Uragum, slightly disappointed at not being first, follows in behind. However, with his height, he can see over the others. He has his right hand up ready to cast a spell should it be needed.
The prisoner rolls over and spits at Zelra as she crouches, his face a mask of rage.
Sylyra unbars the door and opens it wide while Arnald and Uragum approach behind him. "Umm...who are you...and where do we go now?" a man timidly asks from behind, where Arnald had shuffled the rest of the prisoners. Two of them look warily between the party and the entrance tunnel to outside.
The chamber beyond the door may have once been grand, but now lies in shambles. The walls have collapsed inward and given way to earth. An obelisk stands in the middle of the room, covered in sigils.
A cage has been erected in the middle of the room, surrounded by a number of peculiar obelisks made of black stone. Within the cage, a young gnome woman dressed in a simple gray tunic sits on the floor with her back to the large obelisk. She rocks back and forth with her head in her hands, saying in a mad whisper, "Can't run away. Can't run away."
_________________________________
Guard Sergeant Hurn scratches his beard impatiently. "Ye said it yerself, Blue. Yer the adventurer here, not me. If ye want somethin' done about this today, ye'd best be doin' it yerself with yer friends, but I warn ye, ye adventurin' types are given a lot o' leeway here...ye help us out more often than not, but ye break the law too bad and ye'll end up hangin' from Stojanow just like the rest o' the criminals in town. Now I'll be gettin' this report to Knight Aleyd at the end o' the day, same as I always do, and it'll bear investigatin'. She's not one for lettin' stuff like this pass, but we ain't as equipped as you folk that make yer livin' adventurin' and delvin' dungeons," he tells Ola.
Sylyra takes a good look around, letting the others tend to the girl while he scrutinizes the area. Then, he'll inspect the obelisk and try to understand the sigils. Following that, he'll look at the obelisks surrounding the cage.
Ola ignored the art about hanging - not the time or place - and explained one more time: "I can not argue with that - too much freedom can be used irresponsibly. This is precisely the reason I am inviting you with me now. I will go there anyway, to make sure accused are treated properly and ready to be to meet justice. The presence of the guard, especially of your rank, could both make things more official and benefit the guards, sending the right message to the criminals and the good citizens of Phlan. But obviously this is for you to judge the necessity of guards involvement."
"Should you agree to come with me - we would have to move now. If you can not do it - then I bid you farewell and hope to meet again at a better circumstances."
With or without the Sergeant (or appointed guards) Ola would try to find the location the group had go.
Zelra scrunches up her face in disgust and confusion. She looks towards Uragum and Sylyra. "What the hells is this? Some sort of magical torture? Think you can undo whatever this is?"As one of the prisoners asks who they are, Zelra turns to answer. "Just some adventurers hired to find that girl in there. Honestly, as much as I would say to just book it and go home, it'd probably be best if you guys stay here. We have another companion who, hopefully, will be bringing in not corrupt guards to deal with this shit. At the very least, if you guys want to go home, it'd be great if we could have your names so that we can give them to the guards when they arrive."
When Sylyra approaches the first obelisk, it pulses, and a visible wave of magical energy passes over the druid, seemingly to no effect. The obelisks look quite old and fragile, but other than noting that the sigils carved on them are arcane in nature, their purpose is not understood.
In the cell room, the freed prisoners share looks among themselves. "You're not getting our names. The Black Fist aren't puttin' us in here again," one of the men with only one ear mutters, and both of the earless support each other as they walk back toward the entrance. The other two stay behind. "We will remain here. To be honest, I don't know how far we'd make it without your help," one comments.
_______________________________
"Nope. I can't abandon me post just to flight yer fancy, Blue. I have a job to do here, and it sounds like ye have one yerself, so...go, then," Hurn tells Ola, making a shooing motion toward the door.
Ola begins making her way toward the coast, where Rillo Leadstopper mentioned the entrance to the underground prison was located.
Unnecessary, Sylyra comments over his shoulder, "Don't come any further. There's some kind of magic at work here." He turns and holds out his hands. "Throw me the keys. I appear to be immune, so it is up to me to release the girl." After he has caught the keys, he will unlock the cage and encourage the girl to leave. If she cannot do it on her own, he will attempt to help her warily, thinking of the one prisoner who was combative.
"If the answer was yes, you would have said yes," he says with a bit of frustration before moving to his next question. "What about your gallbladder, does it feel numb?"
Sylyra catches the keys and approaches the cage. The gnome girl within, if she recognizes his presence, does not react, and when Arnald calls out to her, she buries her head further into her hands, repeating her crazed mantra. "Can't run away. Can't run away."
The cage is small, just large enough for an adult to stand, but due to her size, the gnome sits quite easily within, her back facing the entrance. Sylyra finds the correct key, unlocking the cage; but before he can open it, the rattle of debris from the far end of the cavern reveals a snake-like creature shrouded in the shadows of the low torchlight. Its skin can barely be differentiated from the stone surrounding it, and its beak opens hungrily as four tentacles flail around its open maw.
The creature screeches and slithers angrily toward Sylyra.
Arnald steps to the side, out of the doorway, drops his rapier and draws his bow. While doing so he continues to attempt to talk to Villonah in a calm, reassuring voice; walking her through the process: "See, just like I taught you. Start by facing 90° to the target with your feet set and spaced shoulder width apart. Keep your head centered while standing upright and your weight evenly distributed. Open the stance by rotating the lead foot slightly towards the target. Hold the bow with your non-dominant hand. Use a light grip to avoid torquing the bow."
Arnald continues speaking, hoping the familiarity of his voice and instruction will reach the child. "With your dominate hand, nock the arrow, positioning the three fingers of your shooting hand on the string with the index finger above the nock and the middle and ring fingers below the nock. Keep the fingers located on the string just in front of the first joint approximately 90° to the string. Raise the bow so that it is in a vertical location. Keep your bow arm elbow rotated so it’s pointing straight down during the draw sequence. With the drawing arm parallel to the arrow shaft and your head in an upright position begin the draw sequence. Deep breath Villonah. Easy in. Easy out. Focus on your target. Everything else disappears. Picture the flame and the void like I taught you. Breath in and hold. Aim. Release."
Zelra goes to take out her shortbow but remembers she dropped it in the battle before and curses. Instead, she takes out her two shortswords and rushes towards the creature.
Movement: 30ft towards creature
Bonus Action: Dash Action - 20ft towards creature.
Zelra meets the creature midway between its hiding spot and Sylyra, just after the druid tosses a large mote of flame that scorches part of its stony hide. Zelra's sword is much less effective, however, scoring a hit on the creature's flank but barely sinking in, its natural armor resisting most of the impact. It rears up, standing almost straight, but before it can lash out at Zelra with its tentacles, Uragum's telltale frost starts to form on its body, and it slows the creature enough for the rogue to avoid the strike.
The imprisoned gnome shows no sign of recognition toward Arnald's voice. She bats at her ears, then buries her head in her knees, rocking back and forth.
The obelisks pulse, extending energy in a short radius around them.
Round 2 Order: Players <===== Grick
Placement: The creature is engaged in melee combat with Zelra, and is 35 feet away from Sylyra and 50 feet away from Arnald and Uragum.
Produce flame is 1d8, so 2d8 should have been rolled for the critical. It's going to be very sad if I roll lower than 8 ... 10 ... hey, hey! Two points!
Also, I have to be no more than 30 feet away from the creature to use produce flame on it, so I would have stepped forward five feet last round.
Sylyra conjures a second flickering flame in his palm and tosses it at the creature.
Action: produce flame attack: 8, damage: 4 fire damage
This post has potentially manipulated dice roll results.
Uragum had previously moved forward to the obelisk just not passing them but if they are 50 feet way then we are all good.
Uragum shouts, "Its got a tough hide, aim for the squishy bit." He then does the same spell again hoping to keep the creatures slowed enough for Sylyra.
Frostbite for 5 damage con save of 13 to negate
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Uragum, slightly disappointed at not being first, follows in behind. However, with his height, he can see over the others. He has his right hand up ready to cast a spell should it be needed.
The prisoner rolls over and spits at Zelra as she crouches, his face a mask of rage.
Sylyra unbars the door and opens it wide while Arnald and Uragum approach behind him. "Umm...who are you...and where do we go now?" a man timidly asks from behind, where Arnald had shuffled the rest of the prisoners. Two of them look warily between the party and the entrance tunnel to outside.
The chamber beyond the door may have once been grand, but now lies in shambles. The walls have collapsed inward and given way to earth. An obelisk stands in the middle of the room, covered in sigils.
A cage has been erected in the middle of the room, surrounded by a number of peculiar obelisks made of black stone. Within the cage, a young gnome woman dressed in a simple gray tunic sits on the floor with her back to the large obelisk. She rocks back and forth with her head in her hands, saying in a mad whisper, "Can't run away. Can't run away."
_________________________________
Guard Sergeant Hurn scratches his beard impatiently. "Ye said it yerself, Blue. Yer the adventurer here, not me. If ye want somethin' done about this today, ye'd best be doin' it yerself with yer friends, but I warn ye, ye adventurin' types are given a lot o' leeway here...ye help us out more often than not, but ye break the law too bad and ye'll end up hangin' from Stojanow just like the rest o' the criminals in town. Now I'll be gettin' this report to Knight Aleyd at the end o' the day, same as I always do, and it'll bear investigatin'. She's not one for lettin' stuff like this pass, but we ain't as equipped as you folk that make yer livin' adventurin' and delvin' dungeons," he tells Ola.
See my profile for all my PbP threads!
Sylyra takes a good look around, letting the others tend to the girl while he scrutinizes the area. Then, he'll inspect the obelisk and try to understand the sigils. Following that, he'll look at the obelisks surrounding the cage.
Ola ignored the art about hanging - not the time or place - and explained one more time: "I can not argue with that - too much freedom can be used irresponsibly. This is precisely the reason I am inviting you with me now. I will go there anyway, to make sure accused are treated properly and ready to be to meet justice. The presence of the guard, especially of your rank, could both make things more official and benefit the guards, sending the right message to the criminals and the good citizens of Phlan. But obviously this is for you to judge the necessity of guards involvement."
"Should you agree to come with me - we would have to move now. If you can not do it - then I bid you farewell and hope to meet again at a better circumstances."
With or without the Sergeant (or appointed guards) Ola would try to find the location the group had go.
Meili Liang Lvl 5 Monk
Dice
Zelra scrunches up her face in disgust and confusion. She looks towards Uragum and Sylyra. "What the hells is this? Some sort of magical torture? Think you can undo whatever this is?" As one of the prisoners asks who they are, Zelra turns to answer. "Just some adventurers hired to find that girl in there. Honestly, as much as I would say to just book it and go home, it'd probably be best if you guys stay here. We have another companion who, hopefully, will be bringing in not corrupt guards to deal with this shit. At the very least, if you guys want to go home, it'd be great if we could have your names so that we can give them to the guards when they arrive."
Sylyra WIS Save: 26
When Sylyra approaches the first obelisk, it pulses, and a visible wave of magical energy passes over the druid, seemingly to no effect. The obelisks look quite old and fragile, but other than noting that the sigils carved on them are arcane in nature, their purpose is not understood.
In the cell room, the freed prisoners share looks among themselves. "You're not getting our names. The Black Fist aren't puttin' us in here again," one of the men with only one ear mutters, and both of the earless support each other as they walk back toward the entrance. The other two stay behind. "We will remain here. To be honest, I don't know how far we'd make it without your help," one comments.
_______________________________
"Nope. I can't abandon me post just to flight yer fancy, Blue. I have a job to do here, and it sounds like ye have one yerself, so...go, then," Hurn tells Ola, making a shooing motion toward the door.
Ola begins making her way toward the coast, where Rillo Leadstopper mentioned the entrance to the underground prison was located.
See my profile for all my PbP threads!
Unnecessary, Sylyra comments over his shoulder, "Don't come any further. There's some kind of magic at work here." He turns and holds out his hands. "Throw me the keys. I appear to be immune, so it is up to me to release the girl." After he has caught the keys, he will unlock the cage and encourage the girl to leave. If she cannot do it on her own, he will attempt to help her warily, thinking of the one prisoner who was combative.
Uragum calls out, "What? Magic? Can you describe it? Wait this is very important. Can you taste fudge when there is no fudge?"
Fudge?
Zelra throws Sylyra the keys and looks at Uragum confused. "Fudge??? Is that, like... a magic thing?"
"If the answer was yes, you would have said yes," he says with a bit of frustration before moving to his next question. "What about your gallbladder, does it feel numb?"
Arnald heads for Villonah but stops when Sylyra says there's magic in play. "Villonah! Can you hear me? Are you okay?"
Campaigns:
DM - Waterdeep Dragon Heist PbP
Sylyra catches the keys and approaches the cage. The gnome girl within, if she recognizes his presence, does not react, and when Arnald calls out to her, she buries her head further into her hands, repeating her crazed mantra. "Can't run away. Can't run away."
The cage is small, just large enough for an adult to stand, but due to her size, the gnome sits quite easily within, her back facing the entrance. Sylyra finds the correct key, unlocking the cage; but before he can open it, the rattle of debris from the far end of the cavern reveals a snake-like creature shrouded in the shadows of the low torchlight. Its skin can barely be differentiated from the stone surrounding it, and its beak opens hungrily as four tentacles flail around its open maw.
The creature screeches and slithers angrily toward Sylyra.
Initiative:
Arnald: 15
Sylyra: 19
Uragum: 24 (+5)
Zelra: 13
Average: 19
Grick: 15
Round 1 Order:
Players <=====
Grick
Placement:
The creature is 35 feet away from Sylyra and 50 feet away from the rest of the party.
See my profile for all my PbP threads!
Arnald steps to the side, out of the doorway, drops his rapier and draws his bow. While doing so he continues to attempt to talk to Villonah in a calm, reassuring voice; walking her through the process: "See, just like I taught you. Start by facing 90° to the target with your feet set and spaced shoulder width apart. Keep your head centered while standing upright and your weight evenly distributed. Open the stance by rotating the lead foot slightly towards the target. Hold the bow with your non-dominant hand. Use a light grip to avoid torquing the bow."
Arnald continues speaking, hoping the familiarity of his voice and instruction will reach the child. "With your dominate hand, nock the arrow, positioning the three fingers of your shooting hand on the string with the index finger above the nock and the middle and ring fingers below the nock. Keep the fingers located on the string just in front of the first joint approximately 90° to the string. Raise the bow so that it is in a vertical location. Keep your bow arm elbow rotated so it’s pointing straight down during the draw sequence. With the drawing arm parallel to the arrow shaft and your head in an upright position begin the draw sequence. Deep breath Villonah. Easy in. Easy out. Focus on your target. Everything else disappears. Picture the flame and the void like I taught you. Breath in and hold. Aim. Release."
Campaigns:
DM - Waterdeep Dragon Heist PbP
Zelra goes to take out her shortbow but remembers she dropped it in the battle before and curses. Instead, she takes out her two shortswords and rushes towards the creature.
Movement: 30ft towards creature
Bonus Action: Dash Action - 20ft towards creature.
Action: Shortsword Attack - 18 Damage - 7
Uragum will move in closer and draw his hand through the air. Then with a snap of his fi gets frost forms around the creature.
Move into the room but not past the obelisk
Action casting frost bite, DC 13 con save or take 3 frost damage and have disadvantage on next weapon attack
OOC: Botting Sylyra for this round with produce flame.
DM Screen:
31
18/34
Arnald Persuasion (Advantage-Roleplaying): 21 OOC: Wowwww
Grick CON Save: 15
Produce Flame vs. Grick: 16 Damage: 8
Tentacles vs. Zelra (Disadvantage-Frostbite): 14
Zelra meets the creature midway between its hiding spot and Sylyra, just after the druid tosses a large mote of flame that scorches part of its stony hide. Zelra's sword is much less effective, however, scoring a hit on the creature's flank but barely sinking in, its natural armor resisting most of the impact. It rears up, standing almost straight, but before it can lash out at Zelra with its tentacles, Uragum's telltale frost starts to form on its body, and it slows the creature enough for the rogue to avoid the strike.
The imprisoned gnome shows no sign of recognition toward Arnald's voice. She bats at her ears, then buries her head in her knees, rocking back and forth.
The obelisks pulse, extending energy in a short radius around them.
Round 2 Order:
Players <=====
Grick
Placement:
The creature is engaged in melee combat with Zelra, and is 35 feet away from Sylyra and 50 feet away from Arnald and Uragum.
Health:
The creature is lightly wounded.
See my profile for all my PbP threads!
Produce flame is 1d8, so 2d8 should have been rolled for the critical. It's going to be very sad if I roll lower than 8 ... 10 ... hey, hey! Two points!
Also, I have to be no more than 30 feet away from the creature to use produce flame on it, so I would have stepped forward five feet last round.
Sylyra conjures a second flickering flame in his palm and tosses it at the creature.
Action: produce flame attack: 8, damage: 4 fire damage
OOC: Sorry about that, didn't realize I'd typed 2d6 in there, good catch. The enemy's health is updated.
Will advance once Arnald, Uragum, and Zelra have posted their round 2 actions.
See my profile for all my PbP threads!
Uragum had previously moved forward to the obelisk just not passing them but if they are 50 feet way then we are all good.
Uragum shouts, "Its got a tough hide, aim for the squishy bit." He then does the same spell again hoping to keep the creatures slowed enough for Sylyra.
Frostbite for 5 damage con save of 13 to negate