Fabes DM |
Fabes DM |
Verbeeg attacks Ddraig - 24 vs AC. 11 damage to Ddraig and he is pushed back one square to 013. Ddraig - make an Acrobatics check
The verbeeg slashes at Ddraig, forcing him backwards further into the mucky pool.
Block 4, you're all up. Ddraig - remember that each square of the pond necessitates an Acrobatics check to move into or you fall prone in that square.
Healaugh |
Ddraig Goch |
Right! This may get complicated ...
Roll to Stay Standing (1d20-3=16)
Ddraig then steps forward ...
... and again ...
... and into R13.
"Your time has come, foul one" growled Ddraig
Slash at V1 with Radiant Smite
Radiant Smite on V1 (1d20+9=29, 2d8+6=13)
OK, that's a crit, so damage is actually 22
"May the gods have mercy on your spirit."
Fabes DM |
If you step into P14, you'll not need an Acrobatics check, and then likewise Q14. I'll be generous and say you did it that way because your route actually makes it harder for you. SOrry, folks I really feel like a bad DM at the moment as every game I am running has a "What, you didn't tell us about that!" moment. I will try harder!
Ddraig steps up to the verbeeg and with spectacular calm, cuts down the ogre-kin.
V1 dead.
Ddraig Goch |
SOrry, folks I really feel like a bad DM at the moment as every game I am running has a "What, you didn't tell us about that!" moment. I will try harder!
Don't be daft - you've got lots on at the moment, and things are going fine - but I'm not sure about that tree ...
Ynyr the Artificer |
Seeing the plight of his fellow party members, Ynyr throws some healing dust towards Nechtan. Then, pulling out a rod, he points it at the tree...
"Now, this might just see you off, might it not?"
Nechtan can spend a healing surge with extra healing for Nectan (1d6=4)
Lifetap vs. reflex vs. the tree. (on miss, will do half damage) (1d20+4=21, 2d10+3=13)
If that's a hit, Healaugh can take 10 temnporary hit points, if it misses, he only gets 5.
Nechtan of the Krutne |
Newly invigorated (thanks Ynyr) Nechtan moves in to attack the last foe.
Move to S12. Hunter's Quarry on Night Twist. Twin Strike vs Night Twist's AC (1d20+8=24, 1d10+2=12, 1d20+7=17, 1d6+2=7, 1d8=7) Maintain the Crucial Advice from last round.
Fabes DM |
Nechtan gets to work with a passion, slicing off bark with abandon. The eerie tree retaliates, smashing Nechtan with its branches. Greylan hands Healaugh the potion and fires a magical missile at the faerie plant, singeing its twigs.
23 vs AC Smashing Branch - 11 damage to Nechtan. Minor - psychic mist. Concealment gained. 8 damage from Greylan. Darvyl's turn.
Darvyl Wrightson |
Now that the flying opponent is destroyed, Darvyl stows his bow, draws his shortsword and, with a whoop, charges in against the tree. His failure to connect does not dampen his enthusiasm.
Drawing an OA if it has threatening reach, charge to R12, and swing shortsword. Mark the tree.
Charge tree (1d20+12=15, 1d6+7=12)
Healaugh |
No threatening reach is about the only good thing I've heard about this misbegotten log so far.
Healaugh chugs back the healing potion and scrambles to his feet. Pointing his wand firmly at the tree, he sends a burst of arcane power towards it, hoping to confuse the rambling log into thinking that Ddraig hit it.
Misdirected Mark v Tree of doom (Ref) (1d20 6=22, 1d8 5=8). 8hp damage to night twist if that hits and it's marked by Ddraig to the end of Healaugh's next turn. Hopefully that makes it at -2 to some attack or other.
I know Ddraig is up before Healaugh, but stitch this in when it seems appropriate.
Ddraig Goch |
Ddraig strode forward again to R12 and swung his sword at the twig of terror:
Paladin's Judgment against the Night Twist (1d20+9=22, 3d8+5=19)
As a minor action, Ddraig then spews acid on the tree:
Dragon Breath (v Ref) against Night Twist (1d20+7=9, 1d6+1=2)
Ddraig then uses an action point
Valiant Strike against Night Twist (including +4 damage for Divine Strength) (1d20+10=28, 1d8+9=14)
"You should have remained inanimate, for now I will carve a boat from your trunk."
Fabes DM |
Although Ddraig's initial attack just hits hedgerow, and his acid breath is likewise soaked up by the bushes, his final swing strikes true and fells the vile plant.
It crashes to the ground like so much lumber. Healaugh's lantern light shows a grim scene of carnage.
End of encounter. You each receive 191 XP.
Healaugh |
Healaugh draws a deep breath.
"Reckon we need to have look around and then find somewhere else to camp. Our Nechtan's not in a good way."
He glances at his battered companions. "Not sure any of us are. We'll have a bit of a singsong when we camp for night. That'll raise spirits."
Holding his lantern high, he surveys the horrid scene before him.
Irrelevant if we have an extended rest, I know, but nothing will convince Healaugh that playing the hurdy-gurdy isn't the most inspiring sound in the world. Nechtan's at zero surges I think, so extended rest is beckoning.
Ynyr the Artificer |
"Yes, now that would be good, would it not? Do you think we can find a place with fewer bodies?" Winces inwardly at the thought of the upcoming hurdy-gurdy recital, but Healaugh is his friend) "And will your entertaining not entertain us to a good sleep don't you think?" He adds chivalrously.
Ynyr the Artificer |
"You know, I think it may be the tree that was causing this nastiness here do you know? It sort of sends out spasms of sadness and other bad feelings. Do you think it may be that these people here all died of sadnesses, that were radiated from the night twist? Like a big broken heart you know?"
At his last comment, Ynyr looks thoughtful, he seems to be looking inwardly to some source of personal broken heartedness.
"Now, and I think we should be hearing from you music playing now, how would that be? We need our minds taking off any present sadness and some decent rest wouldn't you say?"
Fabes DM |
The group head back to the village through the night, and look for somewhere to rest. They have a lot of choice, of course as the village is abandoned.
Their sleep is an uneasy one, filled with images of carnage and the memories of fighting the mystical foes they have vanquished.
You awake to a bright dawn. Day has come.
Extended rest - all daily powers recharge. HP and healing surges back to full. APs set back to 1.