DM VoV - Throne of Night - Explorer's Adventure Path (Inactive)

Game Master Mark Sweetman

Tunnel Map


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Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

"I'm willing to play the tip of the spear if you'd like. Not the best climber, not the worst. I don't suppose any of you thought to buy one of those potions that help you climb like a bug?"
I have unfortunately spent too much of my gold to have done so myself :( EDIT: Actually, I'm wrong, I just haven't updated my sheet yet. I was saving 504 gp in case we wanted to pitch in on any wands.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

"I've some potions, let us climb down."

I bought a wand of CLW for the group, I have 1300 GP left, that's enough for 4 @300.


Minor Crab-beast

Quaffing tinctures that conjure ability to cling to the walls with the proficiency of cave spiders you begin the arduous climb down the walls of the fissure in the earth. The going is steady, and only the occasional bat takes any umbrage at your passing. Hundreds of feet pass by as you descend in relative silence and in concentration.

After near 1,000ft has been descended when there are two disruptions to the circular drop you are traversing. The first is that the angle of the tunnel shifts from near vertical to angled - implying that the descent will become slightly easier... and the second is the opening of what looks to be a reasonably extensive cave system to one side. You would need to draw nearer to see fully within, but there is an opening thirty feet in width that you cannot see the back of.

Perception DC15:
The surface of the cave seems covered with bat guano... but you can also spot the whitened end of a bone and the glint of gold.


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

Perception 1d20 + 1 ⇒ (18) + 1 = 19

Also, we need to decide if we got several potions or if we sprang for a wand, so we can get our accounting taken care of for the Spider Climb.

"If we want to make a quick stop at that cave, I see a glint of bone and gold in there."


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

Perception 1d20 + 2 ⇒ (12) + 2 = 14
"What's that? Guess I missed it, but we should definitely have a look. Might be an occupant back there someplace though." Caution taking hold, Stáli draws his hammer and prepares to enter.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Let's buy a wand instead, I'll contribute 1k to the effort.

Perception: 1d20 + 12 ⇒ (12) + 12 = 24

"I see it as well Agna, let's take a look. Might give us a hint of what to expect."


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

500 from Stali, 1000 from Padrym, and 3000 from me will do it then. I'm on the road, so so,else write the wand on their sheet please, with the current charges. I'll mark off the good from my sheet.


Minor Crab-beast

Moving nearer to the passage you see deeper within and it opens into a wider chamber that you cannot spy the back of even for those with advanced vision into the dark. About thirty feet back from the entrance are a pair of offshooting tunnels leading to the sides. The only sounds that you can hear are the general hubbub of disturbed bats that comes from above and below you. More cold circles of metal show up to your darkvision within...

Just confirming your intent to physically move into the side-tunnel.


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

Agna is in favor of taking a look into the cave.


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

Yes, Stáli will move into the side-tunnel. I'm fine with Stáli being near the front, not sure if we need to refigure our order.


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

I've got over 3k left, too, so I'll contribute 1000 gp to the wand, and also buy a potion just in case.


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

OK, I'll add 1k back to Agna's gold.


Minor Crab-beast

As you transition from the near vertical tunnel, your boots sink inch deep into the foul accumulation of guano and detritus that lines the floor of the side tunnel complex. Thirty feet in the tunnel opens into a larger chamber, still vast enough that you cannot see the end of it. The side offshoots from the tunnel are smaller chambers roughly thirty ft by 40ft in depth.

Perception DC 23:
As you move into the chamber, the slightest sound draws your eyes left... and you see bats of unusual size unfolding their wings and looking ready to detach their perch...

If you make this, make a single action as though a surprise round.


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

Hilde seats her shield on one arm and readies her whip, trying not to let it drag on the ground too much.

Perception check (add 2 if involving stonework): 1d20 + 10 ⇒ (9) + 10 = 19


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Perception DC 23: 1d20 + 12 ⇒ (10) + 12 = 22

Padrym readies his axe as his feet sink into the guano, peering into the darkness ahead.

"Anything in here?"


Male Dwarf Fighter (Foehammer) /6 Hps 58/58 AC 24 FF 23 T 11 CMD 21 (23D, 27 BR, 29 Trip) Fort +8 Ref +5 Will +3; Init +5 Per +7

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Nar lands in the guano, distracted enough to not notice anything else, draws his hammer and shield and says, "Well lets head down that way and find out!"


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

Anga can't hit that DC so I'm not going to roll.

Agna follows the others into the darkness.


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

Ready to beat on any surprising residents with his hammer, Stáli stalks forth through the muck of the cave, oblivious to any sights or sounds.
Perception 1d20 + 2 ⇒ (2) + 2 = 4


Minor Crab-beast

The first that you see or hear of any threat is the piercing screech of an oversize bat as they rush from the darkness...

Next post shall require map that shall need to wait until I'm not at work.


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

"What? No, we can't stop here. This is bat country."


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

Is it a cliffhanger? ;-)


Minor Crab-beast

Last night didn't happen due to fencing and some muscles. But tonight should be a different matter ;)


Minor Crab-beast

Silent hunters swoop from the eaves of the cave and lunge towards you with fangs extended...
Charging Bite on Stali: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27 for 1d8 + 4 ⇒ (7) + 4 = 11
Charging Bite on Hilde: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 for 1d8 + 4 ⇒ (1) + 4 = 5
Charging Bite on Padrym: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25 for 1d8 + 4 ⇒ (2) + 4 = 6
Charging Bite on Nar: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27 for 1d8 + 4 ⇒ (6) + 4 = 10
...and only Hilde and Agna avoid their fangs. The men among you are opened up to bleed by razor sharp fangs.

You guys are all up

Mapski


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

Agna casts a spell, causing her allies hearts to speed up as they are filled with magical energy.

Cast Haste.


Male Dwarf Fighter (Foehammer) /6 Hps 58/58 AC 24 FF 23 T 11 CMD 21 (23D, 27 BR, 29 Trip) Fort +8 Ref +5 Will +3; Init +5 Per +7

Round 1

Nar feels the haste spell wash over him quickening his attacks. He begins with a swipe with his morning star to set it up for his follow up shield slam. Then after pushing it back he moves with the bat, swinging his morningstar twice more before it can recover.

+1 warhammer+Haste: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Shield Bash+Haste: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19 Bull Rush CMD 19
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

+1 warhammer, Secondary attack+Haste: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

+1 warhammer+Haste (Haste Attack): 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Assuming he does successfully bullrush it back 5', Nar will 5' step between attacks to G13 to keep with him.

Status AC 25, HP 48/58


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

Stáli smiles broadly as Agna's spell fills his limbs with vigor. Deciding to hold off on a spell of his own, he swings his hammer in two sweeping arcs, seeking to slam the bat out of the air.
Stáli does have combat reflexes and reach, so he might get an extra attack (or more) against them as they swoop in.
Attack 1 1d20 + 9 ⇒ (9) + 9 = 18
Damage 2d6 + 5 ⇒ (2, 5) + 5 = 12
Attack 2 1d20 + 9 ⇒ (18) + 9 = 27
Damage 2d6 + 5 ⇒ (3, 4) + 5 = 12
current hp 28/39


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Round 1

Status:

HP = 39/45
AC/T/FF = 20/12/18 (+1 for Haste}
Weapon Equipped = Greataxe
Speed = 20'
Spell-Like Abilities (CL 6th; concentration +5)
. . At will—detect alignment
. . 6 rounds/day—discern lies
Domain Spell-Like Abilities (CL 6th; concentration +9)
. . 6/day—fire bolt (1d6+3 fire)
Inquisitor Spells Known (CL 6th; concentration +9):
2nd (4/day)—flames of the faithful (DC 15), invisibility, see invisibility, zone of truth (DC 15)
1st (5/day)—cure light wounds, expeditious retreat, keep watch, true strike
0 (at will)—acid splash, brand (DC 13), create water, detect magic, detect poison, stabilize
Firebolt = 6/6 day (1d6+3)
Judgement = 1/1 day
Status Effects = None

Feeling Agna's spell wash over him, Padrym swings back at the fanged beastie assaulting him.

Greataxe PA Haste #1: 1d20 + 8 - 2 + 1 ⇒ (19) + 8 - 2 + 1 = 26
Damage: 1d12 + 4 + 6 ⇒ (9) + 4 + 6 = 19

Greataxe PA Haste #2: 1d20 + 8 - 2 + 1 ⇒ (14) + 8 - 2 + 1 = 21
Damage: 1d12 + 4 + 6 ⇒ (7) + 4 + 6 = 17


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

Hilde steps back 5', readying her shortbow and firing at the closest bat. Both arrows go well wide of the mark.

Countering chiropteran, incl. haste: 1d6 + 7 ⇒ (3) + 7 = 10
Countering chiropteran, incl. haste: 1d6 + 7 ⇒ (2) + 7 = 9


Minor Crab-beast

Stali - I'm going with no AoO in this instance as they flew in from a stealthed position, so you weren't aware of them until they had closed too close.
Also - longhammers are a reach weapon, so you need to step back before you can use it. Please remember to do so in your action breakdowns.

Agna holds steady and strengthens limbs to greater alacrity of response as Hilde steps back, missing twice with her fired arrows.

Padrym cuts down his assailant with the second of his heavy handed blows, while Stali steps back and wounds his twice - though does not see it fall.

Nar hits his bat with shield and hammer, but is unable to drive it away from him.

From deeper in the cavern additional dire bats swarm while those already at your throats continue their assault...
Bite at Hilde: 1d20 + 6 ⇒ (11) + 6 = 17 Saved by haste I think?
Bite at Nar: 1d20 + 6 ⇒ (11) + 6 = 17
Bite at Stali: 1d20 + 6 ⇒ (6) + 6 = 12
...though with readied defenses now, their attempts seem not as fierce nor dangerous and you endure.

Map


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

No, that'll just hit Hilde; when using her bow she doesn't get her shield bonus.


Male Dwarf Fighter (Foehammer) /6 Hps 58/58 AC 24 FF 23 T 11 CMD 21 (23D, 27 BR, 29 Trip) Fort +8 Ref +5 Will +3; Init +5 Per +7

Nar continues to battle the giant bats. He will be attack the same one that took 15 points last round. Saving the shield bash for last in case that bat dies so it can go on the new bat. If at any point the bat dies Nar will take a 5' step to G13 or will move there at the end of his turn if it does

+1 warhammer+Haste: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

+1 warhammer, Secondary attack+Haste: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

+1 warhammer+Haste (Haste Attack): 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15

Shield Bash+Haste: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15 Bull Rush CMD 15
Damage: 1d8 + 2 ⇒ (1) + 2 = 3


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

Agna moves 5' to position E 9 on the map. She throws a few arcane missiles at the bat threatening Hilde.

Damage from Magic Missile 3d4 + 3 ⇒ (3, 4, 2) + 3 = 12

Used one 1st level spell and one 3rd level spell today.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Round 2

Status:

HP = 39/45
AC/T/FF = 20/12/18 (+1 for Haste}
Weapon Equipped = Greataxe
Speed = 20'
Spell-Like Abilities (CL 6th; concentration +5)
. . At will—detect alignment
. . 6 rounds/day—discern lies
Domain Spell-Like Abilities (CL 6th; concentration +9)
. . 6/day—fire bolt (1d6+3 fire)
Inquisitor Spells Known (CL 6th; concentration +9):
2nd (4/day)—flames of the faithful (DC 15), invisibility, see invisibility, zone of truth (DC 15)
1st (5/day)—cure light wounds, expeditious retreat, keep watch, true strike
0 (at will)—acid splash, brand (DC 13), create water, detect magic, detect poison, stabilize
Firebolt = 6/6 day (1d6+3)
Judgement = 1/1 day
Status Effects = None

Padrym steps to the bat on Hilde and attempts to end the threat.

5' to F11 and swing.

Greataxe PA Haste #1: 1d20 + 8 - 2 + 1 ⇒ (3) + 8 - 2 + 1 = 10
Damage: 1d12 + 4 + 6 ⇒ (5) + 4 + 6 = 15

Greataxe PA Haste #2: 1d20 + 8 - 2 + 1 ⇒ (17) + 8 - 2 + 1 = 24
Damage: 1d12 + 4 + 6 ⇒ (9) + 4 + 6 = 19


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

Stáli takes a step back from the bat and takes a swing at the one threatening him, then a quick second swing.
5-foot to J-13.
Attack 1 1d20 + 9 ⇒ (10) + 9 = 19
Damage 2d6 + 5 ⇒ (5, 5) + 5 = 15
Second attack will be against Stáli's bat if it is still up and against Nar's bat if Stáli's bat is down. If both are down, ignore second attack.
Attack 2 1d20 + 9 ⇒ (13) + 9 = 22
Damage 2d6 + 5 ⇒ (4, 2) + 5 = 11
AC currently 19/13/16


Minor Crab-beast

Bite at Hilde: 1d8 + 4 ⇒ (6) + 4 = 10
...Hilde is winged by the teeth of the bat upon her after almost swaying out of the way.

Nar manages but twin strikes with his hammer, and that is not quite sufficient to slay his assailant. However after Stali puts down his bat, he is able to step back and finish the job with his second strike.

Agna blasts the final bat with missile arcane as Padrym steps to - missing with his first swing, but connecting heavily with his second. The bat is sorely wounded but yet flaps on...

Hilde still has a Round 2 action pending - will update for bats after that.
The one at D,E/12,13 is still barely up.


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

Hilde fires at the remaining bat.

Arrow #1 to bat: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Arrow #2 (hasted) to bat: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Arrow damage: 1d6 ⇒ 2


Minor Crab-beast

Hilde backs away and manages a single shot on target, that to her misfortune slices through wing membrane only and misses the parts most vital of the bat.

The bat that has tasted dwarven blood advances towards Hilde and attempts to drink deep again...
Bite at Hilde: 1d20 + 6 ⇒ (1) + 6 = 7

While from deeper within the cavern two more bats swoop to join the fray...
Charging Bite at Padrym: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28 for 1d8 + 4 ⇒ (6) + 4 = 10
Confirm: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Charging Bite at Stali: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13

No update to the map - but you're all within a 5ft of the bats, and likely they won't survive one more round of pain.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Round 3

Status:

HP = 29/45
AC/T/FF = 20/12/18 (+1 for Haste}
Weapon Equipped = Greataxe
Speed = 20'
Spell-Like Abilities (CL 6th; concentration +5)
. . At will—detect alignment
. . 6 rounds/day—discern lies
Domain Spell-Like Abilities (CL 6th; concentration +9)
. . 6/day—fire bolt (1d6+3 fire)
Inquisitor Spells Known (CL 6th; concentration +9):
2nd (4/day)—flames of the faithful (DC 15), invisibility, see invisibility, zone of truth (DC 15)
1st (5/day)—cure light wounds, expeditious retreat, keep watch, true strike
0 (at will)—acid splash, brand (DC 13), create water, detect magic, detect poison, stabilize
Firebolt = 6/6 day (1d6+3)
Judgement = 1/1 day
Status Effects = None

"Damn bats!"

Greataxe PA Haste #1: 1d20 + 8 - 2 + 1 ⇒ (5) + 8 - 2 + 1 = 12
Damage: 1d12 + 4 + 6 ⇒ (4) + 4 + 6 = 14

Greataxe PA Haste #2: 1d20 + 8 - 2 + 1 ⇒ (1) + 8 - 2 + 1 = 8
Damage: 1d12 + 4 + 6 ⇒ (5) + 4 + 6 = 15


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

Agna moves a few steps back from the closest bat (5' step), and uses another blast of her arcane magic.

Magic Missile Damage 3d4 + 3 ⇒ (1, 1, 4) + 3 = 9


Male Dwarf Fighter (Foehammer) /6 Hps 58/58 AC 24 FF 23 T 11 CMD 21 (23D, 27 BR, 29 Trip) Fort +8 Ref +5 Will +3; Init +5 Per +7

Nar steps up to the new bat, landing one good blow. "Hope these are the last of them for now, I need a breather!"

+1 warhammer+Haste: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

+1 warhammer, Secondary attack+Haste: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

+1 warhammer+Haste (Haste Attack): 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Shield Bash+Haste: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15 Bull Rush CMD 15
Damage: 1d8 + 2 ⇒ (7) + 2 = 9


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

Stáli lashes at the bat as it swoops in and then takes a 5-foot step back from the huge creature, laying into it with another pair of magic-assisted blows of his hammer.
Think I get an AoO on that charge, but I might not have room for a 5-foot step away (maybe toward Nar). I'll give you the AoO and the attacks and let me know which he can actually take.
AoO 1d20 + 9 ⇒ (9) + 9 = 18
Damage 2d6 + 5 ⇒ (4, 4) + 5 = 13
Regular Attack 1 1d20 + 9 ⇒ (6) + 9 = 15
Damage 2d6 + 5 ⇒ (6, 4) + 5 = 15
Regular Attack 2 1d20 + 9 ⇒ (4) + 9 = 13
Damage 2d6 + 5 ⇒ (4, 6) + 5 = 15


Minor Crab-beast

The furious blows of Stali and Nar combine with the arcane blast of Agna to end the injured bat and one of the fresh assaulting creatures... but one is left living to snap and gnaw again...
Bat Bite at Stali: 1d20 + 6 ⇒ (4) + 6 = 10

The renewed attention of your blades then also end the last of the creatures. The guano soaked cavern grows quieter... though you can yet hear sounds of life from deeper within the structure.

Knowledge Nature DC 15:
The sounds appear to be from juveniles of the same species that you just ended.

Within the guano at the cavern's entrance you salvage 130gp in platinum and gold coins... and a single garnet ring cut magnificently that might fetch between four and five hundred gold if sold.

Combat over - investigate the sounds from deeper in?


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

With Lore Master, Hilde can take 10 on her Knowledge (Nature) check for a 19.

"There are more young inside the nest. I'd like to see them. First, though, can one of you cure this bite?"


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

"Healing's not my cup of ale, unfortunately. I hate to hear there a little ones. Do we think they can survive on their own? I'd hate to see an animal suffer and starve."


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

Stáli moves over to tend to Hilde while adding, "Agna, I understand the compassion, but if we are to turn these caverns into a new kingdom for our people, we have some hard choices. The young will grow and come to threaten our own young that we hope to someday see running through these same tunnels. Unless of course there is hope for domesticating the young." He frowns at the bite. "Nasty Hilde and I don't think you're the only one they nicked. You all right with me using your wand to patch us all up?"

If I have it right, Padrym took 16 hp, Stáli took 11 hp, Nar and Hilde took 10 hp. I could convert spells to heal us all, but Stáli isn't a channeling cleric and I think Hilde has the only wand.


Minor Crab-beast

With your combined knowledges you'd know that with training and attention dire bats could be turned to good use.


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

Stáli scratches his beard, "So, there is hope for the young. Very well then. Do you want to take them under your tutelage Agna? Or shall we make plans to bring them someplace else?"


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

"Well, let's think about things...how large are they now...how many? Can we truss up some sort of harness to allow us to carry them in relative comfort? What do these bats eat, other than dwarves, of course? Perhaps we can save them and train them properly. It would be nice to have a portable carrier, so we wouldn't have to worry about climbing all the time," she grins! wondering about all the possibilities.


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

"We'll need someone who can handle animals, though, to train them. I know some of the theory, but praxis is not my specialty."


Minor Crab-beast

Risking it enough to continue deeper into the cavern, you spy the source of the noises. There are about half a dozen juveniles ranging from near infant through to near young adult. The smallest is roughly the size of a cat, while the largest is near your own size. The logistics of transporting the creatures then begins to weigh upon you.

Either vertically back up the long drop, or take them with you deeper into the abyss where you know not what awaits. Reason also suggests that the juveniles are unlikely to abandon their lair - even with the adults slain. If you were to leave then they would likely be here still when you return... that is unless they are slain by some other denizen of the darkness.

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