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Post by (George) 3.5./ ZEM ( 4.0) on Dec 11, 2018 21:16:49 GMT -5
Callo : The map is interesting given it only shows a few section of cave at a time. She notices it does not give the floria nor fania. It does however tell the party with two glowing hammer markers on it corresponding to ranger tracking techniques yet with ruin magic both on map and walls of cave yet they were very small so if you looked hard enough you could find them on the map. Yet they had to have some ruins on the walls as well for the map to pick up on thier location. So if map was not of help looking on the walls would be.
It understood that out of this section party knows to the left is way back to " Ironheart keep ". To the right and south is way only 4 of them came from " sing and march your way to the outside world". However thinking back there was a way in the cloakers chamber to go North yet more bones were strune that direction.
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 11, 2018 21:24:51 GMT -5
Kizthe would have advantage. Omar will also use guidance on her as well.
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Maddt Spladdt
Adventurer
Not all there; usually somewhere else.
Posts: 46
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Post by Maddt Spladdt on Dec 12, 2018 20:40:32 GMT -5
Kizthe's second roll: 7|vmPWKzp_1-20 + 3 = 13 + Guidance p_1-4 = 15 total Investigation check 1-20�1-4
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 12, 2018 20:55:39 GMT -5
Kizthe takes a second glance at the map and sees a hidden map key of what the different ruines mean.
Hammers are pointers of direction yet wont tell north south etc and are only pointers. Gold lines for mining gold, sivler lines for paths of silver, and so forth.
There are ones that are the dwarf mark for hidden ruin explosives.
Double ax's are indecation of battles or known fights that have been had.
those she realizes are not current given map has not been down here in quite some time so its based on prior fights/encounters, so its a bit out of date as to what lurks in these caves these days, it did update that cloakers are slane in other part of cave party fought them in.
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 13, 2018 13:11:21 GMT -5
( I figured unless any objections party will start heading back into cloaker area and then to the North section as indicated on the map. Also I need a marching order. )
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 15, 2018 19:33:46 GMT -5
Our adventures travel northward for a bit then start to take turns and at times it fells odd how many crisscrosses there were. Yet unskilled travelers would very much get lost and starve to death or perhaps worse. The team travels like this for 2 and a half days. while On the lookout for traps, monsters and cave markings. The group find the caves have many turns and cave ways twisting and turning not knowing what one would lead into others. yet with keen sharp eye for details Kizthe among her other high investigative party members are able to keep the party not lost and avoid many of the hazards within. Then they get to a section were the map showed a pathway yet solid rock remained in front. It was found it was an illusionary wall. Kizthe locates the small hidden crevice pathway. It was so well hidden even on its own it would be over looked. One could past by it 100 times and not even know it was there. Its a tight fit for they party had to squeeze their way in certain parts. Then they come out into a cave clearing. ( I will wait to see what marching order is that way i don't put members in the wrong place on our next map ) Above is the twists and turns yet given parties passive insight and perception and you had a map that helped avoid being lost there was little need to ask for skill rolls at this time. Given time has past everyone would be a full hp and spells yet prepared casters please have spell list set asap if you wish to change them out. )
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Post by messiahmoose on Dec 15, 2018 20:35:28 GMT -5
Unless there is an objection, Wind can go first as a giant spider.
His spell list has been suitably updated.
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Post by harknail on Dec 16, 2018 0:38:24 GMT -5
Katril is happy anywhere in the lineup. Her high perception (+7) might be good in front. But with her movement abilities, she doesn't have to worry about not being able to reach a fight at the other end of the party.
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 16, 2018 2:04:04 GMT -5
( Omar has a wide variable of being mid ranged or in up close, so in the middle might be best given he does have healing also. so possibly omar and Arianna in middle? )
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Post by at on Dec 16, 2018 6:44:21 GMT -5
They needn't have concerned themselves about a cave in, thought Callo, it must have taken generations of dwarves to dig these mines. It wouldn't surprise her to find that the dragons had been sending prisoners and slaves down here for years with the expectation that they would starve if they didn't come back.
(anywhere except the front, in these sometime narrow caves it wouldn't do to block those who needed to move ahead in an emergency)
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 16, 2018 18:45:34 GMT -5
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Maddt Spladdt
Adventurer
Not all there; usually somewhere else.
Posts: 46
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Post by Maddt Spladdt on Dec 17, 2018 2:46:00 GMT -5
As the passage opens up into the larger chamber, Kizthe will remain in a forward position, but will also start edging further out to the side. Incidentally, what light sources are we carrying at this point? She's going to seek out the shadows whenever possible...because of course she is.
With 90' of darkvision I'd like to know as soon as she's far enough in to see the NW corner of the map, which looks a bit like cobblestones or bricks...
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 18, 2018 20:25:54 GMT -5
Few things: I'll need to double check the hight of the pillars including ones on thier sides. given thier hight compared to hers & for that extent rest of the teams are 10ft radius by 15ft hight.
So even on thier sides its hard to see over into that very back corner. Yet i did find a sq to north that will give her line of sight that way. Yet she would be out of 90 ft to back corner but ill measure with roll20 line tool. They start to glow a pinkish white hue as she gets near them.
As to bricks in background: i can tell you its just the tile that was used. It just looks like cave ground but would have made edting to it very time consuming.
my map needed to include party in caveway and i had to expand map outward to get as much as i could
its why u all are fuzzy.
She does not see outcroppings on walls nearest her.
Only light sources currently is one of your clerics has light cantrip active and the glowing pillars.
As you get closer to the fallen pillar to keep to the shadows it starts to give off a brighter glow. Let me know if you want to continue further in when they start to glow or remain just in thier shadow.
Skill Rolls i need from the pcs in frount. That is our spider,rogue,monk,npc Omar and varis.
given they have best view sight of the larger room as of now. Tho if wind its to a side wall ill look to see what pcs are behind him given one of them is sneaking into room.
Nature or survival your choice but only pick one of those :
Investigation or Intelligence roll.
Perception im using your passive unless you wish to roll.
History roll and dwarfs get advantage cause these are made of stonework.
Anyone sneaking please roll that as well.
So far i think thats only one of the pcs.
Lastly Arcana.
Please list what rolls are for what skill this way i know what info your characters pick up on from what skill.
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Post by messiahmoose on Dec 18, 2018 21:30:29 GMT -5
Survival wY0vVxQ5p_1-20 +9 is 25 Investigation p_1-20 Historyp_1-20 Stealth p_1-20 +7 is nein!1-20�1-20�1-20�1-20
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Post by harknail on Dec 19, 2018 0:39:00 GMT -5
Survival: CQmHnQbwp_1-20+3 = 16 Investigation: p_1-20+1 = 12 History: p_1-20+1 = 2 Although Katril is very good at stealth, she only stinks when there's a reason to, so she isn't currently. Arcana: p_1-20+1 =131-20�1-20�1-20�1-20
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Post by at on Dec 19, 2018 5:53:44 GMT -5
Callo, going with what she is good at
dHB2WoC3p_1-20+5 = 23 Perception p_1-20+7 =22 Stealth p_1-20+5 = 22 Arcana
p_1-20+1 = 5 Invisible familiar perception p_1-20+5 = 20+ Invisible familiar stealth (plus invisibility)1-20�1-20�1-20�1-20�1-20
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 19, 2018 23:16:30 GMT -5
Omar :
stealth lhIGdZ_ap_1-20+1= 11
survival p_1-20+3= 10
arcana p_1-20+1= 12
Intelligence roll p_1-20+1= 18.1-20�1-20�1-20�1-20
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 21, 2018 1:33:18 GMT -5
The pillars are Gray as well as angular made of stonework 15 feet tall. Its base is 10 ft radius that are square. Dwarf faces have been chiseled one on each for the 4 square faces. All of them not showing a smile yet each depicted a different dwarf face. Along the sides of these grand pillars are runes and glyph stacking on one another til the last 4 on each point at the very top. All of them are glowing a pinkish white. Even the ones that have since toppled still glow as well. I do think we have two pcs that have yet to roll.
Callo can see room via her familiar.
I do know the holidays are upon us. I may not get a chance to wish all of you individually later on given how busy it may get : Please have a happy and safe holidays, new years included with your family/ Loved ones and friends.
My hope is to resume around Jan 4ish.
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kaia
Veteran of the War
Posts: 101
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Post by kaia on Dec 27, 2018 0:26:40 GMT -5
Survival=57HIlalZp_1-20+4=24
Investigation= p_1-20 +4=14
History=p_1-20 =4
Arcana= p_1-20 =171-20�1-20�1-20�1-20
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Post by (George) 3.5./ ZEM ( 4.0) on Dec 27, 2018 23:52:04 GMT -5
wind Survival 25 Investigation 15 History 12 Stealth 9
Katril
Survival: 16 Investigation: 12 History: 2
Not stealthing
Callo 23 Perception 22 Stealth 22 Arcana Invisible familiar perception 5 Invisible familiar stealth (plus invisibility so +10) = 30
Omar
stealth 11
survival 10
arcana 12
Intelligence roll 18.
Arianna
Survival= 24
Investigation 14
History 4 Arcana =17
Varis
(Survival) 17
(Investigation) 3
(Perception) 22
(History)10
(Stealth) 16
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