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

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

Post by Jenara »

Locky jumps back and grasps one of the firebrands on her off hand. "We should get back, we can't defend ourselves against that many!" She shouts in a uncharacteristic moment of clarity. She reteats back, swinging the firebrand in front of her.

(ooc: Tumbling check, 10)
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Post by Breila »

Babushka looks at the size of the passage through which they came. If it is too small for the trees to get through, she'll kindle the fire as long as she's out of reach of the trees (hopefully it will get big enough to burn them), then retreat with a firebrand in her hand.
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Post by JadedDM »

The trees are about man-sized, and so can easily fit through the tunnel they came through, at least two by two before getting crowded.

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

Locky successfully tumbles, improving her AC from 6 to 2.

(OOC: Actually, after looking through the entire module, I'm going to say we should assume that with the exception of that tunnel behind the stone mouth we visited earlier, every tunnel in this dungeon crawl is just wide enough for two man-sized creatures to walk side-by-side without crowding.)
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Post by Jerrard »

Jerrard drops his own staff on the floor and grasps a firebrand in his main hand.

"Shay, oil, if we get them with the oil they might burn. He readies a cantrip using his firebrand to defend himself.

[ooc: the spell is candle, ignites any flammable object, thinking set one alight and watch it burn.]
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Post by JadedDM »

Shay looks to Jerrard, then toward the trees. "Branchala bite me!" he swears. Quickly rummaging through his pack, he pulls out a flask of lantern oil. "This is the only one I have left!" With little other choice, he chucks it forward. It misses its mark, instead shattering one of the restrained trees in the back. "Well, better than nothing," he grumbles.

Not wasting a moment, Jerrard activates his cantrip. The oil suddenly ignites, burning the restrained tree and spreading to one of the active trees, as well.

As it turns out, the trees are quite slow. Painfully slow. They inch forward. Because the party withdrew and since the tunnel is now partially blocked by their dead (and burning) comrade, the trees must approach in a single file.

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

Babushka picks up a firebrand and withdraws.
Shay hurls his last flask of oil at the incoming Mad Trees. (1d20): 3. Miss. Direction (1d10): 4. Range (1d6): 5. The flask misses by about five feet, but does hit one of the dormant Mad Trees and splatters on #7.
Jerrard uses the Candle cantrip. Mad Tree 3 is damaged (2d6+1): 4 damage. Mad Tree 7 takes splash damage (1d3+1): 3 damage.
Mad Tree 5 moves 10 feet forward.
Mad Tree 2 moves 10 feet forward.
Mad Tree 7 moves 10 feet forward.

Round 3 ends. Round 4 begins.

Party Initiative: (1d10): 5
Enemy Initiative: (1d10): 5

Tie! Both sides go at once. Party can post first, though.

(OOC: Look, an incredibly crude map! The 'active' Mad Trees are 7, 2, and 5. The others are still stuck in their pots for now. If you're wondering where #6 is, that's the one you killed and turned into kindling.)

. . . . . . . . . . .
. .1. . . .3. . . .
. .4. . . . . . .7.2.5. . . . .B.L. .
. . . .8. .9. . . . . .X. .S. .J. . . .
. . . . . . . . . . .

L = Locky
B = Babushka
J = Jerrard
S = Shay
X = Fire/Dead Mad Tree
1-9 = Mad Trees
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Post by Breila »

"Here, take my torch!" Babushka shouts, holding it out to the men.

Inwardly, she curses herself for retreating so quickly, she now must leave all the fighting to the men. In her mind, she goes through the content of her backpack. Anything flammable? No, except for her ointments, but they're too valuable for healing and too deep down anyway.
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Post by Jenara »

At the back, Locky looks at Bab with an excited look, she is obviously enjoying herself.

Searching into her multitude of pockets she produces the string again, the hilt from a small sword and a small vial.
"Ooo I wonder.." She opens the lid sniffing the contents. "Oh it is!" Throwing the hilt to one side she laughs and cuts a short length of string, which she inserts into the vial.

(Basically its oil and she is making a small grenade for her hoopak. She'll fire it next round.)
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Post by Jerrard »

Jerrard shakes his head at Bab, "I suggest you attack from the front, I will attempt to attack these creatures from behind." He smiles a spell on his lips, seeing Locky with the Oil he smiles.

"Locky, have you ever been invisible?" He asks, looking into her eyes. "I think you could do lots of damage, if you snuck up behind them, and placed your little vial inside one of the trees.. He smiles and looks to the the advancing foliage
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Post by Breila »

Babushka nods, runs past the men to mad tree Nr. 5 and attempts to stick her firebrand somewhere where it will do most damage, then continues to get a new firebrand.

(1d20 4, 1d6 1=[7, 4], [2, 1])

(ooc: maybe the "to hit" roll must be modified because "club" is not one of Babushka's weapon proficiencies)
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Post by Jenara »

Locky gives a huge smile, "Me? Invisible? That would be so much fun!!"
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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

Post by JadedDM »

While Locky is putting together her little grenade, two more of the trees break free from their pots and start to join their bloodthirsty brethren. However, it seems starting the fire with the dead tree's corpse proved beneficial. The tunnel is now too narrow for more than one tree to pass at a time. Babushka quickly closes the gap and swings at the tree in the lead, but unaccustomed to the clumsy makeshift weapon, misses. Shay attempts to help her out, but is no better off.

In retaliation, the tree strikes at Babs with one of its branches, scratching her cheek but not much more. She easily ducks the second strike.

The party's problems become compounded when yet another tree breaks free from its pot and joins the horde. The trees are all clustered together at the choke point, unable to move forward. The tree in the lead takes a couple more swipes at Babushka, giving her more scratches and a slight bump on the noggin.

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

Locky crafts a crude explosive device. Everyone hold onto your hats!
Mad Tree 3 breaks free from its pot and advances 10 feet. It takes additional burning damage. (1d6+1): 3 damage.
Mad Tree 4 breaks free from its pot and advances 10 feet.
Babushka attacks Mad Tree 5 but misses.
Mad Tree 7 is blocked and does nothing.
Mad Tree 2 is blocked and does nothing.
Shay attacks Mad Tree 5. (1d20+1): 10. Miss.
Mad Tree 5 attacks Babushka. (1d20): 14. Hit. (1d8): 2 damage. (1d20): 10. Miss.

Round 4 ends. Round 5 begins.

Party Initiative: (1d10): 6
Enemy Initiative: (1d10): 2

Uh-oh, the enemy wins!

Mad Tree 1 breaks free from its pot and advances 10 feet.
Mad Tree 2 is blocked and does nothing.
Mad Tree 3 is blocked and does nothing.
Mad Tree 4 is blocked and does nothing.
Mad Tree 5 attacks Babushka. (1d20): 17. Hit. (1d8): 2 damage. (1d20): 11. Hit. (1d8): 1 damage.
Mad Tree 7 is blocked and does nothing.
Mad Tree 8 breaks free from its pot and advances 10 feet.

(OOC: Mad Tree 9 is the only one that hasn't freed itself yet. Oh, and Brelia's right. If your character isn't proficient with the club, they suffer a penalty to attack. Warriors suffer -2, Priests and Rogues suffer -3, and Wizards suffer a -5 to hit. Party's turn to act.)

. . . . . . . . . . .
. . . . .1. . . .3.
. . . . . .8. .4.7.2.5.B. . . . .L. .
. . . . . .9. . . . . .X.S. . .J. . . .
. . . . . . . . . . .

L = Locky
B = Babushka
J = Jerrard
S = Shay
X = Fire/Dead Mad Tree
1-9 = Mad Trees
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Post by Breila »

Since she is hurt, Babushka retreats behind Jerrard and Locky, taking fallen branches with her if the're within easy reach.
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread II)

Post by JadedDM »

When Babushka withdraws, Shay quickly steps in to fill the gap in the tunnel so the Mad Trees are unable to follow. He swings the firebrand wildly, trying to keep the twisted abominations at bay.

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

Babushka picks up more branches and withdraws.
Shay takes her spot and attacks Mad Tree 5. (1d20+1): 8. Miss.

(OOC: Jerrard and Locky left to go.)

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

Post by Jenara »

Locky passes her 'grenade' to Jerrard and pulls Bab away from the mad trees. Without saying anything she lays her hands on the Gnome and channels Paladine's power through her fingers.

(Casts cure light wounds, 5hp)

"We have to do something more with them, we aren't strong enough to beat them.

(ooc: the wine on the ground would be flamiable yes? We have to burn them.)
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."

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

Post by Jerrard »

Jerrard seeing Bab struggle and move back towards Locky takes the device and charges towards the first tree, he strikes it with the makeshift club.

(Roll 14, dmg 4)

(ooc sorry, been a bit busy!)
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