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

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

Post by Breila »

Babushka screams: "Shay, take my staff and attack this brute!"

She herself makes another attempt at hitting the podman with her two daggers.1d20-4, 1d4=[4, -4], [3], 1d20-4, 1d4=[18, -4], [1]
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread IV)

Post by JadedDM »

Babushka misses with the first strike, but manages to deal a light cut across the thigh of her opponent.

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

Babushka attacks Podman 03 (0, miss) and (14, hit). She does 1 damage.

.7.8._._
.5.6.
.3.4.
.B.J._._._._.
.L.S._._._._.
._._._._._._.
._._.G.G._._.
._._.G.G._._.

S – Shay
B – Babushka
L – Locky
J – Jerrard
G - Grinder
1-8 - Podmen

(OOC: Locky, Shay, and Jerrard to go this round.)
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread IV)

Post by Jenara »

Locky comes behind Bab , calling on the power of Paldine to heal her friend.

(Cast cure light wounds: Roll 1d8 = 7)

"You really should get away." She wants to pull her away, to strike the creature herself..
" 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 IV)

Post by Jerrard »

Jerrard rasies the staff in his hand, attempting to remove the creature from his arm.

(Roll 1d20-4= 10 hit AC8, Dmg, roll 1d8 = 5)

(We need to retreat, these creatures are too much for us...)
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread IV)

Post by JadedDM »

As Locky heals up Babushka some, causing her black eye to fade, Jerrard attacks again with the fungus staff. The blow is devastating and the podman nearly lets go as a result. It's clear it won't survive another attack by the way it is now limping.

Shay waits, his sword drawn, for an opportunity. He cannot attack as Babushka and Jerrard are blocking the tunnel.

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

Locky heals Babushka for 7 HP.
Jerrard attacks Podman 04 (11) for 6 damage.
Shay is unable to get close enough to attack.
Podman 03 attacks Babushka (1d20): 2, miss.
Podman 04 attacks Jerrard (1d20): 15, hit. (1d6): 4 damage.

(OOC: Jerrard and Babushka must apply a -4 to all attack rolls as long as the Podman is grabbing them.)

End Round 3, Begin Round 4.

Initiative unnecessary, podmen automatically lose.

.7.8._._
.5.6.
.3.4.
.B.J._._._._.
.L.S._._._._.
._._._._._._.
._._.G.G._._.
._._.G.G._._.

S – Shay
B – Babushka
L – Locky
J – Jerrard
G - Grinder
1-8 - Podmen
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread IV)

Post by Jerrard »

Jerrard once again strikes the creature with the staff, the strange weapon, falling easily into his hands.

He attempts to push the creature back, pushing it away and giving him a chance to swap places with Shay (who indeed sucks)

1d20-4=13, 1d8=4
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread IV)

Post by Jenara »

Locky backs away, getting some space between her and Bab before letting off more projectiles from her Hoopak.

(Anyone looking would notice she fired an empty bottle for her first projectile).

1d20=7, 1d4+1=2, 1d20=18, 1d4+1=3
" 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 IV)

Post by JadedDM »

Jerrard smacks the podman once more, and for the final time. The creature lets go of the wizard and drops to the ground, on top of its dead brother. Jerrard then quickly steps back, gesturing for Shay to take his place on the front line while he recuperates.

Locky continues her assault with her hoopak, throwing whatever she can find in her pouches. The glass bottle shatters in the podman's face, and the object following it drops the podman, which lets go of Babushka's shoulder. The kender is a crack shot, indeed, regardless of the ammunition.

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

Jerrard attacks Podman 04 (13, hits) and does 5 damage. Podman 04 falls.
Locky attacks Podman 03 (7, hits) and (18, hits) for a total of 5 damage. Podman 03 falls.

(OOC: Jerrard and Babushka are now free of the podmen's grasps. Babushka and Shay left to go this round.)

.7.8._._
.5.6.
.3.4.
.B._._._._._.
.L.S.J._._._.
._._._._._._.
._._.G.G._._.
._._.G.G._._.

S – Shay
B – Babushka
L – Locky
J – Jerrard
G - Grinder
1-8 - Podmen
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread IV)

Post by Breila »

Babushka gathers her staff off the ground and retreats somewhat. She looks for her sling and stones. Hopefully, they were in the pocket the magic staff did not tear open. If she can, she fires with her sling at the podmen.

1d20, 1d4=[14], [3]
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread IV)

Post by JadedDM »

Shay quickly moves forward to take Jerrard's place before the podmen can overrun them. He stabs with his short sword, but misses entirely.

Babushka, however, backs away, leaving a gap in their defense. She manages to hit a podman with her sling, but the creature climbs over the corpses of its companions and goes straight for Locky, grabbing her left shoulder and then punching her with its free hand.

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

Babushka steps back and attacks Podman 06 (14, hits) for 3 damage.
Shay steps forward and attacks Podman 06 (1d20): 3, miss.
Podman 05 attacks Locky (1d20): 14, grab. (1d20): 15, hit (1d6): 3 damage
Podman 06 attacks Shay (1d20): 7, miss. (1d20): 9, miss.

(OOC: Locky must apply a -4 to all attack rolls as long as the Podman is grabbing her.)

End Round 4, Begin Round 5.

Initiative unnecessary, podmen automatically lose.

._._._._
._.8.
.7.6.
.5.S._._._._.
.L.B.J._._._.
._._._._._._.
._._.G.G._._.
._._.G.G._._.

S – Shay
B – Babushka
L – Locky
J – Jerrard
G - Grinder
1-8 - Podmen
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread IV)

Post by Jenara »

Locky shouts in surprise as the Podman grabs her by the arm, dropping the bullet she was about to fire.

She swings her hoopak at the creature, the spear end aimed at it.

1d20-4=12, 1d6+1=7

Hit AC4, 7 dmg

"Oohhh, Jerrard try the cages! She shouts as she tries to force the creature off her.
" 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 IV)

Post by JadedDM »

Locky stabs her opponent in the shoulder with the spear tip of her hoopak, causing it considerable harm. It would not likely survive another attack like that. Nevertheless, it remains alive and refuses to loosen its grip on the kender.

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

Locky attacks Podman 05 (12, hits) for 7 damage.

(OOC: Locky must apply a -4 to all attack rolls as long as the Podman is grabbing her. Shay, Jerrard, and Babushka left to go this round.)

._._._._
._.8.
.7.6.
.5.S._._._._.
.L.B.J._._._.
._._._._._._.
._._.G.G._._.
._._.G.G._._.

S – Shay
B – Babushka
L – Locky
J – Jerrard
G - Grinder
1-8 - Podmen
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread IV)

Post by Jerrard »

Jerrard steps back, just for a moment, the staff was magical, or it appeared to be.

Now, could you open cage with it? There wasn't time for that now.

"No, we need to stop these first, if we can? I wonder if we could kill these in the grinder?"

Throwing Bab the Staff he readies his bow, planning to hit the creatures over Lockys head.

1d20=16, 1d8=7, 1d20=10, 1d8=3 Hit AC2 & AC6
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread IV)

Post by JadedDM »

Jerrard fires over Locky's head, striking the podman who was grasping her twice. The creature shudders, then lets go of the kender before dropping to the ground.

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

Jerrard shoots Podman 05 (16, hits) and (10, hits) for a total of 10 damage. Podman 05 falls.

(OOC: Shay and Babushka left to go this round.)

._._._._
._.8.
.7.6.
.5.S._._._._.
.L.B._._._._.
.J._._._._._.
._._.G.G._._.
._._.G.G._._.

S – Shay
B – Babushka
L – Locky
J – Jerrard
G - Grinder
1-8 - Podmen
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Re: The Pod-Caverns of the Sinister Shroom (Game Thread IV)

Post by Breila »

"In the grinder? Should work if you can put and keep them there" Babushka answers as she attempts to catch the magical staff, a little surprised. dexterity check (1d20=10), pass.

She has no room to join the melee, so she thinks about opening the cages. The staff was magical, so why not try it?
She runs toward the nearest cage, using the staff like a lance.

modifiers unknown (1d20=7)
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