Hanspur Symbol

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408 posts. Alias of Jeremiziah.


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Hi guys -

I think we're done here. It sucks, because your characters are excellent. However, instead of getting slightly less busy or staying even roughly the same at work, I got SO BUSY I CAN'T EVEN START TO EXPLAIN IT TO YOU. I'm not tired of GMing, I'm not at all burnt out, I just have literally no time at all. It's all I can do just to keep my place as a player in my weekly game with Filios (Ragar).

If I die down some - which isn't likely to happen for awhile, honestly, but if I do - I'll send you guys an email, and you can decide what you want to do, whether you want to carry on, etc. Don't check the thread everyday, though, because I'd rather not waste anymore of your time.

Thanks, and I apologize again.


Hey dudes,

I know it's been slow going, and I apologize. I'm heading to Washington, DC this weekend (of all weekends!), and will return on Monday. I've been ridiculously busy at work, which is the reason for the slowness.

I'll try to get a post up while I'm down there. Ironically, I have the next map up and online already, but no time to make (again, thanks messageboard) the post that explains how things come to pass. Hopefully I can do that down in DC, thanks for your patience.

J


I just had a huge post get eaten. SO ANNOYING. Ragar, did you read the spoiler in my last post?


OK, so I lied. Sorry. Post-Bern map can be found here.

The order is Two Fisted, Kelton the mage, then the rest of the party again.

Everybody please give me another perception check on your turn until someone makes it.

Perception, DC 15:
The sound of pounding hooves can be heard coming up the main road. They are a fair distance away yet - perhaps just under half a mile.


Sorry for the confusion, folks. To review, here's the order:

Telias (acted)
Thuggish lad (acted)
Ryarg (acted)
Tom (delaying)
Bern (acted)
Two-Fisted (not acted, waiting for map)
Kelton (not acted)

We're in Round 2. The caster's spell going off was the end of round 1. Telias went, knocking out the "Thuggish lad". As he was unconcious, he was skipped, making it the remainder of the party's turn. Ryarg, Bern, and Ragar have yet to act (edit: Ryarg and Bern acted). A map will be posted when I get home, before I leave to go camping.


I suppose I could have, I ususally think of concealment as being rolled by the attacker rather than the defender.

Telias's halberd smacks the larger man square in the head, dropping him like a rock.

Tom, I don't really consider there to me a magic 'language'. The language, if there is one, is a combination of syllables not germane to any particular language. The spellcraft check is more of a determination as to whether or not you recognize that particular combination of syllables.

There is no response from the mist-enshrouded figure.

Ryarg, Tom, Bern, Ragar, you're up.


Telias, can you roll miss chance for me? 01-20 misses. The chap has concealment.


*nods* I know. Sorry. Busy, is all. Rather busy.

The young man that has been referred to as "Kelton" reverses course, moving (to AF-7) toward Telias and his friend. He gestures delicately and speaks a few arcane words. Immediately, a misty vapor rises around him, obscuring all sight beyond 5 feet.

Spellcraft DC 16:
Reduce Person. Just kidding. Obscuring Mist.

The mist does conceal the thug fighting Telias, granting him concealment. The spellcaster is only the faintest of shadows within the nebulous mist, and cannot be targeted using sight alone/

Top of the round! I'll get a new map up tonight.


Mid-Round 1

Updated Larger Map, Updated Smaller Map

Ryarg, this is after you've moved 15 feet, so you still have 5 feet (or 25) to move.

Tom and Telias:
The thuggish lad who had been attempting to hide rushes Telias with a snarl.

You haven't been in the house! It's us or them, Kelton! Get 'em!

Attack: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Ragar, you hear some commotion coming from just around the other side of the house.

Order:
Telias (acted)
Thuggish lad (acted)
Ryarg (mid-action)
Tom (not acted)
Bern (not acted)
Two-Fisted (acted)
Kelton (not acted)


I'll post a larger map in a little bit. That'll just be easier, and hopefully will help to demonstrate why I didn't simply have everyone on this one.


Tel and Tom only this time:
Just after Telias:

As Telias is focused on the young man, he is barely able to react to the sound of a twig snapping off to his right. His head whips around just in time to see another, bigger young man obviously lying in wait, holding a sap.

Nice Perception, Tel - the ruffian is in AD9. You still have one action remaining, unless I missed something. If you're not calling for Ryarg and Ragar, though, please spoiler it, because they really don't see any of this right now.


I don't have any huge problem with you opening it, but do me a favor (as I'm sure you guys will) and bear in mind that due to line of sight you and Ryarg don't actually see very much of what's on it, if any at all. You are correct, the closest side of the house is the side that Tom and Tel did NOT run around.

Random GM Dice Roll:
1d20 + 7 ⇒ (7) + 7 = 14


FYI, gents, I totally plan on playtesting the new stealth rules that went up on the blog recently. I'm using those rules at this point until I notify you otherwise, so you may wish to familiarize youself with them if you haven't seen them.

They are a little rough, but I believe they're better than what we have. Magical effects that reveal invisibility will detect stealth, because frankly I don't see that as being a big deal at all. If you have any other questions about anything you're unclear on, please let me know here.


Tom peels off around the corner of the farmhouse, pursued closely by Telias as Two-Fisted and Ryarg emerge from the barn at the sound of a warning growl from Bern. The bearcub is looking to an area directly behind the farmhouse, teeth bared. Neither of you is able to see any assailant from your current vantage point.

Tom and Telias:
Just after rounding the corner, you make out a young man dressed in a darkly dyed burlap robe carrying a wicked-looking staff made of dark wood fleeing toward the cornfield behind the farmhouse. He turns to look over his shoulder, and as he sees you, his eyes widen. Awkwardly, he stumbles (but does not fall).
Map

Ryarg and Ragar, you guys are effectively not on the portion of the map that I included, so let me describe what's happening a little better for the two of you. The farmhouse is the first building just off the short side road, and the barn lies off to the right of it. Tom just ran around the left corner of the farmhouse - the corner farthest from the two of you. It is approximately 70 feet to that corner from your current position, and approximately 50 feet to the nearest (opposite) corner if you care to go around that way instead. Any questions, let me know.

Initiative:
Tom: 1d20 + 1 ⇒ (12) + 1 = 13
Tel: 1d20 + 2 ⇒ (20) + 2 = 22
Ragar: 1d20 + 2 ⇒ (5) + 2 = 7
Ryarg: 1d20 + 1 ⇒ (12) + 1 = 13
Bern: 1d20 + 2 ⇒ (7) + 2 = 9
Human Antagonist: 1d20 + 2 ⇒ (2) + 2 = 4
??? 1d20 + 3 ⇒ (10) + 3 = 13

Order:
Telias
Ryarg
Tom
Bern
Two-Fisted
Bad Guy

Everyone, do me a favor and give me a perception check on your turn, as well.


Quick update: The map is complete, but it's 1:30 AM and I'm falling over. So, update coming in the morning. Pretty proud of the map, though.


FYI, guys, I have an update ready but it needs a map, and I just haven't found the time to get one together. I strongly suspect I'll be able to make one tonight, so the update will come then.


Telias Markan wrote:
Behold the druid, master of the wild and friend to animals.

OMG Telias, you're killing me! ROFL

The wounded animal, after initially showing hostility, eagerly laps up the water and devours the food. It does allow Ryarg to treat it's wounds, although it's restlessness complicates the process, and the druid is unable to adequately poultice the wounds.

Still, the poor thing will likely survive, you just haven't speeded up the survival process at all. No harm done.

Meanwhile, Tom's knocking on the door has still produced no response. The windows are shuttered, but no light seems to come from inside.

Perception, DC 15:
You catch what could only be the sound of a door around the back of the house opening, and the soft thumping of footsteps at a pace that would most likely signify someone running.


LOL @ "I'm more of a plant guy, myself."

Ryarg's efforts to soothe the dogs clearly irritate them instead. However, just at the point where the dogs seem certain to attack, Ragar wades into the barn, his double-axe swinging violently. There is a sickening crunch as one dog's head is ripped from it's torso, flying into the gloom and smacking against a wall, then another wall, and finally rustling to a stop somewhere in the hay. The other dog yelps and uses it's last vestiges of energy to flee out into the night through the slightly open barn door. Suddenly, Ryarg and Ragar are left alone in the barn with a wounded canine, a severed head that continues to growl for a few seconds before realizing that it is dead, and a torso which is spouting blood everywhere through a gaping neck wound.

All you had to do was feed them. LOL. But that works, too.

There continue to be no responses to your knocks on the door, Tom. However, you and Telias do hear some commotion from the barn, followed by a dog streaking out of the structure into the twilight as though it's feet were on fire. It runs into the cornfield, and shows no sign of stopping.


No response comes from the house in return to Tom's hails.

Ryarg and Ragar:
As Ryarg begins to slide open the large side door of the barn, sharp barking pierces the evening air. Within the gloom of the barn (It's low light in here), a grisly scene meets your gaze. Two dogs turn their heads at your approach, teeth bared in primal agression. A third dog lies near the center of the structure, more dead than alive, but still a bit of the latter. It whimpers pleadingly as it sniffs the air in your direction, but one of it's eyes is missing, and deep gashes mar it's coat. Blood seeps from many wounds.

Ryarg and Ragar, Heal Check DC 10:

The wounds on the wounded animal were clearly inflicted by the others.

Ryarg and Ragar, Knowledge: Nature Check DC 12:
This is quite unusual behavior for domesticated dogs, unless they've not been fed in some time - which these fellows clearly haven't.


Telias, the barn would be a suitable structure to shelter the group. In terms of buildings, there's little else around, save for the farmhouse itself. The cornfield represents another option, albeit a fairly uncomfortable one.

DM rolls:
1d20 ⇒ 1

A whining noise comes from the barn. This noise is not dissimilar to that of a dog who has been reprimanded or is otherwise unhappy. A sharp bark follows shortly thereafter.

Perception DC 14:
The Farmhouse itself is not emitting any light. From the road, it is difficult to tell if this is because the windows are shuttered or have curtains or there is simply nobody home. The time of day would generally lend itself toward light becoming necessary for general household tasks, though. There is no smoke coming from the chimney. You'll need to move within about 50 feet of the house to tell anything else about it's occupancy.


Yes, V?

The group heads for a narrow pass in the hills ahead leading out of the valley, at which point some quick glances at the map indicate that you have passed out of Nirmathas and into Molthune. There is, as of yet, no sign of Molthuni patrols or soldiers.

At the far end of the pass, which takes about a half hour to navigate, a brilliant view awaits: the visibility here is excellent, encompassing a swath stretching many miles to the south and east, all the way to Lake Encarthan. Many miles of plains lie ahead, as far as the eye can see. A path descends from the pass into a narrow road through the bracken. Far into the distance, the untamed growth turns to what are obviously farmed fields. A few farmhouses and barns can be seen along the horizon.

By dusk, the party is nearing the first of these farmhouses, an old grey stone building standing off to the left of the road.

It's camping time! Let me know what you want to do, or if you have any questions or want to make any checks. You're about 8 miles into Molthune.


Indeed, Telias does.


Apologies, folks, we've been implementing a project at work, so I'm not getting the spare time I'm accustomed to. If you can bear with the slow pace for a little longer, I will pick back up.

Ryarg moves to inspect the area around the armor, as Tom inspects several of the items that the party found previously. To Ryarg's trained eye, the land tells a tale, but it is not an exciting one. The grass in this area has grown naturally up through the skeletal remains and the armor, with no disturbance save that of some crows, and even those will have been long gone by now. To all appearances, this is merely an unscavenged body wearing a fine coat of armor.

Tom:
You discern the following facts:
The arrow radiates Faint Evocation Magic, but you're unsure precisely what purpose this particular dweomer serves.
The figurine of the Swan is in fact a Feather Token, Swan Boat (CR Page 512).
The liquid radiates faint transmutation magic, but that's all you're able to determine.
The gem radiates moderate conjuration magic, but again, the purpose of this item is just beyond your reach today.
The armor, when retrieved by Ryarg, will show itself to be a suit of +1 Studded Leather armor.


Tom:
The armor, as expected, is enchanted, radiating Weak Abjuration magic. You do not detect any other Auras. And I'll go so far as to tell you that a haunt would radiate magic, if there was one here. Not sure if that's RAW or not, but it's the way I'd run things.


15 Pharast, 1:30PM

The group ventures through the valley for roughly another hour, signs of long-ago battle everywhere underfoot. Most if not all of the armor and weaponry is rusted beyond repair, however, just as the group is preparing to climb out of the valley on the opposite side, you happen across a well-preserved - oddly so - suit of studded leather armor fitted on a very worn-away skeleton. The grass is thinning here, and is only knee-high.

Investigate, or ride by?


Oh, but at 1st level, it CAN! Don't worry, things will get more difficult.

As Tom completes a brief incantation and gestures toward an area within the grass, the foliage suddenly stops writhing around violently. The wind blowing through the valley gives a final gust, sounding eerily like a sigh. An arrow rises from the tall grass, controlled by Tom's magic, and floats harmlessly near Telias. A skeleton on the ground where the arrow emerged from crumbles into dust instantly. The ordeal is over nearly as quickly as it began, with only some spooked horses and a weathered arrow - but remarkably intact - arrow to show for it.

Bern growls quizzically, as if to say "What the hell was that?"


Ryarg, you can simply go around.


Tom & Ryarg:
]As you're watching Tel and Ragar's progress (or lack thereof), you notice that, in the midst of the swirling and grasping grass, a dessicated corpse is lying face up in the grass. The livery surrounding it marks the body as having once been a Molthuni soldier. However, a weather-beaten arrow lies lodged in the left eye socket of the skull. Arrows of just this length and general make are widely known to be used by rangers of the Chernasardo region of Nirmathas.


Ragar's horse valiantly fights to keep the clutching grass away, but eventually it is overwhelmed by the foliage, slender blades of grass tangled en masse around it's flanks. Likewise, the grass entwines Telias's steed.

Both horses are now entangled.

Entangled:
Area is Difficult Terrain (all squares count as 2 for movement).

Creatures in area make a Reflex save.

Fail = entangled
Success = may move as normal
Any who enter the area make Reflex save immediately.

Fail = entangled and movement ends.
Success = may move normally
Any who remain in the area at end of casters turn must save again.

Can attempt to break free as a move action by making Strength or Escape Artist check vs. DC of the spell.

Telias, your horse was entangled on the Haunt's turn. If you'd like, I can use your second roll as a Strength check for your horse to break free as a move action on your turn, which would succeed. It's standard action could then be used to push through the effected area. Want to play it that way? This way, we don't waste the good roll, and you yourself would still have all your actions. OK?

Everyone, please make a perception check on your turn until otherwise notified (Ragar and telias, I made yours for you this round, so don't worry about it). Bern does not need to make this check. Pending Tel's confirmation of my suggestion above, Ryarg, Tom, and Bern are up.


Despite Ragar's best efforts, his steed refuses to move forward, its eyes wide with panic and fear. The grass continues to attempt to wrap around the legs and necks of the horses, forcing them to redouble their efforts to remain unentangled.

A reflex save from Tel and two from Ragar, same bonus as before (+5). Tel, if you make yours, a DC 10 Ride check will allow you to ride out of the other side of the problem area.

Round 1 Initiative

Ragar -> 10
Haunt -> 10
Telias -> 9
Ryarg -> 8
Tom -> 7
Bern -> 6

Ragar:
In case you're curious, the two saves are: 1 for ending your turn in the entangled area, and 1 for being in the area on the Haunt's turn.


Sorry about the delays, fellas. Work and Family have kept me very busy lately. Also, last night the Pirates decided to play a 19 inning baseball game, which absorbed my attention.

Telias and Ragar manage to fend off the grabbing weeds, and are able to continue to control their horses, which are spooked.

Ragar, we are now moving into Round 1 from the surprise round. There are no rules that I see as to how to break ties on initiative with Haunts, so benefit goes to the player. You're up! The terrain around you is difficult terrain, but you will be able to ride out of it with a DC 10 Ride check if you wish (due to the haunted nature of the area and the spooked nature of the horses).

Initiative
Ragar -> 10
Haunt -> 10
Telias -> 9
Ryarg -> 8
Tom -> 7
Bern -> 6

Some Checks I need to make:
1d20 ⇒ 14, 1d20 + 5 ⇒ (2) + 5 = 7


Thanks, everyone.

Riding through the grassland is fairly uneventful...for the first 15 minutes. At about the halfway point through the valley, it is as though the sun slips behind a cloud, and the breeze dies. The air becomes thick and moist, and a palpable sense of dread permeates the area.

GM Rolls:
R(P):1d20 + 7 ⇒ (10) + 7 = 17, H:1d20 + 6 ⇒ (7) + 6 = 13
Ra(P):1d20 ⇒ 16, H:1d20 + 6 ⇒ (11) + 6 = 17
T(P):1d20 + 6 ⇒ (18) + 6 = 24, H:1d20 + 6 ⇒ (3) + 6 = 9
Te(P):1d20 + 5 ⇒ (12) + 5 = 17, H:1d20 + 6 ⇒ (14) + 6 = 20
B:1d20 + 6 ⇒ (12) + 6 = 18

The hoofbeats of your horses take on a brittle sound momentarily, drawing your eyes to the ground. Bones are strewen about everywhere, and lying hidden among the grass are rusted suits of mail, tarnished shields, and other remains of the armies of man.

Suddenly, Telias's horse startles, digging it's heels in and stopping abruptly.

Tom:
Although the breeze has suddenly died out entirely, a fair-sized patch of grass (15 foot radius) in which Telias and Ragar are currently guiding their horses is swaying violently, as though it is caught in a terrible storm. This area is Haunted. You may act in the surprise round.

Init Rolls:

Tel 1d20 + 2 ⇒ (7) + 2 = 9
Tom 1d20 + 1 ⇒ (6) + 1 = 7
Rag 1d20 + 2 ⇒ (8) + 2 = 10
Rya 1d20 + 1 ⇒ (7) + 1 = 8
Bern 1d20 + 2 ⇒ (4) + 2 = 6
Haunt acts on 10

Without any further warning, the grass in the area around Telias and Ragar begins to reach up as if to ensnare their horses.

Telias and Ragar, please make Reflex Saves for your horses, or become entangled. The horses' bonus is +5.


Update to come in the morning. Sorry, busy weekend. It was my birthday. I'm 33!


Just to clarify, I'm waiting for either RP, a plan, or something from the party letting me know what you guys want to do :-)


The remainder of the morning is taken up riding through the shadows of the forest. At times, it feels as though malicious eyes are watching, but when you look around, nothing is there to be seen. No sooner has the party emerged from the far side of the wood, though, than a visceral roar cuts the air from within the forest. A large flock of birds takes flight in fright, flying away from the wood.

Knowledge: Nature, DC 12:
[ooc]One need not be an expert woodsman to know that this is intended as a warning to "stay out", although you've no idea what is doing the roaring.

Knowledge: Nature, DC 20:
[ooc]As above, but this much is clear: No creature that should be in that forest is making that noise. It's...unnatural.

Emerging from the forest, the group spots a wide, deep valley ahead. This would appear to be the Northeastern edge of Deadeye's Haunt. The other side of the valley represents the border with Molthune. The valey is bereft of foliage other than waist-high grass, and is extremely exposed.


I'll give the others a chance to retcon any interaction with the items, and then we'll head out.


Squinting hard at the gemstone while trying - and failing - to discern it's value, Tom makes out what might be a tiny engraving near the bottom of the stone, but cannot make out precisely what it says. Such a mark would almost have to have been done magically.

Sorry, with those checks, that's all I can give you, really.


In the process of digging the grave just off to the side of the path, the group turns up a few more items of interest. Apparently, this spider or another creature has used this ambush site before.

You find the following items:
A small figurine shaped like a swan with wings extended
A clear vial containing a shimmering, silver-colored liquid
A gemstone of medium size and amber color, brilliantly faceted


You burying the little fellow, or not? Let me know, then we'll continue. Also, who's keeping the party pot? Please be sure to add the 20gp.


Heal, DC 10:
This is a halfling who was pretty clearly entrapped and then killed by the spider. It has been here for a long time - probably a year or more.

The corpse still bears a rusty dagger (treat as a broken dagger), and the belt pouch contains 20gp. There are otherwise no distinguishing characteristics, the travelling clothes having long since been worn away.


Gotcha, Naz - fortunately, it hardly matters. :-)

Telias drops his bow and hustles forward, bringing his halberd to bear on the spider. His forceful stab strikes true, piercing the creature's tough carapace and penetrating through into the monster's brain. Black ichor spurts forth, and the halberd is almost wrenched from Tel's grasp as the spider pitches violently on it's side, it's legs twitching wildly as it slips into unconciousness.

Fight over! 100 XP each!

Perception check, DC 13:
With the dancing lights in place, you are able to make out some humanoid skeletal remains suspended in a nearby tree.


OK, we should be back on track now.

Spider Attack MAP, Round 2

End of Round 1:

Ragar's brutal orcish weapon slices through the webs easily, prompting the section of web that the spider is currently sitting on to sag. The creature finds itself on the ground, and seems none too happy for the disturbance. Finding the spider on the ground, Bern lopes forward and attempts to bite the creature, scoring a deep line of teeth marks on the spider's chest and barely missing a critical artery. The spider roars in pain.

Bern Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Bern Crit Threat: 1d20 + 4 ⇒ (8) + 4 = 12 Miss
Bern Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Hope you don't mind me taking the liberty, Naz - your action assumed the thing would still be unreachable.

Tom dismounts and moves the lights in closer to the spider, giving it pause, and Ryarg also dismounts, keeping his horse (not pictured) between himself and the giant arachnid.

Top o'' the round to Telias, and then it's web-slingin' time!
Initiative Order:
--->Telias: 22
Spider: 21
Ragar: 16
Bern: 15
Tom: 13
Ryarg: 3


I'll hold off briefly for Ragar - I happen to know that he is undergoing a move just now, so his computer time might be severely limited.


"Tonight" turns into "Two days from now". Ugh, sorry. I did warn you that weekends would be slow, heh.

Surprise Round Sumary:

Ragar dismounts and slips into the dim, barely seen off to the right of the party. At his shouted warning, everyone becomes aware of a mass of webbing strung between D-9 and D-13 on the map. Bern moves around to the other side of the webbing, circling around to the left. The spider takes no action, hoping that the party will try to run through the webbing, but when this plan fails, it responds with a different tactic.

Round 1:

Just as Telias slips off his horse and notches an arrow, the spider scuttles forward and ascends the webbing, stopping at the top. It hisses and spits webbing at Ryarg, attempting to entangle him.

Web attack vs. Ryarg (ranged touch, range increment 1): 1d20 + 3 ⇒ (2) + 3 = 5 Miss!

The webbing flies off the mark, though, prompting another hiss from the spider.

Spider Attack MAP, Mid Round 1

Initiative Order:
Telias: 22
Spider: 21
--->Ragar: 16
Bern: 15
Tom: 13
Ryarg: 3

The spider is 10 feet in the air suspended in webbing. It can be hit with a reach weapon or ranged attack.

Edit: Sorting out issues with the map.

Edit2: Map should be sorted out.


Welcome back, Telias! The map is just a few posts up, roughly in the middle of my post. I'll be updating tonight, by the way. Thanks again for all your patience, fellas.


Posting from a phone, so sorry for the lack of formatting. Ragar, remember, you're mounted right now.


OK, I'm going to kick this (our inaugural) fight off, but first a word from our sponsor: I'm travelling home from my business trip tomorrow, and Saturday is my daughter's birthday party. So the start might go slowly. Buyer Beware.

Tom: The horses are a little uneasy, but move into the woods without any more coaxing than is ordinarily necessary.

Tel's Perception: 1d20 + 5 ⇒ (7) + 5 = 12

At Ragar's sudden warning, an enormous spider drops from the canopy, venom dripping from fangs as large as a human's hand. An eerie hissing noise emerges from it's maw as it moves to attack. Tom manages to light the immediate area as the spider touches the ground.

Two-Fisted and Bern the Bearcub:
Your perception checks over 20 (and Tom's timely dancing lights spell) allowed you to additionally spot webbing strung across the path.[/i] Running between D9 and D13. Nazard, Bern sees this but Ryarg has no knowledge of it. I trust that you will not allow the knowledge to bleed over.

Spider Fight Map, Initial Disposition

Initiative Rolls:
Tom: 1d20 + 1 ⇒ (12) + 1 = 13
Ryarg: 1d20 + 1 ⇒ (2) + 1 = 3
Bern: 1d20 + 2 ⇒ (13) + 2 = 15
Telias: 1d20 + 2 ⇒ (20) + 2 = 22
Ragar: 1d20 + 2 ⇒ (14) + 2 = 16
Spider: 1d20 + 3 ⇒ (18) + 3 = 21

Initiative Order:
Telias: 22
Spider: 21
Ragar: 16
Bern: 15
Tom: 13
Ryarg: 3

Surprise Round: (Spider, Ragar, and Bern to act)

The spider seems startled by the sudden and alien appearance of light in it's domain, and appears to evaluate it's best course of action. It will delay for now.


If we lose too much time skirting every hazard, we're unlikely to make the time we need to, Tel says.

With that, he hitches up his pack and heads back to the main path.

GM Rolls:
1d100 ⇒ 85,1d100 ⇒ 96,1d100 ⇒ 36 Sp St 14

After about an hour, the forest looms before you. It seems darker than it should inside, as though the sun does not pierce the canopy in quite the way you would expect.

Within this forest, it is dim lighting unless otherwise noted. I realize that doesn't matter for everyone. If you're using a light source, please specify what it is.

About 20 minutes into the forest:

Perception, DC 14:

An oddly moving shadow on the path in front of you causes you to look up. A giant spider is quickly descending on a line of silk and is preparing to attack!

Perception, DC 13 and lower:
Telias seems to have a spider web in his hair.


Telias wakens at the sound of conversation and moves immediately to grab his pack.

Let's go. Time's a-wasting. With the daylight, I think we could cut right through that patch of forest up ahead. It gives me an odd feeling, but we didn't have any trouble from it last night. Any objections?


LOL Tark!

I have been there, man - been there. I will check the news, and bot Tel for the next week or so, thanks for the heads up. I'll try not to do anything crazy with him.

On another note, I'm in Georgia now, and will have a post up by the end of the night. Thanks for your patience, guys!

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