“I agree, this crescendo is...concerning, as has been our company so far.”
Incantis listens closely as the rumble subsides, looking back and forth between the rubble ahead and behind to see is he can discern which is vibrating more, and therefore the rough direction of the sound’s origin.
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Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Well, lads. I don't want to mess with any kinds o' mold if we don't have to.
That'd leave two more obvious paths to the North or Nor'east. One is a straight shot as the (looking at Zhudalia)...er crow flies...and the other through a door in the wee room off the central hall. My money is on the wee room. Dekhan and Strix have done rather well acting as our gatekeepers when we're dealing with large groups o' the undead. So that gives us a bit o' some defense in the wee room...and a path of retreat if we need it.
You follow the tunnels north and north-east, until you stand in a small room with a door to the north. The door opens easily, and behind it you see what used to be a storeroom. There are barrels of what you guess used to be fruit and grain; it has rotted away, and then the rotted remains have turned to dust. The door is still strong, and could be closed and, importantly, barred from the inside; this would be a safe place to rest, now or in future, if you needed to.
On the way, you were able to get a look up the tunnel ahead; it opens out into a wider space only a short way north of you.
"North. Nother open cave. Should take care, no bloodbag in roof. Mebbe Strix go in, look up, run like **** - worst worst, use narrow tunnel manage numbers? Am fastest. Least d'licious. Make sense."
Now Strix, don’t sell yourself short. A warrior like you? Seasoned as you are, I’m sure you’re quite delicious! Dekhan doesn’t laugh at his little joke, but the wrestling match against the smile on his face is a losing one.
This post has potentially manipulated dice roll results.
Strix frowns, but creeps back outside and north (Stealth6), pausing at the widening entrance to whatever's beyond, listening for the flutter of hungry skin-flaps, eyes flicking from the room to the roof and back.
Perception10 (rolling with disadvantage, assuming Scupper is hanging back with his lantern.)
Strix and Zhudala edge close to the entrance of a great cavern, by far the largest you've found so far in this mine. Steep escarpments divide tspace into three sections — high ledges at either end, and a lower section in the middle. Carved stone stairs climb up to the ledges east and west of you. You don't yet have a clear view of the raised areas to your sides, but ahead lie two large tables and a pair of old braziers. The skeletal remains of dozens of dead warriors — dwarves, gnomes, orcs, and ogres — attest to the fierceness of the fighting that took place here long ago.
Strix and Zhudala are ahead, Scupper and Incantis following behind with the lantern, and Varinth and Dekhan bringing up the rear, is that right?
Dekhan will look at the skeletons and in a flash of uncharacteristic prudence say hold back a moment, lads. As he uses his divine sense to check for undead in the vicinity.
Dekhan, you let your senses fill with your connection to the ancient powers of good that have taken your oath. There is a definite fiendish presence very close by, just to the north of where you stand. You hold for a moment longer; there is... nothing else, but a hint of the memory of the Green Lady enters your mind and you sense a subtle warning - while your ability detects nothing at this moment, you still stand within a place of darkness and danger.
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“I agree, this crescendo is...concerning, as has been our company so far.”
Incantis listens closely as the rumble subsides, looking back and forth between the rubble ahead and behind to see is he can discern which is vibrating more, and therefore the rough direction of the sound’s origin.
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
It'sh a dragonashnoringdragonohgodsohgods
Varinth get up and dusts himself off.
Shush! he is apparently talking to himself. Shush! You're an adventurerer now. Stop it.
He slaps himself quite forcefully.
He stands still for a moment. Perhaps stunned at his own strength. He takes a deep ragged breath.
Right. Let'sh do this.
I'd love to take the credit but I got the idea from the wonderful Mr Zee Bashew https://www.youtube.com/watch?v=l-WqlFvjCLM
It's north east...the...what I'm guessing is a "wave echo".
Literal bastards those dwarves.
But I only jest started te realize it might be counting down or building up te something. So eh... that's the way to our heroic deaths, lads
...not that I'm rushing...jest thinking maybe I'd rather not be killed by someone without at least the chance te spit in its eye.
Incantis and Zhudala peer curiously at Vaz’ self-slap. “That was quite the trick,” he says. “Your prowess of the arcane is improving.”
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Incantis, the origin of the sound is somewhere to the north or north-east.
Well, lads. I don't want to mess with any kinds o' mold if we don't have to.
That'd leave two more obvious paths to the North or Nor'east. One is a straight shot as the (looking at Zhudalia)...er crow flies...and the other through a door in the wee room off the central hall. My money is on the wee room. Dekhan and Strix have done rather well acting as our gatekeepers when we're dealing with large groups o' the undead. So that gives us a bit o' some defense in the wee room...and a path of retreat if we need it.
Strix nods, pulls on his balaclava and scouts ahead.
Perception : 15
Stealth : 9
It's only after he realises he should have waited for confirmation that this is the plan
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Scupper will follow using his lantern if need be to avoid disadvantage.
Stealth 11
Perception 11
Wow...the scouts are rocking this looksee
Dekhan will let the light on Talon’s blade blink out as he follows behind the others.
You follow the tunnels north and north-east, until you stand in a small room with a door to the north. The door opens easily, and behind it you see what used to be a storeroom. There are barrels of what you guess used to be fruit and grain; it has rotted away, and then the rotted remains have turned to dust. The door is still strong, and could be closed and, importantly, barred from the inside; this would be a safe place to rest, now or in future, if you needed to.
On the way, you were able to get a look up the tunnel ahead; it opens out into a wider space only a short way north of you.
No restless dead and a strong door we can bar from the inside, lets remember this place. Where to next?
"North. Nother open cave. Should take care, no bloodbag in roof. Mebbe Strix go in, look up, run like **** - worst worst, use narrow tunnel manage numbers? Am fastest. Least d'licious. Make sense."
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Now Strix, don’t sell yourself short. A warrior like you? Seasoned as you are, I’m sure you’re quite delicious! Dekhan doesn’t laugh at his little joke, but the wrestling match against the smile on his face is a losing one.
Strix frowns, but creeps back outside and north (Stealth6), pausing at the widening entrance to whatever's beyond, listening for the flutter of hungry skin-flaps, eyes flicking from the room to the roof and back.
Perception10 (rolling with disadvantage, assuming Scupper is hanging back with his lantern.)
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Incantis ponders this comment by Dekhan as he gives Strix an odd appraising look.
Zhudala, in raven form once more, perches on Strix’ shoulder.
perception: 20
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Strix and Zhudala edge close to the entrance of a great cavern, by far the largest you've found so far in this mine. Steep escarpments divide tspace into three sections — high ledges at either end, and a lower section in the middle. Carved stone stairs climb up to the ledges east and west of you. You don't yet have a clear view of the raised areas to your sides, but ahead lie two large tables and a pair of old braziers. The skeletal remains of dozens of dead warriors — dwarves, gnomes, orcs, and ogres — attest to the fierceness of the fighting that took place here long ago.
Strix and Zhudala are ahead, Scupper and Incantis following behind with the lantern, and Varinth and Dekhan bringing up the rear, is that right?
Dekhan will look at the skeletons and in a flash of uncharacteristic prudence say hold back a moment, lads. As he uses his divine sense to check for undead in the vicinity.
Varinth is at the back, yes.
Dekhan, you let your senses fill with your connection to the ancient powers of good that have taken your oath. There is a definite fiendish presence very close by, just to the north of where you stand. You hold for a moment longer; there is... nothing else, but a hint of the memory of the Green Lady enters your mind and you sense a subtle warning - while your ability detects nothing at this moment, you still stand within a place of darkness and danger.