[Adventure] A Call for Lovers (DM: jbear Judge:Lord Sessadore)


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OOC: Sabynha works best if everyone is in her aura (5 squares), so she will start at the middle and probably end up near the front before long (unless she gets immobilized the entire fight again, lol :p).
 

OOC: I will of course do my best to please :devil:

That places Zuri at the back. I'm just waiting on a question I posed to our illustrious judge before I set the next scene [MENTION=57255]Lord Sessadore[/MENTION]

You have all had an extended rest if it wasn't obvious by the way. SO full Surges and AP back.
 

OOC: Zuri at the back then. Maybe not ideal, since she's best if she can get in and flank... but then I nearly killed her in our last attack, so maybe needing to think harder about getting her into position will remind me that I can't play her with my usual kamikaze style ;)
 

[sblock=Rogue Tactics] Remember you can gain CAdv at range if you are hidden and then attack. [/sblock]

[sblock=OOC]I've read that Lord S is away on holiday until the 26th. I don't know when I'll get a response to my question so I'm going to push on and hope things will be alright and if not that they will be forgiven. [/sblock]

Beyond the hanging moss draped over the cave entrance, the passageway twists to the right some distance before opening up into a high cavern. This cavern has an uneven floor littered with chunks of splintered rock. Stalactites, some sheared off like broken fangs, hang down from high above. Two natural halls lead out of the larger cave, one to the east and the other south. Every sound lingers here and reverberates. As you proceed, the echoing grows stronger.
[sblock=Arcana (DC 12)] The echoes are a magical effect of this cave. [/sblock]
[sblock=Dungeoneering or Nature (DC 12)] You can feel air moving from the southern passage in your direction, but the opening to the east is still. The southern passage probably continues on. To the east is likely a dead end. [/sblock]
[sblock=Dungeoneering (DC 19)] The echoes behave very abnormally for the shape of the chamber. [/sblock]
 

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Wat pauses a moment to listen.

"The echoes are some sort of magic, illusion I suspect, but maybe something more. But in any case it would certainly make it more difficult for us to avoid being detected."


Wat continues to move forward, as cautiously as he can.

Arcana;Nature;Dungeoneering (1d20+7=22, 1d20+4=17, 1d20+4=16)

OOC: @jbear, seeing as Wat beat the hard DC on his Arcana check, I wanted to ask a question about the magical echoing. Will it have any effect on Wat's thunder powers? Would it make them more effective, or perhaps make them more dangerous to use them around my allies?
 

[sblock=rolls]Die rolls on entering the Crystal Caves, in this order:

Arcana (DC 12) = 20
Dungeoneering (DC 12) = 18
Dungeoneering (DC 19) = 6

[/sblock]

"Makes for an excellent magical alarm. Let's go Southwards, but watch out at the back," Rain says quietly.
 

Sabynha pauses for a few moments to take in the unusual surroundings...
[sblock]Arcana: 1d20+5=16
Nature: 1d20+5=7
Dungeoneering: 1d20+5=6[/sblock]...but unable to determine anything new, she keeps her mouth shut, and her eyes wide for incoming threats. Sabynha found the echoing effect to be somewhat disorienting, however, since she was not used to such closed spaces.

"Goodt idea, Rain. Zuri and I vill vatch behindt us.'
 

As you move across the cavern the sound of your movements continues to swell and grow. Echoes-sonic memories of the noises you made moving through the cave-ripple in the air. Eerie reverberations mix with the echoes as you head towards the southern tunnel.

GM: Everyone make a Perception check DC 19
[MENTION=78756]Son of Meepo[/MENTION] Wat believes his thunder powers will be augmented within the cavern. This could be positive or negative. If his allies are caught within the area of effect they will receive more damage like a monster would. He would have no control over that. But As long as he keeps them out of the area of effect his allies will not be unduly affected by his power.
 

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