| GM Demonmoose |
Additionally sir, we understand a number of your faith mates are missing in this endeavor. What do you know of them?"
"They made a pilgrimage to the temple first before going to those caves. It is a great loss to the faith should they not return."
Joram frowns and shakes his head. "Brigh is a lesser goddess of the pantheon, we need more worshippers not fewer! I can only pray that Brigh grants them the intellect and ingenuity to come back from their adventure.
He pulls out his holy symbol, a silverdisk necklace with strange writing around the edge, and rubs it gently.
The priest watches you all patiently as you come up with a decision on who, if any, should receive water breathing.
| ElizabethArdoc |
Liz glares at Chakos as he tries to put the squeeze on her fellow worshippers. I suggest we tie some rope together and use it as a guiderope underwater. Those who get the spell can take it underwater and tie it near the cavern while we tie one end at shore.
She turns to the priests. Can you tell us who was in the group so we can identinfy them?
| Astra Picard |
"Is it possible to share the spell among us so that all of us could partake of it?"
Theoretically Water Breathing can be split between multiple recipients, reducing the duration accordingly. DM's discretion of course, as always.
Upon seeing Elizabeth's glare, Astra tries to steal a glance and see if there's any indication that Elizabeth is a worshipper of Brigh, such as a holy symbol shaped pendant or embroidery. Perception: 1d20 + 4 ⇒ (3) + 4 = 7 Because you can't, y'know, possibly just *ask*.
| GM Demonmoose |
Joram Kyte rubs his chin.
"I can offer you a small trinket from the store. I'm sure you'll find it interesting. Though the group has been missing for four days now, I doubt you'll be successful...I can only hope and pray."
He turns to Elizabeth. "I wasn't well acquainted with them as they were from out of town. However, each was wielding a light hammer, our holy weapon, and had holy symbols." He spins his silverdisk around revealing a feminine mask with a single rune carved on its forehead.
Finally to Astra, "What is that sharing it? Why didn't I think of that? I must be getting a little forgetful in my age. If I split it among you, you all should have about four hours each of water breathing."
He mumbles to himself, "You'd think I'd know that, casting the spell so many times in the past few days."
e
Astra doesn't see anything that gives any indication of Elizabeth's religious beliefs.
| Astra Picard |
"We should still prepare some precautions on our way in, such as tying ropes along our path, in case we miss the time limit for some reason and won't have the spell on the way back. Does anyone have an hourglass to measure time, so we will have plenty of warning?"
| Astra Picard |
"Shall we give it a try then?"
I'm good to get the spell cast and head to the Weeping Pond for a dive, then. Naturally letting Elizabeth go get her 50' of rope first before getting the spell cast, though, of course.
| GM Demonmoose |
Together as a group you stand above the Weeping Pond, in the southwest part of Torch.
No vegetation grows on the banks of the pond, and the smell of sulfur and other chemicals permeates the air. You feel your eyes start to water just smelling it.
Who wants to dive in first?
| Sneek the Silent |
”Yes, yes Orc go first he is strongest.” Sneek says aloud.
Whispering to the others with a smile on his face”He also smells the same as water.”
If anyone needs it I have some rope 2.
| Argug of Clan Gutwrencher |
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Argug nods, starts to knot together his rope with Elizabeth and Sneek's, ties one end of the rope around his waist, tosses the other end of the rope to the others, and then takes a dagger out and grips it in his teeth just in case. He looks at the others, then takes a deep breath...but remembering he has that water breathing spell on him, shrugs, exhales, and just runs to dive into the water.
Swim = +9, A/C penalty = -1 (x2 for swimming = -2); total = +7
Swim Check: 1d20 + 7 ⇒ (18) + 7 = 25
As his muscles plow through the waves, Argug keeps his eyes open as best he can in the sulfurous water for the caves he is swimming for.
perception: 1d20 + 4 ⇒ (14) + 4 = 18
| GM Demonmoose |
Argug swims easily through the water. The orc finds the underwater passage beneath Black Hill and ties the rope to a stalagmite.
After about 45 feet, he surfaces in an underwater cave.
Dampness hangs in the air of this cave, condensing into heavy moisture on the slick, stone walls. The calm, dark waters wind around to the east up north, along a stony, soot-scarred beach. A five-foot-high ledge sporting several stalagmites rises to the east, beyond which a low-ceilinged cave beckons.
This area has enough light to see, but any further "rooms" in the cave are dark. The air in the caves is bitter and smells of mold and vinegar, but it is breathable.
| Sneek the Silent |
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”Don’t know, let’s just follow him in.”Not waiting for a reply Sneek dives into the water and grabs hold of the rope and follows Argug through the water.
Swim: 1d20 + 1 ⇒ (5) + 1 = 6
Opening his eyes underwater hurts but he ignores the pain to check his surroundings.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Don’t know which bonus I get for holding the rope but I try to swim. If I don’t go forward I’ll just pull myself along the rope.
When he finds the cave and steps out of the water Sneek does an impression of a wet dog, shaking the water off.
Fortitude: 1d20 + 2 ⇒ (5) + 2 = 7
While shaking he starts to vomit and he throws up his lunch.
| ElizabethArdoc |
Liz, seeing Argug go underwater remembers somethign and rolls her torches up in her bedroll in order to protect them as much as possibleDo this Astra.
She will then follow into the water and grasp the rope.
Swim: 1d20 ⇒ 1 Never having gone into water like this before it troublesome.
Fortitude: 1d20 + 2 ⇒ (16) + 2 = 18
| Chakos Hyluan |
When he reaches the other end and recognizes the light situation, Chakos offers, "any if you light users want me to cast it for you, or did you bring a techno-lamp to do it for you?"
Chakos will move the Life Link to Argug.
| Astra Picard |
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Astra follows the rest of the group into the water as well, instinctively holding her breath as she goes under the surface, as much from the thought about being able to breathe, as it is about the noxiousness of the pond. Once underwater, she has to consciously force herself to first open her eyes, to look around, and they sting, and she winces a little. Then, gradually, she exhales, and fights back the panic, until, little by little, she gets used to breathing underwater. This is like nothing I've ever experienced before... I wonder how much of this is the foul water, how much of this is the spell's effect, and how much of this feeling is just doing something for the very first time... I feel *so weird*!
Nonetheless, Astra forces herself to follow the rope, tightly tied to the rock formation at the departure end, and swims as close to it as she can, trying to avoid the possibility of poor visibility making her lose track of the rope. Finally, after what seems like an eternity, she emerges on the other end, coming out of the water, coughing and hacking a little bit, which might ruin things if the team was trying to be super-stealthy.
Swim: 1d20 + 0 ⇒ (19) + 0 = 19
Fortitude: 1d20 + 0 ⇒ (16) + 0 = 16
| Sneek the Silent |
After wiping the last smudges of vomit from his mouth Sneek stands up.
Wait with light, I’ll check cave first.”Sneek says. Be back soon, just stay here.”
I’ll check out the cave and, in stealth mode, below some dice rolls
Stealth: 1d20 + 11 ⇒ (12) + 11 = 23 Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Stealth: 1d20 + 11 ⇒ (2) + 11 = 13 Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Stealth: 1d20 + 11 ⇒ (2) + 11 = 13 Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Stealth: 1d20 + 11 ⇒ (20) + 11 = 31 Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Stealth: 1d20 + 11 ⇒ (18) + 11 = 29 Perception: 1d20 + 7 ⇒ (14) + 7 = 21
| GM Demonmoose |
Liz, seeing Argug go underwater remembers somethign and rolls her torches up in her bedroll in order to protect them as much as possibleDo this Astra.
She will then follow into the water and grasp the rope.
[dice=Swim]1d20 Never having gone into water like this before it troublesome.
[dice=Fortitude]1d20+2
It takes Elizabeth several times longer to maneuver to the underground passage. She kicks futilely, feet pushing her only inches as she attempts to swim. Eventually, she just relies on pulling herself across the lake using the rope.
| GM Demonmoose |
Argug pulls out his axe and starts to scan the surroundings, looking for various options for travel and possible threats.
[dice=perception]1d20+4
Argug takes a minute to look at his surroundings. He sees a passage way to the North along the water. It looks to be about 2 feet deep. To the East he sees a five foot ledge with stalagmites at the top.
There are scorch marks along the coast, and something giving off a faint glow seems to be moving along the northern wall.
| GM Demonmoose |
After wiping the last smudges of vomit from his mouth Sneek stands up.
Wait with light, I’ll check cave first.”Sneek says. Be back soon, just stay here.”
I’ll check out the cave and, in stealth mode, below some dice rolls
[dice=Stealth]1d20+11 [dice=Perception]1d20+7
[dice=Stealth]1d20+11 [dice=Perception]1d20+7
[dice=Stealth]1d20+11 [dice=Perception]1d20+7
[dice=Stealth]1d20+11 [dice=Perception]1d20+7
[dice=Stealth]1d20+11 [dice=Perception]1d20+7
Would you like to continue exploring? You can go north through the two feet water, or try to climb up the ledge. Or help your party in combat?
| GM Demonmoose |
Red housecat-sized beetles begin to scamper towards the party's direction. As they snap their mandibles, tiny bursts of fire escape their mouths.
Sneek's Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Elizabeth's Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Astra's Initiative: 1d20 + 0 ⇒ (8) + 0 = 8
Chakos' Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Fire Beetle's Initiative: 1d20 + 0 ⇒ (20) + 0 = 20
Argug's Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
| Astra Picard |
Astra will be acting dead last in the initiative order. I'm assuming that by that time, it will be fairly obvious that we're in combat. Astra will first spend a standard action to cast Light on a stationary object such as the ground, so that the far edge of the radius will reach the beetles, and thus it would illuminate whatever terrain is between the party and the enemies. (The intent is that if anybody needs to move between the party's current location and the beetles, then they'll have well illuminated ground to move on.) Then, she will use a move action to draw her club. Finally, a free action to try and identify the (now hopefully well-lit, for easier identification) enemies. I'm assuming the beetles are either animals or vermin, so Knowledge (nature) would be appropriate? First, she will look for any potential weaknesses. Secondarily, she'll look for any special attacks they might have.
Knowledge (nature): 1d20 + 10 ⇒ (10) + 10 = 20
| GM Demonmoose |
Initiative changes when I post it...Will need to fix that.
Elizabeth's Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Chakos' Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Fire Beetle's Initiative: 1d20 + 0 ⇒ (20) + 0 = 20
Sneek's Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Argug's Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Astra's Initiative: 1d20 + 0 ⇒ (8) + 0 = 8
The beetles are about 20 feet away.
Elizabeth's jolt of lightning strikes one of the beetles causing a singe mark to appear on its carapace. A thin line of smoke rises from its body. It wiggles its antennae in the wizard's direction.
| Astra Picard |
Initiative changes when I post it...Will need to fix that.
Do you mean I shouldn't have given my action in advance? I figured combat will go smoother if you have everyone's actions ready and waiting for you when their turn comes, instead of having to wait for them to post *then*?
| GM Demonmoose |
GM Demonmoose wrote:Initiative changes when I post it...Will need to fix that.Do you mean I shouldn't have given my action in advance? I figured combat will go smoother if you have everyone's actions ready and waiting for you when their turn comes, instead of having to wait for them to post *then*?
You can give your actions in advance, that's fine. I'll post a resolution when its your turn. I meant the numbers changed after I put you in the correct order. Please use the new order now.
| Chakos Hyluan |
Chakos will cast Bless, giving everyone within 50' a +1 to hit.
He will also draw his blade.
----------------------
Ongoing Effects: Life Link (Argug)
| Sneek the Silent |
I take out my crossbow and move within 30 feet and take a shot at 1 not in combat.
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage Crossbow: 1d6 ⇒ 3
Damage Sneak: 1d6 ⇒ 5
Then I move from my hiding place and help the others.
| GM Demonmoose |
The three fire beetles scatter and scuttle towards Chakos, Argug and Elizabeth. They try to bite the three adventurers with their fiery mandibles.
Bite Chakos: 1d20 + 1 ⇒ (20) + 1 = 211d4 ⇒ 3
Bite Argug: 1d20 + 1 ⇒ (9) + 1 = 101d4 ⇒ 1
Bite Elizabeth: 1d20 + 1 ⇒ (2) + 1 = 31d4 ⇒ 1
Chakos feels burning in his leg as the fire beetle pierces his flesh.
Argug knocks aside the mandibles with his hand, laughing, while Elizabeth squeals as she moves her leg out of the way.
| GM Demonmoose |
Don't forget the +1 to hit from Bless!
I didn't forget the +1. He has a -4 because the fire beetle is engaged in melee with you and Sneek doesn't have precise shot. :P
Elizabeth's Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Chakos' Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Fire Beetle's Initiative: 1d20 + 0 ⇒ (20) + 0 = 20
Sneek's Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Argug's Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Astra's Initiative: 1d20 + 0 ⇒ (8) + 0 = 8
Astra casts light on the ground near the beetles so that the group can get a better look at them and the surroundings. The beetles are mostly brown each with two yellow-green spots on them.
After five hours of real time or if Argug makes a move, Round 2 begins. Argug may make his Round 1 move any time during Round 2.
| Chakos Hyluan |
Chakos swings at the one on him:
Greataxe: 1d20 - 2 + 1 ⇒ (9) - 2 + 1 = 8
Greataxe Damage: 1d12 + 3 ⇒ (11) + 3 = 14
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Ongoing Effects: Life Link (Argug)