Hymenopterix's Colonies of the Salt Coast

Game Master Electric Monk


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Male Human Rogue 1 (Swashbuckler)

Oh to hell with it, just grab the thing and yank!
Grapple Check 1d20 + 2 ⇒ (10) + 2 = 12


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Volpe tears at the creature, pulling it from his back and sending it scrabbling into the water. Awkwardly the creature manages to flap into the air.

Xerafine
Bein
Finnabar
Jack
Volpe
BATS


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine tries to "bat" it out of the air with the Staff.

Attack: 1d20 + 3 ⇒ (15) + 3 = 18

Damage: 1d6 + 2 ⇒ (1) + 2 = 3


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein follows Xarafine in a he tries to clip the creature with his longsword and hopefully bring it down. His armor rattle as his attempts to move quickly are not a quiet affair. I'm sure hes in the water splashing around quite a bit as well, lol

MA: Move closer/flank bat if possible (20ft move max due to armor - more for trying to move in water as well =/)
SA: Attack with longsword 1d20 + 4 ⇒ (10) + 4 = 14


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Forgot to put Damage >.<; Here it is if it is needed. 1d8 + 3 ⇒ (2) + 3 = 5


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Assuming the four winged bat is still alive
Finnabar moves his axe in his left hand, drawing a second javelin to try to finish it.

attack (assuming the creature is in melee with Bein, otherwise , remove the -4), 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9; damage 1d6 + 2 ⇒ (2) + 2 = 4


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

If further attacks are needed

Jack takes another swipe at the bat.

Attack (add 2 if flanking) 1d20 + 2 ⇒ (16) + 2 = 18
Damage 1d6 + 1 ⇒ (4) + 1 = 5


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Xerafine strikes the bat hard with her staff sending it flapping madly out of the way of Bein's swipe and towards Finnabar. The soldier slashes at it with his axe but fails to land a hit but Jack's swipe hits it square, sending it crashing into the water.

Wet, and light-headed from loss of blood Volpe staggers from the water as the creatures slowely sink into the dark liquid.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein sheathes his longsword quickly and helps Volpe up to his feet, noticing how shaky he is standing on his own, Bein helps support him until the Teacher had time to check him out. "What in the gods were those? Strangest bats I ever did see and quite vicious little buggers..."


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine quickly rushes to Volpe and examines' the wound in his back.

Healing Check: 1d20 + 7 ⇒ (10) + 7 = 17; What type of injury, what means will best heal it, is Volpe in any condition to continue?


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack wipes off his sword and sheathes it, and then bends over to retrieve his shortbow, examining it. "Are you alright, Volpe? And Finnabar, they didn't get you too badly, did they?"


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Jack Ciarathan wrote:
Jack wipes off his sword and sheathes it, and then bends over to retrieve his shortbow, examining it. "Are you alright, Volpe? And Finnabar, they didn't get you too badly, did they?"

"No, just a small nick on my back. It will all be healed by tomorrow. Jack, if you can help me, we should take these creatures out of the water to burn or bury them later. I would like to avoid fouling this water more than it already is."

Finnabar will also try to recover his javelins in the water, walking carefully and looking for other creatures that could be drawn by the blood.

In game terms, Finnabar has just lost 1 Con going from 15 to 14.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Xarafine wrote:

Xarafine quickly rushes to Volpe and examines' the wound in his back.

Healing Check: 1d20+7; What type of injury, what means will best heal it, is Volpe in any condition to continue?

Finnabar has taken 1 Con damage whilst Volpe has taken 4. This damage heals at 1 point per day or through magic (Lesser restoration) which is beyond your power. Finn won't have any major affects (since his con mod isn't changed) whilst Volpe is at -2 to all con-based checks, hit points etc. (since his con is down by 4). Rest will not speed up this healing.

Whether Volpe is in a position to continue is up to you guys.

dm only:

Finn desease chance: 1d100 ⇒ 77
Volpe disease chance: 1d100 ⇒ 14, 1d100 ⇒ 15


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

"Master Coltello, you will feel tired and sluggish for a few days until your body can replenish the blood that was lost. There is nothing I can do to speed your recovery. Staying and resting will not speed the process, either."


Male Human Rogue 1 (Swashbuckler)
Xarafine wrote:
"Master Coltello, you will feel tired and sluggish for a few days until your body can replenish the blood that was lost. There is nothing I can do to speed your recovery. Staying and resting will not speed the process, either."

If rest isn't going to do any good, then it only makes sense to press on. Aside from the throbbing puncture wounds, I don't feel any worse off than after a month or two of prison food.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep
Finnabar wrote:
Jack, if you can help me, we should take these creatures out of the water to burn or bury them later. I would like to avoid fouling this water more than it already is.

Jack grabs Volpe's discarded stick from earlier, poking it in the water to see if he can find the fallen bat-bodies, the blackness of the water being no help. "Will the burning attract more unwanted attention, though? I doubt these are the first creatures to rot within these waters."


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine jots down some notes on the general description of the creature, as well as its means of attack and feeding. She then waits to see the results of the others' actions.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Jack Ciarathan wrote:
Finnabar wrote:
Jack, if you can help me, we should take these creatures out of the water to burn or bury them later. I would like to avoid fouling this water more than it already is.
Jack grabs Volpe's discarded stick from earlier, poking it in the water to see if he can find the fallen bat-bodies, the blackness of the water being no help. "Will the burning attract more unwanted attention, though? I doubt these are the first creatures to rot within these waters."

"We can bury them outside or just dump them if you prefer. For now, I suggest we just take them out of the water and leave them upstairs."

Assuming that part can be done without incidents, Finnabar comes back downstairs and turns to Jack again.

"I'm afraid my proposal as scout was not very successful. Can you take the lead towards the door on the right?"

As I'm going to be off the Internet until Sunday, it's better for Finnabar not to lead the next exploration.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack nods and helps Finnabar retrieve the bodies and leave them back toward the entrance, likely in the same area where they disposed of/burned the avian ursine.

Since they are taking the time to go back upstairs, Jack also suggests the following: "Let's grab some long branches while we are here; we can build a makeshift bridge to the door, so no one has to risk getting their gear wet--uh," he adds, a bit flustered, "More than they have."

If the party is amenable to the plan, Jack will lead the group toward the door after they make their path (or they otherwise wade through, for that matter).


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Jack Ciarathan wrote:

Jack nods and helps Finnabar retrieve the bodies and leave them back toward the entrance, likely in the same area where they disposed of/burned the avian ursine.

Since they are taking the time to go back upstairs, Jack also suggests the following: "Let's grab some long branches while we are here; we can build a makeshift bridge to the door, so no one has to risk getting their gear wet--uh," he adds, a bit flustered, "More than they have."

If the party is amenable to the plan, Jack will lead the group toward the door after they make their path (or they otherwise wade through, for that matter).

knowledge nature DC 15:

It's probable that any of the bat creatures present would have attacked with the ones you've killed.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Knowledge Nature 1d20 + 5 ⇒ (20) + 5 = 25

"We can at least probably be assured there are no more of those four winged bats. They would have been attracted to the sounds of the fight."

Hymenopterix, did I interpret your note correctly? If not disregard!


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Yes, that's a fair reading of what i said. I need some actions if you want to proceed into the water or you want to build a bridge (which will be difficult and will take some time!


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

I had in mind something VERY makeshift--tossing a couple logs across the way, that's all--not a permanent structure! If it's going to be a pain in the rear for them, and everyone's cool with wading/swimming that's fine by me. Jack would be sure not to let the cartography gear get wet in that case, and remove boots and such before crossing.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Jack Ciarathan wrote:

Jack nods and helps Finnabar retrieve the bodies and leave them back toward the entrance, likely in the same area where they disposed of/burned the avian ursine.

Since they are taking the time to go back upstairs, Jack also suggests the following: "Let's grab some long branches while we are here; we can build a makeshift bridge to the door, so no one has to risk getting their gear wet--uh," he adds, a bit flustered, "More than they have."

If the party is amenable to the plan, Jack will lead the group toward the door after they make their path (or they otherwise wade through, for that matter).

"Don't worry about that, it is not so deep and now that we have taken care of those strange bats, it will be fine. Let's move."


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack nods. "Very well."

Jack does remove his boots, and is sure any important items are stowed in a oilskinned or canvas back if they have one and holds them over his head/on his shoulders as they cross.


Male Human Rogue 1 (Swashbuckler)

Good, Let's get moving, then!


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

"And so we go, then."


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

You carefully make your way across the pool, which reaches up to the chest of even the taller party members before climbing out onto the ledge to the right. (area Y on the map) In front of you a set of steps rises into the darkness.

Making your way slowely up the stairs, which continue upwards for 40' you finally come to a circular room which seems very similar to the one you left to go down to the pool. This room is, like the other, 15' from side to side and has a bench along the wall except for a doorway to your right. Unlike the other room, however, this one is carved with images of naked animal-headed men, also ranging in age from baby to ancient.

ZZ_____________
Z______________!
!______________!
!______________!
!______________Y
!______________!
!______________!
!______X_______!

This would seem to be the mirror image of the other room and, as such, the doorway probably leads back to the entrance of the cavern.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

If I read that correctly, we've got two underground rooms that are connected by one tunnel to the surface and by one tunnel one to another. And both of them have a third entry (Z on the map) with stairs going down into the water.

"Well", says Finnabar stroking his chin thoughtfully, "thi really look like a temple with some kind of 'rite of passage' to get to the main room of the temple. Or there may be an easier way to remove the water and get there. Let's check that first and look for any mechanism of switch or magical device.

Finnabar will use detect evil to look for threats and perception to look for a way to lower the water.
Perception 1d20 + 5 ⇒ (9) + 5 = 14


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

"Hmmm...what about the statue? Could the sacrifice it requires double as some sort of mechanism?"


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Xarafine wrote:
"Hmmm...what about the statue? Could the sacrifice it requires double as some sort of mechanism?"

"Good idea teacher, but I'm not so found of running a sacrifice for an unknown god."


Male Human Rogue 1 (Swashbuckler)

But what if it's just a mundane mechanism? Let me take a look. We might not need to blaspheme or anger any gods at all.
Perception 1d20 + 3 ⇒ (4) + 3 = 7
Disable Device 1d20 + 8 ⇒ (20) + 8 = 28


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein draws his longsword once more and readies his buckler as he prepares he watches over his fellows. "I need be I will satisfy the idol if needed. I fear no enemy, especially not an obscure deity whose following allowed it to fall into such disrepair and sorry failure. Besides I cannot allow my more skilled fellows to possibly fall beneath something baneful... We can survive with one less sword arm, but not without our leader, trackers and Teacher."


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Finnabar d'Orlovsky wrote:

If I read that correctly, we've got two underground rooms that are connected by one tunnel to the surface and by one tunnel one to another. And both of them have a third entry (Z on the map) with stairs going down into the water.

The main entance room has 5 openings. From left to right these were:

The left-most opening was where the "bear" and the "sacrificicial shrine" were.
The second from left opening leads down to the pool (at X on the map on my last post), via a room with carvings of women.
The main opening (the central one) you have not yet explored.
The second-from right opening *probably* leads to the pool via the room which you are now in (with male carvings) but a large bat colony is further down the corridor - blocking access back to the entrance.
The right-most opening you have not yet explored.

The map from my last post was of the pool of water. You have not yet gone through Z on that map.

- Hope this is clear?? I can try to post a pdf. but may take some time before i can sort this.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Hymenopterix wrote:


The main entance room has 5 openings. From left to right these were:
The left-most opening was where the "bear" and the "sacrificicial shrine" were.
The second from left opening leads down to the pool (at X on the map on my last post), via a room with carvings of women.
The main opening (the central one) you have not yet explored.
The second-from right opening *probably* leads to the pool via the room which you are now in (with male carvings) but a large bat colony is further down the corridor - blocking access back to the entrance.
The right-most opening you have not yet explored.

The map from my last post was of the pool of water. You have not yet gone through Z on that map.

- Hope this is clear?? I can try to post a pdf. but may take some time before i can sort this.

This is clear. I had forgotten about the other two corridors.

"Thank you for your proposal, Bein. We will have to try it at some point. However, if I remember well ;), there are still areas we haven't explored upstairs. If you agree, let's move back the way we can and look at the other entrances."

If all agree, Finnabar will propose to go to the right-most entry, then the central one before going down again.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Welp, Jack's supposed to be the cartographer, so let's try my hand. Note the notes on this map are NOT in character. :) Not to scale. Hym, please correct if anything's wrong:

https://docs.google.com/leaf?id=0B2OerAuy7RmwYTk1YjZhODUtNjUwMi00OGYyLTliM2 UtODg1NGIyZTdiMDJh&hl=en_US

"Indeed, I'd like to exhaust all options before tempting fate in such a way."

I'm good with Finnabar's plan--right corridor then center


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

"You are quite correct, Captain. We should get a full sense of our surroundings before delving into any more unknown dangers."


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

The enrance opens into a deep alcove (about 20' deep) the far wall of which you can faintly make out. At this distance (in this light) its
You make your way make through the pool (remember that there's still area Z on the map to look at off this room) back up the stairs and into the main entrance chamber. Making your way to the right-most of the openings you find a short corridor which ends in a deep alcove (20' deep) On the far wall are carvings which depict male animal-headed figures surrounding larger figure which kneels on the floor facing outwards from the wall. This central figure holds a bowl outwards from the wall and has the head of one of the striped creatures, its lips pulled back into a snarl, revealing sharp teeth. When you examine the bowl itself you find a small hole in its centre.

Essentially this room appears as a mirror-image of the one where the "bear's" nest was except that in this room the carvings are of males instead of females.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

"So they seem to have separate rooms for men and women. Teacher, do you detect the same thing with the statue and bowl as for the first room?"

I we do not see anything else with perception checks, 1d20 + 5 ⇒ (2) + 5 = 7, then let's move to the central entrance.
In this temple, Finnabar will use detect evil when they enter every new room.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

"I will examine it."

Xarafine casts DETECT MAGIC on the statue.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Xarafine wrote:

"I will examine it."

Xarafine casts DETECT MAGIC on the statue.

You detect the same evocation aura as you detected in the other room.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

"I wonder if gender dictates the sacrifice expected," Jack muses, but then shakes his head. "But it's something I'd rather not have to confirm. The center passage, then?"


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

The central opening is the largest of the five. It is 10'-wide and 15' high. Its sides are supported by 15-foot high carvinngs of naked doe-headed female figures, arms outstreached forming the opening itself.

Moving beneath the carvings you find yourselves in a 10'-wide passage which leads forwards into the darkness. The passage extends for 25' and ends in a semi-circular alcove. Extending up into the darkness a circular chimney (15' wide) reaches into the darkness, around the edge of this a 2' wide railess staircase spirals upwards.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

"Let's have a look. And be ready for some more bats.", says Finnabar, motioning for Jack to take the lead.

We'll use the same order as usually, except that Volpe should remain behind due to his injuries

Perception check for Finnabar if necessary: 1d20 + 5 ⇒ (2) + 5 = 7


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Slowley you climb the steep, narrow staircase, climbing steadily upwards. After about 30' you spot, another 20' higher up, a huge, thick, translucent web streatching acoross the entire space.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

"I wonder if the web could have been created with some sort of sorcery."

Xarafine casts detect magic.

Spellcraft: 1d20 + 7 ⇒ (19) + 7 = 26

Bardic Knowledge (nature): 1d20 + 3 ⇒ (16) + 3 = 19


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Xarafine wrote:

"I wonder if the web could have been created with some sort of sorcery."

Xarafine casts detect magic.

Spellcraft: 1d20+7

Bardic Knowledge (nature): 1d20+3

Xerafine:
You can't see any magic aura from the web, however you have heard of giant spiders which live in shallow caves and create large webs.

Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

"It is definitely not magical, which means we should be very cautious. There have been documented encounters with spiders large enough to make such a web."

Xarafine scans the walls and ceiling near the edges of the web, looking for a very big spider waiting to pounce.

Perception: 1d20 + 6 ⇒ (2) + 6 = 8


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Is there anything stuck in the webs--like little dessicated bat bodies?

Jack looks around cautiously for signs of trouble--spidery or otherwise, peering particularly at the corners of the web and in the darkened corners, checking for the gleam of an eye or shell or leathery skin.

Perception 1d20 + 8 ⇒ (10) + 8 = 18

"Well, we still have those staircases in the watery rooms, if we do not want to ascend further. Or for that matter, see if we could climb the chimney back in the room we came in."


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

"I have to say I prefer to fight on stable ground. I don't really want to fight in these stairs so we could try to set this web on fire from afar and regroup downstairs to fight the spider that has spun this web."

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