GM Tiger |
Please dot (add a post) in here and then delete your post to add yourself to this campaign.
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GM Tiger |
Your adventure begins as you arrive in western Sarkoris to meet with Dolok Darkfur and Nelket of the Farheaven Clan. As you arrive at the village, you meet your fellow Pathfinders.
Go ahead an post your intros please
You carry with you the following missive from Venture-Captain Ambrus Valsin:
Greetings, Pathfinders,
The Pathfinder Society has been working with one of the clans now resettled in the Sarkoris Scar, the Farheaven Clan, to preserve the history and cultures of old Sarkoris. The Worldwound’s opening destroyed many of the clans and forced others to flee, scattering their knowledge and traditions. We have the opportunity to study abandoned sites of cultural and religious importance—provided the clans give their blessing, of course.
Your task is to travel to the Farheaven village in western Sarkoris and ask if there are sites that they would allow us to explore. Once you’ve arrived, find Nelket, their leader, or Dolok Darkfur, their patron god. Nelket is a talented young woman whom we’ve worked with several times in the past, and Dolok has been instrumental in preserving knowledge long lost to mortal Sarkorian memory. I’m not certain what they will ask of you in return, but assist them if you can. Once you’ve investigated any sites they might indicate, report back with your findings. Be cautious. The Worldwound may be gone, but demonic stragglers and other dangers remain in the blighted land.
Regards,
Venture-Captain Ambrus Valsin
The village near the Shudderwood’s eastern reaches, though small, bustles with activity. Several humans tend fields outside the village, while a few goblins along the path toward the village’s center loudly discuss methods of revitalizing soil. A stone shrine with a domed roof and a building bearing the colorful sign of a tavern occupy the center of the village.
A young human woman and a bipedal bear with vibrant red wings stand in front of the shrine, deep in discussion. They look toward the newcomers. "Hello there," the woman says with a smile. "You don’t look like you belong to one of the clans. Given your equipment, I take it you’re here representing the Pathfinders? What brings you here today?"
"I am Nelket, the Farheaven Clan’s god caller. This is Dolok Darkfur, the clan's patron god. Let's step into the tavern and talk."
Henri Hart |
Pathfinder Society Lore: 1d20 + 6 ⇒ (3) + 6 = 9
"Yes, we are Pathfinders, and we are summoned by Venture-Captain Ambrus Valsin here to explore ruins that you might allow us to do so. I am Henri Hart, an honor to meet you." he offers his hand for a handshake.
"Would you mind telling us more about your clan?"
Salissa Greenscale |
pfs lore: 1d20 + 6 ⇒ (11) + 6 = 17
A green haired Nagaji woman slithers forward and introduces herself. She speaks softly with a sibilant hiss.
"It iss good to meet you both. We are indeed pathfinderssss. I am Sssalissssa. We hope to ssstudy nearby abandoned ssitess of cultural and religiouss importancce. We have come to assk for your permissssion to do ssso."
Eliadyr |
PFS Lore DC 16: 1d20 + 9 ⇒ (17) + 9 = 26
A tall, older elf with brown skin and pale hair joins the group as they approach the village. He is wearing a loose green tunic bound at the waist with an elaborate black belt. His legs are covered in greaves and stout boots. An exquisitely carved shortbow hangs on his back and a slight creak tells of the leather armour beneath the tunic.
"Greetings all, I'm Eliadyr and have been assigned to this latest expedition to the Farheaven Clan. much like yourselves I am sure. From the chronicles I have seen we have helped the clan quite a bit in the past, including guiding them back to these lands and reuniting them with their patron god. Hopefully they remember these favours in our negotiations."
~~~~~
At the tavern he bows to the pair as they address the group
"Nelket, Dolok, it is an honour to meet you. Eliadyr at your service. I hope our work here can be productive and fruitful for both groups."
and nods in approval at Henri and Salissa's openings of negotiations.
Ephesian Aputhil |
PFS Lore: 1d20 + 5 ⇒ (8) + 5 = 13
Ephesian is a little difficult to stand next to. Or really nearby. He is also actually pretty difficult to look at as well. His warped flesh is covered in oddly placed details where ever it is exposed to the sun. Almost all of his facial features appear slightly off from where they should be, the skin around his cheeks almost look like a sealed-shut set of eyelids, the bunching of Ephesian's shoulders don't make sense under his armor based upon where his arms actually come out of his torso. To top all of that off..there is an odd metallic smell in the air around him, as if he were standing in a pool of fresh blood.
Ephesian gets a strange manic look on his face when Dolok Darkfur is introduced, but quickly calms himself.
"We are called Ephesian" He closes his eyes, concentrating.
"Apologies and good morning my friends. My name is Ephesian. For convenience sake, I do ask that you refer to me in gender-neutral, plural pronouns: they and them as I am often quite...hospitable to all sorts and it simplifies things for me.
He turns to Nelket
" I am sorry to say that I know little of your people's traditions, but as a member of the Society, we would love to help return what is rightfully yours to your people"
Lester the Leshy |
"Hello everyone!"
Lester, a vine leshy, smiles as he greets the group before bowing politely. He differs from many typical leshies due to not only his black and blue monk robes, but also the blueish-purple discoloration that covers his hands and surrounds his stark white eyes like a mask.
"And hello especially to you, Dolok Darkfur." He bows deeper to the patron god, genuflecting to the floor.
After a few seconds, he gets back up and returns to addressing the group at large.
"My name is Lester, and I'm a monk. I'm really glad to be here today; preserving religious tradition is very important to me as a follower of Irori. And if we ever run into any trouble, I'll do my best to lend a hand."
PFS Lore: 1d20 + 5 ⇒ (3) + 5 = 8
Sorry for such a delayed response! I've been Sarenrae's sleepiest warrior lately.
GM Tiger |
Lester's Society (U): 1d20 + 0 ⇒ (16) + 0 = 16
Ephesian's Society (T): 1d20 + 5 ⇒ (18) + 5 = 23
Eliadyr's Society (T): 1d20 + 9 ⇒ (17) + 9 = 26
Salissa's Society (U): 1d20 + 0 ⇒ (10) + 0 = 10
GM Tiger |
Storasta, a city ruled by shaman-kings, was the final holdout among Sarkoris’s cities after the Worldwound opened. Its last stand against the demonic incursion was memorialized in the epic The Song of Sarkoris. The resulting battle so blighted the city that even the demon hordes largely avoided it, and the fiendish arboreal regent Carrock took over most of its territory. After the Worldwound’s closure, Storasta fell quiet—though it remains dangerous for those who venture too far in. Strange demonblighted fey, plants, and animals roam the surrounding lands.
Nelket clears her throat and launches into a brief history of her clan.
"Our clan, the Farheaven Clan, settled in the distant land of Iobaria under the guidance of our patron god, Dolok Darkfur, " she begins, gazing fondly at her companion. "Several generations later, a terrible plague swept their village. The disease killed dozens and drove Dolok to slay the rest of the sick in a twisted fit of despair, convinced it was the only mercy he could grant after failing to cure the plague. Several years ago, the Pathfinder Society assisted in bringing Dolok back to his senses and reuniting him with the surviving remnants of the Farheaven Clan. I apprenticed with the clan’s former god caller as a child and now serves as the strongest link between our people and their history. After the closure of the Worldwound, the Pathfinders helped the clan return to our ancestral home in the western region of Sarkoris near the Shudderwood Forest. Since reclaiming their homeland, we have had to contend with demonically corrupted terrain, demon stragglers, bandits, and other disturbances while trying to eke out a living and cultivate the blasted wastelands. In gratitude for the Pathfinder Society’s aid, Dolok Darkfur has spent much of the past few years sharing the clan’s ancestral knowledge of old Sarkoris’s history and traditions. Many traditions have been scattered due to the Worldwound, and we don't want them to be lost forever. Dolok has pushed the clan to make contact with other Sarkorian clans in the area, offering the Farheaven’s services in defending or reclaiming sacred sites across the Sarkoris Scar. Several other clans recently asked us to assist in removing some relics and revered remains from an ancient burial site just outside the city of Storasta. Demonic energy from the Worldwound still corrupts the barrows and the surrounding city, rendering the site dangerous to explore. Stretched thin by the challenges of day-to-day life in the Scar, we has so far been unable to respond. That's where you come in."
"As it happens, there might be a way we can help one another. When the Worldwound opened, the demonic energy emanating from the breach corrupted many of our barrows, the ancient burial sites of the Sarkoris clans. Recently, several of the other clans who’ve resettled here have asked us to recover the remains and relics from one of these barrows so we can better preserve them. If you could retrieve these things for us, you’re certainly free to explore the site along the way and catalog your findings. Once the remains and relics are returned to the Farheaven Clan, they’ll be laid to rest in a new, undefiled burial."
Dolok takes up the narrative, "It may be possible to ritually purify the barrows. Please find out whether you can cleanse the demonic corruption. Regardless, however, we would prefer the remains and items returned, to have them closer at hand."
"The barrows about a week’s travel east of here, just north of Storasta. I can provide you directions and supplies for the journey. Once you arrive, you’ll be looking for a particular barrow, an earthen mound reinforced with stone and painted with red symbols. This particular barrow held some notable leaders of various clans, though the details have been lost to time. That’s one of the things we’re hoping to rediscover, so any information you learn could be valuable in our efforts to preserve our history. So any intact remains or items you can find in there is fair game to be removed and returned. As for supplies, the most we can offer you are basic provisions like rations and water before you leave. Any other questions?"
Eliadyr |
Eliadyr will listen intently and once Dolok finishes will add "I've read a bit about Storasta - it sounds like it suffers very badly from demon blight and is a place we want to avoid entering if we can. We can expect demonblighted fey, plants, and animals in the region though."
Eliadyr will happily share the rest of what he knows if asked later. (Feel free to read the spoiler)
Looking around at his companions, Eliadyr will say "I think I can say we would be happy to assist here and welcome the opportunity you have presented us. I do have a few questions though." and he will ask the following in turn
"Do you know anything further about the relics in this specific barrow?
Also have you had any scouting reports from the region and know of any current activity?
Oh and how big are these barrows usually - are we expecting a small number of chambers or a complex?"
Once the business side of things winds down, Elidayr will finally ask "Do you know anyone who knows the Song of Sarkoris? I haven't heard the epic and would like to some time."
Ephesian Aputhil |
Ephesian waits for the others to ask their questions or not and then at the end of the conversation tries to bring up a personal point of interest.
"I heard what happened to Storasta. Such valiant people...I hope that we can help them find peace. Tell me though, do you have any idea just how restless these spirits might be? I am something of a medium and wonder if this would be an asset or a detriment to our party given the situation."
GM Tiger |
I'll post an update tomorrow. Apologies, home internet is crawling ATM.
GM Tiger |
The journey to Storasta, a distance of roughly 160 miles, takes eight days. The terrain is primarily open wilderness, and few have yet dared to resettle along the route. It’s easy to see why, as blasted tree trunks, unnaturally colored creeks, and cliffs streaked with red and black residues serve as visible reminders that, though the Worldwound is gone, this area is far from reclaimed. There is little sign of wildlife. Despite the rugged and inhospitable terrain, the journey is uneventful until you approach the city.
The sluggish, strangely orange-colored river that the trail has followed for the past several days takes a turn into a ravine, with cliffs rising on either side. In the distance, the midday sun silhouettes the blackened husks of buildings jut above the cliffs. The air smells oddly metallic, and ashes occasionally drift by on the wind. A sharp burst of laughter splits the air, followed by a taunting voice. "Oh, just jump down, already! We’ll give you a quicker end than starving to death up there!"
You come upon four monstrosities harassing a woman that's trapped on a ledge about 20 feet up.
Zac Freelan 3, Search: 1d20 + 9 ⇒ (2) + 9 = 11
Henri Hart, Search: 1d20 + 11 ⇒ (8) + 11 = 19
Lester, Search: 1d20 + 7 ⇒ (13) + 7 = 20
Ephesian, Scout: 1d20 + 8 ⇒ (15) + 8 = 23
Eliadyr, Avoid Notice: 1d20 + 11 ⇒ (7) + 11 = 18
Salissa, Search: 1d20 + 6 ⇒ (3) + 6 = 9
Red Init: 1d20 + 7 ⇒ (8) + 7 = 15
White Init: 1d20 + 7 ⇒ (9) + 7 = 16
Blue Init: 1d20 + 7 ⇒ (7) + 7 = 14
Iverri Init: 1d20 + 12 ⇒ (7) + 12 = 19
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain: Cliff is 30' up
------------------
Those with ** may go
**Ephesian - AC 20, 37/37
**Lester - AC 20, 47/47
Iverri
Henri Hart - AC 19, 44/44
Eliadyr - AC 21, 42/42
Red
White
Blue
Zac Freelan 3 - AC 21, 56/56
Salissa - AC 21, 58/58
Lester the Leshy |
What skill would it be to Recall Knowledge on the mushroom looking guys? I assume Nature since they're, well, mushroom looking guys, but I wanted to check.
Also apologies for my relative inactivity in this thread; I'm new to PbP and I keep forgetting the "post regularly even if you're not doing anything in particular" maxim
GM Tiger |
No worries. I'm fairly lenient with the 'post regularly' rule. A Recall Knowledge is a secret check so all you really need to do is post that you will spend an action to RK and I'll roll the check for you.
Ephesian Aputhil |
Ephesian move boldly forward
♦ Stride
Seeing a group of enemies laid out before him, he pauses for a moment.
♦ Raise Shield (AC now 22)
But, being forwarned is for-armed, so he brandishes a ceremonial replica sword (actually a regalia implement) and looks through the eyes of the spirits around him, piercing into the heart of the White Mushroom's greatest weakness.
♦ Exploit Vulnerabilty on the White Mushroom creature
Esoteric Lore +11
GM Tiger |
Lester's Nature (T): 1d20 + 6 ⇒ (12) + 6 = 18
Ephesian Esoteric: 1d20 + 11 ⇒ (7) + 11 = 18
You recognize the mushrooms as Fungus Leshies. However these appear to be corrupted somehow. They are immune to poison and disease
You recognize the mushrooms as Fungus Leshies. Remembering what you studied about them, you also realize they are vulnerable to fire
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain: Cliff is 30' up
------------------
Those with ** may go
Ephesian - AC 20, 37/37 (AC 22)
**Lester - AC 20, 47/47 (2 actions)
Iverri
Henri Hart - AC 19, 44/44
Eliadyr - AC 21, 42/42
Red
White
Blue
Zac Freelan 3 - AC 21, 56/56
Salissa - AC 21, 58/58
Eliadyr |
Eliadyr looks over to Ephesian and Lester and whispers 'What do you know of these things? Are they friend or foe?"
Lester the Leshy |
Swear to God I had fully written up a reply on either Friday or Saturday and thought I had posted it, but apparently I forgot to hit the submit button. Sorry for the mix-up.
Eliadyr looks over to Ephesian and Lester and whispers 'What do you know of these things? Are they friend or foe?"
Lester addresses his response to the group.
"They're leshies, but they're been corrupted by some sort of dark energy-- probably the demonic forces that permeate the region."
Lester's heart went out to the leshies. He was once corrupted, too. These poor things were victims just as much as they were perpetrators, the corruption having robbed them of their sense of self.
"I really don't want to have to kill them if there's still something that can be done to save them, but we do have to protect this woman. Perhaps there's some way we can knock them out without killing them, or talk them out of this."
He walks up next to Ephesian (◆ Stride) and gives White an intimidating glare as he speaks to them (◆ Demoralize).
"Leave that woman alone. I don't wish to end your lives, but I can't guarantee my companions will feel the same way.
I don't remember if Intimidation is a secret check feel free to ignore this roll if it is
Intimidation (Demoralize): 1d20 + 5 ⇒ (19) + 5 = 24
GM Tiger |
Lester moves up and glares at White with such malice that White trembles with fear.
Lester, in future, please move yourself on the map.
A tall plant-like creature approaches. She concentrates and suddenly plants and greenery sprout within a 20' radius. She retreats back to the corrupted leshies.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain:
* Cliff is 30' up
* All surfaces in the burst area is difficult terrain
* All PCs who start their turn in the burst area must make the Reflex save below
Before Your Turn:
DC 22 Reflex: Zac, Henri, Lester, Ephesian, Salissa
------------------
Those with ** may go
Ephesian - AC 20, 37/37 (AC 22)
Lester - AC 20, 47/47
Iverri
**Henri Hart - AC 19, 44/44
**Eliadyr - AC 21, 42/42
Red
White (Frightened 1)
Blue
Zac Freelan 3 - AC 21, 56/56
Salissa - AC 21, 58/58
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Ephesian Aputhil |
Eliadyr looks over to Ephesian and Lester and whispers 'What do you know of these things? Are they friend or foe?"
"For those of us who have a penchant for flames, it would be prudent to use them on the Leshies.
Reflex Against Entangle: 1d20 + 8 ⇒ (10) + 8 = 18
GM Tiger |
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain:
* Cliff is 30' up
* All surfaces in the burst area is difficult terrain
* All PCs who start their turn in the burst area must make the Reflex save below
Before Your Turn:
DC 22 Reflex: Zac, Henri, Lester, Salissa
------------------
Those with ** may go
Ephesian - AC 20, 37/37 (AC 22; -10 Speed)
Lester - AC 20, 47/47
Iverri
**Henri Hart - AC 19, 44/44
**Eliadyr - AC 21, 42/42
Red
White (Frightened 1)
Blue
Zac Freelan 3 - AC 21, 56/56
Salissa - AC 21, 58/58
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Eliadyr |
"Corrupted - ooh that's not good. I am not sure if there is much we can do to redeem them though" but Eliadyr will try to recall knowledge on the corruption and if it is something that could be reversed.
◆ Recall knowledge
Henri Hart |
DC 22 Reflex save: 1d20 + 9 ⇒ (12) + 9 = 21 vs Entangling Flora (Failure, -10 speed as long as you remain in the area)
Henri gets out of the entangling flora and moves closer to the corrupted leshies. He then raises his shield
◆ Stride
◆ Stride
◆ Shield
GM Tiger |
Henri navigates his way past the foliage and raises his shield.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain:
* Cliff is 30' up
* All surfaces in the burst area is difficult terrain
* All PCs who start their turn in the burst area must make the Reflex save below
Before Your Turn:
DC 22 Reflex: Zac, Lester, Salissa
------------------
Those with ** may go
Ephesian - AC 20, 37/37 (AC 22; -10 Speed)
Lester - AC 20, 47/47
Iverri
Henri Hart - AC 19, 44/44 (AC 20)
**Eliadyr - AC 21, 42/42 (2 actions)
Red
White (Frightened 1)
Blue
Zac Freelan 3 - AC 21, 56/56
Salissa - AC 21, 58/58
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Eliadyr |
"Its too close to the worldwound Lester - I don't think there is anything we can do for them. However I'll stay my bow for now and see what they do."
◆◆ and Eliadyr will call out in Fey and then common "Please, let's resolve this peacefully. Let the woman alone and we can talk." trying his best to be diplomatic.
diplomacy: 1d20 + 6 ⇒ (17) + 6 = 23
GM Tiger |
"Convince the human to come down to be eaten and maybe we'll talk" says the tall plant-creature.
One of the mushroom leshies with a red cap moves forward and chucks a spore pod at Ephesian, Henri, Lester: 1d3 ⇒ 3
Spore Pod vs Lester AC 20, 30': 1d20 + 11 ⇒ (13) + 11 = 24 for Bludgeoning: 1d8 + 3 ⇒ (2) + 3 = 5
The spore pod hits Lester and does little damage. It does, however, release spores.
Emboldened, a white leshy moves up and attempts to hurl a seed pod at Ephesian, Lester, Zac: 1d3 ⇒ 2
Spore Pod vs Lester AC 20, 30', Frightened: 1d20 + 11 - 1 ⇒ (1) + 11 - 1 = 11 for Bludgeoning: 1d8 + 3 ⇒ (8) + 3 = 11
Fortunately for Lester, the white leshy hurls its spore pod straight at the mountain.
A third leshy with blue in its cap hurls a spore pod at Henri.
Spore Pod vs Henri AC 20, 30': 1d20 + 11 ⇒ (1) + 11 = 12 for Bludgeoning: 1d8 + 3 ⇒ (5) + 3 = 8
This one hurls its spore pod into the river.
Sheesh, 2 natural 1's?! :)
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Terrain:
* Cliff is 30' up
* All surfaces in the burst area is difficult terrain
* All PCs who start their turn in the burst area must make the Reflex save below
Before Your Turn:
DC 22 Reflex: Zac, Lester, Salissa
DC 18 Fortitude vs Spores: Lester
------------------
Those with ** may go
-2-
**Ephesian - AC 20, 37/37 (AC 22; -10 Speed)
**Lester - AC 20, 42/47
Iverri
Henri Hart - AC 19, 44/44 (AC 20)
Eliadyr - AC 21, 42/42
Red
White (Frightened 1)
Blue
-1-
**Zac Freelan 3 - AC 21, 56/56
**Salissa - AC 21, 58/58
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS/S: Unaffected
F: 2 persistent poison; vision range reduced to 20' as long as the persistent damage continues
CF: as F but vision range reduced to 10'
Lester the Leshy |
Lester's head hung low.
"I was hoping they would listen to reason. But if they won't back down... Well, if we can't do anything to help them, then perhaps the burden falls on us to put them out of their misery."
He turned to Eliadyr.
"Thank you for hearing me out, though."
Quickly editing my post as the GM's post came in right before mine; currently working on my round 2 actions
Ephesian Aputhil |
Ephesian's tail swishes back and forth angrily, he looks down at himself covered in a carpet of vines, snarling, he moves forward.
♦Stride
Realizing that the vegetation is not only difficult to move through, but actively holding him back, he must move again to get anywhere.
♦Stride
Having exploited the vulnerability of the white mushroom, Ephesian then viciously strikes out against it with his tail, as he tosses a pinch of sulfur at the creature, a well-known agitant of flame.
♦ Strike White with exploit vulnerability (fire)
Tail: 1d20 + 9 ⇒ (14) + 9 = 23
Bludgeoning Damage: 2d6 + 3 ⇒ (6, 3) + 3 = 12 plus whatever their weakness to fire is.
If White attacks anyone in the next round, I'll use Infernal Detonations on it:
use the following reaction:
Infernal Detonations [reaction] Trigger A creature within 30 feet of you targets you or an ally with an attack; Effect The creature
takes fire damage equal to 1d6 + your level (basic Reflex save). The DC of the Reflex save is equal to your spell DC or your
class DC, whichever is higher.
Infernal Detonations: 1d6 + 3 ⇒ (1) + 3 = 4
Lester the Leshy |
Fortitude: 1d20 + 10 ⇒ (16) + 10 = 26
Serendipitously, his body's natural defenses have managed to flush out the spores no problem. That just leaves one more obstacle...
He grimaces at the entanglement that's erupted underneath them.
"Well, I suppose I've gotten out of worse."
Reflex: 1d20 + 10 ⇒ (3) + 10 = 13
He doesn't quite manage to completely free himself from the grasp of the vines, but he's at least able to maintain some degree of movement.
But none of that changes the task at hand...
"I suppose there's no use delaying the inevitable," he thinks.
He makes his way to Red (♦ Stride) and adopts his Dragon Stance (♦).
"Sorry," he says to his opponent.
(♦ Flurry Of Blows)
Attack #1: 1d20 + 8 ⇒ (2) + 8 = 10
Attack #2: 1d20 + 4 ⇒ (11) + 4 = 15
#1: 1d10 ⇒ 3
#1: 1d10 ⇒ 3
Stunning Fist: The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
(I doubt I actually hit anything, but hey.)
(Lester's Terrible, No Good, Very Bad Day.)
GM Tiger |
Ephesian Reflex: 1d20 + 8 ⇒ (18) + 8 = 26
Sorry, I forgot to indicate that you needed to make a Reflex save.
Ephesian realizes that he can avoid the vines and moves faster through the mess of plants and reaches White. He clobbers the leshy with his tail and tosses a sparker at it. The leshy screams as it gets burnt, indicating a weakness to fire.
Lester manages to not breathe in the spores. He barely makes his way out of the entangling foliage, almost getting caught by a wayward vine in the process. Lester assumes a fighting stance and launches a pair of devastating kicks at Red. Unfortunately, Red manages to avoid both.
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Terrain:
* Cliff is 30' up
* All surfaces in the burst area is difficult terrain
* All PCs who start their turn in the burst area must make the Reflex save below
Before Your Turn:
DC 22 Reflex: Zac, Lester, Salissa, Eohesian
------------------
Those with ** may go
-2-
Ephesian - AC 20, 37/37 (AC 22)
Lester - AC 20, 42/47 (Dragon Stance)
Iverri
Henri Hart - AC 19, 44/44 (AC 20)
Eliadyr - AC 21, 42/42
Red
White (-17)
Blue
-1-
**Zac Freelan 3 - AC 21, 56/56
**Salissa - AC 21, 58/58
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Salissa Greenscale |
reflex save DC22: 1d20 + 10 ⇒ (17) + 10 = 27
Salissa easily slithers through the entangling vegetation. "Sssacrificcing the woman isss not going to happen. You ssshould flee while you can."
The Nagaji weaves her arms in a complex circular motion. Water rises from the stream and bits of wood emerge from the surrounding vegetation and begin to orbit around her. She gestures and blasts one of the mushroom men with a torrent of water.
channel elements, water blast vs blue: 1d20 + 10 ⇒ (5) + 10 = 15
damage-water blast, bludgeoning: 1d8 ⇒ 1
water blast vs blue: 1d20 + 10 - 5 ⇒ (16) + 10 - 5 = 21
damage-water blast, bludgeoning: 1d8 ⇒ 4
◆ stride, ◆ channel elements, ◆ strike
Zac Freelan 3 |
reflex: 1d20 + 10 ⇒ (9) + 10 = 19
Hero Point and T-shirt reflex: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 edit coming.
Move out of area, action 1
Pull out bow action 2
Shoot at Blue, action 3 hit: 1d20 + 10 ⇒ (20) + 10 = 30 to hit dmg: 1d6 + 2 ⇒ (4) + 2 = 6 piercing deadly d10: 1d10 ⇒ 9
GM Tiger |
Zac moves out of the area and buries a shaft right in Blue's cap. Salissa adds insult to injury by blasting Blue with water.
The tall plant creature concentrates and suddenly everything rots in a 20' burst area affecting most of the party. It then strides up to Lester and tries to clobber him with a branch.
Branch vs Lester, AC 20, MAP: 1d20 + 9 ⇒ (7) + 9 = 16
Sudden Blight; DC 22 Fort vs Void: 2d10 ⇒ (7, 5) = 12
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COMBAT TRACKER
Round: 2
Tactical Map
Terrain:
* Cliff is 30' up
* All surfaces in the burst area is difficult terrain
* All PCs who start their turn in the burst area must make the Reflex save below
Before Your Turn:
DC 22 Reflex: Lester, Ephesian, Salissa
DC 22 Basic Fortitude vs 12 Void: Lester, Ephesian, Salissa, Zac, Henri
------------------
Those with ** may go
Ephesian - AC 20, 37/37 (AC 22)
Lester - AC 20, 42/47 (Dragon Stance)
Iverri
**Henri Hart - AC 19, 44/44 (AC 20)
**Eliadyr - AC 21, 42/42
Red
White (-17)
Blue (-25)
Zac Freelan 3 - AC 21, 56/56
Salissa - AC 21, 58/58
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Henri Hart |
DC 22 basic Fortitude save: 1d20 + 9 ⇒ (18) + 9 = 27 Success, 6 Void - Negative Void Resistance 1 (fr Pearly White Spindle Aeon Stone) = 6 total damage
Henri gets out of the blast and links himself to Ephesian
◆ Stride
◆◆ Spirit Link (Spell Rank 1) to Ephesian
Eliadyr |
"Well I guess violence is the only language they appreciate then. Sorry Lester."
and Eliadyr will let loose an enchanted arrow at Blue and then summon a magical shield of force
◆◆ Spellstrike with gouging claw and +1 striking shortbow (Deadly d10): 1d20 + 11 ⇒ (2) + 11 = 13 against blue cap for 2d6 + 3d6 ⇒ (4, 3) + (6, 1, 5) = 19 piercing damage plus 3 bleed damage
◆ cast sheild
GM Tiger |
Henri manages to tough out the rot and gets out of the area. He then forms a link between himself and Ephesian.
Eliadyr shoots Blue with an enhanced arrow but the shaft goes harmlessly into the river. He then summons a mystical shield.
The Red capped mushroom attempts to punch Lester thrice.
Fist vs Lester AC 20: 1d20 + 11 ⇒ (3) + 11 = 14 for Bludgeoning: 1d8 + 3 ⇒ (2) + 3 = 5
Fist vs Lester AC 20, MAP, Agile: 1d20 + 7 ⇒ (17) + 7 = 24 for Bludgeoning: 1d8 + 3 ⇒ (3) + 3 = 6
Fist vs Lester AC 20, MAP 2+, Agile: 1d20 + 3 ⇒ (20) + 3 = 23 for Bludgeoning: 1d8 + 3 ⇒ (2) + 3 = 5 Doubled to 10
Blue hurls spore pods at Henri.
Spore Pod vs Henri AC 19, 30': 1d20 + 11 ⇒ (18) + 11 = 29 for Bludgeoning: 1d8 + 3 ⇒ (4) + 3 = 7 plus spores
Spore Pod vs Henri AC 19, 30', MAP: 1d20 + 6 ⇒ (15) + 6 = 21 for Bludgeoning: 1d8 + 3 ⇒ (6) + 3 = 9 plus spores
Spore Pod vs Henri AC 19, 30', MAP 2+: 1d20 + 1 ⇒ (20) + 1 = 21 for Bludgeoning: 1d8 + 3 ⇒ (6) + 3 = 9 plus spores
All three pods hit home, releasing clouds of spores in Henri's face.
White focuses on Ephesian
Fist vs Ephesian, AC 22: 1d20 + 11 ⇒ (15) + 11 = 26 for Bludgeoning: 1d8 + 3 ⇒ (3) + 3 = 6
Fist vs Ephesian, AC 22, MAP, Agile: 1d20 + 7 ⇒ (13) + 7 = 20 for Bludgeoning: 1d8 + 3 ⇒ (1) + 3 = 4
Fist vs Ephesian, AC 22, MAP 2+, Agile: 1d20 + 3 ⇒ (13) + 3 = 16 for Bludgeoning: 1d8 + 3 ⇒ (7) + 3 = 10
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COMBAT TRACKER
Round: 2-3
Tactical Map
Terrain:
* Cliff is 30' up
* All surfaces in the burst area is difficult terrain
* All PCs who start their turn in the burst area must make the Reflex save below
Before Your Turn:
DC 22 Reflex: Lester, Ephesian, Salissa
DC 22 Fortitude vs 12 Void: Lester, Ephesian, Salissa, Zac
DC 18 Fortitude vs Spores: Henri (x3)
------------------
Those with ** may go
-3-
**Ephesian - AC 20, 33/37 (AC 22)
**Lester - AC 20, 26/47 (Dragon Stance)
Iverri
Henri Hart - AC 19, 5/44 (Spirit Link w/ Ephesian)
Eliadyr - AC 21, 42/42 (AC 22)
Red
White (-17)
Blue (-25)
-2-
**Zac Freelan 3 - AC 21, 56/56
**Salissa - AC 21, 58/58
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS/S: Unaffected
F: 2 persistent poison; vision range reduced to 20' as long as the persistent damage continues
CF: as F but vision range reduced to 10'
Zac Freelan 3 |
fort: 1d20 + 9 ⇒ (17) + 9 = 26 edit coming
Move 1st Action
Shoot at White 2nd action hit: 1d20 + 10 ⇒ (3) + 10 = 13 to hit dmg: 1d6 + 2 ⇒ (6) + 2 = 8
Shoot at White 3rd action hit: 1d20 + 5 ⇒ (16) + 5 = 21 to hit dmg: 1d6 + 2 ⇒ (4) + 2 = 6
Ephesian Aputhil |
When White targets me, I'll use my reaction to hit him with infernal detonation.
Once per adventure, you can use the following reaction:
Infernal Detonations [↺]:
Trigger: A creature within 30 feet of you targets you or an ally with an attack.
Effect The creature takes fire damage equal to 1d6 + your level (basic Reflex save). The DC of the Reflex save is equal to your spell DC or your class DC, whichever is higher (DC 19)
Before my turn, please have white make a reflex save versus DC 19
Infernal Detonations: 1d6 + 3 ⇒ (5) + 3 = 8 Fire Damage
Reflex Save Versus Vines
Vines Save: 1d20 + 8 ⇒ (4) + 8 = 12
Crit Fail but wasn't planning on moving anyways so...
Fort Save Versus Void
Void Save: 1d20 + 8 ⇒ (3) + 8 = 11
Hero Point The Void Save
Void Save: 1d20 + 8 ⇒ (17) + 8 = 25
My turn changes a bit based on if White is still alive so...
♦Strike White: 1d20 + 9 ⇒ (11) + 9 = 20 Tail Damage: 2d6 + 3 ⇒ (6, 5) + 3 = 14 plus fire vulnerability
♦ Exploit Vulnerability on Red Exploit: 1d20 + 11 ⇒ (13) + 11 = 24
If good enough for the Leshy's DC, activate their fire vulnerability, otherwise use Personal Antithesis (+3 damage to attacks)
♦ Raise Shield
♦ Exploit Vulnerability on Red Exploit: 1d20 + 11 ⇒ (10) + 11 = 21
If good enough for the Leshy's DC, activate their fire vulnerability, otherwise use Personal Antithesis (+3 damage to attacks)
♦ Strike Red: 1d20 + 9 ⇒ (6) + 9 = 15 Tail Damage: 2d6 + 3 ⇒ (3, 4) + 3 = 10 plus either fire vuln or +3
♦ Raise Shield
GM Tiger |
Ref: 1d20 + 11 ⇒ (19) + 11 = 30
Ephesian Esoteric: 1d20 + 11 ⇒ (14) + 11 = 25
Ephesian drops fire onto White as a punch is thrown. However, White miraculously avoids the fireball altogether. White, however, doesn't escape Ephesian's tail strike.
Zac also manages to sink a shaft into White.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Terrain:
* Cliff is 30' up
* All surfaces in the burst area is difficult terrain
* All PCs who start their turn in the burst area must make the Reflex save below
Before Your Turn:
DC 22 Reflex: Lester, Ephesian, Salissa
DC 22 Fortitude vs 12 Void: Lester, Salissa
DC 18 Fortitude vs Spores: Henri (x3)
------------------
Those with ** may go
-3-
Ephesian - AC 20, 27/37 (AC 22; Immobilized until Rd 4)
**Lester - AC 20, 26/47 (Dragon Stance)
Iverri
Henri Hart - AC 19, 5/44 (Spirit Link w/ Ephesian)
Eliadyr - AC 21, 42/42 (AC 22)
Red
White (-42)
Blue (-25)
-2-
Zac Freelan 3 - AC 21, 50/56
**Salissa - AC 21, 58/58
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS/S: Unaffected
F: 2 persistent poison; vision range reduced to 20' as long as the persistent damage continues
CF: as F but vision range reduced to 10'
Salissa Greenscale |
fort save DC22: 1d20 + 12 ⇒ (16) + 12 = 28
reflex save DC22: 1d20 + 10 ⇒ (19) + 10 = 29
Looks like 6 void damage to Salissa
Salissa moves forward and attempts to wrestle one of the mushrooms into submission.
athletics-grapple vs blue: 1d20 + 11 ⇒ (1) + 11 = 12
hero point reroll
athletics-grapple vs blue: 1d20 + 11 ⇒ (14) + 11 = 25
She then tries to trip the tall plant.
athletics trip vs tall plant: 1d20 + 11 - 5 ⇒ (7) + 11 - 5 = 13
◆ Stride, ◆ grapple, ◆ trip
Henri Hart |
DC 18 Fortitude save: 1d20 + 9 ⇒ (10) + 9 = 19 vs Spores Success, unaffected
DC 18 Fortitude save: 1d20 + 9 ⇒ (16) + 9 = 25 vs Spores Success, unaffected
DC 18 Fortitude save: 1d20 + 9 ⇒ (12) + 9 = 21 vs Spores Success, unaffected
The player sighs in relief.
GM Tiger |
Salissa manages to clear the wild foliage. She manages to grab the Blue mushroom and hold on. However, she's not able to execute a takedown.
Henri manages to not breathe in any of the spores. (much to his player's relief!)
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Terrain:
* Cliff is 30' up
* All surfaces in the burst area is difficult terrain
* All PCs who start their turn in the burst area must make the Reflex save below
Before Your Turn:
DC 22 Reflex: Lester, Ephesian
DC 22 Fortitude vs 12 Void: Lester
------------------
Those with ** may go
Ephesian - AC 20, 27/37 (AC 22; Immobilized until Rd 4)
**Lester - AC 20, 26/47 (Dragon Stance)
Iverri
Henri Hart - AC 19, 5/44 (Spirit Link w/ Ephesian)
Eliadyr - AC 21, 42/42 (AC 22)
Red
White (-42)
Blue (-25; Grabbed; OG; Immobilized)
Zac Freelan 3 - AC 21, 50/56
Salissa - AC 21, 52/58
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Tigerbot v1.0 |
Botting Lester
Reflex vs DC 22: 1d20 + 10 ⇒ (2) + 10 = 12
Lester attempts to get free but his tunic gets stuck in the vines. Nevertheless, he lashes out with a pair of powerful kicks against Plant,Red,White Mushroom: 1d3 ⇒ 3
Dragon Tail vs White: 1d20 + 8 ⇒ (18) + 8 = 26
Dragon Tail vs White: 1d20 + 3 ⇒ (12) + 3 = 15
Bludgeoning 1: 1d10 + 3 ⇒ (2) + 3 = 5 DC 18 Fort Save or Stunned 1 (or Stunned 3 on CF)
Bludgeoning 2?: 1d10 + 3 ⇒ (2) + 3 = 5
Lester attempts to strike the mushroom again.
Dragon Tail vs White, MAP 2+: 1d20 - 2 ⇒ (14) - 2 = 12
Dragon Tail vs White, MAP 2+: 1d20 - 2 ⇒ (3) - 2 = 1
◆ Flurry
◆◆ Whiff x2
GM Tiger |
Fort: 1d20 + 9 ⇒ (11) + 9 = 20
White takes a hit from Lester's powerful kick and manages to stay on its feet.
The tall plant creature takes aim at Lester, Salissa: 1d2 ⇒ 2 and chucks some thorns at her.
Thorn Spike vs Salissa AC 21: 1d20 + 14 ⇒ (16) + 14 = 30 for Piercing: 2d6 ⇒ (2, 1) = 3 plus Poison: 1d6 ⇒ 3
As the thorns impact Salissa, they suddenly turn into burrowing maggots that threaten to infuse a fell curse onto Salissa. The plant creature, revealing itself as a nymph laughs and follows the thorns with a branch strike.
Branch vs Salissa AC 21, MAP: 1d20 + 9 ⇒ (20) + 9 = 29 for Bludgeoning: 2d8 + 2 ⇒ (6, 5) + 2 = 13 Doubled to 26
She backs away, satisfied.
Lester Fort: 1d20 + 10 ⇒ (10) + 10 = 20
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Terrain:
* Cliff is 30' up
* All surfaces in the burst area is difficult terrain
* All PCs who start their turn in the burst area must make the Reflex save below
Before Your Turn:
DC 22 Reflex: Ephesian
DC 22 Will: Salissa
------------------
Those with ** may go
Ephesian - AC 20, 27/37 (AC 22; Immobilized)
Lester - AC 20, 14/47 (Dragon Stance; Immobilized)
Iverri
**Henri Hart - AC 19, 5/44 (Spirit Link w/ Ephesian)
**Eliadyr - AC 21, 42/42 (AC 22)
Red
White (-47)
Blue (-25; Grabbed; OG; Immobilized)
Zac Freelan 3 - AC 21, 50/56
Salissa - AC 21, 20/58
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS/S: Unaffected
F/CF: Bound to the plant humanoid until the end of its next turn. The plant creature takes half damage from all effects that deal damage and you take the rest. Resistances/Weaknesses/other abilities do not apply