Hearing the rumbling return from something larger, Abigail say, "Ya, I am all for getting out of here as well."
She starts toward the direction of Area 12 (not entirely sure about placement, but she will take the Disengage action if needed, otherwise the Dodge action).
Tarak moves with the group keeping his shield up in a defensive position. Guarding the groups exit as they move toward 14 hoping to get back to 12 safely.
He pulls out his pipes ready to play as they move if the enemies move within 30 feet of him. DC 15 or frightened.
This post has potentially manipulated dice roll results.
4 21
Round 3 (End)
Summary: The crew begin to back away, forming up behind Tarak as they begin to head out of the chamber. Morgan, bleeding on the ground surrounded by the three of them. Tarak keeps his shield up, but puts away his blade, pulling out a weird set of pipes.
Two of the three creatures charge (one is already frightened), Tarak quickly placing the device and it letting out a horrifying sound.
The two don't seem impacted, continuing their charge before vanishing into mist and returning by the third that didn't pursue. A mock charge. Lafetha puts out her hand, as Morgan's wounds stitch closed. Their eyes opening to see the three timber wolf sized beasts maneuvering around them.
Round 4 (Morgan)
Morgan... you find yourself near the three beasts. They don't seem to be giving you much mind. The rest of the crew backing away slowly, a wave to get over and join them.
Morgan looks at the beasts apparently ignoring them for the time being, will carefully make their way out of reach of the beasts, once there Morgan runs as fast as they can towards their companions. (Disengage and then full move)
The crew retreats back a bit. Keeping their torches and lights held up. Eyeless insects moving around from their vibrations. The dragon-like trio not seeming to pursue. Echoing from ((Area 20)), it's clear that something bigger is moving rapidly in your direction. The pounding sound of feet running with small segments of silence. It's impossible to tell exactly when it'll arrive beyond "soon."
It might be possible to run deeper into the unknown tunnels, and hope for the best ((area 20)). Or head back to the crack in the wall ((12)). Perhaps even where the rocks fell on Abigail, knowing the path takes a turn around there? ((3 -> towards 11))
Fragments of the iridescent shell catch the light, glistening and nearly glowing from the snail that the trio had been toying with before you arrived.
With no natural light in these tunnels, your torches and stone area dead giveaway. But you know that darkvision doesn't work on the cave's bugs and those... creatures.
What do you do?
((A short rest has a chance of being interrupted. 4+ on 1d4. Depending on situations, it becomes 1d4+X.)) ((Long rest has a high chance of being interrupted. 4+ on a 1d4+2. Depending on the situation, it becomes higher)) ((Decisions on how to rest / people not resting but being a lookout / etc will add or subtract))
Morgan pants, "Guys... that sucked! Also it occurs to me that the first room I went into might have been full of those guys and I just wandered past them by accident... man that was a dumb idea... So I don't like that noise thing, and I certainly don't like that the gnome ditched us. I'm not a fan of giving him a head start to betray us or get eaten by invisibugs. I vote we take a small break, but if people want to keep going I have ways of getting back up to full."
Tarak agrees. “Let’s take a quick break and then be more thorough in our search. Maybe we can track the gnome in here and not have to visit as many rooms.”
Lafetha catches up with the group, and in the center, she touches the ground and claims it as home. ((+5 Stealth and Perception, and any light from open flames in the sphere isn’t visible outside of it.))
This post has potentially manipulated dice roll results.
(3)
The crew retreats. Heading back to the area with that small crack in it. Faint bits of light coming through the darkness, reminding people that there is sunshine outside and through the small narrow gap.
Lafetha touches the ground, a dark orb flowing over them. Blocking the light of Wilson's gem, or the torches to spill out and notify their position. Further down, where they used to be, the low bass sounds echo. The mother likely finding it's "pups" ; the bass sound a bit more of a soothing pulse.
((You all can get a short rest))
The crew takes about an hour; tending to wounds - recovering - and regaining their resolve.
((Back in 12))
The small path leads out and back to the bottom of the quarry. Loose sounds and shouts can be heard, but they're all fairly far away. A path continues on ((Area 1)) to where Morgan did some scouting, but they now know it could be filled with unknown creatures. That just happened to be invisible to them without a light source.
It's also possible to loop back to where you've been (3: cave in & 14: pulled apart snail).
This post has potentially manipulated dice roll results.
Abigail rest's up: 18
"Well, this is likely not the best start to this endeavor. Honestly, without a little more specificity from that gnome, we could be wandering the caves for days. If I were the gnome, I would not have hidden it in the active dig site... so, these abandoned caves still probably our best guess. I am just not sure if we should be going north or south..."
This post has potentially manipulated dice roll results.
Morgan rests up 20. Morgan summons the ghost blade from the blade dimension
"Okay guys, where was the last spot we saw Mr. GoldenEyes? Let's go there and try to track him... Wilson you came back randomly... boy it sure would be convenient if Sim was also in this cave!...Nothing... damn..."
If someone starts tracking the gnome, Morgan will use the Bardic inspiration (d6) on them. If the tracks lead back to the room where Morgan dropped the shield, they'll pick it back up.
With the light now on, it's easier to see the creatures skittering around. Eyeless bugs of different varities and sizes moving about, mostly either coming closer - or away from the crew based on the vibrations on the ground.
The air grows more acidic - especially as the crew heads closer to the tunnel that heads over towards (area 17).
Morgan, you find yourself possibly releaved to see that, now with the light, the chamber you were in before is roughly as expected. Except through tiny little cracks in the rocks, those eyeless bugs maneuver around. The scent and the feel of the air does change the closer you get towards (17)
Tarak constantly keeps a look out on the ground. Trying to find signs of the place being disturbed. Things moved. Anything out of place. By the time they all reach the end of the tunnel, he's certain that the gnome hasn't come this way. In fact, he doesn't believe the gnome likely entered through the crack in the wall. There would've been some kind of sign - or the gnome is far more skilled... but his getting caught chases that idea away.
The tunnel eventually leads to a dead end. A large hollowed out chamber with a skeleton in it: what seems to be a endless spiral of ribs and mouth and teeth. Some kind of subterranean worm creature. It may be what actually excavated parts of this cave network And why it's likely not as stable as it could be....
Just before the tunnel ends in the long dead creature, the crew notices a split in the rock followed by a sharp drop. Thick mucus like slime bubbles up, and as it ruptures a spray of acid across the entryway. Looking down the crack, it's a twisty series of sharp rocks and slime pockets. All leading down to what seems to be a forgotten chamber. Some stagnant pools of some kind of liquid. What seems to be a series of skeletons on top... something that has a bit of a sparkle to it. Something that survived.
The drop would require quite the contortionist to get through, down, and then back up. And likely would burn the entire way.
Lafetha casts healing word on Morgan 11 and then rushes over closer towards the group (35ft)
Hearing the rumbling return from something larger, Abigail say, "Ya, I am all for getting out of here as well."
She starts toward the direction of Area 12 (not entirely sure about placement, but she will take the Disengage action if needed, otherwise the Dodge action).
Tarak moves with the group keeping his shield up in a defensive position. Guarding the groups exit as they move toward 14 hoping to get back to 12 safely.
He pulls out his pipes ready to play as they move if the enemies move within 30 feet of him. DC 15 or frightened.
4
21
Round 3 (End)
Summary: The crew begin to back away, forming up behind Tarak as they begin to head out of the chamber. Morgan, bleeding on the ground surrounded by the three of them. Tarak keeps his shield up, but puts away his blade, pulling out a weird set of pipes.
Two of the three creatures charge (one is already frightened), Tarak quickly placing the device and it letting out a horrifying sound.
The two don't seem impacted, continuing their charge before vanishing into mist and returning by the third that didn't pursue. A mock charge. Lafetha puts out her hand, as Morgan's wounds stitch closed. Their eyes opening to see the three timber wolf sized beasts maneuvering around them.
Round 4 (Morgan)
Morgan... you find yourself near the three beasts. They don't seem to be giving you much mind. The rest of the crew backing away slowly, a wave to get over and join them.
What do you do to escape the trio?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Morgan looks at the beasts apparently ignoring them for the time being, will carefully make their way out of reach of the beasts, once there Morgan runs as fast as they can towards their companions. (Disengage and then full move)
((Combat Ends - Area 14))
The crew retreats back a bit. Keeping their torches and lights held up. Eyeless insects moving around from their vibrations. The dragon-like trio not seeming to pursue. Echoing from ((Area 20)), it's clear that something bigger is moving rapidly in your direction. The pounding sound of feet running with small segments of silence. It's impossible to tell exactly when it'll arrive beyond "soon."
It might be possible to run deeper into the unknown tunnels, and hope for the best ((area 20)). Or head back to the crack in the wall ((12)). Perhaps even where the rocks fell on Abigail, knowing the path takes a turn around there? ((3 -> towards 11))
Fragments of the iridescent shell catch the light, glistening and nearly glowing from the snail that the trio had been toying with before you arrived.
With no natural light in these tunnels, your torches and stone area dead giveaway. But you know that darkvision doesn't work on the cave's bugs and those... creatures.
What do you do?
((A short rest has a chance of being interrupted. 4+ on 1d4. Depending on situations, it becomes 1d4+X.))
((Long rest has a high chance of being interrupted. 4+ on a 1d4+2. Depending on the situation, it becomes higher))
((Decisions on how to rest / people not resting but being a lookout / etc will add or subtract))
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Morgan pants, "Guys... that sucked! Also it occurs to me that the first room I went into might have been full of those guys and I just wandered past them by accident... man that was a dumb idea... So I don't like that noise thing, and I certainly don't like that the gnome ditched us. I'm not a fan of giving him a head start to betray us or get eaten by invisibugs. I vote we take a small break, but if people want to keep going I have ways of getting back up to full."
"Well, let's take a breather closer to an exit point."
Abigail suggest that the group rest over by the entrance crack (in Area 12)... just so that they are closer to the exit should they need to flee.
Tarak agrees. “Let’s take a quick break and then be more thorough in our search. Maybe we can track the gnome in here and not have to visit as many rooms.”
Lafetha catches up with the group, and in the center, she touches the ground and claims it as home. ((+5 Stealth and Perception, and any light from open flames in the sphere isn’t visible outside of it.))
(3)
The crew retreats. Heading back to the area with that small crack in it. Faint bits of light coming through the darkness, reminding people that there is sunshine outside and through the small narrow gap.
Lafetha touches the ground, a dark orb flowing over them. Blocking the light of Wilson's gem, or the torches to spill out and notify their position. Further down, where they used to be, the low bass sounds echo. The mother likely finding it's "pups" ; the bass sound a bit more of a soothing pulse.
((You all can get a short rest))
The crew takes about an hour; tending to wounds - recovering - and regaining their resolve.
((Back in 12))
The small path leads out and back to the bottom of the quarry. Loose sounds and shouts can be heard, but they're all fairly far away. A path continues on ((Area 1)) to where Morgan did some scouting, but they now know it could be filled with unknown creatures. That just happened to be invisible to them without a light source.
It's also possible to loop back to where you've been (3: cave in & 14: pulled apart snail).
What do you do?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Abigail rest's up: 18
"Well, this is likely not the best start to this endeavor. Honestly, without a little more specificity from that gnome, we could be wandering the caves for days. If I were the gnome, I would not have hidden it in the active dig site... so, these abandoned caves still probably our best guess. I am just not sure if we should be going north or south..."
Abigail is up for either direction at this point.
Morgan rests up 20. Morgan summons the ghost blade from the blade dimension
"Okay guys, where was the last spot we saw Mr. GoldenEyes? Let's go there and try to track him... Wilson you came back randomly... boy it sure would be convenient if Sim was also in this cave!...Nothing... damn..."
If someone starts tracking the gnome, Morgan will use the Bardic inspiration (d6) on them. If the tracks lead back to the room where Morgan dropped the shield, they'll pick it back up.
Playing with his magic rock Wilson nods in agreement to the idea that someone should try and track the gnomes movement or see if there is any clues.
"Honesty this is not my area of expertise. More of my prey is more...sedentary. "
Once the party has picked a direction he will light the rock again and follow right behind the tracker.
Tarak points north let’s start there. “It is less travelled than the path we just took. I saw we go into the room and look for tracks.”
He moves toward the room to the north.
The crew heads up to (Area 1)
With the light now on, it's easier to see the creatures skittering around. Eyeless bugs of different varities and sizes moving about, mostly either coming closer - or away from the crew based on the vibrations on the ground.
The air grows more acidic - especially as the crew heads closer to the tunnel that heads over towards (area 17).
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Morgan looks for any dangers that might be lurking in this room perception 7 if they don't find anything they head to one.
Morgan, you find yourself possibly releaved to see that, now with the light, the chamber you were in before is roughly as expected. Except through tiny little cracks in the rocks, those eyeless bugs maneuver around. The scent and the feel of the air does change the closer you get towards (17)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Tarak does his best to spot any tracks.
Survival 9
The crew heads up to (area 17)
Tarak constantly keeps a look out on the ground. Trying to find signs of the place being disturbed. Things moved. Anything out of place. By the time they all reach the end of the tunnel, he's certain that the gnome hasn't come this way. In fact, he doesn't believe the gnome likely entered through the crack in the wall. There would've been some kind of sign - or the gnome is far more skilled... but his getting caught chases that idea away.
The tunnel eventually leads to a dead end. A large hollowed out chamber with a skeleton in it: what seems to be a endless spiral of ribs and mouth and teeth. Some kind of subterranean worm creature. It may be what actually excavated parts of this cave network And why it's likely not as stable as it could be....
Just before the tunnel ends in the long dead creature, the crew notices a split in the rock followed by a sharp drop. Thick mucus like slime bubbles up, and as it ruptures a spray of acid across the entryway. Looking down the crack, it's a twisty series of sharp rocks and slime pockets. All leading down to what seems to be a forgotten chamber. Some stagnant pools of some kind of liquid. What seems to be a series of skeletons on top... something that has a bit of a sparkle to it. Something that survived.
The drop would require quite the contortionist to get through, down, and then back up. And likely would burn the entire way.
What do you do?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour