1 - The missing villagers of Tar

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Jun 28, 2018 2:47 pm
OOC:
Sure thing ! Declare that you do it and make a Wisdom (survival) check.
Jun 28, 2018 4:25 pm
— Let me see if there are any clues to where they brought prisoners. I say to my companions and begin looking for tracks...

Rolls

Survival - (1d20+4)

(11) + 4 = 15

Jun 29, 2018 3:17 pm
There's been a lot of passing through this tunnel recently going from the small tunnel on your left toward the entrance and the northern passage (and the other way around).
But you are unable to find any clue that would confirm that the prisoners you are looking for came here.
Jun 29, 2018 9:09 pm
OOC:
Suggestin/Request - put an active map to some thread we can allways look it up at? Right now I have to search the pages for it every time I post...
  After spending few minutes inspecting our surroundings I turn to my companions:

— Ohkey, zerre verre many valking both to rright tunnel and to left one. I say - ve toss koin to decide. T'is good?
OOC:
I'm experimenting with russian accent there, tell me if it is unreadable :D

PS. Any parts of those spiders harvestable? I mean - within minutes. Their chitin should be a good material :)
Jun 29, 2018 11:58 pm
If you can attempt to harvest two things : the upper shell, hard and large enough to make a piece of armor if assembled ; the very thin back legs, pointy and solid. That would be a Dexterity (nature) check of DC 15.
Jun 30, 2018 12:03 am
OOC:
Can I use Survival? As Mih has experience as hunter :)
Jun 30, 2018 5:09 am
OOC:
I thought your Russian was fun to read.
Jun 30, 2018 7:28 am
OOC:
Dexterity (Survival) works too, I should have listed both.
Jun 30, 2018 12:39 pm
  While everyone else is thinking on our next steps, I attempt to get some usefull parts from the spiders...
OOC:
Well, Mih proficient in both, so it's the same since it depends on Dex here...
And dice decided that Mih won't get any trophies here :D
Last edited June 30, 2018 12:40 pm

Rolls

Suvival (Dex) - (1d20+3)

(2) + 3 = 5

Jul 2, 2018 9:25 am
As Chathum, Jacques and Tianna are talking on your next steps, Mee'haïl seem to be dissecting your attackers. Two minutes later, when his done, he comes back to you with his hands covered with yellowish goo from the creatures.

Having spent some time at this intersection now, the initial nausea from the smell has passed leaving only on vague discomfort. You start to adapt to the darkness of the cave too, but the absolute silence found here still unsettles you.
Jul 2, 2018 11:05 am
Tianni pulls out a copper coin and says, Mih, this is what we will do. Heads, we go right, tails we go left.

She flips the coin.
Last edited July 2, 2018 11:05 am

Rolls

Flip a copper (Heads we travel right, Tails we travel left) - (1d2)

(2) = 2

Jul 3, 2018 2:29 pm
You hoped that heads would come up, but Fate spoke. You'll go into the webs. This is a narrow passage and you'll have to do it in a single row. In what order will you walk?
OOC:
Just waiting for confirmation that you're going this way do describe further.
Jul 3, 2018 3:28 pm
OOC:
How obscured is her vision in the webs? I think that will determine if she volunteers to go ahead first.
Jul 3, 2018 7:42 pm
— So it's decided zan. Let's go. I move to the selected passageway, using torch to clear it from the cogwebs.
Jul 5, 2018 3:14 pm
Each time your torch touches a new patch of cobweb, it burns in a flash just like it did while you were fighting the arachnoid creatures. You quickly spot that, if those thin webs are easy to inflame, the huge string that comes out of a big hole in the wall and runs into the passage —just like the one you spotted earlier— doesn't. Probably something to do with its apparent moisture.

In the tunnel, the stagnant air smells feels like it is impregnating your clothes and hair. The stench gets stronger as you advance, until you spot its source : lying on the ground in an even smaller passage on your left, you find two human shapes rolled up in spiderwebs with a big webby egg attached to them.
The one closer to you was apparently the object of the fight you overheard, having one of its legs missing and other visible bites on his rotting body. The second one appears to be in way better shape, either protected by one of the spiderlings or saved by your intervention.

On your right, a similarly narrow tunnel goes up and turns right at the edge of the light from your torch.
Jul 5, 2018 3:52 pm
Tianni walks up to the web corpse thing in good shape and uses her sword to cut the corpse free from the webs without damaging whatever's inside.
Jul 6, 2018 7:48 am
  I approach the "egg" and inspect it, trying to ascertain if it's planning to hatch any time soon...
OOC:
Nature +1 - 16
Survival +4 - 19
Last edited July 6, 2018 7:49 am

Rolls

Nature or Survival? - (1d20)

(15) = 15

Jul 6, 2018 8:08 am
They are moving you. Again. Will it hurt too? You can't wait for it to just... end. But wait, what is it? Fresh air, voices!

The cocoon is robust, somewhat sticky, but pretty clean otherwise. As Tianni cuts the prisoner free from his prison, he starts to breath again. Barely at first, then he takes a deep breath and seems to regain consciousness.

Bug, it feels like you just woke up from the dead: you feel weak, nauseous, and have a hard time to even try to get up. You can't see or hear very well yet, but it comforts you a lot to feel hands on you. Your left shoulder hurts a lot, you'll have to look into that. Fortune in your misfortune, it seems like they rolled you in that cocoon with most of your stuff. Your waterskin has been perforated, but that's about it.
OOC:
agentoforange, you're up! :)
Jul 6, 2018 8:19 am
OOC:
That's a nature check, so you got 16.
The first egg, the one attached to the dead body, has already hatched. By the size of the egg you (Mee'haïl) guess that what came out of it probably was one of the spiderlings. The second egg, on the other hand, doesn't show any sign of being at term. By cross-checking your observations with the damaged corpse, you an tell that it take about a week for the egg to hatch and start to eat the body.
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