| Vesi Medvyed |
One perk - allegedly - of being raised in a noble family was that you were taught etiquette, in the exceedingly unlikely (for Vesi) case that you might be in the presence of royalty, at some point. So the undine does their very best attempt at a respectful bow to try and convey how very sorry they were for the intrusion.
Diplomacy aid: 1d20 + 11 ⇒ (8) + 11 = 19
| Blaze! |
"Might want to consider a crown to make mistaken identity problems less common. Just a thought." Blaze clears her throat and starts again. "We heard that your people were here, and we wanted to come and meet you. We're drawing artisans and artists to Safehaven, and you might want some of their stuff, but mostly we wanted to meet you because this is a pretty rough place. A lot of kingdoms have collapsed around here, and I don't want either of ours to be next. We help each other out? Or even just give a warning shout when things seem weird, then I figure we both benefit. Sound good?"
Diplomacy: 1d20 + 10 ⇒ (7) + 10 = 17
| DM Brainiac |
"Hrmm," King Vesket says. "It may be a good thing to have an alliance with you. We shall see. For now, I shall remain open to your entreaties." He thumps his tail against the ground in a sign of respect. "In the meantime, I am grateful for your help in exposing the false ancestor. We made offerings to it to keep it appeased, but they are no longer needed, so you may take them with our blessings."
The offerings include a low-grade cold iron longspear, a tree feather token, a bloodseeker beak talisman, animal skins worth a total of 20 gp, three citrines worth 4 gp each, and 22 sp.
Everybody gains a Hero Point! In subsequent Kingdom turns, you can attempt to open negotiations with the lizardfolk village. The Negotation DC has now been reduced to 18.
Russ'Ruk
|
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I'm gonna go ahead and guess the plan to return to home, grab our local cleric as well as a boat to sail out to the island is what we're going with. If we've got time during I'd like to do an influence on him as well.
Diplomacy(Harrim): 1d20 + 8 ⇒ (19) + 8 = 27
"Harrim it's come to our attention that we'll be needing someone of your expertise likely going forward to deal with an issue that's been discovered on the islet in the lake. It seems that there are some dangerous spirits who haven't quite learned to let go of this crumbling world and who best to show them the futility of their struggles than you sending them packing alongside us?"
| Vesi Medvyed |
While Russ is buttering up the grouchy dwarf, Vesi goes to talk to the local fishermen about hiring one of their boats to take them across the lake to the island.
Diplomacy: 1d20 + 11 ⇒ (17) + 11 = 28
| DM Brainiac |
Harrim grunts as Russ approaches him with the proposition. "Yes, of course. Better to end their existence now that they need not linger until Groetus brings annihilation to the entire world. A merciful fate compared to what awaits the rest of us." The dwarf gathers his gear as he joins your group.
You have gained 1 Influence Point with Harrim.
***
Candlemere Island is a forbidding heap of land choked with stinging nettles and covered with a thin mist regardless of the ambient weather. The 40-foot-all ruined tower at the island’s summit is visible from quite a distance away, as well as the strange darting lights that swirl around it.
Vesi is able to convince one of the locals to ferry you across the lake to the island, despite her superstitions. The gruff woman makes the sign of the evil eye as you approach. It’s difficult to tell where the lake ends and the island begins, as the island is surrounded by dense tangles of reeds and greenish scum that floats on the still water. A dilapidated pier extends from the island’s southern shore.
As you draw near the pier, though, what first appeared to be a heaping mound of loose vegetation on the overgrown bank near the pier suddenly rises up into a hulking, shambling shape!
Blaze: 1d20 + 7 ⇒ (16) + 7 = 23
Russ'ruk: 1d20 + 9 ⇒ (3) + 9 = 12
Vesi: 1d20 + 11 ⇒ (11) + 11 = 22
Enemy: 1d20 + 12 ⇒ (11) + 12 = 23
The creature moves closer and lashes out at all of you with its vines!
Vine Lash (Ankra, Blaze, Russ, Vesi, Harrim): 1d20 + 17 ⇒ (7) + 17 = 241d20 + 17 ⇒ (8) + 17 = 251d20 + 17 ⇒ (4) + 17 = 211d20 + 17 ⇒ (10) + 17 = 271d20 + 17 ⇒ (20) + 17 = 37
Damage: 2d8 + 8 ⇒ (1, 4) + 8 = 132d8 + 8 ⇒ (2, 8) + 8 = 182d8 + 8 ⇒ (2, 5) + 8 = 152d8 + 8 ⇒ (2, 6) + 8 = 162d8 + 8 ⇒ (8, 1) + 8 = 17
13 damage to Ankra, 18 damage to Blaze, 15 damage to Russ, 16 damage to Vesi, 34 damage to Harrim! Ouch! Everybody may act!
| Vesi Medvyed |
"Ow ow owww!" Vesi wails as the vines slice through their clothing and deep into the druid's flesh. They scoop some of the scummy green water that is abundantly present around them, flinging it at the creature.
"Get back! We weren't going to hurt you! Just let us pass."
Ranged spell attack, Hydraulic Push: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 3d6 ⇒ (3, 4, 4) = 11 And it is pushed back 5' if attack is successful
| Blaze! |
Blaze shrieks fire in the heap of vegetation's... face? Then without checking to see if it's dead, she runs away!
Breathe Fire: 4d6 + 4 ⇒ (3, 3, 5, 6) + 4 = 21 DC 20 Basic Ref
Stride to 30' away
Russ'Ruk
|
39/54hp. draw sword and shield, vicious strike(before it gets pushed away)
Vicious Flame Striking +1 Cold Iron Bastard Sword: 1d20 + 12 ⇒ (16) + 12 = 28
Slashing; fire: 3d8 + 3 ⇒ (3, 7, 4) + 3 = 171d6 ⇒ 4
"Not even to the islet yet and already being attacked by the locals, what a great start to the day wouldn't you all say? What is this thing Vesi?"
| DM Brainiac |
"Oof! Not today, Groetus! Not today!" Harrim shouts, gritting his teeth as he channels a bit of healing energy to everybody.
HHHeal: 2d8 ⇒ (2, 2) = 4
Vesi is unable to identify the plant creature.
Reflex vs Breathe Fire: 1d20 + 11 ⇒ (3) + 11 = 14
Blaze breathes flames onto it before falling back. The creature takes the brunt of the blast, though it is somewhat resistant to fire. Russ slices it with his flaming sword, and while the sword is effective, the fire does nothing. Ankra's halberd pushes the plant back a few feet, then Vesi's hydraulic push shoves it even further away.
Not to be deterred, the creature lumbers forward again and lashes out at Ankra and Russ. It smashes Ankra with a critical hit, knocking out the kineticist, while Russ takes a heavy hit as well!
Vine Lash (Ankra, Russ): 1d20 + 17 ⇒ (17) + 17 = 341d20 + 17 ⇒ (11) + 17 = 28
Damage: 2d8 + 8 ⇒ (8, 7) + 8 = 232d8 + 8 ⇒ (4, 7) + 8 = 19
46 damage to Ankra, 19 damage to Russ. Ankra is down at dying 2.
Harrim casts another healing spell on the party, restoring Ankra to consciousness.
HHHeal: 2d8 ⇒ (2, 3) = 5
Ankra is now conscious at wounded 1. Everybody may act.
| Ankra |
Damn it. I went down for being all heroic and taking some of harrim's damage. Without that I would have been at 1 hp. Nobody can doubt our commitment to Sparkle Motion.
From the ground, Ankra takes a moment to put his hand on his chest, then resummons his water and lets loose a blast. He finally summons more healing water.
lay on hands to get 12 hp back. Then gather elements, getting a 1 action blast, then ocean's balm.
elemental blast from prone: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25
deamage: 1d8 + 3 ⇒ (3) + 3 = 6
Ocean's balm: 2d8 ⇒ (4, 6) = 10
Status: 27 hp, 0 focus points, prone, wounded 2
Russ'Ruk
|
Vicious Flame Striking +1 Cold Iron Bastard Sword: 1d20 + 12 ⇒ (10) + 12 = 22
Slashing; fire: 3d8 + 3 ⇒ (8, 4, 6) + 3 = 211d6 ⇒ 4
Russ'ruk strikes at the creature as it approaches the vessel again, raising his shield this time after the deadly chop aimed at one of the flailing limbs.
"Ankra, fall back, use your range to your advantage. I can hold the line."
He bashes his steel shield taunting the creature, "Have at me you overgrown hedge!"
29/54hp shield raised
| Vesi Medvyed |
"Ankra!"
Seeing their friend badly wounded, Vesi likewise releases some healing energy, then calls a blessing upon the kineticist.
Heal: 1d8 + 8 ⇒ (8) + 8 = 16
And Guidance on Ankra +1 to one attack roll, saving throw, or skill check.
| Blaze! |
"Unnnnnh!" Blaze groans. "Plants are supposed to burn! Everyone knows that!"
Gathering flame about herself she heats the air, shivering it til lightning is waiting to strike down on the heap of vines.
Intimidate: 1d20 + 13 ⇒ (19) + 13 = 32 With Glare
Sudden Bolt: 4d12 + 2 ⇒ (5, 9, 1, 5) + 2 = 22 Basic Ref DC 20
| DM Brainiac |
HHeal Russ: 1d8 + 8 ⇒ (7) + 8 = 15
Harrim channels healing power into Russ.
Ankra blasts the plant and Russ delivers a powerful slice! Blaze calls down a bolt of lightning that strikes the plant, but that proves to be a mistake. The electrical energy bolsters the creature instead of harming it, and it surges with speed and vigor as it attacks Russ!
Vine, Quickened, Frightened 1: 1d20 + 17 - 1 ⇒ (2) + 17 - 1 = 181d20 + 12 - 1 ⇒ (11) + 12 - 1 = 221d20 + 7 - 1 ⇒ (17) + 7 - 1 = 231d20 + 7 - 1 ⇒ (13) + 7 - 1 = 19
Damage: 2d8 + 8 ⇒ (3, 2) + 8 = 13
Russ heals 15, then takes 13 damage.
Russ'Ruk
|
shieldblock reducing damage by 5, take 8 damage so 36/54 and 12/20
Russ blocks some of the tentacular blows with the steel shield though the tool is heavily dented afterwards but still usable. He doesn't relent himself twisting and pinning the tendril before delivering a chop to it hoping to sever the thing. Then he resets his shield again.
Vicious Flame Striking +1 Cold Iron Bastard Sword: 1d20 + 12 ⇒ (11) + 12 = 23
Slashing; fire: 3d8 + 3 ⇒ (8, 5, 8) + 3 = 241d6 ⇒ 4
vicious+raise shield
| Vesi Medvyed |
"Uh oh!" vesi exclaims as they see the effects of Blaze's lightning attack. The undine had been planning to use a similar tactic, but this was clearly the wrong approach.
Think! What threatens all plants, other than fire? Ahhhh, that's right. Fungal infections.
With a few whispered words and a light touch, the little leshy that has been accompanying Vesi dashes forward to reach the vegetal spaghetti monster.
Cast Fungal Infestation through Vesi's leshy familiar. 2d6 ⇒ (1, 1) = 2 persistent poison damage and DC 19 Fortitude. On failure, it has weakness 1 to fire and slashing (2 on critical failure).
| Blaze! |
Blaze twirls a fiery finger as she ponders. "Okay... okay... so you're a plant who doesn't mind fire, and likes lightning... Well I bet you won't like a DINOSAURTOTHEFACE!"
| Cwethanstein's Monster |
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The fiery portal that Blaze's twirling had opened yawns, and a feather-maned dinosaur screeches its way out with a ferocity that belies it's foot-and-a-half tall stature.
Appearing in a flank with Russ and Ankra
Bite: 1d20 + 8 ⇒ (16) + 8 = 24
Piercing: 1d6 + 3 + 1d4 ⇒ (5) + 3 + (4) = 12
Talons: 1d20 + 4 ⇒ (1) + 4 = 5
| DM Brainiac |
Vesi infects the plant creature with fungus. Ankra freezes portions of the thing from behind while Russ'ruk delivers another powerful slice. Blaze summons a dinosaur, and as she predicted, the plant monster does not like when the dinosaur bites its face off. Well, technically it doesn't have a face, but the beast still rips out a huge chunk of its body. Finally overwhelmed, the creature collapses into a hump of loose vegetation.
On the shore near the dilapidated pier lie the shattered remains of three wooden crates. Their contents have all been rotted or picked apart by scavenging animals, save for a glass vial containing a potion of swimming and a tattered leather pouch containing 15 gp and a garnet worth 20 gp.
Russ'Ruk
|
As the beast finally lays still, Russ'ruk breaths uneasily. But aids in docking mooring the boat for their stay.
"Best tend to our wounds now. As I don't believe we'll see much time to do so once we go inland if this was our greeting."
He tries his best not to eye the tiny raptor creature and how it feels like a mockery of his own people in some form.
| Blaze! |
"Okay, I do NOT want anymore of those in my Queendom. All plant creatures should hereby be excellently flammable."
| DM Brainiac |
After recovering from the fight, you continue on. Nettles and brambles cover the island except for a narrow, weedy path leading from the pier at the island’s south end to the collapsed tower rising from the island’s summit. In addition to the thorny plants, a thin mist makes it difficult to see the ground.
It doesn't take long to reach the tower. The crumbling ruin must have once been a large tower, but only a jagged stone cylinder about forty feet tall remains. Rubble litters the ground outside the tower. The structure itself has only two entrances at ground level: a wide opening to the southeast and a narrow window facing west. Both lead to an interior choked with tumbled stones and weeds. A dark gap in the floor hints at a stone staircase leading down.
As you draw near the twoer, you get the disturbing sensation of being watched, of having attracted the unwanted attention of something unimaginably powerful...
| Blaze! |
"Uhhh..... should we be here? We could maybe just leave a flag or something? Or... I mean should we at least see what's in here?"
Russ'Ruk
|
Russ looks the structure over a few times before they approach further.
"I suppose that depends on your will my queen. We could attempt to see to whatever problems might be stemming from here ourselves nor or later, or we might see about recruiting adventures from beyond to help. Though with our small coffers and meager reputation I don't know if we'll draw those more powerful than ourselves."
| DM Brainiac |
The stones of this ruin seen to be far older than ruins elsewhere in the Stolen Lands. Faint carvings of strange symbols are barely visible on some of the tower’s walls. With his knowledge of the Aklo language, Russ'ruk identifies them as fragments of a series of blasphemous prayers to ancient gods of the Old Cults. He spots the name “Yog-Sothoth” as the entity to whom the prayers are directed.
A rubble-choked staircase inside the tower leads down into a dark basement room constructed of solid stone blocks. This low chamber has stairs leading down to both the east and the west. A small pile of dead leaves and dried nettles has drifted against the south wall.
The leaves and nettles have blown in to fill a shallow basin beneath an inscription in Aklo that translates literally to “we are those who stand at the threshold,” or, more properly, “we are the Thresholders.” Six large silver coins of ancient make still sit in the bottom of the basin, along with a crimson-bladed kukri. This is a bloodletting kukri. A name in Aklo is engraved on the handle: Thirst.
Russ'Ruk
|
Russ'ruk doesn't grab for the coins nor the weapon but he does translate for everyone.
"The Thresholders? I'm not sure what to make of that, but I do have a dreadful sense of foreboding creeping up my spine about this place."
He gives a worried look along both pathways for a moment, "We should at the very least look into this place, given these scrawlings here we would be worse off if we let a cult work their foulness from the island."
| Vesi Medvyed |
"Perhaps we can get a few stoneworkers to seal this tower until we're ready to properly explore it," suggests Vesi. "That way, no-one can come in here and touch forbidden daggers or do mischief."
| Blaze! |
"I mean..." Blaze's eyes stay fixed on the coins & kukri. "We could always just grab the loot, and then we could always wall it up back home if we ended up not liking it?"
Detect Magic on the coins
Russ'Ruk
|
1d2 ⇒ 2
How we feeling about west?
Russ gently reaches into the waters and fishes out the coins once Blaze confirms their dull nature and kukri, but he wraps it for appraisal later.
He then readies his sword and shield, "Never know but best to be on guard if this is a place that houses cultists of any sort."
| Blaze! |
Blaze whistles to herself in faux nonchalance as she strolls along distinctly behind Ankra and Russ, before cutting herself off the first time they echo.
"Hey Blue, you went to fancy-pants school for this kind of thing, right?" Blaze glances down at Vesi, making sure that they're following along. "What do you figure a Thresholder is? I have guesses about flammability, but that's about it"
I'll Scout to give us Initiative
| DM Brainiac |
Several stone benches line the walls of this room. The east wall contains another opening leading to stairs that continue downward. The stone blocks of the ceiling have been badly scorched in strange circular patterns. Blaze recognizes the blast patterns as being indicative of a high-level spell that occurred millennia ago.
The stairs down continue to another room. A burning metal rod is stuck into the ceiling of this room, providing the space with fitful illumination. The north and south walls of this room each have three enormous arches surrounded by tiny runes. The central arch to the south, and each of the side arches to the north, lead to staircases; the other three arches surround only blank stone.
As you are looking around, Blaze calls out a warning, noticing three humanoid shadows detaching from the walls and moving menacingly towards you!
Blaze: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Russ'ruk: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Vesi: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
Enemy: 1d20 + 10 ⇒ (1) + 10 = 11
Everybody may act!
Russ'Ruk
|
Russ reacts by breathing a blast of frost and raising his shield while the group is clumped up, "Keep from getting surrounded."
Cold(DC19 reflex): 2d4 ⇒ (3, 2) = 5
23ac save me!
| Vesi Medvyed |
Vesi makes a face. "I didn't pay much attention in school, to be honest. So unless it's a plant, animal, or fungus, I don't know much about it."
As they descend into the room with the many arches and the menacing shadows surround them, the druid decides to blast first and ask questions later; after all, this seemed to be the ruins of a place dedicated to eldritch gods, so whatever was still lurking around couldn't be up to any good!
Electric arc, DC 19 Reflex, targeting 2 shadows: 3d4 ⇒ (1, 4, 1) = 6
| Blaze! |
Blaze joins Vesi's attack, blasting away with bolts of sizzling lightning while she hurls an extra ball of fire at the most dispersed one.
"Shadows gotta hate light-ning, right?"
Electric Arc: 3d4 ⇒ (2, 4, 1) = 7 DC 20 Basic Ref
Elemental Toss: 1d20 + 10 ⇒ (14) + 10 = 24
Fire: 2d8 + 2 ⇒ (3, 1) + 2 = 6
| DM Brainiac |
Reflex vs Cold Breath: 1d20 + 14 ⇒ (17) + 14 = 311d20 + 14 ⇒ (19) + 14 = 331d20 + 14 ⇒ (7) + 14 = 21
Reflex vs Electric: 1d20 + 14 ⇒ (7) + 14 = 211d20 + 14 ⇒ (18) + 14 = 32
Reflex vs More Electric: 1d20 + 14 ⇒ (4) + 14 = 181d20 + 14 ⇒ (18) + 14 = 32
The shadows quickly scatter and evade Russ'ruk's cold blast, save for one who is slightly affected by it. Blaze and Vesi try to zap them with lightning but they prove quite nimble and aren't very badly hurt. Blaze has more luck with a direct blast of fire, and Ankra's water spear proves effective.
The shadows converge on Ankra, draining his life force and tugging on his shadow, weakening him as they work to pull it free completely!
Shadow Hand: 1d20 + 15 ⇒ (2) + 15 = 171d20 + 10 ⇒ (19) + 10 = 29
Damage: 2d6 + 3 ⇒ (6, 4) + 3 = 13
Shadow Hand: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 2d6 + 3 ⇒ (2, 6) + 3 = 11
Shadow Hand: 1d20 + 15 ⇒ (1) + 15 = 161d20 + 10 ⇒ (17) + 10 = 27
Damage: 2d6 + 3 ⇒ (2, 3) + 3 = 8
32 total void damage to Ankra and he is enfeebled 2.
Russ'Ruk
|
Seeing the creatures ignore him and go straight for Ankra, Russ'ruk moves up behind one of the shades and delivers a decisive chop and a stab with the coldiron blade.
Vicious Flame Striking +1 Cold Iron Bastard Sword: 1d20 + 12 ⇒ (5) + 12 = 17
Slashing; fire: 3d8 + 3 ⇒ (8, 5, 4) + 3 = 201d6 ⇒ 3
Stride, vicious strike
| Ankra |
Ankra shakes his head as he suddenly feels woozy. He stabs at the one he's flanking with Russ.
elemental blast, 2A, vs off-guard target: 1d20 + 11 ⇒ (18) + 11 = 29
damage: 1d8 + 7 - 2 ⇒ (7) + 7 - 2 = 12 extra damage if crit: 1d8 + 7 - 2 ⇒ (1) + 7 - 2 = 6
He also takes a moment to splash a little cold water on his face.
ocean's balm healing on myself: 2d8 ⇒ (3, 8) = 11
| Vesi Medvyed |
Vesi moves behind Ankra to bolster their friend and patch up the worst of their hurt.
Battle medicine DC 20: 1d20 + 11 ⇒ (11) + 11 = 22
Ankra heals: 2d8 + 10 ⇒ (7, 1) + 10 = 18
Guidance on Ankra as well.