/q/ - Quest


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A critical hit has the following effects:
Special Character: The attacker may spend 1 action die to apply the damage directly to the target’s wounds, ignoring any remaining vitality. Alternately, if the damage exceeds the target’s Constitution score, the attacker may spend 2 action dice to inflict a critical injury, as shown on Table 5.1: The Table of Ouch.
Standard Character or Object:The attacker may spend 1 to 4 action dice to cause the target to automatically fail the same number of Damage saves. In the case of most standard targets, 1 action die is enough to knock them out of the fight (see Injury and Death, page 206).


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When we left, you had just survived a harrowing encounter against the masked horse.
You find yourself again in the ruined sacrificial chamber.
The door on the side has gone, replaced by an ordinary wall.
Besides you, there's a long metal staff, ocasionally glowing.
Holly looks at it curiously.


"Think the masked horse left it there?"


"Don't touch that."
I eye the staff and detect magic on it.



Roll #1 13 + 17 = 30


"I'm not sure if we can trust it."


You detect several magical energies on it.
Identifying its specific properties would require an Identify check + possibly several hours of time.

Holly scrunches and lowers her ears, but doesn't touch the staff.


"Determining exactly what this thing is capable of will take some time. I don't think we have the hours to spare right now at all."


"Do you think we should leave it, or come back for it?"


"We could wrap it in a cloth and take it with us…" offers Holly.


"This whole place could collapse thanks to our good friends playing around with explosives. We'll have to package it and take it, as Holly suggests."

I nod. Let's do that.


"If you think that's safe enough."


I cock my head but stay silent for now. I'm ready for anything though! I'll smash that staff if it does anything fishy!



As if to underline your statement, the building shakes again and you hear an explosion in the distance,
dust and small rocks drop from the ceiling.


"If it's safety I wanted, this temple was not the place to look for it."

"We should hurry."


"But we haven't reached the bottom of this place yet!"


"We should hurry there, then."


You've all had some time to regain your bearings and recover some Vitality….


I nod.
"I'm really curious to see what they're after now. And I'd love to shit on their parade in the process."

Let's see… where haven't we gone to?


"I will have to lecure them on why trying to blow jennies up is a bad idea!"


The Northern passage leads to somewhere you haven't gone to yet. It leads into some kind of cave.

There was also a small passage in the earlier room, to the east.


Might be worth investigating. Let's head north.


"I have a really bad feeling about them! And not in the same way like those unicorns from earlier were bad!"


Walk beside her


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You go northwards, the crumbled wall leads into a cave system outside of Lokrivund.
On the other side of the cave hall, you see griffon made walls above a small pond, indicating the temple continues there.

What greets you inbetween however is a most unwelcome sight.

From crevices in the ground, large lumbering monsters crawl out. Misshapen demonic mutants with limbs in unnatural places and more mouths than you dare to count.
From the opposite halls of Lokrivund a glowing ghostly figure flies to confront them. It looks like a griffon in full ornate armor, but he's transparent like a ghost. He screams something in a language you don't know and engages two of the monsters, but more crawl out…
The Demonic Spawns haven't seen you yet.
For Amber: these beasts have an opposing Alignment towards yours.


I look at Silver with an alarmed expression!
We have to smite these demons if we are to complete our mission!


Time to blend into the shadows!

Roll #1 19 + 22 = 41


"Oh boy! Time for FUN!"
Bull Rush the closest monstrosity, and try to squish it against a wall!

Roll #1 17 + 16 = 33


Not exactly what I was hoping to find, but I doubt my brave friends will pass up the opportunity to fight some of these nightmarish mutants.


And I guess actually Initiative is in order.
Me - '1d20+10'
Indy - '1d20+3'

Roll #1 10 + 10 = 20 / Roll #2 8 + 3 = 11


Of course.

Rolling for initiative.

Roll #1 18 + 5 = 23


Silver unsheates his sword and nods wordlessly to you.
Seems it's go time.

You can also roll for initiative now!


Oh yes! [1d20+5]

Roll #1 19 + 5 = 24 / Roll #2 14 + 7 = 21



Roll #1 19 + 8 = 27 / Roll #2 9 + 8 = 17


Choosing the first.



You storm in, swords blazing!
You get one surprise round!




I'll run up to the spawn that is attacking the ghostly figure!


The Demonic Spawn has caught sight of you…somehow, it doesn't seem to have eyes, or maybe its mouths double as eyes?




You're pretty tired from running, hopefully you get your bearings back before this giant decides to tear you apart.



I'm taking a step to the right to get out of Indy's way, then I'll engage the demonic spawn our little paladin is facing.

Three rays, each dealing '3d4' fire damage with AP5.

Roll #1 5 + 17 = 22 / Roll #2 2, 2, 4 = 8



Roll the other 2 rays!


I'm pretty sure this is the correct way to use the spell! Otherwise we'd end up having to roll 20+ dice at some point!


You fire 3 rays of fire. They swirl around in the ear, passing past Amber and burning the creature.




And he catches up with you!
Standing a bit away from you might prove to be a wise decision!



That bull rush from above?
If I have to reroll, use this one.

Roll #1 16 + 16 = 32


I didn't forget the roll, just where you wanted it!
I'm gonna roll an opposed Athletics check and if you succeed on the 33 up above, move the guy as far as you want.


Roll #1 17 + 14 = 31


You pass!



If the bullrusher loses this opposed check, he moves back
5 ft. and becomes sprawled; otherwise, his opponent is pushed
directly back 5 ft. + an additional 5 ft. per 4 points of difference

between the results, after which he becomes sprawled. If this
path is obstructed, the following occurs.



Repositioned to conform with the rules:


You bull rush the monster, pushing him back ever so slightly.





Let's start with two simple attacks with my main weapon first!

Roll #1 11 + 6 = 17 / Roll #2 20 + 6 = 26 / Roll #3 1 + 3 = 4 / Roll #4 3 + 3 = 6


Activate that crit!


Your first slash into the creature's stomach ends up doing nothing but turning the creature's attention and mouth towards you. It's hollow eye sockets make you shudder.
But at lightning speed you grab your Main Gauche and stab the creature in the mouth, causing a cry of anguish.

The red monster lumbers forward towards Indy.
With a gulp it barfs up a green corrosive goo from two mouths right on Indy!

'1d20+11' to hit
'5d6' DMG

Roll #1 2 + 11 = 13 / Roll #2 1, 3, 3, 5, 1 = 13


That's bs, AD that to hit! '1d8'

The corrosive goo sticks to Indy and starts smoking. Trying to bite through his scales.

The creature than opens its mouth and bites Indy with a hooked tongue.

'1d20+11' to hit
'1d10' DMG

Roll #1 2 = 2 / Roll #2 18 + 11 = 29 / Roll #3 3 = 3



Recklessly attack the spawn in front of me!

Roll #1 9, 11 = 20 / Roll #2 2, 7 + 7 = 16 / Roll #3 1, 7 + 7 = 15


Taking the second damage rolls!


You recklessly swing your hammer around, slamming the beast twice on the head and making it grunt in pain, but opening yourself up to counterattacks in the process!




I'm going to start trotting further into the room while also firing off another volley of rays.

Three rays of '3d4' AP5 fire damage directed at the demon Soil is fighting. 1 SP.


Roll #1 16 + 17 = 33 / Roll #2 1, 4, 3 = 8


Your fiery rays scorch through the room until they hit their target!



Silver casts brawn on himself and then hits the spawn as well! [1d20+11] [1d12+6]

Roll #1 17 + 11 = 28 / Roll #2 2 + 6 = 8


Silver buffs the fuck out and manages to slice of one of the beasts many tendrils!

The green beast in front of Amber burps and pukes a corrosive acid right over her!

'1d20+11' to hit
DMG '5d6'

Roll #1 14 + 11 = 25 / Roll #2 3, 4, 1, 6, 2 = 16


Let's add an AD to that DMG '1d8'

Roll #1 4 = 4


The acid covers Amber completely, biting both her skin and her armor!

Her armor is holding, for now.



Wait I'm sorry! forgot another roll to bite Silver '1d20+11'

Roll #1 13 + 11 = 24 / Roll #2 8 + 2 = 10




Rage. Then try and Shove the abomination I'm fighting against in this position.
'1d12+5' dmg.

Roll #1 8 + 13 = 21 / Roll #2 5 + 5 = 10


Athletics counter '1d20+14'

Roll #1 19 + 14 = 33


Oh wait, shove!
Lemme check…

Yup, you successfully shoved him back!


The Purple monster is annoyed…or is he? It's hard to tell through all the tendrils.
He barfs a torrent of acid all over Soil


Roll #1 17 + 14 = 31 / Roll #2 2, 4, 2, 4, 1 = 13


+ AD to dmg '1d8'

Roll #1 7 = 7


The acid burns Soil and his armor starts smoking.

The armor holds, for now.

One of the mouths of the creature screams, chilling everyone to the bone.

Everyone in the party must make a Will save (DC20) or become frightened!


Also some stress dmg '1d6'

Roll #1 4 = 4



This mage pony is not so easily impressed. Adding an AD boost '1d6+2'

Roll #1 4 + 4 = 8 / Roll #2 6 + 2 = 8



Roll #1 7 + 2 = 9


Boom. '1d6'

Roll #1 1 = 1


"Stand strong Silver! The savior watches over us!" Encouragement!

Roll #1 1 + 7 = 8 / Roll #2 19 + 8 = 27


Roll for Indy too!



Roll #1 19 + 2 = 21



Roll #1 17 + 7 = 24


The character may not attack or make skill checks and must take at least 1 Standard Move action per round away from the source of his fear. Once per round, the character may make a Resolve check (DC 20) to regain composure and lose this condition; otherwise it fades at the end of the current scene.
Houserule: the DC lessens per round.

Perhaps not so much out of pure fear, but out of pure instinct you all move back from the source of the scream (next turn!)

Silver grins. "I can handle it, this beast is going down!"
"AMBER?!?" he shouts as you move away.

Silver, Indy and Mabel hold their ground!




He goes FLAMES ON right in the face of that abomination above him.
And then bites what's left.

Roll #1 10 + 4 = 14 / Roll #2 1, 9 = 10 / Roll #3 13 + 5 = 18 / Roll #4 10 + 2 = 12


Indy burns the creature and bites one of its tendrils but despite all this, the creature seems ready to fight on!

The acid further burns Indy!

The Spawn crawls forward and attempts to bite Indy

Roll #1 8 + 11 = 19 / Roll #2 1 + 2 = 3


Mabel and the ghostly figure are battling in the distance!

The red spawn attacks with its tendrils, then bites.

'4d4' tendrils

'1d10+2' bite

Roll #1 17 + 11 = 28 / Roll #2 2, 4, 3, 4 = 13 / Roll #3 20 + 11 = 31 / Roll #4 9 + 2 = 11


Activating CRIT

The acid has done its foul work, weakening Indy's scales.
The Spawn bites and Indy roars in pain as it tears away part of his flesh.




YOU HAVE TO RUN 6 squares away from the purple monster.
Then you may roll Resolve DC20


What if I STEP IN right now?


Running! I also try to get a hold of myself! [1d20+12]

Roll #1 19 + 12 = 31


The character you have to STEP IN for, must be an adjacent character, you can't step in!

I will give you an extra AD though for RP!

You instinctively crawl back. But when you look back, you hear Silver shouting at you!
You shake yourself out of it.
You have to keep your courage!

You have to take 6 squares move away from the beast, then you may roll Resolve DC20 if you like.


Perhaps… the entrance is a more suitable spot to fire from. Yes, that makes sense.


Roll #1 12 + 11 = 23


Yes, this is a lot better spot! You get your confidence back!



Silver doesn't waver and keeps pressuring! [2d20+11] [2d12+6]

Roll #1 15, 16 + 11 = 42 / Roll #2 11, 5 + 6 = 22


Silver goes on a rampage with his increased strength.
Slashing off tendril after tendril until the beast gives up and collapses to the ground.


You have to move 6 squares away from the purple monster.
You're just worried about Indy right?
Roll Resolve DC20 after moving.


Incredibly worried.
But my max movement in half an action is 5 squares, not 6.
And I might RESOLVE this right now.

Roll #1 20 + 18 = 38


Uh…. Activate the crit?



When you see Indy's wound you become filled with a grim determination! You're immune to being frightened for the rest of the scene!

The acid keeps burning away and your armor becomes unstable.

You failed a Damage Save Roll, meaning that your armor only has 2/3 damage saves left before it breaks.

But I give you the option to roll an AD to succeed the dmg save if you want. The roll is 20 and you need to pass 25.


While you think about that, I'll move on

The purple Spawn runs towards Silver and barfs green acid all over him


Roll #1 3 + 11 = 14 / Roll #2 1, 3, 2, 5, 1 = 12


boost that roll to hit with an AD '1d8'

Roll #1 2 = 2


Silver, in a feat of speed, manages to avoid the acid!



Can't really do much to help myself with this acid though…
'1d20+7' to bite. Twice.

Roll #1 6 = 6 / Roll #2 18 + 7 = 25 / Roll #3 3 + 2 = 5 / Roll #4 20 + 7 = 27 / Roll #5 3 + 2 = 5


Explode the damage save AD.
and Activate the crit!

Roll #1 3 = 3


Indy in a moment of rage bites the red spawn multiple times, doing great damage to the spawn and making him bleed black blood.

The orange spawn moves back and Bites Soil




Roll #1 3 + 11 = 14 / Roll #2 1 = 1


But fails!



If you remember, you were in Lokrivund, an ancient temple infested with demonic monsters and other nefarious creatures.
You were sent here by a mysterious note alluding to a wedding between Infinite Justice and something else. While in here, you met a Watcher, an angelic being that asked you to go down the darkest deepest pit of Lokrivund and slay a being called the Lord of Lamentation.

You crossed down here, meeting a gang of ponies, using explosives to make their way down. You have no idea about their purposes yet.

You entered the Labyrinth and gained a mysterious staff.

Now you entered a cavern and are in combat with a group of acid spewing demons!



Simple attacks against the big spooky demon.

Roll #1 17 + 6 = 23 / Roll #2 8 + 6 = 14 / Roll #3 1 + 3 = 4 / Roll #4 6 + 3 = 9


Dont forget!
Quicksheets: http://1drv.ms/1XQ4idD


You strike the chaotic spawn in the back with your rapier.

The ghostly Griffon cuts off the head of the other demon and it turns to dust.

The red Chaotic Spawn turns around to attack Soil. One of his arms turns into a mouth and he bites Soil with both heads.

Roll #1 20 + 11 = 31 / Roll #2 9 + 11 = 20 / Roll #3 4 = 4 / Roll #4 1 = 1


All smoke, no bite.
I'm not gonna try blocking those.


Rolling AD to up the 4 DMG '1d8'

Roll #1 2 = 2


Alright, you must roll a fortitude save!
You must break 31!


I'll see if I want to AD once I get the result of that.

Roll #1 16 + 10 = 26


Here goes nothing.

Roll #1 4 = 4



You're surprised by the first hit but manage to block the second! Luckily your armor manages to block the worst!

The acid damage you incurred earlier keeps burning your armor.

Rolling Armor dmg Save '1d20+10' (must be lower than 29!)

Roll #1 12 + 10 = 22


Boosting it.

Roll #1 3 = 3


Your armor is damaged, but holds for now!



I am just gonna run across the room this turn!


You gallop across the room to help out Mabel!

Your armor continues to suffer acid damage!
Rolling Armor dmg save '1d20+14'
(Must be higher than 29!!!)

Roll #1 16 + 14 = 30


Your armor holds!



Now that I've tactically retreated to this position, I will fire three rays of '3d4' AP5 fire damage directed at the demon ahead of me. 1 SP.

After that I'll move up a little bit again to get a better view of things.


Roll #1 13 + 16 = 29 / Roll #2 4, 4, 4 = 12


Your 3 rays of fire all hit their target!
You get a good view of the demons from here!



Silver can continue fighting his own demon! [2d20+11] [2d12+6]

Roll #1 18, 15 + 11 = 44 / Roll #2 3, 2 + 6 = 11


Silver continues to hack away at the creature without any major damage so far.

The purple creature turns it's attention towards Soothing and spits acid at her!
DMG: '5d6'

Roll #1 11 + 11 = 22 / Roll #2 2, 2, 3, 4, 5 = 16


Soothing may roll a Reflex save DC 15 to half dmg.



Roll #1 20 + 3 = 23


You jump aside at the last moment and only get a glancing hit!



If the map is exactly what it looks like above,
'1d20+15' to hit the orange horror, twice.

Roll #1 5 + 15 = 20 / Roll #2 12 + 15 = 27 / Roll #3 12 + 5 = 17 / Roll #4 9 + 5 = 14


You smash repeatedly against the demonic attacker, but not hurting him vitally.



Double bite on orange.

Roll #1 20 + 7 = 27 / Roll #2 13 + 7 = 20 / Roll #3 4 + 2 = 6 / Roll #4 6 + 2 = 8


Activate crit.


Indy roars and bites the demonic spawn, tearing it in 2.
One part of it gets upright again, ready to fight. The other part turns to dust.

The Orange Spawn spits another round of acid at Soil!
'1d20+11' '5d6'
And then finishes with a bite!
'1d20+11' '1d10'

Roll #1 7 + 11 = 18 / Roll #2 1, 1, 1, 1, 2 = 6 / Roll #3 8 + 11 = 19 / Roll #4 1 = 1


But Soil blocks and evades both!

The Green Chaotic Spawn spits acid at Mabel
'1d20+11' '5d6'
Then turns and attacks Amber with a bite
'1d20+11' '1d10'

Roll #1 4 + 11 = 15 / Roll #2 1, 5, 2, 5, 6 = 19 / Roll #3 3 + 11 = 14 / Roll #4 9 = 9


AD to boost that 15 '1d8'

Roll #1 4 = 4



Let's go with what works!
Keep stabbing and slicing the demon!

Roll #1 17 + 6 = 23 / Roll #2 18 + 6 = 24 / Roll #3 7 + 3 = 10 / Roll #4 6 + 3 = 9


You manage to get a few hits in, but no vital damage!

The Red Chaotic Spaws spits acid at Soil
'1d20+11' '5d6'
Then finishes with a bite
'1d20+11' '1d10'

Roll #1 9 + 11 = 20 / Roll #2 5, 2, 4, 1, 1 = 13 / Roll #3 20 + 11 = 31 / Roll #4 2 = 2



Roll #1 4 = 4


Soil dodges the acid, but gets bitten.



I'm recklessly attacking the demon I charged towards!

Roll #1 3, 13 + 11 = 27 / Roll #2 7, 9 + 7 = 23 / Roll #3 10, 9 + 7 = 26


You recklessly swing your hammer, slamming the 5 heads of the demon repeatedly and doing significant damage! The demon has been slain!




Last time I tried this I got positive results so… firing three rays of '3d4' AP5 fire damage directed at the demon ahead of me again. 1 SP.

After that I'm moving again.


Roll #1 19 + 17 = 36 / Roll #2 4, 1, 2 = 7


You fire a series of fiery rays at the creature, burning it severely!
It turns to dust in a roar of smoke.




"Come on Silver, what's taking you so long!? Take it down!"
GET HIM [2d20+11] [2d12+6]

Roll #1 4, 8 + 11 = 23 / Roll #2 7, 2 + 6 = 15


Check the map, Soothing took down that demon!





Finish the job on the orange horror.

Roll #1 17 + 15 = 32 / Roll #2 1 + 5 = 6 / Roll #3 3 + 15 = 18 / Roll #4 6 + 5 = 11


You smash the orange horror to pulp!



Red one.

Roll #1 6 + 7 = 13 / Roll #2 6 + 2 = 8 / Roll #3 11 + 7 = 18 / Roll #4 10 + 2 = 12


Indy bites and finishes the last demonic spawn to pieces!


All the demons turn to ash as another tremor echoes through the temple.
The ghostly Griffon looks up, worriedly.



"Don't worry, we're the good guys."


He speaks Griffic.
"Who are you? Are you with the other ponies? You seem different?"


"Yes hello, we're the knights in shining armor now."


"I don't think he's worried for us…"
I bought a shitload of healing items and foods.
Maybe it's time to pass them around.


"Uh… does anybody speak this?"


Sure, just say what you're passing around.

Soil learned a bit of Griffic.

The Griffon cocks his head sideways.


"I have a spell… but that fight already cost me a fair bit of my power."


Silver waves at the Griffon.
"You…paladin…too?" he says very slowly.
"I do not understand what you mean" he answers in Griffic.
Silver sighs. "I wish I learned Birdspeak!"


"Uh, don't speak that, I'm afraid."


I don't have the list.
Also, hadn't I learned old unicornian?


Noted that wrong

Holly speaks up.
"I'm not sure, it's a dialect of Griffic I've never heard before…
I think he asks who we are and if we're with the other pony group!"


"Tell him we aren't. Rather, we're looking for them. Hunting them down even."


Holly speaks Griffic.
He nods and barks something at Holly before running northwards through a wall.
"Uhm…he said he's going on ahead?…or something like that…"


"Well great. Could have maybe reminded him that we're meatbags unlike him."


Okay, everyone, quick question.

Anyone has medicine as a skill? Because I have bandages.

"Because that works well every time."


"That doesn't sound like a good idea at all! What if he runs into more demons? I guess he can't really be hurt anymore but still!"

I do!


"Well, we can't really follow him through a wall."


Shove the bandages and medical supplies in her hooves.
"Bought these. But I don't know how to use them."


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The wall he went through is in the north, there's a small pool of water next to it.

! Giving ALL your medical supplies to Amber would overburden her!

"Maybe we break it down?" offers Silver.


>unload a wagon-full of medical supplies on top of her
>completely cover her up
"Did I hear the magic word?"


Who needs healing? "I could break that wall!"


"Think you can do it?"


Holly lifts her hoof!
"OR!!! Maybe we could look in that pool of water? That water must come from somewhere!"


"Clever thinking."


I scrunch "I guess that would work too!"
Can I take 10 to use these bandages on each of us to restore some vitality?


"Ahw…" Look a bit sad.
Also, point at Indy. He's pretty banged up. Go comfort him.
"How you doing, lil champ?"


He has numerous acid wounds and cuts.
He doesn't look as cheery as he usually does.
"…I'm okay, Pa." he says with a low voice.

This will take about 14 minutes to do for all of the team.
They all require Mend checks, considering your bandage feat, this means you'll be able to do only one more medicine check today after this.


She sticks out her tongue to Silver.
"You stallions always wanna break things down!"


Of course, those mend checks will all be 10.


What's the food which removes fatigue?


"Can you fault them?"


"Hey! I wanted to break it down too!"



Well then, let's investigate this pool and look for the source.


Hearty food.
You have a hearty cabbage stew with you.

You begin mending.
Soothing… '2d6'

"Are you a stallion too?"

She smirks at Silver.
"I guess not."
Silver perks his ears.

You look into the water.
Roll a Search.

Roll #1 1, 6 = 7



Amber healed part of your wounds with some bandages.

Mabel '2d6'

Roll #1 5, 4 = 9


"That's the talk of a dragon who's not had his stew yet~"
Pull the stew out of whatever extra-dimensional pocket allowed it to be safe through all this, and sway it under his nose.


"Thanks, Amber!"

"Must be their instinct to show others they can smash stuff better than other stallions."



"You have my thanks."

Roll #1 10 + 7 = 17


Silver '2d6'
Soil '2d6'


Silver grins.
"That's because I'm very good at smashing things! The best, I've smashed tons of monsters!"

Holly grins "Is that so?"

"Yeah, isn't that right, Amber?"

You see that the water comes from a small tunnel underneath the wall. It is conceivable you could simply swim underneath the wall

Roll #1 2, 2 = 4 / Roll #2 6, 4 = 10


"I think Soil is better at smashing… from what I've heard."


Jump up, shield in my hooves.


"So Iris would say!"


Brilliant. Can't wait to have these guys march around the north pole in wet clothing.
"Anypony want to join me for a swim?"


"Well yes but… Soil has a shield to smash things…"


Silver grins.
"I smash them up with my long sword!"
He makes a few stabbing motions with his hooves towards Holly.
"BAM! BAM! Like that!"

"My, my, Amber, you're lucky to have such a strong…paladin partner was it?"

Amber continues healing!
Note, Indy is heavily wounded, you might wanna AD the next roll


Silver perks his ears
"I want to!"
He starts taking off his armor.

Roll #1 6, 4 = 10


"Uh… you go ahead and tell me if you find anything."

"Mhhhm, how brave of you."


"Have you seen how wide this thing is?
One well placed hit and ponies won't walk for a week!"


I smirk and motion a hoof towards our paladins.
"We have a volunteer."


I will! [1d6]

"Yeah but Silver's is longer!"

Roll #1 6 = 6


Silver jumps out of his armor and runs naked and jumps into the pool.

As you work, healing Indy's wounds, Holly comes stand next to you.
"Hey Amber, I don't know much about Cadance, can you answer me a few questions?"

(rolling max on an AD makes it explode)



Cast Endure Elements on him, it's the least I can do.

Roll #1 14 + 17 = 31


"Not so long now, I bet."


"I'm coming in a moment as well, hang on!" [1d6]
"Right now? Okay!"


Roll #1 3 = 3


"Like, you're paladin partners right? Does that mean you're married or is he your special somepony or is it just good friends?"

Your healing goes exceedingly well and you manage to stitch all of Indy's wounds.
"Thanks, Amber, you're a lifesaver!" says a tired Indy.

He takes a dive.


"I should go join Silver!"
Take off my armor and run into the icy water after Silver!


You jump into the water.
It's freezing cold!
Doesn't Soothing have antifreeze spells? Your hoofsies might freeze.


Holly walks back with a big smirk as you see Amber running to the water.


This is a worthy endurance test for a paladin!


"I'm sure they'll warm each other up all shiny afterwards."


It's your hooves!
Going after Silver will require you to dive.
Roll a Resolve to go for it!

"You think so? Amber seems a little shy."



Roll #1 5 + 11 = 16


I'm giving Amber the same treatment as her horsebando.

Once she's gone, I'll turn to Holly.
"A little oblivious is the wording I would use here."

Roll #1 17 + 17 = 34


"I'm sure. They look adorable when they hug each other!"


It is freaking cold, but you will yourself to dive underwater into the tunnel.
In the middle of your dive, the cold disappears.
It's not far and you see light on the other end.
And you see Silver's bottom and his back legs swimming at the surface there, dark against the light above the surface.

Indy gets up again.
His wings and body is bandaged and his wounds are stitched.

"Nopony is that oblivious!"


Go for the surface!


I just shrug.


You surface, facing Silver.
"You came."

Holly shrugs.
"I guess…"

"Is she a bit…simple?"


"I did!"
Look around! where are we now?


"You never saw them? They shine so bright! So adorable!"


"No, not really. Naive more like."


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"Watch out!"
He points to something behind you.
You were facing the other side of the wall, but when you look where Silver is look, you see another temple room.
It has been overgrown with plants and strange gelitanous blob monsters roll around in it. There's numbers of them, in different colors.
They seem to ignore you both though.
Some of them have items in their gelitanous translucent body.
"…have you ever seen something like that before?"
There's an exit to the west and one to the east.


"I can imagine…"

"Huh, but are they together or not? I can't figure it out.
They don't seem like stallionfriend and marefriend."


"They… sort of are and aren't? I mean, I saw them kiss once, but I think they are still tiphoofing around the issue."


"I don't know, it's not exactly any of my business."


"Um…. no. I hope these plant things aren't aggressive!"


"Let's go back, Soil knows a lot about monsters, maybe he knows!"


She shrugs.
"Eh…yeah likes you said, it's not my business…"


"Let's hope so!"
Let's dive!


Lean closer and whisper.
"Not jealous, are you?"


You're back in the cavernous room.



"Paladin relationship mechanics are just not my area of interest as a mage."


She answers "Hmmm, if she's not doing anything with him, wh-"
She shuts up when Amber resurfaces.

"It's fun though!"


Whisper again.
"I'm sure they will. Don't ruin this for them."


"Holly's log Magic date 2348.008

After our encounter with the Demonic Spawns, the incorporeal griffon-shaped entity disappeared into a wall to the north. Amber and Silver have gone swimming in the nearby pool to see where it leads.

Amber and Silver resurface again out of the pool.


"Found anything?"


"We found some stuff on the other side! We can go further, but there's jelly things living in there as well!"


"Let's just ask it to let us pass!"


Silver nods.
"There's like small jelly creatures there. About as big as a pony.
Do you know what those could be, Soil? You know a lot about monsters…"


"I'm not sure it's able to understand a request like that!"


"We'll have to swim past those, huh."


Scrunch and try to recall all the books I've read.

Roll #1 9 + 4 = 13


You remember there's a whole range of jelly creatures that live underground called Ooze's.

Depending on their color, they can be a pest or benign.
Green ones are fairly docile.
Reds are aggressive.
There's other ones, but you can't remember!
All you remember is that the small ones aren't much of a problem, but bigger ones can try to eat you. The biggest Ooze recorded was as big as a house.


"So which color was it? Did it look like strawberry jelly or lime jelly?"


"They looked greenish."


"Then we good! They are friendly! Just don't try to scoop'em with a spoon!"


You guys wanna make the swim?


"I don't even have a spoon that big!"



Since there's no better alternative.




Amber, Silver and Soothing are protected from the cold with a spell.
The others will need to get warm some other way.

Swimming is an automatic action. Except for Indy who needs an athletics roll.

Just say swim and we'll skip to the next room.


I'll warm up on the other side.
I say swim.



I need a look around the room, is there no other way to get there?
All of us could use the protection spell!


The wall here is clearly visible.
Indy could easily tear through it.
But it might disturb the Oozes beyond if the rocks fall on them.

The protection spell is Soothings department.


Swim again!


Poke Soothing even though he hasn't posted once in this thread.
"Indy's real sensitive to cold, can you do anything about that?"


I'll assume Groves would want to put a spell on Indy.
He's protected!


Then I'll swim, and here's the athletics roll for Indy.

Roll #1 14 + 3 = 17


See >>653206 for the room layout.
There's about 8 green Oozes here, some jumping around, some eating some leaves.
They generally don't seem to pay attention to you.

Those of you without protection might need some fire soon to heat up.

There's three exits.
To the west near the plants, to the east on the floor, or to the east in the water.


Start up a fire ASAP!


Stop her.
"Let's leave the room with oozes first.
Never know how they might react."


"Soil! What are these jelly things called? They look so bouncy to jump on! Is it legal to keep one as a pet, like a dog?"


"They are slimes, and some can eat all armor off ponies!"


Glance at you.
"What if there's something worse in the next room? I'm fine with some slimes wanting to join the fire."


You have enough Survival skill to train one if you wanted to.


"… Oh. Well I don't want that to happen!"


"Oh fine, but if you end up butt naked and covered in goo it's not my fault!"
What are the rules to do that? Page?


p. 84


Fire up?


"Wouldn't be the first time it happened!"

Light it up!


"Oh I get it. You are one of those, how they call'em, Germane Goo Jenny?"


Shake my head with a smirk.
"I'm sure Iris could explain it a lot better than I could."


As you talk one of them bounces closer and touches your armor with one of its tentacles curiously.
But it bounces back away again once Mabel lights up.

You light up a fire. The closest Oozes bounce away towards the darker walls.

Training a Green Ooze would be possible, if you can catch one, and contain it. Training isn't hard. Hardest part would be that they don't like the Sun too much though they wouldn't die from it.
You're too inexperienced to train Red Oozes or other colored oozes.


Point out the ooze's reaction to Amber.
"See that? They like dark the best. Really dislike sun, too. It'd be hard to bring one around on adventures.
Not impossible.


"Sorry, my babies, but mommy needs her beauty fire."
Warm up beside it!


"Well alright then!"


Sit by the fire too.
"Iris always ends up showing me, when I ask her something!"


Silver shakes his coat clean.
"They look adorable though."

You've lost your skill penalty for being frozen. You're nice and warm again!


"The neighponese sure think so, half their books have oozes in them!"


"I'm sure you wouldn't mind it if she showed you then. She would be mad at me if I did though."

Play with the fire with a hoof before putting it out.
"Now that's done, we should get a move on."


"You mean I will have to wait 'till we get out of here?
But I need it now!"


"Wow, they must really like them! You think Soothing likes them too?"


"Oh…uh…really? I w-wouldn't know anything about that…"


"We all have those urges sometimes, but you really have to contain yourself until we are done here!"


"We should dump one in her tent at night and find out!"
Grumble a bit. I wanted to know it now!


"But Silver and I sleep in her tent as well!"


"That's gonna make it easier to sneak the slime in!"


"But what if it slimes all over our stuff!"


"It's just some ooze, it ain't gonna kill you!
Some ponies use it as lotion!"


Silver chimes in conspiratorially.
"We'll just get our stuff out first.
Soothing always sleeps like a rose."


"Well… maybe then!"


Let's start luring a slime this way then.


"Uh…what will you put him in?"


"Great question!"
Used bottle of spirits we drank last session!


"…way too small…"

You could try to push him into one of Indy's saddlebags, though he might chew up some of your supplies if you're unlucky.


Nuh uh! It's not my slime after all.
Ask Silver and Amber!
"Got nothing that could hold one?"


Neither of them have anything.
"Hey, maybe we'll find something down the dungeon..it's not like these fellas are going anywhere right?"
He looks at the green oozes.
"All…being slimy and sliming around…"


"Um… I don't know! Probably not…"


"We can spend time figuring out once we made sure those ponies who almost blew us up once already don't try anything stupid while we dilly-dally here."


There's to the west or to the east?
You could also jump in the water and go east?


"Right, let's do this on the way back."
Spin a bottle and see where it stops.
Take that direction.
No water.

Roll #1 1 = 1


Enough water for just now.
Go east without water.


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You take the western opening.
It's a lot more dry and warmer here.
As you step into the room, you freeze.

There's a Giant Ooze here. At least about 60 ponies could fit in that one. It's far bigger than you and shiny red.
It seems to mellow along not having noticed you yet, or did it? You can't be sure!

You enter the eastern route while Soil goes West.
This room is completely flooded. You see recent breaks in the wall with water coming through. There's scorch marks on the other side, apparently you must be getting close to the place Indy blasted with fire earlier.


"Guys! Don't split up!"


Too late!
You're now all alone with Silver and Holly in a dark room with a few oozes!


Go back to Soil.
"Just checked. That room is flooded, it's probably where the bandits passed through. They must have proceeded to go to the west."


Slowly, very slowly walk back.


Shut her up before she can even complete a sentence!

Roll #1 3 = 3


You safely manage to get back to the jenny and the shiny.
The doorway is way too small for it to go through…or is it?




You can push jelly through the teeth of a fork!
"Okay so, bad news. Big red jelly in there. Red means bad!"



"Oh… could be that we can dive in again though!"


"I think we would end up in the collapsed tunnel where we would have come from… but I'm not sure."

"Should I try sneaking past it to see if there's anything there? Give you some sort of sign if there is and you need to pass it too."



"Big red jelly is just too big!
What about the other room?"


Roll Notice.


"Mostly flooded. If the scorch marks are anything to go by, it might just lead to the hallway that Indy blasted."
Tilt my head.
"Are you sure I couldn't sneak past it? Or we could just try to scare it out of the way with some fire and light."


"Go see for yourself how big that thing is!"


Activate Sneaky Jenny Protocoll and go in!

Roll #1 1 + 22 = 23



Roll #1 6 + 6 = 12


action dice boost! [1d6]

Roll #1 2 = 2


As you discuss the plans, you seem to be the only one noticing how the Oozes are starting to bounce away fast from all of you towards the east or towards the water. Some climb way up.

You go into super stealthy jenny mode.
You tip hoof your way to the western door, as you round the way you're greeted by a red wall. It's like somethings moving in the wall. You see a horse skull floating in the wall.
Wait…that's not a wall!
Before you can react, one of the red tentacles grabs you around the waist!
You're grappled!
Seems like the Red Ooze was already moving towards the door.


"… Why are the slimes going away..?"


So yeah.
Just because. K-check, how do you fight oozes?
"Maybe it's the fire…"

Roll #1 9 + 4 = 13


"You don't like light, huh?" Raise my hoof and cast Flare!


We saw that, right?


"But why only now…?"


All you remember from the books is that their membranes are quite frail but their attacks can be horrendous.

The Ooze shakes a bit in discomfort at the flash. But doesn't let go.
Instead it angrily squeezes harder.
Roll an opposed Athletics check!

There's a flash of light coming from the western room!

Roll #1 19 + 19 = 38


I rush to that room!


"Indy! Let's rush in!"
They dislike fire, no?


I will have to activate Glow too then!
And rolling!
And an AD

Roll #1 8 + 8 = 16 / Roll #2 2, 3 = 5


Yup, dislike.
It's not a one-hit killer though.
Keep in mind that Mabel's still in there.


You're a very glowy jenny!
But the Ooze squeezes and you feel your bones hurt.
'1d10+7' DMG

You rush into the room and nearly bump into the King Ooze.
It's got Mabel and is trying to drag her with it to his lair!
I'm not initiating combat yet if you just wanna try to free her, in which case you may roll a 1d20+STR mod, this roll will add to Mabel's Athletics to escape.
If you attack the Ooze itself, combat will be initiated and you're in a very bad position to start here, squeezed between it and the wall.

Roll #1 1 + 7 = 8


Totally help Mabel!
Rage, and then help.

Roll #1 14 + 5 = 19


Wiggle out of the way!

Roll #1 6 + 8 = 14


Can I move to a different spot before attacking?


You may if you can roll an Acrobatics check DC20 to slip by the creature and be in a better position.
I'll treat a fail as an attack too however! And start combat!



Roll #1 4 + 5 = 9


Opposing Athletics check

Roll #1 8 + 19 = 27


Soil manages to get Mabel free!
However now the creature is truly enraged and menacingly slides towards you all.

Roll Initiative!


'1d20+10' me
'1d20+3' Indy
"Don't be fooled, it hits like a boulder!"

Roll #1 9 + 10 = 19 / Roll #2 18 + 3 = 21



Roll #1 3 + 8 = 11 / Roll #2 16 + 8 = 24


I'll take the latter.


[1d20+5] [1d20+7]

Roll #1 4 + 5 = 9 / Roll #2 18 + 7 = 25






The Ooze has you trapped between a squishy red place and a hard wall! It's threatening to simple squash you all against the wall!

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