Vimanda

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395 posts. Alias of The Wise Fox.


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fort save: 1d20 + 11 ⇒ (5) + 11 = 16

The orc does the same actions, with one less stride. I've re-positioned him on the map. It means that the ooze will likely be headed north now, instead of west.

I did make a mistake in forgetting the saving throw. My bad there.

As far as the "unbalanced" comment, I try to make flavorful descriptors when I describe combat, so that reading the forum won't be so mundane.


I'm currently in crunch crisis mode at work for the past few days, which is why there have been no updates. Been getting less than 6 hours of sleep these past two days. Probably won't be any updates til Friday.


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
damage: 1d12 + 8 ⇒ (7) + 8 = 15 bludgeoning plus 1d6 ⇒ 1 persistent bleed Superseded by bigger bleed condition

pseudopod: 1d20 + 15 - 5 ⇒ (12) + 15 - 5 = 22
damage: 1d12 + 8 ⇒ (2) + 8 = 10 bludgeoning plus 1d6 ⇒ 5 persistent bleed

pseudopod: 1d20 + 15 - 10 ⇒ (9) + 15 - 10 = 14
damage: 1d12 + 8 ⇒ (11) + 8 = 19 bludgeoning plus 1d6 ⇒ 6 persistent bleed

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
lesser elixir of life: 3d6 + 6 ⇒ (4, 1, 5) + 6 = 16 HP recovered

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
damage: 1d12 + 8 ⇒ (9) + 8 = 17 bludgeoning plus 1d6 ⇒ 5 persistent bleed

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
blood ooze takes form, emerging 2 to 6 hours later.

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:

Mandoo spots the orc immediately. Almost without thought, he takes off to engage it in combat. With a little luck he'll take out the alchemist before he can do much damage.

fortitude save: 1d20 + 11 ⇒ (18) + 11 = 29 *success

reflex save: 1d20 + 11 ⇒ (10) + 11 = 21 *half damage

Mandoo 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
damage: 1d12 + 8 ⇒ (12) + 8 = 20 bludgeoning plus 1d6 ⇒ 5 persistent bleed

pseudopod: 1d20 + 15 - 5 ⇒ (7) + 15 - 5 = 17

pseudopod: 1d20 + 15 - 10 ⇒ (17) + 15 - 10 = 22
damage: 1d12 + 8 ⇒ (3) + 8 = 11 bludgeoning (can't stack bleed)

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 Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Quecksworth Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Darr Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Lizzo Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Tyrion Stealth: 1d20 + 9 ⇒ (10) + 9 = 19

Mandoo and Darr may act before the alchemist.


Tyrion 2.0 wrote:
GM Wise Fox wrote:
It was a trained DC 18 without Alchemical crafting.
With Quecksworth's Guidance, Tyrion did get an 18 on his Craft check. Given that, can we avoid the 'room catching on fire' thing?

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:


Also, I'm a little confused. Do you want us to be specific about searching the eastern room and the room to the SW with the open door? Or were our general Perception checks good enough to assume we explored those areas?

Lastly, with Darr's own 9hp healed before, plus Queck's just now, Darr should be at full. Along with Tyrion and Mandoo.

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?


Oh, yes. Mandoo is no longer sickened if you are spending 30 minutes resting...


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?


Party is up.


Tyrion 2.0 wrote:

The following assumes Lizzo's extra 4 damage is enough to take it down. Either that, or Mandoo will finish it off.

After Tyrion and Mandoo take down the near orc, Tyrion watches with satisfaction as Lizzo's arrows take down the other one. He turns to Mandoo, "So that's what a killing blow feels like. Thanks for keeping this one occupied for me."

Tyrion begins searches the room, starting with the bodies, and then making his way to the boxes in the eastern alcove.

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.
Mandoo is Sickened 2 for one round and sickened 1 for 1 hour after that.

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:

"Bubble, bubble.

Orcs are trouble.
Cut them down
Let heads meet rubble."

Quecksworth begins
Inspire courage

The gnome then moves toward cover and retrieves his sling.

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
thunderstone damage: 1d4 ⇒ 3 sonic plus 1 sonic splash
fortitude save vs DC 17 thunderstone: 1d20 + 5 ⇒ (8) + 5 = 13 *fail

alchemical bomb: 1d20 + 9 - 5 - 2 ⇒ (12) + 9 - 5 - 2 = 14 *miss
alchemist's fire damage: 1d8 ⇒ 6 fire plus 1 fire splash

alchemical bomb: 1d20 + 9 - 10 - 2 ⇒ (20) + 9 - 10 - 2 = 17 *crit
acid flask damage: 2 = 2 acid plus 1d6 persistant acid

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
frost vial damage: 1d6 ⇒ 2 cold plus 1 splash plus -5 foot movement penalty

alchemical bomb vs Mandoo: 1d20 + 9 - 5 ⇒ (12) + 9 - 5 = 16 *miss
frost vial damage: 1d6 ⇒ 3 cold plus 1 splash plus -5 foot movement penalty

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.


Finding a voluntary opening, the leopard bolts past you, past the cage, into the yard, up a wall, and out of the pen.


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:

Upon seeing the wounded animal, Tyrion immediately sheathes Whistler, and he explains to the others, "It appears wounded." Turning to the druid, "Darr, is there anything you can do?"

While Darr considers options, Tyrion studies the cat.

Nice ... a nat-20! What do we know? But first, is the cat taking damage because it's actually on fire, or is the fire an innate ability?

Tyrion pulls out one of his wider-brimmed mugs, takes out his waterskin (which he barely uses), fills up the mug with water, places it on the ground, and pushes it towards the cat.

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.


Lizzo Plaguestone wrote:
Do you want us to roll for shooting the critters?

[

No, they can't escape the pen.


Best Tyrion can tell is that it seems like some sort of mutagenic waste dump. It is clearly an acidic biohazard. Environmental pollution at its finest.


Tyrion 2.0 wrote:

Wise Fox -- Is there any kind of Knowledge check we can do to get info on the sludge pool?

Craft check to identify the alchemical sludge.


I should be able to post once or twice a day until this upcoming Sunday. There will likely be no posts on Sunday; being called into weekend work again.


Mandoo wrote:


Mandoo glances at the horse that just attacked him and then back at the orc fiddling with the lock. It appears that there is still some time left before the orc gets the lock undone.

Turning back to the horse, he shows the unfriendly nag what a roundhouse kick followed by a spinning hook kick to the head looks like, and finishes with a full power punch to the beast's now exposed throat.

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.


All right. Just finished morning rush of busy. Working on updating quest now...


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
escape attempt 2: 1d20 + 5 - 5 ⇒ (18) + 5 - 5 = 18 *success.

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
damage: 1d8 + 4 ⇒ (8) + 4 = 12 bludgeoning

The horse gives him a vicious kick!

Party is up


Lizzo can't get a clear shot at the orc with Mandoo in the way. Lizzo fires a little wide for Mandoo's safety, but misses the orc.


Tyrion 2.0 wrote:

Upon seeing the strange horse in the cage, and realizing he can attack with surprise, Tyrion tries to recall any information about it before firing at it.

I'll try Nature...

The odd creature is a mystery to him and Tyrion realizes that Mandoo has just grabbed the orc, who seems to be the more dangerous foe at the moment. With Quecksworth's music urging him on, Tyrion moves forward within range, and he pulls out his shortbow to fire at the grappled orc.

Recall Knowledge, Stride, Quickdraw/Strike vs. the grabbed, flat-footed orc.

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.


Lizzo Plaguestone wrote:
What skill is required to learn more about the stone horse? Hoping for nature.... ;)

It is nature. It also has the unique tag.


Mandoo manages to grab the Orc.


Tyrion 2.0 wrote:
GM Wise Fox wrote:
A wretched-looking horse stands in one of the cages
GM Wise Fox wrote:
near a cage next to what can only be described as a stone horse
Is the horse moving, or more importantly, does it appear to be something worth targeting? Just wanna know what our target options are.

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:

** spoiler omitted **

Before the orcs can react, Mandoo charges the nearest one and unleashes the devastating combination of a ridge hand to the temple, followed by an uppercut palm strike to the chin, and finishing it off with a knee strike to the abdomen. He misses Queck's inspiring music, but there is no time to waste.

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:
Tyrion Stealth: 1d20 + 9 ⇒ (4) + 9 = 13
Mandoo Perception: 1d20 + 9 ⇒ (17) + 9 = 26
Quecksworth Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Darr Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Lizzo Perception: 1d20 + 8 ⇒ (14) + 8 = 22

Orcs: 1d20 + 5 ⇒ (18) + 5 = 23
Stone Horse: 1d20 + 6 ⇒ (5) + 6 = 11
Rats: 1d20 + 5 ⇒ (11) + 5 = 16

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?


The last remaining vine falls back slightly and throws out his vines at Tyrion.

vine: 1d20 + 7 ⇒ (16) + 7 = 23 *hit
damage: 1d8 + 2 ⇒ (8) + 2 = 10 plus grab/light hold.

The vines wrap around Tyrion, trying to hold him in place.

Party is up. Map is updated.


Lizzo Plaguestone wrote:

Lizzo thanks Quecksworth for the guidance, and then turns his attention to the vine still grabbing Mandoo. He thinks he has a clear shot without moving.

He quickly fires a flurry of arrows trying to free his friend. The first two attacks of hunted strike combine their damage against DR.

Actions: Hunt Prey, Hunted Strike, Strike

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.


Tyrion quickly chops down one of the vines grasping Mandoo, following up with another slash at the vine north of him.


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 ⇒ (15) + 7 = 22 *hit
damage: 1d8 + 2 ⇒ (3) + 2 = 5 plus grab/light hold.

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
damage: 1d8 + 2 ⇒ (8) + 2 = 10

vine4 vs flatfooted Mandoo AC: 1d20 + 7 ⇒ (13) + 7 = 20 *hit
damage: 1d8 + 2 ⇒ (6) + 2 = 8 plus grab/light hold.

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).


Lizzo Plaguestone wrote:

Lizzo seeing a single digit result for a poison save would like to use that shiny new hero point!

[dice=Fort Hero Point Reroll]1d20+7

He thinks he feels at least mildly better......

After coughing up the spores manages to clear up his head.

Lizzo is no longer poisoned.


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
Mandoo's fort save vs Mindfuddle Gas: 1d20 + 7 ⇒ (17) + 7 = 24 *success
Lizzo's fort save vs Mindfuddle Gas: 1d20 + 7 ⇒ (1) + 7 = 8 * critical fail
Darr's fort save vs Mindfuddle Gas: 1d20 + 5 ⇒ (18) + 5 = 23 *success

Lizzo begins to cough uncontrollably, and he finds it is suddenly very hard to think.
Lizzo begins at stage two of the poison, and is currently stupefied 2

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:
Tyrion Stealth: 1d20 + 99 ⇒ (10) + 99 = 109
Mandoo Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Quecksworth Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Darr Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Lizzo Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Vine lasher: 1d20 + 4 ⇒ (14) + 4 = 18

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:


As Noala points out the boot tracks, Tyrion studies them in an attempt to determine what type of creature, or at least approximate size of creature, made the tracks.

The tracks were made by a medium sized humanoid.

Tyrion 2.0 wrote:


Later when we are in sight of the bramble wall, he considers what he knows of such flora.

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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