Maraiah |
Slowing her breathing to steady her aim Maraiah firs again.
1d20 + 7 ⇒ (9) + 7 = 16
1d8 ⇒ 7
Shellin |
Fearing for his life, Shellin will 5ft step back from the thing before turning and, using an arcane point, fire Magic Missile at the dire bat. As he does so, he will draw a javelin from his pack.
Please just die, please don't let my life rest on throwing this thing!
Missile 1: 1d4 + 1 ⇒ (3) + 1 = 4
Missile 2: 1d4 + 1 ⇒ (4) + 1 = 5
5ft step outside reach
Swift: Use arcane point
SA: Magic Missile at CL 3
Move: Retrieve javelin
Shellin |
@Maraiah 2/14hp. Also, did you want me to add those stones to the party loot bag or do you want them?
Shellin is clasping his hand on his shoulder, a bleeding mess of flesh there marking the bat's bite.
His face a a slightly grimacing mask, Shellin will reply with "We are going to go with badly hurt but functional. We'll have to see what we can do about some rest and recuperation, it looks like we could all use it."
Turning to address The Party, Shellin will continue, "Should we try to rest here now that we've cleared the room? I'm not much for sleeping where we nearly died but I'm not too keen to face the rest of what the caverns might offer should we continue."
He will also translate in Goblin for his injured and easily confused friend.
Maraiah |
Sure
Taking a moment to study both Shellin's vicious wound and Gargon's numerous injuries Maraiah frowns. "I say we rest here. We keep going and you two are likely to bleed to death." she says handing the arcanist the bloodstones she'd retrieved from the cave floor.
Shellin |
Laughing lightly, and stopping with a mildly pained look, Shellin will say "It seems like Gargon has decided for us, haha. Mind helping me move him to the wall? Hate to leave him in the middle of the room."
Shellin |
Hell's Bells, we forgot the dwarf!
A tad distracted by blood loss, Shellin sees the state of their once boisterous teammate, Shellin adds: "We'd best move Unbeugsam too. I'll do what I can for him in the morning after I prepare my spells."
He stops then, thoughtful look overtaking his face.
"What time of day do you think it is up there?" Shellin gestures to the cavern above them as he grabs one of Gargon's arms with his uninjured arm.
Shellin |
Noticing the silence of his one conscious companion, Shellin will shrug mildly and go about dragging the two unconscious party members out of the middle of the room, and after noticing a smell, he will drag the dire bat corpses to the opposite wall
He will take a moment to set out his bedroll near the others and nourish himself with his rations. To Maraiah he offers, "I can take first watch if you won't mind taking second." With a wry smile returning to his once combat-neutral face, He will continue, "I think Gargon volunteered for last watch, being the first asleep and what have you."
Sorry for consecutive post, won't make a habit of it
Gargon |
I am assuming there will be more "dreams" and such tonight. In the morning I would like to go over the dire bat corpses for some bones or other body parts suitable for throwing. Thanks for drgging me over to the fire Shellin. It is toasty and warm.
Shellin |
You're welcome, and thanks for the reminder:
Forage(dire bats): 1d20 + 5 ⇒ (12) + 5 = 17
Maraiah |
"I'm good with that, Unbeugsam needs all the rest he can get." Maraiah replies setting up her own bedroll and sitting to eat.
Would Knowledge Dungeoneering help me with keeping track of the passage of time underground?
GM Amsheagar |
Check your mail soon. I'll be sending you an update.
From harvesting the Dire Bat's bodies, you were able to get some common (15) spell components and 2 uncommon ones. Enough meat for several days.
Looking around this cavern, you can see that there are corpses of previous travelers. In a pile of guano you discover a bag of potions. You are unable what they are but you find 6 in all. 4 light blue potions and 2 green potions. To determine what they are, you will need either spell craft/alchemy with a DC 15... after a small taste.
Shellin |
Added to Party Loot Bag:
common spell components, 15
Uncommon spell components, 2
Bat meat, ? Days worth
Light blue ? Potion, 4
Green ? Potion, 2
Shellin will settle in for the start of his watch, sitting on his bedroll and leaving a Javelin at his side within easy reach.. He will retrieve on of each potion from his sack and set them before him. Drawing out a third potion, he will turn to Maraiah and gesture to the potion in his hand. "This is one of my last healing potions. Should either of these unidentified concoctions incapacitate me, force feed me this if you would not mind."
He will then proceed with the taste tests, a light worried look on his face.
Spellcraft Blue: 1d20 + 6 ⇒ (13) + 6 = 19
Spellcraft Green: 1d20 + 6 ⇒ (15) + 6 = 21
Shellin |
A full smile nearly splits Shellin's face at the familiar taste of the blue potion. Well, at least we won't all perish from our current injuries...
We have a bit fortune here, Maraiah. We have enough healing potions here to fix these two right up in the morning!"
Curiosity sated, Shellin packs the potions away in the sack.
Maraiah |
Magic weapon probably tastes like gun oil. lol
"That's a relief, the last thing we needed was you keeling over too." Maraiah replies with a smile.
Shellin |
Shellin glances at his blood matted shoulder for a moment. I suppose I can do something about this now.
Shellin will rifle through his sack and retrieve one of his potions, marked sepperate from the others with a small bit of twine around the neck of the bottle. Popping the cork, Shellin will chug the potion.
1: 1d8 + 1 ⇒ (7) + 1 = 8
As the ache fades from his shoulder, he relaxes visibly into his seat.
"Ahhh, now that's much better."
Wounds closed for the most part, Shellin will settle in for his watch
Maraiah |
I suggest updating your hp total in the stat bar so we actually have an idea how injured you are.
Shellin |
@UnbeugsamI would like to but I don't know what I need to roll for them, forgot to ask. Either way I will use one of my spells after rest to give you guaranteed 10HP with Infernal, then we can roll for potions, speaking of which:
@GM my potions are 1d8+1 bc I paid for that Caster level of the potion at creation. Are these just 1d8 or do they have a bonus?
ALSO
Standard 2x character level in HP for 8 hr rest, or do you use another rule?
GM Amsheagar |
If you buy any potions, generally it's the lowest level of the caster that can cast it. a CLW potion would generally be a d8+1, CMW +3. If you paid for the extra caster level, then it would be for the caster level you paid for. Any potions you make yourself will be your caster level.
Speaking of levels, Go ahead and level up to 3.
Shellin |
Oh, yay!
CLW Potion: 1d8 + 1 ⇒ (4) + 1 = 5
Shellin will take one of.the blue potions and carefully administer it to the dwarf.
Another one not dead, at least for today...tonight...oh, hells.
He will quietly murmur, "Well, that's gonna bother me."
Shellin |
"You've been out for about a half hour, comrade. We found some potions and I determined them to be of a healing nature. Lucky for you, I wasn't wrong!"
As Shellin speaks, his face fades into his usual sedate half-smile.
Continuing in Common, "Welcome back."
Maraiah |
You should probably go back to sleep. You could definitely use the rest." As both Unbeugsam and Gargon rest, Maraiah treats their wounds.
Heal (provide long term care 8hrs. DC 15): 1d20 + 8 ⇒ (11) + 8 = 19
Heal (provide long term care 8hrs. DC 15): 1d20 + 8 ⇒ (13) + 8 = 21
If we're able to then in an 8 hr stretch they'll both heal 2 hp per level (6) or if we stay put for the whole day that'll heal 4 hp per level (12)
Shellin |
Well dang, good news, bad news.
Shellin wakes an hour before last watch ends and takes the extra time to prepare his spells
Burning hands Added, otherwise unchanged
As everyone wakes and performs their morning rituals, Shellin takes inventory of their loot thus far...
Huh, that's odd.
He looks around at the party with a bright eyed curiosity.
I wonder if they were stolen...
"Good morning everyone. I have uncovered a curious thing; the red gems are missing."
Gargon |
Who are you a cleric of? Maybe we can fashion one out of bone or something?
Upon awakening Gargon wanders over to the remains of the corpses and rifles around. He attempts to take the upper arm bones from the bat corpses. These will make nice boomerangs, yes.
Rolling survival to see if I succeed in my foraging
Forage: 1d20 + 1 ⇒ (14) + 1 = 15
Maraiah |
I'd say bone would be an appropriate material for a holy symbol of Death. Pharasma's spiral carved in a disc of bone, like maybe the page of a skull should work.
Shellin |
With 3hp rest-recovery, I'm right at max HP!
Shellin check his shoulder and, seeing it has healed entirely over, replies, "All good on my end."
Though I think she and I are the only ones truly up on their toes.
Turning to Unbeugsam, Shellin will grasp his necklace and put his other hand to the warrior's shoulder, casting Infernal Healing.
He will continue,
To the group, "Does anyone need a potion from the stock? we have 3 left."
I'm pretty sure the rolls Maraiah made met the Provide Long-term Care DC unless GM says no, and Infernal Healing lasts 1 Minute, as well as the level 3 HP
tl;dr
Unbeugsam and Gargon you healed 6hp instead of 3(Maraiah's Heal)
Unbeugsam gains 10HP(Infernal Healing)
Hurray level 3!
Shellin |
Laughing lightly, Shellin will say, "I'll take that as a no then.
I'm glad we have more healing magic, but that is new, comrade. I use my necklace much in the same way you use that thing in you hand when I use my magic. What is this thing?"
At the mention of it he holds his necklace in view, A small hand-carved idol of darkwood. As he asks he about "that thing" he points to the focus in your hand.
Shellin |
Laughing lightly, Shellin will say, "I'll take that as a no then.
I'm glad we have more healing magic, but that is new, comrade.I use my necklace much in the same way you use that thing in you hand when I use my magic. What is this thing?"
At the mention of it he holds his necklace in view, A small hand-carved idol of darkwood. As he asks he about "that thing" he points to the focus in your hand.
Whoops, REDACTED
Laughing lightly, Shellin will say, "I'll take that as a no then.I'm glad we have more healing magic, but that is new, comrade. When did you learn to do that?"
GM Amsheagar |
As you come to the next morning. You notice several things. First, Hobs has vanished and is no where to be seen. His belonging are where you saw him lay down last night, but he is no where to be seen.
shortbow 30 gp
masterwork Whip, scorpion 305 gp
Chain Shirt 100 gp
Heavy Steel Shield 20 GP
Scroll Animate Rope x2 50 gp
Scroll Comprehend Languages x2 50 gp
Scroll Cure Light Wounds x4 100 gp
Scroll Feather Fall x 2 50 gp
Scroll Identify 50 gp
Scroll Remove Fear 25 gp
Scroll Share Language 25 gp
Bag of Holding IV
Kit, Bard's
Price 41 gp; Weight 33-1/2 lbs.
This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Tools, Thieves'
This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks.
Masterwork Thieves' Tools: Price 100 gp; Weight 2 lbs.; This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks
masterwork Kit, Spelunking
Price 174 gp; Weight 32 lbs.
This kit holds equipment for exploring underground, consisting of a lantern with 4 flasks of oil, a hammer and 8 pitons, 100 feet of silk rope, a grappling hook, and a climber's kit.
Once you start splitting it up, you notice that the Blood Stones have vanished.
Gargon manages to get the ribs off of the bats, but he will still have to fashion them into a weapon, if he wants to use them as anything useful. But, as he starts to talk again, you notice that his common has progressed, as if the curse has been lifted for some reason. This is from him learning the language.
You continue to head down the tunnel and for the next day, you come across several wonderful caverns that seem to be untouched by man. Perception checks here please.