Uhtred son of Uhtred
|
Uhtred sets his sights on Blue, closing on him and attacking twice.
attack1: 1d20 + 7 ⇒ (2) + 7 = 9
attack2: 1d20 + 2 ⇒ (18) + 2 = 20 for damage: 1d12 + 10 ⇒ (9) + 10 = 19
| GM MattMorris |
The bright light from outside is replaced by flickering torchlight in a narrow passageway cut deeply into the hillside. Suddenly, the passage opens into a broad natural cavern containing a series of large tables on the far side of the room. A series of alchemical experiments, most bubbling and frothing as they cook, are arranged atop the work spaces.
Two orcs with long aprons are working at the benches, and seem startled by the sudden intrusion of battle.
Uhtred batters the blue orc. It's amazing that it's still standing.
The alchemists draw and lob bombs at Vetch, unwilling to catch their companion in the slash zone. The pink alchemist moves over to one of the tables covered in alchemical experiments and the yellow alchemist grabs a flask at random from the table in front of him.
bottled lightning: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16 for electricity: 1d6 + 1 ⇒ (5) + 1 = 6
bottled lightning: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16 for electricity: 1d6 + 1 ⇒ (1) + 1 = 2
Both vials crash against Vetch's shield, so he's only mildly shocked by their splash damage.
Random Experiment
2d20 ⇒ (19, 15) = 34lesser frost vial
~+~Combat Round 4~+~
Guldun
--Telly
BGG
Blue (-19)
Vetch (-2)
Uhtred (-11)
Pink
Yellow
| Guldun Deepforge |
Guldun continues trying to catch up with her companions
Gasping for breath, she will order Telly to assist Uhtred
Telly moves into flank with Uhtred, careful to go around wide, so as not to provoke attacks of opportunity
| GM MattMorris |
Already reeling from Uhtred's hit, the orc is unable to recover from Good Good's bite, and falls.
~+~Combat Round 4~+~
Guldun
--Telly
BGG
Blue
Vetch (-2)
Uhtred (-11)
Pink
Yellow
| Vetch |
Vetch circles around the rock (pillar?) and scans the alchemical set up for something he could shoot with electricity. He'll also raise his shield.
Perception for seek? Just looking to do something cinematic with beaker and explosions.
Percep: 1d20 + 8 ⇒ (12) + 8 = 20
| GM MattMorris |
Yeah, go for it! I have mechanics for destroying the table--lots of volatile things on there.
| GM MattMorris |
Vetch arcs lightning over the table in front of the orc alchemist, and several beakers explode!
Reflex save: 1d20 + 9 ⇒ (1) + 9 = 10
The alchemist completely fails to dodge out of the way. He is hit by an alchemist's fire, an acid flask, and a frost vial.
alchemist's fire: 1d8 + 1 ⇒ (7) + 1 = 8, 1 persistent fire
frost vial: 1d6 + 1 ⇒ (6) + 1 = 7 , -5 ft. speed
and 1 acid + 1d6 persistent acid
~+~Combat Round 4~+~
Guldun
--Telly
BGG
Vetch (-2)
Uhtred (-11)
Pink (-16, -5 ft, 1 p. fire, 1d6 p. acid)
Yellow
Uhtred son of Uhtred
|
Uhtred leaps into action sudden charge's pink and runs at Pink before attacking.
attack1: 1d20 + 7 ⇒ (13) + 7 = 20 for damage: 1d12 + 10 ⇒ (11) + 10 = 21
and then closes on Yellow.
| GM MattMorris |
You might think that pink would be dead after that hit, but it someone stays on its feet long enough to run for northern door of the room before it keels over at the end of its turn from the combinations of persistent damage.
Trapped, the yellow orc steps back before throwing an alchemist's fire at Uhtred.
alchemist's fire: 1d20 + 9 ⇒ (7) + 9 = 16 for fire: 1d8 + 1 ⇒ (2) + 1 = 3 + 1 persistent fire.
A shortsighted move, since the resulting explosion ignites several beakers on the bench.
Reflex: 1d20 + 9 ⇒ (17) + 9 = 26
Cold: 1d6 + 1 ⇒ (2) + 1 = 3
Uhtred make a Reflex Save
~+~Combat Round 5~+~
Guldun
--Telly
BGG
Vetch (-2)
Uhtred (-14, 1 p. fire) REFLEX SAVE
Pink
Yellow (-3, -5 ft move)
Uhtred son of Uhtred
|
Uhtred has No Escape, so he would be able to use a reaction to follow him. Does that change anything?. I'll roll a reflex save in the meantime
reflex: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21
Uhtred son of Uhtred
|
Cool, I moved myself up next to him. Oh, and do I get to go now?
Uhtred ignores the fire for now
flat check: 1d20 ⇒ 16
and attacks yellow viciously
Attack1: 1d20 + 7 ⇒ (18) + 7 = 25 for damage: 1d12 + 10 ⇒ (11) + 10 = 21
and again, but overzealously this time
Attack2: 1d20 + 2 ⇒ (2) + 2 = 4
and tries again but to no avail
Attack3: 1d20 - 3 ⇒ (10) - 3 = 7
| Vetch |
guessing Uhtred might have taken care of things, but just in case
Electric arc!
electric arc dmg: 1d4 + 4 ⇒ (3) + 4 = 7
Basic reflex save vs. DC 18
| GM MattMorris |
Due to their orcish nature, you actually have to double-tap these guys.
Ferocity
Out of initiative.
| Vetch |
"If there are more deeper in the cave, I doubt our presence has remained secret. Shall we move forward quickly and come back later to look for information?"
Uhtred son of Uhtred
|
Uhtred makes it clear he is ready to rush on. If not, he will likely need to recuperate from his fighting frenzy. but that only lasts a minute I think - and it only means he can't rage in 2e i believe as opposed to being fatigued
| GM MattMorris |
Mindful of an alert spreading in the compound, you press forward further into the cave.
Up the short stairs or into the tunnel on the left?
| Vetch |
"Let's see who that unfortunate orc was trying to get to," Vetch indicates the stairs on the right. "But first, let me see those wounds, Uhtred."
Vetch casts 2-action heal on him: 1d8 + 8 ⇒ (2) + 8 = 10
| GM MattMorris |
The northernmost passageway that exits the laboratory ends in a set of stairs that leads up to a massive double door to the west. Made from stout wood and bound with iron, the pair of doors is crudely decorated with a carving of a small rural village that has been set ablaze. Anyone examining the carving can tell it must have been made many years ago and, despite its poor overall artistry, the village bears an unmistakable resemblance to Etran’s Folly. The doors are not locked.
On the other side of a door looks waits a smaller alchemical lab, this one covered with many sheaves of notes and some alchemical tools.
When you open the door, you see an orc with googles on his head on the far side of the laboratory. He is reaching for a door that leads into the next room.
BGG: 1d20 + 5 ⇒ (8) + 5 = 13
Guldun: 1d20 + 9 ⇒ (14) + 9 = 23
Uhtred: 1d20 + 8 ⇒ (14) + 8 = 22
Vetch: 1d20 + 8 ⇒ (3) + 8 = 11
Red: 1d20 + 9 ⇒ (13) + 9 = 22
~+~Combat Round 1~+~
Guldun
--Telly
Red
Uhtred
BGG
Vetch
I put Uhtred at the door, but you all can start anywhere you like.
| GM MattMorris |
The orc opens the double doors and rushes through.
~+~Combat Round 1~+~
Guldun
--Telly
Red
Uhtred
BGG
Vetch
~+~Combat Round 2~+~
Guldun
--Telly
| GM MattMorris |
The scene inside this room is bleak:
The orc pulls out a pouch of powder from his bandolier and tosses it on the remains of the prisoner in the center of the room. A rush of blood leaks out of the blood and forms into a quivering ooze!
The orc waves his powder over the creature, urging it to attack Uhtred.
Crafting: 1d20 + 13 ⇒ (9) + 13 = 22
The creature does so!
pseudopod: 1d20 + 15 ⇒ (5) + 15 = 20 for bludgeoning: 1d12 + 8 ⇒ (8) + 8 = 16 and 1d6 p. bleed
~+~Combat Round 2~+~
Guldun
--Telly
Orc
Ooze
Uhtred (-16, 1d6 p. bleed)
BGG
Vetch
~+~Combat Round 3~+~
Guldun
--Telly
| Vetch |
Vetch moves into the room, and launches his favorite: electric arc at the two foes.
electric arc dmg: 1d4 + 4 ⇒ (4) + 4 = 8
Basic reflex save vs. DC 18
every combat in 2E feels like a possible tpk
Bennington Good Good
|
UGG sucks in his breath when he sees the monstrosity in the center of the room.
Recall Knowledge for one action
Occultism
1d20 + 6 ⇒ (6) + 6 = 12
Uhtred son of Uhtred
|
Uhtred moves to the orc and attacks twice
attack 1: 1d20 + 8 ⇒ (3) + 8 = 11
attack 2: 1d20 + 3 ⇒ (11) + 3 = 14 for maybe damage: 1d12 + 10 ⇒ (3) + 10 = 13
flat persistent bleed check: 1d20 ⇒ 20
| GM MattMorris |
Yes, this is a very hairy encounter. You guys did great with the rest of the cave, though!
Reflex (orc): 1d20 + 11 ⇒ (14) + 11 = 25
Reflex (ooze): 1d20 + 6 ⇒ (7) + 6 = 13
bleed: 1d6 ⇒ 4
While BGG has never seen its like before, Vetch is able to scorch the ooze with lightning and singe the orc as well. Uhtred misses the orc, but manages to staunch his bleeding.
~+~Combat Round 3~+~
Guldun
--Telly
Orc (-4)
Ooze (-8)
Uhtred (-20)
BGG
Vetch
| Guldun Deepforge |
Guldun will run up the stairs. Assuming she can see the ooze from where she is she will study it and direct Telly to flank and attack.
Telly moves up and bites at the ooze.
if the ooze has 10ft reach she provokes
Precise Jaws: 1d20 + 7 ⇒ (2) + 7 = 9 for Slashing: 1d8 + 2 ⇒ (6) + 2 = 8 and Precision: 1d8 ⇒ 6
remove the precision if Guldun wasn't able to study and I will do a second move instead
| GM MattMorris |
The orc sprinkles some more powder on the ooze; he appears to be urging it to attack Uhtred.
Crafting: 1d20 + 13 ⇒ (10) + 13 = 23
He then attempts to draw away from the barbarian, but Uhtred Strides after him! I assume that you're going to use No Escape, Alex. Let me know if not and we'll do a rewind.
A look of genuine concern crosses his face, and dashses toward the door.
The ooze obediantly follows directions and attacks Uhtred.
pseudopod: 1d20 + 15 ⇒ (8) + 15 = 23 for bludgeoning: 1d12 + 8 ⇒ (9) + 8 = 17
Robyn, I think Guldun would know enough about oozes to know they are immune to precision damage. I'll move you up.
~+~Combat Round 3~+~
Guldun
--Telly
Orc (-4)
Ooze (-8)
Uhtred (-37)
BGG
Vetch
~+~Combat Round 4~+~
Guldun
--Telly
Map
| Vetch |
Vetch heals Uhtred, and then tries to get in the way of the retreating orc. He is in no way running away from the ooze.
Heal: 1d8 + 8 ⇒ (2) + 8 = 10
Bennington Good Good
|
curse this no 5' step business!
UGG steps to the orc, feints and bites.
Feint
1d20 + 10 ⇒ (18) + 10 = 28
Bite
1d20 + 7 ⇒ (16) + 7 = 23
1d6 + 1d6 ⇒ (3) + (4) = 7
I assume that feint succeeds. If it is also a critical success, then dude is flat-footed to everyone's melee attacks until the end of my next turn.
Bennington Good Good
|
curse this no 5' step business!
UGG steps to the orc, feints and bites.
Feint
1d20 + 10 ⇒ (3) + 10 = 13
Bite
1d20 + 7 ⇒ (1) + 7 = 8
1d6 + 1d6 ⇒ (2) + (4) = 6
I assume that feint succeeds. If it is also a critical success, then dude is flat-footed to everyone's melee attacks until the end of my next turn.
whoa! all the rolls changed when i hit 'preview' and added my damage. it was a 28 to feint and i think an 18 to hit
Uhtred son of Uhtred
|
I feel like Uhtred got skipped there after he used his reaction to stride with the orc but then didn't have his turn. If that's right, I'll go below
Uhtred turns towards to ooze.
attack1: 1d20 + 8 ⇒ (18) + 8 = 26 for damage: 1d12 + 10 ⇒ (11) + 10 = 21 or 42 if a crit
attack2: 1d20 + 3 ⇒ (11) + 3 = 14 for maybe damage: 1d12 + 10 ⇒ (2) + 10 = 12
attack3: 1d20 - 2 ⇒ (7) - 2 = 5
| GM MattMorris |
I can see your original post, Tim. Success, but not quite critical.
After a burst of healing from Vetch, Uhtred is feeling well enough to cleave mightily at the ooze! Crit, plus a hit!
The ooze uses an ability to reduce some of the damage, but it's a drop in the bucket. The ooze is looking a bit rough!
Meanwhile, BGG cleverly feints the orc and bites him!
~+~Combat Round 4~+~
Guldun
--Telly
Orc (-10)
Ooze (-57)
Uhtred (-27)
BGG
Vetch
| Guldun Deepforge |
Duh. Thanks!
Guldun will load her crossbow and shoot at the orc
Crossbow Ace: 1d20 + 8 ⇒ (19) + 8 = 27 for Piercing: 1d10 + 2 ⇒ (9) + 2 = 11
She will tell Telly to keep at the ooze
Jaws: 1d20 + 7 ⇒ (15) + 7 = 22 for Slashing: 1d8 + 2 ⇒ (8) + 2 = 10
| GM MattMorris |
Guldun sinks a bolt deep into the orc's shoulder, and Telly absolutely savages the ooze. It's leaking fluids everywhere!
The orc steps back from Vetch, shouting "Out of my way!" before he grabs a handful of vials from his bandolier and throws them at the gnome.
moderate frost vial: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18 for cold: 2d6 + 2 ⇒ (5, 5) + 2 = 12 and -10 ft. move penalty.
BGG takes 2 splash damage
Sensing its likely demise, the ooze does all it can to stay in one piece. It churns and quivers, then Telly and Uhtred feel their own blood churn! Their skin bursts as blood pours out of them. The blood ooze seems to drink up some of the blood to replenish itself! Unfortunately for the orc, he is also caught in the area of effect.
Blood siphon slashing: 3d6 ⇒ (1, 4, 1) = 6
Fortitude Save Telly: 1d20 + 6 ⇒ (15) + 6 = 21
Fortitude Save Uhtred: 1d20 + 9 ⇒ (2) + 9 = 11
Fortitude Save Orc: 1d20 + 11 ⇒ (18) + 11 = 29
Telly and the orc save, Uhtred critically fails. Ooze heals 6.
~+~Combat Round 4~+~
Guldun
--Telly
Orc (-24)
Ooze (-71)
Uhtred (-39)
BGG
Vetch (-12, -10 ft speed)
~+~Combat Round 5~+~
Guldun
--Telly (-3)
| Vetch |
Vetch limps into the room and experiments to see if cold has any special impact on the ooze.
ray of frost attack: 1d20 + 8 ⇒ (13) + 8 = 21
cold dmg?: 1d4 + 4 ⇒ (3) + 4 = 7
Bennington Good Good
|
BGG moves, hoping to set up a flank in case the ooze goes down first, then feints and bites again.
Feint
1d20 + 10 ⇒ (13) + 10 = 23
Attack
1d20 + 7 ⇒ (17) + 7 = 24
1d6 ⇒ 6 +
if feint is successful...
1d6 ⇒ 6
Uhtred son of Uhtred
|
wait, didn't uhtred get skipped in round 4 again? or am I misreading things? or was he not skipped on round 3 like I thought, in which case my last attacks were counted as round 4? Well, I'm hoping I was skipped for round 4, so here goes
Feeling himself on his last legs, Uhtred lashes out at the flanked ooze hoping he can finally destroy it fully.
attack1: 1d20 + 8 ⇒ (12) + 8 = 20 for damage: 1d12 + 10 ⇒ (5) + 10 = 15
and again
attack2: 1d20 + 3 ⇒ (10) + 3 = 13 for possibly but not likely damage: 1d12 + 10 ⇒ (6) + 10 = 16
and again
attack3: 1d20 - 2 ⇒ (15) - 2 = 13 for hope beyond hoping damage: 1d12 + 10 ⇒ (6) + 10 = 16
| GM MattMorris |
Ugh! I'm so sorry, Alex. I did skip you both times. Dice roller coming through for you guys, for once!
It takes combined hits from Vetch and Uhtred, but the ooze finally goes down, its surface tension bursting with a splatter on Uhtred's final hit!It has high HP and very low AC
Meanwhile, BGG lands another clever attack on the orc alchemist.
~+~Combat Round 5~+~
Guldun
--Telly (-6)
Orc (-36)
Ooze
Uhtred (-39)
BGG
Vetch (-12)
| Guldun Deepforge |
Guldun seeing her injured friend will move into the room and try to slap a bandaid on Uhtred
going for the DC15 medicine check with battle medicine
Medicine: 1d20 + 7 ⇒ (3) + 7 = 10
But the bandaid goes wide
| GM MattMorris |
The orc tries to squeeze through BGG's square in an attempt to escape you, now that his ace in the hole is dead.
Acrobatics: 1d20 + 9 ⇒ (20) + 9 = 29
Nimbly slipping past, he makes a b-line toward the exit to the cave!
~+~Combat Round 5~+~
Guldun
--Telly (-6)
Orc (-36)
Ooze
Uhtred (-39)
BGG
Vetch (-12)
~+~Combat Round 6~+~
Guldun
--Telly (-6)