GM Frost's S05-12 Mischief in the Maze [PaizoCon Online 2024 PbP] (Inactive)

Game Master Frozen Frost

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Challenge Points: 21 (High Tier, Level 3-4)
Start Date: 28 May 2024
End Date: 23 July 2024


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Dot in and delete.

Verdant Wheel

M "Gnome" Former Orphanage Director 3 HP 38/38| AC 20 | F +9 R +8 W +8 (+1 vs Disease/Poison)| Perception +7 (Low light) |
Leggy:
HP 32/32 AC 18 | F +7 R +7 W +6 | Low-Light + Scent Perception +6 Hoof +8 1d6+3 B - Agile | Support Lesser Cover | Light Barding Acrobatics +7, Athletics +8, Stealth +7 | Sp: 40ft

Norbwald is an armored purple haired gnome. They look a bit disheveled and down on their luck, somewhat slumped in their walking chain frequently drinking from a container wrapped in a old canvas bag.

"Call me Norbwald, I used to run an orphanage for aspiring fighter children in absalom, but ever since the new weight restrictions on the flickmace, business just hasn't been the same. The change literally killed me." jokes Norbwald nervously.

He'll them offer a sip of his bagged beverage to anybody that's polite enough to listen.

Grand Archive

Cleric 3 / HP 38/38, Perc +9, AC 19, Fort +8 Ref +8 Will +11 / Active conditions: Toughness, Feather step

Wearing a leather armor with a religious symbol on his chest, the garund man nods to Norbwald.

My name's Atlach. With the help of The Prismatic Ray I hope to maintain you in life during the mission.

A shortsword is hanging at his belt.

I'm not especially skilled on a fight you know. But I can do other tricks.

Envoy's Alliance

Female LG Poppet (Toy) Inventor (Armor) 3 | TINY | HP 33/36 | AC 19 | Fortitude (+9), Reflex (+5), Will (+7) | Resist acid 4 elec 4 fire 1 | Perception (+7) | Speed 25 ft. | Default Exploration: Scout +7 | Hero Points 1 | Provisions lesser healing potion 1/1 | Active Conditions: Overdrive | ◆◇↺

A carriage which looks more suited to a trip to the Ivy District than navigating the foothills pulls up to the meeting-hall door. The teamster hops down and opens the side door, revealing a bipedal clockwork creature with a crossbow attached to one limb and a long blade on another. It looks like the latest gnome experiment got away, except it seems too functional for that. It steps into the building and approaches the other Pathfinders, then hisses to a stop. A panel in the front slides open, revealing a rainbow-colored stuffed bear with buttons for eyes and grease on the paws. The toy hops out and says in meticulous, Hallit-accented Common, "Good afternoon, everyone. Miss Sorbet is here."

Horizon Hunters

Female Gnome Single Gate Kineticist(Water) - 5 | hp:73/73 | HP:1/3 | AC:19 | F13 R11 W9 | P7 I7 | 25ft | DV | HH | 124312-2020

A second gnome, female this time, shyly approaches the group. She has blue hair which currently looks a little damp.

Ah ... hello ... I'm Ami ... um .. I'm a hydro kineticist.

Vigilant Seal

Goblin Summoner 3 / HP 52/52, Perc +7, AC 18 (19), Fort +10 Ref +8 Will +7 / Spells 1. 2/2 2. 1/1, Focus 2/2 / Active conditions: Mage armor, Darkvision, Toughness

He’s an orc without armor. He has a dagger on his belt. He has gloves on his hands. Hello my name is Ambius.


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The Pathfinders begin the adventure having already arrived at the Open Road Lodge located in northern Mwangi Expanse. As they enter a meeting room, Venture-Captain Sigvard Tornkvist peers at them through her eyeglasses and greets with a stoic nod, introducing herself to any of them who haven’t met her before. There’s a large table in the center of the room, and along the walls are several bookshelves and a few display cases with maps and other items of archaeological significance.

See this Slide for the image of the Venture-Captain.

The Venture-Captain, seated at one end of the large table, quickly glances around the room and nods approvingly. “You’re all here. Very good, let us begin. What I’m about to tell you concerns the Maze of the Open Road. Some of you may have already traveled through it, but for those who don’t know, it’s a network of magical portals, which Pathfinder agents use to quickly reach lodges and other sites across Golarion.

“Recently, our field agents assigned to missions through the Maze have started reporting strange happenings. On many occasions, Pathfinders using well-known routes and portals have exited the Maze in completely different locations than they expected. What’s more, several Pathfinders have encountered traps and other dangers that certainly were not there before.”

She sighs, removes her glasses and places them on the table, pinching her brow in an attempt to avoid a headache, then continues, “Thankfully, there have been no serious injuries yet, but many missions have been delayed or gone wrong. I’ve collated the reports, and it seems obvious all these incidents are connected. I don’t know what is causing it, but I’ve come to the conclusion that something or someone is altering the landmarks our agents use for navigation.” Sigvard opens a scroll, which seems to contain a list. “I need you to enter the Maze and study at least three of the landmarks in this report. Find out what the source of these issues is and, if possible, put an end to it. Any questions?”

Sigvard gives the scroll to them. See this Slide about her report.

Horizon Hunters

Female Gnome Single Gate Kineticist(Water) - 5 | hp:73/73 | HP:1/3 | AC:19 | F13 R11 W9 | P7 I7 | 25ft | DV | HH | 124312-2020

Ami takes the scroll and studies it. Seems straightforward enough. We did have two extra elemental planes appear a while back - could that have something to do with it?

Grand Archive

Cleric 3 / HP 38/38, Perc +9, AC 19, Fort +8 Ref +8 Will +11 / Active conditions: Toughness, Feather step

Well we have to choose three locations to explore. Which ones do you want?

He looks at his companions.

Grand Archive

Large Male Minotaur 21/21 | AC 19 | F +6 R +6 W +5 | Perception +7 Darkvision | Dubious Knowledge

With Norbwald making a quick escape a Centaur with a jaunty hat and a shortbow joins the party.

Darkon asks Sigvard "How's Voth doing?"

After getting an answer he looks to his companions "Feyhenge would be my choice to start, but I can likely provide solid help with anything that isn't the Pilgrims."

Grand Archive

Cleric 3 / HP 38/38, Perc +9, AC 19, Fort +8 Ref +8 Will +11 / Active conditions: Toughness, Feather step

I agree with that. And then what about the Stone temple?

He realizes then that there are Pilgrims...

Otherwise Elemental discord?

Envoy's Alliance

Female LG Poppet (Toy) Inventor (Armor) 3 | TINY | HP 33/36 | AC 19 | Fortitude (+9), Reflex (+5), Will (+7) | Resist acid 4 elec 4 fire 1 | Perception (+7) | Speed 25 ft. | Default Exploration: Scout +7 | Hero Points 1 | Provisions lesser healing potion 1/1 | Active Conditions: Overdrive | ◆◇↺

"I'll be quite happy to help with the pilgrims, should we choose to go that way."

Vigilant Seal

Goblin Summoner 3 / HP 52/52, Perc +7, AC 18 (19), Fort +10 Ref +8 Will +7 / Spells 1. 2/2 2. 1/1, Focus 2/2 / Active conditions: Mage armor, Darkvision, Toughness

I agree to do Elemental discord, Feyhenge and stone temple pilgrims.

Horizon Hunters

Female Gnome Single Gate Kineticist(Water) - 5 | hp:73/73 | HP:1/3 | AC:19 | F13 R11 W9 | P7 I7 | 25ft | DV | HH | 124312-2020

Ah .... I'll just go where you go - although I prefer to avoid combat - but I can provide healing.

Already GMed this twice - but this is the first time playing


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Ami Mercury wrote:

Ami takes the scroll and studies it. Seems straightforward enough. We did have two extra elemental planes appear a while back - could that have something to do with it?

"I don't think that the emergence of Wood and Metal Planes has something to do with what is happening, but can't be sure. Add that to your list of possibilities to look for. Well, the maze is centuries old, and it was growing unstable until the Pathfinder Society managed to stabilize it a few years ago. Since then, it’s been fine. Mostly."

She pauses, then continues to share. “Well, there have been minor incidents like Pathfinders being transported to a different phase of reality. And the reemergence of the wood and metal elemental planes has caused some unexpected changes in the maze. But these recent problems we’ve had with lost travelers—this is unprecedented, this is something new.”

Dakon Mossriver wrote:
Darkon asks Sigvard "How's Voth doing?"

"Gregaro Voth?" Sigvard briefly thinks. "The last time we rubbed elbows, he said he was sending agents to send a letter that is very important to be sent. He was quite busy actually, kinda in a hurry. He did not elaborate on the details, unfortunately."

I will go with "two votes and go" to proceed with options. It looks like that we are going Feyhenge first, then Stone Temple Pilgrims, and finally Elemental Discord.

Seeing that they are discussing which locations they are going to investigate, she leaves them some words and allows them to leave.

“When you’re ready to enter the maze, I’ll give you directions to the maze’s central courtyard, from which it should be easy to find these locations. Moreover, according to the reports, when you’re near the affected parts of the maze, the walls look less neatly trimmed.”

GM Screen:
Ami Mercury's Pathfinder Society Lore (T): 1d20 + 8 ⇒ (12) + 8 = 20
Atlach's Pathfinder Society Lore (T): 1d20 + 4 ⇒ (6) + 4 = 10

Ami:
You know that despite the fact that the Maze has been mostly stable in recent years, it can still grow new connections to not only locations across Golarion, but also to dangerous planes and planets. Furthermore, the Pathfinder Society has also intentionally extended the network to better enable rapid travel to new regions and lodges around Golarion.

When the Pathfinders are ready to enter the Maze of the Open Road, Sigvard shows them to the portal at the lodge. Before bidding them farewell, Sigvard suggests that they first head toward the maze’s central courtyard and gives directions so they can find it. From there, all landmarks in her report are reasonably easy to find.

After they step into the portal... Beyond the portal’s threshold, the sounds and sights of the Open Road Lodge quickly fade into a muted darkness, but just as suddenly, the darkness unravels as the twisted branches of a hedge wall rustle and uncurl to create a round entrance into a hedge maze. The air carries the scent of freshly cut grass, mixed with the sweet aroma of bright red roses that sporadically dot the lush, green maze walls.

The hedge maze’s manicured plant walls stand 20 feet tall, and the walls look overgrown. There are roses as well growing inside the maze.

DC 20 Athletics to Climb:
You are able to Climb the maze's wall. However, an invisible plane of force covers the entire maze like a lid, preventing climbers and flyers within the maze from rising above the top of the walls.

DC 13 Nature check to Recall Knowledge about the roses:
You realize the roses are Narven’s Tears, a species thought to have gone extinct more than 200 years ago. Who could have planted those?

Following Sigvard’s directions and after a few minutes’ walk and a series of turns and short dead ends, they eventually arrive in a wide central courtyard. As they enter the courtyard, the twisting path of the hedge maze widens to a long stone causeway roofed by marble arches. The causeway leads to a courtyard surrounded by ancient stone structures, the largest of which must have been a palace. An enormous marble statue of a robed figure stands on a pedestal at the center of the courtyard, and a garland of red flowers adorns the statue’s brow.

DC 13 Pathfinder Society Lore or Society check to Recall Knowledge about the central courtyard:
You remember that a medusa named Condria once lived in this area. On a Critical Success,
Spoiler:
you also know that since the medusa’s departure, the Pathfinder Society has used magic to rescue as many of her victims as they could, which explains why the courtyard is no longer littered by dozens of statues.

The large statue depicts a bearded, balding man in a rustic, voluminous robe. He carries a staff made from a gnarled oak branch in his right hand and has a sparrow sitting on the left hand’s palm.

If you study the statue and succeed at a DC 13 Pathfinder Society Lore or Society check to Recall Knowledge:
You realize the old man is Forest King Narven, who created the maze.

The garland sitting on the statue’s brow is made of roses from the maze. The statue’s head is 15 feet up. If anyone wants to study the garland closer, you need to reach it first. You can roll a DC 13 Athletics check to Climb the statue, or other ways you can think of.

Horizon Hunters

Female Gnome Single Gate Kineticist(Water) - 5 | hp:73/73 | HP:1/3 | AC:19 | F13 R11 W9 | P7 I7 | 25ft | DV | HH | 124312-2020

nature: 1d20 + 6 ⇒ (14) + 6 = 20 - roses
pfs lore: 1d20 + 8 ⇒ (5) + 8 = 13 - central courtyard
pfs lore: 1d20 + 8 ⇒ (9) + 8 = 17 - statue

Oh. Those roses are Narven’s Tears, a species thought to have gone extinct more than 200 years ago. We should also be careful. A medusa lives here. Plus the statue is of Forest King Narven, who created the maze.

Grand Archive

Cleric 3 / HP 38/38, Perc +9, AC 19, Fort +8 Ref +8 Will +11 / Active conditions: Toughness, Feather step

The Garund man follows Ami who is acting as tour operator for now. So Atlach looks to the right. Then to the left to have a look.

Grand Archive

Large Male Minotaur 21/21 | AC 19 | F +6 R +6 W +5 | Perception +7 Darkvision | Dubious Knowledge

Nature on Roses: 1d20 + 6 ⇒ (15) + 6 = 21
PFS Lore on Courtyard: 1d20 + 3 ⇒ (11) + 3 = 14
PFS lore on statue: 1d20 + 3 ⇒ (9) + 3 = 12

Dakon nods "Are you sure that statue is Narven, I would have thought he had more hair."

Horizon Hunters

Female Gnome Single Gate Kineticist(Water) - 5 | hp:73/73 | HP:1/3 | AC:19 | F13 R11 W9 | P7 I7 | 25ft | DV | HH | 124312-2020

I .... am fairly sure ... yes. I ... erm ... read a lot.

Vigilant Seal

Goblin Summoner 3 / HP 52/52, Perc +7, AC 18 (19), Fort +10 Ref +8 Will +7 / Spells 1. 2/2 2. 1/1, Focus 2/2 / Active conditions: Mage armor, Darkvision, Toughness

The goblin follows Ami with interest and he looks around sometimes.

Grand Archive

Large Male Minotaur 21/21 | AC 19 | F +6 R +6 W +5 | Perception +7 Darkvision | Dubious Knowledge

Darkon nods to Ami "You probably know better than me. I wonder if it was a sensitive point for Marcos, so he glazed over that part when we he was going over self defense and Maze denizens."


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No one's gonna get the garland from the statue's head that is 15 ft up that can be reached when someone Climbs with DC 13 Athletics?

Having reached the central courtyard, the Pathfinders are ready to start exploring the locations on Sigvard’s report, starting in Feyhenge location.

Once they arrive, deep within the hedge maze, a small clearing holds a ring of eight standing stones. Each stone is five feet tall, three to four feet wide, and arranged in a perfect circle with a diameter of 20 feet. The stones are rough and weathered, covered in ancient symbols that pulse with a faint green light. From the center of the circle, a green mist emanates, swirling and dancing above the grass.

DC 17 Perception check:
You notice that in addition to the walls and lawn being overgrown, there are also colorful mushrooms growing on the lawn, which is unusual in the otherwise well-manicured maze. Interesting.

DC 15 Society or Engineering Lore check:
While observing the stones, you notice that no modern tools have been used to work the stones, and they’ve probably been in the maze for the last 200 years.

Casting detect magic:
It reveals the symbols on the stones are magical. With DC 13 Nature check to Recall Knowledge,
Spoiler:
you understand the runes are protective in nature, but it is obvious some runes have been added recently. It might help to remove those recently added runes, perhaps?

Horizon Hunters

Female Gnome Single Gate Kineticist(Water) - 5 | hp:73/73 | HP:1/3 | AC:19 | F13 R11 W9 | P7 I7 | 25ft | DV | HH | 124312-2020

Ami climbs up the statue for a closer look at the garland.
athletics: 1d20 + 9 ⇒ (1) + 9 = 10
Obviously she doesn't get very far and looks rather embarrassed after the failed attempt.

In the clearing:
perception: 1d20 + 6 ⇒ (19) + 6 = 25
society: 1d20 + 8 ⇒ (13) + 8 = 21

Colourful mushrooms she exclaims Most likely poisonous. And the stonework has been here for at least 200 years.

She starts moving to have a closer look at the runes.

Grand Archive

Cleric 3 / HP 38/38, Perc +9, AC 19, Fort +8 Ref +8 Will +11 / Active conditions: Toughness, Feather step

The Garund man draws his shortsword and stays at range of the mushrooms.

Be careful with the mushrooms in this case.

Grand Archive

Large Male Minotaur 21/21 | AC 19 | F +6 R +6 W +5 | Perception +7 Darkvision | Dubious Knowledge

Dakon is large, can he just reach up and grab it?

Envoy's Alliance

M Half-Orc Fighter 2: Spd:20, HP:32/32, AC:19, 1 cold resistance, Fort:8, Ref:8, Will:3, Per:6 Darkvision, Stealth:6

perception: 1d20 + 6 ⇒ (8) + 6 = 14 Nope


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Dakon barely reaches the garland that is on the top of the statue's head. Surprisingly, it turns into a flock of red sparrows, which vanish as they fly above the maze’s invisible ceiling.

Back into the first location...

As Ami gets closer, nothing unusual happens. Perhaps if she touches one of the stones, something interesting might occur. The green mist at the center of the circle of stones looks inviting as well, aside from what appears to be an orange cloak covering something beneath it on the misty ground.

Horizon Hunters

Female Gnome Single Gate Kineticist(Water) - 5 | hp:73/73 | HP:1/3 | AC:19 | F13 R11 W9 | P7 I7 | 25ft | DV | HH | 124312-2020

So of course she moves the orange cloak


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Just as Ami enters the circle to get the cloak, two giant mushrooms sprout from the ground with their caps reaching up to 15 feet high. They Sprout on Ami's square and the one below Miss Sorbet's, knocking them up high from the ground with 1d10 + 6 ⇒ (10) + 6 = 16 nonlethal bludgeoning damage for Ami, and 1d10 + 6 ⇒ (1) + 6 = 7 nonlethal bludgeoning damage to Miss Sorbet, and possibly pushing them respectively to an adjacent square DC 20 Reflex save from Ami and Miss Sorbet.

Rolling Initiatives:
Ami Mercury's Initiative using Scout: 1d20 + 7 ⇒ (13) + 7 = 20
Atlach's Initiative using Search: 1d20 + 9 ⇒ (20) + 9 = 29
Ambius's Initiative using Avoid Notice: 1d20 + 8 ⇒ (7) + 8 = 15
Max Titan 2's Initiative using Search: 1d20 + 7 ⇒ (17) + 7 = 24
Dakon's Initiative using Search: 1d20 + 8 ⇒ (13) + 8 = 21
Miss Sorbet, Chain of Aster's Initiative using Scout: 1d20 + 8 ⇒ (6) + 8 = 14
Riotous Mushrooms Hazard, Stealth: 1d20 + 13 ⇒ (7) + 13 = 20

⬤ ANGRY SPROUTING MUSHROOMS! Round 1 ⬤
PARTY CONDITIONS: ---
TERRAIN FEATURES: ---
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points.

BEFORE YOUR TURN
❗ Ami Mercury: DC 20 Reflex save vs 16 nonlethal B damage and other effects from Sprout (see below) ❗
❗ Miss Sorbet, Chain of Aster: DC 20 Reflex save vs 7 nonlethal B damage and other effects from Sprout (see below) ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Atlach (AC 18) (28/28 HP) | [2☘️]
➤ Max Titan 2 (AC 19) (32/32 HP) | [2☘️]
➤ Dakon (AC 19) (27/27 HP) | [2☘️]
Riotous Mushroom Hazard (- HP) | DC 20 Nature (trained) or Occultism (trained) to ◆◆ repair the runes on the stones, DC 24 Survival (trained) to ◆◆ disturb the soil within the ring to weaken the mushrooms (see yellow dotted circle), 0/2 disabled
⠀⠀Red Mushroom (- HP)
⠀⠀Blue Mushroom (- HP)
Ami Mercury (AC 18) (60/60 HP) | [2☘️]
Ambius (AC 17, +1 w (Mage armor)) (36/36 HP, 0 temp HP) | [2☘️]
⠀⠀Anger (AC 18) (36/36 HP, 0 temp HP)
Miss Sorbet, Chain of Aster (AC 19) (36/36 HP) | [2☘️]

EFFECTS & CONDITIONS REFERENCE

Sprout :
A giant mushroom appears in a creature’s square, dealing 1d10+6 nonlethal bludgeoning damage and pushing the creature to an adjacent square. The creature must attempt a DC 20 Reflex save.
Critical Success The creature takes no damage and can choose the square to be moved to.
Success The creature takes half damage and can choose the square to be moved to.
Failure The creature takes full damage and is randomly pushed to an adjacent square.
Critical Failure The creature takes full damage, falls prone, and is randomly pushed to an adjacent square.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon inspires courage in his allies with a Courageous Anthem, kicks at the adjacent mushroom and then hoofs it over to the circle.

hooff vs blue: 1d20 + 6 + 1 + 1 ⇒ (11) + 6 + 1 + 1 = 19
non lethal bludgeoning damage: 1d4 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5

Courageous Anthem: You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.

(Courage, Strike, Stride.)
If the hoof hits, extra Courageous Anthem for an extra round from Martial Performance

Horizon Hunters

Female Gnome Single Gate Kineticist(Water) - 5 | hp:73/73 | HP:1/3 | AC:19 | F13 R11 W9 | P7 I7 | 25ft | DV | HH | 124312-2020

reflex: 1d20 + 9 ⇒ (6) + 9 = 15

And once again Ami makes an undignified landing on her butt.

occultism: 1d20 + 8 ⇒ (8) + 8 = 16

Envoy's Alliance

Female LG Poppet (Toy) Inventor (Armor) 3 | TINY | HP 33/36 | AC 19 | Fortitude (+9), Reflex (+5), Will (+7) | Resist acid 4 elec 4 fire 1 | Perception (+7) | Speed 25 ft. | Default Exploration: Scout +7 | Hero Points 1 | Provisions lesser healing potion 1/1 | Active Conditions: Overdrive | ◆◇↺

Then

Miss Sorbet tries to get the garland.

Athletics: 1d20 + 5 ⇒ (8) + 5 = 13

And has little more success than Ami.

Envoy's Alliance

M Half-Orc Fighter 2: Spd:20, HP:32/32, AC:19, 1 cold resistance, Fort:8, Ref:8, Will:3, Per:6 Darkvision, Stealth:6

2 Actions, attack blue mushroom with Bastard sword power attack.
hit: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19 dmg: 2d12 + 4 + 1 ⇒ (12, 12) + 4 + 1 = 29
3rd Action, 3rd attack penalty hit: 1d20 + 1 ⇒ (8) + 1 = 9 dmg: 1d12 + 4 + 1 ⇒ (5) + 4 + 1 = 10


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Dakon inspires his allies (Courageous Anthem for 3 rounds)before kicking one of the mushrooms that just sprouted! His hoof kick hits but the damage is not enough to hurt it. 5 B - Hardness 5 = 0 total damage The centaur heads for the ring of stones.

Ami is hit hard with the sprouting mushroom and displaced backward. 16 nonlethal B damage and moved back a square

@Ami, it is not your turn yet but will keep these rolls and actions when it gets to your turn: She tries to reach for the ring and attempts to correct the runes but fails to do so.

Max puts his full strength to swing his sword at Blue Mushroom, easily cutting a part of its cap. 29 S + 5 S weakness = 34 S damage He misses to hit the second time though.

⬤ ANGRY SPROUTING MUSHROOMS! Round 1 ⬤
PARTY CONDITIONS: COURAGEOUS ANTHEM (Rd 1 to 3): +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
TERRAIN FEATURES: ---
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points.

BEFORE YOUR TURN
❗ Miss Sorbet, Chain of Aster: DC 20 Reflex save vs 7 nonlethal B damage and other effects from Sprout (see below) ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Atlach (AC 18) (28/28 HP) | [2☘️]
Max Titan 2 (AC 19) (32/32 HP) | [2☘️]
Dakon (AC 19) (27/27 HP) | [2☘️]
Riotous Mushroom Hazard (- HP) | DC 20 Nature (trained) or Occultism (trained) to ◆◆ repair the runes on the stones, DC 24 Survival (trained) to ◆◆ disturb the soil within the ring to weaken the mushrooms (see yellow dotted circle), 0/2 disabled
⠀⠀Red Mushroom (- HP)
⠀⠀Blue Mushroom (-34 HP)
Ami Mercury (AC 18) (44/60 HP) | [2☘️]
Ambius (AC 17, +1 w (Mage armor)) (36/36 HP, 0 temp HP) | [2☘️]
⠀⠀Anger (AC 18) (36/36 HP, 0 temp HP)
Miss Sorbet, Chain of Aster (AC 19) (36/36 HP) | [2☘️]

EFFECTS & CONDITIONS REFERENCE

Sprout :
A giant mushroom appears in a creature’s square, dealing 1d10+6 nonlethal bludgeoning damage and pushing the creature to an adjacent square. The creature must attempt a DC 20 Reflex save.
Critical Success The creature takes no damage and can choose the square to be moved to.
Success The creature takes half damage and can choose the square to be moved to.
Failure The creature takes full damage and is randomly pushed to an adjacent square.
Critical Failure The creature takes full damage, falls prone, and is randomly pushed to an adjacent square.

Grand Archive

Cleric 3 / HP 38/38, Perc +9, AC 19, Fort +8 Ref +8 Will +11 / Active conditions: Toughness, Feather step

The Garund man tries to disable the phenomenon.

Nature: 1d20 + 8 ⇒ (8) + 8 = 16


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Atlach attempts to correct some runes but it looks like he is doing it wrong.

Red mushroom spreads spores at the centaur 1d6 + 6 ⇒ (1) + 6 = 7 nonlethal poison damage vs DC 20 basic Fortitude save. The same goes for Ami for 1d6 + 6 ⇒ (6) + 6 = 12 nonlethal poison damage vs DC 20 basic Fortitude save

Ami attempts to removes some runes but nothing happens.

⬤ ANGRY SPROUTING MUSHROOMS! Round 1 ⬤
PARTY CONDITIONS: COURAGEOUS ANTHEM (Rd 1 to 3): +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
TERRAIN FEATURES: ---
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points.

BEFORE YOUR TURN
❗ Dakon: DC 20 basic Fortitude save vs 7 nonlethal poison damage ❗
❗ Ami Mercury: DC 20 basic Fortitude save vs 12 nonlethal poison damage ❗
❗ Miss Sorbet, Chain of Aster: DC 20 Reflex save vs 7 nonlethal B damage and other effects from Sprout (see below) ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Atlach (AC 18) (28/28 HP) | [2☘️]
Max Titan 2 (AC 19) (32/32 HP) | [2☘️]
Dakon (AC 19) (27/27 HP) | [2☘️]
Riotous Mushroom Hazard (- HP) | DC 20 Nature (trained) or Occultism (trained) to ◆◆ repair the runes on the stones, DC 24 Survival (trained) to ◆◆ disturb the soil within the ring to weaken the mushrooms (see yellow dotted circle), 0/2 disabled
⠀⠀Red Mushroom (- HP)
⠀⠀Blue Mushroom (-34 HP)
Ami Mercury (AC 18) (44/60 HP) | [2☘️]
➤ Ambius (AC 17, +1 w (Mage armor)) (36/36 HP, 0 temp HP) | [2☘️]
⠀⠀➤ Anger (AC 18) (0/36 HP, 0 temp HP)
➤ Miss Sorbet, Chain of Aster (AC 19) (36/36 HP) | [2☘️]

EFFECTS & CONDITIONS REFERENCE

Sprout :
A giant mushroom appears in a creature’s square, dealing 1d10+6 nonlethal bludgeoning damage and pushing the creature to an adjacent square. The creature must attempt a DC 20 Reflex save.
Critical Success The creature takes no damage and can choose the square to be moved to.
Success The creature takes half damage and can choose the square to be moved to.
Failure The creature takes full damage and is randomly pushed to an adjacent square.
Critical Failure The creature takes full damage, falls prone, and is randomly pushed to an adjacent square.

Vigilant Seal

Goblin Summoner 3 / HP 52/52, Perc +7, AC 18 (19), Fort +10 Ref +8 Will +7 / Spells 1. 2/2 2. 1/1, Focus 2/2 / Active conditions: Mage armor, Darkvision, Toughness

The goblin casts boost eidolon on Anger.

Anger steps and strikes on the blue.

Furious strike:1d20 + 9 ⇒ (4) + 9 = 13

Damage:2d6 + 4 + 4 + 1 ⇒ (4, 6) + 4 + 4 + 1 = 19

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

fort vs poison: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9

Dakon nearly collapses as the poison aggressivly courses through his resperitory system.

Courageous Anthem: You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.

Envoy's Alliance

Female LG Poppet (Toy) Inventor (Armor) 3 | TINY | HP 33/36 | AC 19 | Fortitude (+9), Reflex (+5), Will (+7) | Resist acid 4 elec 4 fire 1 | Perception (+7) | Speed 25 ft. | Default Exploration: Scout +7 | Hero Points 1 | Provisions lesser healing potion 1/1 | Active Conditions: Overdrive | ◆◇↺

Reflex Save: 1d20 + 5 ⇒ (15) + 5 = 20

Miss Sorbet uses the momentum of the mushroom (mushmentum?) to slide closer to the centre of the battlefield. Unfortunately, theenemies are a hair too far apart to blow up among properly, so she charges up and starts swinging.

◆ Overdrive

Crafting DC 18: 1d20 + 11 ⇒ (13) + 11 = 24

◆ Strike

+1 Halberd: 1d20 + 8 ⇒ (13) + 8 = 21
Slashng Damage: 1d10 + 2 + 2 ⇒ (1) + 2 + 2 = 5

◆ Strike

+1 Halberd: 1d20 + 8 - 5 ⇒ (16) + 8 - 5 = 19
Slashng Damage: 1d10 + 2 + 2 ⇒ (7) + 2 + 2 = 11

Horizon Hunters

Female Gnome Single Gate Kineticist(Water) - 5 | hp:73/73 | HP:1/3 | AC:19 | F13 R11 W9 | P7 I7 | 25ft | DV | HH | 124312-2020

fort: 1d20 + 12 ⇒ (1) + 12 = 13
((Hero Point))
fort: 1d20 + 12 ⇒ (4) + 12 = 16

Aaaa-choo. Aaa-choo ... AHHH-CHOOOOO! *sniffle*


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Anger misses his target even with the boost from Ambius. Miss Sorber takes advantage of the mushroom's push. She goes into overdrive and attacks the blue mushroom, slashing it twice and effectively cutting off much of its flesh, eliminating it. 5 S + 5 S (weakness) + 11 S + 5 S (weakness) = 26 total damage, blue mushroom eliminated

The poisonous spores are not helping Dakon (14 nonlethal poison damage) or Ami (12 nonlethal poison damage).

⬤ ANGRY SPROUTING MUSHROOMS! Round 2 ⬤
PARTY CONDITIONS: COURAGEOUS ANTHEM (Rd 1 to 3): +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
TERRAIN FEATURES: ---
MAP LINK: ENCOUNTER MAP
OTHER NOTES: ☘️ - Hero Points.

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Atlach (AC 18) (28/28 HP) | [2☘️]
➤ Max Titan 2 (AC 19) (32/32 HP) | [2☘️]
➤ Dakon (AC 19) (20/27 HP) | [2☘️]
Riotous Mushroom Hazard (- HP) | DC 20 Nature (trained) or Occultism (trained) to ◆◆ repair the runes on the stones, DC 24 Survival (trained) to ◆◆ disturb the soil within the ring to weaken the mushrooms (see yellow dotted circle), 0/2 disabled
⠀⠀Red Mushroom (- HP)
⠀⠀Blue Mushroom (-60 HP) |
Ami Mercury (AC 18) (32/60 HP) | [1☘️]
Ambius (AC 17, +1 w (Mage armor)) (36/36 HP, 0 temp HP) | [2☘️]
⠀⠀Anger (AC 18) (36/36 HP, 0 temp HP)
Miss Sorbet, Chain of Aster (AC 19) (33/36 HP) | [2☘️]

EFFECTS & CONDITIONS REFERENCE

Sprout :
A giant mushroom appears in a creature’s square, dealing 1d10+6 nonlethal bludgeoning damage and pushing the creature to an adjacent square. The creature must attempt a DC 20 Reflex save.
Critical Success The creature takes no damage and can choose the square to be moved to.
Success The creature takes half damage and can choose the square to be moved to.
Failure The creature takes full damage and is randomly pushed to an adjacent square.
Critical Failure The creature takes full damage, falls prone, and is randomly pushed to an adjacent square.

Grand Archive

Cleric 3 / HP 38/38, Perc +9, AC 19, Fort +8 Ref +8 Will +11 / Active conditions: Toughness, Feather step

The Garund man continues to search how to disable the runes.

Nature: 1d20 + 8 ⇒ (6) + 8 = 14

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Thanks to their hoof stomp, Dakon's Courage echoes and continues.

Now in position, Dakon tries to disable the circle.

mentored Nature: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27

Dakon then draws their shortbow

Courageous Anthem: You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.

Envoy's Alliance

M Half-Orc Fighter 2: Spd:20, HP:32/32, AC:19, 1 cold resistance, Fort:8, Ref:8, Will:3, Per:6 Darkvision, Stealth:6

Action 1, Move towards red Mushroom
Actions 2 and 3, power attack it hit: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28 dmg: 2d12 + 4 + 1 ⇒ (3, 2) + 4 + 1 = 10 slashing


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Atlach is struggling to correct the runes, while Dakon discovers an effortless method to alter them, causing the giant mushrooms to wilt and disappear entirely.

ENCOUNTER OVER! WELL DONE!

Party Health:
Atlach (28/28 HP) [2☘️]
Max Titan 2 (32/32 HP) [2☘️]
Dakon (20/27 HP) [2☘️]
Ami Mercury (32/60 HP) [1☘️]
Ambius (36/36 HP) [2☘️]
Anger (36/36 HP)
Miss Sorbet, Chain of Aster (33/36 HP) [2☘️]

With the threats gone, Amy can now approach the orange cloak within the ring. Inside, she finds a bundle of items: an ornate bamboo flute, sweet rice cakes, and a jar of paint the same color as the extra runes on the stones. Under the bundle, the grass looks as if someone slept there recently, and nearby are humanoid-sized canine paw prints.

You have time to heal before we proceed to the next location. I will keep us moving; I will simply retcon the healing.

Stone Temple Pilgrims

The Pathfinders proceed to their next location to investigate. They arrive at a certain clearing. In this clearing, vines cover an ancient shrine built from stone. Four stone pedestals surrounding the temple stand empty, while four stone statues depicting humanoid creatures are lying in the grass and leaning against the temple’s pillars. Inside the temple is a large bell, and a text on the wall above it reads:

“Sound the bell to greet the pilgrims standing tall and proud and be greeted by four echoes.”

A faint scent of incense emanates from the shrine.

It looks like the four stone statues covered in moss are not standing on their own stone pedestal. If searched, each of the four pedestals has a plaque that describes the pilgrim. The shape and placement of the four pedestals suggests each statue was facing the center of the temple.

In order to get clues about the statues’ original positions, here's how you do it: Each of you has six attempts to roll appropriate skill or Perception, choosing which stone statue you will be studying for every roll attempt. Each PC gains a +2 circumstance bonus on the first three checks they attempt, after which the other three checks are without a bonus as mental fatigue starts setting in, and it gets difficult to notice any new details. You can study the statues with a DC 18 check to Recall Knowledge for one of the skills listed in the statue entries and learn the information for that skill, or a DC 18 Perception. You may attempt the checks in any order you like, but anyone who fails a check cannot attempt the same check with the same stone statue again. A critical success eliminates one of the wrong pedestals for that statue, chosen at random.

After studying them, arrange the stone statues on the four stone pedestals according to the information you learned while studying them. When you have moved all four statues onto the pedestals, you can ring the bell. The bell will not ring without each pedestal having a statue, and attempts to ring it with one or more pedestals empty have no effect. The number of echoes matches the number of statues that are in the correct positions. Once the bell gives a chime indicating all four statues are placed correctly, the encounter ends. Otherwise, each time you ring the bell with at least one statue misplaced, the overgrown hedge walls claim more and more of the chamber until the hedge walls fully cover the pedestals, and it becomes impossible to move the statues, failing the task.

THE INSCRIPTIONS OF THE FOUR STONE PEDESTALS
Top-Left: Sunsear, the Healer
Top-right: Green Ghost, the Traveler
Bottom-right: Midwinter, the Hunter
Bottom-left: Stoneroot, the Gardener

DESCRIPTIONS OF FOUR STONE STATUES
Human Statue: The statue depicts a bearded, muscular human man holding a sickle in his left hand and a pouch in the right. He wears a simple robe and an amulet carved in the shape of a stag’s head, and has tools on his belt. Skills: Crafting, Nature, Perception, Religion, Society
Dwarf Statue: This statue depicts a female dwarf wearing a robe, an amulet, and other decorations. She carries a scimitar in a scabbard at her hip and a small, curved baton on her belt. Skills: Crafting, Nature, Perception, Religion, Society
Donkey-Headed Statue: This statue depicts a humanoid creature, whose body looks strong and is covered in scales, but has a donkey’s head. The creature carries a trident in his clawed hands and wears bone armor. He is wearing an amulet crafted from twigs and leaves. Skills: Crafting, Nature, Perception, Religion, Society
Elf Statue: This statue depicts a tall, imposing elf woman wearing hide armor, a fur hat, and a round pendant around her neck, but carrying no weapons. Skills: Crafting, Nature, Perception, Religion, Society


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Roleplay with the six roll attempts, choosing the stone statue and Skill/Perception for each attempt.

Ami - ???, ???, ???, ???, ???, ???
Atlach - ???, ???, ???, ???, ???, ???
Ambius - ???, ???, ???, ???, ???, ???
Max Titan 2 - ???, ???, ???, ???, ???, ???
Dakon Mossriver - ???, ???, ???, ???, ???, ???
Miss Sorbet, Chain of Aster - ???, ???, ???, ???, ???, ???

Envoy's Alliance

M Half-Orc Fighter 2: Spd:20, HP:32/32, AC:19, 1 cold resistance, Fort:8, Ref:8, Will:3, Per:6 Darkvision, Stealth:6

Max Titan examines the first statue carefully and the pedestal perception: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20 vs Human Statue
He will do the same for each statue perception: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 vs Dwarf Statue
perception: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 vs Donkey
perception: 1d20 + 6 ⇒ (8) + 6 = 14 vs Elf
Having no luck with the other 3 goes back to the Human Statue the one he knows he's good at perception: 1d20 + 6 ⇒ (9) + 6 = 15
Gaining no additional information, he will examine the artwork and the materials it is made of, what kind of stone crafting: 1d20 + 5 ⇒ (9) + 5 = 14 vs human statue.

Horizon Hunters

Female Gnome Single Gate Kineticist(Water) - 5 | hp:73/73 | HP:1/3 | AC:19 | F13 R11 W9 | P7 I7 | 25ft | DV | HH | 124312-2020

Ami continues sneezing for a bit until the spores effects wear off before apologizing to the party for her perceived ineptitude.

Maybe she'll do better here.
Human society: 1d20 + 8 ⇒ (19) + 8 = 27
Dwarf society: 1d20 + 8 ⇒ (13) + 8 = 21
donkey society: 1d20 + 8 ⇒ (8) + 8 = 16
elf society: 1d20 + 8 ⇒ (14) + 8 = 22

She gets information on all of them except the donkey headed one and hopes process of elimination will sort them out.

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

Dakon checks over his wounds and spends some times treating them.

medicine DC 15: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Healing: 2d8 ⇒ (8, 2) = 10

Thanks to the assistance of the more senior Pathfinders Dakon is able to take care of business.

I think that's 23/27, but am not 100% sure.

Looking over the statues Dakon checks them over for fine details.

Elf Perception: 1d20 + 8 + 2 + 1 ⇒ (5) + 8 + 2 + 1 = 16

Donkey Perception: 1d20 + 8 + 2 + 1 ⇒ (8) + 8 + 2 + 1 = 19

Dwarf Perception: 1d20 + 8 + 2 + 1 ⇒ (14) + 8 + 2 + 1 = 25

Starting to get tired, Dakon still puts in the effort to examine the final statue.
Human Perception: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21

Dakon goes back over, examining the Elf this time, looking for any signs of primal magic, or other connections to nature.

Nature: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18

Verdant Wheel

M Centaur Bard 1 HP 9/17| AC 18 | F +4 R +6 W +8 | Perception +8 (Darkvision)

With others struggling with the Donkey Dakon goes back for another pass on it.

donkey Nature: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10

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