤ Zephrena (39/87 HP) │ Shield -18

Barker_ |

Barker keeps on playing to inspire others, than he sends a wave of healing energy towards Zeph
Soothe, lvl 3: 3d10 + 12 ⇒ (10, 4, 5) + 12 = 31
Healing Zeph as Rhys can step away

Zephrena |

Round 4
The champion blows out her breath for a moment. This is a tough tree! She keeps her shield up and goes back in. Still flanking w/ the metal man, she decides to switch to her kukri blade. Maybe that will do better vs a killer palm tree.
* Shield
* Swap weapon
* Attack
Melee attack 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
kukri 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11

Eleanor Sage |

Eleanor tosses another seedling near the tree to protect Zephrena. As she does Holly closes in enough to begin lashing back at the tree.
Tendril Strike: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26
Damage (Sonic): 2d8 + 4 + 1 ⇒ (3, 2) + 4 + 1 = 10
Protector Tree (2nd Rank) AC 10, 20 HP
◆ Act as One (Eleanor Step)
◆ Act as One (Holly Strike)
◆◆ Protector Tree
HP 45/86
AC 20
Hero Points 2/3
Battle Medicine (Ward Medic) ()
Focus Points 3/3
Staff of Healing 1/3
Spells 2nd 0/2 | 3rd 2/2
Scrolls: Heal (1st) 2/2 | (2nd) 0/2
Holly
HP 45/86
AC 23 (24 w/ Reinforce Eidolon)

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The force of the attack turns into momentum for Rhys to escape the reach of the deadly tree. "Ow. That's on me." he hisses, before letting loose twin bolts of lightning.
Elemental Blast, 2 Action: 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29
Electricity Damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7
Elemental Blast, 1 Action: 1d20 + 12 + 1 - 5 ⇒ (17) + 12 + 1 - 5 = 25
Electricity Damage: 2d6 + 1 ⇒ (4, 2) + 1 = 7

GM Doug H |

Slashed and blasted by energy the tree groans and begins to crack, but it fights on full of hate for all bipedal things. It clambers over the cry fountain, lashing at Zeph…
Scytheness: 1d20 + 20 ⇒ (17) + 20 = 37
S: 2d10 + 11 ⇒ (6, 5) + 11 = 22
It cuts her deep, undoing Barker's soothing magic and then some. Crit
Next it turns to the Kineticist…
Scytheness: 1d20 + 20 - 5 ⇒ (20) + 20 - 5 = 35
S: 2d10 + 11 ⇒ (9, 10) + 11 = 30 60 damage
Rhys falls with a gash along his collarbone, bleeding out.
☀☀☀
A Scything tree Round 5
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BOLD IS UP!:
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Scythe tree (-94 HP)
➤ Barker (74/74 HP)
⠀⠀➤ Mechanical assistant (42/42 HP)
➤ Eleanor (45/86 HP)
⠀⠀➤ Holly (45/86 HP)
➤ Zephrena (26/87 HP) │ Shield -18
➤ Rhys (0/88 HP) │ Dying 2

Barker_ |

Barker sends some healing magic towards Rhys
Soothe, lvl 2@Rhys: 2d10 + 8 ⇒ (5, 2) + 8 = 15
Then he strikes with words the tree, "You will pay for this, those wors will cut deeper than any ax that you have ever seen!"
Biting words@tree: 1d20 + 12 ⇒ (13) + 12 = 25
Damage, sonic: 4d6 ⇒ (1, 5, 5, 4) = 15

Zephrena |

Round 6 of Killing
The gnome is reeling but still on her feet. She knows there is nothing to do but finish this. Keeping her battered heart shaped shield up and steps forward to both get into ranged and flank with Holly. She slashes with her heavy bladed kukri.
* Shield
* Stride
* Attack
Melee attack 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27
Kukri 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11

Eleanor Sage |

Would the new protector tree protect Zephrena from that crit?
Holly's tendrils whip and smash into the massive tree, stripping bark with each lash.
Tendril Strike: 1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 34
Damage (Sonic): 2d8 + 4 + 1 ⇒ (5, 2) + 4 + 1 = 12
Tendril Strike: 1d20 + 15 + 1 - 5 ⇒ (19) + 15 + 1 - 5 = 30
Damage (Sonic): 2d8 + 4 + 1 ⇒ (6, 7) + 4 + 1 = 18
Tendril Strike: 1d20 + 15 + 1 - 10 ⇒ (1) + 15 + 1 - 10 = 7
Damage (Sonic): 2d8 + 4 + 1 ⇒ (6, 5) + 4 + 1 = 16
◆ Act as One (Eleanor Stride)
◆ Act as One (Holly Strike)
◆ Holly Strike
◆ Holly Strike
HP 45/86
AC 20
Hero Points 2/3
Battle Medicine (Ward Medic) ()
Focus Points 3/3
Staff of Healing 1/3
Spells 2nd 0/2 | 3rd 2/2
Scrolls: Heal (1st) 2/2 | (2nd) 0/2
Holly
HP 45/86
AC 23 (24 w/ Reinforce Eidolon)

GM Doug H |

Zeph slashes the terrible tree, and then Holly trundled forward and blasts it with sonic energy, the vibrations splintering wood like lightning. With a thunderous snap, the scythe palm falls dead.
Out of combat!
While you heal, you find embedded in the tree's trunk a grim trophy and a pouch containing 95 gp. Items from its last victim, perhaps.
BARKER: Save that Soothe spell.

GM Doug H |

You move inside past several more date trees and to the main entrance, which is capped by a red stained glass dome whose glass is shattered.
You check for traps and finding none, push open the thick old wooden doors.
Elegant pillars support marble arches in this domed chamber. Colorful mosaics, faded with time and caked with grime, cover the walls. A section of the mosaics to the north has recently been cleaned and gleams brightly.
The dome’s geometric patterns weave together to form a breathtaking array of shapes and designs. Numerous windows in the dome allow both air and light into the room.
There are papers and notes scattered everywhere, and furniture litters the room that looks like it might have once held literary salons or dinner parties.
Barker senses that while the design is simple yet visually beautiful, this place's acoustics are breathtaking. +5 bonus to all performance checks.
Barker's Performance (E): 1d20 + 12 ⇒ (16) + 12 = 28
Rhys's Perception (T): 1d20 + 10 ⇒ (9) + 10 = 19
Zephrena's Perception (T): 1d20 + 6 ⇒ (12) + 6 = 18 Darkvision
Barker's keen ear for performance notes magical whispers of a distant cacophony of music and verse… taking the first verse of the poem you've uncovered and twisting it into something else, something hateful…
Foul crows, gather! Relish the darker side;
For with the shadows, Artokus did confide
To craft his orchid alchemy, and decide
to take five city-states… and divide.
The mechanical assistant's teeth start chattering. It says the word AMITY and the word echoes in the domed chamber… changing…
Amity… Amnety… Aenmity… ennmity… ENMITY ENMITY!
You all suddenly feel paranoid, angry, suspicious of one another. Something here, the twisted words, the discordant music, is influencing you…
This is a magical trap similar to a haunt, but you have a chance to disable it. Please let me know if you have any ideas.