Kelendra Shae |
Round1
"Gods, I hate Bugs!"Kel points her hands at the swarm and a stream of white hot motes spray from her fingers to cover and cook the squiggling mass.
Spray of Shooting Stars (60 feet, 5' burst, 4d4 fire dmg, DC 16 reflex for half)
Spray o' Stars: 4d4 ⇒ (3, 2, 2, 1) = 8
DM Bigrin |
1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 2 ⇒ (10) + 2 = 12
2d6 ⇒ (3, 3) = 6
The centipedes rippled over the ground, headed straight for Anklebiter and Bruendor, as the closest warm bodies. A spate of magic and alchemical fire burst over them, destroying more than half their number, but there were plenty to spare. Bruendor was the first victim, not having gotten far enough from the lighthouse. He felt the sting of dozens of bites, but pressed backwards. More latched on to Anklebiter, the goblin trying at once to run away from danger and direct his fiery globules of snot. The rest, including Samaritha, fell back from the vermin, knowing that their weapons were useless against so many diminutive creatures.
Anklebiter and Bruendor each take 6 damage.
Initiatives:
group
centipede swarm
Anklebiter the Insane |
Anklebiter yelps at the nasty bites, directs a second sneeze at the little vermin and scarpers, trying to get further away from the swarm.
"Goblin needs insect cream!" Anklebiter screeches as he scurries away. "Goblin needs insect cream!"
As before, Fire Sneeze. DC15 Reflex save to halve 2d6 ⇒ (3, 3) = 6 fire damage. Those who fail the Reflex save must roll a DC12 Fortitude save or fall prone -- if a swarm can do that.
Kelendra Shae |
can Kel target the swarm with Interstellar Void without hitting a companion?
Interstellar Void (30', 4d6 cold dmg, DC 16 Fort for half )(Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage per level. A successful Fortitude save halves this damage. At 10th level, the interstellar void is so extreme that enemies who fail their saving throw are fatigued. At 15th level, creatures who fail their save are exhausted and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.
Anklebiter the Insane |
I can sneeze twice more. So long as you guys can keep me alive that long, I may be able to take these bugs out.
Bruendor Cavescouter |
"I really hate these creepy crawlies!", Bruendor shouts as the centipedes crawl beneath his armor and start biting him. He fishes his second alchemist's fire out, and throws it as well into the swarm. "Burn, you bastards!"
Same as last round. Plus, the swarm is on fire from my previous flask.
Burniness from Last Round: 1d6 ⇒ 2
Alchemist's Fire 2: 1d20 + 5 ⇒ (15) + 5 = 20
Burniness from This Round: 1d6 ⇒ 4
And with that, I'm out.
Anklebiter the Insane |
I'm going to be forward. Everyone else says they don't have any weapons against the swarm, so here are my next two Fire Sneezes to streamline the process a bit: 2d6 ⇒ (5, 5) = 10 and 2d6 ⇒ (4, 3) = 7. Both Reflex save DC15 to halve.
DM Bigrin |
Bruendor's last flask of alchemist's fire breaks open, spilling its contents onto the writhing swarm, and turning hundred to writhing flames and ash. Anklebiter sneezes a gout of flaming boogers on the rest, and those few that survive the conflagration burrow into the earth or wriggle under rocks or crevasses to escape the flames.
Congratulations! 240 XP each for the swarm. Those things can be nasty. Good thing Bruendor had some backup alchemist's fire to help out.
Anklebiter the Insane |
"So now what do we do?" Anklebiter asks, after flicking a final, wriggling centipede off of his arm. "Do we stay here now, or go someplace else? I don't think it'd be so nice to sleep here if there are more of those bugs."
Calumny "Calla" Tas'vere |
"Well, we might as well see if there's anything else. Hopefully that was all the bugs. If not, we can retreat."
Calla kicks at the disgusting mass of scorched earth, putting out a sputtering flame.
Bruendor Cavescouter |
With the swarm dispersed, Bruendor curses loudly and emphatically as he sheds his armor, crushing the centipedes that slipped through his clothes to bite him. "I hope there's not more," he says, fishing a particularly large one out from underneath his shirt. "I'm out of fire, and I don't think we'll be so lucky as to find more on the island." Once he is satisfied that nothing with more limbs than the party has collectively is still hiding in his clothes, he dons his armor again and heads back towards the ruined lighthouse. "I really hope there's something useful here."
Anklebiter the Insane |
"I can brew more fire, but the chemicals take days to mature," Anklebiter says, glumly. "I've seen Goblin camps that were less of a hole than this joint. There's nothing worth barricading left."
On a whim, Anklebiter mutters the word to Detect Magic and scans the debris.
Anklebiter the Insane |
"This place is empty," Anklebiter says, shaking his ears. "Come on. Where do we go now? Zincher's?"
Can we realistically hope to make it there with the daylight left to us today?
Kelendra Shae |
"Uugg, what a nasty island that Zincher's camp seems safe! What are we going to do after we visit their camp? We have to catch that boat in a few days and we need to search for the fallen star and we don't want to be searching with Zincher by our side. Should we go directly to the crater, then visit Zincher if we find nothing there? We could leave that rat to the other pests on this island and just find what we need and be sure we catch our boat home."
Anklebiter the Insane |
"Not enough of us to fight the Drow and the notlions," Anklebiter says. "Those two men who died just now had it right; we're each other's better alternative -- and we may need troops."
Calumny "Calla" Tas'vere |
"Well, the longer we waste our time here, the less likely it is we'll get to either place. Let's go deal with Zincher. Maybe we'll get lucky and the notlions will have dealt with him."
Before we go, can we refill Anklebiter's waterskin?
Bruendor Cavescouter |
"I'll handle that," Bruendor says as he gives the worthless lighthouse a final regard. "Might as well make the best of this side trek. Be back in a flash." He silently curses himself all the way down, lost in thought.
We've lost time and resources on this, and nothing to show for it but a full skin of salt water. Some leader you're turning out to be, cavescout.
DM Bigrin |
1d100 ⇒ 49
1d100 ⇒ 64
1d100 ⇒ 35
1d100 ⇒ 89
1d6 ⇒ 5
1d20 + 7 ⇒ (8) + 7 = 15
1d8 + 7 ⇒ (4) + 7 = 11
Bruendor manages a quick run to the sea to refill the water skins, and then back up again. He noticed the waters here teemed with more sea life than at Witchlight, and even caught sight of a whale breaching in the distance.
The trudge back up the hill towards Witchlight was a difficult one, as the steep and uneven terrain made walking a more strenuous exercise than usual. That, coupled with the injuries of the day and the need to move with caution, made everyone more irritable.
Fortunately, you do not come across anything more dangerous than a squirrel on your trek up the hill. As you came within sight of Witchlight, the ruined settlement gave you pause, and caution kicked in even more. It took a good twenty minutes to traverse the village and find the eastern path, all the while expecting an attack around every corner.
By the time you were an hour out from the settlement, the sun was beginning to sink low towards the horizon. There was maybe two or three hours of daylight left, but the jungle canopy gave you no insights on how far away Zincher's camp might be. If the plume of smoke on the eastern horizon is any indication, however, you are at least heading in the right direction.
So intent were you on trying to figure out how far away the camp was, that you didn't even notice the forest encroaching on you until thin creepers and vines twined themselves around your feet and legs. Lefrik grunted as a thick vine, nearly as big around as his arm, lashed out of the undergrowth at the side of the trail and hit him about the knees. The glancing blow nearly knocked him off balance, but did no true damage.
You are Entangled A DC 13 Strength or Escape Artist check is needed to get free.
Initiatives:
group
enemies
No map at this time. Maybe when I get home.
Anklebiter the Insane |
Escape artist check: 1d20 + 2 ⇒ (12) + 2 = 14
Anklebiter squeals and squirms, fighting to get free -- and then he does!
"Occultum video!" the little Goblin squeaks as soon as he is free, and a haze of magical force surrounds the diminutive Wizard. "I don't know who you are, attacking us, but you need to stop! There are worse monsters on this island than me, and much, much, much worse people than my friends to call ally in battle!"
Anklebiter casts Detect Magic to pinpoint the source of the Entanglement effect, and makes a Diplomacy check, if such can be done after the casting: 1d20 + 4 ⇒ (6) + 4 = 10
Bruendor Cavescouter |
Strength: 1d20 + 2 ⇒ (18) + 2 = 20
One of the creeping vines lashes itself around Bruendor's leg, but a sharp tug snaps the vine at its source. The nimble dwarf avoids several other vines that lash out towards him. "What the goblin said is true!", he calls to the forest. "We're not your enemy here!"
Diplomacy: 1d20 + 4 ⇒ (7) + 4 = 11
Calumny "Calla" Tas'vere |
Calla rips herself free and moves away, scanning the trees. Are we sure this is a bad guy, and not an assassin vine or something, for example?
Strength check: 1d20 ⇒ 14
Perception: 1d20 + 12 ⇒ (9) + 12 = 21
Knowledge (nature): 1d20 + 5 ⇒ (7) + 5 = 12
DM Bigrin |
1d20 + 7 ⇒ (6) + 7 = 13
1d8 + 7 ⇒ (8) + 7 = 15
Anklebiter looked around for the source of the magical effect, but to his enhanced vision the effect seemed to be centered around Lefrik. The others also began looking for their enemy, but it was Calla who put two and two together and connected the large vine trying to rip off Lefrik's leg and the smaller ones entrapping Kelendra. She didn't know what it was, but she was sure it was some kind of plant creature. The vine raked at Lefrik's leg again, but the giant managed to avoid the clumsy strike.
Anyone within 30' of Lefrik must make another save to avoid being entangles this round.
Initiatives:
group
enemy
Calumny "Calla" Tas'vere |
"It's the vine! Get the stupid vine!" Calla yells as she pulls a dagger from its sheath and lets it fly, glittering blade spinning dangerously as it flashes toward the plant.
Dagger, point blank, range: 1d20 + 6 + 1 - 4 ⇒ (13) + 6 + 1 - 4 = 16
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
I'm assuming I'm 30 feet away.
Bruendor Cavescouter |
Reflex: 1d20 + 6 ⇒ (13) + 6 = 19
Bruendor leaps into action as Calla calls out the threat. "Great, the whole damn island really is trying to kill us," he grumbled, pulling his blade as he approaches. "Hold still, big guy!", he cries, swinging his rapier around to hack at the vine.
Move into flank, if possible. If not, then this will be at -2 and will not get sneak attack.
Attack: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Sneak Attack!: 2d6 ⇒ (1, 5) = 6
Anklebiter the Insane |
"Hang tight, healer-girl!" Anklebiter calls to Kelendra. "I'm coming!"
The Goblin pulls his quarterstaff out from under the straps of his backpack and whacks at the vines holding Kelendra in hopes of helping her out.
I only have one attack-spell left, and I kind of don't want to get Kelendra in a cone of burning mucus... :-\ Attack roll 1d20 + 2 ⇒ (17) + 2 = 19 for 1d4 - 1 ⇒ (1) - 1 = 0 damage to the vines constricting Kelendra.
DM Bigrin |
Hmmm...the server ate my last post. Oh well, let's try this again.
1d20 + 7 ⇒ (19) + 7 = 26
1d8 + 7 ⇒ (1) + 7 = 8
plant damage taken: 22
The vine writhes as chunks of it are hacked off by the companions. Leaves, bits of pulpy wood, and fine tendrils fly into the air to te combined might of axe, rapier, and dagger. Even Anklebiter manages to land a hit with his staff, though not a very effective one.
Meanwhile, Kelendra is slowly being wrapped with vine tendrils and grasses. Though she struggle mightily, she cannot seem to break free.
Lefrik howls as the arm-thick vine slams into his shin, tearing skin and feeling like the bones there cracked slightly. He nearly fell from the blow, and was only barely able to remain standing, his balance precarious on his wounded leg.
Lefrik takes 8 damage
Everyone but Calla needs to make a Strength or Escape Artist check to avoid being entangled BEFORE this rounds actions.
Initiatives:
group
enemy
Anklebiter the Insane |
Escape artist 1d20 + 2 ⇒ (14) + 2 = 16
Anklebiter dodges a sneaking vine and hops back, coming to a stop near Calla. The Goblin's ears droop and he makes an unhappy sound, then speaks a single Word and makes a Gesture. A droplet of acid flies at the vines.
Acid Splash ranged touch attack 1d20 + 5 ⇒ (12) + 5 = 17 for 1d3 ⇒ 1 acid damage.