GM Netherfire |
PCs
Quick: 1d20 + 1 ⇒ (2) + 1 = 3
Henry: 1d20 + 3 ⇒ (11) + 3 = 14
Gwath: 1d20 + 6 ⇒ (12) + 6 = 18
Gorim: 1d20 - 1 ⇒ (16) - 1 = 15
Not PCs
Assassin Vine: 1d20 ⇒ 16
Assassin Vine acts first.
Quick’s magic strikes one of the thickest vines, and suddenly, the tangled heap of vegetation begins to move on its own! The vines shoot out and dig into the earth, slowly pulling the writhing plant matter closer to the mage by ten feet.
You guys are up! Check DG for the details of this high speed chase.
Quick' |
"THAT IS DISGUSTING!" Quick screams as the plant starts to move. Wuick draws his crossbow and fires a quarrel at the tangle of vines.
1d20 + 2 ⇒ (19) + 2 = 21 1d8 ⇒ 1
EDIT: Of course...
Gorim Coppervein |
For a moment, Gorim stares in awe at the approaching monstrosity. He's heard of these creatures, though for the longest time he considered them as metaphor of the untamable wilderness. However, if there was one thing he'd learned on his travels, it's that these stories of oddities more often than not held strong truths.
He shudders once again, before snapping back to reality.
Stepping hurriedly towards Quick, placing a hand on the Half-Orcs crossbow, the other reaching for the pocketed pearl. A familiar faint aura transfers to the weapon. Casting Magic Weapon: Pearl of Power Edition.
"Hopefully there's a little more umph in this spell than before"
Gwath Gil |
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Gwath hurdles through the grass and shrubs to the northwest, thinking to spread out their force to attack from different sides, but still waiting till the magic-minds have their way first.
A hundred plant/gardening metaphors spring to mind, but Gwath stems the need to quip. That will come later.
GM Netherfire |
Quick's crossbow bolt pierces one of the vines as it slumps and drags forward another ten feet.
Suddenly, the underbrush around the feet of Gwath, Quick, and Gorim begin to move. Grasses, stems, and branches reach up to wrap around their legs and hands!
I need Reflex saves DC 13 from Gwath, Quick, and Gorim. If you fail your save, you gain the entangled condition. If you pass your save you can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check.
You guys are up! The aura around the Assassin Vine indicates the range of entanglement.
Gwath Gil |
Reflex Save: 1d20 + 2 ⇒ (11) + 2 = 13
Gwath barely dodges the vines and branches with an attempt at a backwards roll that more accurately resembles a backwards fall. He scrambles to his feet and keeps his distance from the arisen nature, closing the distance between himself and Henry. Don't want the group to be too separated.
GM Netherfire |
The magical bead strikes the murderous mass of vine as it drags closer to Gorim and Quick. A tree standing in the way bends under its weight as it rolls forward. The wave of entangling plants also advances; the plants under the dwarf and half-orc are on the brink of control under the pursuing plant.
You guys are up. Quick and Gorim are right on the edge of the entangle. The herbs are free, Henry.
Quick' |
Quick moves away from the vines and concentrates. The tips of his fingers seem to freeze in the space of a second, then a white ray of frozen energy issues forth.
"Fo!" Ranged Touch 1d20 + 2 ⇒ (20) + 2 = 22 for 1d3 + 1 ⇒ (1) + 1 = 2
Confirm 1d20 + 2 ⇒ (3) + 2 = 5 for 1d3 + 1 ⇒ (2) + 1 = 3
GM Netherfire |
Quick's cold magic does nothing to even slow the shambling, hungry vines.
Roll Survival Henry, counted toward one square of plant. Still Gorim and Gwath's turn.
GM Netherfire |
Henry is able to harvest enough roots to make 1d6 ⇒ 4 doses from M5.
The assassin vine drags itself a little closer, and the nearby flora again threaten Quick’s legs and arms. Roll Reflex DC 13, Quick. Gwath is entangled and he needs to roll a Strength check or an Escape Artist check (as a move action) to break free of the vines. You guys are up!
Gwath Gil |
Gwath swings his sword about clumsily as he attempts to gain a footing. Every foliage he thinks he cuts away seems twice as thick at next glance. With an unintentional orc-bellow of frustration, he channels all of his adrenaline into pushing out and free of the entrapment...
Strength: 1d20 + 4 ⇒ (3) + 4 = 7
Only to fall on his face with a yelp and a thorn literally in his side.
GM Netherfire |
Oh, whoops. I made a mistake. Henric, I need a Survival DC 10 to determine if you’re able to gather the plant matter while in initiative order. Go ahead one for your last turn in your next post. If you beat the 10 then you gain the 4 doses you rolled above. Also please specify which square you harvest from.
The assassin vine slumps in a new direction when the sorcerer escapes, and the privateer fails to. Snapping and dragging through the forest, it slowly advances on Gwath.
I also updated the entangle aura to be more correct. You guys are up!
Henry Southgard |
Fun fact: Heinrich was a handle I used a few years ago. It's the root for Henry, a connection I never made until Netherfire's typo up there.
Survival: 1d20 + 7 ⇒ (7) + 7 = 14 I harvest from M4. The previous harvest was M3.
Henry Southgard stops his harvest when he sees Gwath go under, and reaches for his crossbow when the Assassin Vine reverses direction.
"First contact with the enemy," he mutters darkly.
Attack: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Damage: 1d10 ⇒ 9
Gwath Gil |
Gwath looks up at the incoming vine with wide eyes.
"Let's try that again, Gwath..."
Strength: 1d20 + 4 ⇒ (15) + 4 = 19
Gwath finally breaks the flora's hold on him as he pulls himself up, sword ready for the assassin vine as soon as it draws close enough for him to swing.
Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 2d4 + 6 ⇒ (1, 1) + 6 = 8
(dice rolls needs to be natural 18-20 for crit, right?)
GM Netherfire |
I actually play a barbarian named Henric in an on-table game. A hazard of playing too many games, I suppose.
Correct Gwath. We'll see if he gets close enough for that swing to count, after we get actions from Gorim and Quick.
Henry's bolt punctures the thick of vines and leaves, but the vine appears to have planty of fight left.
GM Netherfire |
Henry harvests 1d6 ⇒ 5 doses from M4.
The hungry plant tumbles toward the half-orc, the thickest and longest of the vines snaps is it draws closer, poising to strike. By the length of writhing vines, Gwath thinks it can reach him from where he stands.
Unfortunately it does not move fast enough to enter Gwath’s threatened area. Good rolls, Gorim! You guys are up.
GM Netherfire |
Another bolt drives deep into the center of plant mass, and vines slump to the ground. It appears to be dead, as the entangling plants around it recede to their normal, inanimate states. Gwath and Gorim confirm its death when it does not pursue them when they continue to move. Encounter passed, well done!
Henry, now that we are out of initiative, you do not need to roll Survival to harvest anymore roots (just roll the 1d6 per square). Remember to pass the Craft (alchemy) check to make a paste from the roots.
Henry Southgard |
With a furrowed brow, Henry Southgard sets his crossbow aside and resumes his harvest of the stalks.
Survival: 1d20 + 7 ⇒ (16) + 7 = 23
Survival: 1d20 + 7 ⇒ (5) + 7 = 12
When he has harvested as much as he can, he empties out one of the fish jars and begins mashing the roots.
Craft: Alchemy: 1d20 + 2 ⇒ (12) + 2 = 14
"We're done here."
GM Netherfire |
Henry cleans and mashes enough root paste to fill two empty jars, enough for twenty-five applications for wounds. Each "dose" grants a +2 alchemical bonus to Heal checks.
Are the rest of you ready to move on?
Henry Southgard |
As they continue the trek toward Redstone Keep, Henry Southgard slowly pulls ahead until Gorim and Quick are twenty paces behind. Confident that the rest of the party can't easily overhear the conversation, the mercenary motions for Gwath to walk closer.
"In spite of the well-earned reputation for mindless violence, I've found that some of the cleverest fighters I've known had Orcish lineage. And the whole part of this journey, you've struck me as a real pragmatic sort. So, could you explain to me why you walked into the range of that plant's entanglement? Almost looked like you planned to fight the thing."
Nothing against your actions in combat, can't argue with what worked. I'm just sensing the opportunity for some good roleplay.
Gwath Gil |
Gwath is hesitant to respond at first, having had his foolishness pointed out to him so directly, especially when there's still dirt on his face, but he responds after a thought...
"With Orc lineage also comes arrogance,and I'll be the first to admit that when you're usually bigger and hardier than every other being about you, that perspective seeps into everything you do. It's a natural assumption that you can barrel into every situation and come out with your goals in hand and heart still beating. And it's an assumption I've tried to avoid all my life, because that line of non-thinking is how Orcs always find their death... I'm just not always successful at keeping it at bay."
But after a half-second of gazing at the path, he turns back with a smirk.
"But I'll also blame that damnable plant. You don't fight many living plants on a boat. Krakens, maybe. But plants? That's just unnatural."
Henry Southgard |
Henry Southgard laughs in agreement. "Damn right. Bloodthirsty plants are the last thing you expect when you're trekking through the forest. And then you wander into Druid territory and someone asks 'Where's Sven? He was standing right there a second ago.'"
He glances over his shoulder meaningfully, and sees that Quick is still out of earshot. "You're right about overconfidence. Every Orcish war I've studied has been won by avoiding the enemy's strong points until their ignorance of logistics hamstrings them. The wars against an Orc general who understood grand strategy... those were always lost. But you know you have limitations, so you're already ahead of the curve. And the kid, he had me worried with his talk about honorable combat. His hesitation to attack the plant was very reassuring."
GM Netherfire |
1d100 ⇒ 27
1d100 ⇒ 7
2d6 ⇒ (6, 4) = 10
1d20 ⇒ 1
The four break free of the edge of the forest, and descend into an expanse of rolling foothills, all the while following the tracks of the she-drow. The progress is slow, but certain, until about an hour passes. After traversing over a mile from the Sargentich, perhaps two, Henry finds the tracks disturbed, the earth beneath freshly turned up, and for the moment he loses the trail. Looking over the surrounding area, the wild grasses and underbrush are uprooted in meandering patches.
The exposed earth is evidence of a wild boar, in search of roots and grubs for food. These stubborn omnivores are often hunted for their meat, though they are unrelenting when provoked, known to fight on despite mortal wounds.
Presently, no wild boar is seen or heard near the rooting grounds, but it is likely not far.
To track the boar, roll Survival. To keep the boar from hearing you while finding the drow tracks, roll Stealth.
Henry is able to find the tracks after about fifteen minutes of searching the area, but I’ll forestall progress in case anyone makes the Kn: Nature DC.
Quick' |
Quick shakes his head sadly. "I have learned much from watching you and Henry, but I have no real skill in these matters. I'm sorry."
"How will we ever recover the scale now?"
GM Netherfire |
Henry’s determined search yields the familiar bootprints after ten minutes. However, the four also find something else; a brutish snort precedes a wild boar that comes thrashing from underbrush not far from where the travelers search. Angry, beady eyes find the four and the beast tosses its large head and jagged tusks aggressively, its muddy hooves scraping the ground, about to charge Quick.
PCs
Quick: 1d20 + 1 ⇒ (7) + 1 = 8
Henry: 1d20 + 3 ⇒ (13) + 3 = 16
Gwath: 1d20 + 6 ⇒ (12) + 6 = 18
Gorim: 1d20 - 1 ⇒ (10) - 1 = 9
Not PCs
Wild boar: 1d20 ⇒ 11
PCs act first.
You guys are up! The wild boar is 40ft from the closest of you.