Maraiah |
"No offense at all, and I have nothing against planning. To the contrary. I'm just saying that things like leadership and the responsibility for keeping other people alive, that usually isn't something that goes by planning and giving people titles. It comes when you're in the @#$% trying not to die. That's when leadership comes to the surface." Maraiah replies.
'Wow! This guy is going to be a festival to deal with.'
Hob Prentice |
So it is my wording that you have issue with? I meant them as designations not titles of promotion. I apologize. Efforts of coordination call for one voice and are hampered by many. Deciding that voice in the middle of battle seems foolish to me. Do you have objection of Shellin to call out movement to give best effect for his magic?
Such an emotionally unstable creature
Gargon |
Gargon stand impatient as the group waits on its final member. All of this talking is making his head ache. He hears the words but they aren't making sense. He is eager to be going. Maybe there will be less talk in the dark.
Maraiah |
"I don't object to anything that'll help hep us all alive. Deciding which of us is qualified to direct a battle based on...what exactly? Having never worked together...no idea how each of us handles the heat of battle......that seems just as foolish to me but by all means designate away." Maraiah responds shaking her head. "Point is everyone keep your eyes open, your withs about you and learn. Learn how the others act, and move and fight, and eventually how they think...get to that point, and we'll keep each other alive. Now are we going to move or do you have more lecturing to do today?"
Shellin |
Shellin will recede to his half-smile. Aside to Unbeugsam, Shellin will mutter,
"I have a gold piece says one of these two saves the other during our adventure, and then there will be no sepperating them."
Unbeugsam |
Looking at the two... Unbeugsam replies:
GM Amsheagar |
I think I saw that you're heading down the right tunnel somewhere in all that RP. Also assuming you are holding a lantern or something.
You group leaves the Inn and heads towards the right tunnel, seeing more experienced people head for the left and one lone warrior, sitting at the entrance of the middle tunnel. You wander into the depths of the right tunnel and wonder in a straight path, somewhat going down with each step but not truly aware of it. After what seems like several hours, you can hear dripping in the distance. You soon come across a small lake that has formed here, underground. You can see that the water is clean and clear.
Low-Light/Dark vision give me a perception roll.
GM Amsheagar |
It looks like the water isn't easily avoided, the tunnel opens up on the other side of it, there is a five foot path around the lake, and the water isn't that deep at the shore.
You see two red eyes, in two different locations, looking at your group.
Shellin |
Shellin will cast a cantrip as they enter the tunnels. He will cast Message on Hob and Maraiah and whisper to them both through the spell:
To all outside observers, about every 20 minutes or so, Shellin will mutter to himself and point at Hob and Maraiah with one hand while clutching a fancy wooden necklace, obvious magic.
Shellin will also volunteer to be lantern holder, preferably in the middle of the marching order.
Hmmm...Knowledge Geography, what can I tell about the room? Using that right?
Knowledge Geography: 1d20 + 7 ⇒ (8) + 7 = 15
GM Amsheagar |
As you look out into the room, you can tell that it took many of a century to make this cavern, either by erosion or some other natural action.
Going around the lake?
Shellin |
Whispering in reply, "I don't see any eyes."
Whispering to the entire party:"I can send lights if Gargon can point me to these eyes, and illuminate whats ahead, or we could end up pissing it off. Either way, something is watching us. Quietly. I dislike not being able to see it."
Maraiah |
Something for DM's knowledge. Stone Scouting (Ex): +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is aware or actively searching for it.
Maraiah draws a sunrod as Gargon briefs them with what he sees. "Pissing them off is better than fighting blind." she whispers back, striking the sunrod on the butt of her crossbow, then slipping the glowing alchemical device through small ring on the leather cord she wears around her neck making an impromptu pendant.
Hob Prentice |
If you see eyes, they already see you. Sneak is not an option. Let's light up the cave. With that Hob starts casting light on pebbles and stones and tossing them in all directions.
Maraiah |
Well in a way. Depends on what the GM chooses to do in reaction to the first one. Usually only after init is rolled do you start measuring things in rounds. It's like he's making it rain with glowing pebbles heh.
Shellin |
Hearing the go ahead, Shellin will join the light-spamming by casting Dancing Lights, created 4 balls in a 15-15ft square and sending them up to his maximum 110ft away
4 torch-lights(20ft radius normal light, 40ft radius lowlight, around each light)
Duration: 1 minute
Light arrangement:
[ * ] [ ] [ * ]
[ ] [me] [ ]
[ * ] [ ] [ * ]
Sending them forward up to 110ft in this formation
GM Amsheagar |
The eyes watch you as you move around the lake. The one sees as Hob picks up a stone and it starts to glow. He tosses it into the water, too close to one of the creatures. A milky cloud of black substance appears around the creature before anyone can get too close a look at it and the light on the stone vanishes. The second creature races for the group, but is unable to make it all the way to where you are stationed. Shellin, you were able to get off your dancing light spell, just as Hob threw the stone.
Shellin: 1d20 + 2 ⇒ (9) + 2 = 11
Maraiah: 1d20 + 2 ⇒ (13) + 2 = 15
Hob: 1d20 + 3 ⇒ (11) + 3 = 14
Gargon: 1d20 + 3 ⇒ (13) + 3 = 16
Unbeugsam: 1d20 + 0 ⇒ (1) + 0 = 1
Vemarus: 1d20 + 6 ⇒ (2) + 6 = 8
GM's Pet 1: 1d20 + 6 ⇒ (10) + 6 = 16
GM's Pet 2: 1d20 + 6 ⇒ (15) + 6 = 21
Somehow, a pair of squids found their way into this cavern. There might have once been a tunnel leading to the outside, or some trickster left them behind to play.
Round 1
GM's Pets
--Up Next--
Gargon
Maraiah
Hob
Shellin
Vemarus
Unbeugsam Grappled
The first creature moves even closer, and lashes out with a tentacle at random: 1d6 ⇒ 2 Maraiah, with the sunrod necklace.
attack: 1d20 + 2 ⇒ (9) + 2 = 11 but misses.
The second creature moves in and attacks random: 1d6 ⇒ 6 Unbeugsam, connecting and starting to wrap around his leg and arm, grabbing him in it's slimy tentacles.
attack: 1d20 + 2 ⇒ (19) + 2 = 21 damage: 1d4 + 1 ⇒ (2) + 1 = 3 grab: 1d20 + 8 ⇒ (9) + 8 = 17
You now have a Map, it's at the top of the page.
Gargon |
Seeing an opportunity to get stuck into something Gargon launches himself at the nearest of the creatures. He dives toward it, teeth first.
Bite: 1d20 + 6 ⇒ (6) + 6 = 12
Damage (just in case): 1d6 + 4 ⇒ (4) + 4 = 8
Maraiah |
Knowledge Nature: 1d20 + 6 ⇒ (9) + 6 = 15
"What the hells? What are squid doing down here?" Maraiah says aloud, nimbly sidestepping the flailing tentacle. Taking a step backward she fires a bolt at the creature, quickly loading another with an efficiency borne of practice.
1d20 + 7 ⇒ (14) + 7 = 21
1d8 ⇒ 6
Gargon |
I know it is not my turn, but can I make a guess at how deep the lake is just behind the squid the Maraiah, Shellin and I are clustered around please? In my head seems like a perception roll, but I am new and you are the GM. I want to move and maybe provide flanking.
Hob Prentice |
Move Action: draw whip while 5' move
Standard action: Cast Grease on Unbeugsam
That should give you an advantage my Dwarven friend
Shellin |
5-foot step to the right
Move Action: set the lantern on the floor
free Action: increase CL to 3rd, 1 arcane point
Standard Action: Cast Magic Missile
Shellin will put his hand to his necklace and hum the verbal components as if it were a song. Two glowing missiles fly across the water.
1 missile per squid, so 1 is to the closer one and 2 is to the grappler
Missile 1 damage: 1d4 + 1 ⇒ (4) + 1 = 5
Missile 2 damage: 1d4 + 1 ⇒ (2) + 1 = 3
GM Amsheagar |
Gargon tries to bite tries to bite on the squid, but it's skin is too tough for the little bitter, he narrowly misses.
Maraiah, on the other hand, is able to land a solid blow on the squid that was trying to attack her.
Hob makes it easier for Unbeugsam to escape from the grapple.
Shellin shoots off two missiles, one at each of the squids.
Vemarus Up Next
Unbeugsam escapes the grapple on his turn.
Squid 1 (-11)
Squid 2 (-3)
GM Amsheagar |
Somewhere along the way, Vemarus got lost in the near darkness of the silent caverns.
Unbeugsam is able to wiggle out of the squid's grasp.
Squid 1 will now focus on the little green man that has wondered into the water and strikes at him with it's tentacles but is unable to get him on the fist swing, it will swing again.
attack: 1d20 + 2 ⇒ (6) + 2 = 8
attack: 1d20 ⇒ 9
The first Squid isn't having much luck with the little goblin, the second Squid will now attack.
attack: 1d20 + 2 ⇒ (6) + 2 = 8
attack: 1d20 ⇒ 2
Now that both of the squids have missed you, they are fired... I mean you're up.
Round 2
Squid 1 (-11)
Squid 2 (-3)
--Up Next--
Gargon
Maraiah
Hob
Shellin
Unbeugsam
Maraiah |
Keeping her crossbow trained on her previous target, Maraiah lets fly another shot, quickly loading another bolt.
1d20 + 7 ⇒ (15) + 7 = 22
1d8 ⇒ 4
Shellin |
Move action: draw Mw javelin
Standard action: throw at farthest squid.
Javelin to hit: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Maraiah |
Moved my icon back 5 ft on the map because I'd stated taking a 5ft step back after it tried to hit me
Shellin |
Shellin hurries to recover his javelin before the squid sinks.
After storing it away, Shellin will turn to the party, "Well that was odd. Wonder how those got down here?"
Maraiah |
"Not the worst idea. They're edible and we don't know how long we'll be down here. Better to save our rations for s long as they'll last." Maraiah says taking out a hunting knife and beginning to field dress both of the squid. Not all that familiar with aquatic creatures, it takes the practice on the first one to get grasp of how best to deal with them.
Survival: squid 1: 1d20 + 7 ⇒ (2) + 7 = 9
Survival: squid 2: 1d20 + 7 ⇒ (8) + 7 = 15
GM Amsheagar |
Maraiah is unable to get any good meat from the first squid, but enough for the group to have a decent meal tonight.
This is where you would use the forage skill to take ink from the squid to use for scrolls and tattoos. If you can give me a 10, you can get 5 ounces. By every 5 you beat the DC, you get 5 more ounces.
As the group gathers their new meat and leave the cavern, their light starts to fade from the now empty chamber, tiny dots of light start to appear in the ceiling as minerals in the rocks start to glow. Enveloping the room in a blueish light.
Gargon |
As they venture further into the tunnel Gargon peers ahead into the darkness looking for signs of trouble, or food.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Your sunrod is making it hard for me to see.
Shellin |
Shellin come behind Maraiah to harvest the ink sacks.
Forage: 1d20 + 5 ⇒ (15) + 5 = 20
Shellin will resume his 20-minute reputation of Message, this time however, he chooses Maraiah and Gargon. To Gargon he will whisper:
Hob Prentice |
Squid salvage won't pay for my retirement. Hob heads off to the other side of the lake via the ledge checking for traps along the way. He will stop waiting for the others on the other side, waiting to continue down the tunnel. Gm please roll this stuff so It more of a mystery
Shellin |
Shellin blinks for a moment, dumbfounded, before remembering his friend is new to his language. He smiles and tries again.
"You can whisper and I will hear you, even from far away. I cast a spell. You can scout the dark and whisper what you see back to us."
He will also take a moment to put away the lantern and bring out his Ioun Torch, taking a moment to set the tiny gray sphere orbiting his head,
GM Amsheagar |
Gargon goes forth and explores the darkness while those who are not blessed with night vision stay back where they can see. Another few hours passes while Gargon doesn't have much to report, since the cave is somewhat empty around here. He comes up on a fork in the road.
You notice a scribble on the stone wall. It's in common and reads "On the Right is camping."
It's around 6 at night now, you've been wondering the caves and don't really know what time it is.
Gargon |
Gargon whispers back to the party.
I found a fork in the cave. One path on the left one on the right. There is writing on a wall. It says on the left is camping. Come to me and you can see. We can make a choice and camp for the night. We can cook some squid.