HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Haedrig Lucridious wrote:
I don't think so. We just gain the experience from fighting them...
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Im a little unclear on exact rules. Dar wants to stand up and get back in the fight. He has acrobatics +5 and athletics +7. Would either help him stand up better? Maybe without having to eat an AoO? The druid gets to his feet and brings another wild swing at the red croc. 1d20 ⇒ 7 Athletics or Acrobatics Melee attack 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Round 2 Leaving Haedrig to fend off blue, the druid move straight ahead to attack the red one. Bringing his Shillelagh to bear. Action 1: move Action 2: melee attack 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Action 3: melee attack 1d20 + 7 + 1 - 5 ⇒ (6) + 7 + 1 - 5 = 9
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
GM JChapman wrote:
I'll stick w/ my normal prep (1 heal, 1 shillelagh, 1 gust of wind)
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
The druid sets the group up in a good spot to camp. He leaves Haedrig and Zellkeke there to look after the wounded wizard. Hold on Senizar, make it through the night and I'll have some healing magic for you... , the druid thinks to himself as he is off trying to find food. He figures they might even stay put for a few days till Senizar is feeling better. The druid will prepare two heal spells the following morning, w/ shillelagh as his third spell
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Chris isnt updating his hitpoints. Is he on the north side of 0? The druid leans in and looks at the wounded wizard. A fearsome foe to lay you low… . While Dar spent his only Heal spell he does have a cantrip. The druid casts Stabilize on his friend. I think we should call it day. Lets find a decent spot nearby to camp. We can rest and heal. Hopefully, I can find some food for us. GM, do you need any rolls from me for this? Finding camp and food. Im sure Haedrig will use his healing skills on Senizar too.
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Round 3 The druid draws his sturdy hickory club and lays into the ooze. Action 1: draw weapon
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Round 2 Filled with righteous anger over the ooze somehow dodging his storm spell, the druid cries his plea to The Mother and casts a healing spell. That done he rushes forward drawing his club. Action 1-2: casts Heal at the fallen wizard
Action 3: Move. Moves into melee range, flanking with the lizardman.
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Dar's Action 2-3 The druid calls out to the other's Its a gray ooze, it acids you! The half orc settles himself and brings forth his focused power, he casts Tempest Surge DC16 reflex (failed save, clumsy2 for 1 round and 1 persistent electricity damage.) Electrical damage 1d12 ⇒ 5
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Senizar the Erudite wrote:
The druid nods. Frustrated a little by the situation, he ponders all the interesting things they might miss by traveling quickly
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
The druid is surprised and looks puzzled. He goes back to his comrades. Im sorry. It didnt work, perhaps I misunderstood what I thought The Mother had gifted.
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Okay, the druid has a plan. Lets finish up the day mapping and such. We will plan on returning to the pond on the morrow. Dar has 3 1st level spells. He will keep Heal, Shillelagh but swap out Gust of Wind for Charm .
Unless anyone has reservations, we execute.
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
The party continues on, trekking thru the swamp and exploring/mapping the hex… Dar learns a particularly important lesson today about dwarven culture. During the hot humid day, Haedrig just once complains of the heat and how sweaty he is. This made an impression on the kindly 1/2orc. They have spent some brutal days in the heat and this is the FIRST time the hardy dwarf has uttered a single complaint. Dar was incredibly surprised at the rage and fury Haedrig displayed when Dar suggested he might far the humidity better if he shaved his beard. The 1/2orc even offered to lend him his shaving razor. Dar spent the rest of afternoon covering their backtrail keeping some distance and letting the dwarf slowly recover.
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Round 1 continued Seeing the dwarf's cold bomb seemed to work well, the druid takes a moment to gather his power and calls on Papa Storm's cold brutal winds. He casts Ray of Frost Frost Ray 1d20 + 6 ⇒ (19) + 6 = 25 cold damage 1d4 + 2 ⇒ (4) + 2 = 6
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Round 2 The druid stares in one part disgusted by and one part awed by nature's power. Being that said swarm is crawling over his comrade he decides to act. First he quickly wracks his brain for everything he knows about swarms and leeches... Action 1: Recall Knowledge, Nature 1d20 + 6 ⇒ (19) + 6 = 25
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Senizar the Erudite wrote: "Dar, if this food is rotten, can you purify it? I can handle something unappetizing." Playing catch up, need to update the tracker and level. Will get to this today. Hmmm… Actually I am feeling I have a little extra so I can manage an extra spell. Sure, can purify if need be.
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Will Save 1d20 + 7 ⇒ (2) + 7 = 9
Round 2 Grimacing at the sling stone the druid moves a little out of the way and concentrates the Mother's healing touch on his fallen comrade. Heal 1d8 + 8 ⇒ (1) + 8 = 9 hps to Zelkeke Action 1: Move
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Round 1 Will Save 1d20 + 7 ⇒ (7) + 7 = 14 The druid decides to stand near Senizar and apply his magic from a distance. Keep an eye on the blue boggard and stay behind me Senizar
Cast Tempest Surge DC15 Electricity damage 1d12 ⇒ 11
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
GM JChapman wrote:
The half orc ponders the others words for a while before he speaks. I agree, I don't see a reason to think any other direction would be better. He broods for a few more moments If we could find a safe way across the water, it might make sense to go back to the ocean and continue along the coast looking for New Riddonport. He looks around at the others. Any more thoughts about building a raft or some magic to get us safely across the water? Dar does ask a few questions to Zellkeke via the wizard. Questions about the flora and fauna of his marshy homeland.
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Dar Orc-Blooded wrote:
Or perhaps Dar just heals Zelkeke 13 hps. The half-orc shakes his head a little as he looks to where the giant flying fish disappeared back into the water. I bet that would have been good eating...
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
The half-orc rushes over to the downed Zelkeke. Also noticing the dwarf's injuries, Dar takes a moment more and calls upon The Mother for her healing touch. Full 3 actions: cast heal 2d8 ⇒ (5, 8) = 13 healing to all creatures in a 30' radius.
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Retcon round 2 The half-orc tosses his spear toward Zelkeke then focuses his inner power. He seeks the bitter cold of the brutal winter winds… Action 1: spear toss
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Round 2 The half orc growls abit as the flying fish now flies up the cliff he just climbed down. In his rage Dar calls out for Papa Storm's wrath Cast Tempest Surge DC15 The storm deals 1d12 electricity damage. The target must attempt a basic Reflex save. On a failure, the target also is clumsy 2 for 1 round and takes 1 persistent electricity damage.
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Dar is amazed by the large flying fish. Then he is concerned for his lizardman comrade getting spit on. The half orc bursts into action and starts climbing and scrambling down the slope. Athletics 1d20 + 6 ⇒ (14) + 6 = 20 I'm not sure how far I can move with climbing. Dar would like to scramble down the slope and move closer to Zelkeke.
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Senizar the Erudite wrote:
The half-orc offers Senizar a hand and helps him out of the pit. Good reflexes, getting better with practice. The group studies the pit and the area around it. Is there anything to be learned?
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Zelkeke, I sleep better with your presence in our party. A warrior isn't needed till he is needed. I'm glad we don't face overwhelming odds everyday! But I assure you, sooner or later your fighting skills will be of great benefit to the group. At the moment, I don't see a need to send you into the water. Splitting the group would make us more vulnerable. But we will keep your expertise with the water in mind as we go along.
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
The druid checks out the river the group is walking next to. Dar is surprised to realize the river is flowing away from the ocean. So the water is salt right? . Dar finds this strange and ponders it.
Dar wonders if this isnt a river at all. But simply a body of water between two islands.
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Senizar the Erudite wrote: "I honestly don't think there's any need to cross. We traveled along the coast looking for signs of civilization, and a river is just as likely to produce results. I say we simply stay on course for the now." I would like to continue along the coast to find Riddonport. When we can safely cross the river lets head back to coast and continue along.
HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Senizar the Erudite wrote: "Our main goal right now is to find some civilization. I think turning to the interior of the island along this side of the river is our best bet. Rivers beget villages." The druid nods in agreement. Yes, head upriver till we find a way to cross. . The party keeps an eye out for a bridge, or a spot they could easily ford the river. If not, than perhaps a village with a boat they could hire. Dar also ponders how in the future he may someday learn the secret of changing his form to one that could easily swim the river. A giant frog, alligator, otter…. His mind drifts a little on the possibilities.
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