Garavant looks a little queasy at murdering the orc in her sleep, but he knows what the creature would do to him if the tables were turned. He quickly sinks the point of his rapier into the orc's neck. He does it with absolutely none of the panache he's previously demostrated.
This post has potentially manipulated dice roll results.
The two sleeping orc companions succumb to the silent attacks and never wake. Sila's blows rain down on the shaman (-28hp), but she awakes during the assault and manages to roll to the side and avoid the killing blow.
Still prone on the floor, she takes in the sight before her and screams "INTRUDERS! ASSASSINS!"
Orc Shaman initiative: 18
(Everyone roll initiative and declare actions please)
This post has potentially manipulated dice roll results.
The sudden commotion kicks Garavant out of his momentar funk, and he springs forward at the orc shaman, aiming for a killing blow to finish off the wounded foe. Magical energy courses through the blade into the orc's body...
Initiative 15 Attack w/Rapier (w/Adv in case still prone) Attack: 19 Damage: 9 Sneak Attack Damage (w/adv or because ally w/in 5 feet of target) 3
Garavant will use Booming Blade cantrip - if orc moves more than 5 feet away from Garavant before start of his next turn, 1d8 thunder damage
EDIT: Looks like attack will be 16 (first roll) with or w/out advantage
This post has potentially manipulated dice roll results.
Note Stealth type checks still +10 unless my concentration is broken by hit or incapacitation. I don't think that would apply to dexterity in general so not initiative but just a reminder and stealthy type moves only?
"Rhaich!!"Lucy curses in elvish and shoots the shaman without moment's delay. Taking hostage is not an option any more. They don't have enough time to safely catch and interrogate the spell caster since the rest of the cave has heard her scream.
The shamansprings to her feet, dazed at the sudden assault but now regaining her composure. Her eyes flit between you, sharp instinct determining the most likely path to survival.
She snaps the fingers of her left hand and shouts a noise like “Gah-RASH!”, causing a pale green shower of sparks to erupt briefly around her.
(OOC: Casting ‘Resistance’ as a bonus action)
Casting a glance at the secret door through which you entered, she points at Silaand barks in Common “Grovel!”
(Sila must make a DC11 WIS save or else drop prone on her next turn and take no actions)
The shamanthen uses her remaining movement to head for the secret door, hoping to make an escape and warn the rest of the garrison.
Lucy’s arrow flies high and shatters against the cave’s ceiling, causing splinters and a spinning arrowhead to fall amongst the combatants.
Garavantmoves to track the shaman and thrusts his rapier towards her, whistling past Silain the close confines of the room. He catches the fleeing orc in the small of her back and she screams in pain, badly wounded now.
Breelines up a decent angle by backing to the far corner and hurls a mote of flame with incredible precision. The ball of fire seems to curve in the air like an expertly-kicked ball, arcing around Sila’sshoulders to catch the shaman between the shoulder blades. It is the final strike that was needed, and the spellcaster collapses in a heap against the secret door that she had hoped would offer sanctuary. Instead, it proves to be her final resting place, propping her up in a slouch.
(OOC: well done, combat over! Please add 160 xp each)
Searching the room reveals 80 silver pieces for each of you inside a large sack, as well as three flasks of Alchemist’s Fire in a leather satchel.
Artemis remains perched on the iron key protruding from the door in the northern wall, inscrutable to all except Lucy.
Feeling herself resisting the magic of the Shaman, she holds her head up as the Shaman falls. "Filthy creature, I'm sorry it went that far though. I underestimated her ability. It won't happen again."
She tugs her daggers out of the Shaman's dead body, cleans them quickly and sheathes them. She then scoops up the Arrowhead and passes it back to Lucy. "Given the right materials, I can turn that into an arrow again for you later." She looks about at all of them. "That was quickly done. I'm happy to be on your side." Then turns to Artemis. "Well Lucy, it seems your feathered friend has found something interesting?"
She will gladly take her share of the silver and ponders the flasks. (How shall we split these up?)
This post has potentially manipulated dice roll results.
Lucy clicks her tongue and puts away the longbow."Orc rubbish! I will definitely buy a new one when we go back to the town! …But Alchemic Fire? They are interesting!" List raises her gaze from the flask. She looks at Sila then her owl."Artemis, what happened? Have you heard anything? "
Artemis has not picked up any sign of alert or activity outside the door. Either the shaman's scream was futile, or the alerted troops are assembling too quietly for her to hear. Out of experience as much as pride, Artemis believes it to be the former.
"Nothing" Lucy shakes her head."No one behind that door unless our enemies are master Orc ninja or our owl is a deaf…" Artemis lets out a hoot of protest. "And she isn't. By the way Slia, how long will your magic last? Shouldn't we send someone to scout while the spell is still active? "
This post has potentially manipulated dice roll results.
pass without trace is good for an hr. I’d say we have nearly 45 min left (dm willing). Sila moves towards the door and gestures gently towards the key to open the door and scout the next area. (She’ll wait for Artemis to move rather than disturbing her) stealth28
"Humph, that felt bad... I know we are here to get rid of these orcs and kill them, but killing people in their sleep... Well, at least no one on our side got hurt, so there's that..." and matter of factly she starts cutting of ears. "Who has the ear pouch now?"
I assume the Shaman would have worn something with color or something distinctive. So Bree will also very dutifully gather something of that.
Sila gently turns the iron key (once Artemis gets the hint and flutters over to Lucy's shoulder) and slinks outside. Through the open door, those of you with dark vision can see some of what lies beyond and Bree can see a little with the glow from the room in which you stand, although none of you can see to the end of the chamber:
The ceiling soars thirty feet high in the center of this impressive chamber, and the walls are carved with images of dwarves at their forges. In the center of the floor, a natural rift descends sharply. Dozens of stone steps lead down into darkness. You can hear the distant sound of running water and a curious buzzing coming from far below. A gate of wrought iron stands in the western wall. The chamber appears to be 30ft wide down its whole length as far as you can see.
@Sila, as you wander a bit further in you see:
A large stone door exits to the north, with several old skeletons lying scattered nearby. You can see that the chamber is about 80ft long and remains 30ft wide down the entire length.
(Can the door be locked from inside the large room as well or only from the side of the Orcs? Proposing that we keep the key either way, especially if it only locks from the other side, so with permission she'd like to carry it if noone objects or should Artemis if its not too heavy as she won't likely be in a fight and get separated?)
Sila returns to the others quickly reporting on what she's found, "A large stone door exits to the north, with several old skeletons lying scattered nearby. The chamber is about 80ft long and remains 30ft wide down the entire length. There must be something in here that they considered dangerous or at least wished to contain. Iron doors, darkness - why wouldn't they use this grand area if not? I worry about the skeletons with the Shaman's magic and the buzzing below? Should we check the buzzing or the skeletons first?"
This post has potentially manipulated dice roll results.
Sila will hold the key for now to be sure we cannot be locked in from the other side. She moves to inspect the skeletons as quietly as possible, daggers out. stealth16 , once close enough, she will search them for anything that may identify what they were in life. investigation19 .
(( Does Bree still have Detect magic up (10 minutes from casting)? If so she will join Sila, otherwise she will hang back to not give away any surprise with her light unless someone asks her to join. ))
Garavant looks a little queasy at murdering the orc in her sleep, but he knows what the creature would do to him if the tables were turned. He quickly sinks the point of his rapier into the orc's neck. He does it with absolutely none of the panache he's previously demostrated.
Attack 18
Crit Damage 12
Sneak Attack Damage 12
The two sleeping orc companions succumb to the silent attacks and never wake. Sila's blows rain down on the shaman (-28hp), but she awakes during the assault and manages to roll to the side and avoid the killing blow.
Still prone on the floor, she takes in the sight before her and screams "INTRUDERS! ASSASSINS!"
Orc Shaman initiative: 18
(Everyone roll initiative and declare actions please)
The sudden commotion kicks Garavant out of his momentar funk, and he springs forward at the orc shaman, aiming for a killing blow to finish off the wounded foe. Magical energy courses through the blade into the orc's body...
Initiative 15
Attack w/Rapier (w/Adv in case still prone) Attack: 19 Damage: 9
Sneak Attack Damage (w/adv or because ally w/in 5 feet of target) 3
Garavant will use Booming Blade cantrip - if orc moves more than 5 feet away from Garavant before start of his next turn, 1d8 thunder damage
EDIT: Looks like attack will be 16 (first roll) with or w/out advantage
Note Stealth type checks still +10 unless my concentration is broken by hit or incapacitation. I don't think that would apply to dexterity in general so not initiative but just a reminder and stealthy type moves only?
Initiative 13
will post move as edit.
"Rhaich!!" Lucy curses in elvish and shoots the shaman without moment's delay. Taking hostage is not an option any more. They don't have enough time to safely catch and interrogate the spell caster since the rest of the cave has heard her scream.
Initiative:14
Longbow:Attack: 6 Damage: 6
Initiative 8
Bree will move to the corner in the top right. Throwing a fire bolt towards the shaman. (Attack: 17 Damage: 4)
Initiative: Shaman 18, Lucy 14, Garavant 11, Bree 8, Sila 6
The shaman springs to her feet, dazed at the sudden assault but now regaining her composure. Her eyes flit between you, sharp instinct determining the most likely path to survival.
She snaps the fingers of her left hand and shouts a noise like “Gah-RASH!”, causing a pale green shower of sparks to erupt briefly around her.
(OOC: Casting ‘Resistance’ as a bonus action)
Casting a glance at the secret door through which you entered, she points at Sila and barks in Common “Grovel!”
(Sila must make a DC11 WIS save or else drop prone on her next turn and take no actions)
The shaman then uses her remaining movement to head for the secret door, hoping to make an escape and warn the rest of the garrison.
Lucy’s arrow flies high and shatters against the cave’s ceiling, causing splinters and a spinning arrowhead to fall amongst the combatants.
Garavant moves to track the shaman and thrusts his rapier towards her, whistling past Sila in the close confines of the room. He catches the fleeing orc in the small of her back and she screams in pain, badly wounded now.
Bree lines up a decent angle by backing to the far corner and hurls a mote of flame with incredible precision. The ball of fire seems to curve in the air like an expertly-kicked ball, arcing around Sila’s shoulders to catch the shaman between the shoulder blades. It is the final strike that was needed, and the spellcaster collapses in a heap against the secret door that she had hoped would offer sanctuary. Instead, it proves to be her final resting place, propping her up in a slouch.
(OOC: well done, combat over! Please add 160 xp each)
Searching the room reveals 80 silver pieces for each of you inside a large sack, as well as three flasks of Alchemist’s Fire in a leather satchel.
Artemis remains perched on the iron key protruding from the door in the northern wall, inscrutable to all except Lucy.
(rolling save for effect - 13 )
Feeling herself resisting the magic of the Shaman, she holds her head up as the Shaman falls. "Filthy creature, I'm sorry it went that far though. I underestimated her ability. It won't happen again."
She tugs her daggers out of the Shaman's dead body, cleans them quickly and sheathes them. She then scoops up the Arrowhead and passes it back to Lucy. "Given the right materials, I can turn that into an arrow again for you later." She looks about at all of them. "That was quickly done. I'm happy to be on your side." Then turns to Artemis. "Well Lucy, it seems your feathered friend has found something interesting?"
She will gladly take her share of the silver and ponders the flasks. (How shall we split these up?)
Lucy clicks her tongue and puts away the longbow."Orc rubbish! I will definitely buy a new one when we go back to the town! …But Alchemic Fire? They are interesting!" List raises her gaze from the flask. She looks at Sila then her owl."Artemis, what happened? Have you heard anything? "
Artemis Perception:15
@Lucy:
Artemis has not picked up any sign of alert or activity outside the door. Either the shaman's scream was futile, or the alerted troops are assembling too quietly for her to hear. Out of experience as much as pride, Artemis believes it to be the former.
"Nothing" Lucy shakes her head."No one behind that door unless our enemies are master Orc ninja or our owl is a deaf…" Artemis lets out a hoot of protest. "And she isn't. By the way Slia, how long will your magic last? Shouldn't we send someone to scout while the spell is still active? "
pass without trace is good for an hr. I’d say we have nearly 45 min left (dm willing). Sila moves towards the door and gestures gently towards the key to open the door and scout the next area. (She’ll wait for Artemis to move rather than disturbing her) stealth 28
"Humph, that felt bad... I know we are here to get rid of these orcs and kill them, but killing people in their sleep... Well, at least no one on our side got hurt, so there's that..." and matter of factly she starts cutting of ears. "Who has the ear pouch now?"
I assume the Shaman would have worn something with color or something distinctive. So Bree will also very dutifully gather something of that.
Sila gently turns the iron key (once Artemis gets the hint and flutters over to Lucy's shoulder) and slinks outside. Through the open door, those of you with dark vision can see some of what lies beyond and Bree can see a little with the glow from the room in which you stand, although none of you can see to the end of the chamber:
The ceiling soars thirty feet high in the center of this impressive chamber, and the walls are carved with images of dwarves at their forges. In the center of the floor, a natural rift descends sharply. Dozens of stone steps lead down into darkness. You can hear the distant sound of running water and a curious buzzing coming from far below. A gate of wrought iron stands in the western wall. The chamber appears to be 30ft wide down its whole length as far as you can see.
@Sila, as you wander a bit further in you see:
A large stone door exits to the north, with several old skeletons lying scattered nearby. You can see that the chamber is about 80ft long and remains 30ft wide down the entire length.
(Can the door be locked from inside the large room as well or only from the side of the Orcs? Proposing that we keep the key either way, especially if it only locks from the other side, so with permission she'd like to carry it if noone objects or should Artemis if its not too heavy as she won't likely be in a fight and get separated?)
Sila returns to the others quickly reporting on what she's found, "A large stone door exits to the north, with several old skeletons lying scattered nearby. The chamber is about 80ft long and remains 30ft wide down the entire length. There must be something in here that they considered dangerous or at least wished to contain. Iron doors, darkness - why wouldn't they use this grand area if not? I worry about the skeletons with the Shaman's magic and the buzzing below? Should we check the buzzing or the skeletons first?"
(The door can be locked from either side)
Sila will hold the key for now to be sure we cannot be locked in from the other side. She moves to inspect the skeletons as quietly as possible, daggers out. stealth 16 , once close enough, she will search them for anything that may identify what they were in life. investigation 19 .
(( Does Bree still have Detect magic up (10 minutes from casting)? If so she will join Sila, otherwise she will hang back to not give away any surprise with her light unless someone asks her to join. ))
(Yes I'd say about 5mins left; combat and searching did not take long)
Map of the area explored so far, everything after crossing the chasm (in spoiler to save space):