Ok, we can retro an image breaking and taking the damage instead though the cone of poison would catch all three visualised Sven's.
edited narration to reflect Mirror Image not Sven being injured.
Re: Barrowmaze: BRAGging Rites
Posted: Fri Feb 10, 2023 5:03 pm
by sastaz
SM provided Gerdal runs back to the others to help asap, should I write an action or will there be another round of actions for the others before she even gets there?
Re: Barrowmaze: BRAGging Rites
Posted: Fri Feb 10, 2023 5:06 pm
by Spearmint
Gerdal can write her recovery actions with Gnimish but you have to account for one turn of the Fear effect, half of which I narrated as you running away and half resting in the Barrow.
So you can post returning but you will probably arrive on the scene after the action has concluded.
Re: Barrowmaze: BRAGging Rites
Posted: Fri Feb 10, 2023 5:33 pm
by Spearmint
So for Sven, failing the saving throw vs poison, , it will begin to take its effect over the next round or so. Rather than being an instant, I house rule poisons here:
So roll a 3d6 vs Con check. Succeed to act this round, (attack at a -2 pen), cast a spell do a normal action. Then following round you make another check at a higher difficulty. Fail and you fall prone to the induced vomiting, breathlessness and nausea until you are attended to.
Re: Barrowmaze: BRAGging Rites
Posted: Fri Feb 10, 2023 5:44 pm
by redwarrior
Isvand is shaken to his absolute core as the arrow sails true and the hallway explodes into flame. Panting, he leans against the wall trying to process whatever just happened and to get that buzzing out of his ears and stars from his eyes. As Isvand's head clears assuming the boom cancelled the fear effect, he will start staggering - carefully - back the way he came.
Isvand failed his save, and is at 1 hp unless his spider silk armor absorbed any of that. Ooof! But a gas spore explosion is MUCH better than a Beholder or even being touched by one! Behold, I have wet my pants!
Re: Barrowmaze: BRAGging Rites
Posted: Fri Feb 10, 2023 6:07 pm
by Spearmint
Isvand. The creatures damage is described as 'gaseous explosion' but I would think much of that is physical pressure and fiery 'blast' not just lack of oxygen, so take half damage against the absorption imbued in the flak jerkin.
Re: Barrowmaze: BRAGging Rites
Posted: Fri Feb 10, 2023 6:27 pm
by redwarrior
Spearmint wrote: ↑Fri Feb 10, 2023 6:07 pmIsvand. The creatures damage is described as 'gaseous explosion' but I would think much of that is physical pressure and fiery 'blast' not just lack of oxygen, so take half damage against the absorption imbued in the flak jerkin.
Sounds good!
Re: Barrowmaze: BRAGging Rites
Posted: Fri Feb 10, 2023 6:37 pm
by OGRE MAGE
Sven does not like being served a taste of his own acrid breath, but he is somehow able to fend off the poisonous spores long enough to react.
He is glad to see the mushroom zombie grab at one of his clones instead, allowing him time to fire darts of sizzling energy into the mutated horror.
Casting Magic Missile:
If possible, he would like to fire at the most wounded one first, diverting any damage to the second monster if the first should fall before all missiles are spent.
Isvand. Still under the shock of the eruption and instilled Fear, you huddle in a corner for a few rounds until you come to your senses. You decide to forego the two doors in favour of helping companions. Going back though means crossing the pits again (not under pressure and with knowledge it is just a normal 3d6 vs Dex check). However at the first open pit you look down and see the two wooden figures looking up. Each squeaks in fear and in Halflingish before throwing a series of wooden splinter like darts up at you as you peer down. Hampered by the long range, (the pit is 30'ft deep) the sharp projectiles fall short and clatter harmlessly off the pit shaft.
Around the corner comes the high pitched shriek of another alarm, this time echoing from the first pit trap.
Amos, stuck in a 30'ft deep pit, fighting off violet fungi that seek to feast off his rotting flesh. He calls upon Arcantryl and everyone else, his voice sounding hoarser with each breath, coughing and retching in grim surrounds.
Gerdal & Gnimish still absent under the Fear effect.
Yardie, hacks into the zombiefied mushroom-man. -3hp, hacking through the ribs but causing another eruption of cloudy spores. Now it is his turn to suffer. He is good for another round before he looks to lose his legs and stomach completely.
Sven splutters, but not lost for words, tumbling out the vocabulary of a spell along with his breakfast and acrid spores. He manages to incant the Magic Missiles and they strike between the two Fungicides -5hp deceased & -4hp.
Orgoth, skewers a piece of mushroom stalk upon his oversized silvered cutlery, -5hp, the sentient fungi feebly reaches for him, clawing its way down the spear shaft and rending upon the warrior's shield.
Yardie, presses on while he stands, determined to go out on his feet. But his next attack misses and he staggers against the wall.
actions please. Sven, succeed in a 4d6 vs Con to act, attack with a -2 poison penalty. Orgoth, still under the Fear, act with a -2 spell effect penalty.
Re: Barrowmaze: BRAGging Rites
Posted: Fri Feb 10, 2023 9:29 pm
by redwarrior
Isvand jogging to rejoin his friends, Isvand is startled to hear the halfling tongue coming up to him from the pit. He pauses for just a moment, but shakes his head, if they have time to throw things at him, they can wait. Reaching the pit Amos is in, Isvand decides he wants to be on the other side and hops over it as well.
Regretting that he doesn't have any rope he attempts to hit the fungus with his last spider silk "grenade', which uselessly hits the side of the pit. That's probably at least 2 rounds so I'll hold here a bit.
I will reconcile the updates to bring Gerdal and Isvand back in once the combat with Sven, Orgoth & Fungicides concluded as you are both in that zone of still being under the Fear effect for ten rounds while the round by round corridor combat takes place.
If they slay the Fungi this round then I will update everyone as a group to address the aftermath issues
Re: Barrowmaze: BRAGging Rites
Posted: Fri Feb 10, 2023 10:54 pm
by Rex
Orgoth's post will be coming when I get home and can use the roller (6-7 hours). If you would like to move it along SM, feel free to roll for him, he will be attacking with his spear and shield.
Re: Barrowmaze: BRAGging Rites
Posted: Fri Feb 10, 2023 11:10 pm
by Spearmint
no I will wait, it could be a key clash if others go down.
In the meantime I am scouring Reddit and various DnD fandoms to gain insight and balance into Poison/Disease mechanics.
Do we actually have any way of curing a disease? This could be another short trip to the dungeon for our group.
Re: Barrowmaze: BRAGging Rites
Posted: Sat Feb 11, 2023 4:37 pm
by Rex
Sir Dewey is around the corner and can Cure Disease once a week. Not sure if he would or not but he is the closest option I think.
Re: Barrowmaze: BRAGging Rites
Posted: Sat Feb 11, 2023 6:22 pm
by sastaz
Alas, I think we're out of options Gerdal can try the goblet - it can cure poison at least - and hope it has hitherto undiscovered properties...
Re: Barrowmaze: BRAGging Rites
Posted: Sat Feb 11, 2023 9:08 pm
by Spearmint
Exploring beyond the Long Corridor.
Before he falls, joining Yardie upon the floor, Sven triggers off another Magic Missile. It is enough to blast a gaping wound into the central stalk of the Fungicide and it collapses in a pile of withered, inky fungus and old, fleshless bones.
The alarm call from the crypt has ceased but a continuing screech comes from the pit that Amos fell in to. With no further immediate danger in the corridor, Orgoth can rush to the cleric's aid. He is beset by large bulbous fungi, stubby violet coloured toadstools that feel for the cleric by shooting tendrils of thin pseudopods that leak a necrotic ink. Each touch upon his exposed flesh causes the skin and muscle to atrophy quickly. Added to this, the cleric was injured from the fall and looks to be in a critical way.
Arriving in leaps and bounds around the corner comes a burned and breathless halfling. Drawn to the shrieking of the Shrieker and call of the cleric. While Isvand squirts a harvested spider gland to eject a web of tangling threads upon the grasping fungi, Orgoth can lower a rope and grapnel to snare the cleric and begin to haul him out of harm's way.
As that rescue is concluded, Gerdal and Gnimish arrive back, anxious to make good upon their fear driven departure. They can attend immediately to those afflicted by the Fungicides, clearing throats with copious amounts of wine and enforcing some projectile vomiting.
The key factor in much of this encounter was which direction folk would flee if they were affected by the Fear. Had all gone through the secret door, the group could have reconvened in the entrance chamber then re-entered again with no issue.
The Aftermath.
Amos, grabs on to the grapnel and gets lifted out of the pit. He is injured but restores as much of his health as he can and in 'one group together fashion', bestows his last healing power upon the seriously injured Isvand, +6hp..
to be fair, I spent a bit of time on DnD wiki' and Reddit to read through how others approach poison and disease. My gut feeling is that the Fungicides breathe out necrotic contaminated spores which afflict a victim, hence the ongoing debilitating effects. Eventually, if untreated, this leads to character death, whereupon a rotting body begins to grow a new sentient Fungicide creature. But is this a poison or a disease? Certainly divine and arcane spellcraft treat each as different domains.
In the case of the Violet fungi, the MM describes the reaction to their touch as 'your flesh rotting within a melee round unless 'a save vs poison or a Cure Disease is applied', so in that instance draws both together. Save the check and the effect is nullified. Fail and the disease begins to take its course. There is a recommendation that though each touch does not inflict damage such as a poisonous bite from a snake might, a diseased limb or body part should be reflected in a loss of hp. So one touch might afflict a single limb, several touches needed to corrupt a body in one instance and kill a person in situ.
So here, Amos saved vs four touches but failed vs two Violet fungi touches. I was fine with him applying a healing potion (Marcia's Anti-venom) to counter one touch before the rot effect could take place. A CLW though focuses on physical healing not ongoing disease, so he was able to restore some hit points lost as a result of the fall but he is still afflicted by the Violet Fungi touch to one arm that will rot him completely as the rot advances. I resolve that a person with two arms, legs, a head and torso would need six unsaved hits to succumb, one to each portion. Reflected in each diseased body part also reducing total hp by 1/6th rounded up. If rescued before completely rotting, with no more injections of rot via an attack, the victim continues to atrophy and decline quickly until deceased, at a rate of one further body portion decayed per hour subject to the use of Constitution saves. So having fallen victim to the Violet Fungi disease, Amos is 1/6th rotted presently and declining further.
He needs a Cure Disease application.
Sven and Yardie are both afflicted by the ongoing effects of breathing in contaminated Fungicide spores. The immediate effect is to slow your movements and give you bouts of coughing, etc but a more insidious effect is that you are slowly rotting from the inside out.
Each needs to face an increasing daily not hourly Constitution check, starting with a 3d6 check. Fail and then next day your continuing survival faces a 4d6, 5d6 and after failing a 6d6 check, the person dies and the following day rises again as a new incarnate Fungicide.
The Fungicide breath weapon seemingly weaker than the Violet Fungi touch but both if left untreated leads to death. Both of them can be healed via Cure Disease applications. Their decline is over days rather than turns so of less immediate concern, though still concerning.
I think as a resolution. As I made you Save vs Poison then any use of a poison antidote should be allowed as long as it is administered before the first onset of decay and rot sets in which then comes under a Cure Disease. A Neutralise Poison I feel should be effective as long as it is administered prior to the first physical stage if decay sets in.
Sven 15+ checks [3d6]=9 Yardie 15+ [3d6]=11 So though the seeds of decay are taking root, the metamorphic stage to become a Fungicide is kept at bay for the rest of this day. (roll check again tomorrow).
Hope that all makes sense for ongoing gameplay
.
Going forward:
Gerdal you can use the goblet trait to concoct a single daily dose of Anti-venom/Poison antidote.
None of the spell casters know how to Slow or Neutralise Poison or Cure Disease.
questions and actions please.
Re: Barrowmaze: BRAGging Rites
Posted: Sat Feb 11, 2023 9:55 pm
by Rex
Orgoth
Orgoth gathers everyone up and seeing the shape they are in, "We need to see how this Adventurers Guild is going to work out. We will go look for Sir Dewey and see if he can help us. I have heard that Paladins can heal the sick."
Orgoth helps carry those who heed help and leads the way back to where they split from Sir Dewey.