Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)
Posted: Fri Mar 11, 2011 3:42 pm
While Locky healed up Babushka of all of her scrapes and bumps, Jerrard moved in to back up Shay. He managed to smack one of the trees with a burning brand, doing some damage.
By this point, the final potted tree finally breaks free and joins the others. The caverns are now echoing throughout with their mad ravings as they try and crowd into the tunnel to rend the flesh from the party's bones.
Shay gets a nasty bump on the head for his bravery, but hasn't had the fight beaten out of him just yet. He realizes that if he falls, the Mad Trees will rush through the gap and surround the others. "If anyone has any bright ideas, I'm all ears!" he calls back just as he ducks another swinging branch.
==================
Locky casts Cure Light Wounds on Babushka, healing 5 HP.
Jerrard strikes Mad Tree 5 for 4 damage.
Round 5 ends. Round 6 begins!
Party's Initiative: (1d10): 10
Enemy's Initiative: (1d10): 2
Enemy wins!
Mad Tree 1 advances 10 feet.
Mad Tree 2 is blocked and cannot advance.
Mad Tree 3 is blocked and cannot advance.
Mad Tree 4 is blocked and cannot advance.
Mad Tree 5 attacks Shay. (1d20): 18. Hit. (1d8): 5 damage. (1d20): 11. Miss.
Mad Tree 7 is blocked and cannot advance.
Mad Tree 8 advances 3 feet, but cannot go further.
Mad Tree 9 breaks free of its pot and advances 10 feet.
(OOC: The wine has likely been completely diluted by mixing with the water from the stream.)
. . . . . . . . . . .
. . . . . . . .1.3.
. . . . . . .8.4.7.2.5.S. . . . .L.B.
. . . . . . . . .9. . .X.J. . . . . . .
. . . . . . . . . . .
L = Locky
B = Babushka
J = Jerrard
S = Shay
X = Fire/Dead Mad Tree
1-9 = Mad Trees
(OOC: Party's turn!)
By this point, the final potted tree finally breaks free and joins the others. The caverns are now echoing throughout with their mad ravings as they try and crowd into the tunnel to rend the flesh from the party's bones.
Shay gets a nasty bump on the head for his bravery, but hasn't had the fight beaten out of him just yet. He realizes that if he falls, the Mad Trees will rush through the gap and surround the others. "If anyone has any bright ideas, I'm all ears!" he calls back just as he ducks another swinging branch.
==================
Locky casts Cure Light Wounds on Babushka, healing 5 HP.
Jerrard strikes Mad Tree 5 for 4 damage.
Round 5 ends. Round 6 begins!
Party's Initiative: (1d10): 10
Enemy's Initiative: (1d10): 2
Enemy wins!
Mad Tree 1 advances 10 feet.
Mad Tree 2 is blocked and cannot advance.
Mad Tree 3 is blocked and cannot advance.
Mad Tree 4 is blocked and cannot advance.
Mad Tree 5 attacks Shay. (1d20): 18. Hit. (1d8): 5 damage. (1d20): 11. Miss.
Mad Tree 7 is blocked and cannot advance.
Mad Tree 8 advances 3 feet, but cannot go further.
Mad Tree 9 breaks free of its pot and advances 10 feet.
(OOC: The wine has likely been completely diluted by mixing with the water from the stream.)
. . . . . . . . . . .
. . . . . . . .1.3.
. . . . . . .8.4.7.2.5.S. . . . .L.B.
. . . . . . . . .9. . .X.J. . . . . . .
. . . . . . . . . . .
L = Locky
B = Babushka
J = Jerrard
S = Shay
X = Fire/Dead Mad Tree
1-9 = Mad Trees
(OOC: Party's turn!)