PFS1 #8–99: The Solstice Scar - Version D, Tier 5-6 (GM Mike...R) [Outpost VIII]

Game Master Mike...R

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As the rest of the party prepare themselves Rogarch's ball of ice strikes the treant with a resonant crack. A horrible creaking moan then issues from the creature as it steps forward and strikes out twice at Kurik...

slam vs Kurik + PA: 1d20 + 17 - 3 ⇒ (12) + 17 - 3 = 26
damage + PA: 2d6 + 9 + 6 ⇒ (4, 5) + 9 + 6 = 24

slam vs Kurik + PA: 1d20 + 17 - 3 ⇒ (1) + 17 - 3 = 15

...landing one powerful blow, but missing with the second.

Initiative wrote:

-- ROUND 3 --

Rogarch
Seltyiel
Kurik -24
A. Kegdrainer
To-to
Bael
Treant -27

(Bold may act)

Silver Crusade

8-99 D The Solstice Scar Male LG Human Oathbound Paladin of Sarenrae 4 | HP 36/36 | AC 19 T 10 FF 19 | CMB +9, CMD 19 | F +9, R +4, W +5 | Ini +0 | Perc -2 | SM -2 | Speed 20ft

Kurik quickly uses one hand to heal some of his wounds, then grabs his Nodachi again and 5-foot-steps forward. "Evildoer, feel my wrath!"

swift action to lay on hands
LoH: 2d6 ⇒ (2, 1) = 3

enlarged adamantine Nodachi, Power Attack, Furious Focus, Bless, Smite Evil: 1d20 + 10 - 2 + 2 + 1 + 3 ⇒ (2) + 10 - 2 + 2 + 1 + 3 = 16 :-(
Piercing OR Slashing, adamantine, Smite Evil: 2d8 + 9 + 6 + 4 ⇒ (2, 2) + 9 + 6 + 4 = 23

using Fallback Strategy:
enlarged adamantine Nodachi, Power Attack, Furious Focus, Bless, Smite Evil: 1d20 + 10 - 2 + 2 + 1 + 3 ⇒ (18) + 10 - 2 + 2 + 1 + 3 = 32 :-D

crit? enlarged adamantine Nodachi, Power Attack, Furious Focus, Bless, Smite Evil: 1d20 + 10 - 2 + 2 + 1 + 3 ⇒ (11) + 10 - 2 + 2 + 1 + 3 = 25 :-)
additional Piercing OR Slashing, adamantine, Smite Evil: 2d8 + 9 + 6 + 4 ⇒ (6, 8) + 9 + 6 + 4 = 33

Total: 56 slashing damage (DR does not apply)

Current AC vs. evil treant: 20 T 11 FF 20
Current AC vs. other foes: 17 T 8 FF 17
Current Buffs: Enlarge Person, Bear's Endurance, Bless, Smite Evil


The treant feels Kurik's wrath as the paladin carves a sizable gash into the animated plant's trunk. Another terrible moan reverberates from within the creatures core.

Initiative wrote:

-- ROUND 3 --

Rogarch
Seltyiel
Kurik -21
A. Kegdrainer
To-to
Bael
Treant -83

(Bold may act)

Sovereign Court

Male Human (Shoanti) AC 17/FF15/T12, +4/+4/11 (+1 Will vs Enchantment) 48/48 BAB +3 Shaman (Speaker of the past) 5/Harrower 1, Perception+9, Init+2

Spiritual weapon: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Altavan guided the floating weapon towards the foe, but had no luck in hitting it. With the large heavy hitters in front of him, the shaman keep an eye out in case any of them get flattened.

Delay and get ready to tend any that get knocked out (or worse) by the creature.

Sovereign Court

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Male Tengu Cleric 6 hp 29/29 | AC 19/t13/ff17 CMD 18 | Fort 6, Ref 6, Will 11 (+1 vs. fear, +1 vs. charm and compulsion effects)| Init +2 | Spd 30 ft. | Perception +8, Sens.Mot +8 | Active: Aid, shield

Spiritual weapon: 1d20 + 8 ⇒ (8) + 8 = 16
force damage: 1d8 + 2 ⇒ (6) + 2 = 8

To-to steps forward and heals Kurik with magic. His spell continues attacking the Treant.

Cure mod. wound: 2d8 + 6 ⇒ (3, 6) + 6 = 15


Neither Altavan or To-to's spiritual weapons manage to make contact with the animated tree.

Initiative wrote:

-- ROUND 3 --

Rogarch
Seltyiel
Kurik -6
A. Kegdrainer
To-to
Bael
Treant -83

(Bold may act)

Sovereign Court

Male LG Half-elf Fighter 3/Paladin 3 | HP: 61/61 | AC: 27 (13 Tch, 25 Fl) | CMB: +10, CMD: 23 | F: +13, R: +8, W: +11 | Init: +1 | Perc: +9 | Speed 20ft |

Seltyel would like to contribute more to combat, but the living tree is very powerful and he moves forward slowly.

5-foot step and total defense. AC 31.

The Exchange

Human ( Tadlan ) HP : 42/42 AC : 21 (24 with shield )/ Touch :11 / Flat: 21, Fort: 4 Ref: 5 Will : 5 Insp: 7/7

The combat moves slowly but cautious as very much as their oponent today

Careful there, lests work thru the sides

AS he start to move around the tree to get in the reach of his now extended arms

[ooc] Move action - Move 10 ft to get in reach : Standard - STrike at Enemy [/b]

Attack, PA, Furious Focus, Studoed target : 1d20 + 11 ⇒ (3) + 11 = 142d6 + 13 + 2 ⇒ (2, 2) + 13 + 2 = 19


As its been over 24 hours, I'll bot Rogarch

Seltyel moves up, while Bael also advances eliciting an opportunistic attack from the treant...

slam vs Bael + PA: 1d20 + 17 - 3 ⇒ (7) + 17 - 3 = 21

...who misses the investigator. Bael's attack in return also fails to find its mark.

Rogarch then moves forward, rages and strikes at the treant with her hammer...

enlarged raging lucerne hammer + bless: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20

...narrowly missing.

The treant then takes a step back and lashes out at twice at Kurik in an attempt to stop the paladin's onslaught.

slam vs Kurik + PA: 1d20 + 17 - 3 ⇒ (17) + 17 - 3 = 31
damage + PA: 2d6 + 9 + 6 ⇒ (4, 2) + 9 + 6 = 21

slam vs Kurik + PA: 1d20 + 17 - 3 ⇒ (10) + 17 - 3 = 24
damage + PA: 2d6 + 9 + 6 ⇒ (2, 3) + 9 + 6 = 20

...dealing enough damage to knock Kurik unconscious (although as there is the option of using hero's defiance he may not necessarily fall over).

Initiative wrote:

-- ROUND 4 --

Rogarch
Seltyiel
Kurik -47 (unconscious?)
A. Kegdrainer
To-to
Bael
Treant -83

(Bold may act)

Silver Crusade

8-99 D The Solstice Scar Male LG Human Oathbound Paladin of Sarenrae 4 | HP 36/36 | AC 19 T 10 FF 19 | CMB +9, CMD 19 | F +9, R +4, W +5 | Ini +0 | Perc -2 | SM -2 | Speed 20ft

"Ouch! OUCH!" Feeling his senses fade, Kurik quickly shouts: "Sarenrae, help me!"
Immediate action to cast Hero's Defiance

Hero's Defiance: 2d6 + 1d6 ⇒ (5, 5) + (6) = 16 :-D Thank you, dice bot!

Some of his wounds close as quickly as they were caused, and Kurik sees clearly again.

Will delay Kurik's actions a bit so others can contribute. ;-)


Kurik clearly has the Dawnflower's favour and remains resolute in the face of the corrupted tree's assault.

Initiative wrote:

-- ROUND 4 --

Rogarch
Seltyiel
Kurik -31
A. Kegdrainer
To-to
Bael
Treant -83

(Bold may act)

Sovereign Court

Male Tengu Cleric 6 hp 29/29 | AC 19/t13/ff17 CMD 18 | Fort 6, Ref 6, Will 11 (+1 vs. fear, +1 vs. charm and compulsion effects)| Init +2 | Spd 30 ft. | Perception +8, Sens.Mot +8 | Active: Aid, shield

"Keep fighting Kurik! You got this!" To-to screams as he heals Kurik again

CMW: 2d8 + 6 ⇒ (5, 6) + 6 = 17

Sovereign Court

Male Human (Shoanti) AC 17/FF15/T12, +4/+4/11 (+1 Will vs Enchantment) 48/48 BAB +3 Shaman (Speaker of the past) 5/Harrower 1, Perception+9, Init+2

Altavan stepped over to assist Kurik in dealing with his injuries as he set the morningstar again at the foe.

CMW: 2d6 + 6 ⇒ (2, 6) + 6 = 14

Spiritual weapon: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

The Exchange

Human ( Tadlan ) HP : 42/42 AC : 21 (24 with shield )/ Touch :11 / Flat: 21, Fort: 4 Ref: 5 Will : 5 Insp: 7/7

[i] He steps again to the right, (Asuming regular terrain , not dificult = an strike again at the hulking plant*

Sprited aren't we

Falcata Attack PA , Furious Focus, Studied strike: 1d20 + 11 ⇒ (19) + 11 = 302d6 + 13 + 2 ⇒ (3, 1) + 13 + 2 = 19
Critc confirm PA , Furious Focus, Studied strike: 1d20 + 11 ⇒ (7) + 11 = 184d6 + 26 + 2 ⇒ (3, 6, 1, 3) + 26 + 2 = 41

Silver Crusade

8-99 D The Solstice Scar Male LG Human Oathbound Paladin of Sarenrae 4 | HP 36/36 | AC 19 T 10 FF 19 | CMB +9, CMD 19 | F +9, R +4, W +5 | Ini +0 | Perc -2 | SM -2 | Speed 20ft

@Bael: You are blessed, too, but I fear the +1 won't make any difference as Rogarch's attack roll of 20 missed narrowly.

@To-to: Your spiritual weapon does attack, too. Thanks for the healing! (also @Kegdrainer)

His wounds completely healed, Kurik 5-foot-steps forward again and hacks at the treant. "I do not fall so easily!"

enlarged adamantine Nodachi, Power Attack, Furious Focus, Bless, Smite Evil: 1d20 + 10 - 2 + 2 + 1 + 3 ⇒ (19) + 10 - 2 + 2 + 1 + 3 = 33 :-D
Piercing OR Slashing, adamantine, Smite Evil: 2d8 + 9 + 6 + 4 ⇒ (2, 5) + 9 + 6 + 4 = 26

crit? enlarged adamantine Nodachi, Power Attack, Furious Focus, Bless, Smite Evil: 1d20 + 10 - 2 + 2 + 1 + 3 ⇒ (2) + 10 - 2 + 2 + 1 + 3 = 16 No.
additional Piercing OR Slashing, adamantine, Smite Evil: 2d8 + 9 + 6 + 4 ⇒ (4, 1) + 9 + 6 + 4 = 24

Current AC vs. evil treant: 20 T 11 FF 20
Current AC vs. other foes: 17 T 8 FF 17
Current Buffs: Enlarge Person, Bear's Endurance, Bless, Smite Evil

Sovereign Court

Male Tengu Cleric 6 hp 29/29 | AC 19/t13/ff17 CMD 18 | Fort 6, Ref 6, Will 11 (+1 vs. fear, +1 vs. charm and compulsion effects)| Init +2 | Spd 30 ft. | Perception +8, Sens.Mot +8 | Active: Aid, shield

Spiritual weapon: 1d20 + 8 ⇒ (15) + 8 = 23
force damage: 1d8 + 2 ⇒ (7) + 2 = 9


Both To-to and Altavan heal Kurik bringing the paladin back to full health. To-to's spiritual weapon also finds its target, as do the strikes from Bael and Kurik (although neither of the crit threats confirm). With a final mournful groan the blighted treant stumbles backwards before crashing to the ground clearly very dead.

Initiative wrote:

-- END OF COMBAT --

Rogarch
Seltyiel
Kurik
A. Kegdrainer
To-to
Bael
Treant -140 (dead)

(Bold may act)


With the treant defeated Grimpfkin ambles out from the woods to inspect the Pathfinder's fallen foe, "Very well done!" he grins nodding with approval "I knew you could do it.". He reaches over to the body of the treant and as he does the creature's wooden hide warps and twists in the area where his hand makes content, forming into the shape of a wooden mug which he plucks from the body and hands to Kurik. He repeats this trick six more times until all of the party and Grimpfkin himself all have similar mugs. "I think your victory justifies a toast!" he adds knocking his mug against everyone else's. As he does so each mug fills with a delicious looking drink. He raises his mug once more before downing the content in one huge gulp.

The drink in the mugs grants each member of the party the Greater Charm of Luck. This charm allows them to reroll one d20 roll during this sections final encounter (the reroll must be made before learning the outcome of the roll and the result of the reroll must be kept). As this is the greater version of the charm, two d20s can be rolled for the reroll and the higher of these two rolls can be used as the result of the reroll.


It sounds like we may have just about enough time to also do the test of speed, as long as we are fairly quick about it, so I'll move us on to that (although it will be a bit compressed just to make sure we get it done before the next overseer announcement).

With the Pathfinder's having completed the test of might and received their prize, Grimpfkin looks around him with a thoughtful look on his face as if making a decision. "You know what, I was so impressed by your performance against the blighted tree, I'd really like to see how you do in the test of speed if you would be kind enough to indulge me.". With that he hops up onto a mossy rock and flings the contents of his mug (which appears to have refilled) up into the air. Before it reaches the ground, the fizzing ale transforms into a bird and takes flight off into the woods, leaving a faintly sparkling trail. Grimpfkin looks on with surprised approval before clapping his hands at the Pathfinders and exclaiming, “What are you waiting for? Catch it, and the prize is yours. Just, ah, no flying or teleporting - it’s a challenge, remember?”.

For this test the party must follow the trail left behind by the bird. During this pursuit you will come upon four obstacles which the party must overcome. It is up to everyone how they want to try and get past each obstacle and party members can work together or make individual efforts, but mechanically, for each obstacle each member of the party will need to make a suitable skill check, save, attack, or attribute check to get past it (you can pick which check you want to use for this so long as it fits with your plan). Bonuses may be given for particularly good ideas, or use of spells which may aid your plan.

As the party follow the trail left by the bird they encounter a number of obsticals...

1. The glittering trail leads across a wide ravine that cuts through the forest. The ravine has several old logs set across it, and a slowly flowing creek runs along the bottom.

2. The trail ends at a tall cliff that splits the forest, and the glittering trail leads up the rock face. Several thick vines descend from above, but each vine bears several long thorns.

3. The trail zigzags through a large thicket that winds about like a primal hedge maze. Some of the plants seem to move on their own, reaching towards warmth.

4. A ruined two-story building rises out of the forest, hugged by dense, thorny thickets on both sides. The front wall, ceiling, and floors have long since collapsed. Several support columns rise from the cellar, and the remains of a staircase up to the second floor look far too weak to support weight. The back door leads to clearer terrain, where the trail continues.

For each of the above obstacles, let me know how your plan on dealing with it, and then roll a suitable skill, ability, attack or save check to see how successful your plan is. There should be one roll per obstacle per PC.

Sovereign Court

Male Human (Shoanti) AC 17/FF15/T12, +4/+4/11 (+1 Will vs Enchantment) 48/48 BAB +3 Shaman (Speaker of the past) 5/Harrower 1, Perception+9, Init+2

Altavan quaffed the offered drink and enjoyed the flavor.

Looking at the logs, the Shaman figure a possible way across using them to form a makeshift bridge by lashing them together. "We can make a bridge, get some rope and start rolling the logs next to each other." he said.
Test 1 K:Engineering: 1d20 + 6 ⇒ (12) + 6 = 18

Coming to the vines, he was able to point out the ones that were safe to use.
Test 2 K:Nature: 1d20 + 9 ⇒ (17) + 9 = 26

With the maze ahead, he pointed out the areas for the group to avoid getting too close to the plants.

Test 3 K:Nature: 1d20 + 9 ⇒ (18) + 9 = 27

Altavan pondered a bit as he surveyed the damaged building. Making sense of the weak points, he was able to plot a path to the back door for the party to traverse.

Test 4 K:Engineering: 1d20 + 6 ⇒ (15) + 6 = 21

The Exchange

Human ( Tadlan ) HP : 42/42 AC : 21 (24 with shield )/ Touch :11 / Flat: 21, Fort: 4 Ref: 5 Will : 5 Insp: 7/7

You honor us with your trust and judgement, and yes a test to show our speed now, you really just want to make sure what our merits are huh? Well, we can indeed indulge this in the name of friendship

As he arrived to the ravine, he look about for the signs, he had seen similar ravines on the trip to Muda in the southern Taldor, this tipe or lands usually had ways to cross in diferent heights, he for sure could try to find a diferent route with the studies he has done about this type of constructions, an alternate path

K. Geography : 1d20 + 9 + 1d6 ⇒ (20) + 9 + (6) = 35

As he reaches to the end of the road, he search among the plants what would be the sturdiest to use to cross*

K. Nature: 1d20 + 9 + 1d6 ⇒ (12) + 9 + (2) = 23

Moving plants isn't it, driven by heat, so the only thing he should do is to keep the heat away from him, he pulled out some reagents to counter the body temperature of him.

Craft Alchemy: 1d20 + 13 + 1d6 ⇒ (2) + 13 + (5) = 20 [ooc] 1 Inspiration spent [/ppc]

Upon reaching to the building, he started to study the general structure to try to evaluate the best path to cross, taking in acount the structural damage

K.Engineering: 1d20 + 9 + 1d6 ⇒ (5) + 9 + (2) = 16

Silver Crusade

8-99 D The Solstice Scar Male LG Human Oathbound Paladin of Sarenrae 4 | HP 36/36 | AC 19 T 10 FF 19 | CMB +9, CMD 19 | F +9, R +4, W +5 | Ini +0 | Perc -2 | SM -2 | Speed 20ft

Kurik thanks Grimpfkin for the drink and proposes a toast. "To the Dawnflower who guided my sword arm! And to my teammates: Well fought!"

Kurik will use his wand of Fallback Strategy before he attempts a check. Four charges used.

The paladin provides the muscles to the Shaman's wits.
The Pathfinder Society's motto is Explore, Report, Cooperate... right? ;-)

"Sounds like a good plan to me.* I have two coils of rope. Here - I'll go rolling the logs where you need them."
Test 1 Strength: 1d20 + 5 ⇒ (19) + 5 = 24

*With Int 7 and Wis 7, everything does sound like a good plan to Kurik... ;-)

After climbing up a 'safe' vine, Kurik pulls up the physically weaker members of the party.
Test 2 Strength: 1d20 + 5 ⇒ (17) + 5 = 22

Kurik slashes any plants that reach towards him.
Test 3 adamantine Nodachi, Power Attack, Furious Focus: 1d20 + 10 - 2 + 2 ⇒ (18) + 10 - 2 + 2 = 28
Piercing OR Slashing, adamantine: 1d10 + 7 + 6 ⇒ (6) + 7 + 6 = 19

Kurik reduces the - possibly locked and/or jammed - back door to wooden(?) splinters.

Test 4 adamantine Nodachi, Power Attack, Furious Focus: 1d20 + 10 - 2 + 2 ⇒ (1) + 10 - 2 + 2 = 11
Piercing OR Slashing, adamantine: 1d10 + 7 + 6 ⇒ (5) + 7 + 6 = 18

Fallback Strategy:
Test 4 adamantine Nodachi, Power Attack, Furious Focus: 1d20 + 10 - 2 + 2 ⇒ (14) + 10 - 2 + 2 = 24


I'll give everyone a chance to do their rolls for the test before revealing how the party fared.

Sovereign Court

Male Tengu Cleric 6 hp 29/29 | AC 19/t13/ff17 CMD 18 | Fort 6, Ref 6, Will 11 (+1 vs. fear, +1 vs. charm and compulsion effects)| Init +2 | Spd 30 ft. | Perception +8, Sens.Mot +8 | Active: Aid, shield

"Toast to your gracious hospitality To-to says as he raises his mug.

To-to surveys the landscape to find safest route.
Test 1 Perception: 1d20 + 8 ⇒ (10) + 8 = 18

The tengu tries to avoid worst vines while climbing down.
Test 2 Acrobatics: 1d20 + 3 ⇒ (6) + 3 = 9

He furiously swings at the moving plants.
Test 3 +1 longsword: 1d20 + 6 ⇒ (1) + 6 = 7

Old buildings like these often have weak points and maybe even secret doors. Let's keep eyes open for surprises.
Test 4 Perception: 1d20 + 8 ⇒ (10) + 8 = 18

Sovereign Court

Male LG Half-elf Fighter 3/Paladin 3 | HP: 61/61 | AC: 27 (13 Tch, 25 Fl) | CMB: +10, CMD: 23 | F: +13, R: +8, W: +11 | Init: +1 | Perc: +9 | Speed 20ft |

Seltyel is happy when the big tree falls, but disappointed at himself for her null contribution in this combat. Still, he celebrates with the others when the goat man offers the drinks.

Intrigued by the challenge of a test of speed, the half-elf tries to figure out how he, in his heavy armour, can be quick and not slow down the rest of his companions.

When he sees the logs across the ravine, he holds them tightly so that they can cross safely.

Strength check for obstacle 1: 1d20 + 4 ⇒ (1) + 4 = 5

Seltyel then checks carefully the vines so that they avoid grabbing them where there are thorns.

Perception check for obstacle 2: 1d20 + 9 ⇒ (16) + 9 = 25

Then he wields his sword with both hands and starts hacking all the plants that dare to come close.

melee attack for obstacle 3: 1d20 + 12 ⇒ (14) + 12 = 26

Finally, at the building he checks carefully that they do not step onto any of the debris.

Perception check for obstacle 4: 1d20 + 9 ⇒ (10) + 9 = 19


The party chase the magic bird through the forest.

As they reach the ravine Altavan isn't quite able to come up with a design which will fully allow the party to cross. Likewise To-to and Seltyel's efforts do not quite bear fruit. Bael manages to spot an alternative route and Kurik shifts some logs to make it crossable, but overall it takes the party a little longer than they had hoped to get across.

Once they get to the cliff Altavan and Bael manage to identify some suitable vines, while Kurik uses his strength to help pull his allies up. To-to gets caught by a few thorns, but doesn't sustain any serious damage. While Seltyel has more luck and manages to spot the thorns on the vine he is climbing and overall the party make up the ground they had lost crossing the ravine.

At the overgrown maze Altavan successfully points out a number of dangerous plants. Baels use of alchemical agents doesn't quite work out, however Kurik and Seltyel's sword work certainly proves successful 'pruning' a number of the dangerous looking plants. To-to has less success with his sword, but the party's combined team effort get's them through the area in good time.

Reaching the ruins Altavan, Bael, To-to and Seltyel aren't quite able to map a safe route through the building's structural damage. Kurik's use of brute force certainly helps, but it does take the party longer than they had hoped to get past the old building.

Despite facing challenges with a couple of the obstacles, overall the Pathfinders make good time, and remain on the trail of the bird as it finally flies into a clearing where Grimpfkin is waiting, reclining against a tree stump on which the ale-bird alights. Grimpfkin claps his hands together and laughs heartily "Once more I must congratulate you on a job well done!"

As before he uses his magic to shape part of the stump that the bird alighted on into a set of mugs, and when he knocks his own mug against the stump, the bird splits into equal parts, turning back into ale that fills each mug. He toasts the party and invites them to drink. Once the everyone ready to be on their way Grimpfkin wishes the Pathfinder the best of luck in defeating Mother Bloodleaf before ambling off into the surrounding foliage.

For successfully completing the test of speed the party gain a second Charm of Luck, although this is a standard version of the charm unlike the one from the previous test. So for the reroll only a single d20 can be used rather then two.

As the overseer announcement to start the next section of the adventure will be happening within the next day, I'll hold off on starting any new encounters until that happens.

Silver Crusade

8-99 D The Solstice Scar Male LG Human Oathbound Paladin of Sarenrae 4 | HP 36/36 | AC 19 T 10 FF 19 | CMB +9, CMD 19 | F +9, R +4, W +5 | Ini +0 | Perc -2 | SM -2 | Speed 20ft

Again, Kurik thanks Grimpfkin for the drink and proposes a toast.

"Well, it wasn't quite easy, but at least this time the plants didn't hit back! We make a pretty good team. To us!"


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

It is difficult to tell how much time has passed through the smothering canopy as Medda addresses the regrouped Pathfinder and Twinhorn forces. “The ancient battlefield is just beyond those trees. There, Ivvora and her comrades scattered an undead army, but the necromantic corruption never left this land. Instead, the plants and animals have gradually absorbed the evil, encouraged by someone calling herself Mother Bloodleaf.

“We must strike as one, simultaneously attacking the corruption’s heart as well as the seedpods spread out around the swamp. Their destruction will unleash harmful energies, so we of the Twinhorn following shall head toward the center to ritually disperse that energy to keep it from festering anew! Each team should follow its Twinhorn mystic to an intended target, and from there, three blasts of a horn shall signal our attack. May Vildeis bless us as she did Ivvora before us!”

Medda, the Twinhorns, and the Pathfinders spread out and make their way through the woods to their striking positions.

Three blasts of a war-horn echo across the heavily forested battleground. As the Pathfinders rush toward their targets, startled figures with purple glowing eyes hurry toward the seedpods and the enormous dark flower at the heart of the swamp. A shriek carries over the battleground. “What treachery is this? My minions have fallen without so much as warning me? No matter, I shall rip out any trespassers’ souls and feed them to the blight!”

Table GMs, the Unaware Guardians condition is now in effect, and the way to Area Q is now open. Please move to that encounter area quickly.


The high tier table have been sent to deal with Mother Bloodleaf and the heart of the blight (a monstrous black flower from which the corruption spreads, see page 4 of the slides for a picture). Our team of Pathfinders have been assigned the task of seeking out and destroying one of the corrupted flower's seed pods.

The ancient battleground has turned into a fetid swamp that fills the air with the scent of death and decay. Rusted weapons jut out from the patches of solid land. Here and there, skeletal remains and grimacing skulls clad in ruined iron peek out from the glowing mire. A seedpod pulsing with purplish energy grows on an islet across the swamp.

A number of creatures who seem to have been guarding the seedpod are rapidly scrambling to engage the approaching Pathfinders, although it would appear they have been somewhat caught off guard (due to successes in the earlier sections of this scenario).

I've added the map for this encounter to slide 5 of the handouts along with your tokens. Feel free to change your starting position to anywhere within the orange square on the map, so long as you do it before the first creature has its turn.

There are a number of terrain effects for this encounter. The swamp water (the green areas on the map) glows visibly, providing dim light throughout the area. The water is about 2 feet deep and functions as a shallow bog for which it costs 2 squares of movement to enter a square. The large fallen tree near the center of the map forms a slick barrier about 10 feet tall, requiring either a DC 20 Climb check to clamber over it or a DC 24 Escape Artist check to slip under it while moving half speed. The narrow fallen tree that crosses to the seedpod (which is on the island on the right of the map) is unsteady and slippery; a creature must succeed at a DC 24 Acrobatics check to cross it, and failing the check by 5 or more dumps that PC in the water.

Identifying the humanoid defender would be a knowledge (local) check, while identifying the plant and animal defenders would be a knowledge (nature). The seedpod is a 5-foot-diameter hardened husk surrounding a large kernel that pulses with purple light and can be destroyed by doing damage to it.

As this is the final encounter for this section of the scenario, you are able to make use of your Charms of Luck in this encounter. Additionally as the Helpful Spirits condition is in effect, the forest spirits who have been following you have guided the party to a better start location closer to the seedpod.

GM Rolls:
Initiative:
Init(Toto): 1d20 + 2 ⇒ (18) + 2 = 20
Init(Bael): 1d20 + 0 ⇒ (16) + 0 = 16
Init(A. Keg): 1d20 + 2 ⇒ (18) + 2 = 201d20 + 2 ⇒ (2) + 2 = 4
Init(Seltyel): 1d20 + 1 ⇒ (12) + 1 = 13
Init(Kurik): 1d20 + 0 ⇒ (20) + 0 = 20
Init(Rogarch): 1d20 + 9 ⇒ (17) + 9 = 26
Init(yellow): 1d20 + 3 ⇒ (11) + 3 = 14
Init(green): 1d20 + 0 ⇒ (15) + 0 = 15
Init(orange): 1d20 + 4 ⇒ (12) + 4 = 16
Init(white): 1d20 + 4 ⇒ (12) + 4 = 16

Reflex (DC 20):
Reflex(yellow): 1d20 + 6 ⇒ (8) + 6 = 14
Reflex(green): 1d20 + 5 ⇒ (8) + 5 = 13
Reflex(orange): 1d20 + 4 ⇒ (10) + 4 = 14
Reflex(white): 1d20 + 4 ⇒ (2) + 4 = 6

Initiative wrote:

-- ROUND 1 --

Rogarch
A. Kegdrainer
To-to
Kurik
Creature (orange) (staggered)
Creature (white) (staggered)
Bael
Creature (green) (staggered)
Creature (yellow) (staggered)
Seltyiel

(Bold may act)

Sovereign Court

Male Human (Shoanti) AC 17/FF15/T12, +4/+4/11 (+1 Will vs Enchantment) 48/48 BAB +3 Shaman (Speaker of the past) 5/Harrower 1, Perception+9, Init+2

Seeing the group approaching, Altavan kepts an eye out, trying to remember what he knew about them. Once he had an idea, he let loose with a spell in the hope of slowing them down.

K:Local: 1d20 + 9 ⇒ (15) + 9 = 24
K:Nature-Animals: 1d20 + 9 ⇒ (16) + 9 = 25
K:Nature-Plant: 1d20 + 9 ⇒ (5) + 9 = 14
Immunities, saves, weaknesses please

cast Stinking cloud (DC 18 Fort). Centered to get them all


Looking at the approaching group Altavan knows that the humanoid creature is a goblin, most likely some sort of witch (NE Small humanoid (goblinoid)). It is strong willed but weak in body (best save is Will, worst is Fort) and has no notable immunities. He is not sure about its weaknesses.

The animals accompanying the goblin are dire boars (N Large animal). They are weak willed but have strong constitutions (best save is Fort, worst is Will) and have no notable immunities or weaknesses.

He is unsure what the strange moving plant creature is at the back of the group.


GM Rolls:
dire boar (orange) fort save vs stinking cloud (DC 18): 1d20 + 7 ⇒ (4) + 7 = 11
dire boar (white) fort save vs stinking cloud (DC 18): 1d20 + 7 ⇒ (3) + 7 = 10
goblin (yellow) fort save vs stinking cloud (DC 18): 1d20 + 5 ⇒ (19) + 5 = 24

Although it is hard to see exactly what has happened inside the noxious cloud conjured by Altavan, there is an audible sound of porcine retching coming from within it.

@Altavan: I've put a green template on the map to represent the cloud, feel free to reposition it if it is not quite where you wanted it.

Initiative wrote:

-- ROUND 1 --

Rogarch
A. Kegdrainer
To-to
Kurik
Dire Boar (orange) (staggered, nauseated)
Dire Boar (white) (staggered, nauseated)
Bael
Creature (green) (staggered)
Goblin (yellow) (staggered)
Seltyiel

(Bold may act)

Sovereign Court

Male Tengu Cleric 6 hp 29/29 | AC 19/t13/ff17 CMD 18 | Fort 6, Ref 6, Will 11 (+1 vs. fear, +1 vs. charm and compulsion effects)| Init +2 | Spd 30 ft. | Perception +8, Sens.Mot +8 | Active: Aid, shield

To-to's spell summons a floating orb of light close to enemies. Lantern Archon (yellow sphere), light yellow aura is aura of menace DC 13 Will save

Silver Crusade

8-99 D The Solstice Scar Male LG Human Oathbound Paladin of Sarenrae 4 | HP 36/36 | AC 19 T 10 FF 19 | CMB +9, CMD 19 | F +9, R +4, W +5 | Ini +0 | Perc -2 | SM -2 | Speed 20ft

Kurik double moves towards the seedpod.

Sovereign Court

Male Human (Shoanti) AC 17/FF15/T12, +4/+4/11 (+1 Will vs Enchantment) 48/48 BAB +3 Shaman (Speaker of the past) 5/Harrower 1, Perception+9, Init+2

Thank you, right were I was aiming it


Botting Rogarch as it's been over 24 hours.

As To-to summons celestial aid and Kurik advances, Rogarch and RawkNRole also head towards the island looking for a good place to jump or tunnel across.

Meanwhile the two dire boars emerge from the foul smelling cloud on the other side of the battlefield, gagging and wheezing as they do.

dire boar (orange) extra rounds nauseated: 1d4 + 1 ⇒ (3) + 1 = 4
dire boar (white) extra rounds nauseated: 1d4 + 1 ⇒ (2) + 1 = 3

Orange also moves through the aura of menace from the archon...

dire boar (orange) will save vs aura (DC 13): 1d20 + 2 ⇒ (1) + 2 = 3

...and is menaced by it.

Initiative wrote:

-- ROUND 1 --

Rogarch
A. Kegdrainer
To-to
Kurik
Dire Boar (orange) (nauseated 4 rnds, menaced)
Dire Boar (white) (nauseated 3 rnds)
Bael
Creature (green) (staggered)
Goblin (yellow) (staggered)
Seltyiel

(Bold may act)

The Exchange

Human ( Tadlan ) HP : 42/42 AC : 21 (24 with shield )/ Touch :11 / Flat: 21, Fort: 4 Ref: 5 Will : 5 Insp: 7/7

Bael moves to the front striding thru the soild parts of the swamo, drawing the Falcata two handed and preapring for the fight, he had to admit that at lesat the enemy must have intresting powers to convince this sort of creatures to work with them, or just fear to cowed them into cooperation, we'll see

Double move - drawing blade 2-handed as part of this


As Bael moves forward with his allies the goblin and the plant do something, but no one is able to see quite what.

As both the goblin and the plant creature started their turn in the stinking cloud and have not done anything which draws attention to themselves this round, I've removed them from the map until they do something which the party can see or otherwise detect.

Initiative wrote:

-- ROUND 2 --

Rogarch
A. Kegdrainer
To-to
Kurik
Dire Boar (orange) (nauseated 4 rnds, menaced)
Dire Boar (white) (nauseated 3 rnds)
Bael
Creature (green)
Goblin (yellow)
-- ROUND 1 --
Seltyiel

(Bold may act)

Silver Crusade

8-99 D The Solstice Scar Male LG Human Oathbound Paladin of Sarenrae 4 | HP 36/36 | AC 19 T 10 FF 19 | CMB +9, CMD 19 | F +9, R +4, W +5 | Ini +0 | Perc -2 | SM -2 | Speed 20ft

"I'll try to get to the other side and start slashing the big seed pod."

Kurik double moves towards the seed pod through the shallow bog (see map) while drawing his Nodachi.

Sovereign Court

Male LG Half-elf Fighter 3/Paladin 3 | HP: 61/61 | AC: 27 (13 Tch, 25 Fl) | CMB: +10, CMD: 23 | F: +13, R: +8, W: +11 | Init: +1 | Perc: +9 | Speed 20ft |

Let us deal with that thing quickly!

Setyel moves towards the seed pod while he draws his sword and embraces his shield.


Setyel move up while Kurik wades into the glowing waters of the bog. As the paladin enters the fetid mire he feels its corruption begin to draw the life energy from him...

negative energy damage from bog: 2d8 ⇒ (1, 8) = 9

Kurik takes 9 negative energy damage from the bog (A DC 15 Fort save will reduce this damage to 2).

Initiative wrote:

-- ROUND 2 --

Rogarch
A. Kegdrainer
To-to
Kurik -9 (reduced to -2 with a DC 15 Fort save)
Dire Boar (orange) (nauseated 4 rnds, menaced)
Dire Boar (white) (nauseated 3 rnds)
Bael
Creature (green)
Goblin (yellow)
Seltyiel

(Bold may act)

Sovereign Court

Male Tengu Cleric 6 hp 29/29 | AC 19/t13/ff17 CMD 18 | Fort 6, Ref 6, Will 11 (+1 vs. fear, +1 vs. charm and compulsion effects)| Init +2 | Spd 30 ft. | Perception +8, Sens.Mot +8 | Active: Aid, shield

Crouching behind tree To-to directs the celestial being to move closer and fire light ray at other boar.

1 is white: 1d2 ⇒ 1

light ray vs. white's touch AC: 1d20 + 3 ⇒ (17) + 3 = 20
fire: 1d6 ⇒ 4


The archon's ray hits the boar, causing it to yelp in pain.

@To-to: What height is your archon flying at currently?

Initiative wrote:

-- ROUND 2 --

Rogarch
A. Kegdrainer
To-to
Kurik -9 (reduced to -2 with a DC 15 Fort save)
Dire Boar (orange) (nauseated 4 rnds, menaced)
Dire Boar (white) -4 (nauseated 3 rnds)
Bael
Creature (green)
Goblin (yellow)
Seltyiel

(Bold may act)

Sovereign Court

Male Tengu Cleric 6 hp 29/29 | AC 19/t13/ff17 CMD 18 | Fort 6, Ref 6, Will 11 (+1 vs. fear, +1 vs. charm and compulsion effects)| Init +2 | Spd 30 ft. | Perception +8, Sens.Mot +8 | Active: Aid, shield
GM Mike...R wrote:

The archon's ray hits the boar, causing it to yelp in pain.

@To-to: What height is your archon flying at currently?

Lets say its in 10 feet

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