I. Starter Dungeon

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Re: I. Starter Dungeon

#41 Post by Lance »

Haelan


Second verse, same as the first
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Re: I. Starter Dungeon

#42 Post by dmw71 »

Lance wrote: Mon Sep 13, 2021 8:42 pm Second verse, same as the first
The only rolls normally reserved for the players that I planned to control as the DM were for initiative.

I just want to make sure you're aware that you can be making your own attack and damage rolls... if you want. If not, I can definitely continue to make them as needed.
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Re: I. Starter Dungeon

#43 Post by dmw71 »


Anything for Holliss or Arbal?
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Re: I. Starter Dungeon

#44 Post by kalstone »

Holliss

Holliss continues to monitor the corridor.
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Re: I. Starter Dungeon

#45 Post by thirdkingdom »

kalstone wrote: Mon Sep 13, 2021 10:22 pm Holliss

Holliss continues to monitor the corridor.
Arbal

Arbal does the same.
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Re: I. Starter Dungeon

#46 Post by dmw71 »


Round 2
The foot and a half-tall shrieking fungus present an easy target for Buzar and Rawani.

The half-orc slices into the pulsing saprophyte, loping off a significant chunk. Then a thunk sound accompanies a solid blow from Rawani's staff leaving a dent in the still throbbing crown of the noisemaker.

A stone from Haelan's sling sinks into a neighboring stalk, causing it to slump over, but the projectile misses its intended mark.


Holliss and Arbal continue to monitor the corridor ahead, which continues to be the only way forward. For a brief second, a pair believe they spot a pair of glowing eyes, maybe a foot off the ground, appear in the distance, but they disappear just as quickly leaving the lookouts questioning what... or even if... they saw what they did.



The Situation
Buzar and Rawani are engaged in melee with the shrieking shroom, and while the latter is swinging a two-handed staff, that is all that can comfortably attack up close.

The pair can, however, continue to be assisted from a range by Haelan.

Arbal, perhaps unable to fully focus when his mind attempts to determine if his eyes are playing tricks on him, is unable to tell whether there is more than one source of sound. He estimates there are equal odds in this potential second source being (1) reverberations or echoes from the known shrieker, as (2) there being more than one.




---

No initiative as the shrieking fungus makes no move to attack.



Actions for Round 3?

---



Time & Weather
CY 1011, 4th Day of Planting @ 16:59
Sunrise: 7:08 Sunset: 19:39
Conditions: Wet, Muddy, Humid



Character Status
Holliss (M) (Elf 1) | AC: 3/4 | HP: 4 | Damage: 1d6 | Move: 60’ (20’)
Languages: Native, Elvish | Spells/Skills: 1st: 1 Light

Haelan (M) (Cleric 1) | AC: 4/5 | HP: 4 | Damage: 1d6 | Move: 60’ (20’)
Languages: Native | Spells/Skills: Turn Undead

Rawani (F) (Acrobat 1), AC: 7 | HP: 2 | Damage: 1d6 | Move: 90’ (30’)
Languages: Native | Spells/Skills: Acrobat Skills

Arbal (~) (Illusionist 1) | AC: 8/9 | HP: 3 | Damage: 1d4 | Move: 120’ (40’)
Languages: Native, +2 | Spells/Skills: 1st: 1 Colour Spray

Buzar (M) (Half-Orc 1) | AC: 4/5 | HP: 3 | Damage: 1d6 | Move: 60’ (20’)
Languages: Native, Orcish | Spells/Skills: Thief Skills


Marching Order ( * = Infravision )

Infravision wrote:All non-human monsters and many demihuman races have a special kind of vision that allows them to see in the dark. This is called infravision.

Heat tones: Characters who have infravision can see the heat energy that radiates off of living things. Generally, living things will be visible as bright tones, while cool items are grey and very cold objects are black.

Reading: It is not possible to read in the dark with infravision, because fine detail cannot be perceived.

Range: Infravision works within a limited range (60’ for monsters, unless specified otherwise in a monster’s description).

Disruption: Infravision only functions in darkness. Visible light (normal or magical) and large heat sources will disrupt it.
Buzar *
Holliss *
Rawani
Arbal
Haelan

  1. Buzar *
  2. Holliss *
  3. Rawani
  4. Arbal
  5. Haelan



Light Sources
Torch: A torch burns for 1 hour (6 turns), clearly illuminating a 30’ radius.
Lantern: Can be closed to hide the light. Burns one oil flask every four hours (24 turns). Casts light in a 30’ radius.
  1. Natural
  2. Lantern: Carried by Rawani (Status: Lit @ 16:57)

    Burn Time: 0 minutes of 24 hours.


Rolls
R02 Haelan with Sling vs AC 7 (13): [1d20+1]=4+1=5 [1d6]=1 -- miss
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Re: I. Starter Dungeon

#47 Post by kalstone »

Holliss

Holliss keeps watching the corridor.
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Re: I. Starter Dungeon

#48 Post by thirdkingdom »

kalstone wrote: Tue Sep 14, 2021 11:35 pm Holliss

Holliss keeps watching the corridor.
Arbal

"Do you need our mighty thews in assistance?" the illusionist calls out. "That mushroom seems awfully tough."
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Re: I. Starter Dungeon

#49 Post by Rex »

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Re: I. Starter Dungeon

#50 Post by Lance »

Haelan

The cleric sends another bullet at the noisy fungus, missing it once more! He decides to switch to his mace, if there's enough room to join the melee.

Sling attack: [1d20+1]=7+1=8 for [1d6]=1 damage

Also, please fix the names in the last entry.
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Re: I. Starter Dungeon

#51 Post by VonAlric »

Buzar

Seeing a chunk of it fly off, he swings again, emboldened by his actions.

Hand Axe - Hit:[1d20]=10, Damage:[1d6]=6
It's hard to explain puns to kleptomaniacs because they always take things literally.
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Re: I. Starter Dungeon

#52 Post by dmw71 »


Round 3
"That mushroom seems awfully tough." Arbal calls out from their lookout position. "Do you need our mighty thews in assistance?"

The calls go unanswered as Buzar and Rawani maintain their diligent focus, hoping to shut the creature up as quickly as possible! The half-orc flails unsuccessfully with his axe, but the acrobat issues another solid bash with her staff!

The creature topples over at mid-stem and finally falls silent.


The echoing in the cave quickly tapers off and once the ringing in your ears stops, the area remains silent.



The only passage continues forward into the dark.

The glowing eyes do not present themselves again.





---



Actions?

---



Time & Weather
CY 1011, 4th Day of Planting @ 17:00
Sunrise: 7:08 Sunset: 19:39
Conditions: Wet, Muddy, Humid



Character Status
Holliss (M) (Elf 1) | AC: 3/4 | HP: 4 | Damage: 1d6 | Move: 60’ (20’)
Languages: Native, Elvish | Spells/Skills: 1st: 1 Light

Haelan (M) (Cleric 1) | AC: 4/5 | HP: 4 | Damage: 1d6 | Move: 60’ (20’)
Languages: Native | Spells/Skills: Turn Undead

Rawani (F) (Acrobat 1), AC: 7 | HP: 2 | Damage: 1d6 | Move: 90’ (30’)
Languages: Native | Spells/Skills: Acrobat Skills

Arbal (~) (Illusionist 1) | AC: 8/9 | HP: 3 | Damage: 1d4 | Move: 120’ (40’)
Languages: Native, +2 | Spells/Skills: 1st: 1 Colour Spray

Buzar (M) (Half-Orc 1) | AC: 4/5 | HP: 3 | Damage: 1d6 | Move: 60’ (20’)
Languages: Native, Orcish | Spells/Skills: Thief Skills


Marching Order ( * = Infravision )

Infravision wrote:All non-human monsters and many demihuman races have a special kind of vision that allows them to see in the dark. This is called infravision.

Heat tones: Characters who have infravision can see the heat energy that radiates off of living things. Generally, living things will be visible as bright tones, while cool items are grey and very cold objects are black.

Reading: It is not possible to read in the dark with infravision, because fine detail cannot be perceived.

Range: Infravision works within a limited range (60’ for monsters, unless specified otherwise in a monster’s description).

Disruption: Infravision only functions in darkness. Visible light (normal or magical) and large heat sources will disrupt it.
Buzar *
Holliss *
Rawani
Arbal
Haelan

  1. Buzar *
  2. Holliss *
  3. Rawani
  4. Arbal
  5. Haelan



Light Sources
Torch: A torch burns for 1 hour (6 turns), clearly illuminating a 30’ radius.
Lantern: Can be closed to hide the light. Burns one oil flask every four hours (24 turns). Casts light in a 30’ radius.
  1. Natural
  2. Lantern: Carried by Rawani (Status: Lit @ 16:57)

    Burn Time: 0 minutes of 24 hours.


Rolls
None.
:?
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Re: I. Starter Dungeon

#53 Post by Rex »

Rawani

Rawani signals the others to form up and move forward. She takes her spot in the order as they advance.
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Re: I. Starter Dungeon

#54 Post by kalstone »

Holliss

Hollis moves out with the rest of the party.
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Re: I. Starter Dungeon

#55 Post by Lance »

Haelan gets back in position as well.
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Re: I. Starter Dungeon

#57 Post by VonAlric »

Buzar

Trying to get the ringing out of his head, Buzar moves back up. "Hollis, anything I need to know before we move on?"
It's hard to explain puns to kleptomaniacs because they always take things literally.
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Re: I. Starter Dungeon

#58 Post by dmw71 »


Forward

Buzar and Holliss once again begin to scout ahead, proceed deeper into the cave in search of the missing cat, Kopa.

The scouts don't have to move far.

After moving for maybe 20-feet, the pair can see at the edge of their vision that the passage appears to 'Y,' or possibly just open into a larger area.



Behind

Remaining behind in their current location are Rawani, Arbal, and Haelan.

At almost the same time as the scouts above make their discovery, the trio begins to hear the sounds of heavy breathing or snorting and the scraping of claws against the floor approaching from behind them.

Followed by a brief but unmistakable snarl or grumblings of a bear!




---



Actions?

---



Time & Weather
CY 1011, 4th Day of Planting @ 17:02
Sunrise: 7:08 Sunset: 19:39
Conditions: Wet, Muddy, Humid



Character Status
Holliss (M) (Elf 1) | AC: 3/4 | HP: 4 | Damage: 1d6 | Move: 60’ (20’)
Languages: Native, Elvish | Spells/Skills: 1st: 1 Light

Haelan (M) (Cleric 1) | AC: 4/5 | HP: 4 | Damage: 1d6 | Move: 60’ (20’)
Languages: Native | Spells/Skills: Turn Undead

Rawani (F) (Acrobat 1), AC: 7 | HP: 2 | Damage: 1d6 | Move: 90’ (30’)
Languages: Native | Spells/Skills: Acrobat Skills

Arbal (~) (Illusionist 1) | AC: 8/9 | HP: 3 | Damage: 1d4 | Move: 120’ (40’)
Languages: Native, +2 | Spells/Skills: 1st: 1 Colour Spray

Buzar (M) (Half-Orc 1) | AC: 4/5 | HP: 3 | Damage: 1d6 | Move: 60’ (20’)
Languages: Native, Orcish | Spells/Skills: Thief Skills


Marching Order ( * = Infravision )

Infravision wrote:All non-human monsters and many demihuman races have a special kind of vision that allows them to see in the dark. This is called infravision.

Heat tones: Characters who have infravision can see the heat energy that radiates off of living things. Generally, living things will be visible as bright tones, while cool items are grey and very cold objects are black.

Reading: It is not possible to read in the dark with infravision, because fine detail cannot be perceived.

Range: Infravision works within a limited range (60’ for monsters, unless specified otherwise in a monster’s description).

Disruption: Infravision only functions in darkness. Visible light (normal or magical) and large heat sources will disrupt it.
Buzar *
Holliss *
Rawani
Arbal
Haelan

  1. Buzar *
  2. Holliss *
  3. Rawani
  4. Arbal
  5. Haelan



Light Sources
Torch: A torch burns for 1 hour (6 turns), clearly illuminating a 30’ radius.
Lantern: Can be closed to hide the light. Burns one oil flask every four hours (24 turns). Casts light in a 30’ radius.
  1. Natural
  2. Lantern: Carried by Rawani (Status: Lit @ 16:57)

    Burn Time: 0 minutes of 24 hours.


Rolls
None.
:?
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Re: I. Starter Dungeon

#59 Post by Rex »

Rawani

Rawani sets her lantern down and prepares to defend herself. Striking if the bear approaches her. "Shoo beast!"

If she has to defend herself.
Staff [1d20+1]=11+1=12 to hit [1d6+1]=3+1=4 damage
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Re: I. Starter Dungeon

#60 Post by Lance »

Haelan


Haelan wishes not to harm the animal. We have invaded the creature's home, let us simply move out of their way. I assume moving deeper inside would allow us to escape their wrath.
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