| Mallichatti Cervagio |
Alrighty
"This is going to feel weird."
Stepping between the even order of the universe Mallichatti dares invoke the slumbering torment of the hexagonal lords and attempts to take the troll apart.
1d20 + 13 ⇒ (18) + 13 = 31 Attack 1
1d10 + 19 ⇒ (5) + 19 = 24 Damage
1d20 + 8 ⇒ (5) + 8 = 13 Attack 2
1d10 + 19 ⇒ (3) + 19 = 22 Damage
| Powergaming DM |
The Troll attacks Toran
Melee bite: 1d20 + 8 ⇒ (3) + 8 = 11
damage: 1d8 + 5 ⇒ (7) + 5 = 12
claws: 1d20 + 8 ⇒ (11) + 8 = 19
damage: 1d6 + 5 ⇒ (4) + 5 = 9
claws: 1d20 + 8 ⇒ (13) + 8 = 21
damage: 1d6 + 5 ⇒ (5) + 5 = 10
This battle is a bit silly. The trolls can't even move on this map. Mind if I just say you win?
| Riva Sarjenka |
Normally, I would mind since they could simply squeeze through the doorways (2 movement, -4 attack and AC while squeezing) to get at us. However, we're basically going to auto-win soon enough anyways; Riva will take control of all of them one by one (no save), and all everyone else will have to do is keep them from getting to her in the meantime.
I'm generally not fond of hand waving in any event.
| Powergaming DM |
As you pass though the uncharted forrest of K31 [charting as you go]. You notice an odd peace and stillness. There are no animals here.
Perception checks.
Elhedril: 1d20 + 9 ⇒ (12) + 9 = 21
Toran: 1d20 + 8 ⇒ (8) + 8 = 16
Mallichatti: 1d20 + 10 ⇒ (13) + 10 = 23
Riva: 1d20 + 11 ⇒ (8) + 11 = 19
You all notice that one of the Oaks in this forrest is not like the others. Were it not for the image of a sinister face peeking out from its dark gray bark, this would look like any other ragged oak tree.
initiative
Elhedril: 1d20 + 3 ⇒ (11) + 3 = 14
Mallichatti: 1d20 + 4 ⇒ (10) + 4 = 14
Riva: 1d20 + 3 ⇒ (2) + 3 = 5
Toran: 1d20 + 4 ⇒ (17) + 4 = 21 Toran: 1d20 + 4 ⇒ (16) + 4 = 20
Oak: 1d20 + 3 ⇒ (18) + 3 = 21
Round 1
Oak
Toran
Elhedril
Mallichatti
Riva
The oak noticing your noticing lashes out at Mallichatti with 3 roots
root: 1d20 + 12 ⇒ (14) + 12 = 26
damage: 1d6 + 4 ⇒ (5) + 4 = 9
pull: 1d20 + 18 ⇒ (13) + 18 = 31
root: 1d20 + 12 ⇒ (3) + 12 = 15
damage: 1d6 + 4 ⇒ (6) + 4 = 10
pull: 1d20 + 18 ⇒ (12) + 18 = 30
root: 1d20 + 12 ⇒ (1) + 12 = 13
damage: 1d6 + 4 ⇒ (5) + 4 = 9
pull: 1d20 + 18 ⇒ (19) + 18 = 37
Each of the pulls pulls you 10 feet so is two of them get you it also bites you.
bite: 1d20 + 14 ⇒ (3) + 14 = 17
damage: 2d6 + 9 ⇒ (3, 1) + 9 = 13
The tree is a knowledge nature check to identify and unusually difficult at DC 25.
| Powergaming DM |
I try and group all the players together when I can so you can all just post your turns, but if you insist
Round 1
Toran
Oak
Elhedril
Mallichatti
Riva
You recognize the evil faced Oak as a Quickwood an animate tree that may observe the area surrounding any oak tree within 360 feet as if using clairaudience/clairvoyance. It can use this ability on any number of oak trees in the area. Although the quickwood does not need line of sight to establish this link, if it does have line of sight to even a single oak tree, it cannot be flanked.
| Toran Silvercloak |
Toran raises his gauntleted hand and blasts the tree with a spear of golden light,
Ranged Touch Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage(Will DC 17 for half): 3d8 ⇒ (7, 3, 5) = 15
Casting Defensively: 1d20 + 11 ⇒ (10) + 11 = 21
| Mallichatti Cervagio |
This will change if it's not difficult terrain but all the tree stumps lead me to assume otherwise.
"Figured the trees around here would know better than to attack a man carrying an axe."
Mallichatti presses forward Bardich in hand letting it go just long enough to pull a flask of orange liquid and hurling it into the thicket of malevolent branches.
Rage.
Draw alchemists fire while moving.
Ranged Touch.
1d20 + 8 ⇒ (12) + 8 = 20
1d6 ⇒ 2 Fire Damage must make Reflex save DC14 or catch fire.
| Riva Sarjenka |
"Figured the trees around here would know better than to attack a man carrying an axe."
"Or a sorceress with a retinue of dark horrors at her beck and call." Riva motions for her bloody skeletons to attack the new threat. "Tear the tree down!"
Almost forgot that they are likely still tagging along (at least until we can get them stored into my vault with the others). Luckily, talking is a free action that can be done out of turn, so no harm done.
| Powergaming DM |
The Trolls try, but there are having trouble getting though the trees. Still one gets close enough to attack helped by the attack of opportunity on it but the roots.
Root AOO: 1d20 + 12 ⇒ (6) + 12 = 18
damage: 1d6 + 4 ⇒ (5) + 4 = 9
pull: 1d20 + 18 ⇒ (19) + 18 = 37
Tree bite: 1d20 + 14 ⇒ (15) + 14 = 29
damage: 2d6 + 9 ⇒ (4, 5) + 9 = 18
Troll Bite: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d8 + 5 ⇒ (8) + 5 = 13
"Abominations! Still you have fallen into my trap."
Trolls init: 1d20 + 7 ⇒ (16) + 7 = 23
5 Assassin Vines show themselves hiding in the trees. They all cast entangle on all of you including the trolls. DC 13 Reflex save 5 times.
Also Since you Riva are controlling the Trolls it would make since for you to roll for them
| Toran Silvercloak |
Reflex: 1d20 + 10 ⇒ (10) + 10 = 20
Reflex: 1d20 + 10 ⇒ (16) + 10 = 26
Reflex: 1d20 + 10 ⇒ (3) + 10 = 13
Reflex: 1d20 + 10 ⇒ (3) + 10 = 13
Reflex: 1d20 + 10 ⇒ (19) + 10 = 29
A hint of a smirk is visible through Toran's helm as he easily evades the entangling vines.
| Riva Sarjenka |
"Damn this accursed forest!" yells Riva in Sylvan as the flowers, grass, and weeds reach out to embrace her.
Riva's Reflex Save #1: 1d20 + 8 ⇒ (4) + 8 = 12
Riva's Reflex Save #2: 1d20 + 8 ⇒ (20) + 8 = 28
Riva's Reflex Save #3: 1d20 + 8 ⇒ (19) + 8 = 27
Riva's Reflex Save #4: 1d20 + 8 ⇒ (2) + 8 = 10
Riva's Reflex Save #5: 1d20 + 8 ⇒ (17) + 8 = 25
No less than one assassin vine for the each of us? Let's hope we're not all going to be grappled to death now.
Bloody Skeleton's Reflex Saves #1: 1d20 + 5 ⇒ (7) + 5 = 12
Bloody Skeleton's Reflex Saves #2: 1d20 + 5 ⇒ (13) + 5 = 18
Bloody Skeleton's Reflex Saves #3: 1d20 + 5 ⇒ (15) + 5 = 20
Bloody Skeleton's Reflex Saves #4: 1d20 + 5 ⇒ (9) + 5 = 14
Bloody Skeleton's Reflex Saves #5: 1d20 + 5 ⇒ (10) + 5 = 15
Bloody Skeleton's Reflex Saves #1: 1d20 + 5 ⇒ (2) + 5 = 7
Bloody Skeleton's Reflex Saves #2: 1d20 + 5 ⇒ (16) + 5 = 21
Bloody Skeleton's Reflex Saves #3: 1d20 + 5 ⇒ (12) + 5 = 17
Bloody Skeleton's Reflex Saves #4: 1d20 + 5 ⇒ (13) + 5 = 18
Bloody Skeleton's Reflex Saves #5: 1d20 + 5 ⇒ (11) + 5 = 16
Bloody Skeleton's Reflex Saves #1: 1d20 + 5 ⇒ (7) + 5 = 12
Bloody Skeleton's Reflex Saves #2: 1d20 + 5 ⇒ (16) + 5 = 21
Bloody Skeleton's Reflex Saves #3: 1d20 + 5 ⇒ (1) + 5 = 6
Bloody Skeleton's Reflex Saves #4: 1d20 + 5 ⇒ (3) + 5 = 8
Bloody Skeleton's Reflex Saves #5: 1d20 + 5 ⇒ (15) + 5 = 20
Bloody Skeleton's Reflex Saves #1: 1d20 + 5 ⇒ (8) + 5 = 13
Bloody Skeleton's Reflex Saves #2: 1d20 + 5 ⇒ (20) + 5 = 25
Bloody Skeleton's Reflex Saves #3: 1d20 + 5 ⇒ (11) + 5 = 16
Bloody Skeleton's Reflex Saves #4: 1d20 + 5 ⇒ (4) + 5 = 9
Bloody Skeleton's Reflex Saves #5: 1d20 + 5 ⇒ (10) + 5 = 15
Bloody Skeleton's Reflex Saves #1: 1d20 + 5 ⇒ (12) + 5 = 17
Bloody Skeleton's Reflex Saves #2: 1d20 + 5 ⇒ (20) + 5 = 25
Bloody Skeleton's Reflex Saves #3: 1d20 + 5 ⇒ (7) + 5 = 12
Bloody Skeleton's Reflex Saves #4: 1d20 + 5 ⇒ (19) + 5 = 24
Bloody Skeleton's Reflex Saves #5: 1d20 + 5 ⇒ (7) + 5 = 12
| Powergaming DM |
They are Immune to electricity and Resist cold 10 and fire 10. They have no spell resist.
The assassin vine is a carnivorous plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. These remarkable plants can see minute movements in the earth and air and detect changes in light and heat through their broad leaves, giving them exceptional awareness of the area around them. Possessing no intelligence or agenda, they lash out at whatever living things pass nearby, regardless of the target's size, sentience, or potential deadliness. A mature plant consists of a main vine, about 20 feet long; smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild blackberries. The fruit is tough and has a hearty and typically bitter flavor, although some say the berries change in taste depending on what victims composted a given plant's roots. The most murderous assassin vines supposedly produce the sweetest berries.
An assassin vine can move about, but usually stays put unless it needs to seek prey in a new vicinity. The plants use simple tactics, lying still until prey comes within reach and then attacking. Once an assassin vine is engaged, it pursues prey (albeit slowly) in order to catch and compost the creature. The plants prove tenacious, as long as their quarry remains within sight. Once a creature moves beyond the plant's ability to perceive it, the unthinking vine falls still and lies in wait for the next passerby.
Assassin vines lurk within dense forests and swamps, but some might encroach upon poorly tended fields and vineyards. The vine's seeds might be spread far by birds swift enough to pluck them and escape. Tales often tell of assassin vines appearing in flower beds or infiltrating greenhouses, murderous surprises planted by rivals and enemies or arbitrary doom dropped by unsuspecting wing. And as you have just learned they are sometimes tamed by Quick Oaks.
| Mallichatti Cervagio |
"This, this right here is why I can't stand the magic crap." Mallichatti simply smashes on through.
Saves
1d20 + 12 ⇒ (14) + 12 = 26
1d20 + 12 ⇒ (13) + 12 = 25
1d20 + 12 ⇒ (10) + 12 = 22
1d20 + 12 ⇒ (20) + 12 = 32
1d20 + 12 ⇒ (7) + 12 = 19
| Elhedril Cólthel |
Saves reflex: 1d20 + 7 ⇒ (9) + 7 = 16
reflex: 1d20 + 7 ⇒ (19) + 7 = 26
reflex: 1d20 + 7 ⇒ (7) + 7 = 14
reflex: 1d20 + 7 ⇒ (9) + 7 = 16
reflex: 1d20 + 7 ⇒ (9) + 7 = 16
Magic missile the one closest to me if not grappled. magic missile: 3d4 + 3 ⇒ (3, 1, 2) + 3 = 9
| Riva Sarjenka |
Round 2: Riva will prepare fireball in place of haste.
I'm going to assume you meant on of the vines and not the spell resistant Quick Oak.
Why not the quickwood? Magic resistance is not magic immune. It's pretty clear she meant the closest threat, which happens to be the quickwood.
Also, where do my skeletons fall in the round 2 initiative?
| Riva Sarjenka |
Riva's skeletons each struggle to break free from the entanglement (a move action vs. spell DC). Those that succeed press onward towards the quickwood.
Skeleton #1's Strength Check: 1d20 + 5 ⇒ (12) + 5 = 17
Skeleton #2's Strength Check: 1d20 + 5 ⇒ (2) + 5 = 7
Skeleton #3's Strength Check: 1d20 + 5 ⇒ (9) + 5 = 14
Skeleton #4's Strength Check: 1d20 + 5 ⇒ (12) + 5 = 17
Skeleton #5's Strength Check: 1d20 + 5 ⇒ (7) + 5 = 12
Skeletons 1, 3, and 4 advance. Skeletons 2 & 5 again attempt to break free.
Skeleton #2's Strength Check: 1d20 + 5 ⇒ (15) + 5 = 20
Skeleton #5's Strength Check: 1d20 + 5 ⇒ (7) + 5 = 12
All skeletons are free of the entangle effect except #5 (though they all risk becoming entangled again at the end of the quickwood's turn). None are able to make attacks in round 2; they are either too far away, or used up all their actions trying to escape the entanglement.
| Powergaming DM |
QuickOak attacks Mallichatti again.
root: 1d20 + 12 ⇒ (13) + 12 = 25
damage: 1d6 + 4 ⇒ (6) + 4 = 10
pull: 1d20 + 18 ⇒ (18) + 18 = 36
root: 1d20 + 12 ⇒ (19) + 12 = 31
damage: 1d6 + 4 ⇒ (2) + 4 = 6
pull: 1d20 + 18 ⇒ (15) + 18 = 33
root: 1d20 + 12 ⇒ (18) + 12 = 30
damage: 1d6 + 4 ⇒ (4) + 4 = 8
pull: 1d20 + 18 ⇒ (17) + 18 = 35
Tree bite which is worst then it's bark: 1d20 + 14 ⇒ (6) + 14 = 20
damage: 2d6 + 9 ⇒ (4, 3) + 9 = 16
| Mallichatti Cervagio |
Even though hes cut and battered further as he's yanked into the Tree Mallichatti smirks as he pulls out his bigger axe.
That's when the theme song plays.
Current HP: 58/84
1d20 + 18 - 2 ⇒ (16) + 18 - 2 = 32 Attack
1d12 + 13 + 6 ⇒ (4) + 13 + 6 = 23 Damage
| Powergaming DM |
assassin Vine 1 reflex save: 1d20 + 1 ⇒ (12) + 1 = 13
assassin Vine 2 reflex save: 1d20 + 1 ⇒ (3) + 1 = 4
assassin Vine 3 reflex save: 1d20 + 1 ⇒ (19) + 1 = 20
assassin Vine 4 reflex save: 1d20 + 1 ⇒ (8) + 1 = 9
Not sure about the DC, but they are also sort of resistant to fire and the Quick Oak ignores it.
| Toran Silvercloak |
Reflex: 1d20 + 10 ⇒ (8) + 10 = 18
Reflex: 1d20 + 10 ⇒ (13) + 10 = 23
Reflex: 1d20 + 10 ⇒ (2) + 10 = 12Dang it :(
Reflex: 1d20 + 10 ⇒ (18) + 10 = 28
Reflex: 1d20 + 10 ⇒ (16) + 10 = 26