| Rorie Halstein |
You can take a final perception check to look around the camp. There are three collapsed driftwood structures, along with some rubble and rubbish. Otherwise you have the option of cutting straight south from here, or heading a little further west to hook up with the trail system.
How long would it take to take 20 searching the camp?
| Smian |
Noticing Gothard picking the medal up, Smian moves in closer to inspect it. Borrowing it from Gothard for a moment, he holds the medallion up a few inches in front of his eye, examining all its surfaces carefully, and then gives it back.
Knowledge history check 1d20 + 7 ⇒ (13) + 7 = 20
| DM organized |
The medallion is in remarkable condition for all it's exposure to the elements. Smian recognizes the indented crest as the symbol of House Henderthane, a prominent Cheliaxian noble family well known for their strength in the arms market.
Rorie sifts through a pile of rubble within one of the collapsed shelters. He finds the remains of a journal, although exposure has washed out much of the ink. The last pages are the most well preserved.
It details some days that Theonius Henderthane, his wife, and three daughters spent marooned on the island.
"...I moved my family deeper into the brush after the savages came. They took two of our retainers and I couldn't rely on the guards to protect us anymore..."
The rest of the entry is washed out. The next entry is dated three days later.
"...It is the night of the full moon and the entire island is pulsing as they beat their drums deep into the night. There is fire on top of the red mountain. I suspect it is an offering to whatever creature lives on that rock. I'm truly torn to decide whether it is the savages or the beast that I fear more..."
More pages are lost, but the final page is preserved quite well.
"...Went back to see how the others were doing. Found only the remains of a fire, filled with gnarled bones. They were foolish to stay there. Desna weeps, for I believe we've found some piece of ground that the cannibals believe to be haunted, as they will not patrol this area. Their tracks always skirt far and wide around these patchy clearings in the valley. Started building a few shelters. Still hoping for rescue soon..."
That is the final marking in the journal. There is nothing else of note that can be found.
| DM organized |
The other half of the party lags behind the main group, weighed down with the numerous camp supplies and materials.
You make a straight line for the south eastern bay. In about another quarter mile you reach another clearing in the jungle valley. Rorie spots more of the plant form zombies 60' away, along with a much larger yellow mass towards the center of the clearing.
They don't seem to notice you, and it seems probable that you could simply walk around the clearing or engage as you see fit.
| Rorie Halstein |
In a low but harsh voice "Hold up folks." I point out the vine creatures to the rest of the group.
Wisdom check: 1d20 + 3 ⇒ (20) + 3 = 23 (this is more for myself than anything. It helps me roleplay.)
"Me money is on the large yeller one bein' the hive er somethin' similar. Smian, yah got any of yer fire finger spells with yah? (burning hands or something similar) I'd like us to take out this lot so's we don't have to worry about running into them later iffin we needs to make a speedy getaway."
| Addam River |
Addam speaks up agreeing with Rorie. "I expect they wont notice us until we get to about 30' from them, maybe 40' since there are so many."
Addam attempts to count out the number of zombies and see if there's anything special about any of them
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Addam will also attempt to confirm to Rorie that the yellow mass is indeed some sort of hive/brain of the plant.
Knowledge: Nature: 1d20 + 4 ⇒ (1) + 4 = 5
bah extra failsauce please
| Rorie Halstein |
Assuming the rest of the party agrees on attacking: "I think it'd be best to set the archers behind Gothard and meself. They can shoot to their lil' hearts content and when the critters get close- " Rorie smacks his fists together to make his point. "Powie. Gothard and I will hold 'em back. The rest can work on flanking the buggers and smashing them ta bits while they are focused on us."
| DM organized |
Smian counts four humanoid forms along with the yellow plant mass. While one of the 'zombies' stands as tall a grown adult, the other three are only three and a half to five feet.
initiative checks:
Addam: 1d20 + 7 ⇒ (18) + 7 = 25
Alyosha: 1d20 + 6 ⇒ (1) + 6 = 7
Bleut: 1d20 + 2 ⇒ (20) + 2 = 22
Gothard: 1d20 + 3 ⇒ (5) + 3 = 8
Rorie: 1d20 + 3 ⇒ (16) + 3 = 19
Smian: 1d20 + 1 ⇒ (2) + 1 = 3
Begin surprise round
Combat Map
| Rorie Halstein |
5-foot step northeast, Flurry of Blows with Shurikens on #3:
Attack 1: 1d20 + 2 + 1 - 8 ⇒ (1) + 2 + 1 - 8 = -4
Damage: 1d2 + 3 ⇒ (1) + 3 = 4
Attack 2: 1d20 + 2 + 1 - 8 ⇒ (20) + 2 + 1 - 8 = 15
Damage: 1d2 + 3 ⇒ (2) + 3 = 5
Attack 2 Confirm (probably immune but just in case): 1d20 + 2 + 1 - 8 ⇒ (3) + 2 + 1 - 8 = -2
Go Go Flat footed enemies!
| DM organized |
Addam plunks 1 arrow into the Plant creature, and misses with another. Vines begin to move and search for their unseen attacker.
Bleut moves towards battle, but his bolt goes just slightly off target.
Rorie steps and launches two shuriken at #3. The first misses, but the second hits home, slicing into a thick vine.
Gothard advances.
Alyosha aims an arrow and lets it fly, but the flight is off course.
Smian advances and unleashes a ray of frost that narrowly misses.
End surprise round.
initiative checks:
Musk Zombie 1:1d20 ⇒ 3
Musk Zombie 2:1d20 ⇒ 7
Musk Zombie 3:1d20 ⇒ 13
Musk Zombie 4:1d20 ⇒ 13
Yellow Musk Creeper1d20 + 2 ⇒ (13) + 2 = 15
Initiative Order:
Addam
Bleut
Rorie
Yellow Musk Creeper
Yellow Musk Zombie #3
Yellow Musk Zombie #4
Gothard
Alyosha
Yellow Musk Zombie #2
Smian
Yellow Musk Zombie #1
Combat Map Round 1
Begin Combat Round 1
| Addam River |
rinse and repeat!
Addam launches his 2nd attack on the Yellow Creeper.
Rapid Shot #1: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
Dmg: 1d8 ⇒ 6
Rapid Shot #2: 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6
Dmg: 1d8 ⇒ 7
ok guess I'm moving up next round, my magic number seems to be +8 so I have to get inside of 30'
| Rorie Halstein |
I charge #3 ending up on square SW diagonally from it.
Attack: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Temporary AC: 15
With a pumping of my short legs, I rush into the battle, propelling my stocky body at full speed towards zombie #3. Upon reaching the zombie I do a jumping roundhouse kick.
| Bleut "Blue" Ellicott |
Bleut breaks off to the right flank, circling counter-clockwise around Smian, and fires another arc of lightning.
Move 2 squares south and then two east so that I am 1 square SE of Smian. Then I attack Zombie #4.
LIGHTNING ARC:
ranged touch attack: 1d20 + 3 ⇒ (7) + 3 = 10
damage: 1d6 + 1 ⇒ (1) + 1 = 2
| DM organized |
compiling round 1
Addam fires two shots that go wide.
Bleut flanks south and this time his lightning bolt singes his target.
Rorie engages #3 and lands a solid kick.
The Musk Creeper advances 10' West.
Gas vapors seep out of the Yellow Musk Creeper. A yellow bulb opens up and fires a cloud of spores at Gothard.
ranged touch attack:1d20 + 4 ⇒ (10) + 4 = 14
The pollen cloud envelopes Gothard.
Gothard's will save:1d20 + 1 ⇒ (2) + 1 = 3
Gothard is now entranced! 1d6 ⇒ 1
Gothard can take no actions, but is compelled to move towards the Creeper!
Musk Zombie #3 slams a root covered appendage at Rorie.
attack roll:1d20 + 4 ⇒ (7) + 4 = 11
The Dwarf is too quick and avoids the attack.
Musk Zombie #4 advances towards Bleut.
made an edit here, the zombie was not in range as I miscalculated the zombie charge action.
Gothard is entranced, and is compelled to move towards the Yellow Musk Creeper.
Round 1 Map Update
stopping the round compile here. Please view the OOC forum for instructions.
please note the round edit: Bleut was not able to be attacked, and is up and at full HP. #4 is 10' West of him.
| Rorie Halstein |
5-foot step north. Flurry of Blows on #3, if attack one finishes it off, then attack 2 will be aimed at the big thing.
Attack 1: 1d20 + 3 ⇒ (19) + 3 = 22
Damage 1: 1d6 + 3 ⇒ (3) + 3 = 6
Attack 2: 1d20 + 3 ⇒ (1) + 3 = 4
Damage 2: 1d6 + 3 ⇒ (6) + 3 = 9
Seeing Gothard in danger, I ramp up my attacks and throw in an extra punch this round.
| Addam River |
Addam runs 30' closer to the targets. ends up two squares north of Smian
Once Addam reaches the spot he launches a single arrow at Zombie #4.
From what I gather from your post Org #4 is not currently in melee with Bleut so I should not take a -mod on the attack? Also, I'm pretty sure that I can not move and shoot the rapid shot, if I can please let me know as I'd prefer to do that but I don't think I'm allowed.
Ranged Attack: 1d20 + 8 ⇒ (1) + 8 = 9
Dmg: 1d8 ⇒ 5
| Smian |
Seeing Gothard enveloped in the yellow cloud and dazedly lumbering towards the giant zombie, Smian dashes forward and unleashes burning hands at the giant vine-covered creature.
I move to the square directly SW of Gothard and casts burning hands pointed due east, hitting zombie #3 and the musk creeper.
| DM organized |
completing round 1 compile
Alyosha plucks an arrow into the over-sized daffodil.
Attracted to the thunk of released bow strings, Musk Zombie #2 moves west.
Smian moves forward and unleashed his wave of flames.
Zombie #3 reflex save:1d20 ⇒ 6 fail
damage: 2d4 ⇒ (3, 3) = 6
The flames consume #3 and the host is destroyed.
Yellow Musk Creeper reflex save: 1d20 + 3 ⇒ (10) + 3 = 13 fail
damage: 2d4 ⇒ (1, 3) = 4
Musk Zombie #1 follow #2 towards the archers.
Begin combat round 2
| Addam River |
Ya, I'll be ameding my actions, if the zombies are going to head for us instead of be distracted by the people beside them then I'm going to have to attack them instead. Lets take'em out OP!
Addam sees the two zombies come around the group and continue in their direction. Addam will fire two arrows in rapid shot towards zombie #1, if it goes down he'll change targets to #2.
Rapid Shot #1: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
Dmg: 1d8 ⇒ 5
Rapid Shot #2: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14
Dmg: 1d8 ⇒ 8
| Bleut "Blue" Ellicott |
Bleut follows closely behind Smian towards the main fray, and clasps his holy symbol. "Fire for Ol' Yella, but water for Gothard!"
I move 15' (2 squares N and then 1 NE, taking care to stay out of threat ranges) and am directly behind Smian, guarding his back. I cast create water, creating a 2-gallon downpour of cool water on Gothard's face.
(My hope is that it may wash out some of the pollen, and maybe shock him to alertness.)
| DM organized |
partial compile of round 2
Addam destroys the adult musk zombie with two clean shots.
Bleut tests the luck of Gozreh and drenches his new found ally in water.
Gothard will check:1d20 + 1 ⇒ (15) + 1 = 16
Gothard lurches to an alert state! He breaks free of the chemical entrancement!
You can thank Aerys for that enchantment boon when you see her next. :)
Rorie can't seem to land an effective blow.
The Yellow Musk Creeper senses a disturbance in his summons. The creature lashes out a hardened vine tentacle at Gothard. who is still flat footed
Yellow Musk Creeper Attack:1d20 + 5 ⇒ (5) + 5 = 10
Gothard's armor protects him from harm.
Yellow Musk Zombie #4 charges Bleut.
attack:1d20 + 6 ⇒ (8) + 6 = 14
Bleut narrowly avoids the brunt of the charge, stepping just out of the way.
Round 2 map updated
#1 is dead. I looked back at the wrong post.
Gothard can act now. Continue round 2