GM Netherfire |
1d20 + 1 ⇒ (9) + 1 = 10 for 1d4 - 1 ⇒ (1) - 1 = 0
1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11 for 1d4 + 1 ⇒ (3) + 1 = 4
1d20 + 1 + 2 ⇒ (2) + 1 + 2 = 5 for 1d4 + 1 ⇒ (1) + 1 = 2
1d20 + 1 ⇒ (5) + 1 = 6 for 1d4 - 1 ⇒ (2) - 1 = 1
1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 8 for 1d4 + 1 ⇒ (1) + 1 = 2
1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4 for 1d4 + 1 ⇒ (2) + 1 = 3
1d20 + 1 ⇒ (8) + 1 = 9 for 1d4 - 1 ⇒ (1) - 1 = 0
1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10 for 1d4 + 1 ⇒ (3) + 1 = 4
1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18 for 1d4 + 1 ⇒ (4) + 1 = 5
1d20 + 6 ⇒ (18) + 6 = 24 1d20 + 10 ⇒ (19) + 10 = 29 1d20 + 10 ⇒ (13) + 10 = 23
1d20 + 16 ⇒ (14) + 16 = 30
1d20 + 7 ⇒ (15) + 7 = 22
1d20 + 6 ⇒ (4) + 6 = 10
1d20 + 3 ⇒ (8) + 3 = 11
The clicking speech from up ahead still remains muffled, and soft shuffling and scrapes persist.
A muffled gasp of pain tugs at the druidess’ memory, of when Olp fell into the pit trap of his kind, impaled by the spiked floor. If her keen ears are to be believed, the sneaking kobold is not alone ...and he might be injured.
GM Netherfire |
When Mot, and those that follow him, round the corner, the light from the wild man shows the beginning of a larger room. To his right, a dim yellow haze, probably spores, hangs around a patch of brown, putrid-smelling mold that grows on the dirt floor and wall. The highlander’s glowing form illuminates another tunnel entrance also to his right, and the open space ahead remains dark.
The elf eyes of Nme’an and Beorae pierce the darkness a bit further, and see that the brown mold grows on the floors and walls along the edges of the room ahead. Clouds of spores float over mold that grows on the right side of the room. In addition to the tunnel entrance on the right, the half-elves also notice a smaller tunnel to the left. They do not yet see the far end of the open area.
The large room is still, and no vegepygmy can be seen.
Beorae Sevenstone |
“Definitely Olp,” she says as they round the corner. Drawing one of the Alchemist’s Flame bottles, Beorae readies it against attack. “After you, Mot.”
Shark Perception: 1d20 + 2 ⇒ (7) + 2 = 9 Does he get any bonus for scent?
Mot Casns |
Mots pace quickens as he whispers back to the others. "Dinnae tha wee oone say there were threee oof tha blighters oout here?" His grip tightens as the scans the area trying to find something to kill.
Perception 1d20 + 3 ⇒ (16) + 3 = 19
Stealth 1d20 + 11 ⇒ (7) + 11 = 18
GM Netherfire |
The grey tiger's nose catches the scent of vegepygmy down the nearby entrances to the left and right, but he sees no plantfolk.
To help clarify, the vegepygmy are just at the edge of his Scent radius, but their positions are obscured by corners, so he knows their general directions. He would not need to roll Survival to follow the scent.
Also, I should specify that the aura around the mold squares represents the spore clouds in DG.
GM Netherfire |
1d20 + 2 ⇒ (18) + 2 = 20 for 1d4 - 1 ⇒ (1) - 1 = 0
1d20 + 1 ⇒ (15) + 1 = 16 for 1d4 + 1 ⇒ (2) + 1 = 3
1d20 + 1 ⇒ (18) + 1 = 19 for 1d4 + 1 ⇒ (1) + 1 = 2
1d20 + 6 ⇒ (16) + 6 = 22 1d20 + 10 ⇒ (13) + 10 = 23 1d20 + 10 ⇒ (7) + 10 = 17
1d20 + 7 ⇒ (8) + 7 = 15
1d20 + 7 ⇒ (9) + 7 = 16
1d20 + 7 ⇒ (18) + 7 = 25
1d20 + 7 ⇒ (5) + 7 = 12
1d20 + 10 ⇒ (11) + 10 = 21 1d20 + 10 ⇒ (7) + 10 = 17 1d20 + 10 ⇒ (12) + 10 = 22 1d20 + 10 ⇒ (7) + 10 = 17
1d20 - 1 ⇒ (11) - 1 = 10
Themp and Mot sneak further into the room. Behind them, the clanking steps of the paladin follow to the bend in the tunnel. Somewhere in the dark up ahead, beyond the clouds of spores, the scuffle continues. And then, another quiet grunt of pain, followed by a brief, muffled sound of collapse.
The highlander's ears pick up snatches of quieted click-speech of the vegepygmy. The whispered exchange is to his right, somewhere in the tunnel choked with fungal growth. But the edge of his light does not reach far enough for him to see inside.
Utter silence spreads across the warren. Wherever the gnomish tribe might be above ground, their leader has not yet sounded the horn.
GM Netherfire |
The knight apprentice plunges into the yellowy cloud, followed closely by the grey tiger. His light reveals the end of the room to the men, but along the way, their passage kicks up more spores. When Nme’an comes to a stop, he sees a vegepygmy warrior creeping through the tunnel to his left. The little plant man clicks menacingly and starts to move in to attack.
1d20 + 2 ⇒ (1) + 2 = 3
1d20 + 1 ⇒ (17) + 1 = 18
1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 1 ⇒ (9) + 1 = 10
1d20 + 4 ⇒ (8) + 4 = 12
1d20 + 2 ⇒ (7) + 2 = 9
Avg: 11.67
1d20 + 2 ⇒ (5) + 2 = 7
1d20 + 2 ⇒ (18) + 2 = 20
1d20 + 2 ⇒ (7) + 2 = 9
1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 2 ⇒ (13) + 2 = 15
Avg: 13.6
Baddies go first!
The sighted vegepygmy charges in, and its beats and clicks carry through the warren tunnels, raising alarm. Other snaps and taps from all around voice a response.
Charging spear 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11 for 1d4 ⇒ 4
Even though the plant man got the jump on the paladin, its spear dings harmlessly against his thick armor. Two more of the plantfolk round the corner on the right. They leap for the knight, brandishing their spears.
Spear 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10 for 1d4 ⇒ 1
Spear 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17 for 1d4 ⇒ 2
But neither spearheads find an opening in the knight’s heavy plate armor.
A fourth vegepygmy appears in the tunnel entrance behind the highlander, to the left Themp and Beorae. Without hesitation, it hurls a spear at the druidess.
Spear 1d20 + 3 ⇒ (15) + 3 = 18 for 1d4 ⇒ 3
The crude weapon pierces Beorae’s side!
You guys are up! Beorae takes 3 damage. Just to be clear: moving through squares adjacent to the mold patches will trigger a 5ft burst of spore cloud. Nmen’an and Shark need to make Fortitude saves DC 15 to resist taking 2 Constitution damage by spore infestation. A new Fort save must be made every round spent in the spore cloud. If you pass through a cloud during your turn, you must also make a Fort save.
The gnome bounds forward, to the edge of the cloud of spores, stopping right in front of the Casns. “Nmeyan! Grey tiger!” he calls ahead, “Clear a path! My rooms are to your right! We need to get the alcohol before the chieftain finds us.”
He crouches, his little gnome muscles tense and ready to sprint through the nasty yellow clouds.
Nme'an |
Fort Save: 1d20 + 10 ⇒ (1) + 10 = 11 (Brilliant! Max HP down to 29, Fort save down to +9)
The sensation of a thousand little knives stabbing an internal path down his nose, throat and lungs, greats Nme'an as he passes into the dim cloud clinging to the walls. The urge to cough and gag is almost overwhelming, but instead the Knight Apprentice grips this sword crushingly tight and attacks the enemy directly in front of him..
Longsword Attack: 1d20 + 6 ⇒ (16) + 6 = 22
for DMG: 1d8 + 2 ⇒ (7) + 2 = 9
Fort Save: 1d20 + 9 ⇒ (10) + 9 = 19 (Since I'm staying within the cloud for now)
Themp Namor |
As the clicking sounds surround them, Themp notices the spear striking Beorae. A quick glance at Nme'an's direction reveals a thick cloud of spores, obscuring details of the melee ahead.
"Mot, give the knight a hand! Don't breathe too deep, though..." he shouts, drawing an arrow and aiming at the closest plant creature. G8, Point-Blank Shot
ATK: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
DMG: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Beorae Sevenstone |
Shark Fort: 1d20 + 6 ⇒ (2) + 6 = 8 Uh oh… Con to 11 (+0), Fort save is now +5, max HP is 23
The tiger grunts and wheezes as he inhales a cloud of spores. Shark sees the threat ahead, though, and takes a step forward before lunging at his target. (O10)
Claw 1: 1d20 + 4 ⇒ (16) + 4 = 20 for 1d4 + 2 ⇒ (4) + 2 = 6
Claw 2: 1d20 + 4 ⇒ (3) + 4 = 7 for 1d4 + 2 ⇒ (2) + 2 = 4
Bite: 1d20 + 4 ⇒ (12) + 4 = 16 for 1d6 + 2 ⇒ (6) + 2 = 8
Fort Save: 1d20 + 5 ⇒ (16) + 5 = 21 (for staying in the cloud)
---
Beorae can’t help but let loose a small yelp of pain when the crude spear pierces her light armor. Before she can even turn to hurl a dagger at her attacker, Themp looses his arrow. She quickly attempts to asses her injury.
Heal: 1d20 + 10 ⇒ (17) + 10 = 27
Mot Casns |
Gritting his teeth the Highland barbarian dashes forward, nimbly dodging between the armored paladin and little bundle of fury that is Shark. His lungs fill with the spore cloud as he does so.
Fort 1d20 + 6 ⇒ (9) + 6 = 15
But with his pipers powerful bellows he spews the befouled air out and back into the cave with a defiant roar! Spinning on one leg in an attempt to dodge the attack from the fungal warrior Mot prepares to bring his own blade to bear.
Acrobatics 1d20 + 8 ⇒ (7) + 8 = 15
With a stomp he lands next to foe and brings his greatsword whistling down on the strange being.
Greatsword Power ATK 1d20 + 5 ⇒ (2) + 5 = 7
DMG 2d6 + 7 ⇒ (5, 5) + 7 = 17
GM Netherfire |
Themp’s arrow pierces the midsection of the little plant man, but is scarcely notices as it charges in with bared claws. Nme’an cuts down the vegepygmy in front of him, as the highlander spins to stand in the other tunnel. His quick movements avoid attack from the fungus folk, but kicks up clouds of spores along the way. Shark tears the vegepygmy to shreds and Mot’s blade falls a moment too late, splatting into the planty pulp before the tiger. One plant man sees two of its kind fall and slinks back into the tunnel it came from.
Darkness suddenly covers half of the room before Themp can see the charging vegepygmy’s target, but the druidess manages to tend to her wounds in time to see her attacker barreling down on her.
Charging claw 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18 for 1d4 ⇒ 1
While he can see Nme’an, Shark, and Mot make quick work of the plant folk thirty feet away, the sneak thief hears two pairs of running feet somewhere in the dark. Both of them close in from opposite directions!
Spear 1d20 + 1 ⇒ (9) + 1 = 10 for 1d4 ⇒ 2
Beorae suffers a scratch from a vegepygmy, and Themp feels a speartip poke his back, which was luckily protected by his studded leather armor. The light does not reach far enough to reveal Themp’s assailant, but the Sevenstone can see that another vegepygmy emerged from another tunnel to attack her roguish friend.
You guys are up! Beorae heals to full hp but then takes 1 damage.
Gnome Fort 1d20 + 3 ⇒ (7) + 3 = 10
The gnome speeds through the cloud of spores, tumbles between Nme’an’s steel shod legs, and rounds the corner the vegepygmy retreated behind. “This... way...” he wheezes, the yellow spores coating his legs and chest.
Following after the gnome, the light reveals an immediate split in the tunnel, to the left and right. The gnome guide stands stock still just around the corner, turned to the right, wearing an uncertain expression.
Further down the tunnel, the vegepygmy stands over the fallen body of Olp. Yellow moldy patches and puncture wounds mar the kobold’s red scaly hide. Spearhead pointed down at the unconscious Olp and letting out a menacing hiss, the vegepygmy’s intent is unmistakable: it will drive the spear into Olp’s chest if the gnome and his allies take another step closer.
Readied attack 1d20 + 1 ⇒ (18) + 1 = 19 for 1d4 ⇒ 2
Mot Casns |
FORT 1d20 + 6 ⇒ (6) + 6 = 12
-2 CON, HP now 42/46
Mot sneezes mightily and his vision starts to blur from the strange fungal growths, but the warrior presses on at their ghomish companions behest. In a few short strides he's by his ally's side and glaring furiously down the tunnel. The light from his glowing body illuminating the scene before him.
The towering man spits as a dark look takes his face. In one quick movement his spear appears in hand and just as swiftly travels towards the foe full of murderous will!
Spear ATK 1d20 + 6 ⇒ (17) + 6 = 23
DMG 1d8 + 4 ⇒ (4) + 4 = 8
Nme'an |
Nme'an moves to follow the Gnome but stops short when he sees the vegepygmy standing over Olp.
Fort Save: 1d20 + 9 ⇒ (16) + 9 = 25
Nme'an's face hardens and he lifts up his hand towards the evil creature, but not to plead for his companion's life. In an instant a bolt of fire streaks down the tunnel and strikes the vegepygmy squarely in the chest.
(Nme'an uses Smite Evil)
Firebolt: 1d20 + 3 + 3 ⇒ (17) + 3 + 3 = 23 for DMG: 1d6 + 3 ⇒ (4) + 3 = 7
GM Netherfire |
The Casns spear skewers the vegepygmy, though the pointed weapon does not harm the little one as badly as the throw ought to. The stream of fire from Nme'an blackens the plant man's chest, though it seems less-burnt for all the conviction behind the holy flame.
Despite its resilience, the pierced and seared vegepygmy falls back, smoking, still, and lifeless. The gnome nods with an approving smile, pointing to the dark beyond Olp's body. "My lab is just down that way. I can see to the kobold's wounds if you two run ahead to grab the wood alcohol. They're stored in gourds. Do not drink it!"
Beorae and Shark are up :P
Beorae Sevenstone |
With her low-light vision, Beorae doesn’t immediately notice the room dim when the Casans warrior charges into the other chamber. As the two attackers encroach on their position, she calls “Shark!”. In a moment, the gray tiger appears to Themp’s right with a growl and lunges at Themp’s attacker.
Bite: 1d20 + 4 ⇒ (8) + 4 = 12 for 1d6 + 2 ⇒ (4) + 2 = 6
Meanwhile, Beorae reaches over her shoulder and draws her rarely-used scimitar. “Hang on…” In normal light, its curved design resembled a cat’s claw, a feature that she had always appreciated. In the dark, though, the weapon was nearly invisible, and she sliced the edge of the blade across her attacker’s chest with a silent but steady swing.
Scimitar ATK: 1d20 + 2 ⇒ (11) + 2 = 13 for 1d6 - 1 ⇒ (5) - 1 = 4
GM Netherfire |
Shortly after the lights dim from Mot’s chase down another tunnel, the knight follows, and brings his glowing sword with him. In mid-swing, the druidess finds herself utter darkness, and she feels the curved blade cut nothing but air. Likewise, Shark’s prey remains just beyond the edge of the low light, and his sharp teeth snap at nothing.
Low-Light Vision lets you see twice as far as humans, which means the Light spell has an effective range of 40ft for Low-Lighters. Nme’an is more than 40ft feet away from Beorae and Themp, which means they are effectively blinded for the time being (though Themp’s Total Defense AC bonus still applies).
One vegepygmy jabs its spear at the grey tiger, while the other slashes its claws at his master.
Spear 1d20 + 1 ⇒ (3) + 1 = 4 for 1d4 ⇒ 3
Claw 1 1d20 + 1 ⇒ (9) + 1 = 10 for 1d4 ⇒ 3
Claw 2 1d20 + 1 ⇒ (1) + 1 = 2 for 1d4 ⇒ 1 Haha, well ok!
The spearhead weakly taps the tiger’s thick fur, and Beorae feels little claws scratch harmlessly against her leather armor. Is Beorae using her shield right now? I wasn’t sure which AC to go with…
You guys are up! No one took any damage.
The gnome pads ahead, tearing away strips of his animal hide tunic and cleaning Olp’s wounds. He hums softly as he produces a tiny bottle of ointment from a belt pouch, and applies it to the cuts and mold infestation. Heal 1d20 + 10 ⇒ (19) + 10 = 29 (for my own recordkeeping, Olp heals 4hp)
The kobold twitches, but does not open his eyes yet. “The spores are rooted in deep,” says the gnome, “But he’s no longer on death’s door.” He resumes his humming chant while massaging the dragon flesh around the wounds.
The tunnel continues a short distance more until it opens into a small bedchamber. A gnome-sized mound of furs lay piled in one corner, and a little wooden table is flanked by little wooden chairs. Squares of wood, carved into detailed images of ferocious tigers, delicate jungle flowers, and a forested mountain range, decorate the earthen walls of the living space. Rolls of parchment lay in an organized stack on shelves above the table. A tiny clay pot with a handle grows a single, large mushroom, next to a small clay pitcher containing water.
To the left is an opening to a smaller room, the inside of which is lined with workbenches. The room itself possesses a faint, noxious odor, one that would sting the eyes and nose if it was any stronger. Wooden and clay instruments cover the working space, though it is clean and organized in its own fashion. Several clay canisters each separately labeled in gnomish lay underneath the workbench, undoubtedly storing raw materials for various concoctions. There are even a few glass vials among the laboratory equipment. In the corner lays a chest left open, containing a score of small gourds with stoppered tops. Upon closer inspection, the contents of the gourds are the source of the odd smell in this small room.
It is a move action to pick up a single gourd, and each is a negligible weight. The chest of 20 gourds weighs 7 lbs altogether. The wood alcohol will act as an acid flask when thrown at a patch of mold. Consuming wood alcohol is a standard action.
Mot Casns |
Mot sprints past the fallen Olp, following the Gnomes directions to the laboratory. Swiping his spear from where he planted it in the process. Nose sniffing the air, he easily spots the chest of weaponized beverages and moves towards it.
Okay, not sure how many actions this is. Mot wants to grab/stow his spear, then sheath his sword and then grab the entire chest of gourds. I'm thinking this will take two turns?
Beorae Sevenstone |
Beorae curses when the light dims to nothing and her sword fails to make contact. “Hang on…” She takes a step backward and casts a spell of Light into her scimitar. “Lumos!” (5-foot step and Light. Mot is no longer glowing)
As light fills the room, Shark doesn’t skip a beat and lashes at the creature in front of him.
Claw 1: 1d20 + 4 ⇒ (6) + 4 = 10 for 1d4 + 2 ⇒ (1) + 2 = 3
Claw 2: 1d20 + 4 ⇒ (8) + 4 = 12 for 1d4 + 2 ⇒ (4) + 2 = 6
Bite: 1d20 + 4 ⇒ (9) + 4 = 13 for 1d6 + 2 ⇒ (3) + 2 = 5
Themp Namor |
As soon as the room lights up with the glow of Beorae's sword, Themp notices he is flanked by two of the little creatures. In no time, he shuffles behind Shark and shoots at the farthest one. 5-foot step to I11 and shoot at G11, Point-Blank Shot
ATK: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
DMG: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
GM Netherfire |
Picking up and sheathing are two separate move actions. For the above turn, Mot can move to the spear and pick it up.
The vegepygmy dodges Shark’s teeth, and his claws fail to pierce the tough planty hide. Themp’s arrow sails wide, sticking into the dirt wall a few feet behind his target. With an arrow already sticking through it, the vegepygmy closes in on Themp, but then pivots at the last moment to rake its claws into the tiger’s hindquarters.
Claw 1 1d20 + 1 ⇒ (20) + 1 = 21 confirm 1d20 + 1 ⇒ (11) + 1 = 12 for 1d4 ⇒ 1
Claw 2 1d20 + 1 ⇒ (19) + 1 = 20 for 1d4 ⇒ 2
Shark’s spear-wielding attacker sidesteps to a flanking position and stabs again!
Spear 1d20 + 1 + 2 ⇒ (16) + 1 + 2 = 19 for 1d4 ⇒ 1
Beorae’s furry companion bleeds from the spear and claws of the fungus folk.
Suddenly, the tribal leader’s horn sounds from the jungle floor above, followed by a roar of gnomish warcries. The vegepygmy fighting the tiger click an exchange, and beats and taps sound off from darker tunnels throughout the warren. Another vegepygmy emerges from the mold-choked passage south of Beorae and Themp, and the gnome tending to Olp stiffens when he sees another plant man stalk from the darkness behind them.
You guys are up! Shark takes 4 damage.
The gnome quickly slaps Olp on the snout, startling him awake. “Hurry!” he says to the tall folk, launching into a flying kick toward the vegepygmy.
Flurry of Blows 1d20 + 3 ⇒ (6) + 3 = 9 for 1d3 + 1 ⇒ (2) + 1 = 3, 1d20 + 3 ⇒ (16) + 3 = 19 for 1d3 + 1 ⇒ (1) + 1 = 2
The kick falls short, but the gnome plants his foot and wheels the other knee around into the vegepygmy torso.
Olp blinks as he regains his bearings, though his claws grope about the earth until they close around his spear. Bloodied and weakened by the spores, the kobold pushes himself to his feet with the butt of his spear and spits defiantly.
Nme'an |
Nme'an moves forward and takes an awkward swing at the vegepygmy in front of him.
Longsword Attack: 1d20 + 6 ⇒ (3) + 6 = 9 for 1d8 + 2 ⇒ (3) + 2 = 5
GM Netherfire |
One vegepygmy defends itself against Nme’an’s blade. As Themp draws his bowstring, a nearby vegepygmy sees an opening and slashes out with claws.
AoO 1d20 + 1 ⇒ (11) + 1 = 12 for 1d4 ⇒ 1
But the archer stays of the plant man’s reach, and releases his arrow squarely into its chest. The impact causes the vegepygmy to waver a moment, but still it fights on, with two arrows sticking out of the tiny, tendriled body.
Beorae and Shark still have actions. Mot currently stands in a dark room. He was able to see the gourd chest before the room went dark, and should be able to pick up the box no problem. However, he needs to pass an Acrobatics DC 10 to move at normal speed while unable to see where he steps (about 10ft until he reaches the light coming from the tunnel). Failing the Acrobatics check causes Mot to fall prone.
Beorae Sevenstone |
Now with the room lit enough for her to see, Beorae steps forward to her left, pinching the nearest veggie between Themp and herself. “We need to get moving, guys!,” she calls. As the creature shrugs off yet another of Themp’s arrows, she brings her sword down with as much force as she can muster and can’t help but grunt with the exertion. (H11)
Scimitar: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23 confirm 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13 for 1d6 - 1 ⇒ (5) - 1 = 4 + 1d6 - 1 ⇒ (4) - 1 = 3
“Those arrows aren’t doing anything, Themp!”
Meanwhile, Shark growls and takes another lunge at his prey (J13).
Claw 1: 1d20 + 4 ⇒ (6) + 4 = 10 for 1d4 + 2 ⇒ (4) + 2 = 6
Claw 2: 1d20 + 4 ⇒ (15) + 4 = 19 for 1d4 + 2 ⇒ (4) + 2 = 6
Bite: 1d20 + 4 ⇒ (8) + 4 = 12 for 1d6 + 2 ⇒ (3) + 2 = 5
GM Netherfire |
The blade of the Sevenstone and the tiger’s claws bring low the two vegepygmy.
Spear 1d20 + 1 ⇒ (7) + 1 = 8 for 1d4 ⇒ 3
After a half-hearted jab with its spear, the plant man steps back from the gnome and the knight apprentice, using the narrow tunnels to cover its sides.
The newly emerged fungal stalker hurls a spear at the tiger, before running after it with claws raised. Spear 1d20 + 3 ⇒ (19) + 3 = 22 for 1d4 ⇒ 3
Another follows right behind, running with a spearhead leveled at the striped beast.
Spear 1d20 + 1 ⇒ (15) + 1 = 16 for 1d4 ⇒ 2
The thrown spear pierces feline hide, and then Shark bats away the second attack.
You guys are up! Shark takes 3 damage.
Flurry of Blows 1d20 + 3 ⇒ (19) + 3 = 22 for 1d3 + 1 ⇒ (2) + 1 = 3...
The gnome skips forward, around the vegepygmy spear, and drives a little fist deep into the face of fungus. The adversary falls to a heap of tendriled plant matter.
Olp impatiently stamps his spear to the ground when he hears Beorae’s call. He watches the end of the tunnel, waiting for the highlander to return with the mold-killing spirits. Olp holds action until Mot is close enough for Olp to grab a gourd.
Remember: The wood alcohol will act as an acid flask when thrown at a patch of mold. Removing one gourd from the chest is a move action. Bear in mind that killing a mold patch will not instantaneously disperse the cloud of spores around it.
Mot Casns |
Mot blinks at the sudden darkness, but doesn't let it dissuade him from his task. Stooping he flails about in the area he knows the crate to lie. Once found the Highlander spins on his heels and attempts to frog march out of the laboratory.
Acrobatics 1d20 + 8 ⇒ (10) + 8 = 18
Easily navigating the short area of darkness, Casns finds the lit tunnel and begins sprinting back to the main chamber, dodging past his compatriots as he does so.
Nme'an |
"I think it best we regroup with the others so none of us is trapped alone by these spores," Nme'an says to his nearby companions. "Mot, Olp... Gnome..., I will remain here until you all pass through the cloud and will help you up if you might fall."
"This should help you make it back," Nme'an says to the Big Man as he lays a hand on Mot's shoulder. (Cast Guidance: +1 on one attack roll, saving throw, or skill check. Last 1 minute or until used.)
Beorae Sevenstone |
“Some help in here would be great!” Beorae calls to the next room. Stepping forward, she takes a swing at the nearest veggie (H13).
Scimitar: 1d20 + 2 ⇒ (10) + 2 = 12 for 1d6 - 1 ⇒ (4) - 1 = 3
With a snarl, Shark turns on his attacker. (I13).
Claw 1: 1d20 + 4 ⇒ (3) + 4 = 7 for 1d4 + 2 ⇒ (2) + 2 = 4
Claw 2: 1d20 + 4 ⇒ (16) + 4 = 20 for 1d4 + 2 ⇒ (3) + 2 = 5
Bite: 1d20 + 4 ⇒ (2) + 4 = 6 for 1d6 + 2 ⇒ (6) + 2 = 8
GM Netherfire |
Olp takes a gourd from the box in Mot’s arm as he passes. Testing its weight, the kobold hefts it until he sorts out a way to hold it for throwing. Listening to Nme’an’s order, he nods and leans his arm back to lob the gourd and clear a path ahead of the tall folk.
GOURD ATTACK 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7 for 1d6 ⇒ 5 (heh, poor Olp)
But it is a difficult throw when Mot’s head nearly scrapes the ceiling. The Casns feels a splorch against the back of his skull, and a burst of clear liquid trickles down his hair, shoulders, and back. The fumes stab at his eyes and nose, but before his nostril hairs are completely burned away, the big man detects a faint oak aroma from the spirit. His eyes begin to water. The gnome looks up at Mot with an uncertain and slightly worried expression.
For the next 2 rounds, Mot takes a -4 to Perception checks based on sight or smell.
Shark’s second swipe clobbers the vegepygmy, and it nearly falls. Wobbling, it takes a step back with claws upheld defensively. Beorae’s blade sings through the air as her foe dodges the slice, then retaliates.
Spear 1d20 + 1 ⇒ (3) + 1 = 4 for 1d4 ⇒ 2
But the druidess sees the incoming attack and parries it with ease.
Another vegepygmy tumbles out from the moldy tunnel, striding around the one backing away from Shark and taking its place. With a spear it stabs at the big grey cat.
Spear 1d20 + 1 ⇒ (16) + 1 = 17 for 1d4 ⇒ 4
Shark snarls and dodges the jab.
Yet one more vegepygmy leaves the fungus-coated tunnel. As it takes in the sight of the sneak thief, the beastmaster, and her beast, the posture of the wounded vegepygmy changes from defensive to cowering before the one that approaches. Still no larger than a child, this newcomer is more thickly draped in fungal tendrils from its head and shoulders, and its limbs bulge with chords of vines. The bigger vegepygmy carries no spear, but its long claws are as black as briar thorns, and more disturbingly, it clicks and snaps from an oversized maw lined with needlepoint teeth.
Presently, it regards the cowering vegepygmy with a sort of indifference before a sudden slash of its claws reduces the wounded one to shreds. The sharp movements of the bigger plant man send small puffs of yellow spores adrift from its form. The vegepygmy chieftain hisses menacingly at the man, half-elf, and tiger.
You guys are up! No one took any damage.
The gnome reaches up and takes a gourd, and beats his little feet along the ground toward Beorae and Themp, yellow spores dancing in his wake.
Fortitude 1d20 + 3 ⇒ (20) + 3 = 23 haHA!
Muttering an apology to the big man, the kobold waits to follow the lead of the tall folk. He does not take another gourd. Olp again holds action until Mot acts.
The chest of alcohol now holds 18 gourds.
GM Netherfire |
He won't know this until its happening, but getting doused in alcohol grants a +2 alchemical bonus to the Fortitude save to resist infestation.
Beorae Sevenstone |
Beorae takes a step backwards and quickly orders, “Cover me, Themp!” The druidess then starts her now-familiar chant and gentle, practiced hand movements with her free hand. (Casting Summon Nature’s Ally)
Shark once again attacks the veggie in front of him. (I13)
Claw 1: 1d20 + 4 ⇒ (12) + 4 = 16 for 1d4 + 2 ⇒ (3) + 2 = 5
Claw 2: 1d20 + 4 ⇒ (7) + 4 = 11 for 1d4 + 2 ⇒ (4) + 2 = 6
Bite: 1d20 + 4 ⇒ (6) + 4 = 10 for 1d6 + 2 ⇒ (6) + 2 = 8
Mot Casns |
Mot stops short of the spore clouds just in time for the flask to hit him upside the head. Turning ready to lash out, Mot instead sees the sheepish look on the Kobolds face. Bursting into a huge grin he shouts, "Och, naow eets ae prooper pahrty!" That is until he hears Beoraes call for assistance. Grimacing against the strange, spore-y onslaught the Highlander takes a deep breath and plunges forward, racing towards Themp in the middle of the hall.
Fort 1d20 + 6 + 2 + 1 ⇒ (14) + 6 + 2 + 1 = 23
Reaching the sneaky-ones side he drops his spear and sticks a meaty hand into the crate for one of the flasks.
Two move actions.
Nme'an |
"I'll be right behind you," Nme'an says, his hand looking almost comically large as he gripps the Kobold's shoulder reassuringly.
(Nme'an casts Guidance on Olp)
GM Netherfire |
One vegepygmy staggers under a savage claw from Shark, and the other suffers a slice from Themp's dagger. However, both remain standing.
Olp turns a grim face to the spore clouds and limps his way through them.
Fortitude 1d20 + 3 - 3 + 1 ⇒ (17) + 3 - 3 + 1 = 18
The blood of dragons shows its resilience as the kobold passes through without further injury.
Nme’an still has a move action left if he wants to use it.
GM Netherfire |
Shark’s foe falters, about to run away with a series of beats and clicks from the chieftain turns the wounded vegepygmy back to the grey tiger. It desperately stabs at the mighty cat.
Spear 1d20 + 1 ⇒ (11) + 1 = 12 for 1d4 ⇒ 4
The one cut by Themp’s blade retaliates in kind.
Spear 1d20 + 1 ⇒ (12) + 1 = 13 for 1d4 ⇒ 4
Both spears fail to pierce the studded leather and thick tiger hide.
With a burst of speed, the bigger plant man darts to one side of the room, tucking into a somersault to catch Themp and Beorae unawares.
Acrobatics 1d20 + 10 ⇒ (6) + 10 = 16
He springs up at the druidess’ side! But Themp’s quick eye and quicker hand see an opening in the chieftain’s roll. Themp gets to take an AoO on the chieftain. Not wasting momentum, the spinning tendriled chief lashes out wildly at one of the three in reach.
1d3 ⇒ 2 Claw 1d20 + 5 ⇒ (6) + 5 = 11 for 1d4 + 2 ⇒ (2) + 2 = 4
Thankfully, Olp was ready, and he deflects the sharp claws with the shaft of his spear. The sudden movements of the chieftain cause a small amount of spores to shake free of its body.
This turn’s stellar rolls are brought to you by the letters B and S. I don’t think Beorae’s full-round casting provokes an AoO mid-cast. You guys are up! No one took any damage.
Fortitude 1d20 + 3 ⇒ (9) + 3 = 12
The gnome stops once he exits the dusty yellow cloud, though some of the spores appear to have taken root. He hurls the gourd of alcohol at one of the walls.
Gourd attack 1d20 + 4 ⇒ (9) + 4 = 13
The container explodes against the mound of brown-yellow mold, which begins dissolving immediately. However, the spore clouds remain floating over the area.
Said spore clouds will disperse in 1d3 ⇒ 1 rounds. The squares of russet mold marked as "alc'd" are technically dead and gone, but I couldn't keep their spore auras up when they are incapacitated. If you move into the spores of those respective mold squares, you must still make a Fort save until the spores fully disperse at the beginning of your next turn.
Themp Namor |
AoO:
Catching the chieftain's dash, Themp lashes out while it is still mid-run...
ATK: 1d20 + 8 ⇒ (3) + 8 = 11
DMG: 1d4 + 1 ⇒ (4) + 1 = 5
...fails to hit it.
Fast little bastard!
Worried about Beorae, Themp turns his back the smaller plant-folk and lashes out again at the chieftain.
ATK: 1d20 + 8 ⇒ (15) + 8 = 23
DMG: 1d4 + 1 ⇒ (4) + 1 = 5
Nme'an |
With the rest of his companions safely on ahead, Nme'an takes a deep breath and plunges into the spore filled passage.
Fort Save: 1d20 + 9 ⇒ (17) + 9 = 26
He catches sight of the battle up ahead and shouts out a warning to Themp.
(Nme'an cast Inspiring Word on Themp from 30 feet away. Themp gets +2 to his next attack or Fort save (or ability, but what's he gonna do, use disguise?) 3 uses left.)