I. Starter Dungeon

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Re: I. Starter Dungeon

#21 Post by Lance »

Image

Haelan hesitates for a moment "Do you think this fungus is dangerous? Could we acquire some, to find out what properties they possess later?" He maintains his position in the marching order, if the others move on.

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Re: I. Starter Dungeon

#22 Post by dmw71 »

kalstone wrote: Mon Jul 26, 2021 6:27 pm Holliss moves forward to take a peak around the corner to the right.
Clarification:

Is this something Holliss in advance of the group, or does he wait for the rest of the group and for Rawani to light a torch?
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Re: I. Starter Dungeon

#23 Post by kalstone »

He will do that in advance of the group, alongside Buzar.

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Re: I. Starter Dungeon

#24 Post by dmw71 »


The Tunnel
The natural green glow emitted from the incandescent fungus lining the floor and lower portion of walls on either side provides enough illumination where the group -- at least near the entrance -- is safe from becoming totally lost in the dark, but it's not enough to provide full visibility so a light source or sources will be still be required for those unable to see in the dark.

Of the variety of fungus encountered, the glowing variety seems to be one of two species --


A taller variety featuring a ribbed, wider cap that emits a softer glow --
Glowing Mushroom Patches.jpg
Glowing Mushroom Patches.jpg (12.59 KiB) Viewed 1580 times

-- and a species that varies in height, with a think stalk and more compact and pointy cap. This species glows more brightly:
Glow in the Dark.jpg
Glow in the Dark.jpg (17.28 KiB) Viewed 1580 times


The Scouts
Buzar and Holliss, aided with the innate gift of infravision, enter the tunnel first... but find the soft glow from the of the tunnel interfering somewhat with this ability.

Looking to explore beyond the bend, the pair of scouts venture 30 or so feet into the tunnel.

The tunnel dimensions become more random as the passage seems to expand and tighten in intervals as it works deeper.

The walls, floor, and ceiling all appear to become more jagged making the travel surfaces more difficult, but still navigatable.

The passage becomes darker and noticeably colder.


When --



A piercing whistling begins to steadily shriek, echoing throughout the passage!



Outside
The constant, pulsing shrieking sounds coming from within the cave catch Rawani, Arbal, and Haelan, along with the girl, by surprise. The girl, startled, grabs onto Rawani's thigh tightly.



This alarm, triggered from somewhere inside the cave, continues to throb.




---


Actions?

---



Time & Weather
CY 1011, 4th Day of Planting @ 16:56
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. Torch: Carried by Rawani (Status: Unlit)

    Rounds
    ooooo ooooo -- 1 turn
    ooooo ooooo -- 2 turns
    ooooo ooooo -- 3 turns
    ooooo ooooo -- 4 turns
    ooooo ooooo -- 5 turns
    ooooo ooooo -- 6 turns
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Re: I. Starter Dungeon

#25 Post by Rex »

Rawani

Rawani pulls some lint from her clothing and stuffs it into her ears. She then shoos the little girl away, "You best stay back, I don't know what is making that horrible noise."

She then gets her lantern out and lights it.

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Re: I. Starter Dungeon

#26 Post by Lance »

Image

Haelan perks up at the noise, grabs his mace from his belt and prepares to follow Rawani into the tunnel.

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Re: I. Starter Dungeon

#27 Post by VonAlric »

Buzar

"What is that!?!" Buzar turns to try and auditorily locate the source of the sound then fling his handaxe at it, then pull out a dagger.
It's hard to explain puns to kleptomaniacs because they always take things literally.

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Re: I. Starter Dungeon

#28 Post by kalstone »

Holliss

Holliss draws his sword and moves forward to peer around the corner to see if anything is coming towards the party.

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Re: I. Starter Dungeon

#29 Post by dmw71 »


I will move this again tomorrow.

If I don't have an action for Arbal by then, he will remain back with the girl.
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Re: I. Starter Dungeon

#30 Post by thirdkingdom »

Arbal

Arbal follows along with the rest of the party, in the position indicated by the agreed upon marching order.

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Re: I. Starter Dungeon

#31 Post by dmw71 »


The Shrieks!
Buzar and Holliss notice the entry passage they've been following begins to become darker and noticeably colder.


Then the shrieking begins!


Without warning, a piercing whistling or shrieking noise begins to steadily echo throughout the passage!

The noise clearly travels throughout the cave system -- at least the immediate area -- and also carries outside the cave, where the noise is clearly audible.

It is certain to attract attention.

Potentially unwanted attention.



The Scouts
"What is that!?!" Buzar asks almost rhetorically, not sure if even Holliss standing right next to him will be able to hear his musing over the piercing cry. The half-orc attempts to focus in an effort to identify the source of the sound and notices that one of the larger fungal stalks appears to pulse with each shriek.

He points this discovery out to Holliss, who draws his sword and begins to approach, cautiously. The elf quickly notices the same pulse/shriek synchronization and nods his understanding. He then quickly turns his focus on the continuation of the tunnel in front of them, keeping an eye out for the arrival of... anything... alerted by the noise.


Outside
Rawani pulls some lint from her clothing and stuffs it into her ears. "You best stay back, I don't know what is making that horrible noise," she says, shooing the little girl away and freeing her leg from the girl's grasp. The acrobat ignites the lantern she had previously readied and begins to approach the cave entrance.

Followed by Arbal and Haelan; the latter of which retrieves his mace from his belt in a practiced motion.



The trio clomps through the wet dirt as they traverse the damp, muddy terrain as they cross the 50-foot distance between the group's starting position and the mouth of the cave.

The throbbing screeches are distracting, but the new arrivals are able to make out the obvious details just outside the cave itself, as well as the immediate section of the entrance tunnel itself, including:

The animal of various sizes in both directions, especially the larger set of tracks in the size and shape of a bear!

The vines, moss, and other native vegetation decorating the face of the hill and the mouth of the cave itself.

The wild patches of mushrooms and toadstools that spawn in and near the cave.

Peering inside the tunnel itself, the group of late arrivers believe they make out the outlines of the two scouts deeper into the tunnel, maybe 30 or so feet ahead.


Glancing back, quickly, Rawani spots --


The Girl
The girl, panicked and left alone, is seen fleeing deeper into the forest.



The Situation
The two advanced scouts are within 10 feet of the shrieking fungus, located along the right-hand wall. The pair are able to detect the arrival of the steady glow from Rawani's lantern behind them.

Those at the entrance still have no clue what is behind the source of the noise. They are roughly 30 feet behind the current location of the scouts ahead of them.
This would make them 40 feet away from the source of the noise.




---


We're going to officially consider this an Encounter. And potentially Combat.

Notes:
  1. Per the Attacking and Moving rule, it is possible to do both in the same round.
  2. Reminder that the DM will make all Initiative rolls, and only after all actions have been declared.




Actions?

---



Time & Weather
CY 1011, 4th Day of Planting @ 16:57
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.
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-- DM --
Greyhawk Campaign: Sandbox (1e)
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Re: I. Starter Dungeon

#32 Post by Rex »

Rawani

Rawani advances into the cave, lantern held high in her left and and her staff at the ready in her right hand.

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Re: I. Starter Dungeon

#33 Post by thirdkingdom »

Rex wrote: Sat Aug 21, 2021 12:31 am Rawani

Rawani advances into the cave, lantern held high in her left and and her staff at the ready in her right hand.
Arbal

Arbal accompanies her.

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Re: I. Starter Dungeon

#34 Post by kalstone »

Holliss

Holliss continues to watch the corridor.

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Re: I. Starter Dungeon

#35 Post by VonAlric »

Buzar

Buzar quickly moves to the pulsing fungus and swings his handaxe at it.

Hand Axe - Hit:[1d20]=3, Damage:[1d6]=2
It's hard to explain puns to kleptomaniacs because they always take things literally.

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Re: I. Starter Dungeon

#36 Post by dmw71 »

I do remember this, but I want to give Lance at least until tomorrow to provide an action for Haelan.

I do want to make sure to keep this game moving, though.
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Re: I. Starter Dungeon

#37 Post by Lance »

Haelan


If he can see the fungus, he will attack with his sling. Unless if that could hit Buzar, in that case he will move into melee range.

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Re: I. Starter Dungeon

#38 Post by dmw71 »


Round 1
While Holliss continues to watch the continuation of the entry corridor, Buzar quickly rushes towards the pulsing fungus and swings his handaxe at it, wildly.

The rest of the companions, still trailing behind after their later entrance, close the distance between themselves and the scouts, with
Rawani holding her lantern aloft in her left hand and her staff in her right. Arbal settles in behind the party acrobat and surveys the situation.

Haelan, arriving last, has his sling ready and lets loose a stone with a skilled twirl.

Unless if that could hit Buzar, in that case he will move into melee range.
Even a natural 1 will be just a miss.

The stone glances off the shrieking 'shroom.





The Situation
Buzar is engaged with the shrieking shroom, while everyone else in the group lingers approximately 10 feet behind.


Arbal, closing his eyes, listens intently. The illusionist begins to question whether the shrieks are just echoing off the walls, which they definitely are, or if maybe there is a second source?


At least for now, Holliss doesn't notice anything else arriving from deeper inside the cave.






---

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



Actions for Round 2?

---



Time & Weather
CY 1011, 4th Day of Planting @ 16:58
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
R01 Haelan with Sling: Hit [1d20+1]=13+1=14 [1d6]=1 -- hit
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Playtest: Untitled Project (1e)
-- DM --
Greyhawk Campaign: Sandbox (1e)
(Status: Archived)

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Re: I. Starter Dungeon

#39 Post by Rex »

Rawani

Rawani advances and attacks with her staff.

Staff [1d20+1]=20+1=21 to hit [1d6+1]=6+1=7 damage

Smack!

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Re: I. Starter Dungeon

#40 Post by VonAlric »

Buzar

Trying to focus with his ears ringing, Buzar swings again.

Hand Axe - Hit:[1d20]=13, Damage:[1d6]=6
It's hard to explain puns to kleptomaniacs because they always take things literally.

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