~ GM Quillworth |
Stealth 1d20 + 1 ⇒ (18) + 1 = 19
Perception 1d20 + 0 ⇒ (6) + 0 = 6
Stealth 1d20 + 1 ⇒ (18) + 1 = 19
Perception 1d20 + 0 ⇒ (6) + 0 = 6
Y'all should probably decide a standard marching order that I can assume for battles, unless another order is apparent at the time.
~ GM Quillworth |
The rag-tag team of escapees travels forward through the long hallway. After about five minutes of careful treading you all arrive at the inconsistent lighting of a single torch, beside which is a stone doorway which opens into near blackness. Beyond the torch, the passageway continues to rise steadily and slowly, with nothing else in sight save for a few points of light far in the distance.
Roll a 15 perception to see the following spoiler.
Eli Ravenkin |
Perception 1d20 + 7 ⇒ (10) + 7 = 17
"Do you hear that? Running water might lead us out of here."
Eli gives the nearest torch a yank in order to bring light beyond the doorway, as he squints into the dark.
(Strength check?)1d20 + 2 ⇒ (16) + 2 = 18
Perception 1d20 + 7 ⇒ (13) + 7 = 20
~ GM Quillworth |
Perception 1d20 + 7
"Do you hear that? Running water might lead us out of here."
Eli gives the nearest torch a yank in order to bring light beyond the doorway, as he squints into the dark.
(Strength check?)1d20 + 2
Perception 1d20 + 7
The torch rips free of the crude sconce as Eli pulls with an almost savage vigor. Part of the sconce is torn from the wall and dangles by a bit of twisted wire.
Eli Ravenkin |
"Not sure, Strongjaw. I can't see very far, but I hear water down there, a good ways off. If our little green dancer thinks the corridor will lead us out, then we should continue."
Eli sniffs loudly into the darkness. "Still, I would hate for something to wake and find our flank. I'll take a quick look."
Flitting a glance to the ones last in the marching order, he takes a few long strides beyond the doorway, hanging his greataxe on his back. Eli holds the torch ahead of him, as his right hand removes the club hanging at his belt.
Tactically speaking, Eli is moving ten feet into the tunnel, if he can.
Perception 1d20 + 7 ⇒ (18) + 7 = 25
~ GM Quillworth |
[b]
Tactically speaking, Eli is moving ten feet into the tunnel, if he can.
Perception 1d20 + 7
I'm assuming Eli is moving toward the water sound, more or less.
~ GM Quillworth |
Knowledge Dunguneering 1d20 + 8
I want to know if this side passage would seem like the logical easiest way out.
yikes! good roll!
~ GM Quillworth |
As our band of unlikely heroes (read: escapees) enters the maw of the cavern, they can't help but notice the smooth rock beneath their feet. As Xazt leads them deeper into the gigantic room, his torch illuminates the floor's mixture of browns and yellows, smooth limestone which begins to twist and turn up toward the ceiling as the group ventures deeper. Bits of torchlight which are cast far enough to occasionally hint at the distant, rust-colored walls on either side only disappear ahead of them, swallowed by some great and deep darkness. The stalactites and stalagmites near the entrance were shorter, only stumps, but now the troupe enters a forest of twisting red and yellow trees, the tops of which disappear into black. Shining drops glitter and slide slowly down each of the huge formations, often traveling out to the end of huge spirals and the points of bizarrely shaped crystals near the ground and ceiling. Each "tree" of stone looms above them, five times the size of an Astrian Pine. All traces of a pathway are lost, now. They cannot help but wander through the crystalline forest, seeking the louder and louder sound of water in the dark.
Eli Ravenkin |
Eli inspects one of the towering stones, testing its hardness first with a thumbnail, then the blade of his axe. "I can't see a path, and I would hate to find ourselves walking in circles."
Is it easy to determine the direction the sound of water is coming from? Secondly, is there a roll Eli can make to determine north while underground?
~ GM Quillworth |
Eli inspects one of the towering stones, testing its hardness first with a thumbnail, then the blade of his axe. "I can't see a path, and I would hate to find ourselves walking in circles."
Is it easy to determine the direction the sound of water is coming from? Secondly, is there a roll Eli can make to determine north while underground?
It is now quite easy to figure out the direction from which the sound is coming. You can roll a CAVE SURVIVAL check, which is basically exactly like a regular survival check, except that I call it a CAVE SURVIVAL check.
Eli Ravenkin |
"Thank you. Truth be told, I don't care much for caves, but I won't rest easy until I can feel sky over my shoulders, not rock. I hate getting lost, but even outside, the sun rises, and a way can be found. Caves are strangers to sunlight, though."
Eli loudly rasps up phlegm and splats it in disgust, off the path.
You're welcome
Eli Ravenkin |
"Heh, you are kind to say so, Carys, though I'd wager there's more information in that strange book of yours than you'll ever find in this old noggin. And so far as Gobo inns go, Lucas, your guess is as good as mine. This light only shows us so far."
Eli casts a look to their goblin companion.
"Not all of us can see in the dark. When we find the running water, though, a way out ought to present itself."
~ GM Quillworth |
The sounds of rushing water are unmistakable now, as the troupe continues forward, the ground now a smooth, silky white flowstone. Though the massive stone trees show no signs of thinning, the closer the sound of water, the more their branches spiral into vivid colors.