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Valereon pulls his blade out of its sheath, tumbles through Red's space and stabs the creature in the heart. The creature dissolves back into shadowstuff. Vermithor savagely whacks Pink with his axe and slices its shadowy head off. The head bounces along the Vault floor before dissolving into shadowstuff with the rest of its corpse. (2 actions remaining) Kesha manages to get her mystic shield between herself and White's fist. ------------------
Hadega E. Scrimsworth - AC 18 17/17 (Heroism - +1 Status Perc/Atk/Saves/Skill Checks); Higgins AC 16 11/11
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just mention you want to RK -- since RK is a secret check, I will roll it. Yes, you are fatigued for the rest of the adventure
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Nic, you went inside a room (there's a wall in front of you). Are you sure that's what you wanted to do? Huh manages to get his shield between himself and the sharp points. Although he is safe, his shield breaks in half... Buford strikes at Blue but misses by the hair of his chinny-chin-chin (AC 22) before moving towards Red. Nic, I just need to clarify where you're going -- the map has you inside a side room; the strike doesn't hit... Ignoring Bruno, Blue goes after Buford and pokes at him twice with his trident. Trident vs Buford AC 25: 1d20 + 15 ⇒ (18) + 15 = 33 for Piercing: 1d8 + 10 ⇒ (7) + 10 = 17
Shield Block the strike, Buford? (that will destroy the shield) ------------------
Before your Turn:
Nyak Nyak - AC 18 0/42 (Dying 1)
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Hadrimos hurdles the river and punches Yellow twice, hitting both times Yellow Fort: 1d20 ⇒ 9 Failure Yellow reels and needs a couple of seconds to clear the cobwebs.
William finds himself wrapped up in the vines and begins sorting through his implements. Grom inspires the party before winging a rock at Red. The rock strikes in the right place and breaks the walking twig in half. Ulvard Reflex vs DC 22: 1d20 + 6 ⇒ (5) + 6 = 11
Blue plucks splinters from his body and hurls them at Lasha, Ulvard: 1d2 ⇒ 2 Splinter vs Ulvard AC 20, OG, 30': 1d20 + 11 ⇒ (10) + 11 = 21 for Piercing: 1d6 + 4 ⇒ (2) + 4 = 6
Blue jumps up and down with glee as his splinters hit the immobilized barbarian. ------------------
Special Conditions:
Terrain Conditions
Before your Turn:
Ulvard - AC 20 45/53 (Immobilized; Speed -10)
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Fascinated:
* -2 Perception and skill checks * No concentrate actions (i.e. no spells) Entangling Flora (aka Entangle); DC 22 Reflex: S/CS: no effect F: -10 speed until you leave the area CF: as F, but Immobilzed (1 rd)
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With your final preparations done, you head down the stairwell that the statues were guarding. The staircase descends, with each step growing darker than the last. Suddenly, light fills the area, revealing a multitude of staircases pointing in different directions, each with its own idea of gravity. On one leftward staircase, a wandering ghost climbs to the top, only to be cast back down to the bottom once again. On an upside-down staircase, a soul wails, bashing its spectral head repeatedly against the unyielding stone. Thanks to the mythic power (way back in the beginning), you are able to break through the prison. Most of the wandering souls are too distraught and disoriented to speak, but one has retained his presence of mind. His name is Thovar. You recognize his armor and appearance as matching the man whose body they found in the webbing. Thovar explains that Penumbra designed the prison based on some of the research she put into her soul cage, combined with power granted from the warshard. She designed it to be inescapable for any being with a soul. Currently, it is filled with hundreds of souls, including all those she extracted from the fortress’s former inhabitants. Each PC can attempt two skill checks or saving throws to find a way through the maze.
You need at least 6 successes for the best outcome
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Aalpo'ol wrote:
In future, please roll the check separately as Initiative might contain bonuses that won't apply to a regular Perception check (e.g. the scout bonus, Incredible Init, etc.)
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Jack's head lights on fire and he unleashes crows at White. The first was a practice shot as he hurls the crows at the ground. The second attack slams into White that nearly staggers it. Blue shambles closer. The horse gallops up to the party and attempts to take a bite out of Liwanag, Sinag: 1d2 ⇒ 1 Jaws vs Liwanag AC 17: 1d20 + 7 ⇒ (6) + 7 = 13 for Slashing: 1d8 + 4 ⇒ (4) + 4 = 8 But the rotten teeth miss. ------------------
White (-8; 13 < AC <= 21)
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Skilgim flanks Pink with Vermithor but his jaws close on air. Hadega and Higgins go after Blue but neither jaws nor arrow come close. White chases Kesha and throws another punch at her. Fist vs Kesha AC 16: 1d20 + 6 ⇒ (11) + 6 = 17 for Bludgeoning: 1d4 ⇒ 3 The shadow monster shakes with laughter as its fist connects. ------------------
Hadega E. Scrimsworth - AC 18 17/17 (Heroism - +1 Status Perc/Atk/Saves/Skill Checks); Higgins AC 16 11/11
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Retcon As the party positions themselves and prepares for combat, Bustral reads a scroll. Immediately he's covered in shimmering chain armor. End Retcon Brokout moves up and raises his shield. Pink sees the dwarf and moves up to him with a drawn spear. He then pokes Brokout twice with it... Spear Attack vs Brokout AC 20: 1d20 + 3 ⇒ (6) + 3 = 9 for Piercing Damage: 1d6 + 1 ⇒ (6) + 1 = 7
.. and doesn't hit anything... Just a reminder -- if you have a reaction you can use (e.g. Champion's reaction, shield block, RS, etc) please indicate it when taking your turn or specify that you will use the reaction -- just so I don't need to stop and ask ------------------
Henit Dimfoot - AC 18 13/13
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Granny, keep the spell. I'll take Kosh's crit instead. Kosh and Basag get to work treating the sick and injured. Before long, two groups of civilians are ready to move.
You head to the last location on your list. Clouds of smoke and ash billow near Breachill’s northwest gate. Calls for water echo from multiple areas, and confused townspeople rush about haphazardly with slopping buckets. A leathery tradesman with large, gnarled hands shouts orders between holding a wet cloth over his face to block the smoke pouring from burning buildings. A nearby sign says Vusker’s Carts & Wheels, though the few wagons remaining in the wainwright’s yard are broken. "You there! Don’t just stand about! Grab a bucket and help!" Fadelby Vusker leads the effort to douse the fires around his business. The retreating Hellknights commandeered or broke his wagons before setting fires to slow pursuers. Skills:
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to my tables, I apologize for the silence. Just needed the weekend to recharge following a rough week and coming down with a cold...
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Quin when are you leaving? Astrid goes through the remains of a book and seems to enjoy the pretty pictures in it... Astrid just cracks me up! :) Quin, any change to daily prep? The next encounter is a bunch of checks but essentially you drop into combat right after (well, with the mandatory insults being exchanged of course). So I'll allow a free round to chug potions, cast preparatory spells right when we roll initiative...
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Lephos backs off, probably wondering why he decided to get so close, and launches elemental damage at White. Unfortunately, White ducks and weaves like a prize fighter and avoids the attacks. ------------------
Henit Dimfoot - AC 18 13/13
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rainzax wrote:
put the baseline on the macros - if you're on something you can mention it in your post (it's just a +2 to one and -2 to others) anyway :)
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Kesha moves towards the middle of the Vault, heeding Hadega's call. A fourth monster turns the corner near the table and runs up to Hadega but runs out of time. The pink creature near Rain saunters up to Vermithor with a growl and attempts to punch his lights out. Spear vs Vermithor AC 18: 1d20 + 9 ⇒ (14) + 9 = 23 for Piercing: 1d6 + 3 ⇒ (2) + 3 = 5
Vermithor reels backwards, more angry than hurt. ------------------
**Hadega E. Scrimsworth - AC 18 17/17 (Heroism - +1 Status Perc/Atk/Saves/Skill Checks); Higgins AC 16 11/11
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"Unfortunately not. The Pathfinders are here to provide security for the delegates and this meeting. Just make sure that nothing causes the meeting to derail." Captain Chun can only gape at Stitch in horror... "Along with the ambassador himself, you’ll be responsible for his wife, Lady Xansippe Tevineg. They call her ‘Beloved of Asmodeus,’ and she’s the head of the Lord of Darkness’ church here in the city. If anything, she’s more politically connected than her husband, particularly in Absalom. They’re bringing one of their daughters, Lady Seichya Tevineg, and her personal bodyguard, Adrius. Lady Seichya is the warden of a prison called The Brine in the Puddles District. They’re also bringing a newly arrived envoy from House Thrune, the ruling family of Cheliax, named Lady Val Haltrax. I haven’t met her, but my sources tell me she’s charming and easy to work with." "This should help you with the who's who for this meeting." she says as she hands you a dossier (Dossier in the slides under the missive)
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Duncan can only watch as he runs down the stairs. Vermithor pulls out his weapons and runs to Rain's aid. Valereon slides down the railings, taking the quick way down. He lands with a flourish. (Panache) Hero point to Valereon for a particularly novel way of getting down. I've run this scenario 13 times and this is the first time someone did that (and passed all the checks to boot!) As Valereon reaches the bottom of the stairs, before he can take a bow, a shadowy monster runs up to him with a drawn spear. It then tries to poke him with it. Spear vs Valereon AC 19: 1d20 + 6 ⇒ (8) + 6 = 14 for Piercing: 1d6 ⇒ 5
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Hadega E. Scrimsworth - AC 18 17/17 (Heroism - +1 Status Perc/Atk/Saves/Skill Checks); Higgins AC 16 11/11
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That's why I asked -- those who haven't won't get the "Hi Fi!" (seems when people see her, they all greet her :)
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Third and Kosh easily convince the locals that they need to go ... NOW! So who guides the civilians? With X and Y leading the groups, making sure they stay together, you head for the next location. A large stone monastery towers over the block. The open doors lead to corridors and gardens crowded with injured and discouraged townspeople, looking to the fresco murals of the night sky and icons of Desna for hope. Weary priests tend to the overwhelming numbers. An elven priest in blue and purple robes bound with a butterfly clasp makes the rounds, offering words of encouragement. He moves to greet the Pathfinders upon seeing them. "Welcome to the Great Dreamhouse, travelers. Perhaps our luck has turned at last." Skills:
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Valereon the Starborn Duelist wrote:
please make an Acrobatics check for each stride action (mainly so you don't go flying off the end when the stairs turn the corner
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I'm assuming the strike from Hemit is vs Blue Hemit responds to Soosan's order and drills Blue in the head with another arrow. The pointy tip of the arrow suddenly turns into a fist and knocks the kobold ... well ... cold. ------------------
Henit Dimfoot - AC 18 13/13
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deed clober ad budbud do bill id rpgchronigles (spoken with a stuffy nose... I hab a code ad da bobent) ;)
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Tilly puts a crossbow bolt into Yellow's center-mass. It's a serious wound but does not prove mortal. Maru prepares to bounce their chicken back into the room should he make a run for it... ------------------
**Tempest in a Teapot - AC 18 (20 w/shield) 28/28
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factoid: 1d2 ⇒ 1 One of the shelves contains only books that have recently been added. All of these tomes pertain to contract law, and are written in a variety of languages, including Common, Diabolic, Necril, and Shadowtongue.
DC 25 Society or DC 20 Legal Lore:
These books have a particular focus on using contracts to magically bind parties together with mutual obligations, with dire consequences for any who breach them. One last factoid to discover. Also I'll allow another 8-hours rest. The last fight is nuts, especially you're now without Rex.
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You head to the first location. Cayden’s Keg is a favored spot for a meal and pint of ale in Breachill and doubles as a temple to Cayden Cailean. The stout, well-kept tavern is fortified and battle-scarred. Arrows are scattered around the street, and a battering ram lies discarded outside the door. The sounds of celebration and laughter mock the writ of closure hung there. A shout from above precedes an arrow bouncing off the cobbles. "Brynne! The cowards have come back for more!" A woman’s head peeks out at the Pathfinders below, then briefly disappears back inside before a loud smack echoes from within. "Roger Woodall! No Hellknight company has ever looked like that lot." The woman’s head reappears, this time wearing a beaming smile. "Hello and welcome to the Keg! If you’re friends, come in for a drink, and if not, you’re welcome to a fight!" As you enter the bar, the barkeep greets you "Well met and welcome! I am Brynne Taithe, proprietor and head priestess of Cayden Cailean. Welcome to Cayden’s Keg!" If you have played in the Cayden's Keg Lodge:
You are aware of the standing tradition of entering, bellying up to the bar and proclaiming "Hi Fi!" The townspeople inside drove back the Hellknights sent to arrest them and are rowdy and determined. They do not realize the danger approaching. Skills:
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You travel across Breach Creek into the north half of Breachill, where signs of the Hellknight occupation and fighting that followed are more evident. Past the barricades and Eagle Knight patrols, the town is quieter, holding its breath. Signs of skirmishes litter the streets, a few broken pieces of armor here, discarded weapons there. Windows are shuttered, doors barricaded with only the occasional glimpse of people still inside. A few doors are broken open, other buildings gutted with fire. Notices posted by the Hellknights tell of the crimes of the former occupants. The empty gallows in the nearby square casts a long shadow.
Exploration Activity:
You gather civilian groups by succeeding at skill checks:
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"They're from the citadel. Most of them got out when the Hellknights came but some of them, including Chief Helba got stuck inside!" Recell Knowledge About Cheliax:
Granny/Dinardin/Third:
Cheliax is an absolute monarchy located on the southwestern coast of Avistan, ruled by Queen Abrogail II. The national religion is diabolism, and the country models its government on the bureaucracy of Hell. About Breachill and Citadel Altaerein:
Granny/Third:
Breachill is a small town in the northeast of Isger. It’s a prosperous community with an elected council and a monthly tradition of hiring adventurers to manage any unusual problems the town is facing. About Devils:
Granny:
Devils fear cold iron. Dinardin:
Devils are masters of corruption and architects of conquest. At their apex is Asmodeus, and Hell creates a rigid hierarchy beneath him of fiends scheming for advancement, often through tempting mortals into infernal contracts. The wicked hope for power and wealth through diabolic pacts. About HellKnights:
Third/Granny: The Hellknights are made up of mercenary companies that model themselves on the order and discipline of Hell. While not exclusively tied to Cheliax, they have a strong connection with the nation.
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Aalpo'ol brings some divine aid to the party. Another zombie with a rotten Yellow dress shuffles towards the party... ------------------
White
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Aalpo'ol did you make the Perception check before opening the spoiler?
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Bear manages to grab the Yellow bird-man (chicken?) but can't get his jaws around it. (perhaps Long-Nose's nose is a better morsel?) Irina tries to poke the birdman with her spear but also fails to connect. "Hey Leggo! you ugly thing!" ------------------
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In the pile of ash in the center of the room, a few scraps of paper have survived being burned. DC 20 Religion or Worship Iomedae:
You identify that the burned pages were once part of the Acts of Iomedae, Iomedae’s holy text. 2 other facts to be discovered
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Bear and Irina try to grab the bird but he easily slips their grasp. Irina glares at it but is pointedly ignored. "Yep! Time to get rough all right!" says the tengu, before driving his beak at Bear. Beak vs Bear AC 18, F1: 1d20 + 10 ⇒ (18) + 10 = 28 for Piercing: 1d6 + 2 ⇒ (5) + 2 = 7
"HA! Take that you disgusting creature!" ------------------
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Tempest smacks Yellow with her fiery fist, threatening to roast the now-terrified bird. Fort: 1d20 ⇒ 18 Long-Nose tries to introduce Yellow to the chill of the grave but the bird fights it off. Long-Nose, please include your spell DC ------------------
Tempest in a Teapot - AC 18 (20 w/shield) 28/28
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Vermithor Dragonkin wrote: Do we all have reactions on this first round of combat before we take our turn? I remember it was a bit ambiguous. IIRC - Commander gives an extra reaction for tactics. In any case, take the reaction. Just remember when it gets to your turn that you don't have a reaction anymore :) Hadega calls the team into formation. Skilgim tries to shoot Pink but the arrow falls short. Valereon picks his moment. Kesha hears a growl as a shadowy monster appears around the corner and rushes her. It swings a shadowy fist at her. Fist vs Kesha AC 16: 1d20 + 6 ⇒ (18) + 6 = 24 for Bludgeoning: 1d4 ⇒ 3 The fist may be shadowy, but the impact is very real... ------------------
**Valereon the Starborn Duelist - AC 19 (21 Flashy Dodge) 28/28 (Delaying)
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Lasha Tumbai wrote:
Which save are you applying that one to?
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Valereon joins Duncan on the dangerous shelves. However, try as he might, he can't find anything useful. Only the CS item is left Vermithor runs up to Hadega and hands her the brooch he found before running off again. Rain sighs as the operation is proceeding smoothly. He calls out to you that he's heading for the restroom, as well as the kitchens for some snacks. You ignore him and keep on working. You suddenly hear a scream coming from Rain by the Vault entrance "They're not real! They can't be real!" The panicked voice of Rain in Cloudy Day precedes his rapid footsteps as he races back into the vault. "I can't… I don't… help! Please, help! They're after me!" Rain collapses just inside the vault, clutching the sides of his head and whimpering in fear. A hideous snarl from just past the entryway causes Rain to go completely still. Init:
Hadega E. Scrimsworth's Initiative using Search: 1d20 + 7 ⇒ (16) + 7 = 23 Skilgim's Initiative using Avoid Notice: 1d20 + 11 ⇒ (12) + 11 = 23 Vermithor Dragonkin's Initiative using Scout: 1d20 + 6 ⇒ (10) + 6 = 16 Duncan Dankworth's Initiative using Search: 1d20 + 7 ⇒ (10) + 7 = 17 Kesha Flameward's Initiative using Scout: 1d20 + 7 ⇒ (6) + 7 = 13 Valereon the Starborn Duelist's Initiative using Search: 1d20 + 8 ⇒ (19) + 8 = 27 Red: 1d20 + 4 ⇒ (9) + 4 = 13 White: 1d20 + 4 ⇒ (18) + 4 = 22 Blue: 1d20 + 4 ⇒ (3) + 4 = 7 Pink: 1d20 + 6 ⇒ (3) + 6 = 9 The skull in Hadega's hand pulses suddenly and the skull pulses and says "That's right. Thanks for using your head!" And Hedaga suddenly feels more heroic!! Heroism - +1 status bonus to Perception/Attack Roles/Saves/Skill checks for 10 minutes ------------------
**Valereon the Starborn Duelist - AC 19 (21 Flashy Dodge) 28/28
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GM Dice: RK vs Devils
RK Hellknight/Warfare Lore, Society
RK Breachill
RK Cheliax
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Fjorn, please update the macros. I still have the original PC you have in there.
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You can react to Warbal if you like before I move you along. Venture Captain Brackett hands you a list of three locations: Cayden's Keg
After you interact with Warbal, please decide as a group where you'd like to go first
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**Tempest in a Teapot - AC 18 (20 w/shield) 28/28
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Skilgrim joins Vermithor but can't find anything else.
Duncan heads up to the tallest shelf and finds a horrific looking mask which turns out to be a demon mask. Kesha heads to the weapons rack and finds a beautiful hardwood spear. As she inspects the weapon, she can see elven runes on the blade, which marks it as a +1 Spear. Hadega pokes the skull and starts a conversation with it. The skull flares and answers, "Call me Zykyryz! No, it isn't my name, but it's shorter than 'all powerful wizard.' That's right, I can do magic! Just wait. Keep me close, and I'll prove it to you."
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Tilly did reload at the end of her last turn. I overlooked it (GM'ing is hard) :) Maru slams Siomai with his belly twice. He misses the first time but catches Siomai's head with his second. The force of the blow is strong enough to break the halfling's neck and Siomai drops like a puppet with its strings cut. Looking inside the room, Maru then scares the daylights out of the tengu... Also fixed Bear's hp, though this will be over shortly... Tilly is revising her turn... ------------------
**Tempest in a Teapot - AC 18 (20 w/shield) 28/28
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I just realized that -- May I steal yours? :) As you're about to leave, a studious, impeccably dressed goblin carrying several scrolls and wearing silver jewelry hurries toward the venture-captain. Warbal Bumblebrasher is worried about missing members of the Bumblebrasher goblin tribe that until recently lived in Citadel Altaerein. Most of the tribe escaped to town, but some remained in the citadel. "The Pathfinder Society and Venture-Captain Brackett, yes? Jorsk Hinterclaw said to speak with you. My name is Warbal, ambassador for the Bumblebrashers of Citadel Altaerein to Breachill. Most Bumblebrashers fled when the Hellknights came, but Chief Helba and a few others remained behind. With the battle about to start, is there anything you can do to help them?" The venture-captain grimaces at the complication. "I can’t make any promises, but I’ll ensure my agents know to watch for your people once we’re past the walls." He turns to the departing team. "While you’re out there, keep your ears open for anything that might help the Bumblebrashers." Warbal thanks the Pathfinders and tells them to say "Cousin Warbal" sent them if they meet Chief Helba or other Bumblebrashers, so they know the Pathfinders are friends.
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Tilly, you can't apply the Hunter's Edge damage unless you marked Yellow as prey first. You fired at Siopao last round so you would also need to reload.
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Ulvard's anger lends him strength as he nearly reduces Red to kindling. ------------------
Special Conditions:
Terrain Conditions
Before your Turn:
Ulvard - AC 20 53/53 (temp hp: 6/12)
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Fascinated:
* -2 Perception and skill checks * No concentrate actions (i.e. no spells) Entangling Flora (aka Entangle); DC 22 Reflex: S/CS: no effect F: -10 speed until you leave the area CF: as F, but Immobilzed (1 rd)
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Ulvard wrote:
Your saves were vs Yellow's Entangle. This one is vs Pink's. Toasty! made the first one go away via dispel.
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Dream Root - The figure is a long way away. Running after it now could prove fatal (since you don't know what it's running to. It won't be a factor if you succeed... :) Liwanag - no, you don't need X number of successes for a spoilered check. If you make the check, then you can open the spoiler You enter Goldenflame from the northeast. Apart from the slight breeze, the town is still and quiet. The buildings here seem mostly intact, with only a few signs of disuse: cracked gutters, dry and decaying flower beds, weeds growing against flaking walls. A crumbling fountain stands in the middle of the plaza, dry as a dusty bone. A horse-like creature lurks near the fountain in the center of the square, walking erratically. When it notices you, it snorts and lets out a rasping whinny. Then you hear the moans coming from other buildings in town and realize that the town isn't as abandoned as you thought. Before long, you see zombies shamblers clad in tattered clothing moving towards you, emerging from behind walls and dead hedges. Init:
Blackfeather Jack 's Initiative using Scout: 1d20 + 8 ⇒ (6) + 8 = 14 Dream Root's Initiative using Scout: 1d20 + 5 ⇒ (1) + 5 = 6 Aalpo'ol's Initiative using Search: 1d20 + 8 ⇒ (10) + 8 = 18 Wyrmbarrel's Initiative using Defend: 1d20 + 7 ⇒ (1) + 7 = 8 Seebonickk's Initiative using : 1d20 + 8 ⇒ (1) + 8 = 9 Liwanag Sadilim's Initiative using Defend: 1d20 + 5 ⇒ (2) + 5 = 7 R/W/B/Y/P Init: 5d20 ⇒ (6, 18, 11, 17, 18) = 70 Horse: 1d20 + 3 ⇒ (7) + 3 = 10 DC 16 Perception:
You notice a metal wayfinder glimmering in the jagged gash across the zombie horse’s throat. A zombie with a rotten white tunic and one in a tattered pink robe come shambling up to you... ------------------
White
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GAH! I think I accidentally canceled my last post Ulvard gets tangled up in the vines though he manages to avoid the worst of the splinters. Toasty! also gets tangled up but, after a brief concentration, he makes the overgrown plants disappear with a pop! He then moves away. Red hisses in pain and anger as Lasha pokes him. Turning, he unleashes a similar wave of splinters from his body at Lasha! Splinter Spray; DC 20 Basic Reflex; Piercing Damage: 4d6 ⇒ (3, 3, 1, 6) = 13
Pink moves up and also causes the plants to go haywire. ------------------
Special Conditions:
Terrain Conditions
Before your Turn:
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Fascinated:
* -2 Perception and skill checks * No concentrate actions (i.e. no spells) Entangling Flora (aka Entangle); DC 22 Reflex: S/CS: no effect F: -10 speed until you leave the area CF: as F, but Immobilzed (1 rd)
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Siopao Fort: 1d20 ⇒ 4 Long-Nose sends black tendrils of something towards Siopao. They touch him and he screams and collapses. Long-Nose then turns and sends some divine guidance at Maru. Bear attempts to grab the bird-man but the bipedal avian seems to easily slip out of Bear's grasp. Irina tries to trip the bird but fails. Frustrated, she punches him instead... and connects!! Yellow reels back, seeing stars... "Squawk! That hurts!" the bird-man yelps. He levels his pointy beak at Bear, Irina: 1d2 ⇒ 1 and drives it at him. Beak vs Bear AC 18: 1d20 + 10 ⇒ (13) + 10 = 23 for Piercing: 1d6 + 2 ⇒ (6) + 2 = 8
Concealed, DC 5: 1d20 ⇒ 15 Yellow runs out of the cloud of dust to a more defensible location. "Siomai! Get in here and help!" he screams. ------------------
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