Eyeball

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I'm fine taking a break for a week, though I'll also be online plenty during the week, too.

Maybe we just get it set up and all check in during the next week, then start the next?


Sorry for the Chronicle errors (this is, by far, the worst part of running a scenario is all the Chronicle bookkeeping).

I won't be able to make the changes for a while. I am going to a wedding today, and then I have ankle surgery, then Thanksgiving, so I won't be in my office to complete that for at least a week and a half.

You are welcome to circle the correct numbers and initial "BB" to correct it with my permission. In the alternative, I can do it when I'm back.


Sorry, looks like I missed the event code.

Feel free to write it in:

# 2,690,420


CHRONICLES HERE!!!


Okay, I have the Chronicles mostly done, but forgot to ask everyone to provide:

PFS#
Day job roll
Faction

(I have your names and such).

Please get that to me and I'll finish it up.

Thx!


Zeeva Foxglove thanks the Pathfinders for eliminating the Aspis Consortium threat—at least for the time being—but wonders if reports of giant plant monsters, ghosts, and outsiders may have contributed to this as much as the group's actions. Zeeva has the shrine permanently unearthed and restored as a fountain in the center of the Green Market in honor of Galdron Greenheart, which pleases Telmayne Fire-Eyes and goes a long way toward ensuring the market and the South Shore district have peaceful relations with the Shoanti.

The Green Market continues to grant preternatural luck and business acumen to those plying their trade within its walls, but the spirit of Galdron Greenheart no longer punishes the sale of weapons, armor, and magic items. As such, the Green Market opens its doors to traders of all wares, bringing even larger profits to the community— and, of course, to Zeeva Foxglove.

That's it, folks! Good job! Sorry this took longer than I'd have liked it to...I had several trips over the summer and that didn't help.


That's pretty much a wrap! Good job on what could have been a much deadlier combat.

Aside from some RP wrap-up, we're done here. I'll get working on reporting, but do we know who's next?


Cody and Panda continue to work over one of the fire elementals, but find its defenses very difficult to bypass. They do some decent damage, however. DR

Enora heals E'li while he prepares to unleash a holy pelting on the ghost. His shots seem to penetrate the ghost with deadly effect. Each one seems to weaken it significantly. Though the last stone misses, it doesn't seem to matter. The first two have taken their toll.

Galdron becomes solemn, and with a wave of his hands dismisses the fire elementals. Proud and hot tears roll down his cheeks as the ghost explains, “In returning to my original self, I forgot who I had later become, and why I was right to do so.”

Galdron casts aside his short spear, and his armor passes through him to land on the ground with a thud. The ghost clutches at his chest and seems to pull the flames from his body into his heart as he closes his fist around it. Squeezing, he forms it into a glimmering red gem—an elemental gem— which he also tosses to the ground.

“It is not weapons or armor which prevent peace, but succumbing to wrath. I see this now. I will no longer protect the Green Market, as others must find their own unity, unmotivated by fear.” The Shoanti, now no longer smoldering and smoking, levitates above his sacred altar, salutes to the Pathfinders as though raising a spear, and then melds with the stone table. A few moments later, after the group collects the items on the ground, the scene begins to waver and they return to the Green Market on the Material Plane.

Zeeva stands looking on in amazement. "What happened?! Where did you go?!"


You've done some pretty good damage to the ghost, but it's still got some fight.

Starling begins some inspiring oratory, just before the ghost and elementals attack.

Galdron moves away from Hastard, and while he does so a searing light strikes the cavalier with fervent heat. 16 dmg, no save

One of the elementals strikes Hastard, as well. 7 dmg, DC 16 Refl save or Burn (1d4 dmg at start of next round)

The other elemental sees Panda as the bigger threat, and smashes the beast with a fiery arm. 4 dmg, DC 16 Refl save or Burn

ROUND 2 (EVERYONE IS UP!)
Ongoing effects:
Haste
Bardic performance (+2 atk/+2 dmg)

Enora (-19 hp) (10 temp hp)
Feybella (-53 hp) (stable)
Cody (-37 hp)
Panda (-9 hp)
E'li (-21 hp)
Hastard (-10 hp)
Nord (-21 hp)
Starling (-6 hp)

Galdron (-36 hp)
Fire elemental (red)
Fire elemental (yellow) (-6 dmg) [ooc]Thx for checking, added the dmg from Panda)

searing light, touch atk: 1d20 + 4 ⇒ (13) + 4 = 173d8 ⇒ (5, 8, 3) = 16

slam: 1d20 + 12 ⇒ (1) + 12 = 131d8 + 2 ⇒ (3) + 2 = 5
slam: 1d20 + 12 ⇒ (10) + 12 = 221d8 + 2 ⇒ (5) + 2 = 7

slam: 1d20 + 12 ⇒ (3) + 12 = 151d8 + 2 ⇒ (7) + 2 = 9
slam: 1d20 + 12 ⇒ (13) + 12 = 251d8 + 2 ⇒ (2) + 2 = 4

cody or panda?: 1d2 ⇒ 2


Feybella falls unconscious but clings to life.

Hastard strikes at the ghost, and what looked like a miss seems guided by the divine and hits.

E'li starts slinging stones at the ghost, which seem to do full damage to it. The first two hit, one very hard, but the third misses.

ROUND 1 (STARLING IS UP!)
Ongoing effects:
Haste

Enora (-19 hp) (10 temp hp)
Feybella (-53 hp)
Cody (-37 hp)
Panda (-9 hp)
E'li (-21 hp)
Hastard (-10 hp)
Nord (-21 hp)
Starling (-6 hp)
Galdron (-36 hp)
Fire elemental (red)
Fire elemental (yellow)

I hate to skip Starling given the difficult combat. If someone wants to take an action for her, feel free.


Get well soon!

Enora, you could tell previously that the Shaman ordered the elementals to attack.


Enora, I corrected your hp.

Enora raises her staff and sends a pair of flaming rays at the ghost shaman. One misses entirely, and the other nearly passes through him, but seems to have some effect. incorporeal

Cody and Panda move in to attack the elemental on the south. It strikes Panda with a flaming arm. 9 dmg, DC 16 Relf or catch fire burn dmg next turn

ROUND 1 (BOLD IS UP!)
Ongoing effects:
Haste

Enora (-19 dmg) (10 temp hp)
Feybella (-28 dmg)
Cody (-37 dmg)
E'li
Hastard
Starling (-6 hp)

Galdron (-7 hp)
Fire elemental (red)
Fire elemental (yellow)

slam AoO: 1d20 + 12 ⇒ (18) + 12 = 301d8 + 2 ⇒ (7) + 2 = 9
Cody or Panda?: 1d2 ⇒ 2

burn: 1d4 ⇒ 4


This is technically a new combat, so any spells/effects will need to start again. Also, the scorpions are all gone, map is updated (though it is the same map, envision it in spirit form).

knowledge religion to ID Galdron, planes for the elementals

E'li and Cody cast a quick protective spell as Galdron speaks, while Enora casts one to speed up the party.

Cody and Hastard try to resolve things peacefully, and the shaman ghost hesitates for a second.

"It is too late for me now!" he says, and abruptly a fireball explodes in the middle of the group. everyone make a DC 19 Refl save, make the save for half dmg

The fiery elementals at his sides rush forward, one striking Starling and the other Feybella. 6 dmg to starling, 4 to Feybella. Each of you make a DC 16 Refl save or catch fire. If you catch fire, take another 6 dmg

ROUND 1 (EVERYONE IS UP!)
Ongoing effects:
Haste

Enora (-22 dmg) (10 temp hp)
Feybella (-28 dmg)
Cody (-26 dmg)
E'li
Hastard
Starling (-6 hp)

Galdron
Fire elemental (red)
Fire elemental (yellow)

fireball: 6d6 ⇒ (3, 1, 1, 4, 6, 6) = 21
slam: 1d20 + 12 ⇒ (14) + 12 = 261d8 + 2 ⇒ (4) + 2 = 6
slam: 1d20 + 12 ⇒ (11) + 12 = 231d8 + 2 ⇒ (2) + 2 = 4
burn: 1d8 ⇒ 6


The crystal scorpions continue their attacks, but whether of them hit, the group doesn't know. They begin to experience an abrupt sensation of dizziness as the last blade is placed.

A ghostly, gray version of the world appears before them and occupies the space they once stood in.

In a small clearing of sparse trees stands a solitary table of stone before a pool of clear water. A simple camp with a smoldering campfire and a large tent made from animal skins and wooden poles has been set up to the east. Superimposed over the idyllic landscape is a gray, ghostly image of the Green Market—its wagons, carts, and stalls seemingly untouched from a moment before. This image fades to mist approximately sixty feet away, revealing a great battle being fought farther in the distance on all sides.

Zeeva and others in the market stare at the place they once stood in amazement, but seem to be looking right through them.

A booming voice resonates strangely in the hollow space of this place.

“I was never a pacifist,” it intones. “My belief was merely that the way forward for my people was unity. The Azghat divided us in the time before memory, but the world had moved on. Every quah could maintain its honor, but without the need to divide the people against itself. So I renounced the powers of the sun and the flame, to walk the green path—to become the Green Heart.”

“I was such a fool,” Galdron snarls as he appears above
the stone table. The ghost is of a bald male, garbed in hide armor and holding a short spear in hand. A corona of fire sheathes his head and rises from his eyes. Molten gold drips from where a spearhead and shaft protrude from his chest, revealing the wound that took his life.

Arrayed in a semicircle behind the spirit are several eternally loyal fire elementals that attack with the ghost.

You're all up and can take one action before they attack you.


Best of luck!


Good point, Enora. There were a couple of chances to get that info, and I forgot she gave it to you. Each blade you place takes a move action and provokes. Between you and Cody, 5 have been placed so far (1 started the combat, and you have each placed 2 more).

Enora and Cody continue to place the blades in the formation they had heard about. They can only hope this works.

Feybella stabs one of the scorpions twice, but its touch crystal exterior deflects both blows entirely.DR. Knowledge Planes to ID.

Hastard finishes off the creature attacking Cody, then moves on to the next.

The creatures all try to sting the heroes. One misses E'li and one misses Hastard, but the third gets past Enora's defenses as she focuses on the blades. 12 dmg

ROUND 4: EVERYONE IS UP!

Ongoing effects:
Haste
Bless (+1 atk)
Inspire Courage (+2 atk +2 dmg)

Enora (-22 dmg) (10 temp hp)
Feybella (-22 dmg)
Cody (-26 dmg)
E'li
Hastard
Starling
Creature 1
Creature 2 (-1 hp)
Creature 3 (-17 hp)

sting: 1d20 + 7 ⇒ (11) + 7 = 182d6 + 3 ⇒ (5, 6) + 3 = 14
sting: 1d20 + 7 ⇒ (14) + 7 = 212d6 + 3 ⇒ (5, 4) + 3 = 12
sting: 1d20 + 7 ⇒ (15) + 7 = 222d6 + 3 ⇒ (2, 5) + 3 = 10


There's a DC 20 check above that gives some additional information about the ceremony, but no one tried it. Here it is again. There are seven blades. Enora had places one when you were attacked. Placing a blade is a move action that provokes. I'll say that you can place one as long as you're adjacent to the pit.

DC 20 Knowledge (history or local):
You recall that a Shoanti legend told of a ritual
in which the heads of all seven quahs met together and
placed the broken blades of their symbolic weapons in the
shape of a sihedron as a symbol of tribal unity.

Cody and Enora attempt to place additional blades on the altar. Both of them are stung by one of the crystalline scorpions. 10 Enora, 14 Cody

Hastard continues to pummel one of the scorpions, which almost breaks in half.

The creatures renew their assault, and Feybella and Cody suffer additional wounds. feybella 13 and cody 12

ROUND 3: EVERYONE IS UP!

Ongoing effects:
Haste
Bless (+1 atk)
Inspire Courage (+2 atk +2 dmg)

Enora (-10 dmg)
Feybella (-22 dmg)
Cody (-26 dmg)
E'li
Hastard
Starling
Creature 1
Creature 2 (-1 hp)
Creature 3
Creature 4 (-22 hp)

sting AoO Enora: 1d20 + 7 ⇒ (12) + 7 = 192d6 + 3 ⇒ (6, 1) + 3 = 10
sting AoO Cody: 1d20 + 7 ⇒ (19) + 7 = 262d6 + 3 ⇒ (5, 6) + 3 = 14

sting E'li: 1d20 + 7 ⇒ (4) + 7 = 112d6 + 3 ⇒ (6, 5) + 3 = 14
sting Enora: 1d20 + 7 ⇒ (4) + 7 = 112d6 + 3 ⇒ (5, 4) + 3 = 12
sting Feybella: 1d20 + 7 ⇒ (13) + 7 = 202d6 + 3 ⇒ (5, 5) + 3 = 13
sting Cody: 1d20 + 7 ⇒ (19) + 7 = 262d6 + 3 ⇒ (3, 6) + 3 = 12


Starling encourages her companions to heroics. Feybella steps back, and while one of her attacks fails to connect, the other strikes the crystalline bug soundly. However, only a few chips fall off, leaving it mostly unharmed. DR

Cody isn't sure whether to attack or debate, though the strange guardians seem to have no reservations.

ROUND 2 (Enora, Cody (if he wants), E'li, and Hastard are up!)

Ongoing effects:
Haste
Bless (+1 atk)
Inspire Courage (+2 atk +2 dmg)

Enora
Feybella (-9 dmg)
Cody
E'li
Hastard
Starling
Creature 1
Creature 2 (-1 hp)
Creature 3
Creature 4 (-6 hp)


E'li casts a spell to bring the blessings of the heavens onto the group, while Hastard charges ahead and gouges one of the stony scorpions. His attack doesn't do as much damage as he anticipated. DR Whether they understand his efforts to get them to back down, he doesn't know. Feybella misses a pair of attacks with her spear.

All of the creatures attack various party members. All of them miss, with the exception of one that just makes it past Feybella's armor. 9 dmg

ROUND 2 (EVERYONE IS UP!)

Ongoing effects:
Haste
Bless

Enora
Feybella (-9 dmg)
Cody
E'li
Hastard
Starling
Creature 1
Creature 2
Creature 3
Creature 4 (-6 hp)

sting: 1d20 + 7 ⇒ (3) + 7 = 102d6 + 3 ⇒ (6, 1) + 3 = 10
sting: 1d20 + 7 ⇒ (13) + 7 = 202d6 + 3 ⇒ (5, 1) + 3 = 9
sting: 1d20 + 7 ⇒ (1) + 7 = 82d6 + 3 ⇒ (4, 5) + 3 = 12
sting: 1d20 + 7 ⇒ (1) + 7 = 82d6 + 3 ⇒ (2, 3) + 3 = 8


Enora casts a spell to increase everyone's speed while Cody moves into position.

Everyone else is up!


After a few hours of labor (Zeeva offers several shovels from the cart of one of the market’s vendors for the group to dig with), the Pathfinders uncover a low stone altar under which lies a bare human skeleton. The remains of a rusted spear head penetrate the skeleton’s chest and ribs, with a rotted wooden spear haft still attached.

Once they uncover the shrine, Enora directs that the group place the symbolic klar blades on the altar.

DC 20 Knowledge (history
or local):
You recall that a Shoanti legend told of a ritual
in which the heads of all seven quahs met together and
placed the broken blades of their symbolic weapons in the
shape of a sihedron as a symbol of tribal unity.

However, as soon as the first blade is placed upon the altar, the earth begins to rumble.

Several animated clusters of translucent crystals shaped disturbingly like gemstone scorpions scuttle into an aggressive stance to protect the stone table.

ROUND 1 (EVERYONE IS UP!) Everyone beat the bad guys in initiative...go go go!

initiative Enora : 1d20 + 2 ⇒ (8) + 2 = 10
initiative Feybella: 1d20 + 2 ⇒ (13) + 2 = 15
initiative Cody: 1d20 + 4 ⇒ (9) + 4 = 13
initiative E’li: 1d20 + 4 ⇒ (13) + 4 = 17
initiative Hastard: 1d20 + 0 ⇒ (11) + 0 = 11
initiative Starling: 1d20 + 4 ⇒ (12) + 4 = 16
initiative bad guys: 1d20 + 2 ⇒ (7) + 2 = 9


Though most of the group seems ready to move on, Feybella asks one last question.

"Thank you for your willingness to help put this spirit to rest," she says pensively.

"Klar blades? Yes, I do have some. They are old, but you may take them for this purpose," she says.

She offers Feybella seven of the traditional Shoanti weapons—a blade mounted to a giant lizard skull, which can serve as both a weapon or a shield— that her people no longer need. These old specimens are damaged or ceremonial rather than functional.

good call, Feybella? Anything else?

The group returns to the market to find Zeeva eagerly awaiting their return. "What did you find?" she asks.

DC 15 Knowledge (geography, history, or local) check:
With the information you have uncovered, you are able to locate the precise location of the shrine of Galdron Greenheart, which is buried 5 feet under the floor.


Anyone have any preparations before going back?


The shaman initially seems hesitant to help, but the group convinces her to share what she knows. You can read all of them with Hastard's check and the rest as aid.

DC 10:
“There was once a great shaman who dedicated
himself to unity and peace among the Shoanti quahs.
The Chelish invaders executed him centuries ago, and
buried his shrine to remove any memory of the peace he
once preached.”

DC 15:
“The shaman was known as Galdron Greenheart,
a name he adopted when he set aside the warlike ways
of our quah. History recounts that he was moved by an
ancient legend that spoke of unity between the clans to
lay down his weapons and provide a place of peace where
all Shoanti were welcome. Without weapons, however, he
could not defend himself against the Chelish invaders
who saw him as a potential threat for his ability to inspire
and unite his people.”

DC 20:
“Galdron Greenheart’s shrine was located near
where the Green Market now stands—likely buried
beneath the current marketplace. I have felt his spirit
there even today, and his rage at the violence between
yourselves and your rivals is likely what motivated the
strange events you described. Only by calming him can
you restore balance in the Green Market. Locate his
shrine and place upon it a Shoanti symbol of peace; seven
broken klar blades in the shape of a star is traditional
among my people.”

DC 25:
“When you uncover his shrine, Galdron will
likely lash out at you as he did before. If he manifests
with fire, he has forgotten that he left the Sklar-Quah, the
Sun People. He wanted to be of all quahs and none—the
Green Heart. You see, he left this world a man of peace,
not a man of war. Your best hope might be to make him
remember that.”


Initially, she is indifferent to the group's problem, and studies them with a dispassionate eye as they describe the conflict between Zeeva and the Aspis Consortium. She perks up at the mention of the supernatural events of the previous encounter, especially once Feybella reveals that she suspects a Shoanti connection.

“I suppose I could tell you some of the history and stories of my people,” she says in Common. “Maybe it would help you. Maybe it would not. The telling is free—but answer me this: After my people were driven from our lands, why should I?”

Starling's diplomacy roll is enough to get her to cooperate...I'm going to require a second set to provide varying levels of information.


Zeevra agrees that the thugs should be turned over to the authorities, and promptly sends someone to call them.

She tries to answer the questions of the group. "Maybe I don't know the history of this place? This has never happened before...nothing even close! I always found it curious when this shaman would tell me things about this land. I didn't think much of it...until now!"

The group decides to head out to the copse of trees outside Korvosa's walls, in which the shaman was rumored to have made a home. Inquiring as they travel, they are able to locate Telmayne, the shaman who had spoken about the Green Market with Zeeva.

Telmayne is young for a shaman, and is tall and athletic. She
is shaved bald in the custom of many of her people, and wears a scarlet bandanna tied around her head to protect it from the sun.

"What do you seek?" she asks.


With some well-struck blows, the remaining scarecrow falls with an explosion of magical energy.

Abruptly, the large shambling creature returns to a pile of produce, while the scarecrows appear to be decorative only.

Spellcraft DC 20:
A DC 20
Spellcraft check reveals that the magic isn’t that of a
spell or even the result of a magic item.

Knowledge (religion) DC 20:
A successful DC
20 Knowledge (religion) check identifies the animation
of the market’s plants and decor as consistent with a
haunt.

Zeeva runs to assist any injured party members with her healing hex once the creatures are destroyed. As she tends to the wounds and assesses the damage to the market, she mentions that the creatures spoke strange phrases in Shoanti.

Did you understand what they were saying? I think I mentioned at the start of combat that they were speaking strange phrases, but probably should have reinforced that they continued to do so.

"They were saying 'This is Shoanti land!,' and 'You will bring no war here!'. One of them even said 'My people will be avenged!'"

She swears that nothing like this has ever happened before, and seems worried that it could happen again and threaten her clients.

"I don't know what it means, but think I might know someone who would There's a Shoanti shaman who frequents the Green Market to shop for herbs and other supplies. The woman, named Telmayne Fire-Eyes, lives in the Skaldwood," she adds. "It's a copse of forest not far from Korvosa’s walls, in which Shoanti
who have yet to assimilate into Korvosan culture make their home."

Zeeva indicates that Telmayne has, from time to time, mentioned that she senses a strong connection to her people within the market. Perhaps, Zeeva says, the shaman can provide the group with the answers they seek.


I remembered I hadn't answered a couple questions here. I think we're half to 2/3 through. I'm not sure how to do the Gameday registration, but would do so if someone will walk me through it.


Hastard tries to talk things out as he charges, but the creatures don't seem inclined or capable of discussion. He charges into the large green creature, which explodes in a spray of vines and green gore.

Cody and Panda work together to drop the green scarecrow creature.

Starling tries a spell on the remaining creature, but it doesn't seem to have any effect at all. immune to mind-affecting

The creature retaliates, slamming into Starling with a powerful blow. 7 dmg, plus make a DC 14 Will save

Failed Will save:
she cowers and can take no actions other than attempting a new DC 14 Will save at the end of the following round (and each round thereafter) to end this fear

ROUND 2 INITIATIVE (bold may act)
Feybella (-15 hp)
Hastard (-26 hp)
Cody (-9 hp)
Starling (-7 hp)

Scarecrow 2
E'li
Enora (+14 temp hp)

BLESS

Everyone is up!

slam: 1d20 + 8 ⇒ (6) + 8 = 141d8 + 3 ⇒ (2) + 3 = 5
slam: 1d20 + 8 ⇒ (18) + 8 = 261d8 + 3 ⇒ (4) + 3 = 7


I am going to Italy for 10 days for my 20th anniversary. I don't anticipate being able to post much, if at all.

Buona fortuna mentre me ne sono andato!


Was the haste from the last combat? If so, it probably only lasted a round a level and would be gone (we had a couple rounds in between combats, too).

Erora fires off two incredibly well-aimed rays from her staff. She is disappointed, however, to see they don't do much damage. some kind of resistance

E'li lands a spiked stone on one of the scarecrow creatures, while Feybella misses with her silver longspear.

ROUND 1 INITIATIVE (bold may act)
Feybella (-15 hp)
Hastard (-26 hp)
Cody (-9 hp)
Starling

Big Mound o' Bad Guy (-52 hp)
Scarecrow 1 (-36 hp)
Scarecrow 2
E'li
Enora (+14 temp hp)

BLESS

Hastard, Cody, and STarling are up!


Sounds good...thx!


Hastard urges his mount forward, and the pair each inflict devastating damage on the mass of tangled vines and dripping slime to the east. The attack doesn't provoke an AoO, but does that include if the creature has reach?

Cody and Panda also prove deadly, ripping open one of the scarecrows and ripping out straw, though it remains standing.

Botting Starling

Starling begins inspiring her allies with tales of heroism.

The massive mound, wounded severely by Hastard, reels. Not seeing where he has gone or thinking him too far away, it moves toward the larger group. It swipes at Feybella, but the blow is clumsy.

The scarecrows are more successful. One reaches out and slams Cody 9 dmg, while the second strikes Starling -6 hp. Cody and Starling need to make DC 14 Will saves.

failed Will save:
you cower and can take no actions other than attempting a new DC 14 Will save at the end of the following round (and each round thereafter) to end this fear. A successful first save leaves the victim shaken for 1 round.

ROUND 1 INITIATIVE (bold may act)
Feybella (-15 hp)
Hastard (-26 hp)
Cody (-9 hp)
Starling

Big Mound o' Bad Guy (-40 hp)
Scarecrow 1 (-26 hp)
Scarecrow 2
E'li
Enora (+14 temp hp)

BLESS

Everyone is up!

slam: 1d20 + 11 ⇒ (3) + 11 = 142d6 + 5 ⇒ (5, 6) + 5 = 16

slam: 1d20 + 8 ⇒ (19) + 8 = 271d8 + 3 ⇒ (6) + 3 = 9
slam: 1d20 + 8 ⇒ (12) + 8 = 201d8 + 3 ⇒ (3) + 3 = 6


Cody can't recall anything about them. Actually, the one creature is Arcana and the other two Nature (though Cody didn't roll high enough on the Nature roll). Any others are welcome to try. If not, Hastard, Cody, and Starling are up!


You're welcome to try knowledge rolls to figure it out...


E'li wrote:
Are the cretins we just fought going to be helping the scarecrow thingess?

Appears not...they look just as shocked as anyone else.

Feybella casts a spell to assist the group while Cody delays.

ROUND 1 INITIATIVE (bold may act)
Feybella (-15 hp)
Hastard (-26 hp)
Cody
Starling
Bad guys
E'li
Enora (+14 temp hp)

BLESS

Hastard, Cody, and Starling are up!

I will say that the creatures seem to have violent intentions, specifically toward all of you (ignoring other patrons that haven't run off). You're welcome to talk if you want, though.


The thug nods as some of his crew are stabilized. "We just came to continue our negotiations with her," he says with a thrust of his thumb toward Zeeva. "We never intended violence until you lot intervened..."

Abruptly, the man is cut off. Despite being indoors, a terrible wind
begins blowing through the Green Market, shaking the tree in the central plaza and the many decorations placed in the various stalls. Fruit and vegetables in carts, bins, and baskets shift about as the ground shakes as if an earthquake were hitting.

Seemingly at once, several of the previously inanimate objects affected by the strange weather spring to life and attack the Pathfinders.

Hundreds of pounds of fruits, vegetables, flowers, and other produce rise from the adjoining stalls to fly dangerously fast in a swirling tornado around the center court. They coalesce into a hulking form of a mound with potatoes for eyes, a carrot for a nose, and sinuous grape and pumpkin vines threaded through its broccoli-blotched body.

Two scarecrow decorations leap to life and join the attack. All three creatures shout in a strange language.

shoanti language:
“This is Shoanti land!,” “You will bring no war here!”, and “My people will be avenged!”

ROUND 1 INITIATIVE (bold may act)
Feybella (-15 hp)
Hastard (-26 hp)
Cody
Starling

Bad guys
E'li
Enora (+14 temp hp)

Feybella, Hastard, Cody, and Starling are up!

Everyone please double-check your hp...I think I got all the healing before we started back up...

initiative Enora : 1d20 + 2 ⇒ (2) + 2 = 4
initiative Feybella: 1d20 + 2 ⇒ (16) + 2 = 18
initiative Cody: 1d20 + 4 ⇒ (11) + 4 = 15
initiative E’li: 1d20 + 4 ⇒ (5) + 4 = 9
initiative Hastard: 1d20 + 0 ⇒ (17) + 0 = 17
initiative Starling: 1d20 + 4 ⇒ (9) + 4 = 13
initiative bad guys: 1d20 ⇒ 12


The surviving thug looks at his companions.

"Are ya going to help them, or just let them bleed out?" he asks.

They're not all dead if you want to help them. Though you don't have to.

Zeeva looks at the man. "I'd imagine more Aspis agents trying to pressure me into selling this place," she says. "Ask him..."


Enora drops the thug boss with a powerful discharge of her staff. E'li, who had been about to aim at the same target, switches to the last thug.

However, he drops his sword and holds his hands up.

"I yield!" he stammers.

The commotion in the market begins to die down as the combat ends.

Zeeva peeks up from a box she had been crouching by.

"I'm so glad you were here!"


Enora still up. E'li, it's actually your turn, too. Given the site's problems, I'll wait before continuing on...


Is this thing on?

Cody cracks the prone spellcaster over the head with the flat of his blade. Starling drops the thug in the yellow cloak, while Hastard overcomes the blindness effect.

The leader, still prone, looks very concerned but does not give up just yet. Concentrating to maintain a spell, another blast of glitter fills the air around Cody and E'li.

Need a DC 18 Will save from Cody, Panda, and E'li. Failure = blinded.

Initiative (bold may act)
Thug 2 (red) (-18 hp)
Hastard (-35 hp)
Cody (-16 hp)
Starling
Narris (purple) (-28 hp)
Enora (-21 hp) (+14 temp hp)
Feybella (-15 hp)
E'li

Enora, Feybella, and E'li are up!

concentration: 1d20 + 10 ⇒ (20) + 10 = 30


Site was down for me all day yesterday...

Enora and Feybella both take measures to ensure their survivability. E'li, on the other hand, slings a pair of stones, one at the leader and anothe at a thug. He misses the leader with Cody in the way. The thug also seems to have enough cover to avoid the shot.

The thugs renew their assault on Feybella, but find her not only healed but hard to hit. Both miss her.

Initiative (bold may act)
Thug 2 (red) (-18 hp)
Thug 3 (yellow) (-31 hp)
Hastard (-35 hp)
Cody (-16 hp)
Starling

Narris (purple) (-15 hp)
Enora (-21 hp) (+14 temp hp)
Feybella (-15 hp)
E'li

Hastard, Cody, and Starling are up!

greatsword: 1d20 + 8 ⇒ (2) + 8 = 102d6 + 4 ⇒ (4, 1) + 4 = 9
greatsword: 1d20 + 8 ⇒ (2) + 8 = 102d6 + 4 ⇒ (3, 1) + 4 = 8


Cody and Panda both move to engage the spellcaster. Cody trips him, while Panda takes a bite out of his leg. Starling helps gang up on the suddenly-overwhelmed leader, and he freezes in place, unable to move.

Nord breaks free of the blinding spell, while Hastard continues to struggle.

Initiative (bold may act)
Thug 2 (red) (-18 hp)
Thug 3 (yellow) (-31 hp)
Hastard (-35 hp)
Cody (-16 hp)
Starling
Narris (purple) (-15 hp)
Enora (-21 hp)
Feybella (-31 hp)
E'li

will save: 1d20 + 6 ⇒ (8) + 6 = 14

Enora, Feybella, dn E'li are up!


Enora backs up and fries the thug with the yellow shirt. Smoldering and scorched, he somehow maintains his feet.

Hastard and his mount take the glittering spell directly to the face, blinding both of them. E'li shrugs it off, though.

E'li misses his first shot, but his second is a clean hit.

Feybella tries to finish off the red-clad enemy, striking him soundly. that was a crit...want to confirm?

The two remaining thugs try to double-team Feybella, the closest enemy, and both draw blood with their greatswords.-20 dmg from 2 hits

Initiative (bold may act)
Thug 2 (red) (-18 hp)
Thug 3 (yellow) (-31 hp)
Hastard (-35 hp)
Cody (-16 hp)
Starling

Narris (purple) (-9 hp)
Enora (-21 hp)
Feybella (-31 hp)
E'li

Hastard, Cody, and Starling are up!

DM:

attack: 1d20 + 8 ⇒ (16) + 8 = 242d6 + 4 ⇒ (2, 6) + 4 = 12
attack: 1d20 + 8 ⇒ (17) + 8 = 252d6 + 4 ⇒ (3, 1) + 4 = 8


Hastard and Nord make the thug in the blue thug pay for coming near them, dropping him in a clumsy heap. Starling arrives on the scene, encouraging her allies. Sorry...missed you!

The thug's leader sneers in response to Hastard and steps back to complete another spell.

I need a DC 18 Will save from Cody, Panda, Hastard, and E'li.

Failed save:
You are blinded, and may attempt a new save each round at the end of your turn!

DC 17 Spellcraft:
Spell is glitterdust

Initiative (bold may act)
Thug 2 (red) (-10 hp)
Thug 3 (yellow) (-6 hp)
Hastard (-35 hp)
Cody (-16 hp)
Starling
Narris (purple)
Enora (-21 hp)
Feybella (-11 hp)
E'li

Enora, Feybella, and E'li are up!


Hastard is up! Panda kills green, and Cody breaks the spell!


Enora casts a spell to increase the speed of each team member. Feybella stabs at the yellow-clad enemy twice, her first blow missing badly but the second striking true. The spell effect seems wasted on Cody, however, as his limbs seize up. The hunter seems completely unable to move.

E'li launches a pair of stones at one thug, who takes them both to the chin.

The thugs, all damaged, renew their assault. The green-clad warrior, though severely injured, takes heart as Cody stops moving. The attempts to stand. provokes AoO from Panda.

If Panda misses, Cody takes 11 dmg. If Panda hits, green is likely dead.

The red thug advances on Feybella, and has to let his guard down to get to her. He can't 5' step around the corner, so he has to move. You also get an AoO. He does strike her with his blade, drawing a long tendril of blood. -11 hp The yellow thug tries to double-team Feybella, but his blow is not as well-aimed.

The blue warrior tries to tie up Hastard, striking the gnome soundly. CRIT for 24 dmg

Initiative (bold may act)
Thug 1 (green) (-32 hp)
Thug 2 (red) (-10 hp)
Thug 3 (yellow) (-6 hp)
Thug 4 (blue) (-8 hp)
Hastard (-35 hp)
Cody (-16 hp)

Narris (purple)
Enora (-21 hp)
Feybella (-11 hp)
E'li

Hastard and Cody are up! Cody can attempt another save, which is a full-round action.

DM:
greatsword: 1d20 + 8 ⇒ (12) + 8 = 202d6 + 4 ⇒ (5, 2) + 4 = 11
greatsword: 1d20 + 8 ⇒ (16) + 8 = 242d6 + 4 ⇒ (6, 1) + 4 = 11
greatsword: 1d20 + 8 ⇒ (8) + 8 = 162d6 + 4 ⇒ (5, 5) + 4 = 14
greatsword: 1d20 + 8 ⇒ (19) + 8 = 272d6 + 4 ⇒ (5, 6) + 4 = 15
CRIT?: 1d20 + 8 ⇒ (20) + 8 = 282d6 + 4 ⇒ (2, 3) + 4 = 9


The woman is Zeeva...good side. Sorry, it's been a while since I ran a combat. I've marked all the baddies with different colors, too.

Hastard takes up a defensive position, guarding Zeeva from the blue-clad enemy. His lance bites into the man's leg, while Nord prepares to bite any that venture near.

Cody takes the other flank. He trips the green thug easily, then panda goes after the prone man as he screams.

Seeing one of his men go down, the sneering leader steps back from Zeeva. He casts a spell at Cody with a pointed finger.

I need a DC 19 Will save from Cody.

failed save:
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity.

DC 18 Spellcraft:
Hold person

Initiative (bold may act)
Thug 1 (green) (-32 hp)
Thug 2 (red)
Thug 3 (yellow)
Thug 4 (blue) (-8 hp)
Hastard (-11 hp)
Cody (-16 hp)
Narris (purple)
Enora (-21 hp)
Feybella
E'li

Enora, Feybella, and E'li are up!


The man sneers a response to the group, then nods. "Get 'em, boys!"

The distraction the man provided, as well as the crowd of shoppers, enables four thugs to get the jump on the Pathfinders. All four pull a greatsword from cloaks or from concealment among the baskets and crates.

One blade cuts into Cody, while the second narrowly misses the flat-footed Feybella. The third deals a vicious blow to Enora, while the last stikes Hastard.

Hastard and Cody are the first to mount a response.

Initiative (bold may act)
Thugs
Hastard (-11 hp)
Cody (-16 hp)
Narris
Enora (-21 hp)
Feybella
E'li

Initiative dice didn't like you...the thugs went first. Hastard and Cody are up!

DM:

initiative Enora : 1d20 + 2 ⇒ (10) + 2 = 12
initiative Feybella: 1d20 + 2 ⇒ (7) + 2 = 9
initiative Cody: 1d20 + 4 ⇒ (10) + 4 = 14
initiative E’li: 1d20 + 4 ⇒ (4) + 4 = 8
initiative Hastard: 1d20 + 0 ⇒ (17) + 0 = 17
initiative narris: 1d20 + 2 ⇒ (9) + 2 = 11
initiative thugs: 1d20 + 4 ⇒ (14) + 4 = 18

greatsword: 1d20 + 8 ⇒ (18) + 8 = 262d6 + 4 ⇒ (6, 6) + 4 = 16
greatsword: 1d20 + 8 ⇒ (8) + 8 = 162d6 + 4 ⇒ (1, 5) + 4 = 10
greatsword: 1d20 + 8 ⇒ (20) + 8 = 282d6 + 4 ⇒ (1, 3) + 4 = 8
greatsword: 1d20 + 8 ⇒ (17) + 8 = 252d6 + 4 ⇒ (6, 1) + 4 = 11

CRIT?: 1d20 + 8 ⇒ (10) + 8 = 182d6 + 4 ⇒ (4, 5) + 4 = 13


Bah...I don't seem to be capable of remembering to change permissions on maps. I do this every time. It's changed. Please add your icon on slide 1 and your initiative/perception on slide 2. Thanks.

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