| GM Ladile |
As always, please remember to move your tokens on the map in accordance with movement indicated (if you do indicate it) in your posts. Jan, I moved you up to the corner since you'd already expressed being willing to take the lead behind the scouts.
Lil Frankie Perc.: 1d20 + 13 ⇒ (6) + 13 = 19
As Lazarus moves the flickering lights further into the room to the north, Frankie can now see it in its entirety. It seems to have been an ancient archery range, which probably explains the racks for bows and ammunition. And with the room now illuminated, there are three things of immediate interest to the curious child.
The first is the large arcane mark glowing on the floor atop a raised platform at the far end of the room.
The second is that...huh. Even though there are certainly no windows or obvious exits to the outside that he can see, there are persistent bursts of wind, strong wind, in this room. More confusing, the wind doesn't seem to be emanating from any one direction but instead changing direction at random.
The third and final thing is the pair of pale, yellow-green, misshapen spheres that are rolling about, seemingly at random, also at the far end of the room. Little puffs of something escape from the spheres as they move but at this distance it's hard to determine just what it is. Whatever they are, the spheres don't seem to be affected by the winds - possibly due to their large size.
Oh and there also looks to be another exit from the archery range on the far end of the room that leads away to the west.
Below the Mountains
______________
I figure that the nature of the things he's seeing give Frankie pause and he doesn't advance into the room after all, at least not yet. That said, please let me know if I'm mistaken!
Guisseppe "Lil Frankie" Franko
|
"Huh, weird stuff in there, lemme look down here quick then you guys can come take a look." Frankie shuffles his way to the south before going back to the others.
Serge Foxmourn
|
| 1 person marked this as a favorite. |
"Don't look at me like that," Serge blushes, thinking back to the bean soup he had been serving weeks before and its GI impact. "It... was not me." The paladin moves ahead, his armor clanging around noisily, but he knows all too well it will slow his approach if the party does encounter danger. "What are those spheres? Any ideas, Lazarus?"
Meredith Ulmari
|
Meredith casts Spider Climb on herself. She doesn't know what those things are, but it's not going to be easy. It's never easy.
Lazarus Logos
|
Lazarus moves forward to look into the windy chamber, and the rambling, misshapen, smoking spheres.
"Hmm... " After sending his dancing lights into the room and looking with his all-white eyes, Lazarus prays to Desna for guidance and casts detect magic and studies the strange phenomena. "I think it's ____________."
Perception : 1d20 + 12 ⇒ (3) + 12 = 15
Guidance, Knowledge (?): 1d20 + 1 + 8 ⇒ (9) + 1 + 8 = 18
(+1 more, if it was Arcana or Religion)
| GM Ladile |
Having decided that the room to the north is, weird, like, really weird, Frankie passes the message along to the rest of the group as he falls back and decides to have a peek into the southern room instead. After doing his due diligence he doesn't find any traps or anything else immediately suspicious in the entryway and so carefully, stealthily, ventures into the chamber.
Lil Frankie Perc.: 1d20 + 13 ⇒ (8) + 13 = 21 + 2 TS
Much as he might've expected, it appears to be a tomb. A single sarcophagus dominates the east end of this room, its lid lying fallen and cracked on the floor nearby. The walls are adorned with engravings of soldiers in plate armor holding their helms reverently to their sides, eyes downcast. Upon the sarcophagus lid you see a name:
요하 나토 츠 아키나
It's a name: Yohanatotsu Akina.
The sarcophagus itself is empty, as are several other coffins found in niches lining the walls of this room. A holy symbol of Shizuru lies on the dusty ground nearby, partially concealed by dust and debris from the broken stone lid.
As you study the symbol you’re able to determine that it’s made of pure silver, and the details of its design implies that it was intended for use in a holy ritual.
Upon closer inspection you’re able to discern that what at first appeared to be simple erosion on the walls of this tomb is in fact the result of a concentrated burst of holy energy.
From what he can see, there don't appear to be any traps in this southern chamber.
Below the Mountains
______________
Another post to follow, please stand by~
| GM Ladile |
Meanwhile, while Frankie inspects the southern chamber, the rest of you crowd closer to the doorway leading north. The strange creatures rolling about are very strange, unlike anything you've encountered in your travels, but Lazarus' first inclination is to study the strange winds that blow in the archery range.
With a little effort, he's able to parse out that the effect seems to be much the same as a Gust of Wind spell. Given what the room was once used for, it seems reasonable to assume that the effect might've been intended to provide additional challenge to trainees. But either the magic has gone haywire over the countless years since the range saw active use or whoever used the effect last forgot to turn it off when they were finished. Or both.
But it might be possible to shut it off or even take temporary control of it, with the right skills.
Hazard: Each round, a gust of wind (as per the spell) blows through the room in a random direction. A PC who succeeds at a DC 20 Disable Device *or* Use Magic Device check can end the effect; exceeding the DC by 5 allows the PC to control the direction for 2d4 rounds.
As for the strange, rolling creatures? Well...
They're plant creatures known as ascomoids. Oversized fungi, ascomoids are frequently mistaken for giant puffballs until they begin to move, rolling toward any living prey that they sense. Once they have crushed the life out of a creature, they quickly move on, leaving spores behind in their victim’s body to grow new ascomoids. Ascomoids can grow to a width of 10 feet, but they rarely weigh more than 400 pounds.
While ascomoids require no light to grow, they do require a moist environment. They do not keep traditional lairs, but often wander the same areas over and over, littering these routes with the bones of past victims.
For every 5 that you exceed the above DC you recall one piece of information from this list.
Quang Chi
|
Hearing that there's an archery range, Quang Chi naturally pokes his head in for a quick look. The gusting winds are certainly a surprise, but the critters are even more so.
An ingenious use of magic for training. I must remember to include this in my next report to Master Kae.
Kn(Nature): 1d20 + 4 ⇒ (14) + 4 = 18
"These are ascomoids. I have seen one - once - on my journey to Avistan from my home. They are very dangerous." He goes on to give a quick account of what he knows in the GM's spoiler above.
"Perhaps avoiding them is best. At least for now," he advises as he turns to follow their scout.
"Yohanatotsu Akina. A Minkain name, as we expected," he explains as he reads the inscription on the sarcophagus lid. He traces his finger along the letters, contemplating the age and the ultimate fate of one so far from their homeland. Seeing the holy symbol of Shizuru upon the ground, he places it reverently back atop the sarcophagus before making a gesture and uttering a short prayer in Tien.
"Shizuru is the, hmmm, 'bride' is not right. Lover, perhaps, but also more, of my god Tsukiyo," he explains as he briefly touches the jade wayfinder on his quiver in reverence. "Statues of them are usually built together, as she is the sun and he the moon."
Survival: 1d20 + 11 ⇒ (4) + 11 = 15
Nada.
Taking 10 on Knowledge (Tian Xia Religion) (?) regarding an obvious aspect of his declared deity, but not going any further regarding her (Shizuru).
Jan Eriksson 0101
|
Jan will take a few seconds to inspect the sarcophagus. "I will never understand why so many tribes bother with all this stone and burial nonsense! Build a pyre and cast your ashes upon the sea! Like Gozreh and the Gods of the North have declared as truly holy."
[dice=Survival]1d20+
Jan Eriksson 0101
|
Jan will take a few seconds to inspect the sarcophagus. "I will never understand why so many tribes bother with all this stone and burial nonsense! Build a pyre and cast your ashes upon the sea! Like Gozreh and the Gods of the North have declared as truly holy."
Survival: 1d20 + 10 ⇒ (9) + 10 = 19
Pointing the area of interest on the walls of the chamber, "See this right here? It looks like erosion- the products of water and time... but this is actually what happens when you have a burst of energy suddenly released and it damages the walls. I wonder what caused it."
Guisseppe "Lil Frankie" Franko
|
Frankie emerges from the room to the south and shrugs his shoulders a bit "Looks like an old tomb with empty coffins to mean. Some funny words, like Chi said." Frankie stays close between the two rooms, letting the others figure out what to do.
So many skill checks, all of which aren't Frankie's thing!
Meredith Ulmari
|
Meredith takes a look at the sarcophagus as Frankie takes a look.
Survival: 1d20 + 8 ⇒ (14) + 8 = 22
"These walls..." She walks up to one of the damaged walls. "These were burned away by concentrated holy energy."
"Everyone worship the dead differently, Jan." She looks at her hands. "Some say the fey don't die, they reincarnate without their memories. So they don't mind playing pranks upon each other. Even if it kills them."
"I wonder if I ever cared about the dead." Meredith loses her concentration for a moment, lost in mystery.
| Meredith's Eidolon |
K Nature: 1d20 + 5 ⇒ (15) + 5 = 20
"Oh, you call them ascomoids?" Denair looks to Chi. "I remember their vulnerabilities, too." She squats and looks ahead. There are more things to crush.
Lazarus Logos
|
Guidance, Knowledge (nature) DC15+1: 1d20 + 8 ⇒ (7) + 8 = 15
Guidance, UMD DC20: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33
Guidance, Linguistics DC18: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28
Guidance, Appraise DC18: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Guidance, Knowledge (engineering) DC18: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Peering into the windy chamber, Lazarus cannot identify the strange creatures inside. He listens carefully when Quang Chi recognizes the ascomoids, and Denair indicates their vulnerabilities.
With a little effort, the wizard-priest is able to parse out that the nature of the effects "It seems to be similar to a gust of wind spell. Given what the room was once used for, it seems reasonable to assume that the effect might've been intended to provide additional challenge to trainees. But either the magic has gone haywire over the countless years since the range saw active use or whoever used the effect last forgot to turn it off when they were finished. Or both."
Applying his skill with magical devices, he manages to end the effect.
When the party elects to investigate the southern chamber first, Lazarus follows them inside.
He studies the inscription on the lid of the sarcophagus. 요하 나토 츠 아키나? "Quang Chi is correct. It's a name: Yohanatotsu Akina."
Picking up the holy symbol of Shizuru lying on the dusty ground nearby, the samsaran studies it. "It’s made of pure silver, and the details of its design imply it was intended for use in a holy ritual."
Finally, the wizard-priest inspects the walls of the tomb and nods in agreement with Jan and Meredith. "What at first appeared to be simple erosion on the walls of this tomb is in fact the result of a concentrated burst of holy energy."
Guisseppe "Lil Frankie" Franko
|
Frankie blinks a few times trying to keep up with all the boring stuff the others are talking about. Adults talk about such boring stuff. I hope I don't end up being boring. He kicks a loose stone on the ground as he waits around.
"So... nothing we need to do in that room with the coffin right? And that hallway up there with those rolling things.. maybe we can avoid that? I'm going to go check out the hallway down there if you can zoom your light in for me please Laz."
Frankie sneaks off, dragging Denny with him to check out the hallway and any exits, starting south and working around to the west then north.
May as well do something Frankie would do while the boring stuff happens!
| GM Ladile |
While the rest of the group begins to congregate in the tomb - Akina's tomb - to the south, Lazarus quickly takes the opportunity to shut down the ongoing wind effect inside the archery range. As he does, he keeps one careful eye on the ascomoids; for the moment they seem to have stopped rolling about and sit idly but it still pays to be cautious.
Lazarus, make a DC 15 Int check. If you succeed, read the spoiler below.
Based on what Quang Chi mentioned about them requiring no light to grow and the fact that they have yet to react as you stand in the doorway, you suspect that they rely on something other than sight to sense potential prey.
Once the wind is shut down the samsaran falls back to join the others in examining the tomb. Between all of you it doesn't take long to determine that a large, concentrated blast of holy energy once took place here and that the discarded holy symbol seems to have been specifically designed for use in some manner of ritual. While not quite enough information to paint a full picture of what once took place here, it's a pretty good start.
On the other hand, there's also no sign of Akina's remains or the remains that would've once been entombed in the other coffins that line the walls. There are no other personal effects, either. Perhaps more clues lie further inside the complex?
And of course, while this is going on, Frankie quickly grows bored. When Denair remarks that the ascomoids in the archery range have no vulnerabilities that she's aware of, it seems like the perfect time to suggest exploring a little more! So with Lazarus' obligingly moving the dancing lights further to the west, Frankie sets off again with Denair in tow...
______________
Another post to follow, please stand by~
| GM Ladile |
Taking care to be a little slower and more thorough than they might normally be (Take 10 Perc/Stealth), Frankie and Denair slowly begin to work their way in a lap around the western end of the entrance hall.
After passing a dead-end alcove, they proceed far enough that Lazarus' lights now fully illuminate the remainder of the entrance hall. The pair can see three more passages - one leading south, one leading west, and another that leads to the north. Plenty of options for exploration!
Still, the pair know not to go too far without the others so they loop back around to this east. As they do, it does afford an opportunity to look down the much larger northern passage and they can see that it looks to lead into a shrine of some sort.
Lazarus Logos
|
INT check DC15: 1d20 + 4 ⇒ (20) + 4 = 24
Mulling over the ascomoids, a thought occurs to Lazarus. "Quang Chi, you mentioned about the ascomoids require no light to grow. And they didn't really react as we stand in the doorway," he says. "I suspect they rely on something other than sight to sense potential prey."
If we want a closer look inside that chamber, now or maybe later, we should consider how they do. Scent? Hearing? Sensing the tremors in the earth? What do you think?"
Hearing the report of the scouts, Lazarus suggests, "Shall we investigate the shrine?"
Quang Chi
|
Quang Chi initially rejoins Lazarus at the entrance to the archery range.
I suspect he is intrigued by the arcane mark at the far end of the room. And I must admit that I wouldn't mind checking out the weapons for anything of value to our mission here.
"Scent and hearing seem unlikely for plants, I think," he begins.
But when he catches sight of Denair returning with Frankie, he quickly turns to her. "No offense intended," he apologizes with a quick bow.
"Their method of attack - rolling over their prey - means they only need to sense what is in contact with the ground."
"But I have no means of flight to test this. Do you?" he asks his new teammates.
Jan Eriksson 0101
|
"Well, if we can't get passed them easily enough then it looks like we are going to have to destroy them. At range would seem like the best way to do it. Do you have any suggestions Laz... how about arrows or fire or something like that?"
Jan will hold off on violence until told what to do...these are just big balls of fungi.
| GM Ladile |
Seems like it's a toss-up between investigating the shrine area or Messin' with Sasquatch Ascomoids or both. Once our early birds have a chance to weigh in a bit later I'll post accordingly~
| Meredith's Eidolon |
"Hmm? Oh." Denair tilts her head, curious about Chi's comment. Then she gets it, and just giggles as Frankie drags her off.
When they return, she pipes up. "I can fly, and the boss can climb on walls. Maybe we could hop in here and check?"
Guisseppe "Lil Frankie" Franko
|
Looks like people are planning on how to deal with the Ascomoids so maybe we should just work through that now.
"Lots of other hallways to check out down there, but they can wait if you want to do some bowling with those things..." Frankie points a thumb up towards the rolling balls of fungus.
He draws out his sling shot and loads it, in case things get dicey.
Also reactivates his ioun torch for now.
Lazarus Logos
|
Lazarus draws his wand of magic missile, ready to engage the ascomoids.
Meredith Ulmari
|
Meredith switches to her Silver Heavy Mace. Hard to climb with both hands holding a longspear.
She casts Lesser Evolution Surge on Denair to grant her the climb evolution.
"Okay, then." She scuttles up the wall and begins climbing up the wall, to the ceiling. "Denair, climb on the opposite wall."
If Meredith and Denair can get on the ceiling and reach the ascomoids, they will go on the ceiling. Otherwise they will stay on the walls.
| GM Ladile |
Deciding that it may be best to just take care of the rolling fungus puffs now instead of possibly tangling with them later at a less advantageous time, the group begins to make preparations. Lazarus draws out a well-used and well-worn wand of Magic Missile while Meredith and Denair carefully begin to make their way up the walls and then across the ceiling.
And it seems to be working. The pair of ascomoids continue to sit idly.
Below the Mountains
______________
Please place yourselves where you want to be on the map; Meredith and Denair can get as close as they wish by traversing the ceiling. The ceilings are 10 feet high and the ascomoids are large size, for reference. Once you're in position, anyone that wants to make an attack may do so as part of a Surprise Round. Then we'll roll into rounds proper.
Serge Foxmourn
|
"A stealthy approach will allow us the advantage of surprise. Good thinking, Meredith," Serge nods, holding his greatsword at the ready.
Lazarus Logos
|
Wand locked and loaded, Lazarus is ready, giving a blue thumbs-up.
Meredith Ulmari
|
Meredith casts to Long Arm extend her reach, then climbs across the ceiling.
When the party is ready, she swings at the red tinted thing.
Silver Heavy Mace: 1d20 + 8 ⇒ (4) + 8 = 12
Arcane Strike, Damage: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
| Meredith's Eidolon |
Denair also crawls across the ceiling. Feels good to crawl and climb again.
She tries to clobber the Red thing.
Slam: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Lazarus Logos
|
Lazarus activates his wand, sending an a bolt of arcane force at the red ascomoid.
Force Damage: 1d4 + 1 ⇒ (1) + 1 = 2 (18 charges remaining)
Guisseppe "Lil Frankie" Franko
|
Frankie creeps in closer, a large purple opaque marble loaded into his wrist rocket sling shot. Once he can see the whites of their eyes squishiest bits he lets the glass sphere fly!
Sling + Marble, Sneak Attack?: 1d20 + 8 ⇒ (10) + 8 = 181d3 - 1 + 2d6 ⇒ (1) - 1 + (5, 4) = 9
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
**Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
Quang Chi
|
Quang Chi nods once at the suggestions and words of his new allies. He nocks a single arrow and draws the bowstring back to his cheek. He stands motionless, outwardly waiting for the signal from Lazarus. But inwardly he brings forth the image of a bull, allowing its strength to suffuse his body.
Bow vs Red: 1d20 + 12 ⇒ (10) + 12 = 22
damage: 1d8 + 7 ⇒ (4) + 7 = 11
Swift action to apply Secondary Animal Aspect Bull, +2 Strength for 1 minute.
Jan Eriksson 0101
|
Jan transitions to his bow. Takes aim after confirming that he will attack just after Chi... taking down whichever one is left after the flurry of missiles. If neither go down, Jan will target the RED fungus ball.
Ranged Attack (Bow): 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Jan scowls,"Hmmm, the draw on this bow is different than my old one... I will need to practice more with it."
| GM Ladile |
With everyone in position and ready the group attempts to unleash hell on the ascomoids! Meredith's stab with her longspear misses the mark but Denair is able to give Red a big slap with her arm...and though the fungus ball jiggles and wobbles from the impact, it doesn't look like the slap has any other effect on it at all. Neither does the marble that Frankie lets fly with, which barely connects but does seem to have the effect of slowing the thing's movements even further.
On the other hand, the magic missile from Lazarus does burn a small hole into the ascomoid. Quang Chi and Jan both fire off shots from their bows, but only Chi's hits the mark - but to noticeable effect as it sinks into the ascomoid's form.
Meredith Init: 1d20 + 2 ⇒ (6) + 2 = 8
Lil Frankie Init: 1d20 + 4 ⇒ (17) + 4 = 21
Jan Init: 1d20 + 4 ⇒ (9) + 4 = 13
Serge Init: 1d20 + 4 ⇒ (1) + 4 = 5
Lazarus Init: 1d20 + 4 ⇒ (16) + 4 = 20
Quang Chi Init: 1d20 + 5 ⇒ (16) + 5 = 21
Red: 1d20 + 1 ⇒ (5) + 1 = 6
Blue: 1d20 + 1 ⇒ (17) + 1 = 18
______________
Round 1
Frankie
Quang Chi (Animal Aspect: Mouse, Animal Aspect: Bull, Mage Armor)
Lazarus (Mage Armor)
==============
Red (-13; Debilitating Injury: Hampered 1rd)
==============
Jan
Meredith (Long Arm, Spider Climb) + Denair (Mage Armor, Unfetter)
==============
Serge
Active Conditions: None
Environmental Conditions: None
Frankie, Quang Chi, and Lazarus are UP!
Guisseppe "Lil Frankie" Franko
|
"Huh." Is about all Frankie can say as his marble disappears into the mass of... stuff. "Maybe they burn ok?" He thinks out loud as he digs out an old and dusty alchemist fire and lobs that up long distance before backing away towards the others.
Alchemist Fire: Ranged Touch, Range penalty: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 211d6 ⇒ 3
I'm assuming Meredith and Denair attacking from above are out of the splash?
"Ha, that thing's so big its easy to hit, hopefully it catches on fire!" Frankie shouts, not quite understanding the future possibilities if it does indeed turn into a flaming ball of rolling death...
| GM Ladile |
Yes, they're up on the ceiling; I'll make a note of that on the map to avoid confusion.
Seeing that his marble didn't seem to do any damage, Frankie tries something different. These things look like funny plants, sorta, and plants can be burned, right? So he pulls out an alchemist's fire and gives it a good, hard fling into the room, connecting against Red with a sound *WHUMP*.
The vial shatters, the liquid within splatters the ascomoid...which seems to resist the damage entirely. How rude!
______________
Round 1
Frankie
Quang Chi (Animal Aspect: Mouse, Animal Aspect: Bull, Mage Armor)
Lazarus (Mage Armor)
==============
Red (-13; Debilitating Injury: Hampered 1rd)
==============
Jan
Meredith (Long Arm, Spider Climb) + Denair (Mage Armor, Unfetter
==============
Serge
Active Conditions: None
Environmental Conditions: None
Quang Chi and Lazarus are UP!
Quang Chi
|
Willet advised us not to tangle with them when we saw them in the Kelesh lands. He said they were deadly, but he didn't say how tough they were. Well, here goes. Focus. Breathe. Annnnd, go!
Quang Chi takes a long deep breath, and as he releases it slowly over several seconds the arrows begin to fly from his bow.
Flurry vs Red: 1d20 + 12 ⇒ (7) + 12 = 19
damage: 1d8 + 7 ⇒ (5) + 7 = 12
Flurry vs Red: 1d20 + 12 ⇒ (4) + 12 = 16
damage: 1d8 + 7 ⇒ (2) + 7 = 9
Flurry vs Red: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 1d8 + 7 ⇒ (1) + 7 = 8
Lazarus Logos
|
Observing the various effects of the attacks, Lazarus calls out, "Fire and bludgeoning weapons seem to be of little use against these creatures."
The wizard-priest fires another bolt of arcane force at the red ascomoid.
Force Damage: 1d4 + 1 ⇒ (4) + 1 = 5 (17 charges remaining)
| GM Ladile |
Quang Chi releases a flurry of arrows at the foremost ascomoid but only the first one flies true and strikes his target; the second misses by only a hair and the third a little more than that. Perhaps it's the environment that's proving slightly distracting to the archer? Still, the first arrow seems fully effective and the observant Lazarus points out that bludgeoning attacks, as well as fire, are probably best avoided as he zaps Red with another magic missile.
After enduring a rather brutal onslaught of attacks, Red Ascomoid finally begins to lumber into action. Even though it's hampered by Frankie's marble strike it begins to roll towards the southern doorway at an alarmingly rapid pace! But this does leave it open to attack from both Meredith and Denair as it moves away from them.
Meredith & Denair may take AoOs against Red if they wish.
Red Ascomoid makes a beeline for Jan, slamming into and rolling over him before bouncing off the wall behind and coming to a stop directly in front of the Ulfen warrior! It all happens so fast that he has no time to try and strike the ascomoid or dive out of its way*.
Trample (Jan): 2d8 + 6 ⇒ (4, 1) + 6 = 11
Luckily, it doesn't knock him off his feet. Less luckily, Red then shudders in a rather disturbing fashion and spews a stream of spores outward at its target. As the spores strike Jan they billow out in a cloud around both him and Frankie...
Frankie and Jan, please make a DC 16 Fort save or be nauseated as long as you remain inside the cloud. Also, if you fail this save you'll need to make a second DC 16 Fort save.
*It's got some abilities that allow it to do this without provoking an AoO from Jan or giving him the option to avoid the trample.
______________
Round 1
Frankie (Pending Fort)
Quang Chi (Animal Aspect: Mouse, Animal Aspect: Bull, Mage Armor)
Lazarus (Mage Armor)
==============
Red (-30; Debilitating Injury: Hampered 1rd)
==============
Jan (-11; Pending Fort)
Meredith (Pending AoO; Long Arm, Spider Climb) + Denair (Pending AoO; Mage Armor, Unfetter)
==============
Blue
==============
Serge
Active Conditions: None
Environmental Conditions: Spore Cloud (Yellow Grid)
Jan and Meredith + Denair are UP!
Noticed I didn't actually put Blue on the Initiative Tracker earlier so I fixed that.
Jan Eriksson 0101
|
Jan attempts to fight off the effects of the spore cloud.
Fortitude Save: 1d20 + 9 ⇒ (20) + 9 = 29
The fungus ball does little more than irk Jan... drawing his weapons Jan prepares to destroy the creature.
Dropping his bow and drawing his weapon and shield.
Melee Attack with Axe: 1d20 + 10 ⇒ (9) + 10 = 19
Damage (slashing/cold iron): 1d8 + 4 ⇒ (1) + 4 = 5
"These things are poisonous... Frankie get clear of this cloud."
Quang Chi
|
... the second misses by only a hair and the third a little more than that.
Versus flat footed since it hadn't acted yet? Only asking since it missed by a hair.
| GM Ladile |
More annoyed than anything by the fungus ball slamming into him, Jan easily shrugs off the nauseating effects of the spore cloud and sinks his axe into his attacker!
...
....
.....
It doesn't seem to have any discernible effect on the ascomoid. But there is a brief blip in the timestream and the creature suddenly looks a little more damaged than it was a second ago.
Applied the damage from Quang Chi's second arrow >.>
______________
Round 1
Frankie (Pending Fort)
Quang Chi (Animal Aspect: Mouse, Animal Aspect: Bull, Mage Armor)
Lazarus (Mage Armor)
==============
Red (-39; Debilitating Injury: Hampered 1rd)
==============
Jan (-11)
Meredith (Pending AoO; Long Arm, Spider Climb) + Denair (Pending AoO; Mage Armor, Unfetter)
==============
Blue
==============
Serge
Active Conditions: None
Environmental Conditions: Spore Cloud (Yellow Grid)
Meredith + Denair are UP!
Meredith Ulmari
|
Meredith takes a stab at the thing as escapes her reach.
Cold Iron Longspear: 1d20 + 8 ⇒ (7) + 8 = 15
Arcane Strike, Damage: 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9
"Denair, protect Frankie." Meredith crawls across the ceiling and tries to stab the Red thing again.
Cold Iron Longspear: 1d20 + 8 ⇒ (6) + 8 = 14
Arcane Strike, Damage: 1d8 + 5 + 2 ⇒ (4) + 5 + 2 = 11
| Meredith's Eidolon |
Denair swings again anyway as the Red fuzz ball leaves her reach.
Slam: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Then she moves up and tries to Aid Frankie's AC against the fuzz.
Guisseppe "Lil Frankie" Franko
|
Fort, DC16: 1d20 + 3 ⇒ (15) + 3 = 18
Frankie's luck holds as the fart cloud rolls past "Eww, gross. Smells like the bottom of the out house in here!" He looks at Jan accusingly "Was that you again? Whew!"
Hehe fart jokes are the BEST!
| GM Ladile |
Meredith and Denair both take their respective swings and stabs at Red as it rolls out of their reach; while Meredith isn't quite fast enough to connect with her longspear Denair gives Red a solid parting shot that actually seems to crush a small portion of its mass!
The duo follow after, with Meredith attempting to strike Red again to no avail and Denair moving to protect Frankie from harm. And speaking of Frankie, the little boy manages to resist the effects of the nasty spore cloud hanging around him.
Back at the back of the room, the second ascomoid finally gets its fungusy self in gear and rolls forward towards the melee...but finds itself forced to stop short of running over Frankie and Jan due to Red being in the way. Forced to idle, it also spews a stream of spores - this time at Frankie - and a second cloud fills the air around Frankie, Jan, and even Denair up on the ceiling...
Second verse same as the first; Frankie, Jan, Denair please make DC 16 Fort saves with a second DC 16 Fort save if you fail the first.
______________
Round 1/Round 2
Frankie (Pending Fort)
Quang Chi (Animal Aspect: Mouse, Animal Aspect: Bull, Mage Armor)
Lazarus (Mage Armor)
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Red (-39; Debilitating Injury: Hampered 1rd)
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Jan (-11; Pending Fort)
Meredith (Long Arm, Spider Climb) + Denair (Pending Fort; Mage Armor, Unfetter)
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Blue
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Serge
Active Conditions: None
Environmental Conditions: Spore Cloud (Yellow Grid)
Serge is UP at the bottom of Round 1 and Frankie, Quang Chi and Lazarus are then UP at the top of Round 2!
| Meredith's Eidolon |
Fort Save: 1d20 + 5 ⇒ (13) + 5 = 18
"Wow, l-l-lewd!" Denair recoils at the offensive display of spores.