Wondering the Silent Caverns (Inactive)

Game Master Amsheagar

>>>Map<<<

Init:

[dice=Shellin]1d20+2[/dice]
[dice=Maraiah]1d20+2[/dice]
[dice=Hob]1d20+3[/dice]
[dice=Gargon]1d20+3[/dice]
[dice=Unbeugsam]1d20+0[/dice]
[dice=Vemarus]1d20+6[/dice]
[dice=GM's Pet 1]1d20+6[/dice]
[dice=GM's Pet 2]1d20+6[/dice]


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Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Goblin:
"Why so silent friend?"


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Goblin:
Since my understanding of common is not reliable I will just keep quiet until I know exactly what is going on. Maybe you say to run and I hear attack.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Shellin's wide smile tones down a fraction.

Goblin:

"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!"


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

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.


Not all of the dreams are done, some of you still have a choice to make within that dream.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Oh, some are still dreaming


Male, Human, Bard(archaeologist) 2 Init: +3 || HP; 17/17 || AC:19 Touch:15 FF:14 || Fort: +1 || Ref: +6 || Will: +3||CMB +2||CMD15

Hob packs up his gear, and finishes his breakfast. Lets head out then


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Unbeugsam just stands up and nods. Onward.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

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

Message DC 25 Perception:

"Communication spell up and running."


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Message DC 25 Perception:
"All good on my end"


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Message:

"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?"


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Gargon moves slightly ahead of the group and looks into the darkness.

Perception: 1d20 + 5 ⇒ (16) + 5 = 21


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

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.)


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Looking at Shellin the dwarf nods."It for sure is. Wondering belowground can be quite dangerous to the unknowing. Good to have someone who knows the ways of rock and stone!"


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

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."


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

perception 20 Dark Vision 25 Low Light 30 Normal:
As you look around this cavern, you spot little black creatures, hanging on the ceiling and it seems that they are currently sleeping.


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Stealth: 1d20 + 5 ⇒ (10) + 5 = 15

Perception: 1d20 + 5 ⇒ (18) + 5 = 23


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Perc: 1d20 + 8 ⇒ (3) + 8 = 11


Male, Human, Bard(archaeologist) 2 Init: +3 || HP; 17/17 || AC:19 Touch:15 FF:14 || Fort: +1 || Ref: +6 || Will: +3||CMB +2||CMD15

I can't make a 30 dc, so no perception roll

stealth: 1d20 + 8 ⇒ (8) + 8 = 16


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

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


So... just checked out Unbeugsam's stealth... If he can get a 20.... or takes the time to take off his armor, He could pass.. If he leaves his armor on.. only if he rolls a 20 will he not wake up the sleeping bats.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

No point in putting up the Torch if I'm walking by Clank-Clank the Tank XD


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

"Me, undress. A well for the greater good." He undresses and wraps his armor in his bedroll to muffle the sound


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Stealth: 1d20 + 9 ⇒ (7) + 9 = 16

Also can't make a 30


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Gargon whispers back to Shellin

Shellin:
There are black creatures hanging from the ceiling up ahead. This substance on the ground is their guano I think.


Unbeugsam, I still need a stealth check. Since you've taken off your armor, you won't have the penalty from it.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Shellin will relay Gargon's message to the party, as quietly as possible.
Aid another Unbeugsam Stealth: 1d20 + 4 ⇒ (13) + 4 = 17


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Stealth: 1d20 ⇒ 8
Sir clangsalot is all but stealthy


GM Dice:
1d6 ⇒ 1
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


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Knowledge Nature: Bat swarms: 1d20 + 6 ⇒ (1) + 6 = 7


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

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


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

GM Amsheagar:
I want to make use of my Throw Anything feat. Basically I want to look around, find something in the area and hurl it at a bat. I know there is guano, but is there something like a stick or tankard or something in the area? I can pick up anything unattended as a free action, but I don't know what the damage would be to roll it.

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.


Maraiah:
You've heard a tale once about bats. They usually run across the ground and eat cheese. If you have a cat, they are no worry to your crops, but as you don't.. you might need to improvise.

Gargon:
You see rocks. Small enough that you can pick up.

Shellin has illuminated the bats, luckily none of the other sleeping bats take notice of this light in their din.


Male, Human, Bard(archaeologist) 2 Init: +3 || HP; 17/17 || AC:19 Touch:15 FF:14 || Fort: +1 || Ref: +6 || Will: +3||CMB +2||CMD15

will cause fear work on them?


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

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


Hob, give me a Knowledge Nature roll, if you roll 12, you'll know that they are a Bat Swarm, 17 you can ask a question, 22 you can ask another and every 5 after that.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Aiming her crossbow, Maraiah fires at the cloud of bats.

1d20 + 7 ⇒ (15) + 7 = 22
1d8 + 2 ⇒ (8) + 2 = 10


Male, Human, Bard(archaeologist) 2 Init: +3 || HP; 17/17 || AC:19 Touch:15 FF:14 || Fort: +1 || Ref: +6 || Will: +3||CMB +2||CMD15

Knowledge(Nature): 1d20 + 3 ⇒ (6) + 3 = 9


The fairy fire around the bats only illuminate Maraiah's and Gargon's attacks going through the swarm, which doesn't seem to be effected by those attacks.

Still need an action from Hob and Unbeugsam.


Male, Human, Bard(archaeologist) 2 Init: +3 || HP; 17/17 || AC:19 Touch:15 FF:14 || Fort: +1 || Ref: +6 || Will: +3||CMB +2||CMD15

its hard to believe that Hob can't identify a bat swarm, when he literally sees a swarm of bats
SA: cast cause fear


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Looking for the bats unbeugsam shrugs and waits for the bats to come closer so that he can attack


Hob Prentice wrote:

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.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Also, bats are on fire, shed light as a candle in the dark, as it were, so easy to spot :D


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Never heard they attack me. Unbeugsam tries to bash a few bats. attack: 1d20 + 6 ⇒ (19) + 6 = 251d8 + 4 ⇒ (5) + 4 = 9. If possible cleave.1d20 + 6 ⇒ (10) + 6 = 161d8 + 4 ⇒ (2) + 4 = 6


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.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

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

Message:

"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!"


Male, Human, Bard(archaeologist) 2 Init: +3 || HP; 17/17 || AC:19 Touch:15 FF:14 || Fort: +1 || Ref: +6 || Will: +3||CMB +2||CMD15

Hob follows suit and lights a torch as well


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

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


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

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


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Moving away from the bats, understanding weapons are futile the dwarf hides from the swarm if possible.

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