Wondering the Silent Caverns (Inactive)

Game Master Amsheagar

>>>Map<<<

Init:

[dice=Shellin]1d20+2[/dice]
[dice=Maraiah]1d20+2[/dice]
[dice=Hob]1d20+3[/dice]
[dice=Gargon]1d20+3[/dice]
[dice=Unbeugsam]1d20+0[/dice]
[dice=Vemarus]1d20+6[/dice]
[dice=GM's Pet 1]1d20+6[/dice]
[dice=GM's Pet 2]1d20+6[/dice]


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Two of you throw oil at the swarm of bats, but only one of you manages to get any on it. There is enough oil on the bats to burn for 1d10 ⇒ 8 rounds and deals 2d4 per round that they are on fire. Unfortunately, Unbeugsam also has some oil on him. It will burn for 1d10 - 3 ⇒ (7) - 3 = 4 rounds as well, dealing the same amount of damage.

The prey that the bats were feeding upon flee from them as they are splashed with oil. They move after him again, dealing 1d6 ⇒ 5 more damage. To stop bleeding, you need a DC10 heal check, or any healing spell.

Round 3
GM
Group

Unbeugsam is currently down 11hp from the attacks and bleed damage. I couldn't find any rulings on oil being used as a splash weapon as fuel. I am currently using a d10 to count as the fluid in the flask and the ruling on the fire damage from the spell Web if it were lit on fire. If you see anything else, let mek now. If not, i'll stick with this.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

That seems pretty reasonable. Being covered in a flammable substance while it's burning


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Seeing the bats overwhelm Unbeugsam, he will drop his torch free action.
He will move to the dwarf's side and spend an SA to cast Indernal Healing on him.
Fast healing 1 for 10 rounds
Unbeugsam heals 1, stops bleeding. 9 rounds left

He will then, doing his very best to wake no more of the damned flying devils, say "Get out of the swarm before Hob lights them."
I hope he can hear me over their keening. I hope Hob can light them. I hope... I hope this works.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

He's on fire. Fast healing one is just torture if the fire isn't put out. lol

Are the bats still an issue or are they burning?


No one has attacked the bats with a torch yet, so they are not on fire. Infernal healing just means that he heals faster, doesn't set him on fire.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Ah, misread, sorry


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

I am happy to throw a lit torch into this group of bats, however I don't want Unbeugsam to get hurt. Is he in the middle of the swarm again?


Male, Human, Bard(archaeologist) 2 Init: +3 || HP; 17/17 || AC:19 Touch:15 FF:14 || Fort: +1 || Ref: +6 || Will: +3||CMB +2||CMD15

I assume its a touch attack


Male, Human, Bard(archaeologist) 2 Init: +3 || HP; 17/17 || AC:19 Touch:15 FF:14 || Fort: +1 || Ref: +6 || Will: +3||CMB +2||CMD15

Hob makes a valiant throw at the bats with his torch. Easier to hit with a throw

Attack: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13
Damage: 1d3 + 1 + 1 ⇒ (3) + 1 + 1 = 5

4 Bludgeoning 1 fire


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

I have Throw Anything so I can throw a lit torch as it it were a javelin or similar. My attack roll to throw it would be 1d20+6


Male, Human, Bard(archaeologist) 2 Init: +3 || HP; 17/17 || AC:19 Touch:15 FF:14 || Fort: +1 || Ref: +6 || Will: +3||CMB +2||CMD15

Well Shellin has a lit torch for you


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Its on the ground, still lit (same 6-second round). Gargon can probably pick it up and chuck it.


Hob threw a torch into the bats, lighting them and Unbeugsam on fire. dealing damage: 2d4 ⇒ (1, 1) = 2 to both.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Not gonna lie, this is a first for me, never had a teammate set another on fire XD
Upon seeing the cluster go up in flames, Shellin allows himself a momentary lapse. Oh hells...


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Grumbling out Unbeugsam rolls on the floor trying to get rid of the fire.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

With little else to do at the moment, Maraiah picks up the other lit torch from the ground.


I think we are waiting for an action from Gargon. I'll give you a 50/50 chance of putting out the fire as you roll. High it's out.
1d100 ⇒ 100

Unbeugsam puts out the flames that were licking his body, but is still covered in oil and shouldn't approach the bats again.


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Gargon will defer his action. He wont dive into the fireball of bats, and another torch wont make them more burney.


The Bats fly at a new target now, the one that lit them on fire. They swarm Hob and deal 1d6 ⇒ 1 damage. They take 2d4 ⇒ (1, 4) = 5 more damage this round.

Hob, your now bleeding. Unbeugsam, your still bleeding.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

I thought infernal healing stopped his bleeding? Also, Unbeugsam Heals 1Hp, 8 rounds left

Shellin will watch the burning swarm warily, waiting for them to burn themselves out. Gods, the smell is aweful.

Prepared action: move away from swarm of they approach.


It does... Everyone, if you have buffs going on your character, please put them in a spoiler at the end of each post with the buffs name and how long it has left.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

So is everyone else waiting out the bat-candles too? xD


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Moving towards Hob, Maraiah extends the torch, waving the flames amid the burning bats.

Touch attack with torch.: 1d20 + 4 ⇒ (2) + 4 = 6


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Unbeugsam will move further back and sigh.


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Yeah, not sure what to do now


Busy last couple of days. The bats will slowly die out, but they won't do enough damage to you guys to kill you now that they are a little brighter. So, i'll wrap this up.

The bats eventually burn out and fall on the floor. Upon examining their body, you find a small red gem. For the one who picks it up, call it a blood stone.

You are able to traverse the guano gave without much more difficulty. Unbeugsam stays away from any lite torch, as he fears he might, just might, be alight once more. As you come to the end of this cavern, you see two baths. Any tracks that would have been are covered up with guano and you can't tell where people have gone before. The only difference you can see between the two caves is the amount of guano is slightly less in the right tunnel.


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Gargon is suspicious of the red gem and will not touch it. Staying slightly ahead of the group he sneaks down the left hand cave for 30 feet to see what he can see. He will report back what he sees via his link with Shellin.

Stealth Check: 1d20 + 5 ⇒ (20) + 5 = 25

Perception: 1d20 + 5 ⇒ (9) + 5 = 14


GM Only:
stealth: 1d20 + 4 ⇒ (20) + 4 = 24

Gargon doesn't see anything down the left path. On the right path, you see some more bats hanging from the ceiling.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Noticing the gem on the ground Maraiah points to it, "Look Hob, treasure!"


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Unbeugsam heals 8HP from the remaining time in Infernal Healing, unless GM says otherwise

Shellin's half-smile returns slowly to his face in the dieing light of the bats. Well then...
He will continue aloud, in

Dwarven:
"That's that then. You alright, friend? Those burns should be healing alittle once that spell works out."

Shellin will activate his Ioun torch before bending to examine the gem with Detect Magic, being careful not to touch it or kneel in guano.
Knowledge Arcana for school of magic: 1d20 + 8 ⇒ (14) + 8 = 22
Spellcraft to identify properties if magic item: 1d20 + 6 ⇒ (15) + 6 = 21

Eyes aglow, Shellin will say "I wouldn't touch it yet"

Hearing Gargon, Shellin will relay the message. "I take it we are all ok with taking the tunnel without more bats?"


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Back with the group now, Gargon looks at the right hand cave. He ventures down it.

stealth: 1d20 + 5 ⇒ (13) + 5 = 18

perception: 1d20 + 5 ⇒ (17) + 5 = 22


Thats good.

Shellin:
While this gem gives off a powerful aura, you can only identify it as some sort of transmutation magic. From looking at it, you believe it is safe to pick up.

Gorgon, you spot several more swarms of bats hanging from the ceiling. These look like they might be a little more difficult to bypass.


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Gargon returns to the group.

The right hand tunnel has more bats. I did not see any bats in the left tunnel, but it had more guano and that is.... strange.


more guano is on the right hand side. You don't see as much guano on the left.


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Ok, all good


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Shellin will stand after observing the gem. "It should be safe to pick up. Anyone else interested?"

If everyone is cool with it, my last party just did d100's, high roller gets contested loot. Or we can just have a group "loot bag" to share and use from


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

A shared bag is fine with me. Use as needed and split the profits when we sell some or all of the loot.


There will be more Blood Stone, so i would need to know who holds onto them for GM stuff.


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

I am not phased over who holds them. I will hold them if the group wants, or happy for anyone else to hold them too.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

If we are doing the party loot bag, I am fine with volunteering to carry everything and keep a record on my page of what is in the loot bag

Seeing the hesitation, Shellin will grab the gem and pop it in his bag. "On to the left tunnel then."

If Anyone Objects:
Shellin will look at the objected blankly for a moment, and, after taking the gem out of his bag, he will hold the gem out in offering. He asks innocently, "Wpuld you like it, then?"


So, who's holding the Stones and which way are you guys going?


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

I vote Shellin, he volunteered to become the quartermaster, HOORAY! and onward!"Every way can be bad. Lets go right!"


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

[b left, we should go left, there are bats on yhe right [/b]


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

This one may be dangerous in his own right...
Shellin's smile will twitch at the corners for a moment at Unbeugsam's response.
"Have your burns and bites healed well, friend? I'd hate to have to put you through that a second time with another swarm!"

I am carrying the stone unless anyone objects to the party loot bag, and the vote for tunnel is:
"Empty?" Tunnel(left): Shellin, Gargon
Bat tunnel(right): Unbeugsam


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

"Left seems like the smarter choice." Maraiah chimes in.


You head down the left tunnel and go about 300 feet. How far is Gargon ahead of the rest of the group?


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Gargon keeps 30 feet ahead of the group. Stealthing and scouting.

stealth: 1d20 + 5 ⇒ (20) + 5 = 25

perception: 1d20 + 5 ⇒ (3) + 5 = 8


GM Dice:
perception: 1d20 + 12 ⇒ (15) + 12 = 27
perception: 1d20 + 12 ⇒ (18) + 12 = 30

Gargon moves into the new cave, he eventually comes to a slightly larger cavern. As he is walking around two large shapes are observing him and sweep in as soon as they see an opening. This immense creature has an average wingspans of 15feet and weighs roughly 200 pounds.

DB1: 1d20 + 5 ⇒ (16) + 5 = 21damage: 1d8 + 4 ⇒ (5) + 4 = 9
DB2: 1d20 + 5 ⇒ (20) + 5 = 25damage: 1d8 + 4 ⇒ (7) + 4 = 11
DB2: 1d20 + 5 ⇒ (12) + 5 = 17damage: 1d8 + 4 ⇒ (4) + 4 = 8

Almost finishing him off with their first attack.

Ouch... didn't expect that crit.
Round 1
GM
Group

Knowledge Nature 12+:

You know these beasts as Dire Bats. An animal that usually found layering in desolate areas, resting in caves or other secluded areas during the day and taking to the skies in search of prey at night.
The dire bat generally doesn't shelter in groups larger than eight, often living a solitary life. a dire bat prefers feeding on livestock and herd animals.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Is it our turn or still yours?


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Can't waste all my magic on healing... have to spare one of those
Shellin will rifle through his sack with one hand and begin casting with the other.
Move action: retrieve potion of cure light wounds
Swift action: use one arcane point to increase CL
Standard action: Cast Toppling magic missile

GM:

I have had GM's rule that tripping a flying creature makes it fall, and other rule it does nothing. Whatever you rule:

Trip missile 1: 1d20 + 6 ⇒ (12) + 6 = 18
Trip missile 2: 1d20 + 6 ⇒ (7) + 6 = 13

Two glowing missiles thud into the more viscious bat (DB2)
damage missile 1: 1d4 + 1 ⇒ (4) + 1 = 5
damage missile 2: 1d4 + 1 ⇒ (2) + 1 = 3

He shouts to Gargon

Goblin:

"Gargon, I have a healing potion if you can make to to me!"

He will hold the potion out for Gargon to take, should he come to do so

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