The Rabble |
As yet more clouds of overlapping spores from three different trees clog the lungs of the prisoners trapped in the cage below - especially those closest to the trees on the eastern side of the barriers - they kneel to the ground and continue to choke!
"What is this!?"
Yellow Spores vs Prisoners
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (3) + 3 = 6 @ 2 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (19) + 3 = 22 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (14) + 3 = 17 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (19) + 3 = 22 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (20) + 3 = 23 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (15) + 3 = 18 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (19) + 3 = 22 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (15) + 3 = 18 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (3) + 3 = 6 @ 2 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (18) + 3 = 21 @ 0 damage
Green Spores vs Prisoners
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (19) + 3 = 22 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (6) + 3 = 9 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (9) + 3 = 12 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (15) + 3 = 18 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (17) + 3 = 20 @ 0 damage
Prisoner Status: East (Right) Group
Prisoner #1 @ 4/8 HPs
Prisoner #2 @ 7/8 HPs
Prisoner #3 @ 6/8 HPs
Prisoner #4 @ 6/8 HPs
Prisoner #5 @ 8/8 HPs
Prisoner Status: West (Left) Group
Prisoner #6 @ 8/8 HPs
Prisoner #7 @ 8/8 HPs
Prisoner #8 @ 8/8 HPs
Prisoner #9 @ 6/8 HPs
Prisoner #10 @ 8/8 HPs
Auntie Wu |
Yellow
↺) Spore Cloud (trigger: taking electricity damage)
Basic Fortitude Save (30 feet) vs 1 poison damage and fatigue (DC 16) @ Everyone: 1Auntie Wu's Fortitude Save (T) w/ Frightened (-1): 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6 @ 2 damage + fatigued
...
Hero Point?
Goodness! You've gotta stop rolling nat 1s for me! ;)
Hero Point reroll: Fort DC 16 from Yellow tree w/ Frightened: 1d20 + 6 - 1 ⇒ (15) + 6 - 1 = 20
Vekka Tchakon |
Hero Point?
Hmm, Fatigued doesn't have a numeric value (it doesn't get worse), and with the rate the trees are putting out these spores they'll simply burn our hero points in *no* time.
DM rainzax |
Auntie Wu remains the only Willowshorer unfazed by the lethargic spores!
Meanwhile, Sato, having quickly felled Red Tree (and no spores released from arrows!) decides what to do with the rest of his turn!
Green comes out of Delay to attack Kolphan or Lan?: 1d2 ⇒ 2
Yellow
◆) Stride
◆) Strike
◆) Grab
Grasping Branch (blunt, reach 10) vs Lan (AC 16 w/ Fatigued / Frightened): 1d20 + 8 ⇒ (9) + 8 = 171d4 ⇒ 4
Grasping Branch (Athletics) vs Lan (Fort DC 14 w/ Fatigued / Frightened): 1d20 + 5 ⇒ (2) + 5 = 7
But the Sorcerer evades it's grasp!
❦❦❦❦ ❦❦❦❦ ❦❦❦❦ ❦❦❦❦
RETURN OF THE INFECTED TREES aka ROOFTOP AMBUSH
Vekka (lowlight, 21/24 HPs) w/ katana @ Fatigued
Sato (normal, 24/26 HPs) w/ longbow @ Fatigued / Frightened 2 @ hunting Red (Dead)
Blue Infected Summer Tree @ 08/15 HPs
Lan (lowlight, 08/22 HPs) w/ torch @ Frightened 1, Fatigued
Orange Infected Summer Tree @ 11/15 HPs
Auntie Wu (lowlight, 26/26 HPs) w/ nothing @ Frightened 1
Green Infected Summer Tree @ 01/15 HPs
Kolphan (??, 24/26 HPs) w/ crossbow and shield (?) @ Fatigued
❦❦❦❦ ❦❦❦❦ ❦❦❦❦ ❦❦❦❦
Sato (w/ ◆◆ remaining) is Up!
Kazuki Sato |
Dropping the tree with a single shot, Kazuki turns his attention to the blue tinted tree and marks it as his prey. He swiftly shoots two arrows at it....
Longbow, frightened, HS, volley: 1d20 + 8 - 2 - 2 ⇒ (1) + 8 - 2 - 2 = 5
piercing, grav. weap.: 1d8 + 2 ⇒ (2) + 2 = 4
Longbow, frightened, HS, map, volley: 1d20 + 8 - 2 - 3 - 2 ⇒ (20) + 8 - 2 - 3 - 2 = 21
piercing, grav. weap.: 1d8 + 2 ⇒ (2) + 2 = 4
◆ hunt prey.
◆ hunted shot.
DM rainzax |
Sato's aim switches to a new target - but his single arrow fails to land.
Blue Tree grasps again for Lan!
Blue
◆) Strike
◆) Grab
◆) Strike
Grasping Branch (blunt, reach 10) vs Lan (AC 16 w/ Fatigued / Frightened): 1d20 + 8 ⇒ (13) + 8 = 211d4 ⇒ 3
Grasping Branch (Athletics) vs Lan (Fort DC 14 w/ Fatigued / Frightened): 1d20 + 5 ⇒ (8) + 5 = 13
Grasping Branch (blunt, reach 10) w/ MAP (-5) vs Lan (AC 16 w/ Fatigued / Frightened): 1d20 + 8 - 5 ⇒ (7) + 8 - 5 = 101d4 ⇒ 2
The Sorcerer evades it's grasp but suffers it's lash!
❦❦❦❦ ❦❦❦❦ ❦❦❦❦ ❦❦❦❦
RETURN OF THE INFECTED TREES aka ROOFTOP AMBUSH
Vekka (lowlight, 21/24 HPs) w/ katana @ Fatigued
Sato (normal, 24/26 HPs) w/ longbow @ Fatigued / Frightened 2 @ hunting Blue
Blue Infected Summer Tree @ 08/15 HPs
Lan (lowlight, 05/22 HPs) w/ torch @ Frightened 1, Fatigued
Orange Infected Summer Tree @ 11/15 HPs
Auntie Wu (lowlight, 26/26 HPs) w/ nothing @ Frightened 1
Green Infected Summer Tree @ 01/15 HPs
Kolphan (??, 24/26 HPs) w/ crossbow and shield (?) @ Fatigued
❦❦❦❦ ❦❦❦❦ ❦❦❦❦ ❦❦❦❦
Lan is Up!
Ho Lan |
Lan lets electricity fly from his hands again, at Green and Blue. I'm Saving Rejuvenating Flames in case we need to heal the prisoners.
◆◆ Electricity: 2d4 ⇒ (1, 2) = 3
DC 18 basic Reflex save
Fort saves, if needed
Fortitude 1: 1d20 + 5 ⇒ (8) + 5 = 13
Fortitude 2: 1d20 + 5 ⇒ (6) + 5 = 11
◆ Significantly injured, he retreats.
DM rainzax |
Lan stirs the proverbial electrical pot.
Green Tree Basic Reflex vs 3 electricity (DC 18) w/ weakness 2: 1d20 + 2 ⇒ (8) + 2 = 10 @ 5 damage, triggers reaction
Blue Tree Basic Reflex vs 3 electricity (DC 18) w/ weakness 2: 1d20 + 2 ⇒ (19) + 2 = 21 @ 3 damage, triggers reaction
Green
↺) Spore Cloud (trigger: taking electricity damage)
Basic Fortitude Save (30 feet) vs 1 poison damage and fatigue (DC 16) @ Everyone: 1 = 1
Auntie Wu's Fortitude Save (T) w/ Frightened (-1): 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25 @ 0 damage + fatigued
Ho Lan's Fortitude Save (T) w/ Fatigued / Frightened (-1): 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6 @ 2 damage
Sigurd Kolphan's Fortitude Save (E) w/ Frightened (-1): 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15 @ 1 damage
Kazuki Sato's Fortitude Save (E) w/ Fatigued / Frightened 2 (-2): 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14 @ 1 damage
Vekka Tchakon's Fortitude Save (E) w/ Fatigued (-1): 1d20 + 6 ⇒ (20) + 6 = 26 @ 0 damage
Hero Point?
Green Tree dies as it spreads it's last spores!
Blue
↺) Spore Cloud (trigger: taking electricity damage)
Basic Fortitude Save (30 feet) vs 1 poison damage and fatigue (DC 16) @ Everyone: 1 = 1
Auntie Wu's Fortitude Save (T) w/ Frightened (-1): 1d20 + 6 - 1 ⇒ (3) + 6 - 1 = 8 @ 1 damage
Ho Lan's Fortitude Save (T) w/ Fatigued / Frightened (-1): 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24 @ 0 damage
Sigurd Kolphan's Fortitude Save (E) w/ Frightened (-1): 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 17 @ 0 damage
Kazuki Sato's Fortitude Save (E) w/ Frightened (-2): 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12 @ 1 damage
Vekka Tchakon's Fortitude Save (E) w/ Fatigued (-1): 1d20 + 6 ⇒ (15) + 6 = 21 @ 0
Hero Point?
Orange Tree slowly lumbers towards Kolphan, and lashes out with it's vine!
◆◆) Stride x2
◆) Strike
Grasping Branch (blunt, reach 10) vs Kolphan (AC 20 w/ Fatigued / Frightened / Shield): 1d20 + 8 ⇒ (16) + 8 = 241d4 ⇒ 2
He bravely shield blocks it (hardness exceeds damage = 0, right?) and dodges the snaring.
❦❦❦❦ ❦❦❦❦ ❦❦❦❦ ❦❦❦❦
RETURN OF THE INFECTED TREES aka ROOFTOP AMBUSH
Vekka (lowlight, 21/24 HPs) w/ katana @ Fatigued
Sato (normal, 22/26 HPs) w/ longbow @ Fatigued / Frightened 2 @ hunting Blue
Blue Infected Summer Tree @ 05/15 HPs
Lan (lowlight, 03/22 HPs) w/ torch @ Frightened 1, Fatigued
Orange Infected Summer Tree @ 11/15 HPs
Auntie Wu (lowlight, 25/26 HPs) w/ nothing @ Fatigued / Frightened 1
Kolphan (??, 23/26 HPs) w/ crossbow and shield (?) @ Fatigued
❦❦❦❦ ❦❦❦❦ ❦❦❦❦ ❦❦❦❦
The Party (except Lan) is Up!
The Rabble |
About half still strong, half weakened and wheezing, and one prisoner on his last leg, choking and coughing, another prisoner wonders "But WHY!?"
Green Spores vs Prisoners
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (8) + 3 = 11 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (7) + 3 = 10 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (3) + 3 = 6 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (18) + 3 = 21 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (10) + 3 = 13 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (5) + 3 = 8 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (9) + 3 = 12 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (18) + 3 = 21 @ 0 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (1) + 3 = 4 @ 2 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (5) + 3 = 8 @ 1 damage
Blue Spores vs Prisoners
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (6) + 3 = 9 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (12) + 3 = 15 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (6) + 3 = 9 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (9) + 3 = 12 @ 1 damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (6) + 3 = 9 @ 1 damage
Prisoner Status: East (Right) Group
Prisoner #1 @ 2/8 HPs
Prisoner #2 @ 5/8 HPs
Prisoner #3 @ 4/8 HPs
Prisoner #4 @ 5/8 HPs
Prisoner #5 @ 6/8 HPs
Prisoner Status: West (Left) Group
Prisoner #6 @ 7/8 HPs
Prisoner #7 @ 7/8 HPs
Prisoner #8 @ 8/8 HPs
Prisoner #9 @ 4/8 HPs
Prisoner #10 @ 7/8 HPs
Sigurd Kolphan, Season of Ghost |
Sigurd takes the hit and deflects it off of his shield. One less hit for his teammates to deal with.
He takes a careful step around the roof. The tree with the Orange leaves is beautiful, but it's ready to react and released its spores. The Blue leaved tree, however, is still gathering more toxin pollen. He could try to strike it...
Alas, he still has a crossbow in hand. Not enough time. He would love to reload, but he'd have to put his shield away. Instead, he'll swap his crossbow with the dagger he took within the barracks.
And then he raises his shield again.
◆ Step
◆ Swap unloaded crossbow with dagger
◆ Raise Shield (AC +2, should be 21)
↺ Shield Block, Hardness 5
Vekka Tchakon |
Vekka looks at his talon incredulously and shakes it like it doesn't work. Or, at least, it certainly has aimed his magical fires true of late.
He recites the incantation again, with a deeply irritated tone, before again taking aim at one of the trees.
targeting BLUE this time
◆◆ Cast a spell: ignition (produce flame); innate (ancestry)
Spell attach, F damage: 1d20 + 6 ⇒ (7) + 6 = 132d4 ⇒ (1, 1) = 2
Critical Success The target takes double damage and 1d4 persistent fire damage.
◆ Cast a spell: shield
The dice gods are laughing at me
The Rabble |
"Please, please >>COUGH CHOKE<< make it stop" cries Prisoner #1 (w/ 2/8 HPs left!) as the party's unrelenting electrical attacks spread profuse poison sporage into their small confines "I'll never do it again, I >>COUGH CHOKE<< promise!"
❦❦❦❦ ❦❦❦❦ ❦❦❦❦ ❦❦❦❦
Auntie Wu and Sato to Go!
Kazuki Sato |
Kazuki takes a few steps back atop the roof so that he's a bit further from the blue tree and making his shots from his longbow more effective. He marks the blue tree as his prey and shoots at its upper branches, slightly arcing his arrows over the roof's wall.
Longbow, frightened, HS: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14
piercing, grav. weap.: 1d8 + 2 ⇒ (7) + 2 = 9
Longbow, frightened, HS, map: 1d20 + 8 - 2 - 3 ⇒ (19) + 8 - 2 - 3 = 22
piercing: 1d8 ⇒ 6
◆ stride (10' south).
◆ hunt prey.
◆ hunted shot.
DM rainzax |
Blue Tree falls to Sato's arrows - no spores release from it's trunk.
❦❦❦❦ ❦❦❦❦ ❦❦❦❦ ❦❦❦❦
Where are you standing?
Link: COVER
Building Height: 15 feet
☆ Front Ledge: May target any tree without cover
☆☆ Second Row: May target furthest trees normally, closer trees with standard cover
☆☆☆ Third Row: May target furthest trees with standard cover, closer trees with greater cover
☆☆☆☆ Fourth Row: May target furthest trees with greater cover, may not target closer trees
☆☆☆☆☆ Fifth Row: May not target furthest nor closer trees
❦❦❦❦ ❦❦❦❦ ❦❦❦❦ ❦❦❦❦
RETURN OF THE INFECTED TREES aka ROOFTOP AMBUSH
Vekka (lowlight, 21/24 HPs) w/ katana @ Fatigued
Sato (normal, 22/26 HPs) w/ longbow @ Fatigued / Frightened 2 @ hunting Blue (Dead)
Auntie Wu (lowlight, 25/26 HPs) w/ nothing @ Fatigued / Frightened 1
Lan (lowlight, 03/22 HPs) w/ torch @ Frightened 1, Fatigued
Orange Infected Summer Tree @ 11/15 HPs
Kolphan (??, 23/26 HPs) w/ crossbow and shield (?) @ Fatigued
❦❦❦❦ ❦❦❦❦ ❦❦❦❦ ❦❦❦❦
Auntie Wu and Lan (both in the Fifth Row!) are Up!
Ho Lan |
"Don't worry," Lan assures the prisoners. "We will not let you die."
He moves over ◆ and bathes them with the phoenix's purifying fire ◆◆. Perhaps they cower in fear, perhaps they open themselves up to the flames. Either way, the restorative energy washes over them. Gonna assume that since I'm 15' up I can angle the cone downward and get everyone, or at least, Prisoner #1 (the only one in danger of dying).
Healing: 1d4 ⇒ 1
Bah!
Auntie Wu |
With all the pollen filling the air, it's hard to see, but Auntie Wu is fairly certain there's one tree left. The boys can take it. We gotta keep these guys alive! She joins Ho Lan in healing them, though her Rousing Splash is temporary, at best.
Temp HP for prisoner 1: 1d4 ⇒ 3
"Best hold your breath if you can! We're getting rid of the source!" She calls down to the prisoners. Well, we're making it worse before it gets better...
She then makes her way over to Ho Lan so she can heal him next turn.
◆◆ Cast a spell, ◆ Stride
Sigurd Kolphan, Season of Ghost |
The prisoner's cries reach into Sigurd's soul. He has read many stories of the innocent and barely guilty fall prey to evil. He hopes they can hang on, for just a bit longer...
DM rainzax |
Curative magicks bathe the entire "East Group" in the phoenix's restorative flames and the weed lady's rejuvenative splash!
"Thank you!"
Orange Tree grasps for the steeled warpriest!
Orange Tree slowly lumbers towards Kolphan, and lashes out with it's vine!
◆) Strike
◆) Grab
◆) Strike
Grasping Branch (blunt, reach 10) vs Kolphan (AC 20 w/ Fatigued / Frightened / Shield): 1d20 + 8 ⇒ (16) + 8 = 241d4 ⇒ 3
Grasping Branch (grab, reach 10) vs Kolphan (Fort DC 16 w/ Fatigued / Frightened): 1d20 + 5 ⇒ (1) + 5 = 6
Grasping Branch (blunt, reach 10) w/ MAP (-5) vs Kolphan (AC 20 w/ Fatigued / Frightened / Shield): 1d20 + 8 - 5 ⇒ (8) + 8 - 5 = 111d4 ⇒ 2
A lash, shield blocked, but he is not held down!
❦❦❦❦ ❦❦❦❦ ❦❦❦❦ ❦❦❦❦
RETURN OF THE INFECTED TREES aka ROOFTOP AMBUSH
Kolphan (??, 23/26 HPs) w/ dagger and shield (?) @ Fatigued
Vekka (lowlight, 21/24 HPs) w/ katana @ Fatigued
Sato (normal, 22/26 HPs) w/ longbow @ Fatigued / Frightened 2 @ hunting Blue (Dead)
Auntie Wu (lowlight, 25/26 HPs) w/ nothing @ Fatigued / Frightened 1
Lan (lowlight, 03/22 HPs) w/ torch @ Frightened 1, Fatigued
Orange Infected Summer Tree @ 11/15 HPs
Prisoner Status: East (Right) Group
Prisoner #1 @ 3/8 HPs + 1/1 THPs
Prisoner #2 @ 6/8 HPs
Prisoner #3 @ 5/8 HPs
Prisoner #4 @ 6/8 HPs
Prisoner #5 @ 7/8 HPs
❦❦❦❦ ❦❦❦❦ ❦❦❦❦ ❦❦❦❦
Jinkins and Hummingbirds Return Chance (10%) per 30 minutes: 1d100 ⇒ 77
Jinkins and Hummingbirds Return Chance (10%) per 30 minutes: 1d100 ⇒ 84
Jinkins and Hummingbirds Return Chance (10%) per 30 minutes: 1d100 ⇒ 67
❦❦❦❦ ❦❦❦❦ ❦❦❦❦ ❦❦❦❦
The Party is Up!
Sigurd Kolphan, Season of Ghost |
One more tree. It lashes out at him, and he quickly holds fast with his shield. Not today, tree.
The figure is close enough to stab with the dagger. But it's so versatile... why not slash instead?
Dagger: 1d20 + 7 ⇒ (7) + 7 = 14
Dagger, Agile: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4
Slashing: 1d4 + 2 ⇒ (1) + 2 = 3
Sigurd faces reality and raises his shield yet again. He wonders if the gods find this entertaining. He shares a contemplative glance with Vekka.
"I've got it distracted- finish it, quickly."
◆ Strike
◆ Strike?
◆ Raise Shield
↺ Shield Block the first hit I get
Vekka Tchakon |
Vekka is grumbling so intensely that some can feel his nearby foul mood manifested as heat. He crosses behind Kolphan and attempts to burn the remaining tree.
◆ Stride 10 ft
◆◆ Cast a spell: ignition (produce flame); innate (ancestry) YEllOW
Spell attach, F damage: 1d20 + 6 ⇒ (17) + 6 = 232d4 ⇒ (2, 4) = 6
Critical Success The target takes double damage and 1d4 persistent fire damage.
finaaaallly!
Auntie Wu |
"Just a sec!" Breathlessly, Auntie Wu lays a hand on Ho Lan, bolstering his health, before sending an electric arc zipping toward the remaining tree.
Ho Lan gets 6 HP as well as +2 AC for 1 round.
Electric Arc vs. Orange tree: 2d4 ⇒ (2, 2) = 4
It's close, and hard to tell on this map, but I think it's barely in range.
◆ Lay on Hands, ◆◆ Cast a spell
Ho Lan |
Lan smiles at Auntie Wu, and not just because she makes him feel tall. He shouts some discouraging words at the tree, and then zaps it.
◆ Demoralize: 1d20 + 8 ⇒ (14) + 8 = 22 with a -4 language penalty, probably
◆◆ Electricity: 2d4 ⇒ (1, 1) = 2
DC 18 basic Reflex save
DM rainzax |
Fire, too, it seems sets of the Spores of the final Infected Summer Tree!
Orange
↺) Spore Cloud (trigger: taking electricity or fire damage)
Basic Fortitude Save (30 feet) vs 1 poison damage and fatigue (DC 16) @ Everyone: 1 = 1
Auntie Wu's Fortitude Save (T) w/ Fatigued / Frightened (-1): 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25 @ 0 damage
Ho Lan's Fortitude Save (T) w/ Fatigued / Frightened (-1): 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17 @ 0 damage
Sigurd Kolphan's Fortitude Save (E) w/ Frightened (-1): 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15 @ 1 damage
Kazuki Sato's Fortitude Save (E) w/ Fatigued / Frightened 2 (-2): 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14 @ 1 damage
Vekka Tchakon's Fortitude Save (E) w/ Fatigued (-1): 1d20 + 6 ⇒ (19) + 6 = 25 @ 0 damage
Hero Point?
Orange Infected Summer Tree @ 03/15 HPs
Whittling it down further, Auntie Wu and Ho Lan both add their own electrical bolts!
Orange Tree Basic Reflex vs Wu's 4 electricity (DC 18) w/ weakness 2: 1d20 + 2 ⇒ (16) + 2 = 18
Orange Tree Basic Reflex vs Lan's 2 electricity (DC 18) w/ weakness 2: 1d20 + 2 ⇒ (15) + 2 = 17
...until only a charred stump remains...
You are unsure if the tree "understood" you... I'll allow a single DC 15 check to determine definitively, your choice of skill from: Nature, Perception, Occultism, or Religion!
The Rabble |
Showered by healing then burst with poison spores once more, the short calm that had fallen over the prisoners suddenly disappears.
"Wait. WHY? You are CRUEL!"
Orange Spores vs Prisoners
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (19) + 3 = 22 @ x damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (11) + 3 = 14 @ x damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (6) + 3 = 9 @ x damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (9) + 3 = 12 @ x damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (3) + 3 = 6 @ x damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (3) + 3 = 6 @ x damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (14) + 3 = 17 @ x damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (4) + 3 = 7 @ x damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (9) + 3 = 12 @ x damage
Basic Fortitude vs 1 Poison (DC 16): 1d20 + 3 ⇒ (8) + 3 = 11 @ x damage
Prisoner Status: East (Right) Group
Prisoner #1 @ 3/8 HPs + 1/1 THPs
Prisoner #2 @ 5/8 HPs
Prisoner #3 @ 4/8 HPs
Prisoner #4 @ 5/8 HPs
Prisoner #5 @ 5/8 HPs
Prisoner Status: West (Left) Group
Prisoner #6 @ 5/8 HPs
Prisoner #7 @ 7/8 HPs
Prisoner #8 @ 7/8 HPs
Prisoner #9 @ 3/8 HPs
Prisoner #10 @ 6/8 HPs
DM rainzax |
Return of the Infected Trees aka Rooftop Ambush (Aftermath)
Seeing the prisoners all alive (!), they take immediate stock of their situation.
Party Status
Auntie Wu (lowlight, 25/26 HPs) w/ nothing @ Fatigued / Frightened 1
Kolphan (??, 22/26 HPs) w/ dagger and shield (?) @ Fatigued
Lan (lowlight, 03/22 HPs) w/ torch @ Frightened 1, Fatigued
Sato (normal, 21/26 HPs) w/ longbow @ Fatigued / Frightened 2
Vekka (lowlight, 21/24 HPs) w/ katana @ Fatigued
Go ahead and conduct Rest activities - all I need to know is how much time you take to do so!
Freeing the Prisoners
Again, what is important here is how much time is takes to free them - if you critically fail any check, please pause on rolling until that situation is resolved (GM will intervene) - otherwise, you may keep rolling!
Force Open w/ crowbar (DC 22, need 1 success)
Pick a Lock w/ thieves' tools (DC 25, need 4 successes)
Item Damage w/ weapon (AC 16, Hardness 5, HP 20, possible to crit w/ certain traits)
...turns out Zheng Peng took his keys back before he left!
Sigurd Kolphan, Season of Ghost |
As soon as it's over, Sigurd heads downstairs to check on the prisoners.
"What's going on? We'll find the keys immediately. We had to clear out those trees, it is too dangerous otherwise."
Kazuki Sato |
Kazuki hurries downstairs to the prisoners. He gets his thieves' picks out of his pack and gets to work on the lock...
"Haha. I'm glad I have these on me," he says with a smirk.
Thievery (T): 1d20 + 8 ⇒ (1) + 8 = 9
"Woah!" he exclaims as the rusty pick snaps.
"Heh. Well, they are really old."
He pulls out his replacement picks and continues...
Thievery (T): 1d20 + 8 ⇒ (5) + 8 = 13
Thievery (T): 1d20 + 8 ⇒ (4) + 8 = 12
Thievery (T): 1d20 + 8 ⇒ (19) + 8 = 27
Thievery (T): 1d20 + 8 ⇒ (16) + 8 = 24
Thievery (T): 1d20 + 8 ⇒ (19) + 8 = 27
Thievery (T): 1d20 + 8 ⇒ (19) + 8 = 27
"Almost got it..."
Thievery (T): 1d20 + 8 ⇒ (5) + 8 = 13
Thievery (T): 1d20 + 8 ⇒ (9) + 8 = 17
Thievery (T): 1d20 + 8 ⇒ (14) + 8 = 22
"Oooo. So close."
Thievery (T): 1d20 + 8 ⇒ (15) + 8 = 23
Thievery (T): 1d20 + 8 ⇒ (20) + 8 = 28
"There! Got it!"
DM rainzax |
On the first lock pick attempt, the lock Jams!
Sato - please read previous post about critical failures!!
Looks as though only brute force can be brought to bear now...
Force Open w/ crowbar (DC 22, need 1 success)
Pick a Lock w/ thieves' tools (DC 25, need 4 successes)
Item Damage w/ weapon (AC 16, Hardness 5, HP 20, possible to crit w/ certain traits)
❦❦❦❦ ❦❦❦❦ ❦❦❦❦ ❦❦❦❦
Party Status (Fixed per discussion / Auntie Wu's spell)
Auntie Wu (lowlight, 25/26 HPs) w/ nothing @ Fatigued / Frightened 1
Kolphan (??, 22/26 HPs) w/ dagger and shield (?) @ Fatigued
Lan (lowlight, 09/22 HPs) w/ torch @ Frightened 1, Fatigued
Sato (normal, 22/30 HPs) w/ longbow @ Fatigued / Frightened 2
Vekka (lowlight, 21/24 HPs) w/ katana @ Fatigued
The Rabble |
Each time, a different person speaks - the prisoners discuss their plight:
"I think he's trying to trap us in here forever"
"Hey isn't that the Ranger of the South?"
"I heard he keeps to himself"
"I heard he's a hermit"
"I heard he's a eunuch"
"I think he just messed up but is trying to help"
"Nah - he's working with the goblins (jinkins) - we're going to die"
"Didn't they kill the imperial guard too?"
"No I saw them running around with their weapons"
"Their numbers looked reduced though"
"Yeah"
"I think we are stuck in here - the phantoms will devour our souls"
"Maybe we deserve it..."
Up close, they are recognizeable as various ne'er-do-well Southbankers!
Sigurd Kolphan, Season of Ghost |
Sigurd looks for the keys.
By the time he finds them, he hears the door is jammed.
"I... do not have a crowbar. Is brute force the only way through?"
He looks at the prisoners and recognizes a few. "Be calm. We will have you free in a moment."
DM rainzax |
...turns out Zheng Peng took his keys back before he left!
Sigurd swore he had them close on hand... turns out he was wrong...
The Rabble |
Their conversations continue - caged, poisoned, healed, poisoned again, locked in - their confusion looks as grievous as some of the insides of their fungal-infected lungs!
"Isn't that the sword priest?"
"Yeah, it is"
"I heard he was half angel"
"I heard he was half devil"
"I don't think he's allowed to kill us"
"You don't know that"
"Doesn't he worship the sun?"
"Yeah - I seen him at the shrine. Early too"
"What were you doing at the shrine?"
"I, well, I want to be a better man"
"You? Ha!"
"Maybe the Sun God is Secretly Evil?"
"Maybe"
"Why isn't he cutting the cage with that big sharp sword"
"I don't know"
"Maybe he's saving it for us!"
Panic continues to boil over as the party try to deal with the Jam-Locked Bamboo Cage!
Sigurd Kolphan, Season of Ghost |
Right. No keys.
"Stand back from the door." Sigurd draws his katana and stows his shield so he can swing with both hands.
He feels the >Potency Crystal< melt away as he takes a swing.
Round 1: Potency Crystal
+1 Katana: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
2 handed Slashing: 1d10 + 3 + 1d10 ⇒ (5) + 3 + (7) = 15 10 damage total
+1 Katana: 1d20 + 7 + 1 - 5 ⇒ (3) + 7 + 1 - 5 = 6
2 handed Slashing: 1d10 + 3 + 1d10 ⇒ (1) + 3 + (9) = 13
+1 Katana: 1d20 + 7 + 1 - 10 ⇒ (20) + 7 + 1 - 10 = 18
2 handed Slashing: 1d10 + 3 + 1d10 ⇒ (10) + 3 + (4) = 17 +12 = 22 damage, I don't think I can crit the door.
The morning katas paid off. His only regret will be repairing the door once the chaos has died down.
"Alright. Everyone, be on your best behavior."
DM rainzax |
Three quick slices take the door off - jammed lock and all.
The party makes quick work of the door - no Jinkins riding Hummingbirds come for them at this time.
Skill Challenge |
What the Uncaged Prisoners Know
Why are these Southbankers locked up Downtown in Northridge? They know something, for sure, but may not know what they know. Getting them to talk, paired with reading in between the lines may yield some insight about the players, minor and major, of Willowshore. Someone wrote once: “A society ought be judged not by how it treats its upstanding citizens but by how it treats its downtrodden criminals.”
➤ Level: Two (base DC 16)
➤ Complexity: 2 rounds
➤ Timeframe: 10 minutes
➤ Synergies: Streetwise
➤ List of Skills: Diplomacy (easy), Perception (hard), Society (moderate), Thievery (moderate), Willowshore Lore (easy)
Special:
Northridgers are -1 circumstance penalty to all rolls!
Southbankers are +1 circumstance penalty to all rolls!
Anyone Unfriendly with Zheng Peng is +1 to all rolls!
Anyone Hostile with Zheng Peng is +2 to all rolls!
Anyone Friendly with Zheng Peng is -1 to all rolls!
Anyone Helpful with Zheng Peng is -2 to all rolls!
Sigurd (for freeing them) is +1 to all rolls!
**Any bonuses / penalties above will all stack**
Success Thresholds:
☆☆☆: You learn what laws were broken that led to their imprisonment
☆☆☆☆☆: As above, plus additional context beyond simple "north vs south" dynamics
☆☆☆☆☆☆☆: As above, plus even more additional context
Auntie Wu |
Earlier:
As soon as the last tree's spores have dissipated, Auntie Wu apologizes to the prisoners. "I'm so sorry, guys! The trees would've hurt people, including you, if we'd let them live. They won't be releasing those spores any more now."
While Sigurd runs off to find the keys, Auntie Wu treats Ho Lan's wounds.
Treat Wounds, DC 15, Ho Lan: 1d20 + 8 ⇒ (15) + 8 = 23
Ho Lan heals: 2d8 ⇒ (1, 4) = 5
"Ugh. Sorry it's so paltry, guys. It's been a long day. Already. Ugh! I need a smoke!"
Not knowing what all of the prisoners are jailed for, Auntie Wu is a bit confused that none of the others seem to be questioning whether or not to free them. Still, it seems leaving them there would likely be a death sentence, and she's not about to argue for that. She takes the time to memorize each face in case she catches them causing trouble later. She recognizes most of them, and keeps her opinion of the likelihood that their arrests were justified to herself.
Once Sigurd returns, she gathers everyone near the prison. "Stay within 30 feet of me so I can heal you!" She calls out, the casts Heal.
◆◆◆ Heal: 1d8 ⇒ 2
Back to the present:
Before they all dash off, Auntie Wu implores them: "Be careful! Granny Hu is going to use this time to cement greater control of everything, and if any Southbankers cause trouble she'll use it to hurt all of us! Don't cause trouble!"
The Rabble |
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"Ain't she the one that hangs out with Luda Bama?"
"Yeah that's her - smokes like a chimney"
"Can we trust her?"
"Maybe she's got smokes!"
"Okay"
After some deliberation, the former prisoners gather around, their lungs clearing up at the swath of healing magic.
"You got a smoke, lady?"
"Me too!"
"Granny Hu is the worst. She set us up!"
"Yeah, what he said"
"I don't trust her"
"She should be in here!"
"But everybody knows that"
"I hate Zheng Peng"
"Me too"
"Ain't they related?"
"Naw I heard he's got a thing for older women"
"I heard she's his Aunt"
"Like real Aunt? Or, like, you know, Auntie Aunt"
"I dunno"
"I need a smoke"
"Me too"
Vekka Tchakon |
As the last tree lights up Vekka jumps down off of the roof to join the chaos below. He's amazed at how suspicious the prisoners were right up until the point Sigurd freed them.
You see, we weren't fighting those infected trees off for nothing! By the way, not that I blame you, but why do you hate Peng?
Diplomacy: 1d20 + 4 ⇒ (20) + 4 = 24
Skill Challenge |
What the Uncaged Prisoners Know
➤ Level: Two (base DC 16)
➤ Complexity: 2 rounds
➤ Timeframe: 10 minutes
➤ Synergies: Streetwise
➤ List of Skills: Diplomacy (easy), Perception (hard), Society (moderate), Thievery (moderate), Willowshore Lore (easy)
Special:
Northridgers are -1 circumstance penalty to all rolls!
Southbankers are +1 circumstance penalty to all rolls!
Anyone Unfriendly with Zheng Peng is +1 to all rolls!
Anyone Hostile with Zheng Peng is +2 to all rolls!
Anyone Friendly with Zheng Peng is -1 to all rolls!
Anyone Helpful with Zheng Peng is -2 to all rolls!
Sigurd (for freeing them) is +1 to all rolls!
**Any bonuses / penalties above will all stack**
Round One
Auntie Wu w/ Diplomacy vs DC 14 @ 13 (failure)
Kolphan w/ ?? vs DC ?? @ ?? (??)
Lan w/ ?? vs DC ?? @ ?? (??)
Sato w/ ?? vs DC ?? @ ?? (??)
Vekka w/ Diplomacy vs DC 14 @ 24+ (critical success) ⭐⭐
Round Two
Auntie Wu w/ ?? vs DC ?? @ ?? (??)
Kolphan w/ ?? vs DC ?? @ ?? (??)
Lan w/ ?? vs DC ?? @ ?? (??)
Sato w/ ?? vs DC ?? @ ?? (??)
Vekka w/ ?? vs DC ?? @ ?? (??)
Progress: ⭐⭐
Success Thresholds:
⭐⭐⭐: You learn what laws were broken that led to their imprisonment
⭐⭐⭐⭐⭐: As above, plus additional context beyond simple "north vs south" dynamics
⭐⭐⭐⭐⭐⭐⭐: As above, plus even more additional context
The Rabble |
The group answers Vekka's question.
"He follows us around"
"Yeah, he don't like the look of us"
"Ain't it illegal to go into Northridge during daylight?"
"No you idiot - that's just what he wants you to think"
"Oh"
"I think he's just doing his job - I mean, look at you! You look guilty"
"Well, still I think it's wrong"
"Yeah"
"Granny Hu too"
"Don't like her neither"
Sigurd Kolphan, Season of Ghost |
"The Constable is trying his best, but even he can learn more wisdom."
Diplomacy, Friendly with Zheng, Southbank: 1d20 + 5 - 1 + 1 ⇒ (2) + 5 - 1 + 1 = 7
Hero Points, Friendly with Zheng, Southbank: 1d20 + 5 - 1 + 1 ⇒ (17) + 5 - 1 + 1 = 22
"Sometimes you have to listen to your townsfolk. All of them. What did you hear yesterday? The Reenactment Festival has gone poorly..."
Ho Lan |
Occultism: 1d20 + 5 ⇒ (18) + 5 = 23
"Hey, when I was talking to those trees and I wasn't sure whether they understood me, I was totally ..."
---
I assume we free the prisoners before we heal, but Lan can take care of everyone besides himself with Focus healing.
Auntie Wu (25/26 HPs)
Kolphan (22/26 HPs)
Lan (03/22 HPs)
Sato (21/26 HPs)
Vekka (21/24 HPs)
0-10 min Refocus, Rejuvenating Flames: 1d4 ⇒ 1
10-20 min Refocus, Rejuvenating Flames: 1d4 ⇒ 3
20-30 min Refocus, Rejuvenating Flames: 1d4 ⇒ 1
30-40 min Refocus
If Sato is okay at 25/26, Lan doesn't need to do the last cycle.
---
Lan watches as Sato and Sigurd free the prisoners. Despite suspecting they're a bunch of dirty Southbankers, Lan feels for them. After all, it wasn't so long ago that he was in their place, unjustly detained by Zheng Peng.
"What's the story, morning glory?"
Diplomacy, Northridge, Unfriendly with Zheng Peng: 1d20 + 8 - 1 + 1 ⇒ (8) + 8 - 1 + 1 = 16
"What's the tale, nightingale?"
Diplomacy, Northridge, Unfriendly with Zheng Peng: 1d20 + 8 - 1 + 1 ⇒ (20) + 8 - 1 + 1 = 28
DM rainzax |
You believe the tree was capable of understanding you.
I am "banking" your success towards later study of how the Curse is affecting the wildlife (centipedes, hummingbirds, trees).
Auntie Wu and Ho Lan heal up the prisoners and the party, getting nearly everybody back to full health - only Lan it seems will carry some scars into their next scuffle.
Party Status (Initial)
Auntie Wu (25/26 HPs) to Treat Wounds Lan @ +5 HPs & Heal everyone +2
Kolphan (22/26 HPs)
Lan (09/22 HPs) to Rejuvenating Flames / Refocus @ +5 HPs all
Sato (25/30 HPs)
Vekka (21/24 HPs)
Party Status (After 40 minutes)
Auntie Wu (26/26 HPs)
Kolphan (26/26 HPs)
Lan (21/22 HPs)
Sato (30/30 HPs)
Vekka (24/24 HPs)
Skill Challenge |
What the Uncaged Prisoners Know
➤ Level: Two (base DC 16)
➤ Complexity: 2 rounds
➤ Timeframe: 10 minutes
➤ Synergies: Streetwise
➤ List of Skills: Diplomacy (easy), Perception (hard), Society (moderate), Thievery (moderate), Willowshore Lore (easy)
Special:
Northridgers are -1 circumstance penalty to all rolls!
Southbankers are +1 circumstance penalty to all rolls!
Anyone Unfriendly with Zheng Peng is +1 to all rolls!
Anyone Hostile with Zheng Peng is +2 to all rolls!
Anyone Friendly with Zheng Peng is -1 to all rolls!
Anyone Helpful with Zheng Peng is -2 to all rolls!
Sigurd (for freeing them) is +1 to all rolls!
**Any bonuses / penalties above will all stack**
Round One
Auntie Wu w/ Diplomacy vs DC 14 @ 13 (failure)
Kolphan w/ Diplomacy vs DC 14 @ 22 (success) ⭐
Lan w/ Diplomacy vs DC 14 @ 16 (success) ⭐
Sato w/ ?? vs DC ?? @ ?? (??)
Vekka w/ Diplomacy vs DC 14 @ 24+ (critical success) ⭐⭐
Round Two
Auntie Wu w/ ?? vs DC ?? @ ?? (??)
Kolphan w/ ?? vs DC ?? @ ?? (??)
Lan w/ Diplomacy vs DC 15 @ 28+ (critical success) ⭐⭐
Sato w/ ?? vs DC ?? @ ?? (??)
Vekka w/ ?? vs DC ?? @ ?? (??)
Progress: ⭐⭐⭐⭐⭐⭐
Success Thresholds:
⭐⭐⭐: You learn what laws were broken that led to their imprisonment
⭐⭐⭐⭐⭐: As above, plus additional context beyond simple "north vs south" dynamics
⭐⭐⭐⭐⭐⭐⭐: As above, plus even more additional context
Kazuki Sato |
"I think he's trying to trap us in here forever"
"I'm trying to get you out of here."
"Hey isn't that the Ranger of the South?"
"Yes. I live in that small cabin in the woods to the south."
"I heard he keeps to himself"
"It's not that I don't like people. I just feel better when they're not around."
"I heard he's a hermit"
"I live a simple life and I like it that way."
"I heard he's an eunuch"
Kazuki scowls at the guy.
"I think he just messed up but is trying to help"
"Yes. I'm trying to help. Now shut up."
"Nah - he's working with the goblins (jinkins) - we're going to die"
"I said shut up."
Not being the standard upright citizen, Kazuki has done his share of causing trouble; getting drunk at the tavern and starting a fight, stealing a loaf of bread when low on cash, making fun of the elders, and playing a prank once in a while.
"Hey. Haven't I seen a few of you around?"
He stares hard at one of the prisoners. He swears that's the guy that caught him cheating at poker in the tavern and broke his nose last year. He offers an apology and tries to squeeze some useful information from the prisoners.
Round 1:
Thievery (T) & Southbanker: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Round 2:
Thievery (T) & Southbanker: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Auntie Wu |
"Oh, I wish I had a smoke too! My stash is back home in Southside. I'm itching to go grab it. Luma's at the warehouse that Granny Hu's using as a base of operations, so if you want to connect with her you'll have to be careful. Speaking of Granny Hu: she set you up? That's believable. Tell me more."
Diplomacy, Southside, Unfriendly w/ Zheng Peng: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23