Tunnels

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Aug 24, 2023 3:21 pm
Gardakhan is pleased to have found allies and follows the group.

Near the tube he calls forth a spirit of light and slowly move it within the tube to see how far it goes.
Aug 24, 2023 3:27 pm
Then upwards tube is 8 to 12 feet in diameter. Ro detects an oddly clean (?) smell from the bones and tunnel. Other than being polished smooth somehow nothing in the tunnels stand out.
Aug 24, 2023 4:19 pm
Skeeve says, "I can put a magic light on something that can be thrown or shot down the tube ..."

He turns to their new friend and says, "How vulnerable are your spirit friends? So, for example, if we ask your fire spirit friend to lead down the tube and there is something nasty in there, can it be killed or harmed? Or would it just dissipate and reform later?" Skeeve figures if there is no danger to the spirit, then it is not a bad thing to ask. But if it can be harmed, then it isn't worth the risk to the spirit.
Aug 24, 2023 4:29 pm
OOC:

That would be some questions for the DM. We have not discussed spirit health.
I assumed that when a spirit is called what we see is a manifestation of the spirit on the 'real' world.
It is not not the spirit itself.

But I could be wrong...
Aug 24, 2023 5:12 pm
OOC:
Gardakhan can call a spirit into the world for an extended period of time by helping it create a body that lasts 10 minutes
Any damage at all will simply destroy it's physical body.
Aug 26, 2023 1:32 am
Skeeve says to Gardakhan, If it won't hurt your spirit, can they scout down the tube a little for us?

If that doesn't work or if it doesn't find anything, Skeeve gives his "light bolt" trick a try. He fires a bolt of light as far up the tube as it can go.
OOC:
I am figuring that fighting whatever is up the tube in the cavern will be a better option than fighting it in the tube. If nothing reacts, I guess we take our chances.
Last edited August 26, 2023 1:33 am
Aug 26, 2023 1:49 pm
Crap! Forgot to add the dice roll! Here we go:

Rolls

Skeeve: Fire light up the tube - (2d6)

(23) = 5

Aug 26, 2023 2:23 pm
Gardakhan calls forth a light spirit and asks it to venture into the hole while he follows from afar.
OOC:

I thought I already did that. Sorry if it slowed things down.
Quote:
Near the tube he calls forth a spirit of light and slowly move it within the tube to see how far it goes.
@DM is there a max range to those spirits?
Aug 26, 2023 4:44 pm
Quote:
When a spirit of summoned they take the shape of a particular animal— no larger than a medium-sized dog—that is visible to anyone. Despite being able to be seen by anyone, they cannot speak, and instead communicate telepathically with their master while within 50 feet. Roll a Save Test each minute they are out of contact with their master. If they fail they become distracted and forget what they are doing and return to their master. They have a movement of 30 feet and are able to remain manifested for 10 minutes before another test is required to help the spirit hold its form.
The summoned spirits forms are illusory and this are unable to physically interact with objects. The bodies will take damage when attacked and can not pass through solid objects or creatures but can squeeze through small openings. When summoned, they have 1 Hit Point, and if hit by any attack they disappear.
Aug 26, 2023 4:56 pm
OOC:
Tests at times like this, when you can simply retry until you get it, are not required by me but do add input for commentary about the results
The spirit and flickering magical light source head up the tunnel followed by the party after 50 feet. The tunnel goes up for over 80 feet when suddenly Gardakhan gets a mental alarm from the spirit who then promptly disipated as it had been attacked by something. Ät the same time Skeeve's spell is disrupted growing dimmer.
Psybermagi sent a note to GeneralET
Aug 26, 2023 5:38 pm
As the link to the spirit gets cut off abrubptly, his face changes suddenly.

"There is something there. It... It ate the fire spirit. It even burned it. We should get out while we can."

He then starts to back off the tube.
Aug 26, 2023 7:35 pm
OOC:
Is Raggy able to see anything that happened to the spirit?
Last edited August 26, 2023 7:35 pm

Rolls

Raggy and Ro: Test DC: 4 - Adv - (3d6)

(545) = 14

Aug 26, 2023 7:53 pm
Skeeve says, Let's get back to the cavern for the fight. Hopefully it isn't too much for us!

I assume that we hurry back to the cavern. Skeeve does, but he won't abandon the team.
Aug 26, 2023 8:15 pm
Agreed just trying to see what is coming
Aug 27, 2023 6:01 pm
As Blornvid has a higher tolerance to heat than the others, he lets them leave the tunnel first, and he brings up the rear, relying on his darkvision to keep an eye out for pursuit.
Aug 27, 2023 6:39 pm
Gardakhan begins heading back as Raggy peers up the slope towards the dim glow. All he can see is an odd distortion to the light. The light looks as if he is looking at it though an old thick glass window that has started to warp and distort. These distortions are changing and moving around then the light disappears. Skeeve tugs on Raggy and they follow Gardakhan with Blornvid bringing up the rear. Glancing back Blornvid can not tell what causes it but a slight hissing sound precedes something vague, like a curtain or thin mist?, in the tunnel moving closer.

With Blornvids promting you all pick up the pace and reach the cave at the base of the tunnel. The tunnel is to the north and you currently stand in the depression at the mouth/bottom of the tunnel.
https://i.imgur.com/BY71sDe.png
I need everyone to describe where you move, what you do, or anything else as you leave the tunnel
Aug 27, 2023 9:14 pm
Blornvid stands at the first open square to the right of the grey circle. So it's the fourth square above #6 on the map. He readies his axe to strike at whatever comes out of the tunnel.
Aug 27, 2023 10:05 pm
Skeeve moves down two squares and one to the left (to his right). There is a defensive curve to the rock wall there (two squares down from the tiny, tiny camera icon) and he'd like to take up a defensive position there. He's then ready to blast with his bolts.
OOC:
As an aside, Skeeve left the armor in the tile room as there is no point in dragging it everywhere.
Last edited August 27, 2023 10:07 pm
Aug 27, 2023 10:52 pm
Gardakhan tries to take cover by the right side of the cavern (from 6, 2 tiles NE). As his spirit felt burnt, he tries to summon a water spirit and ask it to send a hard jet of water at whatever comes out of the tunnel.

Rolls

Gardakhan: Test DC: 5 - Basic - (2d6)

(55) = 10

Aug 28, 2023 3:57 am
You all get into position and watch the tunnel. Skeeve holds the torch aloft and after a moment you all hear the noise just before a strange mass exits the tunnel and stops in the depression. It has no distinct form or color and is nearly transparent.

Whatever it is begins withdrawing back up the tunnel. Before it gets far the spirit summoned by Gardakhan appears and begins spouting a thin stream of water at it that cuts into the mass, cutting a chunk off that falls Inti the depression.
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