The Rift
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Notes: don't have a rope. Have darkvision 120 feet.
Mole takes organizes his stuff to dry through the night hoping to smoke at least in the morning.
@mathias0077 - Varos i believe is either elf or half-elf, isn't he? Darkvision 60?
I would like to postpone my PC actions until I have a confirmation.
I would also like to know if stone path follows straight these 120 feet I can see and if there are any other objects to right and left of the stone path.
The sea floor is sandy and in some places it is so soft, you can sink down into it, depth varies from up to your thighs to even deeper. There are small bottom feeders here that scurry off at your approach. Around you it is very uniform and seems like a very large plain of sand with only the occasional seaweed.
Opposite the stone path, at the edge of your dark vision are two black pillars spaced apart much like road markers though you estimate them to be about 15ft high each. There is a lack of detail at this distance in the slightly murky water.
I see a pair of pillars the other side, I will swim there to check for any guards who would try to ambush us from behind.
Taking off his weight belt and leaving it with Biscuit Mole swims to the pillars to check for any creatures. He is also interested to to see if any signs, drawings or writings are on the pillars.
"When we will be walking the stone path, I would prefer to be swimming some 50 feet to sides and in front. Whatever our enemy is - it knows we are coming. I expect ambush. Your shining weapons will create attraction/distraction and hopefully allow me to spot enemy before they attack. What do you think?"
Taking off his weight belt and leaving it with Biscuit Mole swims to the pillars to check for any creatures. He is also interested to to see if any signs....
I only have Extra Languages: Giantish, Dwarwen
Could you remind me how do I to a WIS check? I searched internet and they only found "There aren’t any ability or skill checks as far as I know in S&W"
so do I roll 1d100 and consult Thief's "Delicate Tasks" table? DO I roll 1d20 as in modern systems? Perhaps 1d6?
My PC wisdom is 9 if that's of a matter here
I hope we could finish the job sooner though, let's go Mole swims forward along the stone path
If surprise is a possibility, roll 1d6 for either or both groups, as appropriate. (Roll only once for each side, not for each individual character or monster.) If the result is a 1 or a 2, the group is surprised. If one side is surprised, the other side automatically gets to take actions before the first initiative roll.
A party that includes a Monk or Ranger, however, is surprised only on a roll of 1.
It is possible for both groups to be surprised, effectively canceling out the effect on both sides.
And here is something really nasty: If a group is surprised, each person (or creature) in it has a 1-in-4 chance to drop one or more handheld items!
Each side rolls a d6 and the side with the highest result is the winner. One roll is made for each side, not for each individual. If this is the first round and one group was surprised, the other side gets to go first automatically, without having to roll a die.
At the beginning of a combat round, each side rolls a d6 for "initiative" — the opportunity to act first. The side with the highest roll wins, and that group acts first.
It is up to the Referee whether missile fire includes both shots from a weapon with a rate-of-fire higher than one; a longbow, for example, shoots twice in one round.
In many games, only the first shot is allowed in this phase, with the second shot being fired after melee and spells are resolved.
In this game you may fire your full Rate of Fire on your turn.
Rolls
Party initiative + dex - (1d6+1)
(5) + 1 = 6
The Arc of Deep Blue is a +2 to hit, +2 to damage longbow
And damage is doubled this round if it matters. I guess I got it all right
Rolls
Longbow shoot 1 - (1d20+3+2+4, 1d6+4)
1d20+3+2+4 : (17) + 9 = 26
1d6+4 : (1) + 4 = 5
Longbow shoot 2 - (1d20+3+2+4, 1d6+4)
1d20+3+2+4 : (7) + 9 = 16
1d6+4 : (4) + 4 = 8
Rolls
to hit, damage - (1d20+1+4, 1d6+1)
1d20+1+4 : (20) + 5 = 25
1d6+1 : (6) + 1 = 7
to hit, damage - (1d20+1+4, 1d6+1)
1d20+1+4 : (2) + 5 = 7
1d6+1 : (5) + 1 = 6
Rolls
To hit: Short bow - (1d20+2)
(17) + 2 = 19
To hit: short bow - (1d20+2)
(8) + 2 = 10
Damage - (1d6+1)
(4) + 1 = 5
Damage - (1d6+1)
(1) + 1 = 2
righ. Let's go the stne path now. he volunteer to lead.
Mole volunteer to make circle around temple to see if there are any back doors or windows good to enter the building from unexpected direction.
Besides - e explains - an arrow will illuminate the statue so you could really see how beautiful it is - Mole explain to his companion who don't have a darkvision.
I guess we enter, don't we? he repeats
Also - do doors have a keyhole or any other features of worth mentioning?
Light - there is a bit of dim light. Darkvision makes it appear as normal lighting however the murky water limits Darkvision to 120 yards outdoors.
- I guess it is say kick the doors open and miss to mention "be ready for a fight for your life". Umm actually. Fight to safe whole world.
Mole will go around and check for any windows or cracks in wall
Rolls
25% of finding a pearl - (1d100, 1d100)
1d100 : (97) = 97
1d100 : (30) = 30
Rolls
Wisdom check- 13 - (1d20)
(15) = 15
- Since we can't open the door, should we set up an ambush and wait a day or two?
Mole will suggest one more final attempt
- let's everyone activate our gifts
He pulls the Arc of Deep Blue and it produces a magical blue glowing arrow. Mole waits for others to activate their weapons.
Two mighty doors glide silently open revealing darkness within. Yet at it's center, near the floor, in the distance is a wan and pale yellow light, pulsing, nearly imperceptible, but definitely there, about the size of a man, though orblike in shape.
Mole can't find anorher explanation to why they not informed about the doors.
Moke leads in
Rolls
Surprise Check - (1d6)
(1) = 1
Rolls
Bite vs. Varos - (1d20)
(5) = 5
Bite vs Biscuit - (1d20)
(5) = 5
Rolls
Driftkin 1 vs. Biscuit AC 3 [16] - (1d20+1)
(17) + 1 = 18
Driftkin 2 vs. Varos AC 9 [10] - (1d20+1)
(12) + 1 = 13
Biscuit 2 hp damage, 4 hp bleeding next round
Varos 6 hp damage
Rolls
Damage vs Biscuit - (1d6)
(2) = 2
Bleeding 5% - (1d100)
(4) = 4
Damage vs Varos - (1d6)
(6) = 6
Bleeding 5% - (1d100)
(93) = 93
Rolls
to hit, damage - (1d20+2, 2d6+3)
1d20+2 : (3) + 2 = 5
2d6+3 : (14) + 3 = 8
DAMAGE AND DEATH
When a character (or creature) is hit, the amount of damage is deducted
from hit points. When total hit points reach 0, the character
is unconscious, and if hit points are brought down to –1 or lower,
the character dies.
A good potential house rule is attributed to Gary Gygax’s
gaming table, a rumor that might or might not be true. It
allows a character to remain alive (although bleeding to death
at the rate of 1 hp/round if no assistance is rendered) until the
character reaches negative hit points equal to the character’s
level. In other words, a 5th-level character actually dies only
upon reaching –5 hit points.
By this logic, Varos has one more round after this one to stabalize. He is the only one that has acted at this time.
Rolls
Battleaxe - (1d20+2, 1d8+1)
1d20+2 : (18) + 2 = 20
1d8+1 : (8) + 1 = 9
Rolls
Battleaxe - (1d20+2, 1d8+1)
1d20+2 : (20) + 2 = 22
1d8+1 : (6) + 1 = 7
The dim light beyond seems to glow faster, as if sensing that it is in danger. The heroes move cautiously closer. What they see is beyond description. A writhing mass of tentacles emerge from a center spherelike amorphous core. The source of the Ichor is before you!
Rolls
To hit with the Arc of Deep Blue - (1d20+5, 1d20+5)
1d20+5 : (15) + 5 = 20
1d20+5 : (9) + 5 = 14
Rolls
Damage - (1d6+4, 1d6+4)
1d6+4 : (2) + 4 = 6
1d6+4 : (4) + 4 = 8
Spell Level: Magic-User, 1st Level
Range: Caster
Duration: 2 turns
The caster conjures up an invisible shield that interposes itself in front
of attacks. The shield improves the caster’s armor class to 2 [17] against
missile attacks and to 4 [15] against other (melee) attacks. If the caster’s
armor class is already better than the spell would grant, the spell has
no effect.
Rolls
to hit, damage - (1d20+2, 2d6+3)
1d20+2 : (7) + 2 = 9
2d6+3 : (63) + 3 = 12
vs Mole = hit
vs Biscuit = miss
vs Varos = miss
Rolls
Tentacle vs Mole AC 6 [13] Leather Dex Mod 1 - (1d20+3)
(19) + 3 = 22
Tentacle vs Biscuit AC 6 [13] Leather Shield - (1d20+3)
(5) + 3 = 8
Tentacle vs Varos AC 9 [10] No Armor - (1d20+3)
(5) + 3 = 8
Rolls
Party inititive - (1d6+1)
(3) + 1 = 4
Rolls
AC increase turns - (1d4)
(1) = 1
Attacks with Arc of Deep Blue - (1d20+5, 1d6+4, 1d20+5, 1d6+4)
1d20+5 : (15) + 5 = 20
1d6+4 : (1) + 4 = 5
1d20+5 : (6) + 5 = 11
1d6+4 : (3) + 4 = 7
Range: 240 feet
Duration: 1 hour
This spell puts enemies into an enchanted slumber (no saving throw
permitted). It affects creatures based on their hit dice.
Table 49: Sleep
Hit Dice of Victims Number Affected
Less than 1 to 1 2d8
1+ to 2+ 2d6
3 to 3+ 1d6
4 to 4+ 1
Rolls
sleep - (1d6)
(3) = 3
Range: 240 feet
Duration: 1 hour
This spell puts enemies into an enchanted slumber (no saving throw
permitted). It affects creatures based on their hit dice.
Table 49: Sleep
Hit Dice of Victims Number Affected
Less than 1 to 1 2d8
1+ to 2+ 2d6
3 to 3+ 1d6
4 to 4+ 1
Total is 19
This thing is WOUNDED for sure.
(So when I use the term WOUNDED, that means at least half of its hit points or more are gone.
Rolls
Initiative - (1d6+1)
(4) + 1 = 5
I guess need DM to tell:
1. If we attack now on round 2 will ichor attack us back on the same round
2. If we decide not to attack this round and next round ichor wins initiative - will it then be able toattack back after we attack on our initiative?
Rolls
Damage - (2d6+3)
(16) + 3 = 10
After a brief moment, the water is clear of the yellow pus colored ichor. The temple begins to brighten until it glows an incandescent blue, transforming from a place of corruption and darkness, to one of beauty and light.
I guess sea Elf just got their temple back. Everyone's a winner. Mole add lokking at his bow.
Mole suggests to take a breath in temple before moving back home.
Armband of Strength: This band bears the
symbol of a lion. When locked on the arm, it may
be commanded to raise the wearer's Strength
score to 18 for one turn. It functions three times
per day.
Cape of Disguise: This cloak allows the
wearer to change body shape into any form of the
same approximate size. It does not change facial
features, voice, size, etc., but merely the appearance
of the arms, legs, and body.
Gauntlets of Dexterity: These gloves raise
the user's Dexterity score to 18 when worn. The
user gains all the bonuses derived thereby.
3 healing potions
and 1200 gold pieces.
The Ichor was worth 175 xp.
I don't no no loot. This seems like sea-elf temple and the treasure belong to them, but feel free.
I think I deserve the potion though for fighting.
OOC: grabs the armband (puts on), potion of healing, and 400 gold pieces (40 pounds).
He looks like a halfling sized bowling ball. Movement is reduced to 6.
Good morning, everyone. Starting tomorrow, I will be on vacation until 3/24. Feel free to control my character.


