DM Shisumo's Jade Regent (Inactive)

Game Master Shisumo


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Current HP: 11/21, Strength Damage: 2 Channels Remaining: 3

I aim to please. More XP for us that way. And with a 0 initiative, I think we all go before it without needing to roll, right?

Callomeleth briefly takes a moment to admire the cavern's natural beauty, before motion from the water draws his eye. He stops in shock as some sort of amoeba-like creature flows towards them. "What in the Nine Hells is that thing?!?", he cries, his quavering voice echoing in the cavern.


Male Human Bladebound Magus 3

Knowledge (dungeoneering): 1d20 + 6 ⇒ (7) + 6 = 13
Initiative: 1d20 + 1 ⇒ (4) + 1 = 5

Umm, not sure? Maybe it's an ooze of some kind? Shisumo?


Male Human Summoner (Synthesist) 1/ Paladin 2

I have no idea, but in this place, we have to assume it is a threat.

The old man moves behind the others (preferably near Tristan) and starts casting a spell (Enlarge Person)


28/28 hp

Initiative: 1d20 + 5 ⇒ (3) + 5 = 8

Lamsfel did not switch back to the bow, so he has a short sword in hand and one hand free.


Male Varisian (human) Ranger 3

Initiative: 1d20 + 2 ⇒ (2) + 2 = 4


It's a giant amoeba - dangerous enough in its own way, but pretty much just mindless hunger in a roughly beach-ball-sized package. And yes, you all beat its initiative, so you can take actions. Gan's already declared his, but I should point out that the small space makes enlarge person a really bad idea. With that thought in mind, here is the updated map to give you some idea how much room to maneuver you don't have.


Is that map set up differently than the others? I have been unable to access it even though I can view the others.


Male Human Bladebound Magus 3

Not real sure, mate. It be an amoeba, that I do know. They just eat whatever they get close to. With that, he takes a few steps back and tries to sink an arrow into it.

Ranged: 1d20 + 2 - 2 ⇒ (8) + 2 - 2 = 8
Damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8


AinvarG wrote:
Is that map set up differently than the others? I have been unable to access it even though I can view the others.

I didn't touch a thing... and I can get into it via Chrome without signing into anything, so I don't know why you'd be having trouble.

Tybus' arrow pierces deep into the amoeba's side, and it convulses spasmodically - but continues to ooze forward.


28/28 hp

Something on my browser, I'm sure. There's a lot of scripts running on that page, but when I allow them on the other map pages, they display. This one doesn't.

"Is it intelligent? If it's just going to follow food, maybe we can draw it back to the spider's lair where we have some room to work."

The elf draws back down the tunnel to give the others room to retreat, sheathing his remaining sword and readying his bow. Is there a place where he can step aside and let others pass him?


Current HP: 11/21, Strength Damage: 2 Channels Remaining: 3

"A good plan, Lamsfel!" Callomeleth eagerly begins making a tactical retreat back to the spider room. "Perhaps it will decide to sup on the spider rather than us."


Male Varisian (human) Ranger 3

Well, I don't really want it chasing me on the way out.

Greatsword Power Attack: 1d20 + 5 ⇒ (18) + 5 = 23, damage: 2d6 + 9 ⇒ (4, 4) + 9 = 17

Tristan gives the thing a good swat before retreating with the others. Taking a single move and hoping the goo is really slow.


Considering that it's now extremely dead, I think "really slow" is probably being generous.

Tristan's massive blade once again does its work, sending gobs of protoplasm in every direction.

80 XP each.

So pick another direction...?


Male Varisian (human) Ranger 3

That wasn't so hard, was it. Tristan wipes his blade and takes a look for any useful items. Perception: 1d20 + 6 ⇒ (18) + 6 = 24 I say we continue right, how about that?


28/28 hp

Lamsfel chuckles and shakes his head. "Lead on."

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Not because I think he will beat Tristan, but I think he would look around.

"Tybus, can your lights reach out to illuminate more of the room? Is there anything on the island?"

Huh. Now the map works for me. Weird.


Male Human Bladebound Magus 3

With a mental command, the glowing orbs float about in the chamber making sure everywhere is illuminated. Why are you asking me? You've got them elf eyes.


28/28 hp

Laughing, "Aye, cap'n, but it's dark even for an elf in here. Thanks for the light!"


Male Human Summoner (Synthesist) 1/ Paladin 2

Shisumo, are they 5 ft squares or 10? If they're 5 ft squares I don't want to enlarge myself and have to squeeze in the tight space, so I'll just cancel the spell/let it fizzle. If they're 10 ft squares and I can walk unimpeded, I'll finish casting on myself. Onward!


Male Human Summoner (Synthesist) 1/ Paladin 2

I'll see if I can see anything, too.

Perception 1d20 + 11 ⇒ (4) + 11 = 15


They are five foot squares, which is why I said it was a terrible idea; you would never have made that choice, so don't worry about it. You've still got the spell slot.

There is nothing in the room of value except possibly the crystals themselves - an Appraise check might tell you whether they are worth anything.

Regardless, is the plan to return to the passage you were in before and see where the straight-line path leads?


28/28 hp

I believe that's the plan, yes.


Current HP: 11/21, Strength Damage: 2 Channels Remaining: 3

Callomeleth peeks his head back in after Tristan mentions he has already killed the creature. "It's dead? Thank goodness." He awaits the group, his eye drawn to the sparkles their light sources make on the crystals.

Mechanics:

Untrained Appraise: 1d20 ⇒ 2
I think I've determined beyond a shadow of a doubt that they are pretty.


Once you return to the other passage and begin to follow it, you discover that progress quickly becomes problematic - the passage begins to narrow, forcing you to choose between trying to squeeze through (and risk getting stuck, potentially) or turn back.


Male Human Summoner (Synthesist) 1/ Paladin 2
DM Shisumo wrote:

They are five foot squares, which is why I said it was a terrible idea; you would never have made that choice, so don't worry about it. You've still got the spell slot.

Awesome, thanks.

Sooo, anybody have a grease spell handy?


Male Human Summoner (Synthesist) 1/ Paladin 2

I'm thinking we retrace our steps to the entrance and go the SE route in the original room.


28/28 hp

Aye


Male Human Bladebound Magus 3

Appraise: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4

Tybus directs his floating lights along the next passageway, taking up the rear position.


28/28 hp

Mechanics:
OK, since we are looking...

Appraise untrained: 1d20 + 1 ⇒ (2) + 1 = 3

LOL


Yep. Those sure are some pretty crystals, all right.

You make your way back to the cave entrance and turn southeast, hoping to find better luck in the larger, wetter passage. What looked at first in the light of Tybus' lights to be an underground pool turns out instead to be a broad, sluggishly-flowing stream of sorts, a channel where the water dripping from the ceiling and seeping through the walls gathers together in a trough in the stone. It isn't too deep - it reaches waist height briefly as you force your way across it - but it is slick, and you all (particularly Tristan, in his armor) have some difficulty keeping upright as the wet rock seems to shift trecherously underfoot.

Eventually you find a side passage that you quickly determine to be the same as the left fork you didn't take earlier after battling the spider; the tunnel you are in, though, seems to continue on for some distance. In the farthest reaches of Tybus' light, there is some sign that the cave widens out again.

Gan, these tunnels are wide enough to make enlarge person feasible, but there is a height issue - the ceiling overhead is only about 7 feet high, which would still mean you would suffer some penalties for having to stoop as you fight (if fighting is to occur, of course). I leave it to your discretion. The map has been updated.


Current HP: 11/21, Strength Damage: 2 Channels Remaining: 3

Callomeleth nods with relief as the group decides to head back down the other passage once the one they were following narrows. When the cavern opens up, he spaces himself away from the group slightly - not far enough away that he is truly separated, but far enough that the five of them are not clumped together again. He squints into the darkness, trying to see if there is any end to the cavern's inky darkness.

Is low-light helpful? Any more detail I can make out?


Gan, Lamsfel and Callomeleth can all make out the signs that indicate the passage is widening out into another chamber, but this one appears to be the biggest you've seen in this cave complex so far, as the far wall is out of visual range even for your night-sharp eyes.

I'm really just pausing here to give Gan a chance to cast his spell if he wants before we continue, although any other preparatory actions anyone might want to take are welcome as well.


Male Human Summoner (Synthesist) 1/ Paladin 2

Nope, no enlarge for me at this time. Sorry, I had no wireless access yesterday/last night


The cavern is indeed much larger than the others you've seen, nearly 60 feet long and about half as wide, with a large pool of brackish water along the southern edge. A number of skeletons wearing rusted and broken armor of Minkaian design lie scattered across the ground - four, in all, after you count. There is another, smaller passage leading away to the northwest.

Perception, DC 15:
There are two more skeletons in the water as well.

The map has been updated.


Male Human Bladebound Magus 3

Perception: 1d20 - 2 ⇒ (13) - 2 = 11

Big chamber, Tybus observes, as he spreads the globes out to cast as much light throughout the cavern as he can.


Male Varisian (human) Ranger 3

Perception: 1d20 + 6 ⇒ (12) + 6 = 18


Male Human Summoner (Synthesist) 1/ Paladin 2

Perception 1d20 + 11 ⇒ (2) + 11 = 13


28/28 hp

They are limited to 10' from one another, I believe.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14


Current HP: 11/21, Strength Damage: 2 Channels Remaining: 3

Mechanics:

Perception: 1d20 + 5 ⇒ (5) + 5 = 10

Callomeleth stops short as he spies four more skeletons in the strange armor that the Licktoad goblins wore. "Gods above, more of them. At least we can be prepared to fight them this time." Callomeleth stows his glaive and pulls out the heavy mace on his belt.


28/28 hp

"What? Doesn't anyone stay dead around here?" Groan. "I left the club outside! If they get up, I will work to distract them while you deal with them. Fair enough?"


Male Human Bladebound Magus 3

Tybus sighs. I got me undead ray. It's a simple spell, and disrupts them nicely.

He'll take aim at one of the inert skeletons and voices the arcane component for the spell. Ranged touch: 1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 1
Damage: 1d6 ⇒ 1

Edit: Okay. Wow.


Tybus' spell produces an effect - but not the one he intends for certain. As the burst of white energy disppears into the stone next to the skeleton's ribcage, the bones begin to stir, unholy life returning to them after what must have been decades of quiescence.

And now we need initiatives. There are two skeletons under the water, which only Tristan has noticed - there is a map on the Campaign Info tab. The skeletons are all currently prone. As always, if you beat their intiative, go ahead and take your actions.

Skeleton initiatives: 1d20 + 6 ⇒ (8) + 6 = 14.


Male Human Bladebound Magus 3

Initiative: 1d20 + 1 ⇒ (8) + 1 = 9

Now that spell was not supposed to do that!


Male Human Summoner (Synthesist) 1/ Paladin 2

Init 1d20 + 1 ⇒ (15) + 1 = 16


28/28 hp

Initiative: 1d20 + 5 ⇒ (14) + 5 = 19


Current HP: 11/21, Strength Damage: 2 Channels Remaining: 3

Initiative: 1d20 + 2 ⇒ (11) + 2 = 13

"This day just keeps getting better and better!", Callomeleth shakily complains as the dead begin to rise.


Looks like Gan and Lamsfel can take actions, and we're still waiting on Tristan's initiative.


Male Human Summoner (Synthesist) 1/ Paladin 2

Sorry, limited access for me until later today. I'll move over and cast guidance on Lamsfel. I need to get a bludgeoning weapon, hehe


28/28 hp

Put your blessing on Callomeleth or Tristan - Lamsfel likewise needs a bludgeon.


28/28 hp

Lamsfel hustles forward to C7 and attempts to hit the prone skeleton beside him, but he keeps an eye on the many threats, likely distracting him from the blow.

Mechanics:
Both short swords in hand, only attacking with one. Fighting defensively, positioning himself for the AoO if the thing gets up.

Attack: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17 Fighting defensively for an AC of 20 at the moment. I've forgotten the penalty for bludgeoning with a piercing weapon - he will attempt that, as well.


The penalty is-4, exactly negated by the prone penalty to AC currently suffered by the skeleton, so Lamsfel hits. Roll damage, if you please?

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