Dolkum dodges out of the way of the carriage wheel. He notices that the footman is perspiring with the effort of keeping the horse in line. The perspiration draws a line down his cheek, a light ruddy lavender color, and as it slips downward, the skin changes color to a much darker, sandier hue. Having just been fitted with livery that afternoon, Dolkum also notices that the man's livery is a size too big for him.
Mittens, or Pooky, coming closer, notice something while the carriage jostles at the mercy of the unruly horse team. Its drawn window curtain, on that side, dancing back-and-forth with all the motion, parts for a split-second, revealing -- just for a moment -- a partial view of a face, surrounded by a hood of a dark earthen hue not unlike that of the spellcaster they saw atop the aqueduct.
The lead horse whinnies and rears again, and tries to bite the footman, but he grabs hold of its harness and pulls while the driver deftly lashes the reins and manages to keep the rest of the team under control. The carriage moves forward ten feet and the first pair of horses are now outside the structure.
With the concert about to end, more drivers can be seen at the north carriage house doors, entering, yawning and moving toward their carriages in your direction. The guards are checking people as they come in. The music can be heard building to a final climax.
Rollback Post to RevisionRollBack
DM for Candlekeep Mysteries //Dev Horndin Curious Critters
Seeing the man in the carriage, Mittens gasps slightly with a sharp intake of breath. He moves into range of the carriage with the man in it and snaps his fingers. Pooky appears on top of the departing carriage, and Mittens scurries over to the rest of the group. He says, breathless, "I think I saw the mage dude in that carriage over there. He looked like this." He makes a gesture and casts minor illusion. An image of the man's face appears in the air, and Mittens asks, "Does this look like the guy from before, or am I just imagining things?"
"Hmm. Good job." Varielky says when she sees Dolkum was able to dodge the carriage. Varielky didn't get a good look at the figure's face when she spotted it on the aqueduct so she doesn't know if Mittens is right but chooses to stop the carriage to find out. "Halt!" She calls. If the carriage doesn't stop, she'll also shout: "Stop that carriage! Wait!" Then she'll run to the carriage and stand in front of it to block its path. "Tiny warrior! Come check if what you've seen is true!"
In case a check is needed, I'll assume it's Persuasion 14 or Intimidation (add an additional +2).
Voices and instruments from the theater resound gloriously, echoing against the walls just east of the carriage house in a final grand cadence.
Pooky appears on the top of the carriage, the movement of which once again halts. Mittens focuses on his spell, and creates an image which the others can verify looks very similar to the person on the aqueduct in manner of dress.
Suddenly, Mittens’ telepathic connection with Pooky is lost and the little doll, its stuffing literally bursting from it, flies backwards through the air, impaled by a hand crossbow bolt, which pins it, unconscious, to a thick crossbeam directly over Mittens head (Pooky took 16HP damage).
Dolkum looks to his right and sees that the Footman fired off a hand crossbow at the rag doll while Dolkum was looking at Mittens’ illusion.
As you take this in, the footman continues to pull, and the driver directs, the horse team, and the carriage now advances fully outside of the carriage house.
Pooky's sudden dismissal shocks Mittens for a moment before anger fills him. With a growl, he moves to out until he has sight on the carriage (G5). As he moves he says and arcane phrase and then stuffs his finger deep into his mouth, triggering his gag reflex. As he feels his vomit rise, he aims his mouth towards the cart. A geyser of green, fuming acid erupts from his open mouth that sprays out an impressive range that coats the cart with corrosive liquids. After he finishes his spell, he smacks his lips with a sour expression as he says, "Nasty spell..."
Move: move to G5
Action: cast tasha's caustic brew on the carriage. He aims it in a way that will hopefully damage the wheels of the carriage and hopefully will cause it to collapse. If he hits a horse in the process, all the better.
Dex 14 saving throw or take 2 acid damage. Anything that fails its save will take damage on the beginning of their turn until they make a successful saving throw.
As Varielky sees the doll getting pinned onto the wall, she understands this is now a battle. She's been waiting for this. The arena fights and the small sparring were all appetizers. Good appetizers, but nothing feels like a true battlefield. She's not going to miss the chance and let them escape. May Takal Demesh judge between them. Varielky sprints towards the cart and tries to climb it. A fight on a carriage might be unsteady, but that's all the better! The greater the challenge, the greater the warrior who can overcome it. She didn't train much on unsteady grounds, this will be her first time. Exhilarating.
Move to M5 (if my math is not wrong she should be able to get there with her action). Action: Dash. If climbing onto the carriage requires an Athletics check: 7 If climbing requires an action, she'll use her Action Surge to do it.
If he succeeds, then Dolkum will invoke Idiwalla and slide his hammer hilt first into the spokes of the carriage wheel, which I believe ought to at least slow the carriage down, yes?
If he succeeds, then Dolkum will invoke Idiwalla and slide his hammer hilt first into the spokes of the carriage wheel, which I believe ought to at least slow the carriage down, yes?
This will be your interact with object. Roll another d20 athletics to slow down the carriage and not have your hammer torn from your grasp instead.
As Varielky sees the doll getting pinned onto the wall, she understands this is now a battle. She's been waiting for this. The arena fights and the small sparring were all appetizers. Good appetizers, but nothing feels like a true battlefield. She's not going to miss the chance and let them escape. May Takal Demesh judge between them. Varielky sprints towards the cart and tries to climb it. A fight on a carriage might be unsteady, but that's all the better! The greater the challenge, the greater the warrior who can overcome it. She didn't train much on unsteady grounds, this will be her first time. Exhilarating.
Move to M5 (if my math is not wrong she should be able to get there with her action). Action: Dash. If climbing onto the carriage requires an Athletics check: 7 If climbing requires an action, she'll use her Action Surge to do it.
Varielky, can you please roll Acrobatics. You'll make it onto the carriage using your movement (difficult terrain), but I need the roll for something that may happen after your turn.
(OOC to all: I'm holding us in place to give Ednyss time to react. Under normal circumstances I might make these rolls for you to keep things moving.)
Rollback Post to RevisionRollBack
DM for Candlekeep Mysteries //Dev Horndin Curious Critters
(OOC: Makes sense. Just saw pictures of what's going on in the US. Sadly, where I live, the lowest we had this year is mere 3° C which isn't even enough for snow...)
(OOC: I'm going to post Round 1 Results so far. I'm switching Dolkum & Ednyss in the initiative order just to simplify. None of the bad guys have gone yet, they'll go after Ednyss. But this will give you a head start on planning your next round of actions. DO NOT POST FURTHER ACTIONS YET.)
Round 1 Results (PARTIAL)
17 Mittens moves to G3 and casts his spell. A stream of acid shoots from him in a 30-foot long, 5-foot wide ribbon, striking both rear carriage wheels, the rear kickboard, the lower rear external wall of the passenger compartment, and the rear axle, covering all those components, and the ground beneath the rear of the carriage, in acid. All affected surfaces immediately begin to corrode and let off gasses with a hissing sound, and it smells terrible. (OOC: The rules allow DM discretion w/r/t damage to objects. I’m ruling here that the acid will remain active for 1d4 turns before its effects dwindle, the duration for which I will roll separately for each component. I will also roll saves depending on the AC of each component. The steel axle and wheel rings have more resistance than the wooden kickboard, spokes, and carriage wall. Components which fail their save will take 1d4 damage per turn while the acid remains effective. This is a different, smaller amount than what creatures take.)
15 Varielky succeeds in jumping onto the rear kickboard and from it, using handles affixed to the exterior of the carriage compartment, kicks up and lands both feet atop the carriage with a thump. The carriage ceiling creaks but holds firmly under her weight. She is now 5’ away from and engaged in melee with the driver, and has advantage due to height. She also has acid on her boots, and the soles are giving off gasses and took some damage.
14 Dolkum has just enough movement to leap onto the rear kickboard of the carriage, which is covered in acid. His footing is secure, but his boots begin to give off gasses and are taking acid damage. He sticks his hammer’s shaft between the left rear wheel spokes near the passenger compartment’s rear exterior wall, a spot which is NOT covered in acid, and reaches over the top of the wheel, grasping the hammer’s shaft on the other side and wedging the hammer’s head against the compartment wall next to him. This might keep the wheel from turning in a “forward” direction.
Rollback Post to RevisionRollBack
DM for Candlekeep Mysteries //Dev Horndin Curious Critters
This post has potentially manipulated dice roll results.
On his next turn Dolkum climbs atop the carriage so as to attack the driver by jumping on the driver's shoulders, wrapping arms around driver's head and neck (with a twist of the driver's head), and digging his acid covered boots into the driver's torso.
Ednyss has been following Mittens and remaining mostly silent as the group conducted their investigations. After the discovery of the bodies that were seemingly framed in a way to divert suspicion, Ednyss had been lost in his own thoughts about how this might connect to the poisoning at the Beauty Pageant or in the alleyway earlier. However, as soon as the carriage begins to roll out and Mittens voices his suspicions, Ednyss reacts immediately. Trudging towards the carriage as best as he can, Ednyss orders the carriage driver (OOC: Ednyss will upcast to level 2 and target the footman as well if he can be seen from Ednyss's new location) to "Halt!" He then looks up to Varielky and asks, "We don't have long before others begin coming here. We need to make this quick if we want to ask them any questions before the Bakar Elite get here."
Move: B5 --> D/E5 (Difficult Terrain: Movement speed is halved to 12.5)
Bonus Action: None
Action: Cast Command on the Carriage Driver (And the Footman (Level 2) if within sight) (Command Word: Halt) (DC 15 Wisdom Saving Throw) On a failure, spend their next turn doing nothing other than following the command and then ending their turn immediately.
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
12 Ednyss can move his full movement to G5 - the acid all sprayed into the back of the carriage, didn’t touch the ground between Mittens and it, so the way is clear. But he can’t see the Footman from where he is, so uses Level 1 spell. The Driver seems befuddled for a moment, but shakes his head to clear it (OOC: and makes his saving throw).
10 The Driver shifts the reins to one hand, turns, and says to Varielky, “you should have minded your own business,” then something else, loudly, in a language Varielky doesn’t understand, then draws a dagger, stands, and attacks Varielky, hitting for 13HP. (Varielky: please roll perception)
The Footman fires his hand crossbow at Varielky, missing, and he then dodges (bonus action). Suddenly, the carriage roof under Varielky’s feet is pierced again and again by dagger blades, causing Varielky to dance from foot to foot (the attacks miss, but weaken the carriage ceiling). The carriage doors fly open, and two women in dark, flowing desert garb leap out, standing 10’ away on either side (bonus action: disengage), followed by a huge buzzing sound, as two giant dragonflies - each one 2’ long, flit up, surrounding Varielky, and both attack her then hover up 10’ out of reach (flyby attack). One hits Varielky for 1HP damage.
The Azhvuv. You’ve all heard stories about them told to you by Shian acquaintances in the regiment, or at the Temples. They are the stuff of ghost tales, meant to keep unruly Shian children in check. “If you are not good, the Azhvuv will come for you in the night. They will turn you into one of them. They will sneak past your loving mother and father, we’ll never know what happened. We will awaken in the morning and you will be gone.” They are said to be able to fly, to steal souls, to drift through windows like sand on a breeze, to kill with a look. It is hard to know what is fact and what, fiction. One tale says they fly on the backs of huge dragonflies called Alyasub, another, that they can magically transform their faces, pretend to be someone they’re not. Another, that they charm and beguile unknowing men who are never again seen.
This post has potentially manipulated dice roll results.
(OOC: Damn.)
As Varielky blocks one of the dragonflies, she quickly follows up with an attack with an axe she quickly draws just before the quick enemy has a chance to get away (riposte manoeuvre). So many enemies, Varielky understands this isn't going to be simple. Outnumbered and on unsteady ground. Clearly, for whatever it is that the gods poisoned her in order to correct her ways, Varielky had to also redeem herself by proving she is still worthy. Varielky roars to regain energy and scare her enemies, and throws her axe at the woman near the dragonfly that hit her. Then, she unsheathes her sword and attacks the driver swiftly.
Reaction: Riposte manoeuvre against the dragonfly that hit her using a hand axe. Attack: 14 Damage: 12.
Action: Menacing Attack manoeuvre by throwing the axe at the woman near the dragonfly that hit. Attack: 8 Damage: 15. On hit: Wis save against DC 13 or be freightened of Varielky until the end of Varielky's next turn.
Bonus Action: Second Wind, heals 10.
Action Surge: Attack against the driver. Attack: 19 Damage: 8. I think you said Varielky has advantage on the driver due to height. If not, ignore the second roll.
This post has potentially manipulated dice roll results.
Dolkum assesses the situation on the carriage and elects to jump off into M3, rolling as he lands and regains his feet with his shield up and throwing a javelin at the Azhvuv in O3. If he fails the landing then he spends the rest of his turn cursing in dwarfish in getting up again.
Athletics 18
Throw Javelin Attack: 12 Damage: 4
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Dolkum dodges out of the way of the carriage wheel. He notices that the footman is perspiring with the effort of keeping the horse in line. The perspiration draws a line down his cheek, a light ruddy lavender color, and as it slips downward, the skin changes color to a much darker, sandier hue. Having just been fitted with livery that afternoon, Dolkum also notices that the man's livery is a size too big for him.
Mittens, or Pooky, coming closer, notice something while the carriage jostles at the mercy of the unruly horse team. Its drawn window curtain, on that side, dancing back-and-forth with all the motion, parts for a split-second, revealing -- just for a moment -- a partial view of a face, surrounded by a hood of a dark earthen hue not unlike that of the spellcaster they saw atop the aqueduct.
The lead horse whinnies and rears again, and tries to bite the footman, but he grabs hold of its harness and pulls while the driver deftly lashes the reins and manages to keep the rest of the team under control. The carriage moves forward ten feet and the first pair of horses are now outside the structure.
With the concert about to end, more drivers can be seen at the north carriage house doors, entering, yawning and moving toward their carriages in your direction. The guards are checking people as they come in. The music can be heard building to a final climax.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
Seeing the man in the carriage, Mittens gasps slightly with a sharp intake of breath. He moves into range of the carriage with the man in it and snaps his fingers. Pooky appears on top of the departing carriage, and Mittens scurries over to the rest of the group. He says, breathless, "I think I saw the mage dude in that carriage over there. He looked like this." He makes a gesture and casts minor illusion. An image of the man's face appears in the air, and Mittens asks, "Does this look like the guy from before, or am I just imagining things?"
DM- Azalin's Doom
DM- Surviving the Unsurvivable
"Hmm. Good job." Varielky says when she sees Dolkum was able to dodge the carriage.
Varielky didn't get a good look at the figure's face when she spotted it on the aqueduct so she doesn't know if Mittens is right but chooses to stop the carriage to find out. "Halt!" She calls. If the carriage doesn't stop, she'll also shout: "Stop that carriage! Wait!" Then she'll run to the carriage and stand in front of it to block its path. "Tiny warrior! Come check if what you've seen is true!"
In case a check is needed, I'll assume it's Persuasion 14 or Intimidation (add an additional +2).
Varielky
Voices and instruments from the theater resound gloriously, echoing against the walls just east of the carriage house in a final grand cadence.
Pooky appears on the top of the carriage, the movement of which once again halts. Mittens focuses on his spell, and creates an image which the others can verify looks very similar to the person on the aqueduct in manner of dress.
Suddenly, Mittens’ telepathic connection with Pooky is lost and the little doll, its stuffing literally bursting from it, flies backwards through the air, impaled by a hand crossbow bolt, which pins it, unconscious, to a thick crossbeam directly over Mittens head (Pooky took 16HP damage).
Dolkum looks to his right and sees that the Footman fired off a hand crossbow at the rag doll while Dolkum was looking at Mittens’ illusion.
As you take this in, the footman continues to pull, and the driver directs, the horse team, and the carriage now advances fully outside of the carriage house.
You are now oriented like so.
We are now in initiative, which I have rolled for you.
Mittens 17
Varielky 15
Ednyss 14
Dolkum 12
Footman & Driver 10
Please post Round 1 actions.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
Pooky's sudden dismissal shocks Mittens for a moment before anger fills him. With a growl, he moves to out until he has sight on the carriage (G5). As he moves he says and arcane phrase and then stuffs his finger deep into his mouth, triggering his gag reflex. As he feels his vomit rise, he aims his mouth towards the cart. A geyser of green, fuming acid erupts from his open mouth that sprays out an impressive range that coats the cart with corrosive liquids. After he finishes his spell, he smacks his lips with a sour expression as he says, "Nasty spell..."
Move: move to G5
Action: cast tasha's caustic brew on the carriage. He aims it in a way that will hopefully damage the wheels of the carriage and hopefully will cause it to collapse. If he hits a horse in the process, all the better.
Dex 14 saving throw or take 2 acid damage. Anything that fails its save will take damage on the beginning of their turn until they make a successful saving throw.
DM- Azalin's Doom
DM- Surviving the Unsurvivable
As Varielky sees the doll getting pinned onto the wall, she understands this is now a battle. She's been waiting for this. The arena fights and the small sparring were all appetizers. Good appetizers, but nothing feels like a true battlefield. She's not going to miss the chance and let them escape. May Takal Demesh judge between them.
Varielky sprints towards the cart and tries to climb it. A fight on a carriage might be unsteady, but that's all the better! The greater the challenge, the greater the warrior who can overcome it. She didn't train much on unsteady grounds, this will be her first time. Exhilarating.
Varielky
Dolkum yells out IMPOSTERS! and barrels forwards to the back of the carriage to climb on to it, trying to stop it.
Please roll athletics. Just don't roll a 1 and you'll be fine.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
Athletics 18
If he succeeds, then Dolkum will invoke Idiwalla and slide his hammer hilt first into the spokes of the carriage wheel, which I believe ought to at least slow the carriage down, yes?
and if he fails then he will go over the top to stop the carriage by attacking the driver.
This will be your interact with object. Roll another d20 athletics to slow down the carriage and not have your hammer torn from your grasp instead.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
Athletics 15
Varielky, can you please roll Acrobatics. You'll make it onto the carriage using your movement (difficult terrain), but I need the roll for something that may happen after your turn.
(OOC to all: I'm holding us in place to give Ednyss time to react. Under normal circumstances I might make these rolls for you to keep things moving.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
Acrobatics: 16
(OOC: Makes sense. Just saw pictures of what's going on in the US. Sadly, where I live, the lowest we had this year is mere 3° C which isn't even enough for snow...)
Varielky
(OOC: I'm going to post Round 1 Results so far. I'm switching Dolkum & Ednyss in the initiative order just to simplify. None of the bad guys have gone yet, they'll go after Ednyss. But this will give you a head start on planning your next round of actions. DO NOT POST FURTHER ACTIONS YET.)
Round 1 Results (PARTIAL)
17 Mittens moves to G3 and casts his spell. A stream of acid shoots from him in a 30-foot long, 5-foot wide ribbon, striking both rear carriage wheels, the rear kickboard, the lower rear external wall of the passenger compartment, and the rear axle, covering all those components, and the ground beneath the rear of the carriage, in acid. All affected surfaces immediately begin to corrode and let off gasses with a hissing sound, and it smells terrible. (OOC: The rules allow DM discretion w/r/t damage to objects. I’m ruling here that the acid will remain active for 1d4 turns before its effects dwindle, the duration for which I will roll separately for each component. I will also roll saves depending on the AC of each component. The steel axle and wheel rings have more resistance than the wooden kickboard, spokes, and carriage wall. Components which fail their save will take 1d4 damage per turn while the acid remains effective. This is a different, smaller amount than what creatures take.)
15 Varielky succeeds in jumping onto the rear kickboard and from it, using handles affixed to the exterior of the carriage compartment, kicks up and lands both feet atop the carriage with a thump. The carriage ceiling creaks but holds firmly under her weight. She is now 5’ away from and engaged in melee with the driver, and has advantage due to height. She also has acid on her boots, and the soles are giving off gasses and took some damage.
14 Dolkum has just enough movement to leap onto the rear kickboard of the carriage, which is covered in acid. His footing is secure, but his boots begin to give off gasses and are taking acid damage. He sticks his hammer’s shaft between the left rear wheel spokes near the passenger compartment’s rear exterior wall, a spot which is NOT covered in acid, and reaches over the top of the wheel, grasping the hammer’s shaft on the other side and wedging the hammer’s head against the compartment wall next to him. This might keep the wheel from turning in a “forward” direction.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
On his next turn Dolkum climbs atop the carriage so as to attack the driver by jumping on the driver's shoulders, wrapping arms around driver's head and neck (with a twist of the driver's head), and digging his acid covered boots into the driver's torso.
Athletics 11
Grapple? 21
Ednyss has been following Mittens and remaining mostly silent as the group conducted their investigations. After the discovery of the bodies that were seemingly framed in a way to divert suspicion, Ednyss had been lost in his own thoughts about how this might connect to the poisoning at the Beauty Pageant or in the alleyway earlier. However, as soon as the carriage begins to roll out and Mittens voices his suspicions, Ednyss reacts immediately. Trudging towards the carriage as best as he can, Ednyss orders the carriage driver (OOC: Ednyss will upcast to level 2 and target the footman as well if he can be seen from Ednyss's new location) to "Halt!" He then looks up to Varielky and asks, "We don't have long before others begin coming here. We need to make this quick if we want to ask them any questions before the Bakar Elite get here."
Move: B5 --> D/E5 (Difficult Terrain: Movement speed is halved to 12.5)
Bonus Action: None
Action: Cast Command on the Carriage Driver (And the Footman (Level 2) if within sight) (Command Word: Halt) (DC 15 Wisdom Saving Throw)
On a failure, spend their next turn doing nothing other than following the command and then ending their turn immediately.
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
(OOC: Ednyss is back!)
Here is the rest of the round 1 results
12 Ednyss can move his full movement to G5 - the acid all sprayed into the back of the carriage, didn’t touch the ground between Mittens and it, so the way is clear. But he can’t see the Footman from where he is, so uses Level 1 spell. The Driver seems befuddled for a moment, but shakes his head to clear it (OOC: and makes his saving throw).
10 The Driver shifts the reins to one hand, turns, and says to Varielky, “you should have minded your own business,” then something else, loudly, in a language Varielky doesn’t understand, then draws a dagger, stands, and attacks Varielky, hitting for 13HP. (Varielky: please roll perception)
The Footman fires his hand crossbow at Varielky, missing, and he then dodges (bonus action). Suddenly, the carriage roof under Varielky’s feet is pierced again and again by dagger blades, causing Varielky to dance from foot to foot (the attacks miss, but weaken the carriage ceiling). The carriage doors fly open, and two women in dark, flowing desert garb leap out, standing 10’ away on either side (bonus action: disengage), followed by a huge buzzing sound, as two giant dragonflies - each one 2’ long, flit up, surrounding Varielky, and both attack her then hover up 10’ out of reach (flyby attack). One hits Varielky for 1HP damage.
The Azhvuv. You’ve all heard stories about them told to you by Shian acquaintances in the regiment, or at the Temples. They are the stuff of ghost tales, meant to keep unruly Shian children in check. “If you are not good, the Azhvuv will come for you in the night. They will turn you into one of them. They will sneak past your loving mother and father, we’ll never know what happened. We will awaken in the morning and you will be gone.” They are said to be able to fly, to steal souls, to drift through windows like sand on a breeze, to kill with a look. It is hard to know what is fact and what, fiction. One tale says they fly on the backs of huge dragonflies called Alyasub, another, that they can magically transform their faces, pretend to be someone they’re not. Another, that they charm and beguile unknowing men who are never again seen.
You’re now oriented like this:
Post Round 2 actions! (Dolkum can’t move through Varielky on the top of the carriage!)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters
(OOC: Damn.)
As Varielky blocks one of the dragonflies, she quickly follows up with an attack with an axe she quickly draws just before the quick enemy has a chance to get away (riposte manoeuvre). So many enemies, Varielky understands this isn't going to be simple. Outnumbered and on unsteady ground. Clearly, for whatever it is that the gods poisoned her in order to correct her ways, Varielky had to also redeem herself by proving she is still worthy.
Varielky roars to regain energy and scare her enemies, and throws her axe at the woman near the dragonfly that hit her. Then, she unsheathes her sword and attacks the driver swiftly.
Varielky
Dolkum assesses the situation on the carriage and elects to jump off into M3, rolling as he lands and regains his feet with his shield up and throwing a javelin at the Azhvuv in O3. If he fails the landing then he spends the rest of his turn cursing in dwarfish in getting up again.
Athletics 18
Throw Javelin Attack: 12 Damage: 4