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Post by Bowyer on Mar 22, 2016 13:19:04 GMT
While it wasn't treasure, he had managed to find somebody. Ignoring Numel's....insightful comment, Virgil goes to work trying to break out whomever was in there. "Don't worry. We'll get you out!" He tries to work quickly but doesn't strain himself more than is necessary. "Can you give me a hand Numel? It might go faster with a little help," Virgil asks earnestly. Plus it would make breaking some of these roots easier. Virgil regained 17 HP and recovered from 1 injury Athletics For to Break ThingszYMunJBW2d6 2d6
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Post by Llyarden on Mar 22, 2016 14:41:52 GMT
Numel ambles forwards and begins tugging at the vines as well, though they come free easily enough as Virgil rips through them. Within the pile of vines, you find the Joltik you had all originally come into the Dungeon to find, who looks up at Virgil. "Thank you!" she says after a moment, surprisingly cheerfully considering how hurt she looks. "Something hit me," she complains, looking around as if expecting a feral Pokemon to jump out of the bushes at her. "But I found a seed!" She holds it up for Virgil's inspection.
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Post by Bowyer on Mar 22, 2016 16:52:51 GMT
Good thing we followed after or this lady could have been stuck. Virgil shivers. "Not a problem. We...well not 'we' we," he says gesturing to the Numel, "Saw you come in here and followed after to make sure you were fine...but we ran into a lot of ferals. Sorry it took so long to catch up." He sounds apologetic and takes a look at the seed anyway, was it some rare variant only found in dungeons? "We should keep moving and try to find the others...and Simisear too. He might have been overwhelmed, even if he is a great explorer."
Seed What It Doesooc6y5QL2d6 2d6
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Post by Llyarden on Mar 22, 2016 17:20:34 GMT
Virgil identifies the seed fairly easily as one of the innumerable varieties of Strike Seed; relatively common (at least by Mystery Dungeon standards) seeds that can be used offensively when consumed or thrown. "I found lots of ferals too," Joltik informs Virgil, still quite cheerfully. "That's why I ran in here. There was a pack of them roming around."OOCThe seed is a one-shot use of Horn Attack, as if made by a Typeless attacker with 11 Attack.
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Post by Bowyer on Mar 22, 2016 18:33:08 GMT
"A p-pack? We better keep an eye out then." Virgil seems a bit nervous at the mention of a pack. With only three of them it might prove troublesome. He wasn't looking forward to another brawl like they'd had on the first floor. "We should get moving. We'll be safer if we can find the others." Luckily there only seemed one way to go. And with a cursory look down the dead end he strikes out down the path.
Perception32LkxYK33d63d6
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Post by Llyarden on Mar 22, 2016 19:26:49 GMT
As Virgil begins to make his way down the path, he notices something that pulls him up short; a large, red flower in the middle of the path at the intersection that sways back and forth, almost as if breathing. And every time it 'breathes,' a puff of hot air comes down the path the other way. Joltik pauses a little, as if puzzled slightly, though Numel doesn't seem to notice at all, plodding forwards with the same casual unconcernedness as he apparently displays about everything. OOCTrap Stealth: eNAG3R1E4d6
Franzeska Perception: 2d6 Numel Perception: 1d6 4d6·2d6·1d6
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Post by Bowyer on Mar 22, 2016 20:22:24 GMT
That doesn't look safe. Virgil holds off on hopping forward and it seems Joltik had the same idea. Whatever the flower was, Virgil wanted to test it first. He'd already been whomped once this dungeon after all. "Numel hold on a second. That flower looks odd...maybe it's a trap?"
There wasn't any way around it, so how could they go through it? Virgil didn't have any way to get close safely himself but maybe his allies did. A brilliant idea! "Can either of you hit that flower from a distance? Just so we can see what happens? Maybe it isn't actually dangerous."
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Post by Llyarden on Mar 22, 2016 20:37:41 GMT
"Huh?" Numel asks, though he does at least stop. "That flower?""Okay!" Joltik, without waiting for Numel to finish spits a crackling bolt of electricity at the flower, which bobs around a bit at the impact but doesn't otherwise seem to react. "Nothing happened..." She sounds rather disappointed. OOCMay as well see if Franzeska hits it: naYbWi7H1d20
EDIT: What a horrible waste of a crit. 1d20
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Post by Bowyer on Mar 23, 2016 0:44:21 GMT
Virgil still doesn't quite trust the flower but it seemed harmless enough. I guess it's ok...but we should be careful all the same. He does some quick guesswork, "I think I can jump it...after I clear it see if you guys can get by." He tenses his spring and then leaps up, flopping off the wall and trying to bank onto the path that goes on. Shift:Activate Splash for more hops. Puts High jump to 4 and Long Jump to 5. Should be enough. Acrobaticszc7yu2XE2d6 2d6
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Post by Llyarden on Mar 23, 2016 10:10:04 GMT
The flower seems to turn to watch Virgil as he bounces clean over it, but doesn't otherwise react. "Well, that was underwhelming," Joltik mutters, scuttling forwards - and immediately getting blasted by a whirling storm of fire that the red flower spits at her, leaving her unconscious and badly burnt before the fire dissapates. Perhaps as a measure of consolation, though, the flower apparently only had one storm of fire in it, because it withers and dies. OOCFire Spin on Franzeska (AC4): NLlwtCrT1d20 Fire Special Damage: 1d8+21 Reset Roll: 1d20-5 1d20·1d8+21·1d20-5
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Post by Bowyer on Mar 23, 2016 14:54:39 GMT
Virgil can only watch as the impatient Joltik scurries forward before the flower erupts in flames, it all happens too quickly to try and stop her. He had tried to warn her earlier but people tended to not listen to him. "She doesn't look so good...I guess I'll carry her." He carefully picks up Joltik, trying not to make her injuries worse. "Could you take the lead? I don't think it'll be good to run into another trap holding her." Why hadn't he thought to bring more healing items along? Why did everything have to be all on the day of the festival?
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Post by Llyarden on Mar 23, 2016 15:34:15 GMT
Numel takes the lead as requested as Virgil carries the injured Joltik. After a brief journey down another winding path, you arrive at a crossroads, at which Numel looks back to you. "Which way now?"
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Post by Bowyer on Mar 23, 2016 18:45:03 GMT
"Umm that way," Virgil says pointing to the left path. Going right hadn't worked out super well for him in this dungeon so far. Hopefully he could find the others soon. He wasn't sure what he could do to help the Joltik down here but maybe someone else would have some idea.
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Post by Llyarden on Mar 23, 2016 19:19:39 GMT
As Numel plods along, unobservant as ever, Virgil notices a series of branches that are stretched back, obviously designed so they would rain down a hail of blows on anyone that moves between them. As Numel is just about to do. OOCTrap Stealth: xSM2YkCo3d6
Virgil Perception: 3d6 Numel Perception: 1d6 3d6·3d6·1d6
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Post by Bowyer on Mar 24, 2016 2:51:46 GMT
Another trap? And Numel didn't notice this one either? "Hold it! There's another trap right there." He points the snapping branches out. But how was he going to get past? He searches in his pack for a second, "Aha. This ought to trigger it." He pulls out the crinkled up remains of a water bottle and throws it at the trap. Hopefully it goes off so he and Numel can slip by... otherwise they might just need to go the other way Intuition to know where to hit it xMv2QXDb3d6 3d6
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Post by Llyarden on Mar 24, 2016 12:42:11 GMT
"Huh? Where?" As Numel stops, Virgil's flung bottle causes the assorted branches to spring from their positions, lashing through the air. "Oh. There." The branches begin to retract again almost at once, as if pulled by unseen hands, but there's plenty of time for the two of you to make your way through. As you progress further, you arrive at a T-junction, at which Numel once again looks back to Virgil for directions. OOCTrap Defence: Y8Mji0ML3d6 3d6
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Post by Bowyer on Mar 24, 2016 14:03:57 GMT
He's a little surprised that worked as well as it had, Joltik's shock hadn't done anything to the flower. But not wanting to tempt fate, Virgil grabs the bottle as he hurries Numel past the trap. No sense in littering, even if this was a Dungeon. Another fork in the road. Virgil gestures towards the right path. Mixing up directions might get them somewhere.
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Post by Llyarden on Mar 24, 2016 14:18:02 GMT
The right path leads Virgil and Numel, along with their unconscious passenger, to...another trap, as it turns out, set just before the entrance to a room in which Virgil can see another hole - the stairs. This trap is much better hidden, though; an array of thorns bristling from the boundary hedges are the only warning Virgil has of its presence. It is perhaps unsurprising at this point that Numel once again fails to notice it. OOCI think Virgil has walked into nearly every trap in the dungeon at this point. Trap Stealth: qI4YHdoX4d6Virgil Perception: 3d6Numel Perception: 1d6 4d6·3d6·1d6
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Post by Bowyer on Mar 24, 2016 18:09:20 GMT
"Err hold up," Virgil calls, squinting to make sure the trap is actually there. "Yea, looks like there's another trap ahead. And the exit. Hmm." It would be nice to get the Joltik out of harms way but who knew how much damage those thorns might do? Maybe he could knock them out with the bottle again?
"I'm gonna try and trigger it like the last one. We should be able to get by." He tosses the bottle again trying to set off the thorns. With the stairs in sight, now might be the time to get out. But the others were still down here...He could decide after seeing if this even worked.
Intuition _uFcQ4ab3d6 3d6
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Post by Llyarden on Mar 24, 2016 19:32:23 GMT
As Virgil hops forwards to repeat his bottle-throwing act, he discovers a flaw in his plan; stubby arms are worse at throwing then inexplicably animate hedges. This is proved when he - and the unconscious Joltik in his arms - is peppered with a volley of thorns. Given the range that the hedge can obviously fling its thorns at, and the fact that new branches are sprouting thorns even as Virgil watches, it seems apparent that he'd take another volley before reaching the stairs. OOCTrap Defence: smpAzDxb4d6
Swift cannot miss. Normal Special Damage: 2d8+25 Reset Roll: 1d20-2 4d6·2d8+25·1d20-2
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