GM Zoomba's Blooming Catastrophe [Outpost VII] (Inactive)

Game Master Zoomba

Slides/Maps

Skill Macros


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Verdant Wheel

Male? N Skeleton (Sturdy) Summoner 2 | HP 36/36 | AC 16 | Fortitude +9, Reflex +6, Will +7 | Perception +5 | Speed 25 | Low-Light Vision | Default Exploration: Detect Magic +5 | Summoner Spells 1st - 2/2 | Focus 1/1 | Hero Points 2 | Provisions: minor oil of unlife 1/1 | Active Conditions: None | ◆◇↺ | DO NOT CURE

"You seem like you're doing fine to me. We'll get this all sorted, don't you worry." Somehow, reassurance from a skeleton is not the most... reassuring.

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |
GM Zoomba wrote:

“So, here’s the story. Over the last few months, something really weird has happened to the local forest spirits. They’ve always been a little cranky, but now they’ve gone from ‘Auntie Kaana before she has her morning tea’ to ‘We will bake bread from your bones’..."

“...Anyway, that’s what Cenenviel, Kaana, and your Urwal are trying to figure out now at the Redpine camp. They seem to think you can help. So...are they right?”

Welby shakes his head ruefully. "They are completely and utterly wrong. You just can't bake bread from bones. Even if you grind them up into bone dust the best you can do is make some sort of broth. No, no to bake bread you absolutely must use some sort of flour."


HP 14/14| AC 17 | F +5 R +7 W +7 | Perception +6 Low light vision | speed 25

Manny places his hand on his face in disbelief.

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |

Welby is confused for a moment before he realizes his mistake. "Oh you mean can we help, don't you? Well of course we can help." The halfling smiles warmly.

Welby will pick up 2 scrolls of harm and one scroll of heal


The End Awakens | The Day the River Died

"Oh, right." Jaldan says to Welby. "I don't think these odd spirits are that smart about baking to be honest. Or about a lot of things. I guess? They don't really talk much while menacing."

Once you are supplied and ready Jaldan will gladly lead the way from Mishkar east into the forest. The bruorsivi make the Finadar an odd sort of forest: they a largely indistinguishablefrom a typical evergreen except for the fact that everything is in a shade of red. The bark is scarlet, the branches overhead crimson, and scarlet needles are crunched under foot (and hoof) as you go.

Jaldan's trot seems a bit exaggeratedly slow: the centaur seems to be slowing herself to keep up with you all. The peppy centaur doesn't seem to mind though and as you walk she peppers you all with questions.

"So, what forests are you from?" she asks Hallow and Thunderrot. "Are they very different than the Finadar Forest? Damper? What sort of trees do they have? Are there any dangerous predators?" She also is eager to hear from the non-leshy Pathfinders as well about where you come from and what you've seen. The teen doesn't seem to have much experience with the wider world but is eager for stories.

As you are travelling, what is everyone's Exploration Activities?

Verdant Wheel

Male? N Skeleton (Sturdy) Summoner 2 | HP 36/36 | AC 16 | Fortitude +9, Reflex +6, Will +7 | Perception +5 | Speed 25 | Low-Light Vision | Default Exploration: Detect Magic +5 | Summoner Spells 1st - 2/2 | Focus 1/1 | Hero Points 2 | Provisions: minor oil of unlife 1/1 | Active Conditions: None | ◆◇↺ | DO NOT CURE

Bláinn detecs magic.

"I'm from the Five Kings mountains, and I'm pretty sure I used to be a dwarf. I don't remember anything from before I woke up like this, though. Mostly had small jobs with the Society so far, but they've taken me to many places - Eto, Port Peril, Restove, to name a few. No clues, but lots of interesting folk."

Radiant Oath

N Fungus Leshy Bard 1 | HP 17/17 | AC 17 | Fort +4, Ref +5, Will +6 | Perc +6 Stealth +2 (U) | speed 25 | Focus Points: 2/2 | Hero Points: 0| Active Conditions: none

@GM:
Not a big deal, and if it hadn't happened in several posts I wouldn't say anything, but it's Thunderroot rather than rot. :)

Thunderroot breathes a deep sigh of relief as the sun filters into their body, nourishing them. "I feel right at home here. I'm from the Verdant Reach, a small, unassuming forest with winding streams and lush trees, though I haven't been back in many years. I was part of a band back then, and we would put on small performances for any travelers who may have stopped by. I miss those days, sometimes." They look around their surroundings as the group travels on.

Thunderroot will Search

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |

Welby will search


The End Awakens | The Day the River Died

Thunderroot:
My sincere apologies. I know is is '...root' but it looks like I have mistyped on multiple occasions. I will do my best to double-check going forwards.

"Plenty of streams you say?" Jaldan says listening to Thunderroot's descriptions of their home. "It sounds so different than here. I have to imagine you have a lot less forest fires to worry about. Though they can be good to help keep new trees growing so that may not always be a good thing."

The centaur seems fascinated but confused by Bláinn's own tale. "You mean you don't remember your own past? Or how you were born? I'm so sorry. I know some people always talk about wanting a fresh start but I dunno. I think knowing where you come from's great. Because even if you decide you want to leave it you still know enough to have made the choice to decide. You know? But if it -"

A series of strange noises up ahead stop Jaldan from continuing her thought. Looking at a ways down your path the lot of you are greeted with the sight of an absolutely bizarre band of creatures crawling from the forest. A moss-covered human skull scuttles along six branches like a spider. A dead raccoon slinks along on a fungal mat that bleeds sap from a hundred crimson ‘eyes’. A twisted mass of weeds topped with pulsing flowers staggers forward, leaving trails of burning sap. All at chirping and hooting as they go.

As you take in them, one of the creatures sees you and gives a plaintive shriek in a strange tongue. Then something odder happens. One dreadful creature, a rotten gourd walking on three rabbit feet, lunges toward Jaldan, only to trip and smash itself against an upraised root. Its form ruptures and cracks into pieces but some kind of hot sap splashes around it, and in seconds the bruorsivi needles catch light and begin to burn.

“Spirits of woe and weal,” Jaldan swears softly, watching in horrified fascination. “They’re going to set the whole forest aflame!” She moves towards the quickly spreading fire - but the strange animals/corpse/plant beings look more focused on rushing towards you...

GM:
Hallow Orevine's Perception (T): 1d20 + 4 ⇒ (14) + 4 = 18
Clebsch Gordan's Perception (E): 1d20 + 5 ⇒ (15) + 5 = 20
Thunderroot Thrasher's Perception (E): 1d20 + 6 ⇒ (14) + 6 = 20
Welby Boffin's Perception (T): 1d20 + 5 ⇒ (9) + 5 = 14
Bláinn's Perception (T): 1d20 + 4 ⇒ (12) + 4 = 16

R: 1d20 + 5 ⇒ (19) + 5 = 24
B: 1d20 + 5 ⇒ (10) + 5 = 15
Y: 1d20 + 5 ⇒ (3) + 5 = 8
G: 1d20 + 5 ⇒ (1) + 5 = 6
Fire: 1d20 + 5 ⇒ (4) + 5 = 9

One of the odd beings - an animal carcass dotted with dozens of red rotting fungal spores - tromps towards you ignoring the flames burning behind it. It plucks a lumpy spore from its back and hurls it at Clebsch, and then does it again to chuck another towards Hallow. The fighter dodges the blow but as the 'fruit' hits Hallow it bursts into disgusting juices that stick to the inventor.

Strike v Clebsch: 1d20 + 8 ⇒ (6) + 8 = 14 for Bludgeoning: 1d6 ⇒ 4
Strike v Hallow: 1d20 + 8 - 5 ⇒ (18) + 8 - 5 = 21 for Bludgeoning: 1d6 ⇒ 2

Hallow: I need a DC 15 Fort save to avoid becoming Sickened 1

Initiative

Red thing
Clebsch
Thunderroot
Hallow 16/18 HP, need Fort save
Bláinn

something
Welby
something

Bold can act!

Society DC 16:
That chirping sound they were making to each other sounded a bit like Abyssal...

Grand Archive

LN Leshy Inventor 2 (They/He) | HP 28/28 | AC 18/20 | Fort +8 Ref +4 Will +6 | Perc +4 Low-Light Vision | Stealth +4 Speed 30 (35 in Overdrive) | Gourd: Warhammer | Hero Points: 1/3 | Steel Shield HP: 20/20 | Ageless Spirit: Acrobatics | Focus Points: 1/1 | Active Conditions: None

Sorry about my absence, I've had a nasty cold over the last few days and have been pretty out of it, but I'm feeling better so I should be back to normal soon.

GM Zoomba wrote:
“So....that’s bad. Worse, the spirits have started making bodies for themselves. You know leshys, right?" She looks back and down at a third of your party. "Oh, stupid of me. I mean obviously, duh, ugh. Well, they can probably explain this even better than me" glancing at Hallow and Thunderrot "but normally, only druids can make one. They grow a little plant...or mushroom, or flower,, or fru- Anyway they grow a vegetative body, very nicely ask a spirit to come inside, and poof: leshy! Except now the spirits are making their own bodies! And they’re really creepy. And also violent - the creepiness is much less a problem than that. I had to smash something that looked like a dead skunk crossed with a thorn-bush when it tried to eat my face last night on my way over here."

"Hm. I've some experience with modifying leshy bodies--" they tap on their armor, "--but I haven't heard of spirits creating their own forms before, although I'm not that knowledgeable about leshies myself to be honest."

☠ Bláinn Váfriðrfaðir ☠ wrote:
"I'm from the Five Kings mountains, and I'm pretty sure I used to be a dwarf. I don't remember anything from before I woke up like this, though. Mostly had small jobs with the Society so far, but they've taken me to many places - Eto, Port Peril, Restove, to name a few. No clues, but lots of interesting folk."

"Same, actually. I largely grew up in the lumber regions outside, but I spent a lot of time underground. It's where I learned to be a metalsmith."

Fortitude: 1d20 + 7 ⇒ (10) + 7 = 17

Hallow makes a few quick modifications to their armor, trying to kick it into overdrive, before quickly moving forward and in one swift motion drawing their shield from their head.

Overdrive, Crafting DC 15: 1d20 + 7 ⇒ (9) + 7 = 16
◆ Stride
◆ Raise Shield (it was in their gourd, meaning I can draw it as a part of an action to use it)

Radiant Oath

N Fungus Leshy Bard 1 | HP 17/17 | AC 17 | Fort +4, Ref +5, Will +6 | Perc +6 Stealth +2 (U) | speed 25 | Focus Points: 2/2 | Hero Points: 0| Active Conditions: none

"So that's what you meant by metal," Thunderroot calls over to Hallow. "I had something else in mind." A grin on their face, they take the guitar from their back, set the gain way, way up, and start shredding a mix of power chords to complement the deformed creatures and burning forest.

♪♫ Beneath the canopy, in shadows they conspire,
Twisted forms of nature, their flames reach higher.
Together we stand, against this dire plight,
With every chord we strike vanquishing.. their.. BLIIIGHTT! ♪♫

◆ Courageous Anthem, please remember your +1s
◆ Take out Sling (or should I assume we already had our weapons out?)
◆ Stride

Verdant Wheel

Male? N Skeleton (Sturdy) Summoner 2 | HP 36/36 | AC 16 | Fortitude +9, Reflex +6, Will +7 | Perception +5 | Speed 25 | Low-Light Vision | Default Exploration: Detect Magic +5 | Summoner Spells 1st - 2/2 | Focus 1/1 | Hero Points 2 | Provisions: minor oil of unlife 1/1 | Active Conditions: None | ◆◇↺ | DO NOT CURE

"I guess explanations will have to wait."

◆ Act Together
- ◆ Stride

"Get 'em, Bob!"

Verdant Wheel

Genderless Undead (Brute) Eidolon 2 | HP 36/36 | AC 18 | Fortitude +9, Reflex +6, Will +6 | Perception +4 | Speed 25 | Darkvision | Active Conditions: None | ◆◇↺ | DO NOT CURE

◆ Act Together
- ◆ Stride

◆ Stride

◆ Strike

Glub Drub!: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Bludgeoning Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Horizon Hunters

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | Hero Points: 1 | Active items: | Shield: 8/20 hp | ◆ ◇ ↺

I may not be able to post much on Tuesdays and Thursdays, as I work a double shift those days. 'Bot me if necessary. I've written spoilers in my profile with dice-bot texts for common rolls like attacks and skills, so check there to quickly copy and paste the text for the 'bot rolls. Thanks.

I'll try to post Clebsch's first round action this afternoon if I have time before my second shift. That will be by 5 PM EDT (East coast America time or about 5 hours from this post).

Horizon Hunters

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | Hero Points: 1 | Active items: | Shield: 8/20 hp | ◆ ◇ ↺

I don't know what Courageous Anthem is, so please define what the +1 bonus applies to. Thanks. Are we assuming actions are resolved in initiative order or posting order?

While hiking before the melee Clebsch will describe his father's horse ranch. "I have a way with animals and can train domestic animals given time. I live on a plain, so forests are exotic to me."

When the creatures appear and attack, Clebsch deflects the incoming projectile with his shield, draws his sword, and advances, raising his shield as he moves.

Interact: Draw Sword.
Stride: move 20 feet, can't quite reach Red.
Raise Shield. AC 19
Note: Clebsch has Attack of Opportunity ability.

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |

Courageous Anthem is the remaster name for Inspire Courage


The End Awakens | The Day the River Died
Clebsch Gordan wrote:
Are we assuming actions are resolved in initiative order or posting order?[/ooc]

My philosophy for PbP is to try and resolve 'batched together' player actions in relatively logical order liek it might be if we were all at an IRL table together and able to chat and coordinate a bit more. So if Bard Tim is technically right after Steve and Carol but is going to Courageous Anthem/Inspire Courage or haste the party IRL Steve and Carol might Delay for that if they're going to swing this round and so I'd presume that. Also if in your post you note any preferred ordering (i.e. "I'll Stride and then choose to Ready to strike when Jenny flanks" - keeping in mind Readying is two actions - I'd work to follow those requests.

Essentially I'll try to be fair to you in resolving actions, while also keeping in mind you as players are not omniscient

Thunderroot starts rocking a banger of encouragement and Hallow revs up their armor while much of your party advances. Bob ends up advancing the furthest and lashing out at the thing that struck Hallow. the eiodlong's blow connects and leaves the plant-animated corpse looking barely hanging together.

Another of the strange creations - this one a mass of weeds covered in unhealthy-looking flowers - shambles up towards the undead eidolon. Upon reaching it it slashes out with its claws to try and rake at Bob. It is thankfully unsuccessful

Strike: 1d20 + 4 ⇒ (7) + 4 = 11 for Slashing: 1d4 ⇒ 1

Initiative
Courageous Anthem up

Red thing 7 damage
Clebsch, shield raised
Thunderroot
Hallow 16/18 HP, overdriven, shield raised
Bláinn
Blue thing

Welby
something

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |

Welby eyes go wide with concern for his companions.

"Oh dear. Our friend Bob seems determined to get himself into mischief. We'll have to see what we can do to help. You know what to do Manny."

The chef gestures for the gingerbread man to advance.

◆ Command Minion


HP 14/14| AC 17 | F +5 R +7 W +7 | Perception +6 Low light vision | speed 25

Manny gives a jaunty salute and rushes towards Bob the Blob.

◆ Stride, ◆ stride

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |

Welby follows and gestures, empowering blows of the eidolon while Manny's close presence steels his resolve.

◆ Stride, ◆ Cast hex

Can't link remaster spells and abilities to Nethys just yet but...

Stoke the heart hex-Your patron fills a creature with fervor, empowering their
blows. The target gains a +2 status bonus to damage rolls.

Familiar of Restored Spirit-Your familiar is pleasantly warm
and soft, seeming to wash away worries with its mere
presence. When you Cast or Sustain a hex, one willing
creature within 15 feet of your familiar gains temporary Hit
Points equal to 2 + half your level, which last until the start
of your next turn.

So +2 to damage and 3 temp HP to Bob the Blob


The End Awakens | The Day the River Died

Welby sends Manny over towards blob to channel his magic to enhance the other companion.

And just in time, as a gourd creature moves right up to the eidolon and smack it.

Strike: 1d20 + 8 ⇒ (19) + 8 = 27 for Bludgeoning: 1d6 ⇒ 6

...hard! So hard in fact that Bob catches on fire as burning sap sticks to them!

Meanwhile another of the creatures advances onto Hallow. The leshy too is struck, though manages to avoid the full hot force of the sap.

Strike: 1d20 + 8 ⇒ (15) + 8 = 23 for Bludgeoning: 1d6 ⇒ 4

While all this is happening, the fire beyond continues to crackle. Sparks and flame begin to spread out as Jaldan cries "Ohnoohnoohnoohno...." She gallops towards the growing conflagration and casts a spell. Water shoots out from her hand to extinguish part of the blaze, but only a fraction of the growing hazard.
Water magic, big gusts of wind, or other similar effects could put out one of the fire squares, as could a successfully Athletics, Nature, or Survival check from adjacent to the fire. It grew two squares this round - then Jaldan extinguished one herself

That first fungal-animal doesn't seem concerned about the fire or the centaur's panic. Insteat it treis to scratch at Bob. Only one swipe gets through, but its a doozy!

Claw strike: 1d20 + 4 ⇒ (20) + 4 = 24 for slashing: 1d4 ⇒ 3
Claw strike: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14 for slashing: 1d4 ⇒ 2
Claw strike: 1d20 + 4 - 8 ⇒ (8) + 4 - 8 = 4 for slashing: 1d4 ⇒ 2

Initiative

Red thing 7 damage
Clebsch
Thunderroot
Hallow 12/18 HP, overdriven
Bláinn & Bob, 8/23 HP, Bob on fire (1d4 Persistent fire), Bob +2 damage

Blue thing
Welby
FIRE!!!!!
Yellow thing
Green thing
Jaldan

Grand Archive

LN Leshy Inventor 2 (They/He) | HP 28/28 | AC 18/20 | Fort +8 Ref +4 Will +6 | Perc +4 Low-Light Vision | Stealth +4 Speed 30 (35 in Overdrive) | Gourd: Warhammer | Hero Points: 1/3 | Steel Shield HP: 20/20 | Ageless Spirit: Acrobatics | Focus Points: 1/1 | Active Conditions: None
GM Zoomba wrote:

Meanwhile another of the creatures advances onto Hallow. The leshy too is struck, though manages to avoid the full hot force of the sap.

1d20+8 for 1d6

↺ Shield Block, should block out the damage.

Hallow draws their warhammer and, in very mechanical movements, swings at the fungal creature in front of them.

◆ Interact - Draw
Warhammer, Overdrive, Courageous Anthem: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26, 1d8 + 2 + 2 + 1 ⇒ (6) + 2 + 2 + 1 = 11
◆ Raise Shield


The End Awakens | The Day the River Died

Hallow gives a mighty *THWACK* on the creature assaulting them. The strike crumples it so hard it bursts! But as it does a weird red-green wave of energy erupts out of it - one that feels sickly as it touches each of you.

I need everyone to give me a DC 15 Basic Fort save against poison damage: 1d6 ⇒ 4

Initiative

Red thing 7 damage
Clebsch, need Fort save
Thunderroot, need Fort save

Hallow 12/18 HP, overdriven
need Fort save
Bláinn & Bob, 8/23 HP, Bob on fire (1d4 Persistent fire), Bob +2 damage, each need a Fort save (vs same damaging effect)

Blue thing
Welby, need Fort
FIRE!!!!!
Yellow thing
Jaldan

Verdant Wheel

Male? N Skeleton (Sturdy) Summoner 2 | HP 36/36 | AC 16 | Fortitude +9, Reflex +6, Will +7 | Perception +5 | Speed 25 | Low-Light Vision | Default Exploration: Detect Magic +5 | Summoner Spells 1st - 2/2 | Focus 1/1 | Hero Points 2 | Provisions: minor oil of unlife 1/1 | Active Conditions: None | ◆◇↺ | DO NOT CURE

Fortitude Save: 1d20 + 8 ⇒ (7) + 8 = 15

"Okay, maybe too close, Bob. Back off a bit, but first - use Thunderpunch!"

◆◆ Act Together
- ◆◆ Cast Electric Arc vs. Red and Blue

Electricity Damage: 1d4 + 4 ⇒ (1) + 4 = 5

"I have the thunder, and you have the punch."

Verdant Wheel

Genderless Undead (Brute) Eidolon 2 | HP 36/36 | AC 18 | Fortitude +9, Reflex +6, Will +6 | Perception +4 | Speed 25 | Darkvision | Active Conditions: None | ◆◇↺ | DO NOT CURE

Fortitude Save: 1d20 + 8 ⇒ (16) + 8 = 24

Success - 2 damage

◆◆ Act Together
- ◆ Strike vs. Red

Glub Drub!: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Bludgeoning Damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6

◆ Stride

Unless he can Step into Manny's space - not sure what size the ginger is or rules about sharing space with something nonbig.

Fire Damage: 1d4 ⇒ 1
Flat Check vs. Fire: 1d20 ⇒ 1

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |

Manny is tiny so you can share his space. Also Bob has +2 damage this round which does not stack with the +1 from courageous anthem.

Radiant Oath

N Fungus Leshy Bard 1 | HP 17/17 | AC 17 | Fort +4, Ref +5, Will +6 | Perc +6 Stealth +2 (U) | speed 25 | Focus Points: 2/2 | Hero Points: 0| Active Conditions: none

Fortitude Save: 1d20 + 4 ⇒ (9) + 4 = 13

The green energy engulfs Thunderroot's hands, causing a momentary pause in their song.

"We'll take care of that fire soon. Bless these trees. I'd rather have my face melted by... this!" They start their guitar solo, their vine fingers blurred over their fretboard. Raising their sling, they fire a rock at red.

Sling, Courageous Anthem: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 181d6 + 1 ⇒ (6) + 1 = 7

Courageous Anthem for this round again

◆ Reload Sling, ◆ Courageous Anthem, ◆ Strike

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |

fort save: 1d20 + 4 ⇒ (5) + 4 = 9

Horizon Hunters

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | Hero Points: 1 | Active items: | Shield: 8/20 hp | ◆ ◇ ↺

Here's a case where initiative order would have given Clebsch his turn before Hallow caused the situation requiring a save, so I'll do the save after Clebsh's attacks if it is still necessary. I'll assume he senses Hallow will attack red and so Clebsch will go after yellow. Does that put him out of range of the splash damage from red's demise?

Clebsch moves toward another plant-zombie yellow. He swings his longsword at the creature and is prepared to strike a second time if necessary.

◆ Stride, ◆Strike 1, ◆Strike 2 (MAP -5), with shield up.

Longsword, courageous anthem: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage, S, courageous anthem: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Longsword, 2nd strike, courageous anthem: 1d20 + 7 - 5 + 1 ⇒ (5) + 7 - 5 + 1 = 8
Damage, S, courageous anthem: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

If still necessary.
Fortitude: 1d20 + 6 ⇒ (4) + 6 = 10


The End Awakens | The Day the River Died

The burst was visibly about 20' wide, so all of you would still be in it (Jaldan barely avoided the wave)

I did however make one error: as the wave hits Hallow and Thunderroot each of them find themselves strangely fine...

Red Reflex: 1d20 + 5 ⇒ (8) + 5 = 13
Blue Reflex: 1d20 + 5 ⇒ (5) + 5 = 10

The blue and red leshies both get badly shocked by Bláinn's spell and before Bob retreats he slams out hard at the injured fiery thing. It too crumbles and explodes...into another wave of sickening unnatural energy!

Another DC 15 Basic Fort save for Bob & Bláinn and Clebsch, and vs Poison damage: 1d6 ⇒ 2

Thunderroot continues to inspire and hurls a well-placed rock at [ooc]redirecting as Red's down blue. That creature too dies, and it too explodes violently at the death.

Another burst, this one still-encompassing (just) Bob & Bláinn and Clebsch. DC 15 Basic Fort v Poison damage: 1d6 ⇒ 6

With only one creeping creature remaining, Clebsch is able to reposition and get off two good swipes at it. The first cuts it well, but the second clangs into the underbrush.

Initiative

Clebsch 15/19 HP, need 2 Fort saves
Thunderroot
Hallow 12/18 HP, overdriven
Bláinn & Bob, 5/23 HP, Bob on fire (1d4 Persistent fire), 2 Fort save sets from damaging bursts needed

Welby 16/20 HP
FIRE!!!!!
Yellow thing 7 damage
Jaldan

Grand Archive

LN Leshy Inventor 2 (They/He) | HP 28/28 | AC 18/20 | Fort +8 Ref +4 Will +6 | Perc +4 Low-Light Vision | Stealth +4 Speed 30 (35 in Overdrive) | Gourd: Warhammer | Hero Points: 1/3 | Steel Shield HP: 20/20 | Ageless Spirit: Acrobatics | Focus Points: 1/1 | Active Conditions: None

Fortitude: 1d20 + 7 ⇒ (13) + 7 = 20

Also, assuming Hallow was able to use the shield block, Hallow should be at 16/18 before this save, since the steel shield has hardness 5.


The End Awakens | The Day the River Died
Hallow Orevine wrote:

[dice=Fortitude]1d20+7

Also, assuming Hallow was able to use the shield block, Hallow should be at 16/18 before this save, since the steel shield has hardness 5.

Yes: missed that, apologies

Horizon Hunters

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | Hero Points: 1 | Active items: | Shield: 8/20 hp | ◆ ◇ ↺

DC 15
Fortitude: 1d20 + 6 ⇒ (1) + 6 = 7
Fortitude: 1d20 + 6 ⇒ (19) + 6 = 25

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |
GM Zoomba wrote:

The burst was visibly about 20' wide, so all of you would still be in it (Jaldan barely avoided the wave)

Manny is also in the area but as a construct he is immune to poison.

I figure there is a good chance that Bláinn & Bob will fall from the poison. If that is the case then instead of divine lance Welby will cast stabilize on Bláinn

Welby bolsters Clebsch's strength then hurls a bolt of spiritual energy at the remaining creature.

divine lance vs yellow: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 2d4 ⇒ (4, 2) = 6

◆ Cast stoke the heart on Clebsch, ◆◆ cast divine lance on yellow

Clebsch now has +2 damage instead of +1 for one round


HP 14/14| AC 17 | F +5 R +7 W +7 | Perception +6 Low light vision | speed 25

The scent of fresh-baked gingerbread wafts past the hole once occupied by Bláinn's nose and bolsters his stamina.

Familiar of Restored Spirit-3 temp HP to Bláinn

Verdant Wheel

Male? N Skeleton (Sturdy) Summoner 2 | HP 36/36 | AC 16 | Fortitude +9, Reflex +6, Will +7 | Perception +5 | Speed 25 | Low-Light Vision | Default Exploration: Detect Magic +5 | Summoner Spells 1st - 2/2 | Focus 1/1 | Hero Points 2 | Provisions: minor oil of unlife 1/1 | Active Conditions: None | ◆◇↺ | DO NOT CURE

Fortitude Save: 1d20 + 8 ⇒ (5) + 8 = 13
Fortitude Save: 1d20 + 8 ⇒ (13) + 8 = 21

Regardless of what Bob rolls, they drop to 0 HP. Bob vanishes, and Bláinn falls to the ground.


The End Awakens | The Day the River Died

Actually with that temp HP from Manny there's a slight chance...Bob Fort 1: 1d20 + 8 ⇒ (1) + 8 = 9
Bob Fort 2: 1d20 + 8 ⇒ (19) + 8 = 27
Never mind :( Lucky early crit and a ton of area blasts can do that.

Bláinn and Bob valiantly try to keep fighting but the relenetless blast of poisonous energy prove too much. One undead vanishes while the other falls dying - only to be quickly stabilizied by Welby.

The fire spreads more as Jaldan continues to do her best to put it out by conjuring a somewhat strange-smelling liquid.

The last animate gourd-creature was struck by Clebsch and strikes back in return. Two swings get through the fighter's guard, but the third he's able to dodge.

Strike: 1d20 + 8 ⇒ (17) + 8 = 25 for Bludgeoning: 1d6 ⇒ 3
Strike: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22 for Bludgeoning: 1d6 ⇒ 5
Strike: 1d20 + 8 - 8 ⇒ (11) + 8 - 8 = 11 for Bludgeoning: 1d6 ⇒ 6

Initiative, Round 3

Clebsch 3/19 HP, +2 damage from stoke the heart
Thunderroot
Hallow 12/18 HP, overdriven
Bláinn 0/23 HP, prone, stable
Welby 16/20 HP

FIRE!!!!!
Yellow thing 7 damage
Jaldan

Horizon Hunters

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | Hero Points: 1 | Active items: | Shield: 8/20 hp | ◆ ◇ ↺

Clebsch senses the icy hand of death feeling up his leg, so he takes two more swings with his longsword before withdrawing from the zombie plant.

Longsword, courageous anthem: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Damage, S, courageous anthem, Stoke the heart: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12

Longsword, 2nd strike, courageous anthem: 1d20 + 7 - 5 + 1 ⇒ (4) + 7 - 5 + 1 = 7
Damage, S, courageous anthem, Stoke the heart: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6

He moves 20 feet east, intending to angle over to help Jaidan fight the fire.
Stride

Grand Archive

LN Leshy Inventor 2 (They/He) | HP 28/28 | AC 18/20 | Fort +8 Ref +4 Will +6 | Perc +4 Low-Light Vision | Stealth +4 Speed 30 (35 in Overdrive) | Gourd: Warhammer | Hero Points: 1/3 | Steel Shield HP: 20/20 | Ageless Spirit: Acrobatics | Focus Points: 1/1 | Active Conditions: None

Hallow waits for Clebsch to move out of the way before running over, their metal boots thundering as they hit the ground, before swinging at the remaining plant zombie.

◆ Stride
Warhammer, Courageous Anthem: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9, 1d8 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10
◆ Raise Shield, will Shield Block if attacked

On my phone, I'll move my token in a bit.

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |

divine lance, CA: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
damage-spirit, CA: 2d4 + 1 ⇒ (3, 1) + 1 = 5

Welby lines up the perfect shot and sends a bolt of divine energy at the remaining creature.

"Manny! Get over there and see if you can help with that fire."

◆◆ Cast Divine lance, ◆ command minion


HP 14/14| AC 17 | F +5 R +7 W +7 | Perception +6 Low light vision | speed 25

Manny gives Welby a skeptical frown then shrugs and heads towards fire.

◆ Stride, ◆ stride

Radiant Oath

N Fungus Leshy Bard 1 | HP 17/17 | AC 17 | Fort +4, Ref +5, Will +6 | Perc +6 Stealth +2 (U) | speed 25 | Focus Points: 2/2 | Hero Points: 0| Active Conditions: none

Thunderroot continues jamming, reloads their sling, and looses another rock at the thing.

Sling, Courageous Anthem: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 211d6 + 1 ⇒ (2) + 1 = 3

◆ Courageous Anthem ◆ Reload ◆ Strike


The End Awakens | The Day the River Died

Clebsch strikes twice but fails to connect. Hallow's swing misses too.

As Manny moves towards the flames as well, Welby sends a perfectly aimed bolt of pure divine power at the bizarre and aggressive attacker. So does Thunderroot (less perfectly aimed, but still well hurled). togther the blows prove to be too much and the gourd-thing erupts into a final blast of positionous power.

That will hit Clebsch and (unfortunately) the unconscious Bob
Need DC 15 Fort saves from you two vs Poison: 1d6 ⇒ 2

Even as the last animate foe drops Jaldan continues to fight a slowly losing battle against the fire as it spreads "Hey! Any help you could give would be wonderful! Otherwise this whole stretch of the forest could go up!"

Initiative, Round 4

Clebsch 3/19 HP, need Fort save
Thunderroot
Hallow 12/18 HP, overdriven
Bláinn 0/23 HP, prone, wounded 1, stable, need Fort save
Welby 16/20 HP

FIRE!!!!!
Jaldan

You can try to put out the fire from an adjacent square with an Athletics, Nature, or Survival check (or relevant other skill). Water magic or other creative ideas might also put out some squares. Ending your turn next to the flames will require a Basic Reflex save vs fire damage.

Horizon Hunters

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | Hero Points: 1 | Active items: | Shield: 8/20 hp | ◆ ◇ ↺

Fortitude: 1d20 + 6 ⇒ (13) + 6 = 19

The last blast of poisonous fluids fails to challenge his system further. He dashes as fast as he can toward the fire and stomping on flames and swatting burning patches with his cloak.

Stride
Stride
Skill check

Athletics: 1d20 + 5 ⇒ (13) + 5 = 18

Grand Archive

LN Leshy Inventor 2 (They/He) | HP 28/28 | AC 18/20 | Fort +8 Ref +4 Will +6 | Perc +4 Low-Light Vision | Stealth +4 Speed 30 (35 in Overdrive) | Gourd: Warhammer | Hero Points: 1/3 | Steel Shield HP: 20/20 | Ageless Spirit: Acrobatics | Focus Points: 1/1 | Active Conditions: None

Hallow sprints towards the fire and starts trying to stamp it out with his hammer.

◆◆ Stride x2
Survival: 1d20 + 4 ⇒ (9) + 4 = 13

Radiant Oath

M Halfling | Witch 2 | ◆◇↺ | HP 20/20 | AC 18 | F +4 R +7 W +7 | Perception +5 (hero points 1) Active Conditions: Mystic Armor |

So looking more carefully at stabilize I see that it has the vitality trait so I investigated the skeleton ancestry and found that skeletons have basic undead benefits which specifically says that they don't benefit from stabilize.

Welby pulls out a newly purchased scroll and casts it on his skeletal friend, Bláinn.

harm on Bláinn: 1d8 + 8 ⇒ (8) + 8 = 16

◆ interact to draw scroll, ◆◆ cast harm


HP 14/14| AC 17 | F +5 R +7 W +7 | Perception +6 Low light vision | speed 25

I forgot to roll Manny's reflex save last turn when he ended next to the fire. Here are saves for that turn and this turn also.

reflex save last turn: 1d20 + 7 ⇒ (3) + 7 = 10
reflex save this turn: 1d20 + 7 ⇒ (14) + 7 = 21

Verdant Wheel

Male? N Skeleton (Sturdy) Summoner 2 | HP 36/36 | AC 16 | Fortitude +9, Reflex +6, Will +7 | Perception +5 | Speed 25 | Low-Light Vision | Default Exploration: Detect Magic +5 | Summoner Spells 1st - 2/2 | Focus 1/1 | Hero Points 2 | Provisions: minor oil of unlife 1/1 | Active Conditions: None | ◆◇↺ | DO NOT CURE

I believe the Fort save is now irrelevant, as I will go to wounded 2 after the harm spell regardless of whether I crit failed to dying 3 or not.

"Arazni, is that you?" the skeleton says as it regains consciousness. Looking around the battlefield, he shrugs. "Guess not. That was unpleasant. Is someone going to claim credit for bringing me back this time?"

◆ Stand

◆ Stride

◆ Stride

"Back to work, I suppose. As it ever was."

Radiant Oath

N Fungus Leshy Bard 1 | HP 17/17 | AC 17 | Fort +4, Ref +5, Will +6 | Perc +6 Stealth +2 (U) | speed 25 | Focus Points: 2/2 | Hero Points: 0| Active Conditions: none

After the last creature falls, Thunderroot rushes over to the fire as well.

Triple Stride

Horizon Hunters

Male Human Fighter 1 (he/him) Perc +5 AC 18 Fort +7, Ref +7, Will +4 HP 20/20 | Hero Points: 1 | Active items: | Shield: 8/20 hp | ◆ ◇ ↺

Reflex: 1d20 + 6 ⇒ (12) + 6 = 18
For ending the turn next to the fire. If we get a good roll to reduce the fire, do we need to make the reflex save?

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