GM Fanguar |
@Elvar:The face is carved into apparently solid stone there is no visible means of passing beyond it. The wind continues to gain force and you must now exert force to remain upright.
The wind is now blowing out of the upper hallway with great force, causing the blue lantern to whip about on the end of its chain.
GM Fanguar |
@Elvar: Poor use of words on my part. It's real stone. There would be no indication that there was anything more to the face, except that your Detect secret doors told you that there was a passage behind it. There is no way to open the door at the face itself. Though I guess you could go buy some mining equipment and tunnel through.
The wind increases to hurricane forces and Elvar is lifted off his feet. He is thrown backwards the length of his safety robe and then slams into the wall (floor? Whichever surface you anchored your piton to),
Non-lethal damage: 1d4 ⇒ 2
@Parnel: It's a spell effect from a trap. It's not a natural phenomenon.
Harold Wainright |
Hearing the thudding and bumping, Elvar's cursing, and the wind, which steadily increases to hurricane volume, Harold shouts up the shaft:
"Elvar? Are you alright?"
GM Fanguar |
Puns yay!
Several minutes pass with the wind blowing at full force and the it suddenly stops, dropping Elvar back to the ground with a thump.
The wind will blow for 10 minutes and then stop. You guys came up with a very well thought out plan to keep Elvar safe, so I'm fine with the outcome mentioned above, but 10 minutes in game is a very long time, so feel free to add in some RP or other actions if you would like. If not, we can just continue.
Garish "Bones" Boulderdash |
After the wind stops:
"Are you guys alright"?
Bones thinks to himself. "I really hope they are ok."
To anyone that came down with him.
"There has to be a way to bypass whatever is up there. We have found dead bodies here so we know the place is dangerous. Maybe one of them found a way past it before they died however."
Elvar Potter |
Elvar follows Talia back down sullenly. "Next time I get a stupid idea, please tell me." he says sullenly.
Coming down he averts his gaze from the others, shamed at his failure. "I couldn't open the seacret door, hells, I couldn't even find it. I guess you're right Bones, let's keep looking around."
Talia Virn |
"So you saw some lights in the statue, all the rainbow colour but the green?", says Talia turning on herself and looking at the unlit lanterns and at the lit green one.
"My guess is we need to light all the lanterns to open that door. But we have two problems. First we lack the red one and second, we may need to light them in a certain order."
GM Fanguar |
Moving along then
You turn the arrow towards the green passage and the familiar rumbling of a raising elevator begins, though this time there is an unhealthy grinding that accompanies it. The elevator starts to rise reluctantly from the ground. It makes it half out before stopping with a tearing groan from somewhere deep within the bowels of the tomb. With a loud crack, the elevator drops from sight and lands with a crash somewhere below, billowing out a puff of dust from the gaping hole where the elevator once was.
Elvar Potter |
"Err... No." When the dust settles Elvar goes over and peers down the hole and sends a globe of light into it. Cast Dancing Lights, range; 100'.
"Talia, you want to go first or shall I?" he asks before taking out a rope and securing it to make a line down the hole.
GM Fanguar |
The shaft extends 60ft downward and you can see where it opens into another room. As you are looking through the dust of the collapsed elevator you perceive that the floor down there appears to be writhing and soon you can see that there are hundreds of green shiny beetles surging into and up the shaft. You have 1 round to prepare and ready actions, though it's not a true surprise round.
Talia Virn |
Talia peers down the hole to help Elvar get the rope ready.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
"Damn, everybody gets back, there's an insect swarm incoming."
Knowledge Nature to identify the swarm abilities: 1d20 + 6 ⇒ (12) + 6 = 18
Talia will post her actions depending on her knowledge of the swarm
Istvan Masterson |
Istvan be thinking it a good thing the elevator collapsed now, instead of with Istvan riding it.
1d20 + 8 ⇒ (2) + 8 = 10
Istvan not be liking bugs. To make things fair, I don't think the bugs will be liking Istvan either.
Staring down the shaft at the approaching swarm, Istvan slams his hands against the ground, filling part of the shaft with dust.
I fill a section of the shaft with an acid cloud. DC14 to avoid sicken. I'll aim for the front of the swarm, the cloud has a 1 round duration and fills a 10' section of the tunnel.
Damage: 1d6 ⇒ 5
Harold Wainright |
Perception: 1d20 + 8 ⇒ (10) + 8 = 18.
Harold shivers as he hears the approach of the the insect horde.
"Right then. I let you deal with them. Although it can be quite cathartic, I doubt having me squash them one at a time will be very effective..."
He then backs-up 40'.
GM Fanguar |
GM Fanguar |
@Garish:Torches do 1 pt of fire damage on a successful hit.
Elvar: 1d20 + 2 ⇒ (16) + 2 = 18
Garish: 1d20 + 1 ⇒ (4) + 1 = 5
Harold: 1d20 + 1 ⇒ (1) + 1 = 2
Talia: 1d20 + 4 ⇒ (6) + 4 = 10
Istvan: 1d20 + 2 ⇒ (7) + 2 = 9
Parnell: 1d20 + 2 ⇒ (19) + 2 = 21
Swarm 1: 1d20 + 3 ⇒ (18) + 3 = 21
Swarm 2: 1d20 + 3 ⇒ (18) + 3 = 21
Big Bug: 1d20 + 3 ⇒ (5) + 3 = 8
A living fountain of beetles with bright blue carapaces burst out of the hole in the ground. As they spill onto the floor, you can see that they are secreting some corrosive substance that hisses when it hits the stone. They seems unaffected by Istvan's spell, but the huge (medium sized) beetle that lumbers after them takes the full force of the spell.
Fort: 1d20 + 3 ⇒ (2) + 3 = 5
Swarms: AC17/T17/FF14 HP 1:9/9, 2:9/9
Big Bug: AC15/T13/12 HP:21/26
Round 1:
21+ Swarm 1
21+ Swarm 2
21- Parnell
18 Elvar
10 Talia
9 Istvan
8 Big Bug (Nauseated)
5 Garish
2 Harold
Frenzied by the smell of fresh meat, the swarms advance covering Elvar, Istvan and Talia in their biting sting horror
Elvar:
Damage: 1d6 ⇒ 5
Acid: 1d4 ⇒ 2 DC11 Fort save for half
Must make another DC11 Fort save at start of turn or be nauseated for 1 round
Istvan and Talia:
Damage: 1d6 ⇒ 1
Acid: 1d4 ⇒ 1 DC11 Fort save for half
Must make another DC11 Fort save at start of turn or be nauseated for 1 round
FYI since these are crawling swarms, I'm ok with you just targeting the ground they occupy with any splash weapons you might have.
Elvar Potter |
Fort DC 11: 1d20 + 2 ⇒ (14) + 2 = 16 Half damage from acid.
Fort DC 11: 1d20 + 2 ⇒ (4) + 2 = 6 Nauseated.
Elvar gags as the beetles crawl all over him, bitting him and burning as they go, and frantikly brushes them off as he moves as fast as he can go toward the crypts exit.
Move south. Stats by name are acurate if you feel like rolling DM.
Talia Virn |
Talia shddurs as the insect crawl all over her but by sheer luck, most of them do not find opening in her clothes and, she easily shakes off the nausea of being covered by such creatures.
Fort DC11: 1d20 + 4 ⇒ (2) + 4 = 6
Forst DC11: 1d20 + 4 ⇒ (14) + 4 = 18
Current HP=10
Talia Virn |
The rules for splash weapons and especially improvised ones are not very clear to me, so feel free to correct my interpretations
Talia drops the lit miner's lantern she was carrying Free action,
moves back 30 foot move action, she hurl the flask of oil towards the swarm, hoping the lantern will ignite it.
throw oil flask splash weapon: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13 vs AC 5, damage (fire)1d3 ⇒ 3, as it is a splash weapon, it should deal double damage to the swarm, so total damage is 6.
I've got two other questions, from what I read on alchemist fire, next round, should it deal another 1d3 (*2) damage? and second is there a chance the oil in the lantern Talia dropped can catch fire as well?
GM Fanguar |
@Istvan: You failed your save, so only a single move this turn.
@Talia: I think that the lantern would probably serve to ignite the oil. Oil flasks as thrown weapons do 1d6 ⇒ 6. Swarms take an extra 50% damage from splash weapons(not x2), so 1.5 x 6 = 9 damage. The whole square is on fire and the miner's lantern will most definitely explode, but the question is when..
Talia's quick thinking under pressure results in one of the swarms going up in a burst of flame.
Swarms: AC17/T17/FF14 HP 1:9/9, 2:dead/9
Big Bug: AC15/T13/12 HP:21/26
Parnel stares around dumbstruck (Parnel's been averaging a post a week, so from here on out, I'm just going to scale things for 5 PCs. If he makes a return, yay, if not, we press on as is.)
The large beetle trundles forward.
Garish and Harold are up.
Parnel Grunt |
Sorry. All the climbing, and trap diffusing was not really up Parnell's alley...then I lost my dot somehow. I'll try to pick up the posting, even if it's just to say "Parnell is watching from the back of the group" :)
The strangely quiet Druid raises his hands together in front of him at the hissing horde, and forms a small ball of flame in his hands. He then heaves it at the crawling mass of insects.
1d20 + 3 ⇒ (15) + 3 = 18 Ranged Touch, Produce Flame, Point Blank Shot
1d6 + 2 ⇒ (4) + 2 = 6 Produce Flame Damage...Point Blank Shot
"Hector"! "Do not try to eat these". "They will burn your mouth".
GM Fanguar |
@Parnel: No worries, glad to know you're keeping an eye on the thread. Swarms are technically immune to targeted spells, but it seems ridiculous that a ball of fire would do no damage to a pile of beetles, so let's just split the difference and say it does half damage, so 3 pts fire damage
Swarms: AC17/T17/FF14 HP 1:6/9, 2:dead/9
Big Bug: AC15/T13/12 HP:21/26
Garish "Bones" Boulderdash |
Sorry. All the climbing, and trap diffusing was not really up Parnell's alley...then I lost my dot somehow. I'll try to pick up the posting, even if it's just to say "Parnell is watching from the back of the group" :)
The strangely quiet Druid raises his hands together in front of him at the hissing horde, and forms a small ball of flame in his hands. He then heaves it at the crawling mass of insects.
1d20+3 Ranged Touch, Produce Flame, Point Blank Shot
1d6+2 Produce Flame Damage...Point Blank Shot
"Hector"! "Do not try to eat these". "They will burn your mouth".
The dot loss is due to the website upgrades. I can't even access my campaign tabs right now. Gary did say these might be issues a day or so ago, but he is trying to fix them.
Garish "Bones" Boulderdash |
I want to grab the torch and channel energy. I don't know what the action will be on grabbing the torch so my first priority is to channel energy.
If I a move action is enough I would like the torch also.
Channel:1d6 ⇒ 3
Is anyone still in the swarm? It matters because my channeling would heal them also, and I will move back to avoid healing them if nobody is inside the swarm. If someone is I will stay where I am so that whoever is in the swarm gets some healing.
PS:I am aware that my moving removes the chance for me to get the torch.
GM Fanguar |
@Garish: you won't be able to get the torch this round, but you manage to heal everyone and avoid catching any of the enemies in it.
Everyone regains 3 hp
Round 2:
21+ Swarm 1
21+ Swarm 2 dead
21- Parnell
18 Elvar
10 Talia
9 Istvan
8 Big Bug (Nauseated)
5 Garish
2 Harold
Swarm 1 creeps forward to cover Parnel and Hector,
biting: 1d6 ⇒ 1
acid: 1d4 ⇒ 4 (DC11 Fort for half)
(DC11 Fort or be nauseated on your next turn)
MAP
Elvar Potter |
Elvar shudders as the healing energies wash over him, alleviating the burns and bites as well as the swelling bruises received trying to find the secret door.
"Bones! Catch!
Elvar chucks the torch he was holding at Bones's feet before stepping back and retrieving his second torch.
Standard; Ranged touch to hit ground at Boness' feet (AC 5 I believe) 1d20 + 2 ⇒ (2) + 2 = 4
Move; Draw another torch.
Non-; 5' step south.
Istvan Masterson |
Moving forward while watching the large beetle, Istvan waits for it to move closer before acting.
Istvan moves forward 15' and readies an acid cloud to be usded as the beetle moves into range (25').
Damage: 1d6 ⇒ 1 DC 14 fort save to avoid being sickened for 1 round