The Mad Hoppper
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Hopper looks at the monster with his mouth wide open.
"Hey Crown, can you create such a moth of our own?" asks Goblin hoping that Wolfie will be able to outrun it.
Wolfie begins to run as they smash into a wave of people. He observes how they run and tries to adjust his course.
Society: 1d20 + 9 ⇒ (10) + 9 = 19
Arlo of the Solemn Towers
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Arlo finds a group of proper gentleman and ladies to escape with. "Shall we repair ourselves to a safe location, then perhaps enjoy a nice brandy on the veranda?"
society: 1d20 + 9 ⇒ (20) + 9 = 29
| GM Watery Soup |
Franzine and Gurka forcefully shove their way through the crowds, while Hopper and Phineas find a group of people moving their direction. Arlo finds the best group to follow - some sort of well-to-do couple for whom everyone clears the way.
With the crit, that's 6 successes. We're still in order, but I'm putting up a new challenge.
The group weaves through the crowds easily, while the evil manifestation of Qxal takes its time slaying innocent civilians.
Challenge #2: Impenetrable Thicket
Immediately outside of Hoba Dukuza is a thicket of dense foliage and plant matter, the greenery yellowed by the roaring flames engulfing the city in the distance. Myriad leaves and branches attempt to restrain anyone who passes through them, with preternatural strength.
Skills: Nature or Survival (lower DCs) to weave a way past the plants, Athletics (higher DC) to force your way through the foliage.
Oskar, you can post two checks if you'd like.
Round 1
Oskar
Round 2
Arlo
Franzine
Gurka
Hopper
Oskar
Phineas
Challenge #1: 6/6 <-- Qxal currently here
Challenge #2: 0/6
Challenge #3: 0/6
Challenge #4: 0/6
Challenge #5: 0/6
Challenge #6: 0/6
Franzine Morgenstern
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Plants blocking our way again!?! Uh-oh. With how bad the last couple times I tried to get through tangled plants went, this probably won't go well for me. I'm going to try to barge through!
Franzine closes her eyes and charges towards the thicket. She attempts to barrel through with her shield arm forward and using her shoulder to push through.
Athletics: 1d20 + 9 ⇒ (8) + 9 = 17
Oskar Z.
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Sorry to be slow to post - I'm solo parenting at the moment.
Earlier, Challenge #1:
Still bleeding badly, Oskar quickly tries to bind up his wounds.
Battle Medicine, with Assurance. Oskar is now immune to his own Battle Medicine for 1 day.
Oskar healing: 2d8 ⇒ (7, 5) = 12 I believe this leaves Oskar at -14
Acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13
Oskar attempts to use his small size to dodge through the crowds but without much luck.
Now, Challenge #2:
Can I use Forest or Herbalism Lore (both +5)?
Nature: 1d20 + 2 ⇒ (13) + 2 = 15 +3 more if either Lore is acceptable
In addition, Oskar has two abilities that might be relevant:
You hail from deep in a jungle or forest, and you’ve learned how to use your small size to wriggle through undergrowth, vines, and other obstacles. You ignore difficult terrain from trees, foliage, and undergrowth.
You were forced into service as a laborer, either pressed into indentured servitude or shackled by the evils of slavery, but you’ve since escaped and have trained to ensure you’ll never be caught again. Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, they get a critical failure instead. If a creature uses the Grab ability on you, it must succeed at an Athletics check to grab you instead of automatically grabbing you.
| GM Watery Soup |
Franzine tries to force her way forward, but doesn't make progress. Gurka shows her how it's done, by busting through a path wide enough for both of them.
Phineas weaves a way through.
Oskar, Unfettered Halfling will be appropriate, and Challenge #1 is completed, so I'm going to make both of your rolls Forest Lore (Round 1: (6)+5 = 11 (fail), Round 2: (13)+5 = 18 (success -> crit success))
Round 2
Arlo
Franzine
Gurka
Hopper
Oskar
Phineas
Challenge #1: 6/6 <-- Qxal currently here
Challenge #2: 4/6
Challenge #3: 0/6
Challenge #4: 0/6
Challenge #5: 0/6
Challenge #6: 0/6
Arlo of the Solemn Towers
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Arlo seems uncharacteristically puzzled about what to do in this situation. The plants....WHY IS IT WINDING AROUND MY ANKLE? GET IT OFF!"
Arlo's solution is to try to keeping pushing through.
survival: 1d20 + 1 ⇒ (8) + 1 = 9
The Mad Hoppper
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Hopper looks at the Gurka and the thorns and branches. He begins to ride forwards relying on Wolfie to find the best way
Survival (Wolfie): 1d20 + 10 ⇒ (17) + 10 = 27 Wolfie survival is expert and I feel like I should be able to use his modifier. If not than Hopper has Nature +5
| GM Watery Soup |
Arlo can't make any progress, and while Wolfie brings Hopper through safely in a hole big enough to fit everyone. (crit!)
Qxal finishes eating the residents of the town and moves into the forest, chasing the crown. The group just manages to escape as Qxal gets entangled.
Challenge #3: Feral Wildlife
A horde of deer, squirrels, and other usually tame wildlife approaches, their eyes shining with fey malevolence as their heads turn in unison toward any intruders.
Nature (lowest DC) to treat with them to stand down
Intimidation to cow them or Stealth to sneak past (middle DC)
Deception (highest DC) to misdirect the herd
Round 3
Arlo
Franzine
Gurka
Hopper
Oskar
Phineas
Challenge #1: 6/6
Challenge #2: 6/6 <-- Qxal is here
Challenge #3: 0/6 <-- Pathfinders are here
Challenge #4: 0/6
Challenge #5: 0/6
Challenge #6: 0/6
The Mad Hoppper
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Hopper raises his hands and tries to calm down the animals
Nature: 1d20 + 5 ⇒ (8) + 5 = 13
A he sees it is not good he tries again, this time also trying to make pod sounds
Nature, hero point : 1d20 + 5 ⇒ (16) + 5 = 21
Arlo of the Solemn Towers
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Finding himself tied up and in a tangled, brambly mess, Arlo works to pull himself away. When he finally does, he faces a horde of feral geese, who honk threateningly.
Looking down at his satchel full of spare turkey legs, Arlo thinks that he can't possibly assuage them of his friendly intentions and desire to simply get away (as they'll simply believe he wants to add the geese to his larder of good roast fowl.
Seeing his chance to slip into a small cafe and out the back door, Arlo attempts to sneak away.
stealth: 1d20 + 7 ⇒ (4) + 7 = 11
I have yet to use my hero point. Now.....is the time!
stealth re-roll: 1d20 + 7 ⇒ (17) + 7 = 24
Franzine Morgenstern
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Franzine hoots and hollers at the little animals to go away.
Shoo! Go away!
Aww. They'd be really cute if they weren't corrupted by evil. Go on. I said go away!
Intimidation: 1d20 + 9 ⇒ (12) + 9 = 21
| GM Watery Soup |
Franzine and Gurka shoo away a few of the animals, Hopper bribes a few more, and Arlo just tiptoes past.
Challenge #3: Feral Wildlife
A horde of deer, squirrels, and other usually tame wildlife approaches, their eyes shining with fey malevolence as their heads turn in unison toward any intruders.
Nature (lowest DC) to treat with them to stand down
Intimidation to cow them or Stealth to sneak past (middle DC)
Deception (highest DC) to misdirect the herd
Round 3
Arlo
Franzine
Gurka
Hopper
Oskar
Phineas
Challenge #1: 6/6
Challenge #2: 6/6 <-- Qxal is here
Challenge #3: 4/6 <-- Pathfinders are here
Challenge #4: 0/6
Challenge #5: 0/6
Challenge #6: 0/6
Oskar Z.
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Intimidation: 1d20 + 9 ⇒ (2) + 9 = 11
Forgetting that he is a lute-playing halfling, Oskar does his best to scare the crazed wildlife away but even an ordinary chipmunk would not find him fearsome.
| GM Watery Soup |
Phineas beckons to Oskar to follow, but Oskar gets bogged down in trying to intimidate chipmunks.
The manifestation of Qxal bursts from the briar patch, emitting a howling scream. Thorns sprout from the ground, lashing the entire party.
Piercing: 4d6 ⇒ (2, 6, 3, 5) = 16
Qxal sends its proboscis to the ground, lapping up all the blood.
Challenge #3: Feral Wildlife
A horde of deer, squirrels, and other usually tame wildlife approaches, their eyes shining with fey malevolence as their heads turn in unison toward any intruders.
Nature (lowest DC) to treat with them to stand down
Intimidation to cow them or Stealth to sneak past (middle DC)
Deception (highest DC) to misdirect the herd
Round 4
Arlo (-20 hp)
Franzine (-16 hp)
Gurka (-16 hp)
Hopper (-31 hp) / Wolfie (-16 hp)
Oskar (-30 hp)
Phineas (-16 hp)
Challenge #1: 6/6
Challenge #2: 6/6
Challenge #3: 5/6 <-- Qxal and Pathfinders are here
Challenge #4: 0/5
Challenge #5: 0/7
Challenge #6: 0/6
As the next person who succeeds will move the party to the next challenge, I'll just post the DCs for Challenge #3 - Nature is DC 16, Intimidation and Stealth DC 17, and Deception DC 19 - and spoiler Challenge #4.
At a clearing near the edge of the forest, a chill mist descends. Those who breathe the mist experience figments of their most terrifying and unpleasant memories.
Nature (lowest DC), Arcana/Occultism/Religion (low DC) to recognize the memories as fey magic
Medicine (high DC) to provide mental care to your companions
Perception (highest DC) to notice flaws that tell you the memory isn’t real
I also changed the counter. Challenge #4 only requires 5 successes, Challenge #5 requires 7.
Oskar Z.
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Oskar squeaks with alarm as his wounds grow even worse and he strains to scare away the nearest chipmunk.
Intimidate: 1d20 + 9 ⇒ (16) + 9 = 25
I guess that will teach me not to hoard my hero point!
As the group scampers away from the horrific bambikin, Oskar takes a moment to try to heal himself.
I think I can also cast a spell, besides doing the skill challenge...
Soothe on himself: 1d10 + 4 ⇒ (8) + 4 = 12
GM, if there's time, Oskar will also do Battle Medicine on everyone else in the group (2d8 healing for each one). It only takes a single action but I'm not sure if that works with this chase dynamic. And, of course, once done I can't do it on someone again until the next day.
GM, also, I assume since Oskar has acted (again) on challenge #3, that he doesn't get to roll on challenge #4? If that is incorrect, he'll try Medicine...
Challenge 4, Medicine (if allowed): 1d20 + 7 ⇒ (14) + 7 = 21
Arlo of the Solemn Towers
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Arlo, being highly suspicious of the glamour coming upon him, does his best to think logically about this and remember his magical theory and history.
If possible, Arlo will simply use assurance on this since we only need 5 successes. With his +11 occultism skill, that's a 21.
Arlo also uncorks his potion of healing and drinks it in.
healing: 1d8 ⇒ 2
Gurka the Flamboyant
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religion: 1d20 + 7 ⇒ (16) + 7 = 23
3 action heal: 2d8 ⇒ (3, 5) = 8
Out of second level spells
Gurka just holds her holy symbol muttering a quick prayer for protection.
| GM Watery Soup |
I guess that will teach me not to hoard my hero point!
Scenario ain't over yet!
I think I can also cast a spell, besides doing the skill challenge...
[dice=Soothe on himself]1d10+4
GM, if there's time, Oskar will also do Battle Medicine on everyone else in the group (2d8 healing for each one). It only takes a single action but I'm not sure if that works with this chase dynamic. And, of course, once done I can't do it on someone again until the next day.
You are able to cast spells, and you are able to use Battle Medicine (but not Treat Wounds). However, I strongly recommend that you guys coordinate this.
As a matter of fact, I'm not going to process Gurka's Heal spell just yet, as Healing everyone plus Battle Medicining everyone has the potential to waste some healing, so I want to confirm that's what people want.
Processed: Arlo's healing potion (+2 hp on Arlo), Oskar's Soothe (+12 hp on Oskar)
Pending: Gurka's 3-action Heal (+8 hp on everyone, last Heal spell), Oskar's offer to Battle Medicine everyone (+2d8 on everyone but Oskar, no further Battle Medicine for the day)
Franzine, Gurka, Wolfie, and Phineas are currently down -16 hp.
GM, also, I assume since Oskar has acted (again) on challenge #3, that he doesn't get to roll on challenge #4?
Correct. Qxal acts between rounds, so the rounds have to be tracked rigorously. You can keep the same roll if we're still on Challenge #4 in the next round.
---
Oskar scares off the last chipmunk and the group moves on.
Challenge #4: Glade of Screams
At a clearing near the edge of the forest, a chill mist descends. Those who breathe the mist experience figments of their most terrifying and unpleasant memories.
Nature (lowest DC), Arcana/Occultism/Religion (low DC) to recognize the memories as fey magic
Medicine (high DC) to provide mental care to your companions
Perception (highest DC) to notice flaws that tell you the memory isn’t real
Arlo and Gurka recognize it as an illusion.
Round 4
Arlo (-18 hp)
Franzine (-16 hp)
Gurka (-16 hp)
Hopper (-31 hp) / Wolfie (-16 hp)
Oskar (-18 hp)
Phineas (-16 hp)
Challenge #1: 6/6
Challenge #2: 6/6
Challenge #3: 6/6 <-- Qxal and Pathfinders are here
Challenge #4: 2/5
Challenge #5: 0/7
Challenge #6: 0/6
Franzine Morgenstern
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By the gods! It's drinking our blood! We must press on!
As Franzine runs ever faster through the forest, she starts having visions of the dead and dying soldiers at the hospice she worked at when she was a young girl in Lastwall. The demons of the Worldwound creating horrific wounds upon the soldiers' bodies. Their screams of terror. How little she could do to ease their pain and suffering. Tears begin streaming down her face as she starts to panic. The visions getting more intense...
religion: 1d20 + 6 ⇒ (16) + 6 = 22
"It's not real. It's not real!"
That monstrosity is playing tricks on our minds! Think positive thoughts! Happy little clouds!!!
I vote for Gurka doing a 2 action heal on Oskar and Oskar Battle Medicine everyone. I can do a potion or lay-on-hands on myself or anyone else that needs it.
Oskar Z.
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Oskar has one more Soothe spell remaining (1d10+4 healing). After that he'll be out of healing (unless we get a chance to Treat Wounds again which seems unlikely at least until this chase is over). My suggestion is that Oskar go ahead and Battle Medicine everyone (2d8) since there's no chance of wasting any healing even if someone gets 16 back. Additionally, Oskar can use his last Soothe on himself (since he's currently only got 18 hp and can't use Battle Medicine on himself again). This would leave Gurka's Heal spell and Franzine's LoH in reserve (as well as any other healing that others may have), which has the advantage of being more versatile, depending on whether we need across-the-board healing or targeted to a specific individual.
tl;dr: Besides what the GM has already processed, I suggest Battle Medicine for everyone (2d8 healing) except Oskar; and Soothe (1d10+4 healing) for Oskar; and save whatever other healing resources we have until we see how many more times it catches us.
The Mad Hoppper
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Hopper has a vision of being on the swamps. Everything is wet and inflammable, the spiders are the size of his fist and he can't move. He tries to understand what he sees, looking for any significant signs
Arcane: 1d20 + 9 ⇒ (6) + 9 = 15
battle medicine healing Hopper : 2d8 ⇒ (5, 3) = 8
healing Wolfie : 2d8 ⇒ (6, 6) = 12
| GM Watery Soup |
Franzine and Phineas snap out of it, but Hopper doesn't.
Qxal spends some quality time slurping up every last drop of blood on the ground.
I'm going to go ahead and roll Battle Medicine for everyone just to keep everything neat. The rolls will be made in alphabetical order.
Oskar Battle Medicine @ Arlo: 2d8 ⇒ (6, 7) = 13
Oskar Battle Medicine @ Franzine: 2d8 ⇒ (2, 7) = 9
Oskar Battle Medicine @ Gurka: 2d8 ⇒ (4, 8) = 12
Oskar Battle Medicine @ Phineas: 2d8 ⇒ (6, 2) = 8
Challenge #4: Glade of Screams
At a clearing near the edge of the forest, a chill mist descends. Those who breathe the mist experience figments of their most terrifying and unpleasant memories.
Nature (lowest DC), Arcana/Occultism/Religion (low DC) to recognize the memories as fey magic
Medicine (high DC) to provide mental care to your companions
Perception (highest DC) to notice flaws that tell you the memory isn’t real
Round 5
Arlo (-5 hp)
Franzine (-7 hp)
Gurka (-4 hp)
Hopper (-23 hp) / Wolfie (-4 hp)
Oskar (-18 hp)
Phineas (-8 hp)
Challenge #1: 6/6
Challenge #2: 6/6
Challenge #3: 6/6 <-- Qxal
Challenge #4: 4/5 <-- Pathfinders
Challenge #5: 0/7
Challenge #6: 0/6
Peek: Nature DC 17, Arcana/Occultism/Religion DC 18, Medicine DC 19, Perception DC 20.
The ground suddenly gives way, in a matter akin to quicksand. Rather than silt, the ground is loose soil mixed with blood.
Medicine or Crafting (lower DC) to use reagents to coagulate the sand and make escape easier
Athletics (higher DC) to haul yourself free
Oskar Z.
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If Oskar can keep his same Medicine roll that I posted a bit earlier then I think that should be sufficient to get us past Challenge #4 (but uses Oskar's turn this round).
| GM Watery Soup |
Yeah, that's cool.
Challenge #5: Bloody Mire
The ground suddenly gives way, in a matter akin to quicksand. Rather than silt, the ground is loose soil mixed with blood.
Medicine or Crafting (lower DC) to use reagents to coagulate the sand and make escape easier
Athletics (higher DC) to haul yourself free
Round 5
Arlo (-5 hp)
Franzine (-7 hp)
Gurka (-4 hp)
Hopper (-23 hp) / Wolfie (-4 hp)
Oskar (-18 hp)
Phineas (-8 hp)
Challenge #1: 6/6
Challenge #2: 6/6
Challenge #3: 6/6 <-- Qxal
Challenge #4: 5/5
Challenge #5: 0/7 <-- Pathfinders
Challenge #6: 0/6
Arlo of the Solemn Towers
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"I knew there was a reason I saved that goat urine from earlier! It has just the coagulating properties we need! I just need to mix it with some of those goose feathers over there, along with some creme fraiche--about a quarter cup--and that should do it for us!"
crafting: 1d20 + 9 ⇒ (4) + 9 = 13
The Mad Hoppper
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Hopper is wakened from his visions by Oscar.
"That was ugly, thanks." says goblin and he follows the others to the shore. When the ground gives way and begins to suck them in, Hopper reaches to his bags to get some common alchemical ingredients to help him change the consistency of the soil
Crafting: 1d20 + 9 ⇒ (16) + 9 = 25
| GM Watery Soup |
Hopper lets Arlo play alchemist while he does all the work. Arlo fails, Hopper crit succeeds!
Challenge #5: Bloody Mire
The ground suddenly gives way, in a matter akin to quicksand. Rather than silt, the ground is loose soil mixed with blood.
Medicine or Crafting (lower DC) to use reagents to coagulate the sand and make escape easier
Athletics (higher DC) to haul yourself free
Round 5
Arlo (-5 hp)
Franzine (-7 hp)
Gurka (-4 hp)
Hopper (-23 hp) / Wolfie (-4 hp)
Oskar (-18 hp)
Phineas (-8 hp)
Challenge #1: 6/6
Challenge #2: 6/6
Challenge #3: 6/6 <-- Qxal
Challenge #4: 5/5
Challenge #5: 2/7 <-- Pathfinders
Challenge #6: 0/6
Franzine Morgenstern
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Franzine follows Gurka in her wake, sometimes pushing her forward or calling to Gurka to help pull her along as the thick bloody soil begins to mire around her.
Athletics: 1d20 + 9 ⇒ (7) + 9 = 16
| GM Watery Soup |
Phineas is unable to get the recipe correct. Gurka surges forward, but Franzine can't quite follow.
In the distance, the manifestation of Qxal finishes drinking blood and moves forward into the Glade of Screams.
Challenge #5: Bloody Mire
The ground suddenly gives way, in a matter akin to quicksand. Rather than silt, the ground is loose soil mixed with blood.
Medicine or Crafting (lower DC) to use reagents to coagulate the sand and make escape easier
Athletics (higher DC) to haul yourself free
Round 6
Arlo (-5 hp)
Franzine (-7 hp)
Gurka (-4 hp)
Hopper (-23 hp) / Wolfie (-4 hp)
Oskar (-18 hp)
Phineas (-8 hp)
Challenge #1: 6/6
Challenge #2: 6/6
Challenge #3: 6/6
Challenge #4: 5/5 <-- Qxal
Challenge #5: 3/7 <-- Pathfinders
Challenge #6: 0/6
Arlo of the Solemn Towers
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"Goose feathers? What am I thinking? A pair of chicken eggs is really what I need. Goat urine, chicken eggs, and creme fraiche (about a quarter cup)!"
Arlo mixes his revised concoction in a bucket, then spreads it between him and Qxal.
crafting: 1d20 + 9 ⇒ (10) + 9 = 19
Oskar Z.
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Medicine: 1d20 + 7 ⇒ (14) + 7 = 21
Oskar quickly follows behind Arlo, planting Radishorse seeds in his concoction. "I think you just about have the right balance there but this should help keep it from fermenting too quickly!"
Franzine Morgenstern
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Is round 6 another Bloody Mire challenge? We're all in bold type for challenge #6 but there's no description.
| GM Watery Soup |
Arlo and Oskar make the ground solid enough for Gurka to stand on. Gurka takes a rope and pulls the entire team forward with force!
The Pathfinders run across the beach towards the Unsinkable when ...
Challenge #6: Grasping Dunes
Massive pillars of sand shaped like grabbing hands make a final attempt to intercept them on the beach.
Acrobatics (lowest DC) to evade
Deception (middle DC) to zigzag past them
Crafting (highest DC) to identify weak points in the constructs
Round 6
Arlo (-5 hp)
Franzine (-7 hp)
Gurka (-4 hp)
Hopper (-23 hp) / Wolfie (-4 hp)
Oskar (-18 hp)
Phineas (-8 hp)
Challenge #1: 6/6
Challenge #2: 6/6
Challenge #3: 6/6
Challenge #4: 5/5 <-- Qxal
Challenge #5: 7/7
Challenge #6: 0/6 <-- Pathfinders
Franzine Morgenstern
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Franzine darts across the sand, avoiding the grasping pillars. She zigs and zags trying to deceive her position at each pillar.
Deception: 1d20 + 2 ⇒ (3) + 2 = 5
I'll use a hero point on that.
Deception: 1d20 + 2 ⇒ (20) + 2 = 22
Nice!
The Mad Hoppper
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Hopper triest to shake off any remnants of sand with blood from his own hairs as well as from Wolfie fur
"No worries Wolfie, we are almost out, almost out. Chicken eggs, who would have thought."
As they enter the sand Hopper tries to dodge all of the sand hands relying on Wolfie's agility.
Acrobatics, Wolfie: 1d20 + 10 ⇒ (8) + 10 = 18
| GM Watery Soup |
Franzine "Barry Sanders" Morganstern weaves her way through the sand pillars, creating a hole big enough for two to fit through. But Phineas trips, and she has to double back to help him. Hopper races through on Wolfie.
In the distance, Qxal rips through the Glade of Screams and heads into the Bloody Mire.
Challenge #6: Grasping Dunes
Massive pillars of sand shaped like grabbing hands make a final attempt to intercept them on the beach.
Acrobatics (lowest DC) to evade
Deception (middle DC) to zigzag past them
Crafting (highest DC) to identify weak points in the constructs
Round 7
Arlo (-5 hp)
Franzine (-7 hp)
Gurka (-4 hp)
Hopper (-23 hp) / Wolfie (-4 hp)
Oskar (-18 hp)
Phineas (-8 hp)
Challenge #1: 6/6
Challenge #2: 6/6
Challenge #3: 6/6
Challenge #4: 5/5
Challenge #5: 7/7 <-- Qxal
Challenge #6: 2/6 <-- Pathfinders