DM VoV - Throne of Night - Explorer's Adventure Path
(Inactive)
Game Master
Mark Sweetman
Tunnel Map
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'
"Leaving them here while we explore is probably best for the time being. Let's see what else is here further back, and we can try to rig something up on our way out."
|| 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 agree with Agna, no sense dealing with this now when we've much more to do yet."
"That sounds reasonable to me as well, shall we return to our descent?"
Minor Crab-beast
As you turn to go, you spy a bony skeletal arm extending from the guano by the wall of the cavern. On it's extended middle digit is a tarnished but complete ring of silver. Inspection proves it magical, imbued with an aura that will lighten a falling dwarf and render them impervious to the risk of falling trauma.
Ring of feather falling
Returning to the great drop off, the angle of decline is less vertical for some distance - and you are able to traverse without the need for augmented magiks. However after about 500ft of steep decline, the drop-off cuts back once more and returns to a vertical drop. Your darkvision cannot see the base, and a dropped stone falls outside of earshot, with no sound of impact able to be heard.
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
Perception check: 1d20 + 10 ⇒ (19) + 10 = 29
So close!
DM V, can Hilde use prestidigitation to make some of her rations into a form that (with her knowledge of natural things) she thinks a baby bat could eat? If so, she'll take one of the smallest ones with.
|| 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: 1d20 + 12 ⇒ (9) + 12 = 21
"Who's the worst climber? That ring would do them well."
Minor Crab-beast
Hilde's close enough - I've transcribed the spoiler below:
The slightest sound strains the ascent through the shaft and reaches your ears. A wet smack followed by a telltale glop - the fallen stone hit water at the base of the tunnel.
Hilde ponders the question of the bats and realises quickly that they are cannibalistic meateaters. She need not adjust her own rations... as there are several corspes of fresh meat that would adequately serve.
Hilde - you can, but you'll need to hold it in hand until you spend a couple of hours coming up with some way of safely restraining it in a bag.
For reference - the one you take is about the size of a housecat.
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 gathers up some meat from the corpses and packs along the small bat.
"Ought to be an interesting travel companion Hilde. Ring might be best with you Padrym. Everyone ready to keep going deeper?"
Minor Crab-beast
Re-applying the spider climb for the last descent?
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'
Definitely. Let's have Padrym take the ring as well.
Yep, not taking any chances falling to the bottom of this hole!
|| 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
Sounds good to me. :D
"Alright, let's continue."
Minor Crab-beast
Bolstering their ability to cling to the wall through magick, and with a freshly liberated beast in tow, the group begins the careful descent down the remainder of the drop. It is another good six hundred feet before the base is reached.
The massive pit ends in a pool of still water enriched by countless generations of bat droppings. Small insects unique to this place swarm here. Examined closely, the bugs are miniature dragonflies, pure white, blind and pearlescent. They are no threat. The pool at its deepest is a hundred feet deep and is also home to blind cave fish and glass-clear cave shrimp. And besides the pool of water there are also three passages that trail off into darkness.
The flat tunnels lead off to the Northwest, Southeast and Southwest... there is no clear indication as to which would be of more favor than the others.
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
"Let's start southeast...one way looks as good as any other." Hilde takes advantage of the remaining duration of the spell to edge around the fetid pool to whichever passage the party chooses.
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'
"I agree Hilde..,let's get to it. Southeast is fine with me."
|| 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
Padrym harumphs and spits to the side.
"Good as any other is right. Let's be careful though. No telling what's down 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
"I'm feeling more and more at home the deeper we descend. But I agree with Padrym, one way is as good as the other to me. Let's go see what is down that way. "
Minor Crab-beast
The path to the South and East is chosen and steps follow steps as you tread it. The magiks of the wand expire and any thoughts of climbing the walls are given over to trudgery. After a good eight miles of walking (interrupted by a hungry dire bat who gorges on meat before disgorging the remainder of her bowls into where it is kept) to hit a fork in the path. The tunnel either continues South and East, or breaks off to the North and East.
"I'd say we continue to the south and east. Then maybe we come back and map the other branch."
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'
Wha tis our matching order? I say whoever is in front is the direction caller and the rest of us just follow him/her.
Minor Crab-beast
The path to South and East continues for another twenty four miles, slowly curving northwards before abruptly coming to a stop. The passage is collapsed, the mouth of it choked with rubble.
In a spidery script of undercommon is a patch of writing on the wall in a fungal ink that glows under the gaze of your darkvision. It reads: “Be warned. Allies here may not be who they appear. The walking madness stalks the road between Taaryssia and Lucin-Lerehei.”
Gauging the stone, you wager that the cave-in and the warning are not old. They happened within the last six months.
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'
Any Knowledge skill that might help identify The Walking Madness?
Minor Crab-beast
Given the lack of context... not right now.
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
How about the two probable city names?
Also, did anyone else pick up Undercommon?
Hilde wrinkles her nose at the smell from the bat, then casts a quick cantrip that sends the filth falling to the ground from the creature's temporary home. "Rest here, then return and check the next branch?"
Minor Crab-beast
With the city names structure you guess Drow, but given this is entirely uncharted territory you'll need a few more tidbits or conversation with some locals to try and get more information.
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'
Oof, Hilde, I knew I forgot something about the language! I did learn Comprehend Languages spell, but I forgot to learn the language.
"Probably a good plan. Doubt anything made it through that cave in."
Minor Crab-beast
A span of time is spent resting in the dead ended tunnel and your strength and vigor is restored. Backtracking you take the North and Eastern fork of the split - travelling another twelve miles from that point before two things take hold of your attention.
A layer of slimy residue is spied coating the floor of the corridor as it widens enough to walk four abreast. The slimy coating is prevalent for another couple of miles before a side tunnel leads to the left. The slime thickens slightly in that direction...
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'
"Slime? Could that have come from a creature, or is that some form of alchemical stuff, I wonder?". Agna dared not step upon the stuff until the others inspected it. She also looked at it with her Detect Magic spell.
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 can get at least a 19 in any Knowledge area with her Lore Master ability; does she recognize the trail?
Minor Crab-beast
The trail seems organic to you, similar to those left by overworld molluscs. It shows no sign of magic.
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
"Either a lot of slugs or one very big one. Or maybe snails." She chuckles. "At least it's nothing that would qualify as walking, so I don't think it's the walking madness."
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'
"Ugh, this is going to be nasty travel for the next bit. How big must the slug have been that left this trail? We'd better be on the look out..."
Minor Crab-beast
Three options:
1) Continue past the sidetrack to what looks to be the lair.
2) Take the sidetrack.
3) Backtrack to the jumping point and take one of the other two tunnels.
Which is it?
|| 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 hate to waste time, but if this is a lair then this thing hunts. Maybe it's picked up something in it's travels around here that would give us an idea of what else to expect in the area. If it's not here then we don't have to kill it, and maybe we can just knock it out anyway. But I'd like to see if it's picked up any garbage that would tell us what other creatures live in the area."
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'
"So investigate its lair, and leave, if we can, correct? That makes sense to me. It would be a good place for a clue....probably a nasty, slimy, clue, but a clue nonetheless."
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 agree. Let's look into that." Hilde makes sure she has paper ready to take notes.
Minor Crab-beast
Proceeding down the side-tunnel you find that the sludge on the floor of the tunnel gets thicker and more liquid...
Are you being stealthy at all? - or just relying on your eyes?
Need a Perception check please :)
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 for one isn't stealthy, even for a dwarf....
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 ⇒ (13) + 1 = 14
I don't think Agna planned on being especially stealthy.
Minor Crab-beast
That's cool - just figuring out hypothetical ranges of co-detection ;)
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 is sneakier than most everyone else in the party, I think, but she's concentrating on not being snuck up on.
"It might be home. Get ready to fight." Hilde nocks an arrow on her bow.
Perception check: 1d20 + 10 ⇒ (15) + 10 = 25
|| 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
Padrym's idea of stealth is not announcing his presence, but that's about as far as it goes really.
Well, Stali's stealth isn't negative...of course, it isn't positive either :( He does have that lovely 90 ft. darkvision though.
"You see any sign of him yet Hilde?"
Minor Crab-beast
Making your way down the tunnel with more focus upon your sight than the sound of your footsteps, Hilde picks up the scraping, sucking sound of what appears to be a gigantic slug ahead. Picking your way carefully forward those with extended darkvision just pick it out before you. Moving slow enough that you can outpace it... but filling nearly the entire tunnel in front of you.
It's 90ft away and moving towards you with a speed of 20ft. It doesn't appear to have noticed you yet.
It's huge size and fills pretty much the entire tunnel before you so it's either fight or flight at this point.
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
Does a 19 on a Knowledge check reveal anything of interest about giant slugs? Hilde has Lore Master and +9 in all Knowledge skills except Arcana, which is a +14.
Stali whispers, "Might be able to just outrun it, but I think I'd rather stand and fight. We get caught between it and some other trouble and it could be deadly."
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
"That's the spirit. Bring it on!"
Minor Crab-beast
After seeing the slug in the rubbery and sticky flesh, Hilde is able to narrow her memory and focus. They have an acidic spit that is powerful enough to melt steel, and their hide resists the flat of a hammer much better than the point of a blade. There is no intelligence behind the eyestalks, and you wager it will react as an animal would.
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, once the group made its decision, uses her first spell of the day, casting Haste on her teammates.
Remember Haste bonuses to your attacks, AC and movement.
Initiative 1d20 + 1 ⇒ (8) + 1 = 9
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