[LPF] Scourge of the Howling Horde

Boots enters the water of the tunnel and only needs to swim about 60 feet before the tunnel heads upwards and he reaches air once more. The tunnel has a gradual incline and keeps going straight. He can see daylight at the other end, obscured by what is probably vegetation at eh tunnel's exit.

[sblock=Combat Information]
Code:
Agno:      22/22 HP remaining;
Denizel:   20/20 HP remaining; 
Iago:      26/26 HP remaining; 
Sylla:     22/22 HP remaining;
Boots:     29/29 HP remaining; 
Keeling:   11/11 HP Remaining 

CLW Wand (2 charges remaining)
Spells Cast: 2xBless (Den), Longstrider (Agno), Mage Armor & Shield(Sylla),
Hideous Laughter (Denizel)
Abilities Used: 2/8 Bombs (Iago), 0/10 rounds Satire (Denizel), 
0/6 Lightning Arcs (Agno), 2/4 Channel Energy(Agno),
1/6 Hawkeye (Agno), 0/6 Agile Feet(Agno)
Conditions in effect: Step-up(Boots); Mage Armor/Shield (Boots);
Longstrider (Agno); Resist 10 Acid (Iago/Boots); Bless (Everyone)
[/sblock]
GM: From an IC persepctive, there is no difference between fighting or role-playing the spider cavern. To be correct, you should assume there will be an encounter and not consider the OOC knowledge. After all, every day you are role-playing, you are still getting time-based awards and this is a role-playing game. :p
 

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Denizel returns to the group proper, waiting around the waters edge for Boots to return. He offers up the cloak and ring.

"The cloak will increase your natural resolve, and fortify you from harm, while the cloak will protect you from glancing blows."

[sblock=actions][/sblock]

[sblock=Denizel's Stats]Denizel
AC: 17 (15 flat-footed, 12 Touch) (not adjusted for new armor)
HP: 26 Current: 19
CMB: 0 CMD: 12 Fort: +0 Reflex: +5 Will: +7
Speed: 20'

Current Weapon in Hand:Longsword/Wand of Cure Light Wounds 2 charges
Current Conditions in Effect:
Crossbow Bolts: 12

Key Skills: Bluff +14, Diplomacy +11, Disguise +13, Kn Arcana +11, Kn History +10, Kn Local +10, Kn Nobility +10, Kn Religion +11, Perception +8, Perform (Dance) +9, Profession (Courtier) +5, Sense Motive +7, Spellcraft +6

Bardic Performance: 11/11 rounds per day

Bard Spells Remaining: 1st level 3/4
Bard Spells Known: 1: Charm Person (DC 16), Disguise Self, Hideous Laughter (DC 16)
0: Daze (DC 15), Detect Magic, Light, Message, Prestidigitation

Oracle Spells Remaining: 1st level 2/6
Oracle Spells Known: 1: Bless, Cure Light Wounds, Identify, Sanctuary
0: Ghost Sound, Guidance, Mage Hand, Mending, Read Magic, Resistance, Stabilize
[/sblock]
 

I don't think this goes underground, boss. Looks like daylight.

Check it out anyway. See if there's any loot scattered by the entrance to the hole.


[sblock=OOC]Forgot to add, I wanted to cast Unfetter on Boots. If it does go outside, he'll come back through the main cave entrance rather than swim back and deal with the pit wall.[/sblock]


[sblock=Mini Stats]Sylla the Grim
AC: 18 (14 flat-footed, 14 touch)
HP: 22/22
CMB: +4 CMD: 18
Fort: +1 Reflex: +4 Will: +3
Perception: +2, Low Light Vision
Initiative: +4

Current Weapon in Hand: Bow (+6+PB, 1d8+2+PB)
Current Conditions in Effect: None
Spells Remaining (1st): 3
Spells Remaining (2nd): 1

Boots
AC: 18 (16 flat-footed, 12 touch)
HP: 29/29
CMB: +5 CMD: 17 (21 vs. Trip)
Fort: +4 Reflex: +5 Will: +1
Perception: +6, Darkvision 60', Scent
Initiative: +2

Current Weapon in Hand: Natural weapons
Current Conditions in Effect: None[/sblock]
 

So far Boots is not finding any stashed treasure in the tunnel.

[sblock=OOC]
Forgot to add, I wanted to cast Unfetter on Boots. If it does go outside, he'll come back through the main cave entrance rather than swim back and deal with the pit wall.
Sure, you could have done that even with him returning. Time is not an issue at the moment.[/sblock]
 

"Boots is finding daylight. He'll circle around and meet us at the spider caves."

[sblock=ooc]Doh, for some reason I thought Unfetter was a touch spell. Sylla will cast Unfetter and have Boots go outside, just to be sure.[/sblock]
 
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"Mm. Good. Saves us the trouble of explaining to the townspeople why we can't clear out the whole underworld," mutters Iago, carefully mixing two violet liquids. "Speaking of which, we should watch what we say about those Dwarven scrolls. We should warn the town that the Dwarves thought there was danger, but I don't want that moneylender knowing we got hold of some Dwarven goods. He might claim some connection with the clan here, and try to take them from us. We should be careful if we sell them to Sten, too," he adds.
 

"Well I certainly have every intention of returning to the city proper after this affair." Denizel states with a certain air of disdain. A bit of dirt gets pushed off his shoulder, as if by an invisible hand. "We could always sell the goods there."

OOC: So who wants the ring and cape? I'd take them, but I've already gotten armor and a sword.
 

Sylla shrugs. "Recovery of goods was not in the contract," Sylla says. "As Boots might say, 'finders keepers.' But your point is taken."

OOC: The ring and cape are about halfway down my wishlist for Sylla. At the moment, I'd rather have the cash. So if someone wants them, take them.
 

OOC: Iago will happily wear the ring for the duration of the adventure (he could use the AC bonus), but unless someone wants it at the end of the run I favor selling it for cash. Someone else should get the cloak -- The only Save we're likely to have to worry about with the spiders is poison, and Iago gets bonuses for that.
 

Agno eyes the cloak and rubs the material through his fingers.

"Protects one from, hurrr... erm... by strengthening one's resistance? Yes, if no one objects, I shall wear it."

He tries it on and flips it back so that the chevrons on his shoulders still show. He nods his approval.


• • • • Agno Phoenicus • • • •

[sblock=Mini Stats]Agno Phoenicus
Initiative: +3
AC: 16 (13 flat-footed, 13 Touch)
HP: 29 Current: 29
CMB: +3 CMD: 16 Fort: +6 Reflex: +5 Will: +9 (+11 vs. Charm & compulsion effects)
Speed: 40 ft. (50 ft. with Longstrider)

Current Weapon in Hand: shortbow
Ammo (Arrows): 28/40 remaining
Current Conditions in Effect:

Lightning Arc: 6/6 Remaining
Channel Energy: 2/4 remaining
Agile Feet: 6/6 remaining
Hawkeye: 5/6 remaining

Cleric Spells:
Spells Prepared:
1st level: bless, divine favor, longstrider (D)
0-level: guidance, light, stabilize

Druid Spells:
Spells Prepared:
2nd level: flaming sphere, lesser restoration, eagle's splendor (D)
1st level: cure light wounds, faerie fire, shillelagh, aspect of the falcon (D)
0-level: detect magic, detect poison, flare, resistance[/sblock]
 
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