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Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Posted: Fri Mar 11, 2011 3:42 pm
by JadedDM
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!)

Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Posted: Sat Mar 12, 2011 5:55 am
by Breila
"Thank you, Locky, and thank your God" Babushka says.

She then checks the direction of airflow: Is air coming from the tunnel so that they can risk a bigger fire or is the tunnel they're in acting as a chimney for the toxic fumes?

If they risk to choke, she shouts to the others: "We mustn't make a big fire, or we'll choke ourselves! We can outrun the trees and try to make a barricade of fire elsewhere!"

If the airflow is in their favour, she'll sacrifice her skin healing ointment (which is oil with herb extract) to make a barricade of fire in the tunnel mouth.

Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Posted: Sat Mar 12, 2011 1:32 pm
by JadedDM
Quickly checking the airflow, Babushka realizes the air is flowing from the tunnel, into the Mad Tree's chamber.

Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Posted: Sat Mar 12, 2011 2:20 pm
by Jenara
"Paladine has a place in his heart for us small people, we do the little things that make things happen." Locky smiles at Bab, a burning branch in one hand she passes by Jerrard.

"My device, I want to see what happens." She reaches out, grabs the device (assuming Jerrard passes it to her) dives past Jerrard.

Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Posted: Sat Mar 12, 2011 2:32 pm
by Breila
Next round, Babushka will dig out the flask of ointment from the bottom of her backpack to pass it to Locky for another grenade (she doesn't know how to do that).

Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Posted: Sat Mar 12, 2011 2:38 pm
by Jerrard
Jerrard passes Locky her device with one hand, and casts invisiblity on the Kender. Accepting he will take some fire and returns to cover his back as quickly as possible..

"Shay, back up, we need to make a barrier. Lockys device will cause a mess."

He nods, seeing Bab's actions.

Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Posted: Sat Mar 12, 2011 3:42 pm
by JadedDM
Locky obtains the vials from Jerrard and Bashuka as the former casts a spell upon her. To Locky, it seems nothing happens. But to everyone else, the kender appears to fade from sight completely. Without waiting for confirmation, the plucky kender leaps over the burning tree, landing on the other side gracefully and unburned.

Shay swings and misses his opponent, then avoids a few blows himself. Upon hearing Jerrard, he shoots the wizard a look. "I sure hope you know what you're doing," he says. He withdraws a bit, and the Mad Trees attempt to rush forward to claim the lost ground.

====================

Babushka hands Locky her vial of ointment.
Jerrard casts Invisibility on Locky.
Locky takes the oil back from Jerrad and leaps across the burning tree. Saving throw (1d20): 16. Pass. Locky avoids taking any damage from the fire.
Shay attacks Mad Tree 5 and then reluctantly retreats a few feet. (1d20+1): 9. Miss.

Mad Tree 5 advances and attacks Shay. (1d20): 2. Miss. (1d20): 3. Miss.
Mad Tree 2 advances.
Mad Tree 7 advances.
Mad Tree 4 advances.
Mad Tree 8 advances.
Mad Tree 1 is blocked and cannot act.
Mad Tree 3 is blocked and cannot act.
Mad Tree 9 is blocked and cannot act.

Round 6 ends. Round 7 begins!

Party's Initiative: (1d10): 2
Enemy's Initiative: (1d10): 10

(OOC: Party wins, they go first.)

. . . . . . . . . . .
. . . . . . . .1.3.
. . . . . . . .8.4.7.2.5.S. . . . .B.
. . . . . . . . .9. .L.X.J. . . . . . .
. . . . . . . . . . .

L = Locky
B = Babushka
J = Jerrard
S = Shay
X = Fire/Dead Mad Tree
1-9 = Mad Trees

Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Posted: Sat Mar 12, 2011 3:57 pm
by Jenara
Locky quietly lights the vial and slips it as deep inside the middle tree as she can.. (No.7).

She'll then run past tree 9 to the other end of the cavern and ducks.

(Occ: Move silently 1d100=33)

Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Posted: Sat Mar 12, 2011 4:10 pm
by Jerrard
Jerrard retreats backwards, striking at a same tree as he does so. (Roll 11, dmg 4)

"Suggest you get down."

(would locky grenade still be invisible, because she was carrying it when the spell was cast?)

Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Posted: Sat Mar 12, 2011 5:26 pm
by JadedDM
Locky sneaks forward and plants the lit vial into one of the trees before slipping away to a safe place. However, her stealth is hardly necessary. The Mad Trees are wailing so much, that nobody would likely hear her even if she was wearing full plate mail, her pockets were bulging with coin, and she was singing a bawdy kender trail song, as well.

Jerrard retreats, but Shay holds his ground. He knows that if whatever the others are planning doesn't work, the Mad Trees will rush in if he abandons his position.

====================

Locky places the lit vial in Mad Tree 7 then sneaks away.
Jerrard attacks Mad Tree 5 for 4 damage and then withdraws.
Shay goes into parrying mode. His AC improves from 6 to 5.

(OOC: According to the spell description, any item Locky was carrying when she was turned invisible becomes invisible, as well. However, once she sets it down, it becomes visible again. Therefore, the vials will become visible again once she plants them.)

. . . . . . . . . . .
. . . . . . . .1.3.
. . . . . . . .8.4.7.2.5.S. . . . .B.
. . . . . . . . .9. . . .X. . . . . . .J.
.L. . . . . . . . . .

L = Locky
B = Babushka
J = Jerrard
S = Shay
X = Fire/Dead Mad Tree
1-9 = Mad Trees

(OOC: Only Babushka to go for this round.)

Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Posted: Sun Mar 13, 2011 2:36 am
by Breila
Ducked out of the way, Babushka builds a new fire with the branches she brought, to have more firebrands if the're needed.

Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Posted: Sun Mar 13, 2011 12:14 pm
by JadedDM
While Babushka is building a new fire, Locky's little grenade goes off. There is a small explosion in the middle of the group of trees, setting three of them on fire. The agonizing screams of the trees reaches a crescendo, making it difficult to hear anything else. Despite this, the trees keep coming.

Because Shay had backed up and Jerrard was no longer backing him up, there was a gap in the party's defense. The Mad Trees start pouring through it, taking swings at Shay on the way. The thief does an admirable job at avoiding the blows, but even his luck cannot hold out forever. Eventually he takes a nasty blow to the jaw and drops like a sack of potatoes to the ground, blood pooling beneath his head.

No longer interested in Shay, the trees begin filing past him, their sights on the mage and gnome. Jerrard is forced to block a couple of swings himself. But because of the fire Babushka has built, the party has a new line of defense. Unfortunately, Shay and Locky are on the other side of it.

=====================

Babushka starts building a smaller fire.
Locky's grenade goes off. Mad Trees 7, 2 and 4 suffer direct hit damage (2d6+1): 7 damage. Mad Trees 3, 8, 9, and 5 take splash damage (1d3+1): 2 damage.

Mad Tree 5 attacks Shay and moves forward (1d20): 2. Miss. (1d20): 4. Miss.
Mad Tree 2 moves forward and attacks Shay (1d20): 12. Miss. (1d20): 4. Miss.
Mad Tree 7 moves forward and attacks Shay (1d20): 8. Miss. (1d20): 13. Hit. (1d8): 3 damage.
Mad Tree 1 moves forward, but is blocked.
Mad Tree 3 moves forward, but is blocked.
Mad Tree 4 moves forward, but is blocked.
Mad Tree 8 moves forward, but is blocked.
Mad Tree 9 moves forward, but is blocked.

Round 6 ends. Round 7 begins.

Party's Initiative: (1d10): 9
Enemy's Initiative: (1d10): 4

(OOC: Enemy wins.)

Mad Tree 5 moves forward and attacks Jerrard (1d20): 6. Miss. (1d20): 4. Miss.
Mad Tree 2 attacks Shay and then moves forward (1d20): 17. Hit (1d8): 8 damage. Shay is bleeding out. Mad Tree 2 takes additional burning damage (1d6+1): 4 damage.
Mad Tree 7 moves forward but is blocked. It takes additional burning damage (1d6+1): 3 damage.
Mad Tree 1 moves forward, but is blocked.
Mad Tree 3 moves forward, but is blocked.
Mad Tree 4 moves forward, but is blocked. It takes additional burning damage (1d6+1): 3 damage.
Mad Tree 8 moves forward, but is blocked.
Mad Tree 9 moves forward, but is blocked.

._._._._._._._._._._.
._._._._._._._._._._.
._._._._._._._._._.1.3.9.8.S.4._.X.B.
._._._._._._._._._._._._.X._.7.2.5.J.
.L._._._._._._._._._.

L = Locky
B = Babushka
J = Jerrard
S = Shay
X = Fire
1-9 = Mad Trees

(OOC: I added underscores to the blank spaces in the map, so the dots line up better. Now it's the party's turn. Good luck!)

Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Posted: Mon Mar 14, 2011 12:01 am
by Breila
Babushka calls out: "Jerrard, can you block the trees? Shay must have a potion of healing on him, I'll try to give it to him"

Nevertheless, this round, she'll attack tree 5 with a firebrand, hoping to set it on fire, too. 1d20 2, 1d6 1=[6, 2], [5, 1]

In the back of her mind, she hopes Locky will put her ointment to good use.

Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Posted: Mon Mar 14, 2011 4:58 pm
by Jenara
Locky smiles a little when her device went off, a little disappointed that it did not cause the trees more harm.
"Hmm, I need to slow them down more." She thinks to herself as she places the vial Bab gave her into the palm of her hand..

"I wonder.." She repeats the same actions with the string, placing it into the vial, just as she sees Shay fall. Stifling a little gasp she lights it and approaches tree No9 and places the grenade as deeply into the tree as she can. Move silently 1d100 = 10

She then backs off, wanting to throw her healing potion at Bab but is fearful it might break.

Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Posted: Mon Mar 14, 2011 5:09 pm
by Jerrard
Jerrard smacks at the tree in front of him as hard as he can, trying to force it back, as hard as he can.
1d20 = 20 Hit AC -3, 1d6+1=5 dmg