GM MattMorris |
Yeah, I'm not sure how I feel about crit fails on stabilization checks. I'm thinking of just treating them as failures.
Uhtred son of Uhtred |
Uhtred asks Vetch to tend to his wounds as well.
Nature: 1d20 + 8 ⇒ (10) + 8 = 18. healing: 2d8 ⇒ (4, 2) = 6
and is now at 35 out of 40 health
Vetch |
Vetch makes the rounds.
treat medicine using nature on BGG: 1d20 + 8 ⇒ (6) + 8 = 14
healing if success: 2d8 ⇒ (2, 7) = 9
treat medicine using nature on Telly: 1d20 + 8 ⇒ (9) + 8 = 17
healing if success: 2d8 ⇒ (7, 3) = 10
Having failed to treat Uncle Good Good with herbs, Vetch uses his last Heal spell on him. 2 action version
1d8 + 8 ⇒ (3) + 8 = 11
Bennington Good Good |
missed that stupid roll by 1! Up to you. I certainly don't want to lose BGG.
me neither. F got me a hero forge gift cert for xmas and i bought a bgg. would hate for him to die before i even get it painted!
GM MattMorris |
You guys could also just camp rough here. There doesn't seem to be much time pressure. You're about 3 hours from town.
Vetch |
"If we wait a bit, I might be able to try some other herbs on those punctures."
since treat wounds can be one every hour, we need not go to sleep, we could bide our time and try to heal up again in an hour."
Vetch |
Vetch tries again with a different poultice wrap.
Nature for Medicine Uhtred: 1d20 + 8 ⇒ (14) + 8 = 22
healing: 2d8 ⇒ (1, 3) = 4
Nature for Medicine BGG: 1d20 + 8 ⇒ (14) + 8 = 22
healing: 2d8 ⇒ (5, 4) = 9
Nature for Medicine Telly?: 1d20 + 8 ⇒ (3) + 8 = 11
healing: 2d8 ⇒ (3, 3) = 6
GM MattMorris |
The narrow tunnel is slick with foul-smelling mud. It leads down into a cramped den lit by a shimmering pool of oily water. The chamber stinks of wet fur and sickness. Next to the pool, between the gnarled and dying tree roots, is the rotting carcass of what must have once been a truly gigantic wolf. Nosing around it is a pair of hairless mutant wolves, their bodies deformed by large pustules and tumors. Although they have no eyes, they clearly detect your presence, for they turn their heads at you
and snarl.
Tim, I assume you would be Avoiding Notice as much as possible.
BGG (Stealth): 1d20 + 7 ⇒ (12) + 7 = 19
Guldun: 1d20 + 9 ⇒ (6) + 9 = 15
Uhtred: 1d20 + 8 ⇒ (5) + 8 = 13
Vetch: 1d20 + 8 ⇒ (13) + 8 = 21
Red: 1d20 + 4 ⇒ (4) + 4 = 8
Yellow: 1d20 + 4 ⇒ (20) + 4 = 24
The yellow wolf moves up to attack Uhtred, critically wounding him.
jaws: 1d20 + 11 ⇒ (20) + 11 = 31 for piercing: 1d8 + 4 ⇒ (1) + 4 = 5 and acid: 1d6 ⇒ 2
It then tears at the wound.
slashing: 1d6 + 4 ⇒ (6) + 4 = 10 and 1 persistent acid.
Sorry Alex!
~+~Combat Round 1~+~
Yellow
Vetch
BGG
Guldun
Uhtred (-24, 1 p. acid)
Red
Uhtred son of Uhtred |
Uhtred lets out a guttural laugh that somehow seems to have a bit of snarl to it as well he goes into Rage and has 5 temp Hp
and swings at yellow
attack1: 1d20 + 8 ⇒ (8) + 8 = 16 for potentially damage1: 1d12 + 10 ⇒ (8) + 10 = 18
and swings again
attack2: 1d20 + 3 ⇒ (12) + 3 = 15 for potentially damage2: 1d12 + 10 ⇒ (9) + 10 = 19
Guldun Deepforge |
Just caught up on everything. Poor Telly keeps getting it handed to her :(
"Not more of these blasted things!
Guldun moves from behind Utred to get a clear shot and studies the red wolf. She then fires her cross bow. (She does not order any actions from Telly this round)
Precise/Crossbow ace Light Crossbow: 1d20 + 8 ⇒ (5) + 8 = 13 for Piercing: 1d10 + 2 ⇒ (4) + 2 = 6 and precision: 1d8 ⇒ 1
Vetch |
can we assume we also spent the 10 mins to Refocus? I've got 2 Focus in my pool, so I still have 1 to use anyway, but for rest of combat would be good to know.
Vetch launches a tempest surge at the wolf who ravaged Uhtred.
electricity dmg: 1d12 ⇒ 12 vs. basic DC 18 Reflex save.
costs 1 focus point
Vetch then tries to make sense of the mutations he's seeing.
Nature: 1d20 + 8 ⇒ (7) + 8 = 15
GM MattMorris |
Oh yeah, you definitely had time to refocus.
Yellow Basic Reflex: 1d20 + 11 ⇒ (3) + 11 = 14
The wolf is not quick enough to evade Vetch's storm. The creature is like nothing Vetch has ever seen before.
You folks got hosed on the to-hit rolls. No hits yet!
~+~Combat Round 1~+~
Yellow (-12, clumsy 2, 1 p. electric)
Vetch
BGG
Guldun
Uhtred (-24, 1 p. acid)
Red
Uhtred son of Uhtred |
I don't know how bleed works in 2e - i saw a flat check from someone for it a bit back. is that something I should be doing each round? does it count as an action? if it's not an action, and I should have done it last round, here it is
BleedFlatCheck: 1d20 ⇒ 6
Uhtred son of Uhtred |
I think Red is up. Gulden and I went already as we were kind of chunked for initiative. At least that's how I'm figuring it atm.
GM MattMorris |
Yes, sorry. My turn!
Red will move forward to attack Guldun. It's jaws slaver with acid!
jaws: 1d20 + 11 ⇒ (1) + 11 = 12 for piercing: 1d8 + 4 ⇒ (6) + 4 = 10 and acid: 1d6 ⇒ 6
It misses, then attacks again.
jaws: 1d20 + 11 - 5 ⇒ (2) + 11 - 5 = 8 for piercing: 1d8 + 4 ⇒ (8) + 4 = 12 and acid: 1d6 ⇒ 4
The clumsy yellow wolf attacks to further wound Uhtred.
jaws: 1d20 + 11 ⇒ (1) + 11 = 12 for piercing: 1d8 + 4 ⇒ (7) + 4 = 11 and acid: 1d6 ⇒ 5
jaws: 1d20 + 11 - 5 ⇒ (14) + 11 - 5 = 20 for piercing: 1d8 + 4 ⇒ (5) + 4 = 9 and acid: 1d6 ⇒ 4
jaws: 1d20 + 11 - 10 ⇒ (3) + 11 - 10 = 4 for piercing: 1d8 + 4 ⇒ (8) + 4 = 12 and acid: 1d6 ⇒ 4
It then takes an electric damage.
Persistent Flat Check DC 15: 1d20 ⇒ 2
Alex, I worked your temp HP in this time.
~+~Combat Round 2~+~
Yellow (-13, clumsy 2, 1 p. electric)
Vetch
BGG
Guldun
Uhtred (-32, 1 p. acid)
Red
Bennington Good Good |
BGG will try to finish Yellow
Feint
1d20 + 10 ⇒ (7) + 10 = 17
Attack 1
1d20 + 7 ⇒ (3) + 7 = 10
1d4 ⇒ 1
If flat footed: 1d6 ⇒ 6
Attack 2
1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20
1d4 ⇒ 1
Vetch |
Vetch launches an arc of electricity at the yellow wolf and it leaps to the red wolf as well.
electric arc dmg: 1d4 + 4 ⇒ (2) + 4 = 6
Basic reflex save vs. DC 18
GM MattMorris |
Reflex (red): 1d20 + 11 ⇒ (8) + 11 = 19
Reflex (yellow): 1d20 + 11 - 2 ⇒ (14) + 11 - 2 = 23
Tim, BGG is a scoundrel, right? He should be flat-footed to all of your attacks. Second one is a hit.
BGG slices into the yellow wolf after catching it off-guard, and Vetch's lightning sizzles against the wolves, who aren't quite able to get out of the way.
~+~Combat Round 2~+~
Yellow (-23, clumsy 2, 1 p. electric)
Vetch
BGG
Guldun
Uhtred (-32, 1 p. acid)
Red (-3)
Uhtred son of Uhtred |
Uhtred, unwilling or unable to take his focus off of yellow attacks
Attack1: 1d20 + 8 ⇒ (13) + 8 = 21 for damage1: 1d12 + 10 ⇒ (12) + 10 = 22
if it's still up, he will attempt to attack again
Attack2: 1d20 + 3 ⇒ (2) + 3 = 5
and again
Attack3: 1d20 - 2 ⇒ (15) - 2 = 13
If Yellow dropped, then he would move to flank red and miss with one of the attacks above.
GM MattMorris |
It's down! I'll move you into flank.
~+~Combat Round 2~+~
Yellow
Vetch
BGG
Guldun
Uhtred (-32, 1 p. acid)
Red (-3)
Guldun Deepforge |
Guldun, feeling cocky, will reload and shoot a bolt at red, provoking
She will then call Telly to help finish him off
Bolt Ace/Precise Light Crossbow: 1d20 + 8 ⇒ (20) + 8 = 28 for
Piercing: 1d10 + 2 ⇒ (9) + 2 = 11 and precision: 1d8 ⇒ 8
Telly will run up and bite at the wolf
Precise Jaws: 1d20 + 7 ⇒ (12) + 7 = 19 for Slashing: 1d8 + 2 ⇒ (5) + 2 = 7 and Precision: 1d8 ⇒ 4
GM MattMorris |
Yes, everything gets doubled, I believe, except the "deadly d8" type abilities.
The ranger's mighty assault finishes off the twisted creature.
Once the wolves are dealt with, you can freely investigate the glowing, oily pool in the center of the den. It is not particularly deep and is fed by a natural spring that wells up from deep below the ground.
Critical success?
The water gives off an acrid smell, and anyone who touches it notices it has an odd, oily texture. Although it is not dangerous to touch once or twice, the water leaves the skin feeling prickly, and prolonged exposure quickly provokes a mild rash.
Uhtred son of Uhtred |
Uhtred wanders over to Vetch and gets out his first aid kit.
Vetch's Nature: 1d20 + 8 ⇒ (15) + 8 = 23 and get some healing healing: 2d8 ⇒ (3, 2) = 5
now -27. do I need a heal check to deal with the bleed? I also try to rub the acid off of me
GM MattMorris |
That's fine. I'm sure you roll around on the ground until it stops burning or something :)
Vetch |
Vetch investigates the pool after healing Uthred.
Nature: 1d20 + 8 ⇒ (17) + 8 = 25
"Definitely tainted by something unnatural. Perhaps Noana can make more sense of it."
Uhtred son of Uhtred |
That's fine. I'm sure you roll around on the ground until it stops burning or something :)
yes, but in a very restrained, serious way.
GM MattMorris |
Having thoroughly examined the cavity, and taking a sample for Noana, you squeeze out through the muddy tunnel.
You find Noala on the far side of the clearing burning a pair of mangy wolf bodies—stragglers that she caught trying to sneak out of the den after you went in.
"So, what did you find?"
Uhtred son of Uhtred |
"There's some sort of tainted water down there. We can't make heads or tails of it, though. It's all clear now if you want to head back in with us and take a look."
GM MattMorris |
The elf examines the sample of water you brought out of the cave. "The pollution is certainly alchemical in nature, though it isn't clear to me at all where it might have come from. I knows of no caves nearby that contain access to any significant source of water."
The elf's brow is deeply furrowed as she considers the development. "Without an obvious lead, I suggest they travel to the oldest, largest blight in these woods. You are obviously very capable, and I believe that you can handle anything these blights might throw at us. With any luck, we'll be able to discover the source of the corruption there. This will require a one-day journey through unforgiving wilderness, so I suggest we rest here tonight. What do you say?"
Uhtred son of Uhtred |
"Resting sounds good to me. Any chance you have some more heals available, Vetch?"
I'll also wait another hour for a treat wounds from Vetch as well - assuming there's time for that. Or maybe 2?
Treatwounds: 1d20 + 8 ⇒ (1) + 8 = 9
Er, you could be better at that Vetch ;-)