"You raise a good point," she nods, "If Sir Tristan hired us to retrieve the large monster's heads, then it is a waste of time to cross blades with such cunning creatures."
Then with a wink, Ghost then takes one of the ball bearings from her Ball Bearings (bag of 1,000) and throws it down hard to bounce along the hall after the 90° turn (so it doesn't get stuck on the first thing on the ground or whatever and keeps bouncing along).
Ghost peeks around the corner, making sure she's taking 3/4 cover while also listening if the little ball hits any walls, falls down any holes but most importantly, listening for any shifting or scuffling of feet that had been lying in wait. (Is sleight of hand a good roll for that?)
Then she takes the ready action to throw the rest of the bag down if there is any movement that approaches them.
You can just hear it “plink” on the ground just beyond where you can see. But you could only hear it because you knew what to listen for. It makes no other sound and you can tell it just stopped among the hard floor and sparse bits of loose rock.
"I meant to do that!" Ghost blurts out loud. It looks like she was trying to convince herself more than the people she was traveling with.
"Maybe the kobolds we tracked earlier carved the cave are out right now. What with the owlbear and this thessalhydra both hunting in this territory it would be better to have vacated. There's bound to be something important to them in there if they've laid traps, but...."
For a moment the elf looks like she wants to step down the carved hallway but she puts her hood on and turns around with a sigh.
"...we should probably leave it later when we've dealt with the monster first."
The passage to the right is a short hallway, 5 feet wide 5 feet long roughly 12-15 high ceiling, that opens up to another cave chamber. Anyone without Dark Vision can see that the room is naturally formed, roughly 25 feet across, roughly 15 feet wide, roughly 30 foot high ceiling. Stalagmites are posted sporadically around the corners and edges of the room, stalactites hang from the ceiling and is gently lit with the ambiance of the glowing mushrooms. Anyone with Dark Vision can see that within the room are 8 bipedal, small humanoid creatures in the room. Not doing anything in particular, but not alert to your presence at this time.
Ghost returns to her companions with an amused look, then (quietly) splats her hand across her face.
"We~ll, it seems like in avoiding the carved tunnel and going to the natural tunnel..." she trails off as she whispers, "Put us right on the path where the wannabe-tunnelers dwell!"
Then she stopped and thought for a moment.
"Actually, I don't know if they are the little tunnelers but I would assume if a group of 8 small people shapes wandering in the dark would be the only match for the tracks I found earlier...but I would feel bad if we ambushed a bunch of harmless critters. Anyone charismatic want to try some friendly diplomacy? Just mind the stalactites hanging from the ceiling...there could be traps there too."
(Sorry, I've been in pain this weekend and couldn't straighten out my dumb brain to reply 😕)
"I..I don't know what to say," the elf's head twitches, "Now I feel bad for calling them 'wannabes'. Yunno, in my old party, when I said something like this, one of them would just go charging in and expect everyone to follow..."
She carefully and quietly unsheathed her dagger and quickly checked if she looked okay from the reflection. In the reflection a group of small wisps pester and bother her, causing her head to twitch each time.
"It's like I can still hear them to this day," she said with a nervous chuckle.
She sets down her other weapons but hides the one dagger in her sleeve before the party gets ready to enter.
"Okay, who wants to do it, go...persuade them, intimidate them, do whatever you're good at. I'll go with you and help stop any fighting." (In other words, the first check gets advantage.)
"The rest either hide, translate the language if we can't understand...or do whatever you want. I suggest to stay sharp and dodge out of the way if things get rough."
"You raise a good point," she nods, "If Sir Tristan hired us to retrieve the large monster's heads, then it is a waste of time to cross blades with such cunning creatures."
Then with a wink, Ghost then takes one of the ball bearings from her Ball Bearings (bag of 1,000) and throws it down hard to bounce along the hall after the 90° turn (so it doesn't get stuck on the first thing on the ground or whatever and keeps bouncing along).
Ghost peeks around the corner, making sure she's taking 3/4 cover while also listening if the little ball hits any walls, falls down any holes but most importantly, listening for any shifting or scuffling of feet that had been lying in wait. (Is sleight of hand a good roll for that?)
Then she takes the ready action to throw the rest of the bag down if there is any movement that approaches them.
I’ll give it to you
You can just hear it “plink” on the ground just beyond where you can see. But you could only hear it because you knew what to listen for. It makes no other sound and you can tell it just stopped among the hard floor and sparse bits of loose rock.
besides that, nothing else happens…
"I meant to do that!" Ghost blurts out loud. It looks like she was trying to convince herself more than the people she was traveling with.
"Maybe the kobolds we tracked earlier carved the cave are out right now. What with the owlbear and this thessalhydra both hunting in this territory it would be better to have vacated. There's bound to be something important to them in there if they've laid traps, but...."
For a moment the elf looks like she wants to step down the carved hallway but she puts her hood on and turns around with a sigh.
"...we should probably leave it later when we've dealt with the monster first."
If there isn't any objections, Ghost will instead check out the passage to the right (East)
Investigation: 25
The passage to the right is a short hallway, 5 feet wide 5 feet long roughly 12-15 high ceiling, that opens up to another cave chamber. Anyone without Dark Vision can see that the room is naturally formed, roughly 25 feet across, roughly 15 feet wide, roughly 30 foot high ceiling. Stalagmites are posted sporadically around the corners and edges of the room, stalactites hang from the ceiling and is gently lit with the ambiance of the glowing mushrooms.
Anyone with Dark Vision can see that within the room are 8 bipedal, small humanoid creatures in the room. Not doing anything in particular, but not alert to your presence at this time.
Ghost returns to her companions with an amused look, then (quietly) splats her hand across her face.
"We~ll, it seems like in avoiding the carved tunnel and going to the natural tunnel..." she trails off as she whispers, "Put us right on the path where the wannabe-tunnelers dwell!"
Then she stopped and thought for a moment.
"Actually, I don't know if they are the little tunnelers but I would assume if a group of 8 small people shapes wandering in the dark would be the only match for the tracks I found earlier...but I would feel bad if we ambushed a bunch of harmless critters. Anyone charismatic want to try some friendly diplomacy? Just mind the stalactites hanging from the ceiling...there could be traps there too."
"Well, I'm not exactly a charismatic person, but I'm also not intimidating, so if you wish I can try my luck with friendly diplomacy."
Player:
Snikkit Sparks - Gnome Artificier (Alchemist) 3 | Stranger Things: Hunt for the Thessalhydra
Theron Pyllae - Variant Human Fighter 1 | Shell Island
Riwakan Thioscale - Dragonborn Fighter (Battle Master) 5 | Adventures in the Sands: Lost Tomb of Meneptah (Group 2)
DM:
Derailed Dreams - Panic on the Zakhara Express
"I spent a good deal of my young life speaking with nobility from different dwarven clans, and would be happy to represent us as well"
(Sorry, I've been in pain this weekend and couldn't straighten out my dumb brain to reply 😕)
"I..I don't know what to say," the elf's head twitches, "Now I feel bad for calling them 'wannabes'. Yunno, in my old party, when I said something like this, one of them would just go charging in and expect everyone to follow..."
She carefully and quietly unsheathed her dagger and quickly checked if she looked okay from the reflection. In the reflection a group of small wisps pester and bother her, causing her head to twitch each time.
"It's like I can still hear them to this day," she said with a nervous chuckle.
She sets down her other weapons but hides the one dagger in her sleeve before the party gets ready to enter.
"Okay, who wants to do it, go...persuade them, intimidate them, do whatever you're good at. I'll go with you and help stop any fighting." (In other words, the first check gets advantage.)
"The rest either hide, translate the language if we can't understand...or do whatever you want. I suggest to stay sharp and dodge out of the way if things get rough."
No need to make a roll, because as soon as you make yourself known done of them hurls a rock at you with a sling.
16
The creature cries out an alarm to its companions and they all attack!
Roll initiative
If that hits you will take 6 bludgeoning damage
Their initiative: 4
Initiative: 17
Player:
Snikkit Sparks - Gnome Artificier (Alchemist) 3 | Stranger Things: Hunt for the Thessalhydra
Theron Pyllae - Variant Human Fighter 1 | Shell Island
Riwakan Thioscale - Dragonborn Fighter (Battle Master) 5 | Adventures in the Sands: Lost Tomb of Meneptah (Group 2)
DM:
Derailed Dreams - Panic on the Zakhara Express
Urzan, I’ll give you a reaction while we are waiting for the others if you’d like to take it.