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

"Indeed, stealth will serve us well now. I'll try not to rattle too much."

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 detect magic. Also can Bláinn and Bob benefit from the healing properties of the holly bush feather token?

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

I'm really sorry everyone, I've been getting back to school and trying to get back into a schedule, and my play-by-posts have fallen by the wayside a bit.

☠ Bláinn Váfriðrfaðir ☠ wrote:
"Indeed, stealth will serve us well now. I'll try not to rattle too much."

Hallow looks down at their clockwork exoskeleton and then back to the skeleton. "That may be slightly difficult."

Hallow, lacking in stealth but not wanting to get ahead, follows cautiously, shield in front of them.

Defend


The End Awakens | The Day the River Died

You keep moving along, eyes peeled and braced for danger.

Eventually after several hours you come across a small mountain stream winding through the woods. It matches Urwal's directions: good, you're on the right path. But as you cross over the shallow stream those at the front of your band notice movement up ahead. On the other side of the stream are a set of of stone menhirs heavily worn from time and age. Amidst the standing stones is another large flat rock near the ground. It's sides are covered in a sinuous flowing script. And on its top rests several buthcered small animals, their blood still glistening on the stone and some of it sliding down into the groves of the carved letters!

Near the altar stands a scarecorw, an incongruous sight this far away from any town or farm. But as you take in the sight the scarecrow moves and turns towards you. It looms up and you see it is frighteningly larger than it first appeared, with eyes like bubbling black pools set in a sackcloth face and hands twisted into wooden talons. And rustling sounds from the brush around draw your eye to a quartet of monstrously overgrown insects coming your way as well!

GM:
Clebsch Gordan's Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Thunderroot Thrasher's Initiative: 1d20 + 6 ⇒ (4) + 6 = 10
Welby Boffin's Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Bláinn's Initiative Using Detect Magic and Pilgrim's Token: 1d20 + 4 ⇒ (5) + 4 = 9
Hallow Orevine's Perception (T): 1d20 + 4 ⇒ (18) + 4 = 22

S: 1d20 + 10 ⇒ (9) + 10 = 19
R: 1d20 + 6 ⇒ (4) + 6 = 10
B: 1d20 + 6 ⇒ (19) + 6 = 25
Y: 1d20 + 6 ⇒ (18) + 6 = 24
G: 1d20 + 6 ⇒ (3) + 6 = 9

Welb Detect: 1d20 + 8 ⇒ (12) + 8 = 20

Two of the bugs make a beeline towards your party. The closer one (yellow) reaches Clebsch and snaps at the fighter twice with its mandibles. The first bite doesn't pierce the skin too hard, but the human feels slightly woozy as he fends off the second strike.

Strike v Clebsch: 1d20 + 6 ⇒ (18) + 6 = 24 for Piercing: 1d4 - 1 ⇒ (3) - 1 = 2
Strike v Clebsch: 1d20 + 6 - 5 ⇒ (15) + 6 - 5 = 16 for Piercing: 1d4 - 1 ⇒ (3) - 1 = 2
Clebsch I need a DC 14 Fort save vs poison

The other bug's many legs move as it races towards your group. Finally reaching you, it jabs out at Hallow - the fresher of the options that actually might be food rather than a corpse. But the leshy has their guard up and easily parries the strike.

Strike v Hallow: 1d20 + 6 ⇒ (2) + 6 = 8 for Piercing: 1d4 - 1 ⇒ (1) - 1 = 0

Initiative

Blue bug
Yellow bug

Hallow
something
Clebsh 17/19 HP, need Fort save
Welby
something
Thunderroot
Bláinn
something

Welby:
As combat breaks out, you detect a strange a sense extra-planar energy around these creatures. They appear to be infected with Abyssal power.

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 quickly activates their armor before, in a single mechanical motion, drawing their hammer from their head and slamming it into the bug.

Overdrive, DC 15: 1d20 + 7 ⇒ (19) + 7 = 26 Crit Success, +4 extra damage
Warhammer: 1d20 + 5 ⇒ (19) + 5 = 24, 1d8 + 2 + 4 ⇒ (3) + 2 + 4 = 9
◆ Raise Shield
↻ Shield Block if attacked, Hardness 5 HP 20, or ↻ Leshy Superstition if attacked by a magical effect


The End Awakens | The Day the River Died

Hallow revs his armor up to get its joints running to help enhance his swings. The gear pays off as his boosted smash against the bug assaulting him cracks it so hard it lies still on the ground!

The scarecrow then lumbers over towards the stream. Reaching out with its eerily elongated arms it swiftly claws twice at Clebsch with its wooden talons while leering and looming at the fighter. Clebsch finds himself struck by one of the blows and a bit shaken from the horrifying assault.

Strike v Clebsch: 1d20 + 9 ⇒ (12) + 9 = 21 for Slashing: 1d6 + 3 ⇒ (5) + 3 = 8 plus 1 spirit damage
Strike v Clebsch: 1d20 + 9 - 4 ⇒ (5) + 9 - 4 = 10 for Slashing: 1d6 + 3 ⇒ (3) + 3 = 6 plus 1 spirit damage
Demoralize v Clebsch's Will DC: 1d20 + 9 ⇒ (9) + 9 = 18

Initiative

Yellow bug
Hallow, superoverdrive'd, shield up
scarecrow

Clebsh 8/19 HP, frightened 1 need Fort save
Welby

something
Thunderroot
Bláinn
something

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 ⇒ (14) + 6 = 20

I had to look up a few rules, let me see if I understand the situation for Clebsch. His Will DC is 13, so according to the rules for demoralize, he is frightened 1. That means a -1 to all his rolls and DCs. I couldn't find anything defining what having 1 spirit damage means in terms of game mechanics.

I did not get a chance to say so, but if the party is moving at half speed in exploration mode, Clebsh will take the Defend action. So as the melee began, he would have his shield raised. His shield has a hardness of 5. I believe that would mean the insectoid did not cause any damage and the poison would not affect him. It would also mean he and his shield only took 3 points damage from the scarecrow attack.

Clebsch draws his sword and steps toward the scarecrow and attacks. He struggles keeping his courage up, as he had childhood nightmares of a scarecrow menacing him as he slept.

◆ interact: draw sword ◆ Step 5 ft move to NE ◆ Strike

Longsword, frightened: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8
Seems like a good place to spend a hero point for a reroll.
Longsword, frightened: 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 19
Damage, S: 1d8 + 2 ⇒ (7) + 2 = 9

End of Turn
Frightened drops by 1 to zero. Shield raised. Has Attack of Opportunity and Shield Block.

Attack of Opportunity:
Longsword: 1d20 + 7 ⇒ (8) + 7 = 15
Damage, S: 1d8 + 2 ⇒ (3) + 2 = 5

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 |

@Clebsch How do you have your shield raised at the end of your turn? You didn't spend an action to raise it.

"Be careful Clebsch. Don't let them swarm all over you."

Welby pulls out a scroll and invokes its energy to heal Clebsch.

heal vs Clebsch: 1d8 + 8 ⇒ (5) + 8 = 13

◆ interact, ◆◆ cast heal

edit-It looks as though Clebsch meant to shield block both attacks which means that he and his shield only took 3 damage each. If that is the case then Welby will cast runic weapon on Hallow's warhammer instead of heal on Clebsch.


The End Awakens | The Day the River Died
Clebsch Gordan wrote:
I had to look up a few rules, let me see if I understand the situation for Clebsch. His Will DC is 13, so according to the rules for demoralize, he is frightened 1. That means a -1 to all his rolls and DCs. I couldn't find anything defining what having 1 spirit damage means in terms of game mechanics.

Correct on the first point: as the Demoralize beat your Will DC (but not critically) you became Frightened 1. This affects pretty much all of your d20 rolls, but does not affect your weapon damage (and reduces itself by 1 - going down to 0 and thus away - when your turn ends).

Spirit damage is the replacement for alignment-based damage under the Remastered rules ('evil' damage, 'good' damage, etc). While there are some corner cases/interesting nuances to it, in this situation and party its just damage that would also affect all of you.

Quote:
I did not get a chance to say so, but if the party is moving at half speed in exploration mode, Clebsh will take the Defend action. So as the melee began, he would have his shield raised. His shield has a hardness of 5. I believe that would mean the insectoid did not cause any damage and the poison would not affect him. It would also mean he and his shield only took 3 points damage from the scarecrow attack.

Fair enough: we can have Clebsch have been taking the 'Defend' exploration activity. Thus, when the bug bit you you could have used your Reaction to Shield Block and taken none of its damage. However, while your shield is still raised and helping your AC for the whole round even after blocking, you wouldn't have then been able to also Shield Block against the scarecrow-thing: you'd already used your Reaction for the round.

So Clebsch would've take no damage from the first bite, but then taken the full 9 from the scarecrow-thing. Also as Welby noticed, your shield isn't currently raised again this turn as you used all of your actions on other things.

As Celbsch's shield absorbs the bug's bite aimed at him, the fighter draws out his blade and steps forward striking back against the looming scarecrow. The blade cuts into its baggy belly! Straw spills out from the hole, straw with a slightly reddish tinge.

Welby heals the fighter back up while another bug emerges from the woods and across the stream at Hallow. Its manidbles almost get through to the leshy but they twist their shield to Block it at the last minute.

Strike v Hallow: 1d20 + 6 ⇒ (13) + 6 = 19 for Piercing: 1d4 - 1 ⇒ (1) - 1 = 0

Initiative

Yellow bug
Hallow, superoverdrive'd, shield up
scarecrow 9 damage
Clebsh 19/19 HP
Welby
red bug

Thunderroot
Bláinn

something

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 is definitely hoping that none of these things explode when they die. So far, the signs seem promising.

◆ Act Together
- ◆ Protect Companion

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
- ◆ Strike vs. Green

Glub Drub!: 1d20 + 8 ⇒ (12) + 8 = 20
Bludgeoning Damage: 1d8 + 4 ⇒ (5) + 4 = 9

◆ Strike vs. Green

Slime Spear!: 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13
Piercing Damage: 1d6 + 4 ⇒ (6) + 4 = 10

◆ Step


The End Awakens | The Day the River Died

Bob's drub turns the bug into a blub! Dropped from the first big hit. I would presume the Step would then go next and second strike on yellow? The spear the bug manages to clear miss

Initiative

Yellow bug
Hallow, superoverdrive'd, shield up
scarecrow 9 damage
Clebsh 19/19 HP
Welby

Thunderroot
Bláinn, Bob protected
red bug

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

Armed with his guitar and sling, Thunderroot begins a rather depressing melody remniscient of 90s emo in some other world. "In tangled vines, where fears collide, against corrupted foes, our courage tried."

Inspired by their own song, they sling a stone at the scarecrow.

Sling, Courageous Anthem: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 231d6 + 1 ⇒ (1) + 1 = 2

Remember your +1s
◆ Courageous Anthem ◆ Strike ◆ Reload


The End Awakens | The Day the River Died

Thunderroot begins strumming up some moody verse as he hurls a stone with great force at the large scarecrow. It connects, and seems to damage the thing. A little at least.

The fourth bug scrambles down and tries to bite at Bob - perhaps determining that while it may not look alive it certainly is moving and acting like a living thing aka possible food.

It's pincers connect, drawing miminal blood but making the eidolon feel a bit woozy

Strike v Bob: 1d20 + 6 ⇒ (13) + 6 = 19 for Piercing: 1d4 - 1 ⇒ (1) - 1 = 0

1 damage, and Bob needs a Dc 14 Fort save vs poison (undead eidolon's aren't fully immune to poison, though they do get a +2 bonus against it)

Meanwhile the quickest arthopod gnashes repeatedly at Clebsch, frustrated to have only tasted metal so far. But the fighter is able to twist, doge, and fend off all of its strikes.

Strike v Clebsch: 1d20 + 6 ⇒ (9) + 6 = 15 for Piercing: 1d4 - 1 ⇒ (3) - 1 = 2
Strike v Clebsch: 1d20 + 6 - 5 ⇒ (14) + 6 - 5 = 15 for Piercing: 1d4 - 1 ⇒ (3) - 1 = 2
Strike v Clebsch: 1d20 + 6 - 10 ⇒ (18) + 6 - 10 = 14 for Piercing: 1d4 - 1 ⇒ (3) - 1 = 2

Initiative

Yellow bug
Hallow, superoverdrive'd
scarecrow 11 damage
Clebsh 19/19 HP
Welby
Thunderroot
Bláinn 22/23 HP, Bob protected, Bob needs Fort save
red bug

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 takes a small running start and leaps, jets on their back launching them towards the scarecrow. They take a swing in midair, and once back on the ground, crouch and hold their shield up against the towering figure.

◆ Explosive Leap Unstable, DC 17 Flat: 1d20 ⇒ 18
Warhammer, critical overdrive, courageous anthem: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18, 1d8 + 2 + 4 + 1 ⇒ (2) + 2 + 4 + 1 = 9
◆ Raise Shield
↻ Shield Block if attacked physically, Hardness 5 HP 20, or ↻ Leshy Superstition if attacked by a magical effect


The End Awakens | The Day the River Died

A leshy blasts through the air and hammers at the scarecrow! Successfully too: it gets slammed by Hallow's strike.

Retaliating the massive amalgamation slashes down twice right back at Hallow.

Strike v Hallow: 1d20 + 9 ⇒ (4) + 9 = 13 for Slashing: 1d6 + 3 ⇒ (5) + 3 = 8 plus 1 spirit damage
Strike v Hallow: 1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19 for Slashing: 1d6 + 3 ⇒ (5) + 3 = 8 plus 1 spirit damage
Demoralize v Hallow's Will DC: 1d20 + 9 ⇒ (6) + 9 = 15

The second slash just manages to slip past the leshy's guard, but Hallow is able to twist their shield to block the worst of the blow and they stare right back at the looming thing unafraid.

Adjusting, the scarecrow makes one last swipe at Clebsch, but misses widely.

Strike v Clebsch: 1d20 + 9 - 8 ⇒ (3) + 9 - 8 = 4 for Slashing: 1d6 + 3 ⇒ (3) + 3 = 6 plus 1 spirit damage

Initiative

Yellow bug
Hallow 14/18 HP, superoverdrive'd, shield 3 damage
scarecrow 20 damage

Clebsh 19/19 HP
Welby
Thunderroot
Bláinn 22/23 HP, Bob protected, Bob needs Fort save

red bug

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'm still confused by the game mechanical effect of taking spirit damage. It has not reduced my hp level. Reading what I can find via Internet search it seems to be hp reducing damage like all the others, but it may not affect certain creatures without a spirit, such as a construct.

Clebsch moves north a few feet to get out from between the two hostiles, raises his shield, and takes another swing with his sword at the scarecrow. Unlike some fighters, he does not engage in dialogue as he fights, concentrating on the battle at hand.

Step, Raise Shield, Strike

Longsword, courageous anthem: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Damage, S: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7

I have adjusted Clebsch's abilities to give him the boosts I did not apply when I created the character (this was my first 2E character). That increased his strength, dex, con, and wisdom, with corresponding increases to his abilities and such. It does not change his AC because his armor limits his dex bonus to +1. AC was adjusted to give the proper item bonus to his AC (4 instead of 3).

Shield is Raised. AC 20. Reactions available: Shield Block, Attack of Opportunity. See questions about shield rules in the discussion thread.

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 his song while launching another stone at the scarecrow.

Sling, CA: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 151d6 + 1 ⇒ (1) + 1 = 2

◆ Courageous Anthem ◆ Strike ◆ Reload


The End Awakens | The Day the River Died
Clebsch Gordan wrote:
I'm still confused by the game mechanical effect of taking spirit damage. It has not reduced my hp level. Reading what I can find via Internet search it seems to be hp reducing damage like all the others, but it may not affect certain creatures without a spirit, such as a construct.

That is a good summary of it. Essentially it is a type of damage (like Slashing damage or Fire damage) that certain abilities or attacks may have as part of them. And like those other damage types, while sometimes it has different interactions with players or enemies (trolls are Weak to fire damage for example, while construct’s generally don’t have a soul/spirit to be affected by spirit damage) in this case none of you are immune or extra hurt by it - it’s simply another point of damage the scarecrow’s strikes seem to inflict and add to the total attack damage.

In this fight, Clebsch was hurt by the spirit damage just as he was by that claw swipe. But you’re currently at full HP thanks to Welby’s Heal spell last round.

Clebsch continues to press on the scarecrow, cutting away at it again. It’s looking pretty ragged, but Thunderroot’s second stone is aimed a bit high at overshoots it.

Initiative

Yellow bug
Hallow 14/18 HP, superoverdrive'd, shield 3 damage
scarecrow 27 damage
Clebsh 19/19 HP

Welby

Thunderroot

Bláinn 22/23 HP, Bob protected, Bob needs Fort save

red bug

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 retrieves a carcing knife and waves it threateningly at the scarecrow. Shards of metal fly out to strike the creature before returning to the knife.

needle darts vs scarecrow: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
damage-piercing: 3d4 + 1 ⇒ (3, 3, 4) + 1 = 11


The End Awakens | The Day the River Died

Pulling out a knife, Welby unleashes strange magicks on the blade. The scarecrow seems unprepared as the knife deconstructs itself into a flurry of thin shards that pepper and pinion it. As the metal reconstructs itself in the halfling's hand the scarecrow staggers, then collapses sideways into the dirt.

Initiative

Yellow bug
Hallow 14/18 HP, superoverdrive'd, shield raised, shield 3 damage
Clebsh 19/19 HP, shield raised
Welby
Thunderroot

Bláinn 22/23 HP, Bob protected, Bob needs Fort save
red bug

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

Yes, Bob would move when his target falls.

Fortitude Save: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27

Bob absorbs the poison into its body and incorporates it into its antibiological distinctiveness.

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

Time for some fried insect.

◆◆ Act Together
- ◆◆ Electric Arc

Electricity Damage: 1d4 + 4 ⇒ (3) + 4 = 7 to Red and Yellow
Basic DC 17 Reflex save.

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
- ◆ Strike

Glub Drub!: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Bludgeoning Damage: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9

◆ Strike

Slime Spear!: 1d20 + 8 - 4 + 1 ⇒ (3) + 8 - 4 + 1 = 8
Piercing Damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Starting with the one that hit him, then the other. If both drop and Bob still has actions left, Stride to the corner of the scarecrow's square.


The End Awakens | The Day the River Died

Red Reflex: 1d20 + 6 ⇒ (6) + 6 = 12
Yellow Reflex: 1d20 + 6 ⇒ (7) + 6 = 13

Both insects get badly scroched as lightning dances between them. Bob is then able to easy crumble one of them with a drubbing smash.

Their follow-up stab is avoided however. The bug rears up...and then skitters off into the woods.

It is fleeing combat. Though if Clebsch would like to take his Reactive Strike on it he may. Otherwise:

COMBAT OVER!!!
Hallow 14/18 HP, shield 3 damage
Bláinn 22/23

As you collect yourselves you have a chance to get a better look at the stones the scarecrow was standing around. The standing rocks are covered in a complex writing, while the central rock you now can tell looks like a grave of some kind.

While none of you can read the language on the stones, Arcana or Occultism checks might be able to decipher some of their meanings from the various pictograms etched onto them.

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 strolls over to the stones and examines them. "Well now. What have we here?"

arcana: 1d20 + 8 ⇒ (8) + 8 = 16

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 also joins in examining the stones, recalling if he's seen anything resembling the complex writing before.

Occultism: 1d20 + 3 ⇒ (14) + 3 = 17


The End Awakens | The Day the River Died

Looking carefully over the stones, both Welby and Thunderroot agree that they are old. Very old, millenia old. They also bear images and writing that is likely Cyclopean. The images on the stones seem to show Finadar Forest, with its swift-burning blood pines, as a great ritual battery for the cyclopses, a place to hold Abyssal energy until it was needed. This energy was brought forth into the world by a series of burning monoliths.

The depiction of the monoliths used in these rituals as batteries (three feet tall and covered in burning runes) matches Urwal and Cenenviel’s description of the monolith in the old dragon graveyard.

Nature or Planes Lore DC 16:
You realize that if there was a monolith spewing Abyssal energy into the forest, that would explain the twisting of Finadar’s spirits and the bizarre leshys. If such Abyssal pollution were still in its early stages, removing the source would likely return the forest spirits back to normal quickly.

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 swings at the retreating bug, hoping to rid the area of nasty vermin.

Longsword, courageous anthem: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Damage, S: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12

Clebsch watches and listens with interest at what other Pathfinders reveal about the writings and stones and their history and relation to the cyclops civilization.

Nature: 1d20 + 3 ⇒ (14) + 3 = 17

Clebsch reflects on the situation, thinking out loud. "So these stones were --are now-- spewing evil energy about the forest. Any spirits exposed to this energy could reasonably be corrupted. It stands to reason that if we can find these stones and disrupt their energy production--problem solved, no?"

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 these stones here are actively emitting evil energies right now?" Welby grimaces.


The End Awakens | The Day the River Died

These stones in front of you don't seem to be radiating magic themselves - the stones shown in the pictographs bear distinct magical markings

When you are ready to proceed:

As you continue forward towards the old dragon graveyard, the environment around you all grows increasingly bizarre. Much of this area has been burned, but the charred and ashen ground is almost a preferable sight compared to the plant life that has survived. Enormous, thorny bushes with leaves bent like clawed fingers sprout from the ground, while strangling vines have sunk hooked spikes into the bark of the remaining trees and drawn a ruddy sap. Massive, pitcher-like flowers seem to pulsate to some unheard rhythm, and the few animals that you spy each bear massive, weeping wounds. The air is thick and hazy with pollen and has a sickly sweet, metallic scent to it, like rotten blood.

Eventually you approach the valley Urwal spoke of. There is a crevasse ahead, but all around it teems awful and uncanny life. The unnatural plants from before grow twice as thick and strange. Shrubs with gnarled human fingers twitch in the breeze, while vines slither like serpents along the ground. A two-headed crow caws from atop an oak tree studded with catlike eyes.

The valley lies ahead of you. Same Exploration activities? Specific methods of approach? Or just head forwards and in?

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 | ◆ ◇ ↺

Since Clebsch is most useful in battle, he travels with his shield at the ready. Defend Activity.

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 detect magic.

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
Clebsch Gordan wrote:
Clebsch reflects on the situation, thinking out loud. "So these stones were --are now-- spewing evil energy about the forest. Any spirits exposed to this energy could reasonably be corrupted. It stands to reason that if we can find these stones and disrupt their energy production--problem solved, no?"

"Let's hope Thunderroot and I aren't susceptible."

Hallow carries their shield as well. Also defend

They look around at the grisly scenes as they pass. "Fascinating that these organisms seem to be staying alive during these transformations. Although I suppose 'alive' seems to be relative."


The End Awakens | The Day the River Died

GM:
Clebsch Gordan's Survival (T): 1d20 + 3 ⇒ (4) + 3 = 7
Welby Boffin's Survival (T): 1d20 + 5 ⇒ (5) + 5 = 10
Bláinn's Survival (U): 1d20 + 1 ⇒ (14) + 1 = 15
H: 1d20 + 4 ⇒ (9) + 4 = 13
T: 1d20 + 1 ⇒ (19) + 1 = 20

Approaching, Thunderrot spies a bit of undergrowth that you can heard towards that abuts the valley but could give you a good observation point without revealing yourselves just yet.

Closer you can see ample evidence that - as Urwal said - this place was once a dragon graveyard. Bones from long-dead wyrms lie all about the place. But of more immediate concern to the PCs are the dozens of corrupted leshys. A few simply stand around, singing odd, warbling songs to one another, or else play a game vaguely like pat-a-cake, albeit with wildly varying numbers of limbs. Many of the others are hard at work, gathering strewn-about trash, stray branches, and offal, and bringing their prizes toward an ancient, graven monolith at the end of the crevasse.

Nature check DC 12:
These leshys seem oddly focused on their actions: the spirits inhabiting their bodies are still new to the corporeal realm and seem to be adjusting to how to process and respond to the myriad of physical stimuli.

That monolith stands near the far end of the valley and is half-destroyed, most of the top part battered by some ancient rock-slide. But you can still make out the same sinuous script upon the weathered stone, as well as bas-relief depictions of three one-eyed figures: two, in armor, bowed in supplication before a third, wearing robes and a massive pectoral amulet. Around the stone a single a single leshy moves with quiet efficiency. He looks for all the world like a simple leaf leshy, quite mundane compared to his more gruesome allies. With one exception: a chunk of gray stone embedded in one eye and runes upon it glow with yellow flames.

This leaf leshy putters about as the other corrupted leshies occasionally bring strange objects to him: a dead squirrel, some string, a shiny rock. The rock-eyed leshy takes these gathered scraps together and works to combine them, assembling the mis-matched parts into a new 'body'. You observe as he seems to complete once such creation the stone eye flashes a yellow pulse and then the eerie leshy twitches, arises, and totters off to join its fellows.

Arcana or Occultism DC 12:
The stone in that leshy's head is channeling the monolith's energy into that leshy crafter, who in turn is infecting the rest of the leshys he's building in turn. Removing this conduit - either by killing the leshy crafter or removing the rock from its eye - should break the link causing the corruption to spread. At least for long enough for the monolith to be destroyed for good.

New map added

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 scans the scene below, their red eyeholes flashing a bit as they watch the assembly of a new leshy. "They had said the leshies were creating bodies for themselves, I was wondering what that looked like. The craftsmanship is shoddy, to be sure, but still. I wonder if the monument is creating the spirits that inhabit them, or maybe is just calling them at the right time..."

Nature: 1d20 + 4 ⇒ (9) + 4 = 13
Arcana: 1d20 + 7 ⇒ (16) + 7 = 23

"They're not exactly ready, it looks like. They're still adjusting to having forms. But it looks like the stone is using the head leshy as a conduit to spread the corruption. If the corruption itself isn't necessary, it'd be fascinating to study their process..."

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 | ◆ ◇ ↺

"So we need to attack this one with the magic eye stone. How close can we get without being noticed, assuming we are stealthy enough?"

Clebsch studies the terrain for paths that could grant the party cover as they advance.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Nature: 1d20 + 3 ⇒ (13) + 3 = 16

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
Clebsch Gordan wrote:
"So we need to attack this one with the magic eye stone. How close can we get without being noticed, assuming we are stealthy enough?"

Hallow shakes their head with mechanical movements, the whir of the motor just barely audible. "I'm not particularly stealthy, I'm afraid."

They pause for a second, thinking. "However... it is possible I may be able to walk through without being noticed. Thunderroot, too, although while I think they would likely be better than me at acting well enough to avoid notice, in the event one of us was caught, I believe I would be better able to defend myself should the leshies attempt to swarm. I should also be able to overclock some of my equipment into combusting, which could serve either as a defense against the leshies attacking or as a distraction. Additionally, I have... a few more common traits with them."

They remove the chest piece of their armor, revealing an intricate system of clockwork imbedded and connected with the plant flesh, and in a few spots there seem to be plant parts grafted on to serve specific purposes; in one specific instance, a pitcher plant with its opening sealed, seemingly acting as a reservoir for the suit's hydraulics. They replace it again before continuing to speak. "While I am not, as they are, beings constructed of amalgamation, I have modified myself to such a degree that I may be able to pass as one of them."


The End Awakens | The Day the River Died

As you are discussing your next moves Clebsch doesn't notice any perfect trail. There are several large bones that could provide some cover, and the leshies seem focused on their odd work rather than actively patrolling, but there would still be stretches of open ground to approach the crafter or the monolith. Stealth checks are possible - though if going that route let me know specifically where/for what you're sneaking.

You also hear the leaf leshy muttering to himself in c heery voice as he puts the finishing touches on his newest creation: a hideous monster made from spindly vines growing through the carved-open corpse of an opossum, with two small pebbles serving as the eyes, tied in place with string.

Good strong torso, but let's make sure you can see. There we go! Now, one last knot...

The leshy crafter finishes attaching the last limb, the writing on its stone eye glows, and the opossum leshy twitches to life atop the broken monolith, their body suffused with a dim, yellowish light. The 'leshy' takes several jerky steps forward...and then disintegrates, their head falling off and one of the pebble eyes rolling towards you. The leaf leshy tilts his head in consideration.

No. No, no, no, the river pebbles were not a success. Very damp. Needs an adder stone? Yes. Adder stone works. Then they can see everything. Also, not slippery, I can tie the string.

Hallow: If you or Thunderroot want to sneak in closer by disguising yourselves amidst the throng of other leshies then you could attempt a Decpetion check (with a +2 bonus) in lieu of the Stealth roll mentioned above.

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 draws and downs an elixir of life. Healing: 1d6 ⇒ 2 "Alright, either I go down now and try to blend in, I set up a distraction, or I wait here and jump in if/when things go south."

Gonna wait a bit to see if people wanna talk through a plan.

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

"Don't look at me. I'm more likely to look like ingredients to them."

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 |

arcana: 1d20 + 8 ⇒ (16) + 8 = 24

"Hmmm...Yes I see. If we remove the stone from that leshy's head it should break the link causing the corruption to spread. At least for long enough for the monolith to be destroyed for good."

"We should also consider Urwal's instructions to find a safer salve, whatever that meant."

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 | ◆ ◇ ↺

Looking at the map, are we on a higher elevation than the stream bed? Is any part of the map difficult terrain?


The End Awakens | The Day the River Died

You're at a higher elevation - there's a narrow path down about where you are that'd lead you down into the valley and emerge 'there'.

The valley floor is not difficult terrain, but moving through the squares that have large bones in them would be difficult terrain. The bones and toppled trees can also provide cover (lesser for the trees)

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 | ◆ ◇ ↺

So if Clebsch moved to the square one diagonal up and to the right, would that be just five feet or more? If one jumped straight to the creek bed, how far would that be? Since we're probably going to have to make a dash into the area to fight, it is important we know how much movement that is going to take.

Clebsch says to his fellow Pathfinders, "We could either make a break for the leader as a group and fight our way to him ... her? ... it? Or we could make some ranged attack from up here and try to take some of them out first and then rush at the leader. Or I suppose we could split into two groups, a strike force and ranged support group. Anyone have ways of hitting any of those things from up here? I've got a sling."

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
Clebsch Gordan wrote:

So if Clebsch moved to the square one diagonal up and to the right, would that be just five feet or more? If one jumped straight to the creek bed, how far would that be? Since we're probably going to have to make a dash into the area to fight, it is important we know how much movement that is going to take.

Clebsch says to his fellow Pathfinders, "We could either make a break for the leader as a group and fight our way to him ... her? ... it? Or we could make some ranged attack from up here and try to take some of them out first and then rush at the leader. Or I suppose we could split into two groups, a strike force and ranged support group. Anyone have ways of hitting any of those things from up here? I've got a sling."

"I don't have anything ranged, but my suit has rocket boosters, so I can move down there quickly, although they tend to burn out for a bit after a single jump. More than that, it burns through most of the liquid fuel, so I doubt I'd have enough left to force an overload if they start to surround me."

Hallow has explosive leap, but it has the Unstable trait, meaning I'd need to be able to make a DC 17 flat check or not be able to do another one (such as explode which was part of my plan of drawing their attention).

"I could just jump down there and get them to attack me, though. It should give more of you an opening."

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

Not intending to Leeroy Jenkins, but I'd like to try the disguise route, and see if it can gain us any further advantage.

Thunderroot picks off some fungus patches from their body and rearranges them, attempting to look similar to one of the almost-leshys that lie ahead. "I'm going to take a closer look."

Deception: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21


The End Awakens | The Day the River Died
Clebsch Gordan wrote:
So if Clebsch moved to the square one diagonal up and to the right, would that be just five feet or more? If one jumped straight to the creek bed, how far would that be? Since we're probably going to have to make a dash into the area to fight, it is important we know how much movement that is going to take.

About 15 feet from the lip of the ravine to the floor. An Athletics check could get you to climb down the steep sides carefully and more stealthily

While Clebsch readies for a possible assault and Hallow calculates their best approach, Thunderroot advances 'incognito' after gussying themselves with a bit more muck.

As Thunderroot heads into the valley the other leshies seem to only partially acknowledge them. Some seem distracted primarily by feeling out their own newfound bodies, while others are trudging about gathering various odd trinkets and items towards the leaf leshy crafter.

Thunderroot is able to advance quite a bit closer to that crafter - and the monolith they are working near. The leshy himself continues to mutter and talk to the other 'leshies' about him: That is obsidian. I asked for adder stone! Our new friends can't help us fix this place if they can't see! Important to get it right. Have to fix this unnatural forest. It's very important! The natural order is all out of order. Must be restored.

The leaf leshy glances at Thunderroot and asks: How about you? did you bring an adder stone? Or string? Used mine. Need more. before looking around on the ground by him.

Thunderroot: so far you seem to have successfully passed yourself off as a 'normal' strange leshy. What are you hoping to do down here in disguise? If sabotaging the monolith, that would require some Arcana or Occultism checks - and another Deception check as you're working on it. Or are you for now thinking of doing something else: scouting? communicating with the leaf leshy? Etc?

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 nods in agreement, and begins mimicking the same tone and cadence that the crafter speaks with. "Yes. Adder stone. Must get it somehow. Will try to use find adder stone for us. May be close to monolith. Need to look underneath for more. Bring forest back to its glory indeed. One moment."

Sweat dripping from their brow or should I say dew, they advance on the monolith carefully, checking that their guitar is still in place.

Disrupt the monolith and play an appropriate banger while the others jump in to combat? Seems ... metal.

They lean in and try to sabotage the monolith's energy, recalling what they can about its occult nature.
Deception: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Occultism: 1d20 + 3 ⇒ (20) + 3 = 23

How many checks GM?
Occultism: 1d20 + 3 ⇒ (13) + 3 = 16
Occultism: 1d20 + 3 ⇒ (17) + 3 = 20

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 decides he better head down to be in position in case Thunderroot needs back-up. He sets his shield on his back and begins to climb down the wall, trying to avoid knocking any loose rocks down.

Athletics: 1d20 + 6 ⇒ (11) + 6 = 17
Stealth: 1d20 + 2 ⇒ (20) + 2 = 22

I believe he would need to use 3 stride actions to move 15 feet vertically. Does he need a climb check for each stride action?
Athletics: 1d20 + 6 ⇒ (19) + 6 = 25
Athletics: 1d20 + 6 ⇒ (18) + 6 = 24

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