Chapter 2: Into Darkness

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Dec 12, 2016 3:42 pm
"Four watches, I am fine with that. I will be on first watch with whoever wants that.
Dec 12, 2016 7:23 pm
I will take the next watch.
Dec 12, 2016 7:40 pm
Dustin sets up first watch looking out upon the vast cavern.
Passive Perception 15
Last edited December 12, 2016 7:40 pm

Rolls

Perception - (1d20+5)

(8) + 5 = 13

Dec 12, 2016 7:47 pm
Your night passes without incident. Each of you rotate through your watch shifts with ease. The only thing striking is the silence. Aside from your compatriots, there is no sound in this chamber.

As you get up for the morning, you begin to make your preparations for setting out. One small problem from your normal days: Sarith is ill. Something he ate or something with the way he slept. He is no longer in a decent position to effectively navigate. Someone else needs to take the lead for the day (though they can make their check at advantage, as Sarith will still give them some assistance).

Foragers, make your 2 survival checks and a single d100 check. Scouts, 2 perception. Additionally, I assume you all travel at a normal pace and in your same order. If you want to change that, please let me know.

Rolls

Secret Roll

Secret Roll

Secret Roll

Secret Roll

Wild Surge Number - (1d20)

(16) = 16

Dec 12, 2016 7:49 pm
Additionally, everyone please make a Wisdom saving throw.
Dec 12, 2016 8:10 pm
Dustin whispers to Cemos, "Hit him up with your hands of healing my friend."

Rolls

Perception Rolls - (1d20+5, 1d20+5)

1d20+5 : (18) + 5 = 23

1d20+5 : (10) + 5 = 15

Wisdom Save - (1d20+3)

(6) + 3 = 9

Dec 12, 2016 8:19 pm
OOC:
What skill are we using for navigation, Survival? If so I'll take the lead.

Rolls

Survial - (1d20+5)

(16) + 5 = 21

w/advantage - (1d20+5)

(5) + 5 = 10

Mystery roll - (1d100)

(42) = 42

Wisdom save - (1d20+5)

(9) + 5 = 14

Dec 12, 2016 8:33 pm
OOC:
Rolls

Rolls

Survival - (1d20+1)

(8) + 1 = 9

Survival - (1d20+1)

(14) + 1 = 15

Mystery - (1d100)

(82) = 82

Wisdom Save - (1d20+3)

(18) + 3 = 21

Dec 12, 2016 8:50 pm
RE: Navigation
Dramasailor says:
Navigation
Currently, your Navigator is Sarith. Every time you set out from a short or long rest, he will make a Survival check (+5 if moving at a slow pace, -5 if moving at a fast pace). Failed checks will cause you all to wander lost for a few hours until he can recheck. If you would all prefer to nominate a different Navigator, you may. Jimjar, Topsy, Turvy, and Buppido can navigate at a -2 modifier. Sarith can navigate at a 0 modifier. Shuushar can navigate only when you are near to or in the Darklake. All other NPCs navigate at a -10 modifier. I will allow Bildaweer to navigate at a -2 as well (has been in the Underdark, but not nearly with the experience that your drow 'compatriot' has.
For those of you PCs that are NOT Bildaweer, you would also navigate at a -10 modifier because the Underdark is a completely foreign and hostile land.
DM Notes
Dramasailor sent a note to Dramasailor

Rolls

NPC Wisdom Saves - (11d20)

(14114111420387166) = 114

Dec 12, 2016 8:57 pm
((I think Fang is navigating with Sarith's help but -10 is rough even with advantage. We could put Bildaweer or Jim Jar in charge.))
Dec 12, 2016 9:24 pm
OOC:
I nominate Bildaweer
Dec 12, 2016 9:29 pm
OOC:
Yeah, I modified the rules a bit from what the book provides. Per RAW, anyone not familiar with an area is automatically lost and wanders in a random direction every 4 hours until they find something they are familiar with. I decided against that and to let you guys have a chance at making the check, but at a heavy disadvantage instead. Sarith is intimately familiar with much of the Underdark as a drow, so he suffers no such penalty. Bildaweer and the other Underdark races aren't as familiar with the specific territories but have enough of a cultural learning to not be completely boned.
Dec 12, 2016 9:42 pm
OOC:
Navigation.

Rolls

Navigation - (1d20-2)

(16) - 2 = 14

Dec 12, 2016 10:00 pm
Bildaweer sets you out on your path for the day, leading you through the twisted tunnels and caverns. Sarith does his best to provide you with some additional input, but on the whole, you make decent progress. That is, you were making decent progress until you reached the tunnel.

We will pause here until Cemos/BFM makes his WIS check. In the meantime, I will need your exact marching order for this next bit. Here's my current thought, confirm if it makes sense or if you would prefer something else. The tunnel you are in is 10 feet across, so it's a 2 abreast area:
Front
Bildaweer - Sarith
Dustin - Everytt
Francis - Derendil
Georges - Jimjar
Topsy - Turvy
Eldreth - Buppido
Stool - Shuushar
Fang - Cemos



Finally, Dexterity Saves from everyone!


DM Notes
Dramasailor sent a note to Dramasailor

Rolls

NPC Dex Saves - (12d20)

(1101125614515201514) = 118

Secret Roll

Secret Roll

Secret Roll

Dec 12, 2016 10:02 pm
I think that is appropriate marching order.

Rolls

Dex Save - (1d6+7)

(6) + 7 = 13

Dec 12, 2016 10:06 pm
OOC:
Can I use my two previous Survival checks as my foraging rolls?

Post roll: Who put that banana peel there?
Last edited December 12, 2016 10:07 pm

Rolls

Dexterity save - (1d20+2)

(4) + 2 = 6

Dec 13, 2016 1:10 pm
Rolls
OOC:
sorry guys I was out with the lady all day after my first post.

Rolls

Wiz - (1d20+4)

(9) + 4 = 13

Dex - (1d20)

(16) = 16

Dec 13, 2016 1:12 pm
Cemos walks over to sarith.alright now what seems to be the problem. Can you tell me what you think happened to make you sick?
OOC:
medicine check to see the cause and type of illness

Rolls

Med check - (1d20+4)

(2) + 4 = 6

Dec 13, 2016 1:13 pm
OOC:
Dexterity save.

Rolls

Dexterity save - (1d20+2)

(16) + 2 = 18

Dec 13, 2016 1:40 pm
You had been walking most of the day, foragers successfully gathering up food and herbs, when you found the tunnel. Sarith indicated it was the most direct route, and Bildaweer took him at his word. The entire thing, like much of your path today, glowed with the essence of Faerzress. As you walked down the seemingly endless shaft, nearly two hours into the tunnel, two abreast you all notice some peculiar things. There were faint vibrations throughout the tunnel, shaking loose little bits of rock here and there. Loathe to turn back toward the looming threat of Ilvara and her hunters, the group presses on.

This next bit will be interesting, timing wise. It will encompass ~10 minutes, total. As such, we're going to use some modified combat rules to avoid this taking for freaking ever to accomplish. Some of the effects call for things to happen every round. We're going to change that to an every minute trigger for this little bit. As each "round" is longer than normal, at each minute, you'll each be given the chance to take 2 turns worth of actions. Once everyone posts their actions for a given minute, I'll summarize and describe the next minute of activity. There may be some minutes where you are unable to act, I will let you know in the minute description who can take an action at that time.

MINUTE 1
Suddenly, Francis stops dead in his tracks and begins to scream uncontrollably, NO! NO!!!! NOT THE BARRELS! BAT HOUSE AND COBBLES! BLUE LIZARD LIGHTNING SEAS! EAGLES FLY WHERE MAN DOTH DEIGN TO WALK! He sits on the ground and begins bobbing back and forth. As he does so, Derendil turns to his side and swings at the screaming man, a growl caught in his throat. Two massive clawed hands rend at the merchant's chest, slicing through what rags he wore. Great weals of blood stain his shirt as the screaming continues. The party stops in their tracks, heads turning, eyes going wide at the sudden violence and interruption. In stunned confusion, the other members of your retinue do nothing but stare. However, you are all seasoned adventurers. You know the truth of combat and the rapidness of response. You do not stand meekly by, you take action.
Can Act (Post 2 rounds worth of actions, please): Bildaweer, Cemos, Fang, Dustin
DM Notes
Dramasailor sent a note to Dramasailor
Dramasailor sent a note to Dramasailor
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