| Xallis Livara |
After the meeting at our estate, Liraela will plan a small party for the townspeople at the simple tavern and introduce herself to as many people as she can meet. She's sure they haven't seen a vishkanya before, and takes as much time as necessary to make them feel comfortable with her.
Xallis will be more than happy to attend the party, with Navia introducing herself to the common folk to minimize future awkward encounters. No need to have the "torches and pitchforks experience" with excitable locals seeing an outsider for the first time under poorer circumstances.
Meanwhile, Xallis will socialize with the locals and ask innocuous-sounding questions about how the local lords, most notably Bartelby Lotheed, have been treating them. Of course, he does his best to come off as caring and interested, but he does leave enough blanks for the people to fill in the blanks.
Knowledge (Nobility), Sabotage Opponent (Genius) DC 19: 1d20 + 11 ⇒ (5) + 11 = 16
Hero Point!: 1d20 + 11 ⇒ (9) + 11 = 20
| Trevor Kastner |
Trevor leans forward. "During the gala, Miss Piscum stated that the local waterworks have fallen into disarray. I wish to journey there and see if I can identify the problem."
"I shall, of course, avail myself to any project we decide together, while trying to continue to serve Cayden and Stachys as a barkeep." The aasimar scratches his chin in thought. "Still, if we could make a true public house and temple to Cayden Cailean, that would be ideal for bringing the community more together.."
| GM Peachbottom |
It sounds like the majority wants to start with building the marketplace, so I’ll go with that.
Persona
Carouse (Diplomacy) to increase her Heroism facet (DC 21): 1d20 + 9 ⇒ (5) + 9 = 14
Reroll with hero point (DC 21): 1d20 + 9 ⇒ (19) + 9 = 28
Henrika increases her Heroism Rank to 3. She gains 2 additional agents for a total of 8 agents. In addition, once during each Persona Phase, Henrika can add +2 to any Intimidate or Perform (any) roll.
The townsfolk of Stachys are impressed by Henrika’s tales and hang off her every word. Two townsfolk are so impressed by her heroics that they pledge to join her cause.
Diplomacy, improve Charm DC 19: 1d20 + 12 ⇒ (11) + 12 = 23
Liraela increases her Charm Rank to 2. She gains 2 additional agents for a total of 8 agents. And Liraela can now perform any Basic Operation that uses Charm.
The people of Stachys delight at Liraela’s small celebration. Although the most exotic civilian before Liraela arrived was a half-orc, the citizens of Stachys are not xenophobic and believe in the merits of ones actions rather than how one looks. When they learn about Liraela’s tattooing skill from Onora, two of them ask Liraela to give them one and in exchange they will help Liraela in whatever way they can.
Knowledge (Nobility), Sabotage Opponent (Genius) DC 19: 1d20 + 11 ⇒ (5) + 11 = 16
Hero Point!: 1d20 + 11 ⇒ (9) + 11 = 20
The DC to increase to Rank 3 is actually 21. The DC is 15+twice the rank you are trying to reach, so 15+6. But since you used a hero point and I’m feeling generous, I’ll find you a +1 bonus to make that a success. But I’ll also have to give the bonus to everyone else too. For the 3 who still need to take Persona actions (Icabhod, Trevor, and Tychus), you can add a +1 bonus to your roll for riding a high from the Tanager Jubilee. (It does not change anything for Henrika or Liraela.)
Xallis increases his Genius Rank to 3. He gains 2 additional agents for a total of 10 agents. In addition, once during each Persona Phase, Xallis can add +2 to any Knowledge (any) roll.
The locals need no convincing that Bartelby Lotheed is bad. They all hate him. While Xallis tries to speak with tact, the townsfolk speak with such colorful language that Xallis is forced to blush in shock. As promised in his parents’ letter, two skilled tradesfolk from Oppara with allegiance to the Livaras arrive to help.
Icabhod, Trevor, and Tychus can still decide on a Persona action.
Pharast 22, 4718 (Oathday) (Betony Estate, Stachys, County of Meratt, Taldor)
Halfway through the week, a messenger from Moost arrives to remind you of your date for tea with Dame Parthena on Sunday Pharast 25. In addition, the messenger delivers a housewarming gift from the Crabbes: a gilded black marble bust of Parthena in her youth (worth 600 gp). The decorative necklace on the bust incorporates an amulet of natural armor +2 to protect the bust from wear and tear. (Which the messenger can tell you so you don’t need to identify it.)
(Removing the amulet without damaging the statue requires a successful DC 15 Craft (jewelry or sculpture) check, or a DC 20 Disable Device check. Every failed skill check reduces the statue’s value by 150 gp.)
(Moost is 55 miles away. According to the overland travel chart, a light horse can travel 28 miles a day, so Moost is 2 days away. So you should leave by tomorrow afternoon to arrive on time.)
At the end of the week, the improvements to the markets in Stachys are complete. The public square which was just a muddy dirt path is now paved with smooth stone. And you’ve arranged with local artisans and farmers to establish a weekly market to attract more wealth. You send out messengers to your neighbors to advertise your town’s new addition.
This improvement helps Stachys become more self-sufficient, reducing the base cost of all future improvements by 10%. I am leaving the full cost on the Rebuilding Stachys list, I’ll remember to take the 10% off when you purchase things. I’m leaving the full cost, because additional things happen after you spend enough money and I’ll give you full credit for the improvements in that regard.
In addition, since you’ve built the Markets (Basic), you’ve now unlocked the option to build Markets (Advanced).
Markets (Advanced) (2000 gp): Lending some money to establish a new, permanent store in town helps bring new products and luxuries into the community. Completing this improvement grants Stachys the prosperous settlement quality.
The prosperous settlement quality gives: Increase Economy +1; Increase Base Value by 30%; Increase Purchase Limit by 50%.
Another thing to note, because it might be a little hidden, Stachys currently has the settlement quality: Gone to Seed.
Gone to Seed: The neglect of the settlement has made locals apathetic and the place is run down. (Economy –4; halve Base Value and Purchase Limit; no available spellcasting) Once the PCs implement one civic improvement, one farm improvement, and the mill repairs, they can remove this disadvantage.
| Tychus Marcaius |
Persona Phase
Opting to make a brief appearance at Liraela's party, Tychus makes a quiet exit. He grabs his outdoor gear and his crossbow, and makes his way into the woods. After some time spent stalking the game in the area, Tychus attempts to return to Stachys with some extra food for the locals.
Develop Sacrifice (Survival DC19): 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
What have I done to displease the dice gods? Hero Point re-roll.
Develop Sacrifice (Survival DC19): 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
| Icabhod Tilneros |
Persona Phase
Icabhod attempts to turn the noble's hypocrisy about the conditions of their current home by drawing attention to the sad shape of places like the Palace of Birdsong.
Develop Subterfuge (Stealth DC 19: 1d20 + 9 ⇒ (8) + 9 = 17
| Trevor Kastner |
Persona Phase
Trevor takes a horse up to the Stachys Pump House to investigate the blockage.
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
| GM Peachbottom |
Persona Phase
Trevor takes a horse north to investigate the rumor of the blocked pump house.
He finds that marshland and shallow, stagnant ponds surround the pump house for 2 miles in every direction, ringed with festering carcasses of livestock that wandered off only to become stuck and drown. The land is unsuitable for horses and other mounts and reaching the pump house from Stachys by foot would take 7 hours. He returns to town to ask a local for help.
Trevor can still attempt to develop a facet as well. I'll let him try Charm with diplomacy to try to get a guide for his journey.
Arrange Guide (Charm) DC 21: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21
Trevor finds an old grizzled fisherman with a flat-bottomed barge who will take him closer. The man is reluctant to go anywhere near the pump house but Trevor manages to convince him it is for the good of Stachys. By barge, the trip takes 2 hours of travel.
Along the way, the guide shares some history of the pump house. The original Stachys spur of the canal was constructed 1,200 years ago and outfitted with a groundwater pump to help transform the local marshes into useful farmland. The design helped maintain local fortunes for over a millennium. The original magically driven engine broke over a century ago, and the locals replaced it with a simpler mechanism pulled by oxen. Eventually the pump itself broke down, and by that time, the county lacked anyone with the know-how to repair it. Over the last 20 years, the marsh has returned, driving locals off their land and reclaiming a cemetery that had once occupied a nearby knoll.
As the barge approaches the stone building, the stench of rot becomes nearly overwhelming. Then something large bumps into the bottom of the barge. The two people look over the side to see the shadow of a creature about the size of a large alligator moving under the surface of the water. As they continue to watch a long rubbery tentacle reaches out of the water to envelop the corpse of a dead fish floating on the surface and pull it down into the murk. The guide panics and reverses course back to Stachys. You’ll want to tackle the pump house as a group. You can do it after your visit to Moost if you want.
I’ll give Trevor a hero point for being the first person to follow up on a rumor.
Trevor increases his Charm Rank to 3. He gains 2 additional agents for a total of 10 agents. In addition, once during each Persona Phase, Trevor can add +2 to any Bluff or Diplomacy roll.
Opting to make a brief appearance at Liraela's party, Tychus makes a quiet exit. He grabs his outdoor gear and his crossbow, and makes his way into the woods. After some time spent stalking the game in the area, Tychus attempts to return to Stachys with some extra food for the locals.
Tychus returns with a squirrel which after Henrika’s tales of Tychus slaying the Iron Lash of Meratt is unimpressive to say the least.
Icabhod attempts to turn the noble's hypocrisy about the conditions of their current home by drawing attention to the sad shape of places like the Palace of Birdsong.
The Palace of Birdsong is the most opulence building in all of Meratt, so when Icabhod tries to paint it as being in sad shape, the locals are confused.
Unfortunately, Tychus and Icabhod’s attempts to develop persona do not succeed this round.
Pharast 25, 4718 (Sunday) (Moost, County of Meratt, Taldor)
The journey to Moost is pleasant and uneventful. Eventually after two days of travel, your carriage pulls through the village of Moost. Along the road up to the Crabbe Estate, you pass by extensive cranberry bogs that surround this thriving little community.
The hamlet Moost is added to the Maps link.
Minor Magic Items: 1d6 ⇒ 6
Moost has 6 minor magic items (up to 7,999 gp) available for purchase this week if anyone needs anything.
Like Dame Crabbe, the town lives for gossip, and PCs gain a +2 circumstance bonus on Diplomacy checks in Moost to gather information about the county.
Gather Information DC 15: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24 (I put +1 as the bonus instead of +2, because the town also has a -1 to gather information using the settlement rules.)
Normally I’d role a random rumor, but the people of Moost have a particular obsession with the Crabbe family since their settlement revolves around them. And also this rumor will probably become obsolete soon so I’m giving it out now.
You speak to a local on your way through the hamlet who spreads the rumor “Dame Crabbe’s girl hasn’t been the same since her beloved Opilio passed last year. Poor girl just won’t let herself move on, and her overbearing mother isn’t helping.”
Added to the Rumors Link.
Dame Crabbe welcomes you at the door and is elated to host. ”Come in! Come in! I’m so glad to see you!” She brings you into her parlor where she goes out of her way to make you feel at home. The parlor overlooks the back of the estate where you can see a huge neglected hedge maze. The center contains a picturesque gazebo, overgrown with roses.
Tea itself is a quiet affair. Parthena is less overbearing and more informal away from major social events. She shares local news and offers a variety of parlor games while nearby her daughter Sepsinia remains her usual withdrawn, quiet self. Among her small-talk, Parthena mentions, ”I have family in Cassomir and they told me that they spotted the bastard of the Lotheed family, Martella, skulking around the city. I thought she was living in Oppara. I wonder what she could be doing there.” After a hour or so of chatting, Parthena says, ”I have a real treat for you. I’ve invited some students from Moost’s conservatory to perform for your enjoyment.” She brings in a dozen talented musicians and dancers who put on an impressive private show.
Afterwards once the musicians leave, Parthena sits down and gets serious. ”I didn’t want to discuss the matter at the Tanager Jubilee but I am very worried about my withdrawn daughter. You see, Sepsinia’s suitor, Opilio, took his own life last year, and while Sepsinia seemed to handle the shock well enough at first, the joy and passion eventually drained from her and she has yet to return. Instead, Sepsinia simply wanders the house, staring out windows and occasionally reading random books for hours on end. Once a promising painter, she no longer takes any interest in art or beauty. Nothing I’ve tried has had any effect to return her to her vibrant self. I’m at my wits end.”
Technically, each visit to a noble’s home allows you 2 social rounds with them, but since you don’t need anymore social rounds, you can simply talk to them if you wish.
You can try talking to Sepsinia but a successful DC 25 Bluff or Diplomacy check is required to get a response of any substance. If you do interact with Sepsinia, you can also attempt a DC 25 Sense Motive or Spellcraft check.
| Trevor Kastner |
Afterwards once the musicians leave, Parthena sits down and gets serious. ”I didn’t want to discuss the matter at the Tanager Jubilee but I am very worried about my withdrawn daughter. You see, Sepsinia’s suitor, Opilio, took his own life last year, and while Sepsinia seemed to handle the shock well enough at first, the joy and passion eventually drained from her and she has yet to return. Instead, Sepsinia simply wanders the house, staring out windows and occasionally reading random books for hours on end. Once a promising painter, she no longer takes any interest in art or beauty. Nothing I’ve tried has had any effect to return her to her vibrant self. I’m at my wits end.”
"May we please go and speak to Sepsinia?" Trevor asks.
When guided to the grieving woman, the caydenite steps forward.
"Good afternoon, Miss Sepsinia", Trevor bows in a courtly manner. "It is i, Sir Trevor Kastner. From the Jubilee?"
The cleric sits down next to the depressed woman. "Your mother told us about Opilio. I am very sorry for your loss. What was Opilio like?"
Diplomacy (Charming): 1d20 + 12 ⇒ (1) + 12 = 13 HERO POINT
Diplomacy (Charming): 1d20 + 12 ⇒ (9) + 12 = 21 Damn.
| Tychus Marcaius |
Seeing his friend head for the poor Sepsinia, Tychus falls into step with the cleric. He grips Trvor's shoulder and briefly leans in to him.
"Looks like you'll need a chaperone."
He gives him a hearty slap and gives them a bit of room once there.
Sense Motive: 1d20 + 8 ⇒ (10) + 8 = 18
Tychus doesn't notice anything unusual.
| Henrika Karthis |
Henrika doesn't want to be left out when the group goes to tea with Parthena, though she is uncomfortably reminded of her ailing mother when their host describes the state of her daughter. "Grief affects a person in many different ways," she muses. "Though it does you credit that you wish to help her overcome it. Perhaps we can distract her from thoughts about her loss, being as we are unfamiliar figures here in her usual surroundings. It is certainly worth a try, wouldn't you say?"
She accompanies Trevor and Tychus to Sepsinia's room and bows to her when they are introduced. "I am Dame Henrika Karthis, though unfortunately we never spoke at the jubilee. Is this your room? It is a fair prospect, there is a fine view from here of the cranberry bogs in this lovely country. I am not an artist, but I can only imagine what a skilled illustrator could do with such beauty as a guide. Do you know any artists?" As she speaks, she fixes the young woman with her hypnotic stare. "Perhaps you yourself were interested in such things when you were younger. Do you remember that time? Of course you do." Henrika laughs, a light and airy sound that is evocative of a child's voice.
She casts Hermean potential on herself as she attempts to draw Sepsina out of her withrawn state using the power of her voice.
Bluff: 1d20 + 11 ⇒ (11) + 11 = 22
Reroll Bluff: 1d20 + 11 ⇒ (11) + 11 = 22
Sense Motive: 1d20 + 6 ⇒ (6) + 6 = 12
| GM Peachbottom |
A few of you try talking with Sepsinia. But for the most part, she just looks at the ground or stares out a window. Her eyes are glassy and absent. When asked about her paintings, she takes a few out of the closet to show you. They are beautiful still-life and landscape paintings. She is definitely very talented. However none of the paintings are recent. The only thing that gets a reaction out of Sepsinia is the mention of Opilio. Her eyes widen for just a moment and she says, ”I don’t want to talk about it.”
Unable to get much from her, you return to the parlor. ”See what I mean.” says Parthena. ”If only there was something more I could do.” Parthena is genuinely concerned. ”You’ve come a long way to see me. Please stay the night. There’s no rush.”
In the evening, Parthena shares the various desserts, tinctures, and wines the family’s cranberry bogs produce. Then she shows you to some guest bedrooms adjacent to her own and Sepsinia’s.
Henrika: 1d20 + 6 ⇒ (15) + 6 = 21
Icabhod: 1d20 + 7 ⇒ (20) + 7 = 27
Liraela: 1d20 + 8 ⇒ (6) + 8 = 14
Trevor: 1d20 + 5 ⇒ (10) + 5 = 15
Tychus: 1d20 + 9 ⇒ (18) + 9 = 27
Xallis: 1d20 + 0 ⇒ (2) + 0 = 2
Navia: 1d20 + 14 ⇒ (3) + 14 = 17
That night, around midnight, most of you (Liraela and Xallis sleep soundly) are awoken by the sound of the manor’s creaky old floors. If you peek out of your bedroom, you catch a glimpse of Sepsina’s shadow heading down the stairs. Before you can catch up to her, you see her stumble out into the garden and into the overgrown hedge maze behind the estate.
Not wanting to be caught outside in your nightclothes, you go back to dress and wake the others. By the time you return to the maze, Sespinia has navigated within and you will need to track her. The walls of the imposing maze tower ten feet high. Left untended, it is riddled with brambles and weeds. A cold mist covers the ground within and wafts over your ankles. Even though it is midnight, the maze itself seems unnaturally dark and gloomy.
Finding the center of the labyrinth requires five successful checks using any combination of the following: combat maneuver (DC 15), Climb (DC 20), Knowledge (engineering; DC 18), Knowledge (nature; DC 20), Perception (DC 18), Spellcraft (DC 22), Survival (DC 18), or a Will saving throw (DC 15). With Navia’s scent ability, she can aid and provide a +2 bonus to each roll. The same type of check cannot be attempted twice, and a failed check means you have accidentally exited the maze and must start over. If you fail three times, you have to stop.
If you fail a roll, you don't lose your successes. Basically you need to pass 5 out the 8 checks before you fail 3 checks. And you can only try each different check once.
I’ll list the best person for each skill if that helps (these are without the +2 bonus).
CMB DC 15: Henrika +6
Climb DC 20: Tychus +5
Knowledge (engineering) DC 18: Icabhod +7
Knowledge (nature) DC 20: Tychus +5
Perception DC 18: Navia +14
Spellcraft DC 22: Xallis +9
Survival DC 18: Tychus +7
Will Save DC 15: +9 (including Henrika’s bonus for illusions)
Since multiple people are involved, I don’t know if its easier for you to roll or if you want me to. But I’ll leave it open for you to roll first if you’d like. You don’t have to go with the suggested characters either if someone else thinks they have a good shot at one of the checks.
| Trevor Kastner |
Looks like Trevor will offer spiritual and moral support in finding Sepsinia.
| GM Peachbottom |
Navia Perception DC 18: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
Navia Perception DC 18: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31 Success
Henrika Will DC 15: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 Success
Henrika Will DC 15: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Henrika CMB DC 15: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 Success
Henrika CMB DC 15: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Icabhod Knowledge (engineering) DC 18: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Icabhod Knowledge (engineering) DC 18: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28 Success
Tychus Survival DC 18: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22 Success
Tychus Survival DC 18: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Thanks to Henrika's hermean potential you easily navigate the labyrinth without error.
I'll give Henrika a hero point for using all her spells to solve the labyrinth with ease.
Liraela said she was working on a post, so I'll wait for her before I continue.
| Liraela the Inkweaver |
When they learn about Liraela’s tattooing skill from Onora, two of them ask Liraela to give them one and in exchange they will help Liraela in whatever way they can.
Liraela is delighted to give anyone at her little get together tattoos, giving out as many as she has the time for between socializing with anyone who has questions about her race or anything else they'd like to ask her.
(Removing the amulet without damaging the statue requires a successful DC 15 Craft (jewelry or sculpture) check, or a DC 20 Disable Device check. Every failed skill check reduces the statue’s value by 150 gp.)
Disable Device: 1d20 + 14 ⇒ (7) + 14 = 21
Liraela removes the necklace easily, sliding it around her neck.
"Highlights my skin shade nicely, don't you think? I think I'll hold onto this for now."
Of the frontliners, Lir and Henrika have the lowest AC at 17. Liraela has slightly more HP, but Henrika has her mesmerist tricks. I'll have Lir hold onto the necklace for now, unless the party thinks it should go to someone else.
You can try talking to Sepsinia but a successful DC 25 Bluff or Diplomacy check is required to get a response of any substance. If you do interact with Sepsinia, you can also attempt a DC 25 Sense Motive or Spellcraft check.
Diplomacy: 1d20 + 12 ⇒ (16) + 12 = 28
Liraela recognizes the talent hidden behind the depression of losing a loved one, something she can most certainly relate to."I understand not being able to be passionate about your art, things like that happen all the time to the gifted of us. It's okay, you can talk to me about whatever you need to. Can you tell me a little bit more about what's bringing you down?"
The next night, after being woken up by the rest of their party why'd you wake me up, I was sleeping perfectly fine before this, she gets herself together and joins the hunt into the maze.
"Ah, it's good that we have you helpful folk around, I am terribly awful at keeping my sense of direction about me." she says as the group makes their way through the maze without much of a struggle. "I do wonder what's going on here though, something seems fishy."
| Tychus Marcaius |
The next night, after being woken up by the rest of their party why'd you wake me up, I was sleeping perfectly fine before this, she gets herself together and joins the hunt into the maze.
"Ah, it's good that we have you helpful folk around, I am terribly awful at keeping my sense of...
"Whatever it is, I don't like it..." Tychus responds, without breaking concentration on tracking down their mysterious prey. He proceeds through the maze with lethal efficiency, finally at home prowling around in the dark after days of noble pleasantries.
| Xallis Livara |
You can try talking to Sepsinia but a successful DC 25 Bluff or Diplomacy check is required to get a response of any substance. If you do interact with Sepsinia, you can also attempt a DC 25 Sense Motive or Spellcraft check.
When meeting Sepsina, Xallis does his best to not invade her personal space. With so many people approaching her at the same time, his meeting is also brief.
"Ahh, I saw you at the dance. That was quite close. You and your mother pushed Liraela and I to our absolute limits."
Diplomacy: 1d20 + 11 ⇒ (12) + 11 = 23
Spellcraft: 1d20 + 9 ⇒ (4) + 9 = 13
Later that night...
Xallis is resistant to waking up, but as soon as he realizes its one of his allies, he snaps awake. His assumption is that they're under threat of an assassin's blade, but he's relieved to hear otherwise.
Navia approaches the hunt with gusto, completely unbothered by the uncomfortable pose that allows her to keep her nose close to the ground. "This would be easier if I had four legs." she says to Xallis with a casual tone. "And maybe a tail to balance it out."
| GM Peachbottom |
Earlier…
"I understand not being able to be passionate about your art, things like that happen all the time to the gifted of us. It's okay, you can talk to me about whatever you need to. Can you tell me a little bit more about what's bringing you down?"
Sepsinia responds quietly. ”It’s Opilio. My parents forced me to be his fiancé. I rejected him. He committed suicide.”
"Ahh, I saw you at the dance. That was quite close. You and your mother pushed Liraela and I to our absolute limits."
Sepsinia just shrugs.
Back to the maze…
As you navigate the maze, the gloom seems to become heavier. The swirling mist rises higher. And the weeds grow thicker overhead blocking out what little moonlight there is. Despite the difficulties, you eventually find the center of the hedge maze.
When you do, you are shocked to see a ghastly parody of a romantic picnic under the central gazebo. Sepsinia sits at a round stone table draped with a tattered picnic cloth. She stares blankly ahead, heavily affected by illusions and enchantments. Across from her, what appears to be a sickly, pulsating heart held aloft by eight legs of shattered bone like a spider offers Sepsinia cold tea and moldering biscuits. Surrounding the gazebo are the bodies of several unfortunate gardeners. When you enter the labyrinth’s center, the creature notices your disturbance and emits a high-pitched screech. At the same time, the bodies of the gardeners awkwardly push themselves to standing and shamble towards you. Sepsinia remains seated completely oblivious to her surroundings.
Link to map: Here
You are in an area of dim light. But you had plenty of time to cast a light spell as you navigated the maze, which I will assume someone does. The area you are in is small enough the a light spell will fill the whole area.
Henrika: 1d20 + 2 ⇒ (4) + 2 = 6
Icabhod: 1d20 + 6 ⇒ (17) + 6 = 23
Liraela: 1d20 + 3 ⇒ (15) + 3 = 18
Trevor: 1d20 ⇒ 11
Tychus: 1d20 + 6 ⇒ (10) + 6 = 16
Xallis: 1d20 + 1 ⇒ (17) + 1 = 18
Opilio: 1d20 + 10 ⇒ (11) + 10 = 21
Zombies: 1d20 + 2 ⇒ (6) + 2 = 8
Opilio Lore
•This is a lovelorn.
•A lovelorn’s type is undead.
•Vicious creatures driven by misery and suffering, lovelorns arise from the souls of those who die when love takes a tragic turn—star-crossed lovers who committed suicide and victims of abusive relationships and violent family confrontations.
In death, the stubborn spirit fixates solely on its heart, animating the dead organ and bursting free from its body, dedicated to unmaking everything it cared for in life.
Although these distressing undead monsters enjoy the sensation of using their fangs on living tissue, lovelorns thrive on feelings of misery rather than flesh, and their mere presence corrupts an area into a maze of despair and deadly traps. They may stalk and murder ex-lovers, but they just as often lurk in a home or community to seed misfortune and contempt, and feast upon the resulting anger and sadness. Their small size and ability to meddle with the memories and emotions of the living allow them to remain hidden for years, or even haunt a single family for generations.
•A lovelorn’s bite causing bleeding and also inflicts the victim with a curse of aparthy.
•Its spell-like abilities include: ghost sound, open/close, silent image, crushing despair, entangle, memory lapse, vanish, and animate dead.
•Lovelorns understand Common but can’t speak.
Zombie Lore
•A zombie’s type is undead.
•It’s a zombie.
•Zombies are vulnerable to slashing weapons.
•Zombies have poor reflexes and have the staggered condition.
Undead Traits
•Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
•Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
•Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability
scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
•Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is
harmless).
Round 1
Initiative
23 – Icabhod (33/33 hp)
21 – Opilio
18 – Liraela (35/35 hp)
18 – Xallis (35/35 hp)
18 – Navia (19/19 hp)
16 – Tychus (35/35 hp)
11 – Trevor (31/31 hp)
08 – Zombie (Red)
08 – Zombie (Yellow)
08 – Zombie (Blue)
06 – Henrika (33/33 hp)
Icabhod gets to act first!
| GM Peachbottom |
Sepsinia does not resist Icabhod and allows him to move her. Despite being handled, she still stares blankly ahead.
The heart-like monster skitters back and commands the thorny vines woven throughout the labyrinth to animate and entangle you.
Henrika: 1d20 + 5 ⇒ (12) + 5 = 17
Icabhod: 1d20 + 6 ⇒ (5) + 6 = 11
Liraela: 1d20 + 6 ⇒ (10) + 6 = 16
Trevor: 1d20 + 1 ⇒ (3) + 1 = 4
Tychus: 1d20 + 8 ⇒ (18) + 8 = 26
Xallis: 1d20 + 2 ⇒ (17) + 2 = 19
Navia: 1d20 + 2 ⇒ (6) + 2 = 8
I need to tell you what this spell is because you need to know how it works. The plants are anchored, so you cannot move if entangled until you free yourself and the vines have thorns. (I know the area is supposed to be a 40-ft. radius and I made it a 20-ft. radius but I couldn't fit that size circle on the small map.)
If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free.
Henrika, Liraela, Tychus, and Xallis dodge away from the grasping vines. But Icabhod, Trevor, and Navia do not. Thorny vines wrap around their arms and legs, holding them in place. Sepsinia still does not react and let's the vines envelop her like a fly caught in a spiderweb.
Icabhod, Trevor, and Navia gain the entangled condition and also take 1 point of damage. They can attempt as a move action a Strength or Escape Artist check DC 16 to remove the entangled condition. If they don't remove the entangled condition, they cannot move spaces but they can still attack with a -2 penalty on attack rolls and a -4 penalty to Dexterity.
The entangle spell is the green circle area on the map. The area is difficult terrain. Anyone that ends their turn in the area needs to make a Reflex saving throw DC 16 again to avoid being entangled.
Round 1
Initiative
23 – Icabhod (32/33 hp) (Entangled DC 16)
21 – Opilio
18 – Liraela (35/35 hp)
18 – Xallis (35/35 hp)
18 – Navia (18/19 hp) (Entangled DC 16)
16 – Tychus (35/35 hp)
11 – Trevor (30/31 hp) (Entangled DC 16)
08 – Zombie (Red)
08 – Zombie (Yellow)
08 – Zombie (Blue)
06 – Henrika (33/33 hp)
Liraela, Xallis, Navia, and Tychus go.
| Liraela the Inkweaver |
Lir will move forward and take a strike at the zombie.
Assuming the square she's in isn't in the entangle. If it is, then she'll do some acrobatics to stay out of it.
Damage: 1d20 + 8 ⇒ (16) + 8 = 24 Damage: 1d4 + 5 + 2d6 ⇒ (3) + 5 + (1, 5) = 14
Take sneak attack off if they don't count as flat-footed.
| Xallis Livara |
Navia opens her maw wide and attempts to bite her way free of the vines, yanking and tearing them with her clawed hands.
Strength Check: 1d20 + 3 ⇒ (11) + 3 = 14
With a bit of freedom of movement, Xallis begins casting an old favorite spell to aid his eidolon as she screeches in frustration.
Xallis begins casting enlarge person on Navia.
| GM Peachbottom |
Trevor – Opilio: 1d20 + 8 ⇒ (14) + 8 = 22
Trevor – Zombie: 1d20 + 8 ⇒ (11) + 8 = 19
Tychus – Opilio: 1d20 + 5 ⇒ (16) + 5 = 21
Tychys – Zombie: 1d20 + 5 ⇒ (17) + 5 = 22
Icabhod – Opilio: 1d20 + 3 ⇒ (20) + 3 = 23
Icabhod – Zombie: 1d20 + 3 ⇒ (13) + 3 = 16
Trevor, Tychus, and Icabhod all learn the information about the lovelorn and the zombie, except the DC 24 check for the lovelorn, so they can share that with the party.
Assuming the square she's in isn't in the entangle. If it is, then she'll do some acrobatics to stay out of it.
Yes, where Liraela is is outside of the entangle.
Liraela leaps out of the entangling vines and slashes at the nearest gardener. She cuts the zombie open spilling out its foul-smelling entrails. The zombie emotionlessly looks down with a low moan and then collapses to the ground.
Liraela deals 14 slashing damage to the zombie (blue) and destroys it.
Xallis Reflex save DC 16: 1d20 + 2 ⇒ (17) + 2 = 19 Success. Xallis is not entangled.
Navia fights futilely against the powerful plant tendrils. The thorns cut into her flesh as she struggles.
Navia takes 1 point of piercing damage from the entangle spell’s thorns.
Xallis begins casting his enlarge person spell. He kicks away the grasping vines as they continue to try to wrap around his feet.
Round 1
Initiative
23 – Icabhod (32/33 hp) (Entangled DC 16)
21 – Opilio
18 – Liraela (35/35 hp)
18 – Xallis (35/35 hp)
18 – Navia (17/19 hp) (Entangled DC 16)
16 – Tychus (35/35 hp)
11 – Trevor (30/31 hp) (Entangled DC 16)
08 – Zombie (Red)
08 – Zombie (Yellow)
06 – Henrika (33/33 hp)
Tychus and Trevor can still act next.
| Trevor Kastner |
Round 1
"Opilio! Set Sepsinia free! Your presence is only harming her!" Trevor admonishes the undead, as he holds his holy symbol aloft.
Go to your Rest, Opilio!"
Channel Energy: 2d6 + 1 ⇒ (5, 1) + 1 = 7
Concentration Check: 1d20 + 4 + 3 ⇒ (12) + 4 + 3 = 19
| Tychus Marcaius |
Sensing it unwise to stray too long in the raging vines, Tychus makes a sprint for relative safety (if such a thing could exist in this hellscape) before taking a potshot at Opilio.
Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d10 + 4 ⇒ (4) + 4 = 8
Move Action, Standard Attack, Free Action Reload.
| GM Peachbottom |
Tychus Reflex DC 16: 1d20 + 8 ⇒ (12) + 8 = 20
The entangled area is also difficult terrain, so Tychus can only move 3 spaces with one move. I moved him back one space, since you moved him 4 spaces, which is still in the entangled area. He passed the save though so he is not entangled.
Tychus moves forward and fires his crossbow. The bolt pierces straight through the creature's heart body. Spurts of blood flow from the wound as the heart beats.
Tychus hits Opilio for 8 damage.
Channel Energy: 2d6 + 1 ⇒ (5, 1) + 1 = 7
Concentration Check: 1d20 + 4 + 3 ⇒ (12) + 4 + 3 = 19
I could be wrong, but since Channel Energy isn't a spell, I don't think Trevor needs to make a Concentration check to use it. Also, it looks like Trevor should be getting +2 to damage to undead and outsiders when he reached level 4, since it is 1/2 to damage each level. Damage will be 8.
Opilio Will save DC 14: 1d20 + 8 ⇒ (10) + 8 = 18
Zombie (red) Will save DC 14: 1d20 + 5 ⇒ (7) + 5 = 12
Zombie (yellow) Will save DC 14: 1d20 + 5 ⇒ (10) + 5 = 15
Trevor channels the energy of Cayden Cailean to destroy the undead before him. The closest zombie takes the full brunt of the attack and is badly scorched. The others are injured but only minorly so.
Zombie (red) fails its Will save and takes 8 damage. Zombie (yellow) and Opilio pass their Will saves and take 4 damage each.
The zombie gardener (red) does not have enough room to charge so it simply shambles a step closer to Icabhod and Trevor. The other zombie (yellow) turns towards Liraela and in a charge that is part stumble and part lunge swings a rigid fist.
Zombie (Red) Slam, charge vs. Liraela's AC 19: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Liraela easily avoid the attack.
Zombie (yellow) misses Liraela.
Liraela, update your AC to 19 in the header when you get a chance.
Round 1
Initiative
06 – Henrika (33/33 hp)
Round 2
Initiative
23 – Icabhod (32/33 hp) (Entangled DC 16)
21 – Opilio (12 damage)
18 – Liraela (35/35 hp)
18 – Xallis (35/35 hp)
18 – Navia (17/19 hp) (Entangled DC 16)
16 – Tychus (35/35 hp)
11 – Trevor (30/31 hp) (Entangled DC 16)
08 – Zombie (Red) (8 damage)
08 – Zombie (Yellow) (4 damage) (-2 AC from charging)
06 – Henrika (33/33 hp)
Henrika and Icabhod are next.
| GM Peachbottom |
Round 1
Zombie AoO vs. Henrika's AC 18*: 1d20 + 6 ⇒ (1) + 6 = 7 Miss
Henrika Koriana's Blade, defending 1, power attack: 1d20 + 8 - 1 ⇒ (19) + 8 - 1 = 26
Crit Confirmation: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19 Not Confirmed
Damage: 1d8 + 5 + 3 ⇒ (2) + 5 + 3 = 10
Henrika climbs over the squirming vines then dashes the remaining distance to the creature that Opilio has become and slashes it with her longsword. It screeches and bares spider-like fangs in anger.
Henrika uses power attack and hits Opilio for 10 damage. She uses the defending property of her sword to give herself and Liraela +1 AC until her next turn.
Round 2
Icabhod frees himself from the vines and escapes the dangerous area.
Icabhod does not provoke an attack of opportunity from his successful Acrobatics check.
Opilio skitters away from Henrika (5 ft. step) and unleashes an invisible wave of despair. Henrika, Icabhod, Liraela, Navia, and Tychus are in the effect (purple cone on map).
Henrika: 1d20 + 7 ⇒ (17) + 7 = 24
Icabhod: 1d20 + 4 ⇒ (5) + 4 = 9
Liarala: 1d20 - 1 ⇒ (9) - 1 = 8
Navia: 1d20 + 3 ⇒ (18) + 3 = 21
Tychus: 1d20 + 5 ⇒ (2) + 5 = 7
Herika and Navia pass which negates the effect. Icabhod, Liraela, and Tychus fail. They are filled with sadness and despair and take a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 4 minutes. It doesn't affect the zombie because it is a mind-affecting effect.
Round 2
Initiative
23 – Icabhod* (32/33 hp)
21 – Opilio (22 damage)
18 – Liraela* (35/35 hp) (Defending +1 AC)
18 – Xallis (35/35 hp)
18 – Navia (17/19 hp) (Entangled DC 16)
16 – Tychus* (35/35 hp)
11 – Trevor (30/31 hp) (Entangled DC 16)
08 – Zombie (Red) (8 damage)
08 – Zombie (Yellow) (4 damage) (-2 AC from charging)
06 – Henrika (33/33 hp) (Defending +1 AC)
Active Spells
Icabhod (Crushing Despair 4 min.)
Liraela (Crushing Despair 4 min.)
Tychus (Crushing Despair 4 min.)
Liraela, Xallis, Tychus, and Trevor go next.
| Liraela the Inkweaver |
Already finding herself in a favorable position, Lir will slash out at the next zombie in line.
Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d4 + 5 + 2d6 - 2 ⇒ (1) + 5 + (4, 5) - 2 = 13
Flanking offsets the attack bonus from the despair, so I left it as is.
| Xallis Livara |
Xallis' spell finishes casting, sending a surge of magic through Navia's body that expands her muscles and stretches her skin and bones until she transforms into a larger version of herself.
Xallis takes a shot with his crossbow while Navia decides to use her expanded reach to stretch her limbs out of the brambles and attack!
Xallis' crossbow vs yellow: 1d20 + 4 ⇒ (6) + 4 = 10 damage: 1d8 ⇒ 2
Navia's' Talon vs yellow (power attack): 1d20 + 6 - 1 - 2d6d1d6 + 6 ⇒ (3) + 6 - 1 - (3, 3, 5, 6, 3, 1, 2) + 6 = -9
Navia's' Talon vs yellow (power attack): 1d20 + 6 - 1 - 2d6d1d6 + 6 ⇒ (19) + 6 - 1 - (5, 4, 4, 1, 1) + 6 = 15
Navia's' Bite vs yellow (power attack): 1d20 + 6 - 1 - 2d6d2d6 + 6 ⇒ (8) + 6 - 1 - (4, 4, 5, 1, 2, 5, 4, 6) + 6 = -12
| Tychus Marcaius |
Waves of despair flow through Tychus as the odd creature skitters further away. Flashes of his past and childhood flood through his mind. He grips his head with one hand and grits his teeth, willing the images from his mind. But they persist.
Barely able to make sense of the situation, he takes a step out of the dangerous flora, and manages to take aim at the heart.
Attack Opilio: 1d20 + 7 ⇒ (16) + 7 = 23
Damage Opilio: 1d10 + 2 ⇒ (5) + 2 = 7
5 Foot Step, Study Opilio as a Move Action, Standard Attack, Free Reload. I've included the penalties for Crushing Despair in my totals.
| GM Peachbottom |
Round 2
Liraela slashes the next zombie's neck. Its head topples backwards, dangling by a strip of flesh, then tears off completely.
Liraela deals 13 damage to zombie (yellow) and destroys it.
I'm going to have to clean up Xallis' turn here. Also remember, if you stay in the entangle, you have to make the save again.
Xallis takes a shot with his crossbow
Who is Xallis shooting? I'll say Opilio because you know zombies have DR to piercing. But it doesn't really matter with an attack roll of 10.
Xallis Reflex save DC 16: 1d20 + 2 ⇒ (18) + 2 = 20
Xallis fires at the lovelorn but the animated vines are making it hard to aim. Somehow, he still manages to keep them at bay.
Xallis misses Opilio. Xallis resists the entangle.
The zombie next to Navia was killed. She has to move to reach anything else but is also still entangled.
Navia Strength DC 16, enlarged: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Navia grows in size but the vines wrapped around her only tighten. She flexes her muscles to try to break free but frustratingly remains bound.
Navia does not escape the entangle so she cannot move. She takes 1 point of damage.
Tychus escapes the entangle and fires at Opilio. Again he pierces the undead creature. He despairs that it is incredibly hardy for its size.
Tychus hits Opilio for 7 damage.
Round 2
Initiative
23 – Icabhod* (32/33 hp)
21 – Opilio (29 damage)
18 – Liraela* (35/35 hp) (Defending +1 AC)
18 – Xallis (35/35 hp)
18 – Navia (16/19 hp) (Entangled DC 16)
16 – Tychus* (35/35 hp)
11 – Trevor (30/31 hp) (Entangled DC 16)
08 – Zombie (Red) (8 damage)
06 – Henrika (33/33 hp) (Defending +1 AC)
Active Spells
Icabhod (Crushing Despair 4 min.)
Liraela (Crushing Despair 4 min.)
Tychus (Crushing Despair 4 min.)
Navia (Enlarge Person 4 min.)
Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check DC 16. The entire area of effect is considered difficult terrain while the effect lasts.
Trevor is up.
| Trevor Kastner |
Round 2
Seeing his quarry get out of range, Trevor tries to free himself.
Strength DC 16: 1d20 ⇒ 18
With a strength that can only be called from deep within oneself, the cleric breaks free, yet Opilio is out or range. So Trevor focuses on the nearest undead.
Channel Energy: 2d6 + 1 ⇒ (2, 1) + 1 = 4
| GM Peachbottom |
Round 2
Reminder, it should be 2d6+2
Zombie Will save DC 14: 1d20 + 5 ⇒ (14) + 5 = 19
Trevor Reflex DC 16: 1d20 + 1 ⇒ (1) + 1 = 2
Trevor breaks free and rebukes the zombie again yet this resilient zombie keeps on standing. However, Trevor's freedom is short lived and the hedges reach out and grab him again.
Trevor deals 2 damage to zombie (red). Then he gets entangled again and takes 1 point of damage since he didn't move out of the area.
Slam vs. Icabhod's AC 16: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 7 ⇒ (2) + 7 = 9
The zombie turns to Icabhod and swings at him with a back-handed fist.
Zombie (red) hits Icabhod for 9 damage.
Round 2
06 – Henrika (33/33 hp)
Round 3
Initiative
23 – Icabhod* (23/33 hp)
21 – Opilio (29 damage)
18 – Liraela* (35/35 hp)
18 – Xallis (35/35 hp)
18 – Navia (16/19 hp) (Entangled DC 16)
16 – Tychus* (35/35 hp)
11 – Trevor (29/31 hp) (Entangled DC 16)
08 – Zombie (Red) (10 damage)
06 – Henrika (33/33 hp)
Active Spells
Icabhod (Crushing Despair 4 min.)
Liraela (Crushing Despair 4 min.)
Tychus (Crushing Despair 4 min.)
Navia (Enlarge Person 4 min.)
Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check DC 16. The entire area of effect is considered difficult terrain while the effect lasts.
Henrika and Icabhod go.
| Henrika Karthis |
Henrika grimaces, angry that she is facing creatures that are immune to her mind powers. Still, she tries to make the best of it, leaping forward and pressing her attack, trying to force the creature into a corner and broadcasting a grazing attack to instead focus on its heart.
Free five-foot step, move action feint, standard attack. She leaves defending active, still protecting both herself and Liraela.
Bluff to feint, nonhuman: 1d20 + 14 - 4 ⇒ (16) + 14 - 4 = 26
Attack (Koriana's blade), defending, Power Attack: 1d20 + 9 - 1 - 1 ⇒ (2) + 9 - 1 - 1 = 9
Damage (magic, slashing), defending, Power Attack: 1d8 + 6 - 1 + 3 ⇒ (7) + 6 - 1 + 3 = 15
I think I had better use her hero point to reroll that 2. :)
Attack (Koriana's blade), defending, Power Attack: 1d20 + 9 - 1 - 1 ⇒ (1) + 9 - 1 - 1 = 8
A 1, of course. :D
| GM Peachbottom |
Round 2
Henrika successfully feints the lovelorn but the creature’s small size makes it hard to hit. She smacks the dirt next to the lovelorn instead.
Henrika misses.
Round 3
Icabhod’s rapier slides into the zombie’s rotten flesh. It moans and glances at the blade protruding from its body. It continues to come on, barely affected.
Icabhod hits the zombie (red). After damage resistance, Icabhod deals 1 piercing damage to the zombie.
Bite vs. Henrika’s AC 18: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d6 + 8 ⇒ (6) + 8 = 14
Henrika Will save: 1d20 + 7 ⇒ (14) + 7 = 21
Opilio suddenly strikes at Henrika and sinks its dagger-length fangs into her leg. Henrika feels the undead’s bite inflicting her with fatigue and apathy but her force of will subpresses those feelings. When the lovelorn withdraws its fangs, the deep wound it leaves behind bleeds freely. Then it steps to the side (5 ft. step), trying to counter Henrika’s attempt to corner it.
Opilio bites Henrika for 14 damage. Henrika also gains 1d6 bleed. She resisted the additional effect of the bite.
Round 3
Initiative
23 – Icabhod* (23/33 hp)
21 – Opilio (29 damage)
18 – Liraela* (35/35 hp) (Defending +1 AC)
18 – Xallis (35/35 hp)
18 – Navia (16/19 hp) (Entangled DC 16)
16 – Tychus* (35/35 hp)
11 – Trevor (29/31 hp) (Entangled DC 16)
08 – Zombie (Red) (11 damage)
06 – Henrika (19/33 hp) (Defending +1 AC) (1d6 bleed)
Active Spells
Icabhod (Crushing Despair 4 min.)
Liraela (Crushing Despair 4 min.)
Tychus (Crushing Despair 4 min.)
Navia (Enlarge Person 4 min.)
Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check DC 16. The entire area of effect is considered difficult terrain while the effect lasts.
Liraela, Xallis, Tychus, and Trevor go.
| Trevor Kastner |
Round 3
Trevor tries to free himself again from the tenacious plant.
Strength DC 16: 1d20 ⇒ 1
The cleric is unable to free himself.
| Henrika Karthis |
As the tiny creature steps closer to bite at her, Henrika takes the opportunity to swing at it.
Attack (Koriana's Blade), defending 1, Power Attack: 1d20 + 9 - 1 - 1 ⇒ (18) + 9 - 1 - 1 = 25
Damage (magic, slashing), defending 1, Power Attack: 1d8 + 6 - 1 + 3 ⇒ (2) + 6 - 1 + 3 = 10
She also activates her implanted trick, causing a mirror image of herself to appear and distract the creature's attack.
Mirror image, hits on 1: 1d2 ⇒ 1
| Xallis Livara |
Navia's Strength check to Escape: 1d20 + 4 ⇒ (14) + 4 = 18
After all of her struggling, Navia finally manages to leverage her size and escape her bindings. She takes a heavy step forward, positioning herself to strike.
AoO Bite (Power Attack): 1d20 + 5 ⇒ (2) + 5 = 7 damage: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Seeing no opportunity to land an accurate shot, Xallis moves forward and taps Sepsinia on the shoulder, surrounding her in a protective magical field.
Navia busts out and moves forward to fish for AoO's while Xallis moves up and casts mage armor on Sepsinia Crabbe.
| Tychus Marcaius |
Unnerved by the sudden large presence behind him, Tychus glances back and spots Navia stomping towards him. He admonishes himself for his break in concentration.
Attack Opilio: 1d20 + 7 ⇒ (7) + 7 = 14
Damage Opilio: 1d20 + 2 ⇒ (5) + 2 = 7
| GM Peachbottom |
Round 3
Henrika slashes at the lovelorn as it lunges in for a bite. At the same time she creates an illusory double. Her sword connects but she still gets bitten by the creature. Opilio wobbles unsteadily afterwards, badly weakened.
Henrika’s AoO hits Opilio for 10 damage. Opilio did not hit the mirror image, the damage to Henrika remains the same as above.
Liraela Silver Dagger, crushing despair: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14
Damage: 1d4 + 5 - 2 ⇒ (3) + 5 - 2 = 6
Liraela slips around to get into a better position and stabs at Opilio. The agile undead leaps over the dagger and dodges. She despairs that her skills are failing.
Liraela misses. As Henrika reminded me, Opilio is size Tiny so he has 0 ft. reach. Acrobatics checks are not required to move past him.
Xallis Reflex save DC 16: 1d20 + 2 ⇒ (10) + 2 = 12
Navia Reflex save DC 16, enlarged: 1d20 + 2 - 1 ⇒ (19) + 2 - 1 = 20
Xallis moves up and puts a protective barrier around Sepsinia. Although wrapped in thorns, she remains perfectly still as if in a dream so the thorns do not hurt her.
The vines continue to grasp at Xallis and Navia. This time, Xallis’ luck runs out and he is caught in their grip. Navia on the other hand remains free.
Xallis is entangled and takes 1 point of damage.
Tychus fires at Opilio again but Opilio is determined to stay ‘alive’.
Tychus misses.
Trevor tries to free himself but is thoroughly bound.
Trevor remains entangled and takes 1 point of damage.
Zombie (Red) Slam vs. Icabhod’s AC 16: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d6 + 7 ⇒ (4) + 7 = 11
The zombie who is still somehow functioning, slams Icabhod again. Again he is hit with a bruising blow.
Zombie (red) hits Icabhod for 11 damage.
Round 3
06 – Henrika (19/33 hp) (Defending +1 AC) (1d6 bleed)
Round 4
Initiative
23 – Icabhod* (12/33 hp)
21 – Opilio (39 damage)
18 – Liraela* (35/35 hp) (Defending +1 AC)
18 – Xallis (34/35 hp) (Entangled DC 16)
18 – Navia (16/19 hp)
16 – Tychus* (35/35 hp)
11 – Trevor (28/31 hp) (Entangled DC 16)
08 – Zombie (Red) (11 damage)
06 – Henrika (19/33 hp) (Defending +1 AC) (1d6 bleed)
Active Spells
Henrika (Mesmeric Mirror 1 image, 4 min.)
Icabhod (Crushing Despair 4 min.)
Liraela (Crushing Despair 4 min.)
Tychus (Crushing Despair 4 min.)
Navia (Enlarge Person 4 min.)
Sepsinia (Mage Armor 4 hr.)
Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check DC 16. The entire area of effect is considered difficult terrain while the effect lasts.
Henrika and Icabhod go next.
| Henrika Karthis |
Henrika steps back, dancing ahead of the lovelorn creature, and again feints for its head before striking at its heart.
Bluff to feint, trait: 1d20 + 11 + 3 ⇒ (18) + 11 + 3 = 32
Attack (Koriana's Blade), defending 1, flanking, Power Attack: 1d20 + 9 - 1 + 2 - 1 ⇒ (8) + 9 - 1 + 2 - 1 = 17
Damage (magic, slashing), defending 1, Power Attack: 1d8 + 6 - 1 + 3 ⇒ (8) + 6 - 1 + 3 = 16
| GM Peachbottom |
Round 3
Bleed: 1d6 ⇒ 2
Henrika tricks Opilio with a feint then slices the lovelorn in half. Almost immediately, the gloom over the area begins to fade. The fog lifts and the weeds vanish, revealing the hedge maze to be much better tended to than it first appeared.
Henrika successfully feints Opilio which lowers its AC enough for her attack to hit. She deals 16 damage to Opilio and destroys it. Henrika also takes 2 bleed damage.
Round 4
Zombie AoO vs. Icabhod AC 20: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 + 7 ⇒ (2) + 7 = 9
The zombie misses as Icabhod escapes.
The remaining zombie literally has 1 hp left. I’ll say between the four of you going before the zombie does, one of you will kill it. Combat is over.
After finishing off the zombie, the entangle spell still writhes for a few minutes but you can help your allies escape before the duration ends. While helping Sepsinia out of the vines, you notice that the death of Opilio did not lift the curse over the girl. (Likewise, the crushing despair also lasts. But both spells end after 4 minutes.)
Icabhod Knowledge (Arcana): 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12
Icabhod Knowledge (Religion): 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8
Trevor Knowledge (Religion): 1d20 + 8 ⇒ (13) + 8 = 21
Tychus Knowledge (Religion): 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15
Xallis Knowledge (Arcana): 1d20 + 9 ⇒ (15) + 9 = 24
Now that you know you are dealing with a lovelorn, a few of you are able to recall a bit of information about the creature's bite.
A lovelorn’s bite curses its victim with apathy. The victim is constantly fatigued and cannot benefit from morale bonuses. In addition to the normal methods of removing curses, this curse can be removed with the spell calm emotions or by consuming an elixir of love. This is a mind-affecting emotion curse effect.
While you wait for the entangle to end, you look around the gazebo. Opilio has gathered trinkets to show his “love” for Sepsinia, arranged around the gazebo: a pearl ring, a masterwork purple heartwood harp, a set of magical bracers, and an ornate bottle than radiates enchantment magic.
Bracers - Spellcraft DC 22
Xallis: 1d20 + 9 ⇒ (15) + 9 = 24
Tychus: 1d20 + 4 ⇒ (9) + 4 = 13
Elixir - Spellcraft DC 19
Xallis: 1d20 + 9 ⇒ (13) + 9 = 22
Tychus: 1d20 + 4 ⇒ (11) + 4 = 15
Pearl Ring - Appraise DC 20
Trevor: 1d20 + 6 ⇒ (7) + 6 = 13
Icabhod: 1d20 + 3 ⇒ (3) + 3 = 6
Xallis: 1d20 + 2 ⇒ (17) + 2 = 19
Henrika: 1d20 + 1 ⇒ (8) + 1 = 9
Liraela: 1d20 ⇒ 15
Tychus: 1d20 ⇒ 8
Harp - Appraise DC 20
Trevor: 1d20 + 6 ⇒ (16) + 6 = 22
Icabhod: 1d20 + 3 ⇒ (5) + 3 = 8
Xallis: 1d20 + 2 ⇒ (8) + 2 = 10
Henrika: 1d20 + 1 ⇒ (13) + 1 = 14
Liraela: 1d20 ⇒ 2
Tychus: 1d20 ⇒ 19
The pearl ring is worth approximately 80 to 120 gp. The harp is worth 350 gp. The bracers are bracers of armor +2. And the bottle is an elixir of love.
Current HP Status
Henrika (17/33 hp)*
Icabhod (12/33 hp)
Liraela (35/35 hp)
Trevor (28/31 hp)
Tychus (35/35 hp)
Xallis (34/35 hp)
Navia (16/19 hp)
*Henrika also had 1d6 bleed but I assume someone will take care of that right away either with a healing spell or Heal check.
| Tychus Marcaius |
Tychus looks down at his newly torn garments and shrugs. This wouldn't be the last time he ruined new clothing.
"I'm sure no one has any objections?" he says while raising the Elixir of Love and pointing at Sepsinia.