
Jun Valanthe |

Ironically enough, in 5e you can jump with acrobatics or athletics.
"That idea has merit Psalm; then we can crush our enemies between us."

-Eafphqu- |

Jun, I'll have to respectfully disagree with you. There's nothing in the PHB about using Acrobatics to jump distance. The baseline rule is that with 10' of movement beforehand a character can jump a number of feet equal to their Strength score. The Ability Scores/Skills section of the book does mention that Athletics can be used when a character tries to "jump an unusually long distance." In that case, I'd most like set the DC of the jump as the number of feet. Which I suppose, means anyone that wants to can attempt to make this 20' jump using the Athletics skill. My reading of the Acrobatics skill doesn't support Lindaer's actions. In which case, I'm going to ignore that post. Prior to that post I had already clearly set up some parameters for the strongest character (and therefore most likely to make the jump) to attempt it. If anyone wants to try and make the jump using the Athletics skill the DC is 20. I'll leave it to you all as to how you are actually going to cross over, but Lindaer is NOT across the pit. Of course, since Gomdebo actually has a grappling hook, you could just use that, have someone play anchor on this side of the pit, and then have everyone crawl across hand over hand style... Successfully catching a grappling hook, by my way of thinking, outside of combat anyway, is purely narrative, because a character is, obviously, going to keep attempting it until they get it right. :) So, up to you all how you want to continue, but Acrobatics to jump is not one of the options.
Shenkt watches Lindaer lining up to make a run at the pit, and grabs him by the shirt. "Whoa there mate! Ain't no way you're makin' that jump. Hold on a bit."

Shenkt "Hack" Corchran |

After stopping Jun, Hack ties his 50ft rope to his belt, and hands the other end to Jun.
Take up the slack, and just hold on in case I do not make it.
Hack moves back at least 10 feet, and runs headlong, jumping into the air as his feet and hands windmill until he finds purchase, catching the other side and pulling himself up.
Dex: 1d20 + 2 + 1d6 ⇒ (7) + 2 + (2) = 11
Okay, c'mon across!

-Eafphqu- |

Whew! Thank goodness for the Bardic Inspiration!!!
Shenkt plants his feet and holds tight to one end of the rope while Jun does the same on the other side of the pit. Together they've created a, relatively, taut rope bridge for the rest of the group to cross.
With two PCs holding the rope only one character can cross at a time. Let's have a little fun with this and say that it's a DC 5 Athletics check to wrap your legs around the rope and drag yourself hand over hand across the gap. Not terribly difficult, but still a chance of failure for some. ;) Alternately, for those of you that want to test the dice roller, you cold try for a DC 20 Acrobatics check to run across the rope on foot. :) You choose what you want for your character. If anybody fails, I'll throw out a Save DC to catch yourself, or maybe have somebody else roll a Save DC to catch you.

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Acrobatics: 1d20 + 3 ⇒ (4) + 3 = 7
Lindaer wraps his legs around the rope and dragged himself across. It wasn't easy, and in fact he almost slipped once, but he made it.

Nikeisha |

Nikeisha spent a moment adjusting her long skirt to make sure it cause any issues and then followed.
Acrobatics: 1d20 + 4 ⇒ (14) + 4 = 18

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My apologies. I failed then, rolled a 4 on athletics.
Acrobatics or Dex save DC?: 1d20 + 3 ⇒ (18) + 3 = 21

-Eafphqu- |

There is a frightening moment when Lindaer is crossing the rope bridge where his hands fail him and he actually begins to fall, but he agilely twists his body and wraps one knee tightly around the rope. The others gasp in shock, and then sigh with relief after he strains his abdominal muscles to pull himself back up, and is finally able to pull himself the rest of the way across.
All's well that ends well. :) And the chance of danger adds to the excitement and fun!

Nikeisha |

Sorry, I just checked above me to see which skill to use. Here's the Athletics check instead.
Athletics: 1d20 + 1 ⇒ (18) + 1 = 19

-Eafphqu- |

Nikeisha scrabbles across the rope so quickly and easily that Shenkt looks at her, once she's to his side of the pit, and says, "What're ya, half spider er something?! Maybe next time you can just climb the walls and spin a web bridge for us?"

-Eafphqu- |

Dang! Well it wouldn't be dangerous without danger...
I've fallen, can I get up?: 3d6 ⇒ (3, 2, 1) = 6
Years of living underground in her "previous" life, have trained Gomdebo to fall as well as one can fall, minimizing the damage taken from impact.
She hits the hard packed dirt bottom of the pit with a "Whuumph!", but immediately stands up and calls to the top of the pit. "Well, you'll have to drop that rope down here anyway, might as well just have Jun climb down here after everyone else is across, and you can pull us both out." She brushes the dirt from her clothes as she waits patiently for her rescue.
Edit: in case that was unclear, you took 6 hp damage from the fall Gomdebo. All in all not too terrible. :)

Boddynuck |

athletics: 1d20 - 1 ⇒ (5) - 1 = 4
reflex save: 1d20 + 2 ⇒ (5) + 2 = 7
damage: 3d6 ⇒ (3, 5, 5) = 13
Right. Well, you wanted dangerous, you got it :-(
"Aaarrrggghhhh <Splat>"

Quint Rue |

My athletics is a +4. Does a nat 1 count as failure? If not, I don't really need to roll. Does that make me the second most athletic one in the group?
Athletics: 1d20 + 4 ⇒ (8) + 4 = 12

Jun Valanthe |

Jun watches the group get across with varying degrees of success. As Boddy falls, Jun tries to climb down the cliff to heal him.
Athletics: 1d20 - 1 ⇒ (16) - 1 = 15
Once below, he will draw on his magic to close Boddy's wounds.
Cure Wounds: 1d8 + 4 ⇒ (8) + 4 = 12

-Eafphqu- |

That's danger all right! Quint, no, one on skills is not an auto fail, so you are correct that technically you didn't have to roll. Luna doesn't either...
After Luna expertly shimmies across, Jun makes a careful climb down the thirty foot drop and immediately expends some of his magic to heal the gnome wizard's broken bones. "There now, all better." The half-elf bard says as he sits Boddynuck up and looks deep into his eyes to make sure his brain didn't get rattled. After ascertaining that his patient is fine, thanks to magical healing energy. Jun loops the rope around Boddynuck, Gomdebo, and lastly himself, and gives Shenkt and the rest of their companions the sign to heave-ho. Slowly the group pulls them up, with Shenkt, Luna, and Lindaer doing most of the work. Once everyone is safely to the top of the pit, and the rope is coiled up and put away, Luna says, "I don't know about all of you, but I could use a short rest? Can we take a bit to just rest and prepare for what's coming?"
Ding! I never said it was another fight. I said another encounter... :D Tricky, right? See the discussion thread for more info. ;)

Bellaluna 'Luna' Liaqirelle |

Jun watches the group get across with varying degrees of success. As Boddy falls, Jun tries to climb down the cliff to heal him. ...
Thanks for waiting for Luna to get across Jun! Your anchoring the rope = you gotta wait for the whole group dude! ;-)
Sorry for the slack in posting, RL has been a real ass-kicker lately, but is hopefully better now. Though I do need to be looking for another job cause mine is coming to an end in June at the latest if not before. :-(

Boddynuck |

"Thanks for healing me. Not sure that you should have bothered to waste the spell. I don't seem to be anything but a burden to all of you."

Nikeisha |

"Nonsense," Nikeisha murmured to Boddynuck, dusting herself down. "If you were a burden you wouldn't be here, you'd be gently digesting in some worms belly. Being unlucky is not the same as being a burden."

Gomdebo Blackbuster |
"Nay. Ive seen ye summon fire from your fingertips easily as clackin' a flintstone! We're stronger together, I think. Remember we do this in service 'o Republic...one gnome maybe cannae represent us all, but together we carry 'teh spirit of this nation." she gives him a thumbs up, blood still gushing forth from her nostrils.
Persuasion: 1d20 + 3 ⇒ (14) + 3 = 17

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CLW: 1d8 + 4 ⇒ (7) + 4 = 11
Lay on Hands: 5 HP healed
Lindaer walked over to Gombedo, put his hands over he wounds, and prayed. The light of Amren formed, and her wounds began to close. Finally he put his hand on her injury, causing it to completely heal.
Full HP!
”We are all here for a purpose. Now let’s move.”

-Eafphqu- |

After a brief rest to bind up wounds, and regain some inner focus, the group feels a new sense of purpose overtake them, almost a rush of power, a brief shiver of the divine passes through them all. It is a strange feeling, but not unwelcome. Lindaer, of all the group feels the touch most profoundly, most deeply, most assuredly. As a paladin of Amren, Lindaer recognizes the boons of his god's favor, tapping into strengths and magic that as yet were unreachable. He smiles as he stands up and prepares to move on. In what can only amount to a bit of cosmic joke, Nikeisha also feels this divine, or is it abyssal, touch keenly as well. She stands up taps her staff against the ground and for the barest of moments the air around her shimmers. Boddynuck recognizes the pull from the magical aether as something akin to a spell he's seen many times, a spell the professors of the Arcane Order call Mage Armor. He smiles at her with a bit of recognition.
The resting ended Quint heads forth to scout and returns with news that the tunnel splits up ahead, left and right. Just as the group arrives at the fork in the tunnel the floors of the tunnel burst asunder and four more worms, larger yet, even than the last four the group faced, scream their high-pitched scream. Then, these worms, do something no worms before them have done. They rise up, like snakes getting ready to strike, lifting the front parts of their rubbery-skinned bodies off the ground, standing at the height of a man, their tendrils all aquiver. A disgusting site, and one that causes all the group to instinctively get battle ready.
Initiative = Block 1: Luna, Nikeisha, Lindaer; Block 2: Worms (Green, Yellow, Red, Orange); Block 3: Gomdebo, Boddynuck, Jun, Shenkt, Psalm, Quint. Let's have some fun! :)

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Lindaer ran up, interposing himself between the worms on the left and the party. As he did so, he called out a prayer to Amren. For the briefest moment, a heavenly suit of plate armor could be seen surrounding him, vanishing as quickly as it had come.
Shield of Faith cast. AC19 for 10 minutes. Double move to the left, someone please move me.

Nikeisha |

Moving up and into range of her spells, Nikeisha looked and chose her victim. "You'll do," she said, after a moment, focusing on the one near Luna. She tapped her staff and gestured.
Eldritch Blast (Green): 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d10 + 4 ⇒ (8) + 4 = 12

Jun Valanthe |

Earlier:
"I can not allow you to be injured, as you are travelling with me, and it would dishonor my ancestors to allow you to travel in such a state." says Jun in response to Boddy's declaration.

Bellaluna 'Luna' Liaqirelle |

Apparently Paizo ate my attack post from Friday or Saturday.
Feeling that Aldellion has granted her granted her the ability to move faster & farther, Luna rushes forward (New 40 ft spd.) to the nearest worm and she suddenly goes into a wild flurry of hands & feet snapping out at the worm.
Normal attack on Green: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Spending a ki point immediately after my attack option to get a Flurry of Blows & get 2 extra unarmed strikes. (If I am doing something wrong please let me know!)
Flurry of Blows 1 attack on Green: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Flurry of Blows 2 attack on Green: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d4 + 4 ⇒ (4) + 4 = 8

-Eafphqu- |

Psalm, I'd say the only creatures that could have the ability to give advance warning of the approaching worms would be creatures that have tremorsense, which neither a spider or a badger have.
Luna's lightning fast fists and feet in combination with Nikeisha's blast of blue-green magic leave their chosen enemy bruised, burnt, and bloodied, but not dead. What follows their attacks causes all those left awake to realize that, if in fact the worms are part of a hive mind, then the queen is most definitely learning. A frightening realization on many levels. Even level 2! :P
Sleep HD from Green: 5d8 ⇒ (5, 8, 5, 6, 1) = 25
Sleep HD from Yellow: 5d8 ⇒ (4, 6, 4, 7, 1) = 22
Sleep HD from Red: 5d8 ⇒ (6, 2, 5, 2, 8) = 23
Sleep HD from Orange: 5d8 ⇒ (3, 2, 4, 5, 6) = 20
The first to fall asleep, as usual, is Boddynuck's familiar Vralk. After him Psalm falls to the ground unconscious. Quint follows Psalm into peaceful slumber. Nikeisha drops next, and for just a moment Gomdebo feels like she might fall over too, but she shakes it off, and stays in the fight. After pulsing their slumber magic into the chamber, two of the worms move into positions that seem to be closing off escape routes for Lindaer and Luna. Are the worms learning and employing strategy? Light help us.
Current Initiative =
Remember you can use your free "object interaction" part of your combat turn to gently kick awake the sleepers. :) Oh, and before anybody says anything, no, you don't get opportunity attacks because of the worm's movement. In 5e you only get an opportunity attack when something moves OUT of your threatened range. If they move into it, and stay in it, you don't get any reaction attacks.

Shenkt "Hack" Corchran |

Round 1, Rage Round 1/10, Reckless Att
Hack moves towards the Red Worm, kicking Nikeisha as he goes by, and recklessly swings his axe at the beast.
GA Att: 1d20 + 7 ⇒ (19) + 7 = 26
GA Adv Att: 1d20 + 7 ⇒ (14) + 7 = 21
GA Dam: 1d12 + 4 + 2 ⇒ (4) + 4 + 2 = 10
If the lower of the two attacks would aldo hit, the fell handed feat provides that the target is knocked prone, if possible.

Gomdebo Blackbuster |
Gom's heavy feet trudge through the worn mud tunneling, her tarnished bronze daggers flashing with the reflection of the multihued monstrosities. She nudges Quint awake with her awkwardly large big toe to the neck before dashing out towards Lindaer, striking out at the putrid fat rolls of the worm...
Attack Orange: 1d20 + 5 ⇒ (20) + 5 = 25
Crit + Sneak Dmg: 2d4 + 3 + 1d6 ⇒ (3, 1) + 3 + (3) = 10
...with a swiftness that seems unreal given her typical course steadiness, she continues past the worm after the strike, disappearing into the shadows.
Move, Attack, Cunning Action: Disengage. Shadows comment just fluff, not/cant hide.

Quint Rue |

Gomdebo, sneak attack damage IS multiplied on a crit in 5e.

Quint Rue |

Now that I'm awake, I need to pick a target. I'm assuming none of the worms are dead? Green still looks the most hurt?

Quint Rue |

Quint stands and fires off an arrow at green, then nudges Psalm awake before moving toward the (west?) wall and flattening himself against it to attempt to hide as a bonus action from Yellow and Orange.
Shortbow vs. green: 1d20 + 6 ⇒ (12) + 6 = 181d6 + 4 + 1d6 ⇒ (2) + 4 + (5) = 11

Jun Valanthe |

Jun moves forward and attacks Orange with his Katana. Unless Orange was killed by Gomdebo, in which case I'll go and help Hack with Red.
Attack Roll: 1d20 + 3 ⇒ (9) + 3 = 12
Damage Roll: 1d8 + 1 ⇒ (7) + 1 = 8
He will then grant Inspiration to Lindaer.

Boddynuck |

Boddy will nudge Vralk awake and throw a sleep spell catching Yellow, Orange and, of course, Lindear. If only Lindear was an Elf and thus immune to sleep.
Oh, wait :-)
sleep: 5d8 ⇒ (2, 3, 3, 1, 8) = 17

-Eafphqu- |

Dangit, I'm an idiot again. With the initiative as it is, once the worms have gone, everyone can go... Crud knuckles. Anyway...
Fighting these worms has become almost comfortable in its routine, if such a thing can be said of repetitively falling asleep and being woken up in six second increments. The familiarity with what has happened before provides the party deadly accuracy. Shenkt, by the flickering dim light of the torch that Nikeisha dropped on the ground next to her when she fell asleep, charges forward and puts all his strength and fury into a wild axe swing that hacks through the worm's rubbery hide and sprays blood everywhere. As expected the deep wound causes the worm to screech its blood-curdling scream, as it does so the swirling rainbow colors on its skin and the skin of its hive brothers all ripple with violent intensity. Gomdebo, with a speed that those paying attention would find remarkable, dashes forward and slashes, snicker-snack, with her daggers across the thick hide of the worm that is trying to trap Lindaer, drawing another scream and ripple of color. Quint, jumps up, bow to hand, and after kicking Psalm awake, he puts his arrow right down the mouth of the most wounded of the worms, ending its miserable existence in the span of a heartbeat. The gnome then scrambles to the western wall of the tunnel to hide himself from the two worms in the tunnel that diverts in that same direction. Jun jumps into the fray offering a word of courage to Lindaer, "Show 'em the Light!" he says. He slashes with his blade, but his target twists its body out of the way of the blade at the last moment, causing him to miss. Boddynuck, after waking his snoozing raven companion, steps up and drops his own slumber magic, but watches in dismay as nothing, nothing whatsoever, happens. Clearly these worms are stronger and deadlier than any the group has faced before.
Shenkt, sorry, you can't knock something prone whose land movement is already done via crawling. :( Psalm, you've been awakened by Quint, go ahead and take your actions. Also, Luna, Nikeisha, Lindaer, you're up!!! :) Battle Grid is updated. Quint, I think that hooded lantern is definitely in order, then even if Nikeisha or Hack drop it, it would still be providing normal light. :)

Nikeisha |

Waking up with a snort as Shenkt kicked her, Nikeisha groaned. "I hate these things, really I do." Standing up, she banged her staff on the floor and gestured at the next one.
Eldritch Blast (Red): 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d10 + 4 ⇒ (5) + 4 = 9

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Finding himself becoming surrounded, Lindaer spun and stabbed out with his rapier.
Hit vs orange: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 5 ⇒ (4) + 5 = 9