Xzevrra |
Sounds correct to me.
Harn |
"Yes, let's depart! Klug'Tier, I'd suggest not attacking things that aren't attacking us!"
With that, Harn followed the female drow. Quite a nice view, thought the half-orc wistfully.
Harn |
"Wheh! Well, that got the blood pumping!" Harn was grinning madly as he caught his breath.
The half-orc took in his surroundings, trying to decide if any particular direction looked more promising than any other.
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Edit: Really? Really! Darn dice roller...
Harn |
"Eh, there's really no difference in which way we go," Harn said to the others.
"How about this way?" the half-orc asked, pointing to the right along the shore.
Xzevrra |
"Suddenly the expert on sub-Darklands lore, are we? Probably right though. With plants like that about, probably better to stay in a group. I'll walk a little ways ahead, just to play it safe." Assuming everyone agrees, Xzevrra starts off, trying to keep the group about 50' behind her (close enough so the orc bloods can see her when she chooses).
Xzevrra |
Forgot some dice rolls.
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Survival: 1d20 + 7 ⇒ (12) + 7 = 19
Stealth: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16 Forgot ACP before
Shanosuke |
You travel along the shore for some time. As you travel you notice it bend, practically wrapping around the strange forest. The florescent beach grass gives off an eerie glow and the ocean waves continue to roll along the shore. Cavern sounds echo off in the distance. A couple of hours pass before you are able to deduce, you are on an underground island.
At this juncture you can make out more takes in the sand. They come fom the jungle and lead along the shore in the direction you are heading. It is unclear as to what made them. Not the same as your rescuers that is certain.
Harn |
"Well, this certainly is an exciting development!" Harn exclaimed.
Directing the others' gazes toward the eerie forest, the half-orc said, Looks like we get to find out what the forest is like after all!"
Xzevrra |
Xzevrra raises a hand to halt the group. Quietly heading back, she informs them, "Tracks in the sand ahead. Not sure who or what, doesn't look like whoever pulled us out of the water. Came from the forest though. I'll lead ahead. Give me about a minute and follow. I'll leave marks as before." With that, she heads off to follow the tracks.
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Survival: 1d20 + 7 ⇒ (16) + 7 = 23
Stealth: 1d20 + 7 - 1 ⇒ (4) + 7 - 1 = 10
Shanosuke |
You are nearing the apparent halfway point around the island around this time.
As you follow the tracks, you notice a dock barely revealed by the luminescent grass about 300 feet from your current position. There is what appears to be some kind of shack or hut on the shore. The tracks lead there.
Xzevrra |
Xzevrra puts down the mark to stop before continuing.
Xzevrra puts the mark to stop in the sand as she creeps towards the shack, listening for sounds from within. If there are any windows, she'll attempt to peak inside. Also is there a boat at the dock?
Xzevrra |
Gwah, forgot dice again.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Stealth: 1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24
Shanosuke |
When you get close enough you see There is a strange looking raft tied to the dock. It is designed like a raft but instead of wood, it has bizarre black shiny logs instead. The tracks lead to the hut. As you peek in you see several unusual shapes that seem to be organic but may also be furniture. You do not see what has made the tracks though. There is no identifiable pieces. Just strangely shaped objects. All with wierd "legs" or tendrils. Hard to determine where storage containers are. Do you wish to proceed inside. The hut is 50' by 50' with 70 feet worth of walkable square footage. If you proceed in I will need another perception and stealth roll from you
Xzevrra |
Xzevrra quietly creeps around to the doorway, and tests it's hinges before quietly sneaking inside. She'll wait just inside the doorway, searching for any sounds. If nothing, she'll creep forward to get a better view.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Stealth: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16
Shanosuke |
As you move forward you are sure as you can be that there are no signs of life. As you look around you see what appears to be a shelf with several odd looking objects on it. Most notable is what appears to be a rather large sapphire. You will need to appraise it to ascertain its exact value. You could also take it and return to the group. Who knows how valuable such stone could be down here. Also I need another perception check from you.
Xzevrra |
Ah, greed. The foible of many a character, good or evil.
Xzevrra spots the large gem sitting on the shelf. Transfixed by it's beauty, she can only think of one thing. This is a trap. But to lose such an opportunity on mere caution? She creeps over to it, examing the area around the base and the shelf, and then the gem itself. What can it hurt to look?
Perception (the one you asked for): 1d20 + 6 ⇒ (11) + 6 = 17
Perception (on the gem): 1d20 + 6 ⇒ (11) + 6 = 17
Shanosuke |
Opposed stealth Score was 21. That was the DC for your perception. Missed it both times. Sorry I had rolled so high. This will be interesting.
As you exanine the stone it seems safe. Suddenly you are attacked from behind. One of the seemingly lifeless pieces of what you thought was furniture lashes out at you with long black tendrils. They bind you up. You are now grappled. Whatever it is doesn't seem finished. You get a chance to break free. The DC is 23 you can roll on either Escape artist or CMB to escape its grasp. Or you can attempt to attack it with a one-handed weapon if you desire. If there are other options you can take feel free to attempt.
Xzevrra |
Feeling the tendrils wrap around her, Xzevrra attempts to flex her muscles as she was taught, only to quickly release and attempt to wriggle out. Unfortunately she doesn't quite make it in time and they once again tighten around her. Realizing her situation, she draws her rapier.
Standard to try escape artist, move for drawing rapier. If I can't draw it or use it (ie if it's light weapons only), instead draw dagger from wrist sheath.
Escape Artist: 1d20 + 7 ⇒ (7) + 7 = 14
Shanosuke |
This is pretty bad. This thing was not meant to be fought one on one. This won't end well.
You are now pinned. The tendrils slide under your cloths writhing along your fleshy torso, lacing you with a corrosive mucus. You take 1 point if acid damage as it burns you unprotected skin. You get one more shot to break free only you no longer have your dex bonus. DC 23. You fail and you are rendered helpless.
You notice the barely revealed dock and what appears to be a hut more than 300 feet ahead of you. Barely illuminated by the grass. Xzevrra muzt have gone on ahead to check it out.
Xzevrra |
Gulp! 10% chance. Dice-roller, don't fail me now!
Xzevrra struggles as she feels the acid burn into her flesh. Feeling herself begin to slip away, she tries one last desperate surge to break free, but finds herself unable to escape their hold. With only one option left, she screams out for, "HELP!"
Escape Artist: 1d20 + 7 - 3 ⇒ (11) + 7 - 3 = 15It failed. Wasn't sure if I could still yell or not, if so I do.
Zhimon Radsamhin |
Zhimon thinks for a moment. For thats all it took, a lone home and a assassin female.
"Well I see a house with a dock and our assassin friend has not returned for us. In fact she is nowhere to be seen. I think we should pay a visit to that house. Knowing females she is etheir killing the owner, robbing them, or saducing them. Maybe a combination of those. Anyone with me?"
Harn |
"Zhimon, are you kidding about her? Is that normal behavior for a drow female?" Harn asked as he readied his spiked chain and joined the others in approaching the structure.
As they neared, the half-orc started sniffing the air.
Perception using Harn's Keen Scent: 1d20 + 9 ⇒ (12) + 9 = 21
Shanosuke |
Okay I need perception from all players. DON'T FAIL
You hear a female scream HELP!! from the direction of the house.
Seem to react to your sudden outburst, the thing, whatever it is binds you fast in its clutchs. Then from behind a long large tubelike tendril extends and opens a gross looking dripping maw of a mouth just over your head. Before you can scream again it engulfs your head completely. You take 2 points of acid damage and are niw unable to breath. You feel tendrils inside the things mouth trying to work they're way into your ears and nostrils. They will also go for your eyes and mouth should you dare to open either. You feel it squeezing your head as if it was sucking on it like a piece of hard candy. This is a dire circumstance. You only hope and pray your companions heard your first scream as there wont be another.
Harn |
Well, I just rolled one (which was focused on Keen Scent)... however, here's another!
Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Well, I guess that was the same as the first roll! Trippy! :)
"Xzevrra!" Harn cried out. Heedless of the danger, the half-orc charged toward the structure.
Shanosuke |
Okay were gonna assume Klug follows suit.
In three rounds Harn will arrive on the scene. In the room he will see a strange grub-like creature reared up. In front of the creature, tightly bound in what appear to be abdominal crawling tendrils is Xzevrra. Whatever this thing is, it has her head in what appears to be it's mouth. He arms and torso are all tied up tight but her feet are free and kicking wildly but to no avail. Clearly she is in great pain and on top of that, suffocating.
Combat begins.
It is your turn. The Player who posts first, goes first in THIS round. Everyone else respond as if the person who posted before you acted before you. Keeps PBP combats clean and easy to follow. If you are waiting on someone else, friend or foe, please be sure and post that so I and others know.
You take another 5 acid damage before your comrades arrive. I believe you are still conscious right?
Xzevrra |
Yes, this puts me at 1/9 HP.
Harn |
Harn moved into melee with the hideous beast, his spiked chains whirling as he lashed out with his vicious weapon.
To Hit w/ Spiked Chain 1d20 + 4 ⇒ (12) + 4 = 16
If it's a hit: Damage 2d4 + 3 ⇒ (2, 2) + 3 = 7
Ollivor Myles |
Behind Harn, Ollivor tries to think best how to help with the power now pulsing through him. Hanging back At least 10 feet if he can he flings a hand forward and releases an stream of acid at the thing.
Elemental Ray special ability does 1d6, goes out to 30ft. ranged touch attack... in an Earth Elementalist's case it is acidic.
to hit: 1d20 + 1 ⇒ (15) + 1 = 16
dmg if that hits: 1d6 ⇒ 4
As soon as it is cast, he looks surprised. I don't think any of my failed training in wizardry prepared me for THAT.
Xzevrra |
Not exactly a drow maiden's dream knight, but definitely better than the alternative. Of course, I'm not sure what a drow maiden's dream knight would be. Either way...