rando1000 |
Djack lands with his feat barely on the edge of the lip of the cave, and flails precariously for balance for an excruciating second or two before leaning safely forward and stepping one foot securely into the damp rocky hallway, while the other stands on what remains of the ledge directly in front of the entry.
rando1000 |
Djack can easily tie the rope off on some very large rocks near the entrance. Looking into the cavern, Djack can see a dim, ambient glow emanating from phosphorescent lichens clinging to the cave walls, casting an eerie, otherworldly light. The cavern passage goes about 30' before opening into a wider cavern of some sort.
rando1000 |
Rather than lag us here for any longer on what was supposed to be a mundane challenge, I'm going to move along.
With the rope that Djack tied off and the help of the climbing equipment Rocko purchased, the party is able to get across the gap with little challenge. Ahead of you now lies a hallway lite with a dim glow, and an opening into a larger cavern.
See Cavern Map linked above
The narrow passage expands into a vast chamber, revealing an intricate tapestry of natural formations. Stalactites drip from the ceiling like crystalline chandeliers, reflecting the glimmering light in a dance of shadows. Stalagmites rise from the floor, forming grotesque sculptures that hint at the passage of countless eons. The walls, adorned with strange mineral deposits and ancient markings, whisper tales of a forgotten past.
The floor of the cavern descends in one section, leading to a flight of natural stairs (though probably worked to some extent by hand and tool, or perhaps magic) leading into the darkness below.
Kevin Boyer 646 |
Although this looks like a pretty standard natural cavern, Rocko will still look around for anything that looks out of the ordinary, especially if it's dangerous.
not sure if nature or dungeoneering would be more appropriate, so I'll give a roll for each one.
knowledge(nature): 1d20 + 5 ⇒ (13) + 5 = 18
knowledge(dungeoneering): 1d20 + 5 ⇒ (9) + 5 = 14
Yoltzin |
Apologies, it's been a few days here too.
"I still say we could've used frogs," Yoltzin sighed, as the oppressive feeling of being underground came over her once more. Why were they always venturing into caves?
Chaucair |
Chaucair produces a wand and uses it to cast Heightened Awareness on himself.
Knowledge: Dungeoneering: 1d20 + 11 ⇒ (8) + 11 = 19
Heightened Awareness is up for 10 minutes, or until we roll initiative. If we get into combat before the charge wears off, I will dismiss the spell for +4 to initiative.
rando1000 |
The cavern looks natural to Rocko, with the exception of the stairs leading out of the chamber to somewhere lower. Those were definitely worked in some way, though they might have started off as a natural formation.
Rocko does note, however, a large pile of guano in the back portion of the cavern, indicating the presence of bats.
Chaucair notices nothing unusual save the same worked stairs leading down.
As the team surveys the cavern visually, you can hear the slightest skittering noise on the edge of hearing.
Chaucair: 1d20 + 7 ⇒ (19) + 7 = 26
Rocko: 1d20 + 7 ⇒ (16) + 7 = 23
Yoltzin: 1d20 + 13 ⇒ (4) + 13 = 17
Djack: 1d20 + 8 ⇒ (1) + 8 = 9 Holy crap it even happens when I roll for you.
Amideo: 1d20 + 0 ⇒ (16) + 0 = 16
Chinuye: 1d20 + 6 ⇒ (12) + 6 = 18
Chaucair is first to notice several man-sized bats flying toward the party. Quickly, however, even before he mentions it, virtually everyone is looking at them intently.
Cavern map updated.
rando1000 |
Initiative
XL Bats: 1d20 + 2 ⇒ (20) + 2 = 22
Amideo: 1d20 + 4 ⇒ (13) + 4 = 17
Chaucair: 1d20 - 1 ⇒ (5) - 1 = 4
Chinuye: 1d20 + 2 ⇒ (6) + 2 = 8
Djack: 1d20 + 4 ⇒ (3) + 4 = 7
Rocko: 1d20 + 2 ⇒ (19) + 2 = 21
Yoltzin: 1d20 + 2 ⇒ (11) + 2 = 13
Top of Round 1
Almost as soon as you notice the creatures, one of them emits an ear-piercing scream.
Fort Saves
Amideo: 1d20 + 6 ⇒ (17) + 6 = 23
Chaucair: 1d20 + 3 ⇒ (13) + 3 = 16
Chinuye: 1d20 + 3 ⇒ (2) + 3 = 5FAIL1d3 ⇒ 3
Djack: 1d20 + 3 ⇒ (16) + 3 = 19
Rocko: 1d20 + 6 ⇒ (16) + 6 = 22
Yoltzin: 1d20 + 5 ⇒ (5) + 5 = 10FAIL1d3 ⇒ 1
Those who failed the save, you are staggered for a number of rounds noted after your save.
Party may act.
Yoltzin |
The bat screeching rung through her particularly sensitive elevn ears with ears, keeping the woman off Balance. Still, with the idea of frogs still on her mind, she reached out to the natural world and called fourth of a spirit befitting her needs.
A pure white toad of great size formed from the Aether, with eyes composed of holy flame. It croaked once, and then shot out its immense tongue to slam one of the equally enlarged bats.
HP: 2d8 + 10 ⇒ (6, 4) + 10 = 20
Tongue: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12 vs. touch
Grab(if hits): 1d20 + 9 ⇒ (15) + 9 = 24 Pulled 5 ft. Closer if failed
Kevin Boyer 646 |
"Wow, them bats are right big!"
Rocko had been focused on putting away the climbing gear and takes a moment to ready his axe and shield.
regular action to ready the shield, move for the axe, which is all he can do this round. I'm hoping these count as animals for Rocko's favored enemy bonus and not some magical beast or something.
rando1000 |
The bat lets out an ear-rending scream in response to Chinuye's magic attack. It's hurt, but keeps going.
waiting on Amideo, who had planned to move up and attack the downed bat.
Map updated, anticipating Amideo's move per discussion.
Djack Nymball |
Heading up to the fallen bat, Amideo tries his best to slash at it with his longsword.
[dice=Attack]1d20+8
Can hit AC 16, Charge +2, Bard +2, grappled -4 Dex to target (effectively -2 AC) assuming they are Dex based.
rando1000 |
Heading up to the fallen bat, Amideo tries his best to slash at it with his longsword.
10
With the loss of its Dex bonus (grappled) and the -4 to melee AC from being prone, that JUST hits.
Amideo gashes the creature as it rolls on the ground attempting to free itself. It still (barely) clings to life.
Top of Round 2
Map updated
rando1000 |
The downed bat stands (AOO from both Amideo and the frog) and attempts to free itself. It fails to do so.
1d20 + 8 ⇒ (8) + 8 = 16
Another dives in and attacks Amideo on a charge.
1d20 + 8 ⇒ (15) + 8 = 23 HIT
2d6 + 4 ⇒ (6, 5) + 4 = 15
Three more similarly charge Yoltzin
1d20 + 8 ⇒ (4) + 8 = 12 MISS
2d6 + 4 ⇒ (1, 4) + 4 = 9
Rocko
1d20 + 8 ⇒ (2) + 8 = 10 MISS
2d6 + 4 ⇒ (4, 1) + 4 = 9
and Chaucair
1d20 + 8 ⇒ (16) + 8 = 24 HIT
2d6 + 4 ⇒ (1, 6) + 4 = 11
All party may act in Round 2.
Chaucair |
Chauciar stops singing, although somehow the tune seems to still resonate in your heads.
Dropping performance, will linger 2 rounds.
Concerned at being overwhelmed, Chaucair tries a big move.
Glitterdust on the bottom 2 bats, DC 16 will save or blinded.
Chinuye Tamakuda |
Chinuye sends out bolts of force once again.
force damage: 2d4 + 2 ⇒ (3, 3) + 2 = 8 2 bolts strike the same bat she had targeted previously.
force damage: 1d4 + 1 ⇒ (2) + 1 = 3 she spends a point from her arcane reservoir to increase the CL and sends the third bolt to the bat next to the one she had just struck.
Maybe mark the bats as b1, b2, b3, etc?
Kevin Boyer 646 |
Rocko would like to get his companion to a safer placement, but taking out the enemies would do the same. He's feeling pretty good, what with the song boost and his extensive knowledge of how to hit natural animals where it hurts.
"Never eaten bat before, but I be most willin' to try!"
Rocko will take a powerful slash at the bat that had attacked him and then follow up with a mighty smash from his shield.
hopefully I've got the bonuses right from power attack, song, and favored enemy
battleaxe power attack: 1d20 + 7 - 2 + 2 + 2 ⇒ (9) + 7 - 2 + 2 + 2 = 18
damage if hit: 1d8 + 5 + 4 + 2 + 2 ⇒ (6) + 5 + 4 + 2 + 2 = 19
shield power smash: 1d20 + 6 - 2 + 2 + 2 ⇒ (20) + 6 - 2 + 2 + 2 = 28
damage if hit: 1d4 + 2 + 4 + 2 + 2 ⇒ (3) + 2 + 4 + 2 + 2 = 13
rando1000 |
Djack moves to the other side of the bard, in line with the rest. His rapier ready to defend his friends.
Sorry, forgot to move you. Updated.
1d20 + 2 ⇒ (18) + 2 = 20 SAVED
1d20 + 2 ⇒ (12) + 2 = 14 FAILED
Glitterdust on the bottom 2 bats, DC 16 will save or blinded.
The southernmost of the two bats near Rocko and Chaucair (B4) is blinded by Glitterdust.
rando1000 |
Maybe mark the bats as b1, b2, b3, etc?
Done. Remaining bats so marked on the new map.
2 bolts strike the same bat she had targeted previously.[/ooc]
The one closest to you previously was the one the frog has hold of that Amideo just smote, so...
Chinuye's magic finishes off the bat engaged with the frog and Amideo.
Rocko's attacks brings his opponent (B3) close to death.
Yoltzin |
And me, i was holding off to see if the frog would be deadified.
The spirit frog swallows the limp form of the slain bat, licks it's lips with it's elongated tongue, and makes a deadly lunge for the next closest creature engaged with Amideo.
bite: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Bite: 1d6 + 4 ⇒ (1) + 4 = 5
Grab: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Yoltzin, seeing the beast doing well on it's own, knocks back her bow as she moves her back up against the wall behind her. Taking careful aim, she fires at the bat which dared accost her with deadly precision.
Arrow: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
confirm?: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
damage: 3d8 + 6 ⇒ (8, 7, 2) + 6 = 23
Djack Nymball |
Well played, Chaucair!
Djack contemplates what it means for a bat-creature to be blinded, but doesn't stress it... it makes the thing vulnerable and less able to defend itself, at any rate.
atk blinded bat, rapier, vs flat-footed (no Dex) & -2 to AC: 1d20 + 8 ⇒ (10) + 8 = 18
dmg blinded bat, rapier, sneak: 1d6 + 5 + 2d6 ⇒ (3) + 5 + (4, 4) = 16
rando1000 |
The frog's damage (B1) is minimal, but the grapple it holds the creature in is very useful in keeping the creature at bay.
Yoltzin's arrow strikes true, hitting the creature nearest her (B2) with a grievous wound.
Djack pierces the flesh of the bat blinded by Chaucair (B4) center-mass.
rando1000 |
Amideo's attack adds to the woes of the one in front of him (which is also grappled by Yoltzin's frog).
Top of Round 3
Bats being natural creatures merely looking for a meal, some of them are reconsidering the cost.
The "blinded" one (B4) takes air doing a withdrawal (no AOO). It can still "see" it's surroundings relatively well, so it's got no problem fleeing.
Rocko's opponent (B3) is in no condition to run, being almost dead, and lets out a screech in an attempt to stagger the gnoll, but Rocko resists it.
1d20 + 6 ⇒ (15) + 6 = 21
The one grappled by Yoltzin's spirit frog (B1) manages to free itself and performs a 5' move upward. It is clearly attempting to flee.
1d20 + 8 ⇒ (16) + 8 = 24
Finally, Yoltzin's opponent (B2) doesn't quite get the message, and attacks the elf once again.
1d20 + 6 ⇒ (12) + 6 = 18 HIT
2d6 + 4 ⇒ (1, 3) + 4 = 8
Yoltzin |
Being a spirit borne of the natural world, the frog has no desire to kill for the sake of it and chooses to ignore the bats making their escape. It does however turn it's attention upon the one going for it's master, leaping forward with a wide open mouth.
Bite: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10 nupe
Backed into a corner, the elf meanwhile has no other choice but to drop her bow and bring fourth her spear, to no avail.
Attack: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 Terribad
Djack Nymball |
Let'em go! Maybe even heal this one... He points to the one nearly expired in front of Rocko.
He moves to the one near Yoltzin, You... seem to be the dumb one. Mind your manners with... the lady.
atk B2, rapier, flank: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
dmg B2, rapier, sneak: 1d6 + 5 + 2d6 ⇒ (6) + 5 + (6, 1) = 18
Trying to scare B2 off. Up to you if B3 takes the AoO, narration made it seem 50/50.
rando1000 |
Djack pokes the one attacking Yoltzin (B2) to within an inch of its life. It raises its wings, signaling it, too, is prepared to give up the battle.
Rocko is pretty certain if Yoltzin can heal his opponent with a channel enough that it can fly, it will vacate as well. At this point all except the dead one have decided you're not prey.
rando1000 |
Encounter's basically over; I'll let Yoltzin decide whether or not heal the one that's too injured to fly or whether Rocko finishes it off.
XP is the same either way as all were defeated.
The creatures all having been defeated and flown into the recesses, with limited loss of life, the party now has the run of the main portion of the cavern. The only egress, other than the way you came in, is the worked natural stairs leading down into the caverns.
Yoltzin |
channel: 2d6 ⇒ (1, 1) = 2 lame
Though Yoltzin gives a token effort of mercy, it seems that her god has decreed the bat must suffer its consequences of poor luck. While it flies off, the elf approach the celestial toad with a smile. Exhibiting greater strength than expectant of her lithe frame, she lefts it up into the air where it's limbs dangle helplessly.
She turns to the group, holding the spirit like a proud parrent. "You see? These really are remarkable creatures. It would have made the trip acceoss the gap all the easier and saved us some rope."
Chaucair |
I suppose they did deserve leniency, though they were more than willing to spill our blood, until we proved more than a match for them. Let us hope the next group of travellers they come across are not a helpless family.
Yoltzin |
The lf notes Rocko's disappointed confusion. "Not to worry. The material may not transfer into the spiritual, at least not in rituals as lowly as mine. It will be released once out pact has reached completion."