Jambiya hurls another roiling ball of green white energy at the remaining grimlock. As it raises its axe to swing at Anafrey, the magic strikes the creature in the upper chest, knocking it backward. It falls on its back and does not move again.
Wat? I thought there were a bunch more in the cave? Also what about the grimlock Erric's got with phantasmal force? When he lost connection, does he know if the spell fizzled or if the target died from the psychic damage? I realllllly thought there were a lot more and we'd lose people in this fight...
Wat? I thought there were a bunch more in the cave? Also what about the grimlock Erric's got with phantasmal force? When he lost connection, does he know if the spell fizzled or if the target died from the psychic damage? I realllllly thought there were a lot more and we'd lose people in this fight...
All you know is you lost contact with the grimlock's mind.
A reminder about where you are: From the myconid chamber, you came up from the south, west went to the derro, you took the east tunnel to where you are now, and there was a north tunnel (that is almost northeast). This cave, now that combat is over, you can see there is a tunnel heading north and a tunnel heading west.
Erric's eyes seek Jambiya after the last grimlock falls and he lets out a huge breath seeing the goblin girl alive and kicking.
"Is everyone okay?" the bard says, and then emits a string of syllables, mostly nonwords. He gets ahold of himself as he does this, and takes a look at Thrakk, checking to see if he's unconscious or dead. He looks at his head, remembering the advice about his mind not being his own. He doesn't even remember his injuries.
Jambiya is breathing heavily, and looks around erratically, but finally takes a deep breath and seems to come back to herself. She puts her hands on her knees and gives a little groan.
”I am *so* tired of getting knocked out!” She looks up at the others, the glances at Thrakk’s immobile form. “Orcs,” she says with real vitriol in her voice.
Rollback Post to RevisionRollBack
she/her Role-playing since that keep on those borderlands.
"If you plan to keep an eye out, Jambiya, I might want to conserve my spell casting abilities. I don't think I can cast more than one spell without a good night of sleep. But, if the group thinks it is prudent, I can do so."
“You go ahead and rest, Maldorn. No need for a spell right now.” The goblin girls sits facing into the cavern, watching in the dark, getting what rest she can.
(Fine if this does not translate into a Short Rest for her, she has other resources, just let me know, DDP)
Rollback Post to RevisionRollBack
she/her Role-playing since that keep on those borderlands.
Erric sits, grateful for the peace and the luck that kept them alive. He does search Thrakk's inert body, and remove anything interesting at all. He also wraps the orc in his bedroll, and then ties him up tightly, having heard a story once about how that was how real professionals kept people from getting out of their bonds. Once that is settled and the party is resting, he hums a simple song, almost to himself, over and over, to try to calm himself down.
(Song of Rest: Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.)
Erric searches Thrakk, finding, aside from his pick axe and shield, a hempen rope, a climber's kit, three days rations, a half-full waterskin, a tinderbox, and a vial of antitoxin.The party wraps up and ties up the orc, drags him into the cave (out of the tunnel), huddles together in a corner, and the torch is put out for the party to rest. (Yes, Jambiya, you can rest while keeping watch.)
Feel free to RP while resting. And use hit dice if needed/wanted, and don't forget the extra 1d6 from Erric's song of rest.
Maldorn:
Every five to 10 minutes, you hear some kind of clacking noise you can't identify coming from the west tunnel. It sound far off.
Maldorn has no wounds to tend to while the group is healing, but he has a couple of things to say:
"I gather Thorax is going to snap back in consciousness at some point soon-ish. Are we planning on carrying him around or come back for him? Maybe we can take a few minutes to take him back to the derro and ask them to keep an eye on him?"
"Thanks for the soothing song, Erric, but I can't help but notice an extra percussion-based sound added to it this time. It happens irregularly, every five to ten minutes, so I don't think someone is purposefully adding the beat to your song. It is some kind of clacking noise I can't really identify... And it is coming from far off in the west tunnel. Does anyone have any ideas what that might be?"
Maldorn also makes sure to collect the arrows spent during the fight, though it looks like he can only reuse two of them. Near the end of the rest, he'll also fill his pipe with a previously prepared serving of his Aged Perique tobacco and enjoy it. He fells a bit weak on the legs (CON modifier reduces to +1 for the next hour), but strangely faster at the same time (DEX modifier increases to +4 for the next hour).
"I think we should kill him." Anafrey would add as she rubs her bleeding head. She would breath heavily as she tries to calm down.. her knuckles white as they continue to grip her flail.
This post has potentially manipulated dice roll results.
Jambiya looks at Anafrey in the dark, her face unreadable even for those that can see it. "Surprisingly," she says in a small but determined voice, "I'm not against that idea. He's not been truthful to us, and he's a danger."
Hit dice: 2 + 1 for the Song of Rest
As the hour ends, she will call on her mother's strength to bolster her hit points for the next hour (False Life): 7
With a growl, Jambiya points at the remaining grimlocks and lets a blast go.
Action: Eldritch Blast at the grimlock. 10 to hit, for 7 force damage
she/her
Role-playing since that keep on those borderlands.
Jambiya hurls another roiling ball of green white energy at the remaining grimlock. As it raises its axe to swing at Anafrey, the magic strikes the creature in the upper chest, knocking it backward. It falls on its back and does not move again.
Combat over.
Wat? I thought there were a bunch more in the cave? Also what about the grimlock Erric's got with phantasmal force? When he lost connection, does he know if the spell fizzled or if the target died from the psychic damage? I realllllly thought there were a lot more and we'd lose people in this fight...
Six grimlocks and the orc. It adds up.
All you know is you lost contact with the grimlock's mind.
A reminder about where you are: From the myconid chamber, you came up from the south, west went to the derro, you took the east tunnel to where you are now, and there was a north tunnel (that is almost northeast). This cave, now that combat is over, you can see there is a tunnel heading north and a tunnel heading west.
Erric's eyes seek Jambiya after the last grimlock falls and he lets out a huge breath seeing the goblin girl alive and kicking.
"Is everyone okay?" the bard says, and then emits a string of syllables, mostly nonwords. He gets ahold of himself as he does this, and takes a look at Thrakk, checking to see if he's unconscious or dead. He looks at his head, remembering the advice about his mind not being his own. He doesn't even remember his injuries.
Maldorn will step up to Thrakk and try to field dress his more serious wounds. "I hope we can get some answers from him, eventually."
-> Medicine check: 19
"On that note," he adds, "should we all take a breather now... maybe conserve our fast healing methods for whatever other threats lie in wait?"
Erric, you can see Thrakk breathing.
Maldorn stabilizes the orc. (He will wake with 1 hp in 2 hours on his own.)
Jambiya is breathing heavily, and looks around erratically, but finally takes a deep breath and seems to come back to herself. She puts her hands on her knees and gives a little groan.
”I am *so* tired of getting knocked out!” She looks up at the others, the glances at Thrakk’s immobile form. “Orcs,” she says with real vitriol in her voice.
she/her
Role-playing since that keep on those borderlands.
"I wouldn't say no to a rest, but is there anything aware of us in the cave over there?"
”I have a tent and can set up an alarm if needed.”
"I wouldn't mind sitting for a bit," Jambiya says. "I can keep an eye out, so we don't need any light."
she/her
Role-playing since that keep on those borderlands.
"If you plan to keep an eye out, Jambiya, I might want to conserve my spell casting abilities. I don't think I can cast more than one spell without a good night of sleep. But, if the group thinks it is prudent, I can do so."
“You go ahead and rest, Maldorn. No need for a spell right now.” The goblin girls sits facing into the cavern, watching in the dark, getting what rest she can.
(Fine if this does not translate into a Short Rest for her, she has other resources, just let me know, DDP)
she/her
Role-playing since that keep on those borderlands.
If it does NOT count as short rest for Jambiya, Maldorn can light a torch and keep watch. He did not take any damage.
Erric sits, grateful for the peace and the luck that kept them alive. He does search Thrakk's inert body, and remove anything interesting at all. He also wraps the orc in his bedroll, and then ties him up tightly, having heard a story once about how that was how real professionals kept people from getting out of their bonds. Once that is settled and the party is resting, he hums a simple song, almost to himself, over and over, to try to calm himself down.
(Song of Rest: Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.)
"Anyone see that coming?"
Hit dice: 8 6 plus song of rest 1 hd
Erric searches Thrakk, finding, aside from his pick axe and shield, a hempen rope, a climber's kit, three days rations, a half-full waterskin, a tinderbox, and a vial of antitoxin.The party wraps up and ties up the orc, drags him into the cave (out of the tunnel), huddles together in a corner, and the torch is put out for the party to rest. (Yes, Jambiya, you can rest while keeping watch.)
Feel free to RP while resting. And use hit dice if needed/wanted, and don't forget the extra 1d6 from Erric's song of rest.
Maldorn:
Every five to 10 minutes, you hear some kind of clacking noise you can't identify coming from the west tunnel. It sound far off.
Maldorn has no wounds to tend to while the group is healing, but he has a couple of things to say:
"I gather Thorax is going to snap back in consciousness at some point soon-ish. Are we planning on carrying him around or come back for him? Maybe we can take a few minutes to take him back to the derro and ask them to keep an eye on him?"
"Thanks for the soothing song, Erric, but I can't help but notice an extra percussion-based sound added to it this time. It happens irregularly, every five to ten minutes, so I don't think someone is purposefully adding the beat to your song. It is some kind of clacking noise I can't really identify... And it is coming from far off in the west tunnel. Does anyone have any ideas what that might be?"
Maldorn also makes sure to collect the arrows spent during the fight, though it looks like he can only reuse two of them. Near the end of the rest, he'll also fill his pipe with a previously prepared serving of his Aged Perique tobacco and enjoy it. He fells a bit weak on the legs (CON modifier reduces to +1 for the next hour), but strangely faster at the same time (DEX modifier increases to +4 for the next hour).
(OOC: Inventory is up to date.)
"I think we should kill him." Anafrey would add as she rubs her bleeding head. She would breath heavily as she tries to calm down.. her knuckles white as they continue to grip her flail.
Jambiya looks at Anafrey in the dark, her face unreadable even for those that can see it. "Surprisingly," she says in a small but determined voice, "I'm not against that idea. He's not been truthful to us, and he's a danger."
Hit dice: 2 + 1 for the Song of Rest
As the hour ends, she will call on her mother's strength to bolster her hit points for the next hour (False Life): 7
she/her
Role-playing since that keep on those borderlands.