[Adventure] A Call for Lovers (DM: jbear Judge:Lord Sessadore)

[sblock=OOC] I missed the effect on Rain meaning Son of Meepo's decision to push could have changed had he known, so, SoM can change where he wants or if he wants to push the vine horror from his blast.

Regarding turn order: I am flexible on this matter, especially in a tense situation like this. At a game table you would all be able to converse to work out who should go first and initiative order would be enforced. But we all know pbp is different. Let me know the order things have happened at the end of the groups posting this round and I'll work out what has happened the best I can.

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OOC: I think it would be best to have Shandra's actions occur directly after Wat's actions so that barkbur1 can be completely soothed, and thus not attack Rain or Sabynha at the end of their turns.
 

OOC: I didn't twig Rain's status was probably incorrect until yet another read through of the first round, so then I thought I'd better check with jbear. It is the effects of that first round that have done the very real damage here with the ongoing poison damage essentially petrifying (or tree-ifying) Sabynha and Rain.

Still, Barkburr #1 being soothed will rapidly increase survivability to the remaining characters if they have to fight Viney.

With Sabynha and Rain pretty much down and out, I think we have Zuri's options down to having a very slim chance of maybe helping one of them attempt another save or carrying on the attack in some way.
 
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OOC: Can't really use Sneak in the Attack from Rain, as it revolves gaining Rain around Combat Advantage from Zuri and it would actually end at the start of Zuri's turn. If I did it after Rain, well, Rain won't be there.

So, I've put her turn in before Rain's and after Wat's to attempt a backstab in a re-edit of post 916. However, Zuri missed and Rain has already used Shandra's Divine Guidance before the edit.
 

As Shandra connects and calms the Barkburr tree beside the group, the mortally injured vine horror turns and flees, evading Zuri's sharp blade with a giggle of glee. Wrapping itself around the trunks and branches of the more distant trees it quickly disappears with a mocking laugh. "Mwuhahaha fools! You may yet live but your friends are" BOOM! Whatever it was the vile creature was about to say is lost in the distant thunderous explosion which engulfs its words. As Rain's skin hardens into unmoving bark as Sabynha and Gray before her, it is the swordmage who has the final say.

As the glade grows still in the aftermath of the brief but deadly battle, the wind pushes a faint song from somewhere ahead through the trees. The mysterious elf woman contemplates the grotesque figures that Gray and the others now present in their twisted tree form. "I am sorry ... I saw you too late ... Perhaps there is hope for your friends yet. The Spirit of the Hill ... maybe she can help you. That is where I was told I need go in any case. We should go, without delay. Before ... this state becomes permanent." She heads off through the trees in the same direction you were headed before, towards the faint song that still hangs upon the breeze. The blade that drew you to the glade in the first place remains twinkling invitingly upon the ground.

GM: Sorry to hijack your PC there for a moment CFW. All for the greater good! I will PM you with the changes I need you to make to your hook into the adventure before you begin explaining how you got here to anyone.

Combat over! Success?
You have earned a short rest!
@Neil1889, @Nemesis Destiny No need to roll up new characters just yet. Your friends may yet be able to reverse what has happened. Neil, feel free to continue to run Zuri meanwhile if you don't want to sit on the fence for the next little bit until SoM and CFW try and resolve the situation.


[sblock=Combat] Vine Horror takes 5 thunder dmg
It flees in terror:
Booming Blade: 4 thunder dmg
Zuri Otk: 14 vs AC=Miss
Save vs ongoing Thunder dmg=1 Lol! Love it!

Vine Horror succesfully flees, at the start of its next turn however ... boom ... it dies! [/sblock]

[sblock=Status]
Rain: 19/37 HPs (+1THP) Conditions: Lignified Notes: Used Healing Potion
Sabynha: 8/33 HPs Conditions: Lignified (Used 2nd Wind)
Zuri: 19/29 HPs Conditions: Notes: Used 2nd Wind
Shandra: 21/30 HPs Conditions: Notes: Second Wind Used
Wat: 21/32 HPs Conditions: Buffs:

Bloodthorn Vine 1 (Green): -3/41 HPs = DEAD
Bloodthorn Vine 2 (Yellow): -4/41 HPs; = Dead
Vine Horror: 3/63 HPs: Vicious Vines USED; Marked Aegis; Oath of Emnity; Ongoing 5 thunder (save ends): Flees ... and DIES!

Barkburr 1 2/34 HPs Bloodied 3/3 successes: CALM
Barkburr 2 ??/?? HPs 0/3 successes
OATK: +8 vs Ref; 1d10 dmg and ongoing 5 poison dmg and slowed (save ends both) trigger: end turn within 4 squares of it
Calm: Minor Action DC 13 no atk for 1 turn; DC 21 gain success
Standard Action: DC 13 gain success (+ no atk for 1 turn)
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[sblock=Monsters]
Bloodthorn Vines AC 18 F/R/W 15/12/14 MBA: +7 1d8+5 dmg
Barkburr trees AC 16 F/R/W 16/10/NA Immune: Poison and all conditions Vulnerable: Fire 5
Vine Horror AC 19, Fortitude 17, Reflex 18, Will 16

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Even as the crack of Rain's thunder washed over the glade, Sabynha felt herself drifting off, as though she were falling helplessly asleep. Her vision was going grey and watery - the petrification mingling with her tears. Desperately she wanted to call out an apology to her friends for letting them down, and for letting down the cause of the lost lovers, but her mouth would not move anymore.

She could still hear the talking of her companions, and as her consciousness faded away her final sensation was that of her tears escaping down the hardened cheek of a statue contorted in a pose of mortal struggle. Her wounds became cracks, and her blood turned to moss. And the statue continued to weep...
 

Nature (1d20+5=9)

Wat stared blankly at what was once flesh, he wasn't sure what to do. All he knew in dangerous situation was to call thunder and lightning down on his foes and there were no longer any foes to fight.

That rage built up inside of him. With a shout, he unleashed it in a stroke of lightning that blasted the badly damaged barkburr to splinters and then raised his hand to do the same to the other.

But all he could think about was Rain and Sabynha, especially Sabynha. His mind a little freer of the clouding anger, he thought about how priests of the temple healed similar afflictions, but they were much more powerful than he was such rituals were well beyond his power. Even one that would put the curse aside while they finished their work was not something he could handle... but maybe someone here was. Would Uma have such powers? Would any of the others they met? Wat's divinations likely would not reach far enough in the future to help.

Still the only thing he could do was try.

"You rest," he said to the newcomer and to Zuri.

Wat set to calling for Joven's guidance. He would read the winds as he had been taught to do.

"Which path will lead us to healing our friends who now stand as still as trees... To Uma, back to Ragnar, or returning to the leprechauns."

Wat sat in the middle of his ritual circle and felt the wind blow across is face waiting for an answer to be indicated in its shifting.

OOC: Using my free daily use of the Hand of Fate ritual.


[sblock=Hand of Fate]
[h=1]Hand of Fate[/h]A ghostly apparition appears to give you basic guidance about a course of action.
Component Cost: 70 gp
Market Price: 175 gp
Key Skill: Religion (no check)Level: 4
Category: Divination
Time: 10 minutes
Duration: 10 minutes

When you perform the ritual, ask up to three questions about possible courses of action. A translucent blue hand appears and indicates with a gesture what the most rewarding course of action is.
If you describe courses of action that refer to directions or specific objects, then the hand points toward the choice that bears the greatest reward. If you ask the hand, “Should we head down the stairs or through the doors?” then the hand responds by pointing either to the stairs or the doors. If you ask the hand, “Which of these three levers should we pull first?” then the hand responds by pointing to a lever.
If you describe only a single course of action, the ritual assumes that inaction is your other option. The hand either beckons you (to indicate that you should proceed) or gestures for you to halt. For example, the question “Should we explore the ruins of Solitronia?” results in the hand either beckoning you or gesturing for you to halt.
The hand can’t assess events in the far future; its judgment extends only to likely events in the next hour. If the hand can’t indicate a preference, the ritual has no effect and expends no components.
There are two drawbacks to using the ritual to aid your decisions. First, fate values rewards over risk, and this ritual provides guidance accordingly. It points you toward a high risk, high reward option before pointing you toward a low risk, low reward alternative. For example, if one tunnel leads to a dragon and great wealth and the other tunnel leads back to town, then the hand points toward the dragon. However, a high risk, low reward alternative is considered less rewarding than a low risk, low reward option.
Second, the hand can choose only the most rewarding course of action relative to the alternatives provided. That doesn’t mean that the indicated choice is necessarily a good idea, only that it’s a better idea than the other options you’ve indicated. In the example above, if all three levers activate traps, then the hand points toward the lever that triggers a trap less lethal than the others.[/sblock]
 

The wind stirs around Wat, seemingly undecided for several long minutes. Then quite suddenly it picks up, a path chosen. It clearly blows in the direction the elven woman appeared from ... towards the camp of Uma....

GM: So, does that mean you have 2 more questions you can ask? I think it does ... so it does!
 

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