Tyrion 2.0
|
Watching Mandoo take down the mutant wolf is glorious ... until he sees acid eating into Mandoo's arms. Then he looks at Whistler in horror as he sees it dripping with the same acid. While considering his options, he delays in the hopes of hearing some inspirational music. Once the music is playing, he assesses the situation.
Since it appears the acid could be eating into his favorite weapon, he takes no chances! He quickly wipes off the acid from Whistler on some brush/vines on the cave floor.
He then moves into position next to the remaining wolf on the opposite side of Lizzo. Not wanting to subject Whistler to any further acid damage, he unsheathes a dagger and sneak attacks the beast from behind.
Dagger Attack: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29 vs. flatfoot
Dagger Damage: 1d4 + 1d6 + 4 + 1 ⇒ (3) + (5) + 4 + 1 = 13
Nice time for a crit! 26 damage should help the cause. Hmm ... is this dagger more effective than Whistler?
Actions: Interact (clean rapier), Stride, Quickdraw/Strike
Mandoo
|
Gore spray acid damage: 11*half damage
...
damage: 7 piercing and 2 acid
tear damage: 4 plus 1 persistent acid
Looks like a total of (5+7+2+4+1 =) 19 damage, leaving him with 11 HP and 1 persistent acid damage. It'll take more than that to slow him down!
Mandoo winces at the effects of the acid, but doesn't have time to do anything about it. Upon hearing Queck's refreshing refrain, he turns to the remaining wolf and gives it a martial arts master class.
Action 1: Strike (Fist) + Flurry of Blows, Stunning Fist, Handwraps of Mighty Blows
Action 2: Strike (Fist) + Stunning Fist, Handwraps of Mighty Blows
Action 3: Strike (Fist) + Stunning Fist, Handwraps of Mighty Blows
I take it that Mandoo is not technically flanking the creature and the wolf is thus not flat-footed to his attacks. Such is life.
Fist 1: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
Fist 1 Damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Fist 2: 1d20 + 9 - 4 + 1 ⇒ (5) + 9 - 4 + 1 = 11
Fist 2 Damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Fist 3: 1d20 + 9 - 8 + 1 ⇒ (17) + 9 - 8 + 1 = 19
Fist 3 Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Fist 4: 1d20 + 9 - 8 + 1 ⇒ (7) + 9 - 8 + 1 = 9
Fist 4 Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
1st strike probably got through, and maybe even the 3rd. Fingers crossed.
End-of-turn persistent acid damage recovery
DC 15 Flat Check (Persistent Acid Damage): 1d20 ⇒ 15
Mandoo's arms stop burning quite as much as before.
| Quecksworth the Attendant |
Quecksworth moves forward, draws his instrument and sings.
Manipulate, Stride
"Oh, what frightful things rest in this cave.
Their appetites will mean their grave."
Inspire courage
| GM Wise Fox |
Quecksworth moves forward, draws his instrument and sings.
Lizzo was distracted ripping vines from various places across his body, and was slow to react to the wolves. He notice's Mandoo's heroics, pulling him back to the battle.
As he hears the invigorating sounds of Quecksworth's melodies, Lizzo moves adjacent to the wolf, studies it, and unleashes a pair of arrows from point blank range.
flat check vs DC5: 1d20 ⇒ 7
Watching Mandoo take down the mutant wolf is glorious ... until he sees acid eating into Mandoo's arms. Then he looks at Whistler in horror as he sees it dripping with the same acid. While considering his options, he delays in the hopes of hearing some inspirational music. Once the music is playing, he assesses the situation.
Since it appears the acid could be eating into his favorite weapon, he takes no chances! He quickly wipes off the acid from Whistler on some brush/vines on the cave floor.
Lizzo looses two arrows within melee range of the wolf, one of which strikes the monster.
He then moves into position next to the remaining wolf on the opposite side of Lizzo. Not wanting to subject Whistler to any further acid damage, he unsheathes a dagger and sneak attacks the beast from behind.
Mandoo winces at the effects of the acid, but doesn't have time to do anything about it. Upon hearing Queck's refreshing refrain, he turns to the remaining wolf and gives it a martial arts master class.
flat check vs DC5: 1d20 ⇒ 10
Lizzo looses two arrows in the dim light directly adjacent to the monster wolf, one of which pierces the wolf. Though the arrow wounds the monsterous canine, the shaft falls off as it melts from the acidic blood.
After Tyrion moves into a flanking position, he unleashes a devistating attack on the wolf.
Wolf reaction triggers
Tyrion's basic reflex save vs. Gore Spray DC 19: 1d20 + 10 ⇒ (2) + 10 = 12 *fail
acid damage: 3d6 ⇒ (2, 4, 3) = 9
Caught unawares of the acid that splurts from the wolf, the best Tyrion can do is close his eyes just before the acidic gore splashes onto his face, doing horrific burns!
Mandoo slams a foot into the wolf's face. Suddenly incopacitated, he follows it up by grabbing the wolf and snapping its neck.
Battle is over
------------------------------------
After the battle while you rest, you take a look around the area. The only thing of note is the glowing, pool in the center of the den. It does not appear particularly deep and looks to be fed by an underground source. Another thing of note seems somewhat oily.
You can make Crafting, Nature, or Occult checks if you wish on the pool.
Tyrion 2.0
|
When the acid flies in his face, Tyrion screams out and does his best to wipe it off. As he's getting ready to prepare himself for the wolf's attack, he's relieved to find that it lies dead at his feet courtesy of Mandoo. Still hearing Quecksworth's music echoing in the cave, he bows his head in thanks. "Once again, Quecksworth, I don't think we could have done it without your inspiration."
As he starts to search through his Healer's Tools to find some ointment for his burns, Tyrion finds himself staring at the glowing pool. He turns to the druid, "An interesting, un-natural color, wouldn't you say, Darr?" He takes a moment to try to identify the cause.
Nature: 1d20 + 8 ⇒ (3) + 8 = 11
He shrugs and figures he must be in too much pain to think clearly. He eventually locates some ointments that should neutralize the acid and starts applying them. He looks to the gnome, "Quecksworth, while I'm tending to myself, do you wanna examine Mandoo?"
Treat Wounds: 1d20 + 8 ⇒ (20) + 8 = 28 crit success!
Damage Healed: 2d8 ⇒ (2, 3) = 5
Extra Damage Healed: 2d8 ⇒ (4, 4) = 8
Tyrion touches his face. He feels his previous scar and realizes this acid will likely give him another. Still, the burning is completely gone. He checks to see if Mandoo needs more attention before he puts away his salves. Then he decides to take one more look at the pool, from an alchemical standpoint.
Crafting: 1d20 + 4 ⇒ (7) + 4 = 11
Shrugging again, the halfling gives up. "That pool is a mystery to me." But then his eyes light up, and he looks down at the mutant wolf to see if there's any information he can get about the wolf or the mutagen.
Nature: 1d20 + 8 ⇒ (9) + 8 = 17
He shares any information he discovers. And while the group discusses, Tyrion offers wine to everyone. "Battles always make me thirsty."
| Quecksworth the Attendant |
"Once again, Quecksworth, I don't think we could have done it without your inspiration."
"I am ever at your service." Quecksworth replies as he again retrieves his healer's tools an attends to the injured.
Medicine to Treat Wounds on Mandoo: 1d20 + 5 ⇒ (19) + 5 = 24
Damage healed: 2d8 ⇒ (6, 3) = 9
"I'm afraid that my efforts are somewhat limited, Master Tyrion." notes Quecksworth as he spies Mandoo's remaining injuries. "Perhaps, you could finish the work?"
When his work is done, he pauses to consider the pool.
Occultism: 1d20 + 5 ⇒ (20) + 5 = 25
Tyrion 2.0
|
Not bad, Queck ... a 19 and a 20 on those 2 rolls! I think if you Guidance'd yourself on the Med check, might have crit that too!
Tyrion looks over Queckworth's handiwork and nods approvingly. "Looks good, my friend. Not much more I can do other than help you re-apply ointments over the next hour. That should be enough."
I believe Treat Wounds can only be used once/hour on a patient, but if the healer spends an hour checking on the patient, the recipient gains double healing. So in an hour, Mandoo should have 18hp back courtesy of Quecksworth.
Tyrion looks to Mandoo, "Let us know how you're feeling in an hour, and if we have time, we can take one more look before we move on."
Darr Gahgun
|
As he starts to search through his Healer's Tools to find some ointment for his burns, Tyrion finds himself staring at the glowing pool. He turns to the druid, "An interesting, un-natural color, wouldn't you say, Darr?" He takes a moment to try to identify the cause.
"Un-natural indeed, Master Tyrion," Darr says as he walks up to the pool. He then takes moment to investigate the pool.
Nature: 1d20 + 8 ⇒ (11) + 8 = 19
"I've seen this before." He then looks at the mutant wolves with disgust. "But those monstrosities..."
Nature: 1d20 + 8 ⇒ (3) + 8 = 11
"Those are new to me."
Tyrion looks to Mandoo, "Let us know how you're feeling in an hour, and if we have time, we can take one more look before we move on."
"If we need more healing, I have one last healing spell."
Lizzo Plaguestone
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Lizzo does his best to investigate the pool, while avoiding the puddles of green acid that are now scattered across the floor of the cave.
Nature: 1d20 + 6 ⇒ (6) + 6 = 12
Unfortunately he's not familiar with what could be causing the green hue. He considers wading in to take a look under the surface, but will wait to see if anyone else knows anything about it first.
Tyrion 2.0
|
After a bit of study, Quecksworth realizes that the water is alchemically mutagenic.
Tyrion nods to Quecksworth. "So...what do you think that means? Should we take a sample back with us to show Noala?"
Tyrion looks around the entire edge of the pool. Is it completely self-contained here, or does it appear to have a water source feeding it from the outside?
Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Mandoo
|
Mandoo moves away from the patches of wolf acid and sits down cross-legged on the ground to take a breather without having to worry about cracking his head on the ceiling. He turns on his Wayfinder (finally, duh) and examines his wounds to determine their extent while he waits for the healers to attend to him.
Damage healed: 9
Much of the pain in Mandoo's arm goes away as the torn flesh mends and the acid burns dissipate somewhat. He nods his thanks to the gnome, "Thank you Quecksworth. Your music help; help a lot."
I believe Treat Wounds can only be used once/hour on a patient, but if the healer spends an hour checking on the patient, the recipient gains double healing. So in an hour, Mandoo should have 18hp back courtesy of Quecksworth.
Tyrion looks to Mandoo, "Let us know how you're feeling in an hour, and if we have time, we can take one more look before we move on."
Sounds good to me. That leaves Mandoo 1 HP short of his Max. Not worth spending any more time on it. He'll get the last HP back tonight.
Mandoo nods in agreement. "Mandoo feel better. Will wait."
While his body recuperates, Mandoo gives the pool a looking over.
You can make Crafting, Nature, or Occult checks if you wish on the pool.
Wow, that's not much of a choice for Mandoo. :)
Mandoo scrunches his eyes in concentration, and...
Nature: 1d20 + 1 ⇒ (20) + 1 = 21
Apparently Mandoo's older smarter brother was a famous naturalist and some of the nature stuff must have rubbed off on the monk. Either that, or his string of recent luck continues unabated. :)
Regardless of what else Mandoo comes up with, the following seems pretty clear.
Mandoo notices the oiliness of the water and that the pool is fed by an underground source. "Mandoo think water is sick. Do not drink; do not touch. Acid wolves drink and..." he beckons over to the corpses and lets that finish his sentence.
He then points to the underground source of the pool. "Water comes from underground. So sick likely underground." He then looks around the rest of the chamber to see if he can find a way that leads down to a lower level.
Perception: 1d20 + 7 ⇒ (11) + 7 = 18
| Quecksworth the Attendant |
Tyrion nods to Quecksworth. "So...what do you think that means? Should we take a sample back with us to show Noala?"
"I'm an attendant, not an alchemist." Quecksworth replies. "Your guess is as good as mine, Master Tyrion."
Then, showing a sudden suspicion that he may have forgotten his manner, he adds, "You'd like me to take a sample then?" He frantically begins searching for a usable vessel.
Much of the pain in Mandoo's arm goes away as the torn flesh mends and the acid burns dissipate somewhat. He nods his thanks to the gnome, "Thank you Quecksworth. Your music help; help a lot."[/QUOTE}]
"No need to thank me, Master Mandoo." gnotes the gnome. "It is my duty as a Pathfinder and my pleasure as a friend."
Tyrion 2.0
|
Is the pool clear enough to see to the bottom? Just wanna make sure we're not missing something in the pool. Assuming we cannot see the bottom...and since we need to kill an hour of game time anyway...
While Quecksworth is tending to Mandoo. Tyrion asks Darr and Lizzo to help him find a long tree branch, either in the cave or just outside.
He explains, "Just in case, maybe we should see how deep this pool is. This branch should help us determine the depth, help us locate anything that might be hidden at the bottom, and help us find exactly where it's welling up."
Tyrion expects to need a branch taller than himself, so hopefully Lizzo and Darr are able to assist.
Once done, Tyrion takes another sip of wine, packs up his things, and asks, "Is there anything else we can do here, or should we take this sample to Noala?"
Lizzo Plaguestone
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Knowing that the pool is a mutagen that likely turns wolves into freakish beasts, Lizzo say’s to Tyrion:
“Maybe we sshould take the ssample back to Nola and sSee what sshe ssayss? Going in the pool sseemss like a bad idea until we know we’re dealing with.”
Tyrion 2.0
|
The pool is fluorescent. Have you ever tried to see past a light source?
I'm sorry, but I don't know what you mean. Fluorescent could mean clear enough to see through or it could be opaque. Or maybe not? I don't know. In any case, I'm still confused. Can we see through to the bottom of the pool?
Damn...I must be having a bad communication day. Seems like Lizzo didn't understand what I was asking either. Sorry about that.
Tyrion turns to Lizzo. "Yes, sounds like we agree on getting a sample to Noala." Then, pointing to the pool, he explains, "No, I wasn't suggesting going in the pool. Heavens no. That's why I wanted your help with the branch. We'd stand at the edge of the pool, and use the branch to test the depth and maybe dredge up anything that might be down there causing the fluorescence. Can you guys help with that?"
As an afterthought, "Quecksworth, would it be worth your time to try to detect magic in this pool?"
| Quecksworth the Attendant |
"It is no trouble at all, Master Tyrion." replies Quecksworth as he casts detect magic.
Tyrion 2.0
|
Wise Fox, can you please tell me if we can see through to the bottom of the pool? I don't think so, but I never understood your answer the first time.
Tyrion looks to Darr and Lizzo, wondering if they're too busy to help him. "Lizzo? Darr? Can you help me find a branch? Let's dredge the bottom of this pool. It will only take a few minutes."
If there's really nothing in the pool, then let's move the story along. But if there's still information here, we should spend time investigating.
We use the branch to drag the bottom of the pool. If we don't discover anything of interest, we carefully collect a sample of the water in a vial provided by Quecksworth, and we head back to meet Noala. When we find her, we describe the mutant wolves and show her the sample.
| GM Wise Fox |
Wise Fox, can you please tell me if we can see through to the bottom of the pool? I don't think so, but I never understood your answer the first time.
You can't see the bottom of the pool, since the mutagenic water itself is the light source. I guarentee that there isn't anything inside of the water. The spring bubbles up from the ground itself.
Tyrion 2.0
|
Okay...thanks. I apologize to all players for wasting time with this. Wise Fox, I think everyone is more than ready to report back to Noala with a water sample and a description of the wolves.
| GM Wise Fox |
After finding nothing else of interest in the Blighted tree, you meet up with Noala, who is burning a pir of mangy wolf bodies.
"Excelent. You have all returned. As you can see, I caught some stragglers trying to sneak out of the den after you went in. So, darlings, what have you learned?
After describing what you have uncovered and showed her the sample of mutagenic water, she expresses some frustration.
"It is good that you have discovered the contaminated water. I would guess that it is the most likely source of the pollution, but now we must figure out how the water is being contaminated. " She sighs. "I suggest we travel to the oldest, largest blight in these woods It is of slightly higher elevation than here, so it is quite likely that the poisoned water came from there. I hope you are prepared for a one day journey, darlings. I would like to set off at once."
Tyrion 2.0
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Sitting on a stump, Tyrion listens to Noala talk about the oldest, largest blight. When she says she'd like to start immediately, he hops up. "I'm ready."
Tyrion 2.0
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Tyrion looks around to the others and turns to Noala, "Unless someone chimes in, I think we're ready to go. Please lead the way."
Wise Fox, we might be confused as to our options here. If there's nothing for us to discuss, we can probably just continue, yes?
| GM Wise Fox |
The journey north is long and challenging. Noala pushes a very quick pace, covering as much ground as quickly as possible.
"This is the largest and oldest blight in the area, though I only noticed it once the blight had spread. I never explored this deep until now; I deemed it too dangerous to do so on my own."
As you travel north, you notice that 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, only the remains of creatures desperate enough to eat the poisonous plants.
You camp overnight near the edge of 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 you. Swatting these gnats causes them to bust into tiny flames; Though the flames are not harmful, they emit a terrible smell. Fortunately, once you have a large enough campfire set up, the gnats keep away.
In the morning, Noala greets you all by making breakfast. She is a surprisingly decent cook; she brought enough eggs with her to cook you all an egg each, which at least is a bit fresher than the trail jerky in your rations.
It is one more hour of hiking within this third area when Noala comes accross some faint boot tracks. She follows them, and in thirty minutes you come across a large clearing deep into the massive blight. The plants take on unatural shades, and their branches seem to shudder and quake at the sensation of something passing. Up ahead beyond is a wall of thick brambles with some sort of thorny iris in the center.
"If you don't mind investigating that darlings, I'm going to set some traps around this perimeter and make sure nothing escapes."
She reaches into her backpack, and hands you four vials.
"These are two are lesser healing potions, and these two are barkskin potions. Use them if you need to."
After any commentary and questions you may have, she waves farewell and disappears into the forest.
Map updated. Place yourselves in marching order.
Tyrion 2.0
|
After enjoying the eggs, Tyrion smacks his lips and nods to Noala. "Best breakfast I've had in a while, Chef! Thank you." He washes it down with some blackberry wine.
When Noala offers the vials, Tyrion suggests, "Since Mandoo and I are more often in melee, is everyone ok with each of us taking a Barkskin potion? If so, who wants to hang on to the Heals?"
As Noala points out the boot tracks, Tyrion studies them in an attempt to determine what type of creature, or at least approximate size of creature, made the tracks.
Survival: 1d20 + 8 ⇒ (9) + 8 = 17
Later when we are in sight of the bramble wall, he considers what he knows of such flora.
Nature: 1d20 + 8 ⇒ (8) + 8 = 16
Wise Fox, I've placed our characters in our normal marching order, but two questions: 1) Do you want us closer to the wall, and if so, about how close? 2) When the path narrows, can we still be 2x2, or do you want us in single-file?
Mandoo
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Missing 1 HP recovered. Yay!
When Noala hands the group the potions, Mandoo takes the proffered Barkskin potion, and unless someone strongly objects, also takes one of the lesser healing potions, saying, "Mandoo damage magnet; Will need this."
Mandoo beckons towards the bramble wall, "Like bloodlash bushes. Dangerous. Likely attack us. Be careful."
Mandoo will do a general examination of the path ahead and the trees above, in an attempt to see if there is anything hiding there that will leap out at them as they pass.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
As he looks in the direction of the bramble wall, his eyes catch on several plants that stand out from their surroundings...
From his vantage point, Mandoo will visually examine the three bushes to his left (north), the two bushes where the path narrows ahead (east), the tree to his right, and if he can see it, the bush almost directly south of him.
Recall Knowledge - Nature: 1d20 + 1 ⇒ (4) + 1 = 5
...but on closer examination, they appear to be normal plants.
Lizzo Plaguestone
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” I deemed it too dangerous to do so on my own."
”You’ll be ssafe with uss, we’ve only lost one team member sso far.”
Lizzo was ecstatic to see Nola’s choice of breakfast, Unfortunately he wasn’t able to stop her from cooking his share of the eggs.
As we walk down the path Lizzo has his bow drawn, ready for anything. He searches, and tries to remember anything that may be useful from his years of ranging in the wilderness.
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Nature: 1d20 + 6 ⇒ (2) + 6 = 8
Survival: 1d20 + 6 ⇒ (12) + 6 = 18
Mandoo
|
Lizzo Plaguestone wrote:"You’ll be ssafe with uss, we’ve only lost one team member sso far."Haha...THAT is worthy of a hero point!
I agree. I burst out laughing when I read it. And said with a straight face too, no doubt.
| GM Wise Fox |
Wise Fox, I've placed our characters in our normal marching order, but two questions: 1) Do you want us closer to the wall, and if so, about how close? 2) When the path narrows, can we still be 2x2, or do you want us in single-file?
Right where you placed your PCs is a nice spot, tnx.
-----------------------------
Only Tyrion made the Nature roll, so I'm going to focus on him.
As Noala points out the boot tracks, Tyrion studies them in an attempt to determine what type of creature, or at least approximate size of creature, made the tracks.
The tracks were made by a medium sized humanoid.
Later when we are in sight of the bramble wall, he considers what he knows of such flora.
As Tyrion approaches the plants, you notice that one of the nearest plants looks familiar. Then you remember it is a carniverous plant known as a vine lasher; a mobile plant creature that uses its vines to imobilize prey and slowly tear a creature to pieces. You happen to also know that it has tremmorsense up to 30 feet, and therefore likely knows you are there.
Tyrion, you have a choice: You can choose to guarantee go first in combat. Alternatively you can choose to warn your companions and give them a +1 to everyone's initiative.
Tyrion 2.0
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Tyrion recognizes the plant as a Vine Lasher, but combat starts before he gets a chance to warn the group.
So this plant sounds similar to the Bloodlash bushes we just fought. How similar ... for instance, does he feel that these would also be resistant to piercing and bludgeoing? Lastly, which bushes are we talking about -- the 3 near ones or the bramble wall up ahead?
Tyrion feels he can be more beneficial to the group by guaranteeing a round of sneak attack damage as opposed to a +1 Init, which would likely not make a difference.
| GM Wise Fox |
Initiative:
Tyrion Stealth: 1d20 + 99 ⇒ (10) + 99 = 109
Mandoo Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Quecksworth Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Darr Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Lizzo Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Vine lasher: 1d20 + 4 ⇒ (14) + 4 = 18
You don't think they have resistance to damage types...
Suddenly, several plants on the field begin to move aggressively, even as Tyrion acts...
Tyrion acts first, followed by Mandoo and Darr.
Tyrion 2.0
|
Realizing he doesn't have time to wait for the bard's merry tune, Tyrion moves into position behind the nearest vine, hoping to provide flanking for Mandoo or Lizzo. With one fluid action, he draws Whistler and attacks twice.
Rapier 1st Attack: 1d20 + 9 ⇒ (1) + 9 = 10 vs. flatfoot
Rapier Damage + Sneak: 1d6 + 1d6 + 4 ⇒ (1) + (4) + 4 = 9
Rapier 2nd Attack: 1d20 + 9 - 5 ⇒ (4) + 9 - 5 = 8 vs. flatfoot
Rapier Damage + Sneak: 1d6 + 1d6 + 4 ⇒ (3) + (1) + 4 = 8
Well that didn't go well! Tyrion will use some Halfling Luck for that initial attack.
Rapier 1st Attack: 1d20 + 9 ⇒ (8) + 9 = 17 vs. flatfoot
Rapier Damage + Sneak: 1d6 + 1d6 + 4 ⇒ (6) + (6) + 4 = 16
Actions: Stride, Quickdraw/Strike, Strike
| GM Wise Fox |
Tyrion quickly strides forward, intent on killing the plant before it can respond. However, as he does so, the plant directly adjacent to his target that he ignored because he thought it to be another harmless plane, begins to inflate like a balloon, and explodes in a 20 ft radius, releasing toxic spores over Tyrion, Mandoo, Lizzo, and Darr!
Tyrion's fort save vs Mindfuddle Gas: 1d20 + 6 ⇒ (17) + 6 = 23 *success
Mandoo's fort save vs Mindfuddle Gas: 1d20 + 7 ⇒ (17) + 7 = 24 *success
Lizzo's fort save vs Mindfuddle Gas: 1d20 + 7 ⇒ (1) + 7 = 8 * critical fail
Darr's fort save vs Mindfuddle Gas: 1d20 + 5 ⇒ (18) + 5 = 23 *success
Lizzo begins to cough uncontrollably, and he finds it is suddenly very hard to think.
Lizzo begins at stage two of the poison, and is currently stupefied 2
Undeterred by the poisonous spores, Tyrion sinks his rapier into the hostile plant successfully slashing away at a vine, causing it to go limp.
16 damage was enough to bring the vine lasher down. The secret dice roll above was Tyrion's trap/hazzard nature check, which he crit failed.
Mandoo
|
Mando is only a little surprised to find the plant he'd thought was perfectly normal was in fact another vicious man-eating weed. He sees Tyrion kill the first plant and moves quickly to intercept the second.
Action 1: Stride
Action 2: Stride
Action 3: Strike (Fist) + Flurry of Blows, Stunning Fist, Handwraps of Mighty Blows
Fist 1: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Fist 1 Damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Fist 2: 1d20 + 9 - 4 + 1 ⇒ (4) + 9 - 4 + 1 = 10
Fist 2 Damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Are the exploding plants still alive, or did they commit suicide by exploding?
| GM Wise Fox |
Seeing Tyrion take down the first plant, Mandoo strides forward to the next nearest available target. As he gets within melee distance another plant explodes as he approaches.
Mandoo's fort save vs Mindfuddle Gas: 1d20 + 7 ⇒ (19) + 7 = 26 *success
The plant whips its longest vine at Mandoo, but he catches the vine with his hands, then chops off the appendage with his other hand! Still active, it begins to bring its other vines to bear...
| Quecksworth the Attendant |
It appears that Quecksworth is up.
With lute in hand, Quecksworth begins to sing.
"Vicious plant upon us
Attacking my allies.
You've but sown the seeds
Of your own demise."
Inspire courage
The gnome then reaches out to Lizzo, imparting guidance with his spell, before moving ahead.
| GM Wise Fox |
You would think that working from home and not having your boss watch over your back to make sure you do your job would let me sneak in an update earlier, but apparently I'm to responsible for that :P
Darr launches a bolt of fire at the closest plant. His aim is off, however; the ball of fire does nothing more than singe a few leaves.
The nearest pant lashes out at Mandoo with its vines.
Vine Lasher
vine2: 1d20 + 7 ⇒ (15) + 7 = 22 *hit
damage: 1d8 + 2 ⇒ (3) + 2 = 5 plus grab/light hold.
vine2: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4 *miss
One of the vines manages to viciously whip one of Mandoo's legs. The vines wrap around his exposed extremity, restricting his movement.
Three other plants seem to uproot, and get within striking distance of Mandoo.
vine3 vs flatfooted Mandoo AC: 1d20 + 7 ⇒ (11) + 7 = 18 *hit
damage: 1d8 + 2 ⇒ (8) + 2 = 10
vine4 vs flatfooted Mandoo AC: 1d20 + 7 ⇒ (13) + 7 = 20 *hit
damage: 1d8 + 2 ⇒ (6) + 2 = 8 plus grab/light hold.
vine5 vs flatfooted Mandoo AC: 1d20 + 7 ⇒ (3) + 7 = 10 *miss
vine5 vs flatfooted Mandoo AC: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4 *miss
The three other plants also gang up on Mandoo, two more vines strike at him, with another vine latching onto one of Mandoo's arms!
Quecksworth imparts guidance and begins to inspire courage!
As long as Mandoo is grabbed by a vine, he treats all squares as greater difficult terrain, as opposed to being immobilized. When Mandoo moves, the plants that have Mandoo grabbed automatically keep equidistant from Mandoo.
Party is up (Minus Quecksworth, who just took his turn).
Tyrion 2.0
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Hearing Quecksworth's inspiring tune, Tyrion moves in to attack the vines, starting with one that has Mandoo wrapped up. Wary of more exploding bushes, Tyrion stays to the path as much as possible to reach his position adjacent to two vines. Once there, he attacks the eastern-most vine which is grabbing Mandoo.
Rapier 1st Attack: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Rapier Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Should be a crit ...
Rapier Deadly d8: 1d8 ⇒ 4
...for a total of 26 damage
Assuming it goes down, he turns to attack the vine to his north with one more thrust of Whistler.
Rapier 2nd Attack: 1d20 + 9 - 5 + 1 ⇒ (15) + 9 - 5 + 1 = 20
Rapier Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Lizzo Plaguestone
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Lizzo thanks Quecksworth for the guidance, and then turns his attention to the vine still grabbing Mandoo. He thinks he has a clear shot without moving.
He quickly fires a flurry of arrows trying to free his friend. The first two attacks of hunted strike combine their damage against DR.
Bow 1: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Damage 1: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Bow 2: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Damage 2: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Bow 3: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
Damage 3: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Actions: Hunt Prey, Hunted Strike, Strike
Mandoo
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Mandoo has trouble understanding exactly how it is that these plants can move as quickly as they do. "It's not like they have legs or anything," he thinks. "Oh well. If nature sends you walking vegetables... make a salad."
One of the vines manages to viciously whip one of Mandoo's legs. The vines wrap around his exposed extremity, restricting his movement.
The three other plants also gang up on Mandoo, two more vines strike at him, with another vine latching onto one of Mandoo's arms!
"What, again! There must be something about him that plants find particularly attractive. If he could find a way to bottle it, he'd make a fortune." He then takes a second to examine his new wounds.
Hmmm... Let's see now. 5 + 10 + 8 = 23 hp damage and grabbed by 2 vines.
He quickly fires a flurry of arrows trying to free his friend.
Let's see if I have this right. Tyrion killed Vine 1 last turn, and Mandoo injured Vine 2. Vines 3, 4, & 5 show up. Vines 2 & 4 grab Mandoo. Tyrion (presumably) kills Vine 4 and injures Vine 5. Lizzo (presumably) finishes off Vine 2 with his arrows. That leaves a healthy Vine 3 to the south and an injured Vine 5 to the north. That would mean that Mandoo is no longer grabbed. Do I have this right? Assuming I do...
Seeing that Tyrion seems to have things under control with the northern vine (Vine 5), Mandoo moves to intercept the fresher looking southern vine (Vine 3), and with Queck's sweet sounds in his ears, attempts to make that promised salad from it.
Action 1: Stride
Action 2: Strike (Fist) + Flurry of Blows, Stunning Fist, Handwraps of Mighty Blows
Action 3: Strike (Fist) + Stunning Fist, Handwraps of Mighty Blows
Fist 1: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
Fist 1 Damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Fist 2: 1d20 + 9 - 4 + 1 ⇒ (14) + 9 - 4 + 1 = 20
Fist 2 Damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Fist 3: 1d20 + 9 - 8 + 1 ⇒ (18) + 9 - 8 + 1 = 20
Fist 3 Damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6