GM Demonmoose |
Joram smiles. "Yes, the last group gave me some tips on casting this particular spell. Apparently, I can spread it among a group, it just reduces the duration. The six of you will have about four hours of water breathing."
He taps his staff to the ground and a spark of electricity crackles up into the air.
"I don't mean to rush you, but I still have to check out the purifying station at Crowfeather Palace. Ever since the flame went out, the machine doesn't purify the lake water. If I don't fix it soon, I'm afraid we won't have anything left to drink but ale and wine."
He brushes his white hair with a hand. "It is on the way to Weeping Pond. Perhaps I could walk with you..."
GM Demonmoose |
Regardless of whether you accept or refuse, the old priest of Brigh walks with you and stops at Crowfeather Palace, South of the Weeping Pond.
A strange building made of metal, with pipes that delve into the water, clockwork gears that have stopped, and lights stands at the location.
He taps each of you with his staff and you feel a slight change in your body.
"Weeping Pond is just along this 'river.' I have to see if I can fix this building, otherwise the water the town needs won't be purified. If there's nothing else, young ones," He glances at Rosa, "I must leave you to your expedition."
Dr. Lendaro |
"I believe we can find our way from here, thank you." Dr Lendaro gets to work - stuffing pouches of black powder into his unlit waterproof lantern. To himself, and to avoid questions... "Hopefully my powder will stay dry for the journey underwater."
He then nods in silent indication of his readiness.
Lady Rosa Luminnuss |
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Rosa moves something on her arms and her clothing changes to a kind of one peace bathing suit that covers her from head to toe. There is just an eye slot for her to look out of. She straps her sword in place on her back, and re-straps her dagger on her left upper leg. Her tail moves and pulls the dagger then puts it back. Then again she go's into army mode. To the others she says.
"large Swords and maces will be little use, you can't swing well underwater, so spears and stabbing weapons are good. Same with Bows and crossbows, range is very short, and your Bolts will flout away. Some magic will work but fire will be of little use, cold and sonic are good how ever. Its all about close range and thrusting, things that live in the water can move fast and they get close to kill. If you have light cast it on a item not on yourself. Why? so you can drop it if needs be. Some things in the deeps are big, stupid and attracted to lights. Kit wise, strap all you can down, add weight, you can breath underwater but swimming with combat kit on may be a problem, so walk!. Ill check you all before we enter the water. If anyone has a rope now is the time to use it, It would be best if we where roped together for this. That way any one falls the others can pull up. Think of this as claiming under water more than swimming, if you can swim do so, and we can have you at the front as rope puller and guide, if you need to know more just as me, this is not my 1st time doing this."
She then looks over the others to check there fixed for fighting in water.
This is why you have her, she may not know tech but she's had lifetimes of fighting in odd places
Dr. Lendaro |
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Dr Lendaro listens blank-faced "I had not expected to fight underwater... silly of me not even to consider the possibility. Thank you for the inordinate amount of information."
He does the best he can to be prepared by the time Lady Rosa gets to him.
Linpul |
Bowing to the priest before he leaves the gnome flips up her collar to reveal the tiny golden gear underneath to the rest of the group.
"That's why multi-purpose weapons are my favorite if you haven't noticed my weapon of choice. What it boils down to is have something to stick a swimming opponent with, but we should move quickly so the water breathing doesn't run out. Let's head out."
GM Demonmoose |
Together as a group you stand above the Weeping Pond, in the Northwest 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?
GM Demonmoose |
Transitioning...
You dive down into the water and look around for the underwater passage. It is fairly easy to spot. After swimming through its 45 feet, you resurface in an underground cave.
Swim Checks
Rosa's Swim: 1d20 + 2 + 2 + 2 ⇒ (2) + 2 + 2 + 2 = 8 (+2 for swimming suit)
Rakdon's Swim: 1d20 + 0 + 2 ⇒ (2) + 0 + 2 = 4
Dr. Lendaro's Swim: 1d20 + 0 + 2 ⇒ (8) + 0 + 2 = 10
Tarphesh's Swim: 1d20 + 0 + 2 ⇒ (3) + 0 + 2 = 5
Linpul's Swim: 1d20 + 0 + 2 ⇒ (13) + 0 + 2 = 15
Tetsuda's Swim: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12
(+2 for water breathing)
Linpul, Dr. Lendaro and Tetsuda make it to the cave first. After a minute, Rosa enters the cave. Finally, after five minutes, Tarphesh and Rakdon enter, slightly tired from the exertion.
Fortitude Saves
Rakdon's Fort: 1d20 + 2 ⇒ (5) + 2 = 7
Dr. Lendaro's Fort: 1d20 + 1 ⇒ (9) + 1 = 10
Tarphesh's Fort: 1d20 + 5 ⇒ (5) + 5 = 10
Linpul's Fort: 1d20 + 4 ⇒ (11) + 4 = 15
Tetsuda's Fort: 1d20 + 4 ⇒ (20) + 4 = 24
Rosa's Fort: 1d20 + 4 ⇒ (1) + 4 = 5
Rosa and Rakdon feel sick from exposure to the water. Their stomachs churn every so often, and the cavern spins slightly at about the same time.
Rosa and Rakdon are sickened. -2 to a lot
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.
Linpul |
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Looking through her pack she notices Linpul sighs at the sight of wet torches. They should dry out soon enough, in the meantime however the gnome reaches out to the head of her hammer and speaks.
"Phos."
The lucerne hammer begins to emit a soft warm light.
"Alright, this'll work for a bit. Once your torches dry out light one so we can dry of... Tetsuda, no! Bad beetle!"
The beetle has opened it's shell and is drying off it's wings by buzzing them and spraying anyone nearby with the filthy water. It makes a few clicking sounds in response to the gnome speaking to it.
Sorry I haven't been able to post today, there have been some internet problems with comcast at work and I have classes in the morning. It's a little hard to make a post during a test
Dr. Lendaro |
Dr Lendaro takes a moment to clean his pistol. Faintly glowing lines appear on his hands as he works... tattoos similar to the visible circuitry of androids.
He occasionally glances around at his surroundings as he prepares his lantern for use, and fumbles with the tinderbox.
GM Demonmoose |
In the northern part of the shore you see three small, house cat sized creatures begin to move, their bodies aglow. They look like brown beetles with two yellow green spots on their backs. Fire sparks from their mandibles.
Tarphesh's Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Rosa's Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Tetsuda's Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Dr. Lendaro's Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Rakdon's Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Linpul's Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Fire Beetles' Initiative: 1d20 + 0 ⇒ (20) + 0 = 20
Phase 1
Tetsuda's Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Phase 2
Fire Beetles' Initiative: 1d20 + 0 ⇒ (20) + 0 = 20
Phase 3
Tarphesh's Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Rosa's Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Dr. Lendaro's Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Rakdon's Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Linpul's Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
The fire beetles are about 20 feet from you. Phase 1. It is Tetsuda's turn.
Linpul |
Don't worry about it... they are beetles, I have a possible non combative solution for this as I have Vermin Empathy.
Tetsuda holds his attack waiting for Linpuls orders as she attempts to calm then down or if they are hostile.
Vermin Empathy: 1d20 + 2 ⇒ (4) + 2 = 6
If they are hostile and attack us before Tetsuda will attack one first.
Intercepting a beetle, Tetsuda uses his horn to flip a beetle onto its side just enough to give him some room to sink his teeth into the unarmored underbelly.
Tetsuda Attack: 1d20 + 3 ⇒ (18) + 3 = 211d6 + 1 ⇒ (2) + 1 = 3
GM Demonmoose |
The beetles do not seem to be affected by your vermin empathy.
The three beetles split up, one heads towards Tetsuda, one to Dr. Lendaro and the third to Linpul.
Tetsuda nearly snaps one in half as luminous fluid leaks from the enemy beetle's shell. Turned on its back, it reaches ravenous mandibles towards Tetsuda.
bite Tetsuda: 1d20 + 1 ⇒ (12) + 1 = 131d4 ⇒ 4
The other two beetles try to take a bite of the doctor and the gnome.
Bite Linpul: 1d20 + 1 ⇒ (15) + 1 = 161d4 ⇒ 2
Bite Dr. Lendaro: 1d20 + 1 ⇒ (10) + 1 = 111d4 ⇒ 4
The fire beetle's mandibles sink into Linpul's leg.
Phase 1
Tetsuda's Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Phase 2
Fire Beetles' Initiative: 1d20 + 0 ⇒ (20) + 0 = 20
Phase 3
Tarphesh's Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Rosa's Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Dr. Lendaro's Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Rakdon's Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Linpul's Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Three fire beetles are adjacent to Lendaro, Linpul and Tetsuda. Phase 3; It is Linpul, Lendaro, Tarphesh, Rakdon and Rosa's turn.
Linpul |
If I can take a 5ft step, bring the hammer down on the one that Tetsuda is fighting. If not, take a 5ft step back and bring my hammer down on the beetle in front of me.
"Gah, these beetles are not very friendly. Tetsuda, show them why you are king of the ring! How's about trying this on for size!"
The gnome attempts to aim her glowing hammer at the beetle trying to use the weapon to crack it's shell.
Lucerne Hammer: 1d20 + 3 ⇒ (11) + 3 = 141d10 + 3 ⇒ (6) + 3 = 9 I think that will miss, oh well, glowy hammer still makes light.
EDIT: Forgot my knowledge (Nature) check. Knowledge Nature: 1d20 + 4 ⇒ (5) + 4 = 9 Looks like Linpul has no idea what these fiery beetles are.
Dr. Lendaro |
Kn(nature) to ID: 1d20 + 8 ⇒ (9) + 8 = 17 special attacks?
Dr Lendaro holds up his lantern to see the creatures clearly while he draws his rapier.
"The scorched rocks on the beach... bah! Foolish not to question that...."
He stabs at the beetle in front of him - adding his irritation with himself to the weight of his thrust.
rapier: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d6 + 0 ⇒ (5) + 0 = 5
GM Demonmoose |
Linpul's hammer crushes the beetle in front of her into a insect paste.
Dr. Lendaro's rapier pierces through the face of the beetle, through its mouth, and out of one of the large dots on its back. The insect tries to wriggle free, but cannot escape, and soon stops its struggling.
One beetle left. Rakdon and Tarphesh have a turn still.
Tarphesh |
As he sees his little sis getting attacked by these foul beetles Tarphesh lets out a roar before rushing at the last remaining beetle, sword held high to sink it into the critter's carapace. He just has to be careful he attacks the correct beetle.
[ooc]If possible a charge, if not move and attack. Rolling for charge, just subtract the +2
Attack: 1d20 + 7 ⇒ (11) + 7 = 18 Damage: 2d6 + 6 ⇒ (4, 2) + 6 = 12
GM Demonmoose |
Tarphesh crushes the last beetle by Tetsuda with his greatsword, pressing its shell flat into the ground.
A light glow forms on his greatsword, leftover from the beetle's internal ichor.
Dr. Lendaro's rapier also has a slight glow along the blade.
There are two pathways available. One is through two feet high water to A2. The other is climbing up a five foot ledge to A3.
Dr. Lendaro |
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Dr Lendaro takes a moment to listen before suggesting a path. With his heart rate already above normal, he is reluctant to cast his lantern's light either direction... let alone lead the way.
GM Demonmoose |
[dice=Perception]1d20+5
Dr Lendaro takes a moment to listen before suggesting a path. With his heart rate already above normal, he is reluctant to cast his lantern's light either direction... let alone lead the way.
Dr. Lendaro thinks he sees footprints heading in both directions. He notices something that looks like burnt grass on the shore.
Linpul |
Feeling that the group should probably stay out of the water for the time being Linpul also pipes in.
"Up is probably a good way to go. We don't need anybody else with water in their mouths. We might have to check on them for radiation later."
Dr. Lendaro |
Dr Lendaro nods - seeing the wisdom in the suggestion.
"I suppose that would be best. We cannot say for certain that your condition will not worsen with further exposure.... I'll watch our backs while you climb up."
He sets down his lantern to load his pistol, and keeps his eye on the cave behind them.
Linpul |
Looking at the sickened condition of some of her companions the gnome shrugs.
"Perhaps someone should scout ahead then? I can go, perhaps Rakdon can join me? Being small certainly has some of it's advantages."
GM Demonmoose |
Linpul and Rakdon climb up the five foot ledge.
Linpul Climb: 1d20 + 2 ⇒ (18) + 2 = 20
Rakdon Climb: 1d20 + 0 ⇒ (9) + 0 = 9
Linpul climbs easily up the ledge, leaping up and pushing down with her arms. Rakdon struggles to climb, kicking his feet against the wall to gain purchase. After struggling for a few seconds, he manages to get up.
Linpul Local: 1d20 + 0 ⇒ (5) + 0 = 5
GM Demonmoose |
As Tarphesh, Rosa, Dr. Lendaro, and Tetsuda wait on the shore of the underground cave, they hear strange noises around them echoing from the walls.
The first sounds like a croaking noise, like some large frog. The other sounds are a slushing noise along the water as though something is swimming, or rubbing its body in the liquid.
The third noise is the almost rhythmic dripping of stalactite water as it strikes small pools of water.
Dr. Lendaro |
Wedged in the corner of the south cave wall and ledge, Dr Lendaro holds out his pistol.
He turns his hooded lantern with his foot so its light is cast across the water.
Lady Rosa Luminnuss |
Rosa stands front and center with the others around or off claiming. She dos something to hear arms and again, her clothing changes. This time the swimsuit is gone and her armour can be seen clearly. Its strange stuff, like interlinked blades of some strange living metal grass. A wave of steal grass. Its shifts a little as her clothing changes, the stuff seems alive.
The Stuff is Steel-weed a plant that grows in the hells and is used there to make armour. It is also said to keep it flexible it has to be feed blood daily.
Her boots long, she seems a little better, not being sick any more at lease. She pulls her hell blade from her back and checks it. The device that holds it in place seem complicated.
Linked to the armour on her back is a travellers any tool, she seem to have it holding her blade in place.
She takes out a small flask and takes a drink from it, then looks around, her sword out. Looking into the darkness.
"By the pricking of your thumbs, dos something wicked this way come."
She says into the darkness.
GM Demonmoose |
Despite how long you wait with weapons drawn, nothing appears before you. It is as though whatever is in the darkness is waiting until you move closer.
Rosa Perception: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3
Lendaro Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Tarphesh Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Lol, I rolled triple 2s.
You can definitely all feel that something is watching you, but you can't see it. The water ripples every so often.
Tarphesh's Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Rosa’s Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Linpul's Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Rakdon's Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Lendaro's Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Tetsuda's Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Evil's Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Phase 1
Tarphesh, Rosa, Lendaro, Tetsuda
Phase 2
Evil and Rakdon
Phase 3
Linpul
Sickened: Rosa and Rakdon
Rakdon and Linpul do not feel this presence. Phase 1. Tarphesh, Rosa, Lendaro and Tetsuda's turn.
Linpul |
Tetsuda would be guarding Tarphesh, unfortunately as he has no mind yet he can't make certain tactical decisions without certain tricks etc. Handle animal only works on him when I do it as I have a unique skillset so I'll just roll his perception this round in case his darkvision can pierce the darkness.
Tetsuda Perception: 1d20 ⇒ 17
Linpul eyes the dead-half orc and looks around hoping there would be any light at all that her gnomish eyes could catch anything. Not wanting to wander too far from the group she heads back.
I think Linpul will be able to be back to the main combat by round 3, in the meantime I hope the beetle can absorb a few blows.
GM Demonmoose |
Rosa does not detect any magical signatures.
He snaps his mandibles at the shore to the Northwest and stamps towards the water.
Can Linpul see what Tetsuda sees? Linpul can climb down on Turn 2 Climb DC10, or jump down, and act against the "evil" on turn 3.
Rakdon Tripus |
Although Rakdon doesn't know what is there. He can ask What is there? What do you see and even though he can't see it, his magic missile can on round 1 without him moving. damage: 1d4 + 1 ⇒ (4) + 1 = 5. 100 foot range
GM Demonmoose |
Delaying Tarphesh's turn. He may make two actions in Round 2.
Rakdon's missile shoots into the low water, making visible a mass of fungus, mushrooms and mold. It jiggles as the missile strikes it.
From out of the water three jelly masses of green rot shamble their way onto the shore. One moves adjacent to Tarphesh, one next to Rosa and the last in front of Tetsuda.
They extend their bodies upward until they are skinny four feet things, then swing their entire body like a small twister at their enemies.
Slam Tarphesh: 1d20 + 1 ⇒ (10) + 1 = 111d3 ⇒ 2
Slam Rosa: 1d20 + 1 ⇒ (10) + 1 = 111d3 ⇒ 1
Slam Tetsuda: 1d20 + 1 ⇒ (11) + 1 = 121d3 ⇒ 2
The mounds of fungus miss, slowed down by the excess water clinging to their bodies. After swinging, they revert to their small three foot size forms.
Round 2. Everyone's turn.
The damaged mound is in front of Tetsuda. Rosa and Rakdon are sickened.
Lady Rosa Luminnuss |
Round 2 Initi 15 - GM Do we get a saving throw? if not Rosa is sickened and sickened so -4 to just about everything.
The hit just seems to bounce off Rosa, she takes a 5' step back and then fire comes into hear hand, it shoots out at the thing in front of her.
Fire Bolt (Sp): 5/6 day 1d20 + 2 - 4 ⇒ (11) + 2 - 4 = 9Range Touch attack FIRE DMG 1d6 ⇒ 2
"Plants, use fire if you can"
She says looking even less well than before.