Nicole Flames
|
Realizing she has a Wayfinder too after she sees Roark activating his, Nicole reaches from her pocket and reveals her Wayfinder, activating the Light in it as well.
Stitch Steeltoe
|
"Its startin' to look a lot like Yule Tide in here." Stitch comments, doing his best to duck the seize inducing flashing lights now coming from all angles.. except from Pal.
"Hey Pal, you ok? You didn't caught some weird zombo bug and now you're turning into a deadie on us... quietly lurking.. waiting to eat our brains in our sleep?" He gives a half serious, half laugh chuckle under his breath before taking a long lingering eyeball.
Seeking the tell tale signs someone is turning into a zombie on Pal.
Finn Gumshoe
|
Finn raises his arms up across his chest and starts shambling towards Stitch. "How's this? Do I look like that draugr we just put back to sleep?"
Afterwards he moves ahead a little more, sticking close to all of the light sources. "What's up there? More draugr? Come on out!"
Busy weekend, sorry!
Stitch Steeltoe
|
Stitch raises a bushy eyebrow in response to Pal's antics "Almost had me there Pal. I've always told my brother's I've got the biggest, tastiest brains in the family." You can almost feel Meat Wagon roll their headlights at that statement.
"Guess that means we're ready, Bella and Feather's leading the way or you want Meat here up front for now?"
| GM Ladile |
Stitch Search: 1d20 + 7 ⇒ (4) + 7 = 11
Rain Search: 1d20 + 6 ⇒ (13) + 6 = 19
1=Bella, 2=Roark
1d2 ⇒ 1
Cold: 2d6 ⇒ (6, 3) = 9
Nicole Flames's Nature (T): 1d20 + 4 ⇒ (3) + 4 = 7
Fran Rosemont's Nature (T): 1d20 + 4 ⇒ (10) + 4 = 14
Roark Thunderbird's Nature (U): 1d20 + 1 ⇒ (14) + 1 = 15
Finn Gumshoe's Nature (T): 1d20 + 4 ⇒ (11) + 4 = 15
Stitch Steeltoe's Nature (T): 1d20 + 7 ⇒ (16) + 7 = 23
Bella Sidare's Nature (T): 1d20 + 4 ⇒ (14) + 4 = 18
After arming yourselves with plenty of light (in addition to Rain's), you prepare to set off into the eastern cavern. Caves stretch out from several breaks in the walls of the stone complex. Though the cave is mostly damp, patches of permafrost show up regularly within the dug dirt walls. In several places, moisture has come through the dirt, only to be frozen in place. Along the east, several smaller tunnels, too small for even a child, connect to hidden passages beyond.
"Brr...it's awfully chilly to be this close to the surface, don't you think?" Rain remarks as the group begins to move into the cavern. It's right about this point that Bella moves up next to what she at first thinks is a particularly large patch of dirt only to feel the temperature suddenly drop and a painful, biting cold seep into her skin!
Bella takes 9 cold damage.
At the same time, the strange patch of dirt-but-not-actually expands, pulling in warmth from every direction and spreading its strange chill further into the area. The cold washes over Bella, Khiari, Meat Wagon, and Roark, chilling them to the bone (or metal joint)!
Bella, Khiari, Meat Wagon, Roark need to make a DC 18 Basic Fort vs. 2d6 + 6 cold damage.
Bella and Stitch now realize that you've stepped right into a patch of brown mold, an unassuming fungus that leeches heat from the air and everything around it. The proximity of Bella's torch caused it to expand but you know that it can only expand like this once a day, so at least this patch won't grow any bigger while you attempt to deal with it.
Besides going around it to avoid its chilling aura, you know that it can be scraped away with some careful work (Survival), attacked, or exposed to cold damage to get rid of it.
(The red 'X' on the map is the initial patch of mold, with all the adjacent brown 'Xs' representing the squares it expands into.)
Roark Thunderbird
|
Fort: 1d20 + 5 ⇒ (13) + 5 = 18
No survival
Roark shivers slightly, but manages to stave off the cold. He does, however, glare at Stitch and gesture at the bald spot near his tail...
Bella Sidare
|
Fort Save: 1d20 + 6 ⇒ (8) + 6 = 14
Khiari's Fort Save: 1d20 + 6 ⇒ (15) + 6 = 21
Summoners take the worst save, so Bella's Fort Save is 14. Failure.
Bella shivers and Khiari rubs her fur to hold fast
"That's a lot of mold, huh." Khiari pipes up.
"Y-yes, sister." Bella pulls out her shortsword. "Perhaps we should cut these things off so they don't leech even more heat?"
No Survival. Nature is +4. Bella has +7 to attack with her Shortsword.
Stitch Steeltoe
|
Fort for Meat Wagon: 1d20 + 6 ⇒ (4) + 6 = 10
Cold Damage: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Stitch pulls his hands up off the steering wheel as the cold bites "Woah now, full stop, full reverse Meaty!" He rolls backwards, hoping Rain avoids getting mooshed.
"Hey Nicole, you got anything frosty in that cook book of yours? Maybe we can nuke this thing from way way back?"
Nicole Flames
|
Survival: 1d20 + 4 ⇒ (18) + 4 = 22
Sensing the cold air, Nicole quickly moves to help them remove the mold. Not sure what to do, either kick it lightly or pick it up, maybe? She chooses to scrape it with her bare hands to make it deactivated. Realizing she enters the patch the brown mold expanded into before she works her way with the mold, the cold is now trying to make her numb!
Fortitude save: 1d20 + 6 ⇒ (10) + 6 = 16
| GM Ladile |
Remember that basic saves work a little differently - you need to have a critical success to not take any damage. A regular success means you take half damage.
Roark Cold Damage: 2d6 + 6 ⇒ (5, 5) + 6 = 16 Half damage = 8
Bella Cold Damage: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Nicole Cold Damage: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Everyone is quick to back off once you know what you're dealing with, except for Nicole. Opting to brave the mold's cold aura, she moves up and manages to scrap it away with her fingernails and remove the threat.
"Ooh...if there's one patch of brown mold in here there might be more," Rain frets. "Keep your eyes open - if there *is* more and we spot it before someone steps in it, I can use a bit of my power to talk to it and see if it will let us pass."
______________
Rain is offering use of his Speak With Plants ability, basically. Do you do anything before pressing on?
Stitch Steeltoe
|
Seeing how Nicole is elbow deep in mold, Stitch hops down off Meat Wagon to get elbow deep in some light repairs. "Let's hope not too many of those cooling hoses cracked from that frost."
Craft: Haphazard Repair vs DC16: 1d20 + 8 ⇒ (18) + 8 = 2610 = 10
Crit, so 20, full hp on Meat.
Bella Sidare
|
Bella exhales as the heat is drained from her. "I have taken quite a beating... one moment please."
Minor Healing Potion: 1d8 ⇒ 7 Bella has 19 damage remaining.
Some of the frostbite retreats. It will have to do. "Rain in Cloudy Day, if you hear of more mold, please tell us."
"I am ready to continue exploring when you are."
Stitch Steeltoe
|
I can make medicine checks for whoever also, just not sure if we have lots of time on our hands, I assume we do. Also, is anyone else trained in medicine or? Just curious so we can cut down our downtime.
"Need that bald patch expanded a bit Roark? There's something to say for symmetry, especially in nature." He snorts in laughter, quickly turning into a full on cackle.
Nicole Flames
|
Nicole has trained Medicine +4, but she does not have healer's tools.
Nicole feels the shiver down to her spine and quickly moves away from the expanding mold but it is too late. She quickly draws her minor elixirs of life after she feels that some vitality has left her.
Two Minor Elixirs of Life: 2d6 ⇒ (6, 5) = 11 HP restored for Nicole (2 damage remains)
"Brrr... I was not expecting that it will be that so coldddd..." she says while still shivering, making friction between the palms of her hands. "Maybe that would be a good idea, Rain. Talk to them, unless we turn cold as ice here..."
Finn Gumshoe
|
"He can talk to plants? Yeesh." Finn stares in disbelief. "Having that skill would've solved me many cases! Teach me your ways, pal."
Stitch Steeltoe
|
"He can talk to plants? Yeesh." Finn stares in disbelief. "Having that skill would've solved me many cases! Teach me your ways, pal."
Stitch hollers down to Pal "Everyone talks to plants, Rain is just the only one smart enough to know what they say back." He shrugs.
If we want to wait for the 1hr down time to expire on Bella I can make another medicine check. If so, check is spoilered below.
Medicine, Risky Surgery vs DC15: 1d8 ⇒ 41d20 + 9 + 2 ⇒ (17) + 9 + 2 = 284d8 ⇒ (6, 5, 8, 6) = 25
Gain of 21 hp.
Bella Sidare
|
I'm willing to forge ahead so we don't have to wait every time we're injured.
| GM Ladile |
Rain Diplo: 1d20 + 8 ⇒ (4) + 8 = 12
Rain Diplo: 1d20 + 8 ⇒ (9) + 8 = 17
Stitch Search: 1d20 + 7 ⇒ (13) + 7 = 20
Rain Search: 1d20 + 6 ⇒ (11) + 6 = 17
Nicole Flames, Avoid Notice: 1d20 + 6 ⇒ (6) + 6 = 12
Roark Thunderbird, Avoid Notice: 1d20 + 6 ⇒ (19) + 6 = 25
Finn Gumshoe, Avoid Notice: 1d20 + 8 ⇒ (19) + 8 = 27
Stitch Steeltoe, Search: 1d20 + 7 ⇒ (11) + 7 = 18
Bella Sidare, Scout: 1d20 + 6 ⇒ (6) + 6 = 12
Rain, Search: 1d20 + 6 ⇒ (12) + 6 = 18
Snek: 1d20 + 9 ⇒ (12) + 9 = 21
Concerned about lingering too long, you opt to carefully press forward after those injured have consumed what potions and healing resources the group has at its disposal. Noticing that part of the cavern seems to branch away towards the northwest and back towards the way you came, you investigate that route first and discover that the tunnel empties into another small chamber that was once part of the original ruins, via a partial collapse of the wall. In this small chamber you discover a chest that contains several emerald gemstones and a small, pale pink stone that radiates a magical aura when examined.
You can spend 10 minutes here to Identify Magic or carry on; just let me know which you end up doing.
Now on high alert for brown mold, you end up spotting two additional patches when you turn back to exploring the cavern. Rain in Cloudy Day is unable to successfully negotiate with the first patch, forcing you to give it a wide berth as you pass by. The leshy fares better in negotiations with the second patch, convincing it that you mean no harm; it allows you to pass by without reacting to your presence.
Continuing onward, you find that the cavern once again opens up in to a section of the original complex. A massive stone column ten feet wide rises from the tiled floor of this circular chamber. Strange glyphs dance along the column, pulsing with dull green light, though many of the glyphs wink in and out of existence as though malfunctioning. The ceiling here ascends twenty feet from the floor. Collapsed stone debris prevents the use of two connecting halls to the west and southwest, while breaks in the eastern walls open the area to an adjacent network of caves. A single five-foot-wide hall exits to the north.
However, you're not alone here. A strange clacking sound is heard as a serpentine skeleton, but with the head of a humanoid, slithers from behind the column, almost as if it's guarding the pillar!
Constructed from bones harvested from serpents and humans, a necrophidius is animated by occult magic, not unlife. Each necrophidius is built from the skeleton of a large snake, but its skull has been replaced by that of a humanoid creature. If a necrophidius's creator dies, the construct follows the last series of commands it was given.
The necrophidius has a paralyzing bite but even if one succumbs to it, it gradually becomes easier to throw off the effect...provided they survive long enough. Basically you can attempt a new save at the end of each turn and the DC cumulatively decreases by 1 for each attempt made.
Not only that, but both Rain and Stitch realize that the central pillar contains a weakened, but complex, summoning rune. The pair think that getting too close to the pillar could cause it to activate and conjure...something. Probably nothing good. But they also think that with some careful movements, one could get close to the pillar without activating the rune and then either erase it or remove enough stones from the pillar to deactivate it.
Acrobatics to approach the central pillar without activating the rune, then Thievery (Trained) or Athletics to disarm it. Or Dispel Magic to try and counteract it.
______________
Round 1
Finn
Roark
==============
Snek
==============
Stitch
>Meatwagon
Rain
Bella (-19)
>Khiari
Nicole (-2)
Active Conditions:
Environmental Conditions:
Everyone may act!
Roark Thunderbird
|
Are the rocks difficult terrain?
Roark moves up and begins to dance for Snek.
Performance: 1d20 + 8 ⇒ (17) + 8 = 25
He raises his buckler, hoping Snek doesn't get too close.
◆ Stride
◆ Dance
◆ Shield up!
| GM Ladile |
Nope!
Roark cautiously moves up and does a little dance for the snek. While it doesn't seem to fascinate the creature - which Roark wasn't really expecting anyway - the tengu still feels a surge of power for his efforts. He then raises his shield, ready to defend himself!
______________
Round 1
Finn
Roark
==============
Snek
==============
Stitch
>Meatwagon
Rain
Bella
>Khiari
Nicole
Active Conditions:
Environmental Conditions:
Finn may act!
Bella Sidare
|
"What an odd guardian. And what an odd trap." Bella ponders. "Sister, hold back a moment. I'll try to get close and disable it."
+7 to Acrobatics and Thievery.
Finn Gumshoe
|
| 1 person marked this as a favorite. |
Recall (Arcana): 1d20 + 6 ⇒ (1) + 6 = 7
"Never seen the thing before," Finn mutters to himself as he pulls his trenchcoat in tight, attempting to move towards the rune. "Easy there, my noodly pal. Just gonna slip by ya for a sec."
+7 Acrobatics to move towards the pillar, +7 Thievery to try a disarm
| GM Ladile |
Finn Acro: 1d20 + 7 ⇒ (13) + 7 = 20
Rain Will: 1d20 + 8 ⇒ (4) + 8 = 12
Finn carefully does the patented Gumshoe Shuffle around the creepy snek and moves towards the pillar, circling partway behind it. And his work seems to have paid off, as the rune continues to remain inert...for now. He rolls up his sleeves and readies to attempt a disarm.
Two actions to get up next to the pillar so you can attempt to disarm it on your next turn (since disarming/disabling a hazard is two actions). Finn has one action remaining if he wants to use it.
The snek seems to pay no mind to Finn, at least for the moment. Instead, it raises itself up and begins to sway, its serpentine form undulating and clattering in a hypnotic rhythm. Everyone except for Finn finds it difficult to resist becoming distracted by the creature's movements!
Everyone *but* Finn make a DC 18 Will save.
You easily ignore the snek's attempt at distraction, remaining focused on the task at hand.
You mostly ignore the snek's attempt at distraction, but still find its movements rather unnerving.
You are flat-footed until the end of Snek's next turn.
You're unable to ignore the snek's attempt at distraction!
You are Stunned 1. After you recover, you are flat-footed until the end of Snek's next turn.
You are absolutely transfixed by the snek's movements!
You are Stunned 3. After you recover, you are flat-footed until the end of Snek's next turn.
Rain in Cloudy Day winces and shakes his head. "Oh dear, I feel a bit woozy! What kind of foul dance was that??" Still, the leshy rallies and moves forward into the chamber. "This has to be the guardian of this place! Come, friends, and let us put this sneaky snake to rest!"
Inspire Courage is in effect.
______________
Round 1
Finn (1 action)
Roark
==============
Snek
==============
Stitch
>Meatwagon
Rain (Stunned 1)
Bella
>Khiari
Nicole
Active Conditions: Inspire Courage +1
Environmental Conditions:
Finn (1 action), Stitch & Meatwagon, Bella & Khiari, Nicole may act!
Bella Sidare
|
Bella simply stares at the serpentine skeleton.
Will Save: 1d20 + 6 ⇒ (10) + 6 = 16
Khiari looks at Bella, then at the skeleton.
Will Save: 1d20 + 6 ⇒ (8) + 6 = 14
"Sis! SIS!" Khari gently headbutts Bella and snaps her out of the trance. "Er, what? Oh. Yes. The trap."
Bella will try to make her way to the pillar without upsetting the rune.
Stealth +7. Not sure if it's a secret roll or not, so I'll roll in a spoiler.
1d20 + 7 ⇒ (1) + 7 = 8
1d20 + 7 ⇒ (20) + 7 = 27
◆ Stunned 1
◆ Stealthy sneak
◆ Stealthy sneak
Roark Thunderbird
|
Will Save: 1d20 + 7 ⇒ (17) + 7 = 24
Roark stares at the swaying creature, enthralled, then suddenly snaps out of the trance. "Wh-what is that?!"
Nicole Flames
|
DC 18 Will Save: 1d20 + 4 ⇒ (4) + 4 = 8
Nicole becomes senseless after seeing the snek shows its serpentine form undulating and clattering in a hypnotic rhythm. Her body is now rigid and remains motionless for a couple of seconds in the midst of the battle! She can't even speak about what she just see! Nicole loses 3 actions from her Stunned 3 condition.
Stitch Steeltoe
|
Will vs DC18: 1d20 + 9 ⇒ (7) + 9 = 16
Stitch fails to pull his gaze from the noodling noodle. "Lemme tell you what that thing is!" He shakes the fog from his brain before lubing up his joints and Meat Wagon's.
Recall Knowledge
◆: Overdrive: Standard Craft Check, DC16?: 1d20 + 8 ⇒ (19) + 8 = 27
*Crit Success: +4 damage to personal and construct damage rolls for 1 minute.
| Meat Wagon |
Will vs DC18 Stun: 1d20 + 5 ⇒ (2) + 5 = 7
Meat Wagon's motor sputters and starts to stall, finally recovering.
I'll have to look to see just how the stun works since MW doesn't get actions unless I command it.
Finn Gumshoe
|
| 2 people marked this as a favorite. |
Finn realizes he has a bit more time. "I find your dance entirely too tame, pal." He flips up the ends of his 'stache with a bit of saliva and starts his own version of the Noodle Dance.
Demoralize: 1d20 + 3 ⇒ (14) + 3 = 17
| GM Ladile |
Stitch RK: Crafting: 1d20 + 8 ⇒ (17) + 8 = 25
Finn attempts to do his own Mean Mug version of a snake dance but the ugly snek thing isn't having any of it and seems unimpressed by his efforts!
Though a bit distracted by the noodling noodle, Bella attempts to carefully sneak her way towards the central pillar. Her first attempt is anything *but* sneaky as she stumbles over bits of rubble, her own feet, and the invisible cats that must be scattered all over the place. She rallies, however, and manages to somehow meld into the shadows and move the last few feet to the pillar as though her feet aren't even touching the ground.
Roark finds the snek's movements rather unnerving but not so much that he can't keep his wits about him. Poor Nicole, on the other hand, is positively transfixed by the snek's swaying and is unable to do anything but stare.
Stitch is somewhat distracted by the snek but not so much that he can't still rattle off some useful facts about what the group is dealing with. Constructed from bones harvested from serpents and humans, a necrophidius is animated by occult magic, not unlife. Each necrophidius is built from the skeleton of a large snake, but its skull has been replaced by that of a humanoid creature. If a necrophidius's creator dies, the construct follows the last series of commands it was given. The necrophidius has a paralyzing bite but even if one succumbs to it, it gradually becomes easier to throw off the effect...provided they survive long enough.
Basically you can attempt a new save vs. the paralyzing bite at the end of each turn and the DC cumulatively decreases by 1 for each attempt made.
He then gives Meat Wagon an extra kick of juice...but the construct seems extremely distracted by the necrophidius' movements...somehow.
______________
Round 2
Finn
Roark (Flat-Footed)
==============
Snek
==============
Stitch (Stunned 1)
>Meatwagon (Stunned 3)
Rain (Stunned 1)
Bella (Stunned 1)
>Khiari (Stunned 1)
Nicole (Stunned 3)
Active Conditions: Inspire Courage +1
Environmental Conditions:
Finn & Roark may act!
Roark Thunderbird
|
Roark runs up to Snek and tries to stab it with his shortsword, before raising his buckler again.
Shortsword vs Snek: 1d20 + 7 ⇒ (16) + 7 = 23
Piercing, Precision: 1d6 + 3 ⇒ (5) + 3 = 8
Doubled if a crit
◆ Stride
◆ Strike
◆ Raise Buckler
Finn Gumshoe
|
"Not yer kind of dance, eh? Ah well," Finn sighs as he finishes off his jig.
Turning his focus on the pillar, he pulls out a set of tools and gets to work disarming it.
+7 Thievery
Stitch Steeltoe
|
I said roll, not spit! Good use of a hero point I think!
Stitch cocks his head as he watches Pal flip his picks around to the correct orientation Heh, he almost stepped in it past the boot..
| GM Ladile |
Snek vs. Roark: 1d20 + 8 ⇒ (19) + 8 = 27
Damage (P): 1d10 + 3 ⇒ (4) + 3 = 7
Snek vs. Roark: 1d20 + 4 ⇒ (17) + 4 = 21
Damage (P): 1d10 + 3 ⇒ (8) + 3 = 11
Snek vs. Roark: 1d20 + 0 ⇒ (7) + 0 = 7
Roark dashes forward and jabs his sword into the snek's nasty hide and then raises his buckler, ready to defend himself. At about that same time, Finn uses his tools and a little know-how to erase the strange and dangerous-looking rune on the pillar. It's tricky work, but he manages it! The magics within are nullified for good, preventing it from summoning whatever it might have summoned to join the battle.
And Finn still has an action remaining.
With a target right there, Snek snaps viciously at Roark - once, twice, thrice! The first two strikes connect, leaving painful puncture wounds and a terrible feeling of stiffness that threatens to overwhelm the tengu.
Roark takes 18 piercing and needs to make a DC 20 Fort or be paralyzed.
The rest of the group feels the strange fascination inflicted by the snek's dance wearing off, though you're still rather unnerved by it all.
Roark is no longer flat-footed. Stitch, Rain, Bella, Khiari are no longer stunned but are flat-footed until the end of the snek's next turn. Meatwagon & Nicole drop to Stunned 2.
______________
Round 2
Finn (one action)
Roark (-18; Pending Fort)
==============
Snek (-8)
==============
Stitch (Flat-Footed)
>Meatwagon (Stunned 2)
Rain (Flat-Footed)
Bella (Flat-Footed)
>Khiari (Flat-Footed)
Nicole (Stunned 2)
Active Conditions: Inspire Courage +1
Environmental Conditions:
Finn (one action), Stitch, Rain, Bella, Khiari, Nicole may act!
Stitch Steeltoe
|
"Roark you're gonna be cashing in your donor card if you aren't more careful." Stitch draws out his clan pistol and takes a shot, then commands Meat Wagon to snap out of it. "Its just a little water in the fuel line, give it some gas and it'll blow out!"
Ranged: Overdrive: Clan Pistol, Inspired: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Damage (P)(Fatal D10): 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Draw blaster, Strike, Command MW to clear the last of that stun for next round.
Bella Sidare
|
| 1 person marked this as a favorite. |
"Come on, Khiari!" Bella shouts and tries to regain her step. While Khiari approaches from behind, Bella draws her light mace and tries to inspire herself.
"Everyone! The snake crawls, the snake dances, but the snake cannot consume! There is nothing to fear!"
Perform: 1d20 + 6 ⇒ (4) + 6 = 10
◆ Khiari Strides
◆ Bella draws a weapon
◆ Bella tries to get Panache and probably fails
Roark Thunderbird
|
Fort: 1d20 + 5 ⇒ (18) + 5 = 23
Roark clenches his beak and powers through whatever hit him. He growls and swings his shortsword, adding a bit extra to end the fight.
Shortsword vs Snek, Confident Finisher, IC: 1d20 + 8 ⇒ (18) + 8 = 26
Piercing, Precision, IC: 3d6 + 2 ⇒ (4, 3, 3) + 2 = 12
Roark takes a step back, before scrambling back towards the rest of the group.
◆ Strike
◆ Step
◆ Stride
Nicole Flames
|
Question: Would I not be out of the Stunned condition for this round since all my actions from the previous round were spent on reducing the Stunned 3 condition? Or maybe I am missing something from the last round.
| GM Ladile |
Rain vs. Snek (Spore Pod): 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Damage (B): 2d6 + 2 ⇒ (6, 5) + 2 = 13 + 5
Rain vs. Snek (Spore Pod): 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Whoops, Nicole is right - I misread how Stunned works. She can act normally this round and I think Meat Wagon will have 1 action this round as well.
Stitch draws out his clan pistol and fires at the snek, but the shot is a clear miss. He then commands Meat Wagon, who seems to be mostly recovered from being stunned, to... (Meat Wagon may take 1 action this round.)
Khiari advances while Bella draws out her mace and attempts to rally herself for the battle, but she has trouble getting her head in the game. No panache, I'm afraid :(
Roark manages to resist the Snek's paralyzing bite and... (Roark's actions will take place on the next round, since we're still in Round 2 - definitely a hit though!)
Rain in Cloudy Day continues to call out words of encouragement and inspiration to you all as he begins flinging spore pods at the snek. The first one slams into the snek's head with a resounding *CRACK* and seems to do a surprising amount of damage! It's almost as though Rain landed a powerful hit *and* the nature of his spore pod was particularly effective. (Critical hit + something else.)
______________
Round 2
Finn (one action)
Roark (-18)
==============
Snek (-25)
==============
Stitch (Flat-Footed)
>Meatwagon (Stunned 1; 1 action)
Rain (Flat-Footed)
Bella (Flat-Footed)
>Khiari (Flat-Footed)
Nicole (Flat-Footed)
Active Conditions: Inspire Courage +1
Environmental Conditions:
Finn (one action), Meat Wagon (one action), Nicole may act!
| GM Ladile |
Finn and Meat Wagon both advance on Snek, ready to help Roark and the others pummel it into submission...
______________
Round 2
Finn
Roark (-18)
==============
Snek (-25)
==============
Stitch (Flat-Footed)
>Meatwagon (Stunned 1)
Rain (Flat-Footed)
Bella (Flat-Footed)
>Khiari (Flat-Footed)
Nicole (Flat-Footed)
Active Conditions: Inspire Courage +1
Environmental Conditions:
Nicole may act!
Nicole Flames
|
Now she's with herself now after that mesmerizing moves from Snek, she positions herself close to Snek and quickly draws two lesser alchemist's fires and throws them at Snek.
Bomb Attack vs Snek, IC: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Bomb Damage, IC: 1d8 + 1 ⇒ (1) + 1 = 2 fire damage, 1 persistent fire damage and 1 fire splash damage
Bomb Attack vs Snek, MAP, IC: 1d20 + 6 - 5 + 1 ⇒ (15) + 6 - 5 + 1 = 17
Bomb Damage, IC: 1d8 + 1 ⇒ (5) + 1 = 6 fire damage, 1 persistent fire damage and 1 fire splash damage
◆ Stride
◆ Quick Bomber
◆ Quick Bomber
| GM Ladile |
Nicole moves in closer and rapid-fire chucks two small vials at the Snek. The first one connects, blackening bones and leaving the Snek aflame! The second vial misses the mark, but not by much.
Roark then delivers a powerful strike to the Snek with his sword, before taking a cautious step back and then moving to rejoin his allies.
______________
Round 3
Finn
Roark (-18)
==============
Snek (-44; 1 persistent fire)
==============
Stitch (Flat-Footed)
>Meatwagon (Flat-Footed)
Rain (Flat-Footed)
Bella (Flat-Footed)
>Khiari (Flat-Footed)
Nicole (Flat-Footed)
Active Conditions: Inspire Courage +1
Environmental Conditions:
Finn may act!
Finn Gumshoe
|
With the snek in sight, Finn aims his crossbow and lets a couple bolts fly.
Crossbow: 1d20 + 7 ⇒ (20) + 7 = 271d8 ⇒ 7
Crossbow: 1d20 + 7 - 5 ⇒ (16) + 7 - 5 = 181d8 ⇒ 2
"And that's how ya skewer a snake!"
Strike, reload, strike
| GM Ladile |
Finn's words are fitting ones, as his two crossbow shots are enough to finish off the nasty snek-thing for good! It collapses in a pile of bones and the air grows calm and quiet.
Combat Over!
With the last apparent threat eliminated, you're able to take your time mending wounds and exploring the large chamber as well as the rest of the complex. A nearby hallway has a few remaining traps that haven't been set off by other foolhardy adventurers but with everyone on the lookout you have little trouble spotting and removing them. In a small chamber off of said hallway you find several items that look to have been squirreled away by smugglers or the like - a lesser darkvision elixir, two minor healing potions, and a +1 short sword.
More importantly, however, is the central pillar in the large chamber. Now that you're able to get a good look at it, it appears to be covered with an ancient script of some sort. Rain takes a look at it and does a little jig of happiness.
"Oh! It's written in Azlanti! How exciting! Let me see, it says..."
The fungus leshy studies the column for several moments and then whistles. "Well! Folks, what we have here is a series of pleas to ancient Azlanti deities, including many active in ancient eras, like Acavna, Lissala, and Zura! The citizens of Nacar-Azen ask for salvation from the darkened sky - proving that this site was established after Earthfall!"
"This is a truly amazing find! We must return to the Enclave and report this to Chief Thakik at once...and then get back to the Grand Lodge to report this to the Masters!"