Gargon |
Shellin |
Shellin's wide smile tones down a fraction.
"It's alright friend, I can't blame you for being cautious. Will you allow me to be your translator? It might be alittle akward at first but once we get over that it might help your understanding alittle!"
Gargon |
Gargon replies to Shellin in Common
If I need anything made clear I will ask you to explain in goblin
Gargon is keen to be on his way deeper into the tunnels. He looks about at the group expectantly.
Shellin |
As they set out Shellin will remove his Ioun Torch and set it once again orbiting around his head, shedding soft torchlight. He will link with Maraiah and Gargonvia Message
"Communication spell up and running."
Shellin |
"Alright, same drill as yesterday, if you spot anything pass it back."
Trying to be quiet as they travel, Shellin says to those not scouting ahead,
"It's nice to have the luxury of a scouting party, eh?"
Maraiah |
Staying within the outer reaches of the party's light, trying to keep her eyes adjusted to the gloom Maraiah keeps an eye out for hazards.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25 (+ automatic check against any hazard/trap/creature within 10ft of where she passes.)
Shellin |
So...
Smiling still, Shellin replies, "I'll hear that. I'd imagine, being who you are, you've spent some time in tunnels and caverns, but the only knowledge I have of such places is from books. A lot of books, but books nonetheless."
GM Amsheagar |
Well, the fact that i've only told two of you that your dream is over... I guess i'll get the next day started as i wrap up one ore two more. Gargon and Shellin, you two re-read your dream and think of your actions.
The night passes in somewhat silent splinter, only broken once or twice at Hob's snoring. The next morning, you wake up and and get on the way for the next day's adventure. Both Gargon and Maraiah are up out front and can safely spot the trap that they were about to trigger. DC 15 disable device or have a bolder fall on you.3d6 damage
After they pass that up, you travel another 5 hours in the dark, some times you have to duck your head as the ceiling isn't as tall as some of you are. Luckily none of you got stuck and were able to continue. As you reach the next cavern, you can see white piles of some substance on the ground of the cave. Give me stealth checks, everyone, DC 15
Shellin |
Shellin literally has an orbiting ball of light around his head, but if Gargon sees these creatures and warns through Message he will stow his Ioun Torch
Perception: 1d20 + 1 ⇒ (9) + 1 = 10
Stealth: 1d20 + 4 ⇒ (19) + 4 = 23
Shellin |
No point in putting up the Torch if I'm walking by Clank-Clank the Tank XD
Gargon |
Gargon whispers back to Shellin
Shellin |
Shellin will relay Gargon's message to the party, as quietly as possible.
Aid another Unbeugsam Stealth: 1d20 + 4 ⇒ (13) + 4 = 17
GM Amsheagar |
Shellin: 1d20 + 2 ⇒ (11) + 2 = 13
Maraiah: 1d20 + 2 ⇒ (6) + 2 = 8
Hob: 1d20 + 3 ⇒ (9) + 3 = 12
Gargon: 1d20 + 3 ⇒ (9) + 3 = 12
Unbeugsam: 1d20 + 0 ⇒ (3) + 0 = 3
Vemarus: 1d20 + 6 ⇒ (2) + 6 = 8
GM's Pet 1: 1d20 + 2 ⇒ (18) + 2 = 20
Luckily for you, only one group of bats wake up and attack the group.
The bats come flying at you and swarm the one that made the sound, dealing 1d6 ⇒ 1 damage and you lose 1 point per round, due to bleeding.
Round 1
GM
Group
Shellin |
Ah, perhaps THAT might be useful here...
Shellin will grasp his necklace as he chants his spell, a small green glow visible beneath his grasping hand as he points at the swarm
Using 1 arcane point and 1 1st level slot to cast Faerie Fire at the swarm
Duration 2 minutes
Bats shed light as a candle
The bats erupt into green fire, seeming unharmed, though easier to see hopefully
Gargon |
So short version. I wanna pick up something off the ground and throw it at the bats. Please tell me what is around and what dice size for damage.
GM Amsheagar |
Shellin has illuminated the bats, luckily none of the other sleeping bats take notice of this light in their din.
Gargon |
Gargon scoops up a rock and throws it at the closest bat.
I assumed the dart damage dice would be closest to a rock.
To Hit: 1d20 + 6 ⇒ (17) + 6 = 23
Rock damage: 1d4 + 4 ⇒ (3) + 4 = 7
Maraiah |
Aiming her crossbow, Maraiah fires at the cloud of bats.
1d20 + 7 ⇒ (15) + 7 = 22
1d8 + 2 ⇒ (8) + 2 = 10
GM Amsheagar |
its hard to believe that Hob can't identify a bat swarm, when he literally sees a swarm of bats
SA: cast cause fear
With those rolls, you think they are rodents. Unbeugsam.... The bats are attacking you!!! Well.... They are attacking you. Forgot to mention that in the previous post. You made the sound that woke them. They are mad at you.
Shellin |
Also, bats are on fire, shed light as a candle in the dark, as it were, so easy to spot :D
GM Amsheagar |
Hob casts fear on the bats, but it seems not to have an effect. Unbeugsam swings his sword at the bat, getting a solid hit, and cleaving, but doesn't seem to be that effective.
The bats are are still flying in Unbeugsam's area and bite him, dealing 1d6 ⇒ 2 more damage and he continues to bleed 1 point of damage per round.
You're all up.
Shellin |
Shellin's smile has depleted, a strangely serious neutrality spanning his face. He steps back from the cloud of bats and reaches to his sack while pointing at Maraiah:
5ft step back
Spend turn talking while retrieving and lighting a torch
"Do you think you could splash the swarm with a flask of lantern oil? The dwarf needs out of their and I'd like to see the swarm evade being set ablaze!"
Maraiah |
Unsure of how likely the plan was to work, especially without burning Unbeugsam, Maraiah nevertheless retrieves a flask of oil and hurls the contents at the swarm.
Ranged touch: 1d20 + 5 ⇒ (3) + 5 = 8
Gargon |
Seeing Mariah throwing a flask of oil Gargon follows suit.
Throw anything (Oil flask): 1d20 + 7 ⇒ (20) + 7 = 27
Crit confirm: 1d20 + 7 ⇒ (11) + 7 = 18
I am not going to roll damage for this, I don't think the oil flask will do any damage.
This is a ranged thrown splash weapon and I crit. I rolled to confirm just in case. Let me know if I need to do anything