I. Starter Dungeon

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kalstone
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Re: I. Starter Dungeon

#61 Post by kalstone »

Holliss

Holliss returns to the rest of the group in the mouth of the cave, ready to defend them. He only attacks if the bear attacks first.

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Re: I. Starter Dungeon

#62 Post by dmw71 »


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

#63 Post by VonAlric »

Buzar

Hearing the bear come up from behind him, he swings around. He judges the bear's actions and decides. "See if it will go past you! Ha, Bear! Ha, Bear! Come here!" If the bear comes forward to him, he will head towards the Y in the passage.
It's hard to explain puns to kleptomaniacs because they always take things literally.

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Re: I. Starter Dungeon

#64 Post by dmw71 »


Behind
Arbal stands in stunned silence; frozen in place at the impending encounter with a bear.

Buzar and Holliss, ahead of the rest of the group by virtue of their scouting roles, return to join the others.



The Bear!
Nose to the ground, the lumbering animal sniffs the area in front of it, seemingly sensing an intrusion upon its lair.

The large bear -- approximately six feet in length -- stops when it finally reaches the bend in the passage and gains visual contact with the group.

Black Bear.jpg
Black Bear.jpg (37.74 KiB) Viewed 830 times

It sniffs the air in front of it curiously but remains in place.


Rawani sets her lantern down and grips her staff, just in case.




The Situation
The area just ahead, that appears to 'Y,' opens up and will definitely be wider.

The current passage, however, is 10-feet wide. While physically there is enough space for the group to all press against one wall and allow the bear to pass, if that is their plan; the bear, should it elect to proceed past the group's current location, will be passing interestingly close.



There is still no sign of the cat you were sent to locate.






---



Actions?

---



Time & Weather
CY 1011, 4th Day of Planting @ 17:03
Sunrise: 7:08 Sunset: 19:39
Conditions: 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

#65 Post by Rex »

Rawani

"OK bear, time for you to leave. You can come back later when we are gone." She tries to make herself look big.

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Re: I. Starter Dungeon

#66 Post by VonAlric »

Buzar

Calling out from his position, he checks with the others. "Do we let the bear by us or do we go further in?"
It's hard to explain puns to kleptomaniacs because they always take things literally.

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Re: I. Starter Dungeon

#67 Post by dmw71 »


The Bear!
"We have invaded the creature's home, let us simply move out of its way," Haelan offers. "See if it will go past you," Buzar echoes at nearly the same time. "I assume moving deeper inside would allow us to escape its wrath?" the cleric wonders aloud, but no immediate action is taken on this suggestion.


Calls of "Ha, Bear! Ha, Bear!" and "Shoo beast!" are directed at the imposing creature, but it fails to react and instead continues to study the group curiously.

Bear Reaction: [2d6]=6


Even if I applied a +1 reaction bonus for Buzar, who has made verbal attempts to influence the bear, the "Neutral, uncertain" result from the monster reaction roll remain unchanged.




There continue to be no sign of the cat you were tasked with locating.


"Do we let the bear by us, or do we go further in?" Buzar asks.



All eyes remain fixed on the imposing creature which remains apprehensive or indifferent at its current place some 20 feet distant from the group. Easily within striking range should the situation escalate.







---



Actions?

---



Time & Weather
CY 1011, 4th Day of Planting @ 17:04
Sunrise: 7:08 Sunset: 19:39
Conditions: 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



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. Lantern: Carried by Rawani On Ground (Status: Lit @ 16:57)

    Burn Time: 0 minutes of 24 hours.


Rolls
Bear Reaction: [2d6]=6
-- Project --
Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Re: I. Starter Dungeon

#68 Post by Rex »

Rawani

Rawani is just going to wait it out, reluctant to attack the beast.

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Re: I. Starter Dungeon

#69 Post by dmw71 »


The Mist
From the direction of the entrance, without warning, a soporific mist begins to quickly fill the cave system.

The bear is affected first as you all watch as it slowly begins to show signs of grogginess before ultimately collapsing.



Panic!
What is happening?!?!



Peaceful Respite
The odorless mist envelopes the group in mere moments. Panic gives way to passivity.

Your eyes grow heavy.

A sense of calm.


---



Can everyone please roll a 1d6 for me?
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Re: I. Starter Dungeon

#70 Post by kalstone »


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Re: I. Starter Dungeon

#71 Post by Rex »

Rawani

[1d6]=5

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Re: I. Starter Dungeon

#72 Post by VonAlric »

Buzar

[1d6]=5
It's hard to explain puns to kleptomaniacs because they always take things literally.

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Re: I. Starter Dungeon

#73 Post by dmw71 »

.

See here: Strangers.

.
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