| GM Harker |
I'm afraid diplomacy isn't very effective after someone is attacked.
Although he does not yet yield, the larger man does appear to notice the odds are stacked against them, "We work for Guildmaster Boule, we were just trying to reach a drop point in the sewers while avoiding the wererats that live down here. Do you mind if my friend stands up now?"
Valik Frost
|
Valik holds his position, but does not show any aggressive actions should the man stand. If any take a hostile action, he punches the aggressor in the face.
readied AC 29: 1d20 + 8 ⇒ (5) + 8 = 131d8 + 2 ⇒ (5) + 2 = 7
Quiella
|
"He may stand. What can you tell us about the wererats?"
-Posted with Wayfinder
| GM Harker |
The hooded man stands up slowly, but in his current condition a stiff wind would probably knock him back over. The other man then answers Quiella's question, "All I know is they live down here along with goblins and otyughs. They all feed on the garbage. That's why there's so much mold down here too. Now, I'm not too keen on having a wererat statue behind me gibbering on so are you gonna let us go or not?"
Quiella
|
Quiella nods likewise.
Melufiuos Benidictus
|
After they are gone, Mel comments, "Man, what a touchy bunch. Fire a shot across their bow and then they attack. Anyway, all healing is on me this time."
Roll some heals and I'll mark the charges against my wand.
| GM Harker |
Combat Over
"Thank the gods." The larger thug says before carefully negotiating his way past Valik and Quiella to jump over to the other side and help lead his companion away. Once at a safe distance, the hooded figure pulls a potion out of his backpack and drinks it, restoring him well enough to walk on his own. With that, they move hastily away.
With that strange situation dealt with, the group continues on following Sascha's instructions. After moving through the smaller pipe to the south, the sewer tunnel continues on for 55 feet before hitting another 'T' intersection. The directions on the map indicate that the party then move east, then north.
As the tunnel curves north, you see that fallen rubble from an earlier excavation clogs the channel, slowing the water flow and accumulating a mass of sewage on one side. A thick carpet of moss and fungus—clearly representing a wide variety of green, blue, and ochre-colored specimen —sprawls across the top of the debris and hangs from the ceiling, with several larger mounds of fungus clinging to the walls or stemming from the hole to the east. Wispy blue tendrils descend from the ceiling and almost touch the water, creating a thin, eerie curtain of plant matter.
This accumulation of mold and fungi appears to be more of a garden than a natural fungal growth.
You recognize the blue fungi growing from the ceiling as Azure Fungus. This hazard is sensitive to touch and discharges its electricity if contacted.
Although azure fungus is immune to electricity and fire, cold damage will render a 5 foot patch inert for one hour.
Halkale, Melufiuos, and Valik spot a creature hiding nearby in the mossy growths. It has a number of mismatched eyes and its head and torso resemble a mushroom, although it does have a roughly humanoid shape with two clawed arms and four legs.
It's Knowledge (nature) to identify the creature once you know where to look.
Halkale's Perception: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Mel's Perception: 1d20 + 10 ⇒ (16) + 10 = 26
Ophelia's Perception: 1d20 + 14 ⇒ (1) + 14 = 15
Quiella's Perception: 1d20 ⇒ 2
Sam's Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Valik's Perception: 1d20 + 17 ⇒ (18) + 17 = 35
Frostfur's Perception: 1d20 + 5 ⇒ (17) + 5 = 22
I placed you all on the map on alternating sides of the tunnel, feel free to adjust the party formation as you would like.
Quiella
|
useless with the knowledge checks here.
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Halkale Timarson
|
Know Nature: 1d20 + 8 ⇒ (2) + 8 = 10
Know Nature: 1d20 + 8 ⇒ (20) + 8 = 28
that mean i can look in the 2nd and 3rd spoilers?
Melufiuos Benidictus
|
"Ewwwww! What manner of creature is that? I don't know what is creepier, it's form or that it chooses to reside here."
He readies his bow, but somehow restrains himself from firing.
Halkale Timarson
|
"The blue mold is Azure Fun...gus, it's immune to electriccc ccity and discharges a ccc charge of it, when touched. CC C C cold is good against it, though. I don't recognize the other stuff, but my guess would be, it's not good." Halkale stammers out to his friends.
Knowledge Nature for creature: 1d20 + 8 ⇒ (17) + 8 = 25
| GM Harker |
Halkale also recognizes the creature hidden in the mossy mass as a fungus leshy. They are immune to electricity, sonic effects, and possess common plant traits. Besides fighting with their bite and two claws, they can also emit a puffball that showers their enemies with spores that reduce vision. Striking a fungus leshy can similarly eject a large number of vision impairing spores. When they die, they explode in supernova of spores that both heals and increases the growth of other fungi around them.
Melufiuos Benidictus
|
Mel thinks back to that weird lion cactus thing...hmmm plants again. Better not try the cause fear wand again. That'll just make them attack. Maybe I shouldn't be so hastey. Just sit tight and see what the others do.
-Posted with Wayfinder
Quiella
|
Quiella is still. "Can we get around it somehow?"
-Posted with Wayfinder
Halkale Timarson
|
Halkale glances over the map instructions given to the party and studies the sewer.
Dungeonerring?: 1d20 + 6 ⇒ (20) + 6 = 26 Plus all the underground bonuses, etc. I was stabbing at that being a help
| GM Harker |
Perhaps realizing it has been seen, the leshy emerges from its hiding place and begins speaking to the group. When the first language it tries is met with blank expressions, it switches to another.
"Do you speak Sylvan? Why have you come to my garden?"
Melufiuos Benidictus
|
not me
-Posted with Wayfinder
Quiella
|
Diplomacy: 10 + 11 = 21
-Posted with Wayfinder
| GM Harker |
The leshy replies to whatever Quiella said in the same language.
"Oh, if you promise not to harm my fungal friends I suppose its okay if you move past."
After speaking to Quiella, the leshy squats down to talk to several of the fungal blooms in the area including a purple capped mushroom growing in green sludge and a patch of vines with crimson and violet flowers that appear to have tiny faces on them. If the fungi and plants respond to his speech, it is not clear to you.
With a satisfied nod, it finishes with a few words to the azure fungus, then gentle lifts the fungal curtain and addresses Quiella.
"Okay, they won't hurt you if follow the clear path on your side of the tunnel."
To emphasize whatever it's saying, the leshy gestures to the group to move forward.
Quiella
|
Quiella turns to the party "She will let us through on that path. Do not harm her garden. We are just passing through."
-Posted with Wayfinder
| GM Harker |
Following Quiella on the path suggested by the leshy, the group has no trouble making it past the fungal garden. The azure fungus does buzz with electricity once while you pass through, but the leshy pulls it far enough away to avoid hurting anyone and appears completely unaffected by the electric damage itself. Once the group has passed, the leshy peacefully returns to its place in the moss.
* * *
Following Sascha's directions, the group travels another 650 feet along the sewer tunnel before promptly arriving at another 'T' intersection. Straight ahead, a natural cleft in the rocky soil breaches the sewer wall and rises gently to the north. Heaps of stranded organic material and garbage litter the opening, from which emanates a pungent stink even stronger than the complex’s already unpleasant odor.
Perhaps most notable, however, are two grotesque masses of flesh and blubber that wait nearby, one floating in the sewer channel while another feeds on garbage in the cleft. Hearing your footsteps, they both turn their obscenely large maws full of razor sharp teeth in your direction. Whatever smell is emanating from the garbage is only made worse by the stench coming from these creatures.
Halkale, Ophelia, and Valik also spot another Jinkin gremlin in the cleft, hiding behind a rock. If you aren't Halkale, Ophelia, or Valik, and one of them points the gremlin's location out to you, you can attempt to notice it with a Perception check. Please note this is a move action in combat.
Everyone needs to make a DC 16 Fortitude save or be sickened for 10 rounds from the ooze creatures' stench.
It's a Knowledge (dungeoneering) check to identify these creatures.
Here is a link to the new map.
PC Initiative
Halkale's Initiative: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Melufiuos' Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Ophelia's Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Quiella's Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Sam's Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Valik's Intiative: 1d20 + 5 ⇒ (10) + 5 = 15
G Init: 1d20 - 3 ⇒ (19) - 3 = 16
J Init: 1d20 + 4 ⇒ (7) + 4 = 11
J Stealth: 1d20 + 16 ⇒ (6) + 16 = 22
Halkale Perception: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Mel Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Ophelia's Perception: 1d20 + 14 ⇒ (12) + 14 = 26
Quiella's Perception: 1d20 ⇒ 8
Sam's Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Valik's Perception: 1d20 + 17 ⇒ (9) + 17 = 26
Frostfur's Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Initiative (Round 1)
Halkale/Frostfur [Fort Save needed for both] <= Up
Ophelia [Fort Save needed] <= Up
2 Ooze creatures
Valik [7 Dmg; Fort Save needed]
Quiella [3 Dmg; Fort Save needed]
Jinkin
Melufiuos [Fort Save needed]
Sam [Fort Save needed]
Halkale and Ophelia are up!
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Quiella
|
May I take 10 on the save? It would have triggered before the combat starts, right?
-Posted with Wayfinder
Quiella
|
fortitude save: 1d20 + 10 ⇒ (3) + 10 = 13
-Posted with Wayfinder
Quiella
|
good thing I took the Sickened mercy I suppose
-Posted with Wayfinder
Halkale Timarson
|
Fort Save: 1d20 + 6 ⇒ (20) + 6 = 26
Dungeon know, plus underground: 1d20 + 6 ⇒ (10) + 6 = 16 no bonuses apply to dungeoneering, because yeah
| GM Harker |
Have you updated your online character sheet lately? It shows that your modifier for Knowledge (dungeoneering) is only a +5. I took at a look to see if you took the sickened modifier into account.
Halkale recognizes these creatures as globsters. From what he recalls, they are immune to acid as well as bludgeoning and piercing weapons. Also, they are quite resistant to cold and electric attacks.
Halkale Timarson
|
Oh great, now i need to develope slashing arrows.
"I guess my arrows won't wor..rk well." Halkale says after explaining what he knows about the globsters.
He then pulls his greatsword.
Delaying to allow the real melee folks in first.
Valik Frost
|
I get a +2 as long as I have I ki point available, but that would have been negated by the sickness so +5 would be correct. Not like it mattered lol
Ophelia Endronil
|
"Tread carefully!" Ophelia exclaims. "There's another gremlin!" Nodding in its direction, she draws her dagger and waits for the battle formation to move.
| GM Harker |
Ophelia's Fort save vs. Stench: 1d20 + 5 ⇒ (5) + 5 = 10
Frostfur Fort save vs. Stench: 1d20 + 5 ⇒ (5) + 5 = 10
As Halkale and Ophelia prepare themselves with slashing weapons, the two horrifying masses of flesh undulate themselves toward the closest living creatures, Valik and Quiella. Both creatures focus their slam attacks on the monk, with one potentially hitting him. Valik, if your flat footed AC is 24 or less then you take 12 damage and are also grappled if your CMD is 23 or less. In this case if it hits you, you will also need to make a DC 16 Fort save or be nauseated for 1 round. If Valik's flat footed AC is 19, then you take an additional 13 damage from the first globster and you need to make an additional Fort save vs nausea if you succeeded on the first one.
1 Q 2 V: 1d2 ⇒ 2
Slam White: 1d20 + 8 ⇒ (11) + 8 = 19
Slam Black: 1d20 + 8 ⇒ (16) + 8 = 24
Damage White: 1d8 + 7 ⇒ (6) + 7 = 13
Grab White: 1d20 + 12 ⇒ (4) + 12 = 16
Damage Black: 1d8 + 7 ⇒ (5) + 7 = 12
Grab Black: 1d20 + 12 ⇒ (11) + 12 = 23
Initiative (Round 1)
Halkale/Frostfur [F: Sickened]
Ophelia [Sickened]
2 Globsters
Valik [7 Dmg; Waiting to find out FF AC for potential damage and other effects] <= Up
Quiella [3 Dmg; Sickened] <= Up
Jinkin
Melufiuos [Fort Save needed]
Sam [Fort Save needed]
Valik and Quiella are up.
Quiella
|
Quiella quickly heals herself, then draws her sword and slashes at the mound in the sewer trough in front of her.
with fey Foundling the minimum roll brings Quiella up to full. Mercy removes the Sickened Condition
Round 1 action:
swift action loh
Move action draw sword
Attack blob
Rolls:
greatsword, attack, height advantage, power attack: 1d20 + 10 + 1 - 2 ⇒ (11) + 10 + 1 - 2 = 20 for slashing, cold iron: 1d10 + 6 + 6 ⇒ (10) + 6 + 6 = 22
Active Status effects:
(None)
-Posted with Wayfinder
| GM Harker |
You took 25 damage, are grappled by the black globster, and need to make two DC 16 Fort saves. If you fail either save, you are nauseated for 1 round (Can only take 1 move action on your turn). According to my records, you only had 7 damage from before, which added to 25 damage now should leave you at 5 hp.
Melufiuos Benidictus
|
fort save: 1d20 + 5 ⇒ (13) + 5 = 18
-Posted with Wayfinder
Valik Frost
|
Valik, gets a good whiff of the stench and is overcome with stomach churning volatility. He looses focus, and doesn't see the enemies rush forth and he gets hit twice with disgusting tentacles. He is drawn in, aright next to them. The stench is multiplied to an unbearable degree, as the stomach churning becomes full on nausea, as Valik can only wretch in the squirming mass of goo holding him.
He tries to get out of the enemies grasp, but the stench is overwhelming as he remains in the grasp much to his dismay.
CMB grapple to escape, you will have to figure out negatives though: 1d20 + 9 ⇒ (6) + 9 = 15