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![]() Mandoo wakes up, and with a quick activation of the potency crystal, grapples the orc's exposed wrist. Pulling himself upright, while simultaneously unbalancing the alchemist, Mandoo smashes his other fist repeatedly into the orc's face before he is able to yank his wrist away from the monk. Reflex save: 1d20 + 6 ⇒ (6) + 6 = 12 *fail Bolts of lightning spew out from dark clouds shocking the ooze. pseudopod: 1d20 + 15 ⇒ (3) + 15 = 18
pseudopod: 1d20 + 15 - 5 ⇒ (12) + 15 - 5 = 22
pseudopod: 1d20 + 15 - 10 ⇒ (9) + 15 - 10 = 14
The ooze, sensing a halfling shaped blood like object within reach, lashes out with its pseudopods, lacerating into Quecksworth repetedly! Quecksworth falls unconcious and is bleeding out! Quecksworth, I think it hit you twice, with the first blow knocking you unconcious. So you are at dying two. The orc decides to get away from the monk, striding for the exit! Seeing an opening, the alchemist makes a beeline for the exit, spraying some more repellent on the ooze as he makes his way towards the door! Party is up. ![]()
![]() Mandoo, Tyrion is right, in that technically your initiative is placed immediately before the blob that dropped you. You are conscious with 20 hp, and your turn is up. So, are you absolutely sure you want to do nothing this turn? You might be prone at the moment, but that orc alchemist is directly adjacent to you... Music and sounds of battle fill the room as emergency medicine is performed, a rousing tune sings out from the brave halfling, and two arrows slam into the ooze, doing damage.. ![]()
![]() reflex save: 1d20 + 11 ⇒ (20) + 11 = 31 *crit The orc notices the clouds gathering around him, and jumps out of the way before the lightning strikes him, simultaniously ruining Lizzo's shot at the last second. He immediately throws the bottle at the Ooze, then pulls out some more ingredients and drinks it. handle creature: 1d20 + 13 ⇒ (17) + 13 = 30
A very unplesent smell fills the air which the ooze ooze seems to be repelled to. It immediately begins to very slowly advance towards you, lashing out at Quecksworth as soon as he gets into range of its pesudopod. pseudopod: 1d20 + 15 ⇒ (5) + 15 = 20
Everyone notices that the ooze seems very slow compared to the average bipedal creature, having only a 10 ft movement speed. Party is up ![]()
![]() Tyrion recall knowledge:
Created through the foulest of alchemical rituals, the blood ooze seeks only one thing: to increase its mass by consuming blood from the living. The blood ooze hides within the body of its victims, only bursting out to attack when another meal draws near, leaving the body a husk of its former self.
The process by which such an ooze is created involves draining the blood of at least four Medium creatures and feeding all of the collected blood to a fifth creature, along with deadly reagents designed to prevent the blood from coagulating. During this time, the host slowly dies while the
Immunities: critical hits, mental, precision, unconsious, visual attacks. It has no particular resistances, and does not "split" when targeted by any particular weapon.
Tyrion's arrow hits the orc in the leg, hobbling him slightly. He is bloodied, but not down yet. Mandoo seems to have stabilized, and his wounds have seemed to have clotted over. Who are you targeting with that tempest surge Darr? ![]()
![]() So, yeah. I'm awfully sorry, but I'm suffering from a major depression attack, to the point where I'm having trouble getting up in the morning, and my employer has noticed that I'm taking a hit in my performance. So I need to take a few days off this to fix my life and get my head on straight. I'll update once tonight, and I'll probably take Tuesday off, and hopefully I'll get my head back in order to post on Wednesday or Thursday. Again, much apologies. ![]()
![]() Mandoo wrote:
fortitude save: 1d20 + 11 ⇒ (18) + 11 = 29 *success reflex save: 1d20 + 11 ⇒ (10) + 11 = 21 *half damageMandoo quickly strides up to the alchemist, landing two solid blows at him. However, he avoids getting critically hit in the head, and is able to keep his wits about him. Clouds gather around him, but the orc alchemist manages to avoid getting severely electricuted. Immediately afterwards however, the orc alchemist uses his dagger, and cuts the man strapped to the table. The strapped man screams out in pain, and he litteraly explodes in a fountain of gore and blood. The blood coallesses together into a giant Ooze that immediately strikes out at Mandoo! pseudopod: 1d20 + 15 ⇒ (7) + 15 = 22
pseudopod: 1d20 + 15 - 5 ⇒ (7) + 15 - 5 = 17 pseudopod: 1d20 + 15 - 10 ⇒ (17) + 15 - 10 = 22
Mandoo crumples to the floor, having taken several severe head wounds, and begins bleeding out. Party is up. ![]()
![]() From the moment the double dors are opened, whimpering moans can be heard from the center of the chamber, where a human man is strapped to a large rack. His flesh is missing in places, replaced with large glass and metal cauldrons that seem to be extracting blood from him, mixing that blood with reagents to transform it, then pumping the blood back into the poor man. Around the room, you can see shackles mounted to the wall where previous prisoners must have spent their final moments. There is another orc alchemist in the center of the room, bombs in hand preparing to throw something. The sculptor: 1d20 + 9 ⇒ (13) + 9 = 22
Mandoo and Darr may act before the alchemist. ![]()
![]() Tyrion 2.0 wrote:
Ugh. For now, no. I'll move the treasure you "lost" due to the fire to the next room so I don't have to rewrite that section. Tyrion 2.0 wrote:
No need to be super specific. I assume you explored everything relevant. The door from the laboratory into the lower room area is secured with a simple wooden bar on the laboratory side. Lifting it, you come across a refuse pit, where after searching for a bit you find a low-grade cold iron dagger, a wolf fang tailsman, and 8gp in miscellaneous coins. The eastern room contains storage of alchemical gear and reagents. The barrels and crates here are quite old, but the gear and equipment in this room are of the same style and make as the ones burned in the fire. The equipment here is probably worth quite a lot of money to the right buyer, but you'd probably have to take it to a large city to sell it for its full value. The northernmost passageway that exits the laboratory ends in a set of stairs that leads up to a massive double door to the west. Made from stout wood and bound with iron, the pair of doors is crudely decorated with a carving of a small rural village that has been set ablaze. The carving has been made many years ago and, despite its poor overall artistry, the village bears an unmistakable resemblance to Etran's Folly. The doors are not locked. Open door? ![]()
![]() By my calculations, Darr should have gotten hit with 6 + 2d6 ⇒ 6 + (1, 6) = 13 damage at least, not counting any additional continuous damage from the acid that I assume he will save next round with everyone else's assistance. Well, the singular craft check also was representing something else besides discovering what alchemical ingredients you find, as you will soon discover... Looking at the numerous alchemical ingredients on the Table, Tyrion recognizes several as immediately being useful, finding one Lesser alchemist's fire and one moderate tanglefoot bag among the mess, before beginning to perform some first aid for the party. However, Tyrion fails to realize that the numerous stoppered vials and such are inherently unstable, and after 10 minutes of boiling, multiple alchemical ingredients explode and/or catch on fire, which quickly spreads to the rest of the unused ingredients. Luckily, none of you are nearby the tables or cauldrons when the liquid catches on fire, but the remainder of the alchemical ingredients are ruined. It was a trained DC 18 without Alchemical crafting or specialty crafting related to liquids. (Or you could have realized that a closed system, like a stoppered vial, put under continuous heat is a VERY BAD IDEA). We'll do reactions to the development, and any other things you want to do before continuing down the cave. ![]()
![]() I think isolation is beginning to get to me. I'm trying to stay motivated, but it is getting tough. Several attacks strike the orc, but amusingly the final shock of lightning is what sends the last remaming orc to his doom. The electricity cauterizes the orc's wounds while simultaneously frying his nervous system, and he falls over dead. Though the huge puddle of alchemical liquid is ruined on the floor, several tables worth of expensive alchemical equipment still lie on the workbenches, with several of the liquids set to boiling; some of them in stoppered containers. If you search the table, make a craft check if you have it vs DC15. If you succeed, roll another three 1d20s and I'll tell you what you find. If you crit succeed, roll a bonus d20. Searching the orcs, beyond their normally infused stuff that will naturally spoil within the day, each orc also carry 2 acid flasks, 2 alchemists fire, 1 bottled lightning, 2 minor elixir of life, and 1 frost flasks each. How much time are you guys spending in this room? ![]()
![]() Tyrion 2.0 wrote:
Nope. My description was factoring in up to 8 points of deadly damage... The severely wounded orc alchemist, still in his rage, dashes past Tyrion to get adjacent to the boiling alchemical cauldron. athletics: 1d20 + 6 ⇒ (8) + 6 = 14 With a mighty heave, the orc shoves the cauldron over, spilling its contents over as Tyrion and Mandoo attempt to get away! Tyrion basic reflex vs DC 15: 1d20 + 10 ⇒ (12) + 10 = 22 *success Mandoo basic reflex vs DC 15: 1d20 + 10 ⇒ (4) + 10 = 14 *fail damage: 1d6 + 3 ⇒ (6) + 3 = 9 poison plus 1d6 ⇒ 1 fire damage.
Tyrion leaps out of the way, managing only to get splashed on by the boiling hot blue liquid. However, Mandoo is not fast enough, and becomes immersed with the liquid! ![]()
![]() After Quecksworth begins his chanting, Mandoo strides up to his target and manages to land a single solid blow at his opponent. Tyrion, though slowed, draws his rapier, and strikes, catching the over exposed orc in a flank. A sharp whistle later, and Tyrion strikes the orc in his heart, killing him. Lizzo meanwhile launches his arrows straight and accurate, punching three holes into the orc, one of them critically hitting him, dying the orc's clothes a deep red. Incredibly however, it is still on his feet, if barely. Waiting on Darr, I guess. ![]()
![]() Quecksworth the Attendant wrote:
Ok. This was entirely mundane, but it gave me a good chuckle on a stressful day. Have a hero point. Super busy with work at the moment.I'll be posting after work today. ![]()
![]() A ball of fire flies from Darr's hand towards the orc, hitting him just off center mass. The ball of flame dicipates but not before damaging his clothing, revealing red welts caused by sudden intense heat. The injured orc retaliates! alchemical bomb: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15 *hit
alchemical bomb: 1d20 + 9 - 5 - 2 ⇒ (12) + 9 - 5 - 2 = 14 *miss
alchemical bomb: 1d20 + 9 - 10 - 2 ⇒ (20) + 9 - 10 - 2 = 17 *crit
A loud thunderclap slams into Darr, followed by fire and acid! Dar suddenly can't hear anything except a loud ringing, but that is the least of his concerns, as his skin is dowsed with acid and is becoming very painful, very quickly. As Mandoo and Tyrion's ears ring a bit and they get some of the acid splash, they come to their senses just as the other, now closer orc is throwing bombs at them! alchemical bomb vs Tyrion: 1d20 + 9 ⇒ (12) + 9 = 21 *hit
alchemical bomb vs Mandoo: 1d20 + 9 - 5 ⇒ (12) + 9 - 5 = 16 *miss
Party is up. ![]()
![]() After a thorough search of the cave you are in while you bandage your wounded party members, you don't find anything of real value in the cave. After resting some, you head to the northern cave. The bright light from outside is repaced by flickering torchlight in a narrow passageway cut deeply into the hillside. Suddenly, the passage opens into a broad natural cavern containing a series of large tables on the far side of the room. A series of alchemical experiments, most bubbling and frothing as they cook are arranged atop the work spaces. There are a pair of orcs here watching over the cauldrons and reactions as they slowly simmer and bubble. Upon seeing you, they howl in rage and attack. initiative:
Mandoo Perception: 1d20 + 9 ⇒ (3) + 9 = 12 Quecksworth Perception: 1d20 + 7 ⇒ (6) + 7 = 13 Darr Perception: 1d20 + 7 ⇒ (17) + 7 = 24 Lizzo Perception: 1d20 + 8 ⇒ (12) + 8 = 20 Tyrion Stealth: 1d20 + 9 ⇒ (10) + 9 = 19 orcs: 1d20 + 6 ⇒ (14) + 6 = 20
Darr may act before the orcs. ![]()
![]() With the panther's leg healed, the cat perks up noticeably. It begins to edge along the walls, trying to circle around the party to the exit. Looks like the panther-on-fire is getting ready to bolt out of the cave. Do you let it? You don't know exactly where Noala is at the moment beyond, "off the map setting traps and patroling. It might take quite a while. ![]()
![]() I could have sworn I updated yesterday... Quecksworth magically passes the leopard the chilled water. It thirstily laps the liquid down its throat. Darr attempts to talk soothingly and calmly in an attempt to use his animal empathy to calm the wild leopard down. diplomacy: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 *success* The leopard visibly calms down somewhat. It tries to walk around, but it is limping slightly. Want to heal the kitty? What to use? ![]()
![]() Tyrion 2.0 wrote:
You place your water-filled mug on the floor and push it towards the cat. You approach the fiery leopard until it hisses at you, at which point you place your mug and push it forward, before backing away. Wearily, it moves forward, trying to lap up the water. However, the water that was in the metal mug quickly boils off by the leopard's intense heat. The leopard yowls at the unsatisfactory outcome. The leopard's fire seems to be an innate ability that it can't control. The leopard is likely some sort of alchemical experiment to create a fire-aligned creature. ![]()
![]() You open the latch of the cage and open it, stepping forth into the cave behind the doors. A cloud of smoke hovering around the ceiling becomes visible. Curled up in the back of the cave is a cat that looks to be on fire. It glares at the sight of another creature entering, letting out a weak snarl that fades into a plaintive yowl. trained medicine checks:
Tyrion: 1d20 + 8 ⇒ (18) + 8 = 26 Quecksworth: 1d20 + 5 ⇒ (9) + 5 = 14 Darr: 1d20 + 8 ⇒ (6) + 8 = 14 Tyrion realizes that the medium-sized cat-on-fire is both wounded and thirsty. So... you have a druid... ![]()
![]() The orcs had some shoddy breastplates, three javelins each, and a pair of orc knuckle daggers. Quecksworth detects no magic Rats are now dead, peppered with a few arrows each and no way to get to you. If no one posts any other questions or directions by this evening when I get home, I'll go with Tyrion's movement and have the party investigate the southern cave. ![]()
![]() Mandoo wrote:
Ever seen fists shatter stone? If not before, now you have. Mandoo destroys the outer layer of the horse, his sequence of powerful attacks burry the horse's own sone fragments into the internal organs of the crazed creature. Moments later, a flurry of arrows and a spout of water slam into the orc, pinning the now dead body to the fence. Ouch. Those crits. That combat should have been a lot harder. ![]()
![]() Sorry about not being able to post for the past few days. I'm actually super busy with work. I'm currently cabling our new office with new ethernet wiring along with all of my other duties, and I'm coming home really late and super tired. I probably won't be able to post much until monday next week. ![]()
![]() Haven't heard from Darr in a while. I hope he is ok. Putting him into delay for now. The orc tries to break free from Mandoo. escape attempt vs Mandoo's Athletics DC: 1d20 + 5 ⇒ (3) + 5 = 8
Managing to release himself from the grapple the orc begins fiddling with the lock securing the two creatures in the pen. The horse beys angrily and its glowing yellow eyes showing its maddened soul. It trots over to Mandoo... hoof: 1d20 + 10 ⇒ (14) + 10 = 24 *hit
The horse gives him a vicious kick! Party is up ![]()
![]() Tyrion 2.0 wrote:
Tyrion is absolutely sure it is a grey stone covered horse. I've put a picture of it in the npc section Tyrion's arrow penetrates orcish flesh. He crys out in agony. ![]()
![]() Tyrion 2.0 wrote:
The horse is moving. It may or may not be worth targeting. Do consider that the orc unlocked and threw open the gate before moving. ![]()
![]() Mandoo wrote:
The orc Brute brings his arms up defensively to protect himself. I doesn't matter. Mandoo's enchanted fists shatter his guard. Bones shatter within the Orc's chest, causing immense internal damage. As the orc coughs up blood, Mandoo's follow up strike strikes the orc's cranium. Shattering his skull. Mandoo's final strike viciously upercuts his target and he launches into the air 5 ft, landing inside the muddy pond. He is clearly unconscious or dead even before he falls into the water, as he emits no scream as the dark liquid begins to dissolve his clothes and flesh equally with equal fervor. The other orc, seeing his ally disolve into goo within the dark pond, gets his act together, unlocks the cage and throws it open. He then moves toward the northern cage purposely. Party is up. ![]()
![]() There are two more exploding bushes that never detonated in the area, but after the successful nature check you identify and avoid them. After resting to heal up and bandage your wounds, you reach what you assume to be the doorway. It is made up of thorny branches winding clockwise in a broad circle. It does not have a handle or keyhole. You eventually find a branch in the iris that twists counter-clockwise that you bend to match its neighbors, which unlocks it and allows the branches to pull back. On the other side of the wall of brambles is a yard dominated by three large, wooden cages and a pool of bubbling sludge. A wretched-looking horse stands in one of the cages, while another cage is filled with a swarm of gigantic rats covered in white blisters. The third pen looks empty, but it appears to be built around a small cave located in the hillside. There is another cave entrance on the north side, near one of the pens. There are two orcs in the area. One is slowly pouring a bucket of sludge into the pool, while another seems to be sweeping near a cage next to what can only be described as a stone horse. As you open the door, they look up, surprised. orc language:
"Intruders!" Initiative rolls:
Orcs: 1d20 + 5 ⇒ (18) + 5 = 23
Mandoo may act before the Orcs. The entire party will may act (including Mandoo again), then all of the enemy will get to act. ![]()
![]() Tyrion tries to advance on the plant, but he seemingly can't get any closer. The vines seem to move with Tyrion, always keeping him within 10 feet of itself. With Tyrion restrained, Mandoo's fists and Lizzo's arrows pummel and pierce the plant, finally doing it in. Combat over How long are you resting to heal, and where are you resting at? ![]()
![]() Lizzo Plaguestone wrote:
With three accurate shots, Lizzo uses his arrows to bring down another plant monster and free the monk. With his newfound freedom, Mandoo uses his bare hands to rip another plant apart. ![]()
![]() You would think that working from home and not having your boss watch over your back to make sure you do your job would let me sneak in an update earlier, but apparently I'm to responsible for that :P Darr launches a bolt of fire at the closest plant. His aim is off, however; the ball of fire does nothing more than singe a few leaves. The nearest pant lashes out at Mandoo with its vines. Vine Lasher
vine2: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4 *miss One of the vines manages to viciously whip one of Mandoo's legs. The vines wrap around his exposed extremity, restricting his movement. Three other plants seem to uproot, and get within striking distance of Mandoo. vine3 vs flatfooted Mandoo AC: 1d20 + 7 ⇒ (11) + 7 = 18 *hit
vine4 vs flatfooted Mandoo AC: 1d20 + 7 ⇒ (13) + 7 = 20 *hit
vine5 vs flatfooted Mandoo AC: 1d20 + 7 ⇒ (3) + 7 = 10 *miss vine5 vs flatfooted Mandoo AC: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4 *miss The three other plants also gang up on Mandoo, two more vines strike at him, with another vine latching onto one of Mandoo's arms! Quecksworth imparts guidance and begins to inspire courage! As long as Mandoo is grabbed by a vine, he treats all squares as greater difficult terrain, as opposed to being immobilized. When Mandoo moves, the plants that have Mandoo grabbed automatically keep equidistant from Mandoo. Party is up (Minus Quecksworth, who just took his turn). ![]()
![]() Seeing Tyrion take down the first plant, Mandoo strides forward to the next nearest available target. As he gets within melee distance another plant explodes as he approaches. Mandoo's fort save vs Mindfuddle Gas: 1d20 + 7 ⇒ (19) + 7 = 26 *success The plant whips its longest vine at Mandoo, but he catches the vine with his hands, then chops off the appendage with his other hand! Still active, it begins to bring its other vines to bear... ![]()
![]() Tyrion quickly strides forward, intent on killing the plant before it can respond. However, as he does so, the plant directly adjacent to his target that he ignored because he thought it to be another harmless plane, begins to inflate like a balloon, and explodes in a 20 ft radius, releasing toxic spores over Tyrion, Mandoo, Lizzo, and Darr! Tyrion's fort save vs Mindfuddle Gas: 1d20 + 6 ⇒ (17) + 6 = 23 *success
Lizzo begins to cough uncontrollably, and he finds it is suddenly very hard to think.
Undeterred by the poisonous spores, Tyrion sinks his rapier into the hostile plant successfully slashing away at a vine, causing it to go limp. 16 damage was enough to bring the vine lasher down. The secret dice roll above was Tyrion's trap/hazzard nature check, which he crit failed. ![]()
![]() Initiative:
You don't think they have resistance to damage types... Suddenly, several plants on the field begin to move aggressively, even as Tyrion acts... Tyrion acts first, followed by Mandoo and Darr. ![]()
![]() Tyrion 2.0 wrote: Wise Fox, I've placed our characters in our normal marching order, but two questions: 1) Do you want us closer to the wall, and if so, about how close? 2) When the path narrows, can we still be 2x2, or do you want us in single-file? Right where you placed your PCs is a nice spot, tnx. ----------------------------- Only Tyrion made the Nature roll, so I'm going to focus on him. secret dice roll:
1d20 ⇒ 1
Tyrion 2.0 wrote:
The tracks were made by a medium sized humanoid. Tyrion 2.0 wrote:
As Tyrion approaches the plants, you notice that one of the nearest plants looks familiar. Then you remember it is a carniverous plant known as a vine lasher; a mobile plant creature that uses its vines to imobilize prey and slowly tear a creature to pieces. You happen to also know that it has tremmorsense up to 30 feet, and therefore likely knows you are there. Tyrion, you have a choice: You can choose to guarantee go first in combat. Alternatively you can choose to warn your companions and give them a +1 to everyone's initiative.
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