The World of Eafphqu: Team "good." (Inactive)

Game Master Hoary and Wizened

Setting Site

Battle Grid

Initiative:

Initiative =
Luna, Jun, Psalm, Nikeisha; BG (Red), BG (Orange), BG (Green), BG (Black); Quint, Hack; BG (Blue), BG (Purple), BG (Cyan), BG (Yellow).


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Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1
Psalm Nackle wrote:
Psalm snores quietly.

Aren't I a tool. Thank you Quint. Also thank you GM for the heads up. I will pay closer attention.


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Psalm stands "I'm with it. I'm with it." He stands and moves forward a few paces. "I hate this spell." He casts a sinister sounding spell his words racing. He throws out a hand to his left toward the worm pinched between Jun and Lin. Orange

Poison Spray DC 13 Con: 1d12 ⇒ 6


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

So there is no flanking bonus in 5e?!?!? That just SUCKS! & is NOT realistic by any means in my opinion. - my 2 coppers.

Luna turns to attack the worm between her and Shenkt (Sp?)

Attack on red: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 1d4 + 4 ⇒ (3) + 4 = 7

Well, good damage roll! Too bad I most likely missed. :-( And probably because of that stupid no flanking bonus! ;-)

"I can't wait to get out of these tunnels and back to the inn! I am going to take the longest bath they have ever known of!" she says loudly to no one in particular.


Battle Grid

Orange Con Save: 1d20 + 3 ⇒ (16) + 3 = 19

Nikeisha once again summons blue-green fire out of the aether and directs it with deadly accuracy at her enemy, charring a hunk off of the worm's rubbery flesh, and bringing the requisite scream that, at this point, is no longer even disconcerting, rather, she relishes it. A flash of happy malice glints across her face as the worm wriggles in searing pain. Lindaer follows up her fire with a piercing stab of his rapier deep into the worm's hide, and just as swiftly withdrawing it, spraying gore in a fountain from the deep wound. Psalm's puff of poisonous magical dust seems to have no effect on the worm whatsoever. Likewise Luna kicks out, but her heel rolls off the beast's rubbery flesh leaving no mark or damage. Fully expecting another round of slumber magic, the entire group is surprised to see that the worm's actually physically attack.

Yellow Slam vs. Lindaer: 1d20 + 3 ⇒ (12) + 3 = 15
Orange Slam vs. Jun: 1d20 + 3 ⇒ (17) + 3 = 20
Red Slam vs. Shenkt: 1d20 + 3 ⇒ (4) + 3 = 7
Red Slam vs. Shenkt Advantage from Reckless Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Jun Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Shenkt Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Lindaer easily dodges the worm's clumsy attack aimed at him, but the group's Tindarese half-elf bard is not so lucky, nor is their Highland warrior. Both feel the brute force of the worms as they undulate their muscle and slam their bulbous bodies against them.

Okay, batter up everybody, worms are done, so you can all take another turn at your convenience. :)

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Hit vs orange: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 5 ⇒ (3) + 5 = 8

Dodging the attack, Lindaer jumped back at the worm, silently thrusting with his rapier. He wasn’t the strongest of men to be sure, but he used his momentum to push the steel dip into the creature.


Gom flips her bronze daggers into a backhanded grip before lunging out at the deep horror...

Main Attack Orange: 1d20 + 5 ⇒ (15) + 5 = 20
Off Attack Orange: 1d20 + 5 ⇒ (14) + 5 = 19
Dmg: 2d4 + 3 + 1d6 ⇒ (3, 2) + 3 + (3) = 11

...piercing its flesh and twisting the blades, she wanted to kill it for certain.


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

Sighing, Nikeisha got back to her feet. These creatures were persistent, powerful and probably fearless. It would be admirable if they weren't monsters who devoured the minds of children.

As it was it looked like Shenkt and Luna had one to the right cornered, she turned her attention to the otherside and fired a bolt at the one of the beasts accosting the others, the one further away. She could reach it while the others finished off the ones closer.

Eldritch Blast (Yellow): 1d20 + 6 ⇒ (20) + 6 = 26
Damage (Crit): 1d10 + 1d10 + 4 ⇒ (10) + (5) + 4 = 19


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

Luna again attacks the worm between herself & Shenkt.

Attack on red: 1d20 + 6 ⇒ (20) + 6 = 26 YAY! :-D

[ooc]5e Crrit? Do we have to re-roll to confirm? Do we roll damage twice or do double damage? And do I also double my + 4?

damage: 1d4 + 4 ⇒ (4) + 4 = 8

[dice damage for crit maybe?]1d4 + 4[/dice]


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Psalm chants again and a thorny whip reaches out toward the same worm.

Thorn Whip Attack Orange: 1d20 + 4 ⇒ (4) + 4 = 8


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

For 5e, crits roll dice twice, static modifiers x2. And ability modifier once. So, you would be 2d4+4.

Round 2, Rage Round 2/10, Reckless Att

Hack attacks recklessly again.

GA Att: 1d20 + 7 ⇒ (9) + 7 = 16
GA Adv Att: 1d20 + 7 ⇒ (20) + 7 = 27
GA Crit Dam: 2d12 + 4 + 4 ⇒ (4, 4) + 4 + 4 = 16


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

Oops! I did some of those codes wrong because I was at work & kept getting interrupted by phone calls from customers! How Rude! So here is my second d4 of damage.

second d4 of damage for that previous crit: 1d4 ⇒ 3

Yay 1 short of max!


LN Half-Elf Bard 2 | Passive Perception: 13 | Passive Insight: 13 | Max HP: 24 | AC: 13 | Saves: Str: -1; Dex: +3; Con: +1; Int: +2; Wis: +1; Cha: +6 | Init: +1 | Spell DC: 14 Current HP: -0 |
Spell Slots:
4 (4)/ 2 (2)
| Inspiration: [X] | Conditions: None

Talk about the tide turning!

Jun will call upon his newfound power to curse his enemies!

Casting Bane. They will each need to make a Cha save (DC 14) or take a -1d4 penalty to attacks and saves for the next minute.


GG Forest Gnome Boddynuck Male Wizard Folk Hero | Hp 18/18 | AC 12 | S -1/D+2/ C+3//I+7/W+3/C+1 | Passive Per 11 | Per +1 | Insight +1| Acro +2 Spells DC 15 save, [3/3 L2]

Boddy shoots his fire bolt at whatever worm may still be up

to hit: 1d20 + 4 ⇒ (6) + 4 = 10

Sigh


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Quint steps out from behind the bend in the tunnel and fires off an arrow (at orange, unless he's dead, in which case he fires at yellow), then steps back behind bend.

Arrow @ orange: 1d20 + 6 ⇒ (3) + 6 = 91d6 + 4 + 1d6 ⇒ (1) + 4 + (2) = 7
Arrow @ orange (advantage): 1d20 + 6 ⇒ (19) + 6 = 25
Stealth: 1d20 + 8 ⇒ (7) + 8 = 15

Oh, and here's the stealth I forgot to roll last round when I took the hide bonus action, to see if I actually do get advantage this round. If it fails, ignore the advantage roll. Oops.
Stealth: 1d20 + 8 ⇒ (12) + 8 = 20


Battle Grid

Okay well a bit of retconning becomes necessary because by the time Shenkt's turn was over, there weren't any enemies left!

Lindaer and Gomdebo make such quick work of the worm between them that it doesn't even have the time to shriek its dying scream. Once again, Nikeisha's power demonstrates itself in spectacular fashion as her ball of blue-green flame explodes in a burst of bright death. Luna kicks the worm that dared attack her friend right to death, and Shenkt charges across the tunnel following the light of Nikeisha's torch to slam his axe in the only remaining worm, severing it immediately in twain. The scream of the last two dying worms echoes across the acoustics of the tunnel, and then, only moments later is echoed by such a terrible, terribly loud, ominous bellow that the very earth trembles with the force of it. Suddenly the wall that was to the north collapses, along with every portion of the tunnel in front of the group. What is revealed is a pit, angled, rough, perhaps climbable, but a pit that descends so far into the darkness that even those with darkvision can't see the bottom. And that pit is the only way to continue on... There are no other tunnels in the vicinity. Did the queen have her brood build this pit? Is it an invitation to death? Those of even average intellect are very awary that if worms attack through the pit's walls while the group tries to make the descent it would result in disaster. This mission becomes more and more treacherous with every passing minute.

And we're out of initiative. Loving all these crits. What is that like three crits on Eldritch Blasts for Nikeisha?! Sweetness. Just in case it wasn't clear, I'm actually adjusting the Battle Grid just to make the dimensions of the pit clear. Black shape is the edges of the pit; it is more than 60' deep. The only way to tell how deep would be to do a sounding of some kind, not even sure if you have enough rope for that...? :D

Also, Quint, just so you are aware, the worms have tremorsense, and therefore within a certain range, that I will not disclose, they cannot be hidden from if both you and they are in contact with the same "surface." That's not something Quint would likely know though, as he's not use to dealing with burrowing enemies. :)

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Wiping his blade clean, Lindaer looked at his companions with newfound respect. He was in the company of warriors. However, what they needed now was an engineer.

”I don’t suppose any of you can fly?” He said dryly. ”Where force of arms has failed to stop us, it looks like gravity will do the trick.”


"Ive a hook, though no telling the depth of this chasm...aiy, give me a moment..."

Gomdebo lights her bottle of oil on fire and tosses it down into the pit.


Battle Grid

Well played Gomdebo. :)

The group watches as Gomdebo's fiery bottle falls down, down, down, and then shatters and splatters over one hundred and twenty feet below the rim of the pit. The light, as it traveled down, also revealed that the pit, while wide at the top, narrows to no more than ten feet in diameter at the bottom, almost like a funnel. In addition, the light from the shattered oil bottle, spread across the floor of the pit, sends flickering shadows into a dark tunnel that heads north out the base of the pit. That tunnel, though it is difficult to tell via the dim flickering light from this distance, looks much narrower than the tunnels the group has been traveling in so far.


GG Forest Gnome Boddynuck Male Wizard Folk Hero | Hp 18/18 | AC 12 | S -1/D+2/ C+3//I+7/W+3/C+1 | Passive Per 11 | Per +1 | Insight +1| Acro +2 Spells DC 15 save, [3/3 L2]

"No way I'm going down there. No way at all"

"Uh, right then. Can't get past that can we? Shall we go back and get reinforcements? Reinforcements with LOTS and LOTS of rope?"


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

"I have 50 ft of rope & 10 Pitons and I am a relatively decent climber as well. Anyone else have more rope or a grappling hook or more pitons? - Also, I have 5 flasks of oil. That fire thing you just did Gomdebo, might be a good idea to use fiery oil on the big momma when we find her?"


LN Half-Elf Bard 2 | Passive Perception: 13 | Passive Insight: 13 | Max HP: 24 | AC: 13 | Saves: Str: -1; Dex: +3; Con: +1; Int: +2; Wis: +1; Cha: +6 | Init: +1 | Spell DC: 14 Current HP: -0 |
Spell Slots:
4 (4)/ 2 (2)
| Inspiration: [X] | Conditions: None

"Let's start with this: Is anyone significantly injured?" asks Jun.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I am slightly wounded. I have 50 feet of rope to add.


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

"No harm here. No rope either." Fighting at range was useful that way, and her new magics helped protect her even further. Looking into the pit, Nikeisha frowned. "We should be wary. Those we just thought were probably some kinda warrior breed or royal guard."


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

"Good point Jun! I am not hurt though. I also have both a hammer & a crowbar which may come in useful." as she rummages through her backpack.


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

"I have rope as well. A little less than 50 as we have use it weapon lashing and tying ourselves together. Still I imagine we've enough to reach the bottom."


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Psalm attends to Shenkt wounds.

Cure Wounds 1st Level: 1d8 + 3 ⇒ (6) + 3 = 9

"Be blessed with the light of Aldellion."


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Quint speaks up distractedly as he looks down the pit. I brought climbing gear. Rope (also 50ft), pitons, a hammer... Quint looks thoughtful for a moment, then becomes indignant. ...but Boddy's right. We just saw them collapse a tunnel, blocking our way. If they do that in front of us and behind us at the same time, they can just leave us there to die. We'll have no chance of getting out, and that becomes more true the deeper we go. Hells, they could just collapse that shaft as we are climbing down, and those who don't fall to their deaths will be buried alive. We need to come up with a better plan than continuing to do exactly what they want us to do.

He pauses for a moment, looking each of his companions in the eyes in turn. Did anyone even think to bring a shovel? What if they blocked the other path because the queen is right behind it? We don't even know where we're going, and we're not prepared for this!


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

"We can certainly come back again but other than the fact I might be able to burrow as a rodent the other problems will remain. The can move through the earth differently than we. How likely is that to change? We can stock up on supplies perhaps raise help from others but matching or surpassing their advantage on their home turf is unlikely. Yet brood mother hatches more worms that can knock out and kill. Are we killing them faster than she can breed them?"


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Thank you, Psalm.


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

If you could burrow, at least you'd be able to scout effectively! You could tell us if we were going the right way! I've been walking down these tunnels alone, by myself, looking for dangers like this one before the rest of you come along, trying to give us any advantage we can get, but there is nothing to see! Then the terrain changes at their whim! Why are these tunnels even here?! The worms don't need them! They don't even use them! The tunnels are clear when I scout them, then they burst out of the walls to attack when the rest of you come along! These tunnels are one big trap, and we're just walking deeper into it!

Edit: Note to the GM: Sorry if I'm making things more difficult for you, but I just can't see my character continuing to go along with this.


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

"Even if I could turn into an animal that could burrow I think I would be slower than they and have little advantage to knowing they are coming. The whole turning into animals is new to me. It is something I have worked for but only recently in my contemplations and granted powers do I dare think its possible."

GM would a mole have tremor sense.


Quint, no apology necessary, on the contrary, I'm loving your role play. It is perfectly valid, and absolutely logical. Quint is right, this series of tunnels is absolutely the worms leading you exactly where they want you and testing your ability to defend. So far you've all proven the better, but, as the worms have shown, that just causes them to adjust their tactics. :) Keep it up, I want to see how everyone reacts! @Psalm. Yes, I would rule that a mole has tremorsense. :)


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Btw, it's not something Quint would know about, but I would think Gomdebo would have something to add at this point about the supply of air (or lack thereof) as we continue down this tunnel with no air shafts. There's also the possibility that it could, at any moment, intersect a pocket of natural gas and suffocate us all.


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

"Well, I don't think any of us expected this to be anything but a trap, did we?" Nikeisha looked around. "But right now we don't have an abundance of options. Spring the trap and take the cheese is the only choice I can think up. Until we have a better choice pressing ahead is all we can do. Otherwise we walk back out through the same traps...for nothing."


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

What cheese?! Quint asks, exasperated. What are we even trying to accomplish here? We have no reason to believe we're even getting closer to the queen! They're probably sending us in the wrong direction! Everything we know, everything we are seeing, it's just what they want us to see. We should have kept looking for a way to track one, or interrogate it, or to detect them while they're burrowing, or to learn SOMETHING that they don't want us to know!


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

"Mouse trap reference. In this case, the cheese would be killing the queen." Nikeisha looked at Quint. "Alright, then. How would we track one, and why wouldn't it lead us straight here? Interrogate one and get told about this place? We ain't moles, so we can't hear burrowers. We didn't have many choices, and as far as I can tell this is the best." She smiled a little. "'Side, we learned they blow up if you hit them enough. Doubt they want us to know that."

Frowning, she paused for a momnent, and added, "You ain't wrong about one thing, though. We need to work out a way to stop dancing to there tune." She paused for a moment. "Reckon they have a second set of tunnels? Be easier than constantly digging, wouldn't it? Just burrow through the wall in to the trap tunnel and pounce..."


LN Half-Elf Bard 2 | Passive Perception: 13 | Passive Insight: 13 | Max HP: 24 | AC: 13 | Saves: Str: -1; Dex: +3; Con: +1; Int: +2; Wis: +1; Cha: +6 | Init: +1 | Spell DC: 14 Current HP: -0 |
Spell Slots:
4 (4)/ 2 (2)
| Inspiration: [X] | Conditions: None

"My companions, let us examine our options:

First, we can return to town, acquire more supplies, and then return here; during which time more people may be hurt or killed.

Secondly, we can press forward and keep working our way towards the mother of these creatures, or perhaps their den. As some have pointed out, the downside of this is that we could become trapped and killed by their use of terrain.

As I see it, We have those two options, or some variation of either.

I guess now the question is, do we think the passage of time with improve either option to being the 'right' one? I have my opinions, but it is not just my life on the line, but all of yours as well.

Perhaps if we each were to vote on which path we believe to be the best one, we can then discuss what we think is the best way to go about pursuing our chosen path?"


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}
Nikeisha wrote:
Frowning, she paused for a momnent, and added, "You ain't wrong about one thing, though. We need to work out a way to stop dancing to there tune." She paused for a moment. "Reckon they have a second set of tunnels? Be easier than constantly digging, wouldn't it? Just burrow through the wall in to the trap tunnel and pounce..."

Quint thinks for a moment. Maybe. It's a better idea than continuing to do what they want us to do anyway. We should go get some shovels so we can find out. Quint then looks around the tunnel. And while we're at it, maybe find some miners to talk to about making sure these tunnels don't collapse on us.

Thinking for a moment, Quint adds, Burrowing isn't magic. Even if the ground they're moving through isn't softer than whatever's holding up the ceiling of this tunnel before they go through it, it must be left softer, easier to dig, after they go through. Even if the passage collapses after they move through, that must leave looser dirt in and above their passage, with compacted dirt below and on the sides. With the right equipment and a little practice, we should be able to follow that path. Of course, burrowing creatures should have an easier time, maybe we could recruit some to help us.


GG Forest Gnome Boddynuck Male Wizard Folk Hero | Hp 18/18 | AC 12 | S -1/D+2/ C+3//I+7/W+3/C+1 | Passive Per 11 | Per +1 | Insight +1| Acro +2 Spells DC 15 save, [3/3 L2]

It feels like we're in Starship Troopers (the book, not the movie) :-). I want my Power Armor

"Quint is absolutely right. Continuing on the way they want to is just suicide. I'm all for being brave and stuff but suicide is silly. We HAVE to come up with a better plan than "Continue until one of their traps succeeds".

Oh, and I have a shovel :-)

There is one thing we can do if we want to spend the time. I've got Alarm in my spell book. I can cast it. A LOT. At least we'll get warned a bit ahead of time. But I'd have to do it as a ritual so its going to take a LONG time

But I think we need to retreat. Fighting them on their own terms just isn't working. "


"Ach! Nay, we cannae stop now, we have to press on! They have us where they want...? No, I don't think so, unless them getting killed is what they want. Yer bein paranoid, ye don't know that collapse was caused by them...much more likely they retreated quickly in fear and the collapse was accidental. And there's no gas, that fire would've sparked it! C'mon, we should at least investigate down there...who else will? Every second we're away more of the slimy suckers pop out 'o the queen's arse...support structure for bare dirt take a very long time, ye can't rush that kind of carpentry, the joints gotta be just so. No! For those reasons I say we press on."


LN Half-Elf Bard 2 | Passive Perception: 13 | Passive Insight: 13 | Max HP: 24 | AC: 13 | Saves: Str: -1; Dex: +3; Con: +1; Int: +2; Wis: +1; Cha: +6 | Init: +1 | Spell DC: 14 Current HP: -0 |
Spell Slots:
4 (4)/ 2 (2)
| Inspiration: [X] | Conditions: None

Jun looks to the others, waiting to get their take.

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

”If we retreat, when we come back what will be different? And will the worms even still be here?”


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

Nikesha shook her head. "We don't retreat. That's pointless. We don't wanna have to walk out - and then back through - a bunch of there traps no matter where we come in, just to give them time to breed more and eat more. No, we settle them now."

Pausing, Nikeisha added, "You can bet there real run, if this isn't a simple gauntlet to defend it will be nearby. You don't trap a random hole, right? And that's assuming they're smart enough to build a second burrow just for us. What we need to do is find it." Clicking her toungue, she considered. "OK...other than real good ears, wot we got that might find where the buggers are hiding?" Although she did put her own ears to use listening.

Perception: 1d20 + 1 ⇒ (4) + 1 = 5


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

If you're right, the first thing we should try is digging in the areas where the worms came through the walls. Boddy, can I borrow that shovel?


Battle Grid

Unfortunately even with shovel in hand, there's no conceivable place for Quint to dig. The worms that attacked them most recently popped out of the northern facing tunnel walls, walls that have since collapsed into the pit. Quint stands at the edge of the pit for a moment, examining the ripples in the earth above, below, and all around, and something suddenly strikes him. It's very possible Gomdebo has hit the proverbial nail right on its head. After looking at the lines and shapes in the dirt, Quint comes to the same conclusion; what caused the collapse was not a designed trap, but a quick and massive movement of worms in retreat?! That would explain why the pit tapers at the bottom, and the adjoining small tunnel exiting it to the north... The worms all fled to the appropriate depth, and then dug, single file, as hive minded creatures would, back to safety. Or back to protect their queen. If that is so, it gives great credence to Nikeisha's surmising that the worms the group just defeated were some kind of elite guard, or royal protectorate. Perhaps, rather than trying to further test the adventurers, the queen has become frightened, and recalled all her forces to herself? If that's the case, she just unwittingly provided the very means to find her, albeit another one-hundred and twenty feet below ground, and through another tunnel that is five feet in diameter, a narrow passage for the group's bigger memebers. Thankfully, as Gomdebo pointed out, the flame from her oil-bomb would have sparked any gas pockets, that hazard, at least, is not present, but traversing, single-file, in a passage that most likely leads directly to the queen and every worm in her hive, does not sound pleasant in the least. Quint takes out his hooded lantern, and sparks the wick. He then hands it to Shenkt, and says, "You're going to need this."


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Psalm zones out of the debate. Absently nodding with others echo his sentiments for pressing on.

That was a lot of posts. LOL. GM Question- When the worm and I had our moment of communication. I saw things. Do I feel like we are proceeding toward our goal (ie seeing familiar things from that mental conversation)? Or is this just a vague sense of hey tunnels its probably this way? I think its somewhere between those extremes but I wondered if there was insight that Psalm would have before I went and RPed having or not having insights to share.

As he zones out he holds up his hand grabbing it with his other hand by the wrist. His eyes go wide as for the first time ever he grows fur on the back of his hand and his fingers grow like claws. He rolls back on his feet like he might faint. He lets go of his wrist and shakes his furry hand that seems to revert to gnome regularity. "Whoa."

Forgive my fluff I am trying to figure out how someone suddenly learns to Wildshape mid adventure.

He pipes up, "If we stay and press on. Which I think we should. I can help us do two things." He puts a hand to his chest like he is steadying himself. "I've never done this before. BUT. I can make myself a mole or shrew. It would allow us to get a sense I think when the worms might be on the move or close. I doubt as a mole I will be as fast as the worms but we could explore where they are coming from."


Psalm, you are right that it is somewhere between those two extremes. I'd been fine with you roleplaying some sort of residual, nebulous mental link left over from your mental communication with the worm. Such a residual connection would definitely indicate that you are getting closer to the queen, but provide no solid directional advice. Also! LOVE the roleplay of the newfound druidic ability. If you didn't already have Inspiration, I'd have given it to you right there. :)


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

We need to keep after 'em. We came here to kill 'em, and that's what I aim to do.


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

"I need also to say if it was not clear." He steadies himself. "I touched the mind of that worm. We are getting closer."

"There is a big enormous piece of cheese in this mousetrap if that is what we are racing toward. I am not trying to be melodramatic. This is not a monster who might kill a few more people or animals. This is a exponential environmental threat that will decimate the region killing animals and people. We don't know the breed rate. If its high . . . given time perhaps only elves will remain locked in a struggle against millions of worms. And they will remember those dead races who could succumb to sleep. It could be that serious. That's why the druid is pro-eradication."

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

"Let's get on with it then. The gods have put us here for a reason. And I do not believe that it is to retreat."

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