| GM MattMorris |
The usually stern elf laughs. "I"m sorry Mr. Good Good, but I usually dine more rustically than you are used to." She does help you prepare a fire for even cooking and breaks out some camping supplies that enable you to rest in relative comfort.
If anyone is thinking of training with her, this is also a time when she would talk about some of her wilderness tricks.
| GM MattMorris |
It lets you access her skill feat, and you could also retrain one of your feats to the two feats she can teach. (Though one is a ranger class feat, so only Robyn could take it--and I don't think it's the best for a ranged build.) You certainly don't have to, but this would be the time, if anyone wants to.
Even if you don't retrain into it, you still have access to the feats, so you could take them later.
| Vetch |
Sorry, Uhtred, only had 2 heals prepped.
Vetch shares the nature lore he knows with Noana, and hopes to learn something in return. not taking the skill feat yet, but considering it for the future
"Have you seen other horrible mutations like those wolves? Also, Hallod consumed that potion and seemed to change, and we brought back that other vial of foul liquid. Some alchemical treachery is at work here, which means an intelligent creature is at work, not some force of decay or old god."
| GM MattMorris |
Noala asks to examine the liquid you collected again, with that new information in mind.
"I thought there was something familiar about these chemicals. I had seen an alchemist using something similar...long ago. The chemicals are mutagenic in nature, causing those who drink it to change, often at a terrible price."
Uhtred son of Uhtred
|
could we get a sense of what time it was when we stopped with Noala for the night? my first attempt at treat wounds after waiting an hour didn't work, so I'm trying to figure out if I can get another attempt or two in before bed. I'm still pretty low on Hp. Thanks!
| GM MattMorris |
The time is indeterminate, so you can take a few hours to heal and hang out around the fire.
Uhtred son of Uhtred
|
coolio
healz: 1d20 + 8 ⇒ (1) + 8 = 9
christ
healz?: 1d20 + 8 ⇒ (3) + 8 = 11
jesus f'ing christ
I keep Vetch up one extra hour
garbagemostlikely: 1d20 + 8 ⇒ (10) + 8 = 18
healing: 2d8 ⇒ (7, 1) = 8
"Well, maybe we can try a little bit in the morning as well"
I believe I'm at -19 now
| Guldun Deepforge |
[ooc] Sounds good. I also took the battle medicine feat this level, so I can help supplement magic heals during encounters [/occ]
Guldun with get comfortable by the fire with Telly at her side and exchange hunting stories with Noala
| GM MattMorris |
You'll also regain 6 from resting, Alex.
In the morning you pack up camp and Noala leads you deeper into the woods north of town.
You travel for the entire day, and Noala tells you as you go, "I became aware of this blight only after it began to spread, and I have never had the opportunity to explore this area, due to the dangerous wildlife."
About an hour before sundown, the familiar signs of the blight start to show themselves. The forest is much like the area around the wolf den, with rotting trees and dying plants. Noala says, "I will leave you here to set my snares. Here, take these."
She hands you 2 lesser healing potions and 2 barkskin potions.
Want to do anything before you venture in?
Uhtred son of Uhtred
|
so in the morning Uhtred would be -13. It sounds as though there would be a many chances during the day to stop for ten minutes to treat wounds. Matt - do you want me to make a certain number of rolls or just assume I am healed up?
| GM MattMorris |
This blight is much stranger than the blight you visited before. Here, the corruption manifests in distinct bands. The outer band is much like the area around the wolf den, with rotting trees and dying plants. Deeper in, all the plants have died; they are limp and rotten, and the air stinks with sweet decay. There are no birds or insects here, only the remains of creatures desperate enough to eat the poisonous plants. It takes just over 20 minutes to pass through each of these two bands.
Finally, you enter the third area, where smaller trees and plants seem to have returned to twisted life. Their leaves drip with an oily sap, their branches are gnarled yet strangely pliable, and their bark looks like scales. Many of these plants are covered in odd pustules that emit a faintly glowing light, and biting gnats swarm around them. Swatting these gnats causes them to burst into tiny flames that do no damage but emit a terrible smell.
Deeper into this massive blight, the plants take on unnatural shades, and their branches seem to shudder and quake at the sensation of something passing. Up ahead is a wall of thick brambles with some sort of thorny iris in the center.
When you examine the iris, you notice that this doorway, made up of thorny branches winding clockwise in a broad circle, does not have a handle or keyhole.
BGG: 1d20 + 5 ⇒ (15) + 5 = 20
Guldun: 1d20 + 9 ⇒ (13) + 9 = 22
Uhtred: 1d20 + 8 ⇒ (2) + 8 = 10
Vetch: 1d20 + 8 ⇒ (13) + 8 = 21
Guldun: 1d20 + 6 ⇒ (8) + 6 = 14
Uhtred: 1d20 + 5 ⇒ (6) + 5 = 11
Vetch: 1d20 + 7 ⇒ (14) + 7 = 21
Vetch, you realize that a lone branch spirals counter-clockwise.
Uhtred son of Uhtred
|
I wouldn't mind a barkskin potion. But if someone else wants the cure in case we get jumped from behind or something, that makes sense to me.
With axe at the ready, Uhtred looks to his companions to see if they would like him to open the doorway or at least be first in if someone has a magical way of manipulating the thorny handle
| Vetch |
"Uhtred, if you could maybe wiggle that one odd branch there and see if we can get it opened."
Uhtred son of Uhtred
|
Uhtred attempts to get the door open with his axe.
I'm not sure if a roll is needed or what skill you would want me to use, but I'll do a d20 in case you want it, and you can add what you like
GetTheDoorOpen: 1d20 ⇒ 19
He also takes a close look to see how intense the thorns are
perception: 1d20 + 8 ⇒ (17) + 8 = 25
| Vetch |
When he sees him taking out his axe: "No no! Just try to see if that one odd branch will move."
| Guldun Deepforge |
"Hold on there. Lets not be to hasty"
Guldun will put a hand on Uhtred's axe and take a closer look at the mechanism to make sure it is safe
Perception: 1d20 + 9 ⇒ (2) + 9 = 11
"Never mind, have at it, big guy"
| GM MattMorris |
One way or another, Uhtred opens the thorn iris.
On the other side of the wall of brambles is a yard dominated by three large, wooden cages and a pool of bubbling sludge. A wretched-looking horse stands in one of the cages, while another cage is filled with a swarm of gigantic rats covered in white blisters. The third pen looks empty, but it appears to be built around a small cave located in the hillside. There is another cave entrance on the north side, near one of the pens.
Two orcs are in the area as well--one dumping a bucket of sludge, and one evidently feeding the horse. It looks like you've caught them a bit unawares. (As you found the opening branch.)
BGG: 1d20 + 5 ⇒ (18) + 5 = 23
Guldun: 1d20 + 9 ⇒ (15) + 9 = 24
Uhtred: 1d20 + 8 ⇒ (9) + 8 = 17
Vetch: 1d20 + 8 ⇒ (10) + 8 = 18
Red: 1d20 + 5 ⇒ (20) + 5 = 25
Blue: 1d20 + 5 ⇒ (16) + 5 = 21
Blue: 1d20 + 6 ⇒ (12) + 6 = 18
With a shocked look on its face, the orc by the pool flings the bucket it is holding at Uhtred, then draws its knife. It shouts, "Prepare to die, intruders!" (Demoralize)
bucket: 1d20 + 4 ⇒ (20) + 4 = 24 for acid: 1d6 ⇒ 1
Intimidate: 1d20 + 2 ⇒ (6) + 2 = 8
The bucket tumbles through the eye and scores a direct hit on Uhtred, drenching him with acid, though the barbarian is unfazed by the creature's threats.
(Worse things I could crit on, I guess.)
~+~Combat Round 1~+~
Red
Guldun
BGG
Blue
Black
Vetch
Uhtred (-2, 1 persistent acid)
| GM MattMorris |
The orc in the back of the cave opens unlatches and opens the gate to the pen, then draws his knife. The horse inside surges out into the larger space, aggressively stamping its feet. Now that you can see it more clearly, you notice that its flesh has a stony appearance,
and its hooves appear to be made of metal.
~+~Combat Round 1~+~
Red
Guldun
BGG
Blue
Black
Vetch
Uhtred (-2, 1 persistent acid)
| Vetch |
Vetch moves up behind the group to get a better look, and then launches an electric arc at the nearer orc and stony horse.
electric arc dmg: 1d4 + 4 ⇒ (2) + 4 = 6
Basic reflex save vs. DC 18
Uhtred son of Uhtred
|
Uhtred goes into a rage, moves in, and swings at the horse.
attack: 1d20 + 8 ⇒ (15) + 8 = 23 for damage: 1d12 + 10 ⇒ (8) + 10 = 18
| GM MattMorris |
Reflex (horse): 1d20 + 5 ⇒ (13) + 5 = 18
Reflex (orc): 1d20 + 4 ⇒ (18) + 4 = 22
Vetch's spell sizzles over the foes, while Uhtred takes a bug chunk out of the horse's stony flesh.
With the horse in his way, the orc circles the bubbling, acidic pool.
~+~Combat Round 2~+~
Red (-3)
Guldun
BGG
Blue
Black (-21)
Vetch
Uhtred (-2, 1 persistent acid)
| GM MattMorris |
Guldun will order Telly to flank and attack, then move in and fire at her target.
Telly: 1d20 + 7 ⇒ (3) + 7 = 10 for piercing: 2d8 + 2 ⇒ (8, 7) + 2 = 17
crossbow: 1d20 + 8 ⇒ (7) + 8 = 15 for piercing: 2d8 ⇒ (5, 4) = 9
Her crossbow strikes true.
The blue orc moves up, draws a javelin, and throws it at BGG.
javelin: 1d20 + 4 ⇒ (3) + 4 = 7 for piercing: 1d6 + 3 ⇒ (6) + 3 = 9
Meanwhile, the stone horse attacks the barbarian standing in front off it.
hoof: 1d20 + 10 ⇒ (7) + 10 = 17 for bludgeoning: 1d8 + 4 ⇒ (4) + 4 = 8
hoof: 1d20 + 10 - 5 ⇒ (8) + 10 - 5 = 13 for bludgeoning: 1d8 + 4 ⇒ (3) + 4 = 7
hoof: 1d20 + 10 - 10 ⇒ (14) + 10 - 10 = 14 for bludgeoning: 1d8 + 4 ⇒ (1) + 4 = 5
The heroes' luck holds out!
~+~Combat Round 2~+~
Red (-12)
Guldun
BGG
Blue
Black (-21)
Vetch
Uhtred (-2, 1 persistent acid)
Uhtred son of Uhtred
|
Uhtred's AC is 17 while raging thanks to his clumsy 1 from his large axe, so it looks like that first hoof would have hit him, but he also would have had 5 temp Hp, so that would take him down to -5
Uhtred continues swinging at what is in front of him
Attack1: 1d20 + 8 ⇒ (12) + 8 = 20 for damage: 1d12 + 10 ⇒ (11) + 10 = 21
if that drops the horse, he would double move up to blue
Attack2: 1d20 + 3 ⇒ (17) + 3 = 20 for damage: 1d12 + 10 ⇒ (9) + 10 = 19
if that drops the horse, he'll move 20 ft. towards blue, and if it doens't, he will scream in a fit of the ragiest rage and swing again
attack3: 1d20 - 2 ⇒ (20) - 2 = 18 Holy Crap! for damage: 2d12 + 20 ⇒ (3, 9) + 20 = 32
| Vetch |
Love the feeling of the nat 20 on the third attack!
Vetch moves into the compound and casts ray of frost at red.
Spell Attack: 1d20 + 6 ⇒ (20) + 6 = 26
1d4 + 4 ⇒ (1) + 4 = 5 cold damage and a CRIT so: The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
| GM MattMorris |
The red orc tries to extricate himself from what now seems a very dangerous situation, but the chilling effect of Vetch's magic slows him. (Triple Move)
~+~Combat Round 3~+~
Red (-12)
Guldun
BGG
Blue (-10, -10 speed 1/1)
Black
Vetch
Uhtred (-2, 1 persistent acid)
| GM MattMorris |
looks like dmg and speed applied to wrong orc in tracker
Oh, my bad! The red orc is at -22. Blue is at full.
The red orc looks dead on his feet--you can't understand how he's still alive!| GM MattMorris |
BGG hits the orc, but somehow it stays on its feet. What a fighter!
Guldun orders Telly to attack. The wolf circles around and tries for a bite.
bite: 1d20 + 7 ⇒ (16) + 7 = 23 for piercing: 2d8 + 2 ⇒ (2, 7) + 2 = 11
It's finally enough to bring the creature down!
Guldun Hunts Prey on Blue and reloads her crossbow.
Knowing his number is up, the blue orc retreats, fleeing to a tunnel in the eastern wall.
~+~Combat Round 3~+~
Red
Guldun
BGG
Blue
Black
Vetch
Uhtred (-2, 1 persistent acid)
| Vetch |
Vetch pursues and tries another ray of frost, this time at the retreating orc.
I think he has a shot into the cave from where he is . . .
Spell Attack: 1d20 + 6 ⇒ (1) + 6 = 7
1d4 + 4 ⇒ (4) + 4 = 8 cold damage
never mind . . .
Uhtred son of Uhtred
|
Uhtred attempts to brush/slap the acid off of him I believe I read that this is two actions and then starts moving towards the tunnel.
| GM MattMorris |
Uhtred, you can do that as one action and move twice. Reduces the DC to 10. Also, I forgot to fix your HP.
Acid Flat Check: 1d20 ⇒ 19
Yellow: 1d20 + 6 ⇒ (3) + 6 = 9
Pink: 1d20 + 6 ⇒ (8) + 6 = 14
~+~Combat Round 3~+~
Guldun
BGG
Blue
Vetch
Uhtred (-6)
Pink
Yellow
Uhtred son of Uhtred
|
sometimes the maps and the icons seem to get skewed, so I'm not sure if that happened, of you moved me up, Matt. But I had already moved myself the 20 feet. So I attempted to move myself back to the mouth of the cavish are.
| GM MattMorris |
sometimes the maps and the icons seem to get skewed, so I'm not sure if that happened, of you moved me up, Matt. But I had already moved myself the 20 feet. So I attempted to move myself back to the mouth of the cavish are.
I moved you up, since you only needed 1 action to deal with the acid.
| Guldun Deepforge |
sorry, I did have free time, and then they started up online classes, and I got put on as essential personnel in lab
Guldun will move up 2 times and direct Telly to back up her companions
Telly also moves up 2 times
curse these dwarfy legs
| GM MattMorris |
Online classes are the pits. Glad to have you when you have time, and don't worry about us if you are busy!
The blue orc draws and throws a javelin at Uhtred, then retreats farther into the cave.
javelin: 1d20 + 4 ⇒ (18) + 4 = 22 for piercing: 1d6 + 3 ⇒ (2) + 3 = 5
~+~Combat Round 3~+~
Guldun
BGG
Blue
Vetch
Uhtred (-11)
Pink
Yellow