(OOC: Also going by our OOC chat, it seems most of you agree with @Grx, so I'll pick it up from there.)
The party takes a short break for dinner, some indulging more than others. Drazzim goes to town on the food, as does Rupert, the fisherman, who apparently decided the comforts of his stay were too great for him to worry about his duties back at the mainland. The dwarf complains about having to eat dinner with chilled wine instead of his preferred beer/mead/ale staples.
-> Dinner may count as a short-rest for those needing to roll hit dice, study magic items, change spells if able, attune to the arcane, etc.
After getting ready, the group finds itself just outside the Manor. Grixx expresses his wish to explore the towers next. You can either go south towards the Lighthouse (technically a tower), up a somewhat steep hill to reach the West Tower, or follow a marked path leading around and behind the Manor to reach the East Tower. Apart from the pathway connecting the Manor to the little dock you arrived at, as well as a couple of torches just outside the Lighthouse, everything else is shrouded in the darkness of night.
Graxx will put his [Tooltip Not Found] in front of him to help light the way.
Graxx says to the group, "You folks that can see in the dark keep an eye out for any ghosts sneaking up on us. Speaking of which.. How far can ya'll see in the dark?"
Graxx squints through the dark.
Graxx says again, "In this dark it might be easier to follow this marked path to the East Tower. But I'm willing to try anything. If we can get to the top of any of these towers they may provide us with a sight seeing spot where we can observe the grounds. What do ya'll think?"
Praxx jokingly peers into the dark and grabs Graxx while pointing and says “you mean that ghost?”
”Ha! I’m only kidding but we deep gnomes can see in the dark like it is day! I would say around 120 ft perhaps. After that distance it begins to fade off though” Praxx explains.
Rummaging through his pack Utar pulls out a small glass sphere, tucking it into a pocket for later use. Thinking it best to store the book for the time being, he tucks it into the pack, then closes it up.
"I've got something that might help us out with the darkness, but let's keep it for when we need it. The eastern tower it is."
Drazzim lets Graxx know that his capability to see in the dark is just about half as good as Praxx's. He too keeps an eye out (perception: 16).
The group then begins following the path to the East Tower. Along the way, both the party's gnome and dwarf agree that there is no immediate danger surrounding them.
The East Tower is the smallest of the three, standing about as tall as the Manor. Made completely of stone, it sports a few arrow slits for defense purposes. It is fair to assume it has been centuries since these were last used. Its door is locked, but Neya is able to open it with the largest of the two keys that Darvag gave her earlier. Upon entering, you realize that the tower is now used to store furniture, and thick layers of dust and cobwebs make it look like nobody has been in the tower for years. There is little standing/walking room in the first floor, and the wooden staircase leading to the second and third floors has been mostly rotten away. You all feel a sudden cool breeze hit you from the north side of this round chamber just about a minute after making you way inside. Apart from the faint light emanating from Graxx's Moon-touched sword, greatsword, the inside of the tower is also devoid of light. The scurrying of rats can be heard all around you.
Utar takes the glass sphere from its pouch on his belt and holds it close to his mouth, and whispers "Lux" to it. Immediately, a pure white light eminates from the globe, illuminating the room.
Still holding the globe close to it mouth, he whispers "Volitare". Releasing the globe it floats, unsteadily at first, in the air roughly at head height.
Utar looks pretty pleased with himself, speaking to the others, "Light to chase away the darkness."
Graxx will start walking around the walls of the tower using the faint light of his sword to guide him, looking to see if there are old torches that can be lit to make this place a little more homey.
Graxx Investigation: 11
While doing so, Graxx will say aloud.
Graxx says, "Utar, now that we are alone. Do you have any thoughts on why Torm has brought you here?"
Utar brings out his Driftglobe and activates its steady light. The sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Because of the many covered pieces of furniture placed around, this effect produces many shadows within the East Tower. Once Utar mentions the words 'chase away the darkness', an audible sigh of relief can be hear in the air.
Graxx goes around the limits of the chamber and finds an old torch placed on a wall support. Upon grasping it, the rotten wood crumbles away with the lightest of pressure. Once the barbarian utters the words 'Torm has brought you here', a sudden shift in the stale air can be felt by all. One of the chairs propped up a larger piece of covered furniture suddenly hits the floor, as if knocked over on purpose. It draws Graxx's attention to a particular section of the wall. Graxx nods to Praxx to show the exact spot where the chair hit the ground.
Praxx focuses his search efforts on the singled out spot on a far wall. Surely enough, specific pieces of furniture laid against it have been clearly moved back and forth. The dust markings on the floor suggest they were dragged to block something from view. The gnome pokes his head in between two of these pieces of furniture and reveals a boarded over door, with a few loose planks at the bottom. The strange breeze inside the tower changes once again, this time seemingly letting the word 'beware' be softly heard.
Neya lights a torch adding a familiar fiery yellow light to the Driftglobe's pure white. Once she turns, she notices one of the shadows move. A humanoid rat jumps from behind one of the larger furniture pieces. It looks territorial.
(@DM_Prax: I'm moving forward as is, but let me know OOC if your intention was indeed to ready a spell.)
Graxx rushes towards the Wererat and brings down Lightbringer right at its collar bone. The blade slides off the creature's matted grey fur harmlessly, although Tempus' wrath does seem to cinge some fur. Nonetheless, as far as he can tell, Lightbringer should most definitely have sliced the beast, but alas... (Wererat - CMD: 2)
Praxx cautiously approaches with a weapon in hand but refrains from joining the battle immediately.
Neya retracts a bit and bumps into a piece of furniture. This forces her to loosen her arrow a bit too early. Her shot misses.
Wearing shorts and a crappy scabbard looped around a belt (no shirt, though), the Wererat retaliates against Graxx with a bite, as well as an attempted slice of his own:
-> Bite (melee weapon attack with advantage) vs. Graxx: Attack: 14 Damage: 5 piercing.
-> Forgot the advantage roll for the Bite attack above: 20 - It still hits.
-> Shortsword (melee weapon attack with advantage) vs. Graxx: Attack: 23 Damage: 3 piercing.
In his confusion regarding his failed attack, the barbarian is hit by both of his foe's attacks. Graxx begins to feel a bit dizzy...
-> CON saving throw {DC 11}: 20 - but the effect passes in an instant.
This post has potentially manipulated dice roll results.
Utar checks his warhammer and shield and advances on the single wererat (move to D34). Somewhat taken aback that a mighty swing from Graxx slid off the fur of the creature without leaving a scratch gives him pause.
Before committing himself Utar tries to recall any knowledge he has on how best to fight this thing.
Graxx will begin to pick at some of the supper but doesn't want to get too full as there is exploring to do!
Graxx says to the others, "Let us nourish our bodies then make for the towers. I have a feeling in my gut that we are in for an interesting night."
Praxx grabs a bite to eat and stuffs his face with a smile.
”I’m just glad we got to get a bite before we head out! Us gnomes always appreciate a delicious meal.”
(OOC: Also going by our OOC chat, it seems most of you agree with @Grx, so I'll pick it up from there.)
The party takes a short break for dinner, some indulging more than others. Drazzim goes to town on the food, as does Rupert, the fisherman, who apparently decided the comforts of his stay were too great for him to worry about his duties back at the mainland. The dwarf complains about having to eat dinner with chilled wine instead of his preferred beer/mead/ale staples.
-> Dinner may count as a short-rest for those needing to roll hit dice, study magic items, change spells if able, attune to the arcane, etc.
After getting ready, the group finds itself just outside the Manor. Grixx expresses his wish to explore the towers next. You can either go south towards the Lighthouse (technically a tower), up a somewhat steep hill to reach the West Tower, or follow a marked path leading around and behind the Manor to reach the East Tower. Apart from the pathway connecting the Manor to the little dock you arrived at, as well as a couple of torches just outside the Lighthouse, everything else is shrouded in the darkness of night.
Graxx will put his [Tooltip Not Found] in front of him to help light the way.
Graxx says to the group, "You folks that can see in the dark keep an eye out for any ghosts sneaking up on us. Speaking of which.. How far can ya'll see in the dark?"
Graxx squints through the dark.
Graxx says again, "In this dark it might be easier to follow this marked path to the East Tower. But I'm willing to try anything. If we can get to the top of any of these towers they may provide us with a sight seeing spot where we can observe the grounds. What do ya'll think?"
Praxx jokingly peers into the dark and grabs Graxx while pointing and says “you mean that ghost?”
”Ha! I’m only kidding but we deep gnomes can see in the dark like it is day! I would say around 120 ft perhaps. After that distance it begins to fade off though” Praxx explains.
“You lead the way and I will keep an eye out.”
Perception- 18
Rummaging through his pack Utar pulls out a small glass sphere, tucking it into a pocket for later use. Thinking it best to store the book for the time being, he tucks it into the pack, then closes it up.
"I've got something that might help us out with the darkness, but let's keep it for when we need it. The eastern tower it is."
Drazzim lets Graxx know that his capability to see in the dark is just about half as good as Praxx's. He too keeps an eye out (perception: 16).
The group then begins following the path to the East Tower. Along the way, both the party's gnome and dwarf agree that there is no immediate danger surrounding them.
The East Tower is the smallest of the three, standing about as tall as the Manor. Made completely of stone, it sports a few arrow slits for defense purposes. It is fair to assume it has been centuries since these were last used. Its door is locked, but Neya is able to open it with the largest of the two keys that Darvag gave her earlier. Upon entering, you realize that the tower is now used to store furniture, and thick layers of dust and cobwebs make it look like nobody has been in the tower for years. There is little standing/walking room in the first floor, and the wooden staircase leading to the second and third floors has been mostly rotten away. You all feel a sudden cool breeze hit you from the north side of this round chamber just about a minute after making you way inside. Apart from the faint light emanating from Graxx's Moon-touched sword, greatsword, the inside of the tower is also devoid of light. The scurrying of rats can be heard all around you.
Utar takes the glass sphere from its pouch on his belt and holds it close to his mouth, and whispers "Lux" to it. Immediately, a pure white light eminates from the globe, illuminating the room.
Still holding the globe close to it mouth, he whispers "Volitare". Releasing the globe it floats, unsteadily at first, in the air roughly at head height.
Utar looks pretty pleased with himself, speaking to the others, "Light to chase away the darkness."
Graxx will start walking around the walls of the tower using the faint light of his sword to guide him, looking to see if there are old torches that can be lit to make this place a little more homey.
Graxx Investigation: 11
While doing so, Graxx will say aloud.
Graxx says, "Utar, now that we are alone. Do you have any thoughts on why Torm has brought you here?"
Praxx also begins searching the room with Graxx.
Investigation- 20
Looking for anything out of the ordinary or maybe noticing a spot where maybe dust has been removed from use.
Neya lights a torch and begins looking for anything around the north side of the tower that may have caused the cold breeze
Perception: 7
Extended Signature
Utar brings out his Driftglobe and activates its steady light. The sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Because of the many covered pieces of furniture placed around, this effect produces many shadows within the East Tower. Once Utar mentions the words 'chase away the darkness', an audible sigh of relief can be hear in the air.
Graxx goes around the limits of the chamber and finds an old torch placed on a wall support. Upon grasping it, the rotten wood crumbles away with the lightest of pressure. Once the barbarian utters the words 'Torm has brought you here', a sudden shift in the stale air can be felt by all. One of the chairs propped up a larger piece of covered furniture suddenly hits the floor, as if knocked over on purpose. It draws Graxx's attention to a particular section of the wall. Graxx nods to Praxx to show the exact spot where the chair hit the ground.
Praxx focuses his search efforts on the singled out spot on a far wall. Surely enough, specific pieces of furniture laid against it have been clearly moved back and forth. The dust markings on the floor suggest they were dragged to block something from view. The gnome pokes his head in between two of these pieces of furniture and reveals a boarded over door, with a few loose planks at the bottom. The strange breeze inside the tower changes once again, this time seemingly letting the word 'beware' be softly heard.
Neya lights a torch adding a familiar fiery yellow light to the Driftglobe's pure white. Once she turns, she notices one of the shadows move. A humanoid rat jumps from behind one of the larger furniture pieces. It looks territorial.
ROLLING FOR INITIATIVE:
EAST TOWER GROUND LEVEL MAP:
(Graxx, Praxx, and Neya are up first.)
Graxx will begin to rage.
"I HATE RATS!", Graxx shouts as he charges to C,32.
He makes a reckless attack against the rat with Lightbringer.
Attack: 24 Damage: 9
The Divine Fury of Tempus(Radiant Damage) Comes Forth if it hits: 2
Praxx hears Graxx and pulls back hard towards the group. “Oh lord Graxx! He looks more deformed than you!”
Praxx pulls his rapier and moves to F,31.
Neya takes out her shortbow and looses an arrow at the rat.
Attack: 8 Damage: 4
She the backs up some (to H-29)
Extended Signature
(@DM_Prax: I'm moving forward as is, but let me know OOC if your intention was indeed to ready a spell.)
Graxx rushes towards the Wererat and brings down Lightbringer right at its collar bone. The blade slides off the creature's matted grey fur harmlessly, although Tempus' wrath does seem to cinge some fur. Nonetheless, as far as he can tell, Lightbringer should most definitely have sliced the beast, but alas... (Wererat - CMD: 2)
Praxx cautiously approaches with a weapon in hand but refrains from joining the battle immediately.
Neya retracts a bit and bumps into a piece of furniture. This forces her to loosen her arrow a bit too early. Her shot misses.
(Wererat will go next.)
Wearing shorts and a crappy scabbard looped around a belt (no shirt, though), the Wererat retaliates against Graxx with a bite, as well as an attempted slice of his own:
-> Bite (melee weapon attack with advantage) vs. Graxx: Attack: 14 Damage: 5 piercing.
-> Forgot the advantage roll for the Bite attack above: 20 - It still hits.
-> Shortsword (melee weapon attack with advantage) vs. Graxx: Attack: 23 Damage: 3 piercing.
In his confusion regarding his failed attack, the barbarian is hit by both of his foe's attacks. Graxx begins to feel a bit dizzy...
-> CON saving throw {DC 11}: 20 - but the effect passes in an instant.
(Drazzim and Utar are up next.)
Utar checks his warhammer and shield and advances on the single wererat (move to D34). Somewhat taken aback that a mighty swing from Graxx slid off the fur of the creature without leaving a scratch gives him pause.
Before committing himself Utar tries to recall any knowledge he has on how best to fight this thing.
Survival - 8
Utar tried to recall any past conversations or fights he had with humanoid rats but he can’t say he recalls anything.
Not knowing any better, Drazzim steps forward and attacks the ratman using his glaive and it’s reach advantage.
-> Glaive (melee weapon attack with reach) vs. Wererat: Attack: 20 Damage: 12 slashing.
Another sure hit that does nothing against the standing rodent.
END OF INITIATIVE ROUND 1