Thank you. Many of my maps are from Dunjinni and the user creations over there. I'm still getting the hang of things too. I just started mapmaking in June.
Init +11, Perception +12 (+15 vs. traps), Disable Device: +19 (+22 vs traps), AC 21/16/16, CMD: 15, HP 58/58, Fort: 6, Ref: 12, Will: 5
Sweet giggles at the little creature that provided the light and then turns stone cold serious. Whispering again: Let me scout ahead a little. Can anyone cast the arcane spell that allows people to whisper?
Sweet slowly follows the dancing diamond of lights into the courtyard (enjoying the shadows cast by the light). She remains in these shadows and silently starts to inspect the area. As the group watches, she seemingly disappears before their very eyes.
Stealth: 1d20 + 18 ⇒ (19) + 18 = 37
Perception: 1d20 + 12 ⇒ (1) + 12 = 13 + 3 more for traps
HP 44/44, AC 13/12/11, F +6, R +6, W +7 Init. +6, Perc. +0
"Ah yes, one of my favorite little spells," the Mage tells the halfling, casting the Message cantrip , so she could communicate With the rest of the group while she scouted.
You see that the area off the path is heavily overgrown and is hazardous terrain to move through, one half movement. You notice dead and withering trees and think hearty stemmed weeds that are beginning to overtake parts of the pathway. As you look around, the autumn air is stale and heavy the skeletal trees sending their gaunt limbs rattling. The life inside them has long since flown, as have the birds and squirrels that once nested in their boughs
Init +11, Perception +12 (+15 vs. traps), Disable Device: +19 (+22 vs traps), AC 21/16/16, CMD: 15, HP 58/58, Fort: 6, Ref: 12, Will: 5
Sweet remain on the path and silently moves ten feet at a time still dodging the light and watching for traps. She points back to the Mage and moves her lips.
Riggs/DM:
Stay on the path and move in slowly. Everything is dead.
I9 to J11
I would cover the squares on the path up the column 11 to make sure it is safe for the group. As they move up, I would do the same for the next little bit.
HP 44/44, AC 13/12/11, F +6, R +6, W +7 Init. +6, Perc. +0
Riggs is silent, waiting for a sign from the halfling. Upon receiving the message, he nods and tells the rest of the group what he was told. He tries to follow her path, if possible, making sure the rest of the mercenaries were with him.
F Gnome (Lava) Cleric 6 (HP 48/48, Current AC 26/26/15, F +8, R +4, W +9 Init. +1, Perc. +9)
Shine steps to J5 to both see better and to be closer to that circle of protection from evil. She has darkvision 60' so might be able to see a little more than is illuminated.
Init +11, Perception +12 (+15 vs. traps), Disable Device: +19 (+22 vs traps), AC 21/16/16, CMD: 15, HP 58/58, Fort: 6, Ref: 12, Will: 5
When everyone gets to column 9, I'll try to clear to 13. (in other words, stay approx 20' in front of the group trying to clear the path of traps.) Unless anyone disagrees, we will slowly move forward until one of us spots something.
HP 44/44, AC 13/12/11, F +6, R +6, W +7 Init. +6, Perc. +0
The message spell is one target per level, so the whole group is included in the spell.
Also, I'm going to go crash out for the evening, so Sweet can relay the info to someone who is gonna be up a bit longer than me. Riggs will kinda be in the background for the time being.
Icahbod there are may dings from your knowledge religion, mostly undead or sulfur burning flesh type of items. You probably need to actually smell the rancid area.
You see that the area off the path is heavily overgrown and is hazardous terrain to move through, one half movement. You notice dead and withering trees and think hearty stemmed weeds that are beginning to overtake parts of the pathway. As you look around, the autumn air is stale and heavy the skeletal trees sending their gaunt limbs rattling. The life inside them has long since flown, as have the birds and squirrels that once nested in their boughs.
I need you to make know: Nature check before you move.
Icabhod:
I don't see either know nature or dungeoneer. Sweet there is pungent smell. I need you to make DC16 Will Save, if you fail it make a second one. You get a +2 for having your nose plugged.
You stop and feel a tingle as your head spins as a pungent smell hits your olfactory . Wis dam:1d8 ⇒ 7 You saved from becoming fascinated. You don't see any gas or mist that would cause the problem. You can make a perception check.
At least you had a chance to identify it, Icabhod did not. There is pungent smell. I need you to make DC16 Will Save, if you fail it make a second one. You get a +2 for having your nose plugged.
Satisfied with the nascent groups willingness to engage with each other. Balthazar smiles slightly, thinking "Perhaps their hot blood hasn't blinded them to reason, after all. Yes".
Balthazar follows Icabhod's path ending a square behind him. He stops for a moment looking at the weeds Icabhod points to. Holding a gloved hand over his nose, Hmm, what have we?
F Gnome (Lava) Cleric 6 (HP 48/48, Current AC 26/26/15, F +8, R +4, W +9 Init. +1, Perc. +9)
Shine grabs Icabhod by the arm. Are you alright? You look, well confused or stunned or something.
Heal Check Take 10:10 + 10 = 20
Does Icabhod know he is wisdom damaged? How do I know, in order to address it? Glad I have a fully charged wand of Lesser Restoration at the moment. :)
Fair - your perception reveals that you see that the area off the path is heavily overgrown and is hazardous terrain to move through, one half movement. You notice dead and withering trees and several different types of think hearty stemmed weeds that are beginning to overtake parts of the pathway. Ichahbod and Norjan are standing near a weedy looking plant.
Knowledge Nature is not an untrained skill. I thought you had ranks in skill which is why I did not move you the 5 ft step you mentioned last night. I need you to actually make Will save DC16, as you will be 5 feet closer. If you miss the Will save i need you to make one more at the same DC. +2 on your saves for covering your nose.
Don't do any actions till the rolls occur as that may influence what you can do.
Belloch you stop immediately and recognize that Icabhod, Norjan and now Fair are standing near a patch of "Fool's Flowers" a powerful weed with invisible spores and gaseous cloud. they have pungent odor and are strong hallucinogenics. Creatures can become fascinated with the weeds and take damage to their wisdom.
---
Riggs you finally recognize the Fool's Flowers and you know they effect your senses and can cause hallucinations.
The two story manor suddenly has a flicker of light coming from the middle of the second floor. The dark building looks as if it is swaying side to side.
Alright. Where is the weed patch I've identified located at the map, J11? How large is the patch, how close is it to the path, and how far does it extend if it is along the path? Essentially I'm wondering if it's possible to run past the patch without undue risk. On another note, dancing lights should be near j16 now.