This post has potentially manipulated dice roll results.
Val pauses ever so slightly and checks the threshold for traps or any other impediments to entering the ruins. Seeing nothing obvious, he continues forward, looking about as he advances.
Investigation 3
Perception 9
Edited to assume a '3' means he didn't see anything at all :)
Merah swiftly arrived at the edge beneath the cover of fog...
…avoiding the guard easily with Val's aid. She sees a fully collapsed wall just a few feet from her. These ruins haven't taken the recent storm well.
Ricster and Val stood at the shattered Gate, and Val looked about. He saw the crumbled and decaying ruin of a shrine to an ancient magical deity of some kind. The engravings have been worn away by water damage and the cracks in the heavy stone might leave the untrained eye uneasy. This place could collapse at any moment with the right amount of force.
This post has potentially manipulated dice roll results.
Val draws his blade and tightens his grip on his shield, then steps gingerly across the Gate, moving straight ahead, hoping to draw any watchful eyes his way and give his companions another moment or two of surprise.
Advance 15 ft (3 tiles) directly south and will repeat investigation for traps again at that point - posting here to keep things moving 13 - disregard if superseded by events :)
Val's advance draws no attention as he checks for traps in the ruined gatehouse. His search reveals no traps and gives him a sense of the room.
A rusty iron portcullis blocks the south exit, but might be bypassed by the rubble-filled hole in the southwest corner. The winch to raise the portcullis has also been destroyed, but maybe it can be lifted manually...
Merah looks around to see if she can see anything of her traveling companions. Well, she doesn't hear any screaming or noises of combat, so she guess things are going in their favor for now. So she gives herself a little shrug and pushes onward. Maybe she can get through that collapsed wall and into the ruins proper...
Heading one square to the left, and then two squares down diagonally-left to get her into the space of the collapsed wall.
Merah climbs across the crumbled wall with ease, viewing the inner courtyard of the shrine from her position. From there...
...You can see that there are at least 2 orcs sitting in said courtyard. You can hear them muttering about something and then get up and start to walk around. They're not patrolling but something seems to have startled them enough to look around-and not very carefully.
Merah freezes immediately. This is kinda what she's here for, she supposes. And the rats had mentioned orcs. But she's got no way of knowing just where the other two people in her party are, and she's at least smart enough to know that she really shouldn't take on two orcs by herself. But is there really time to double back and find the others?
Grimacing, Merah pulls out her crossbow and slowly loads a bolt into it. Keep your distance, stay hidden, she thinks to herself as she presses her back against the wall. Easy enough.
Val approaches the break in the wall and sees through it...
...You can see that there are at least 2 orcs sitting in the courtyard of the shrine. You can hear them muttering about something and then get up and start to walk around. They're not patrolling but something seems to have startled them enough to look around-and not very carefully.
This post has potentially manipulated dice roll results.
Orcs. Destroyers. Pillagers.
This is why he was here, to right this wrong and drive these vermin from their den.
Picking his moment carefully and stepping forward, he takes a deep breath and the Dragonborn unleashed his ancestral weapon, the lightning loosed from within.
Val's mighty storm breath leaps from his throat and strikes out at the pair!
[Mechanics]
"The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one...After you use your breath weapon, you can’t use it again until you complete a short or long rest."
Valzire's lightning struck the first orc and it gritted its teeth as the power passed through it.
A split second later, the second Orc's eyes lit up in a blue flash and sparks of electricity flew from its mouth. Its gripped tightened on the wooden club it was holding loud enough to hear it crack.
It screamed a warcry as the charge dissipated and the duo swung to face Valzrie, looking directly at him.
The Orc standing more to the South (Orc 2) shouts loudly and begins the charge towards Val up the trajectory of the lightning. Its mighty foot steps rumble the ground and suggest a massive amount of weight being shifted. The metal on its armor clings against each other, every movement violent with haste. The spear its holding in both hands is aimed low and forward. It appears intent on burying it deep within whatever it touches.
[Mechanics]
Javelin. Melee or Ranged Weapon Attack:+5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3)piercing damage.
Attack: 18 Damage: Unable to parse dice roll.
The Orc standing more to the North (Orc 1) joins its fellow guard in it's own spear rush with equally fierce rage.
This post has potentially manipulated dice roll results.
Val roars with delight and parry's both strikes from the Orcs and bellows back a challenge at the two creatures. Drawing his longsword, he swings down at the first Orc who came at him.
Attack: 18 Damage: 6
Rollback Post to RevisionRollBack
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Val pauses ever so slightly and checks the threshold for traps or any other impediments to entering the ruins. Seeing nothing obvious, he continues forward, looking about as he advances.
Investigation 3
Perception 9
Edited to assume a '3' means he didn't see anything at all :)
Merah swiftly arrived at the edge beneath the cover of fog...
…avoiding the guard easily with Val's aid. She sees a fully collapsed wall just a few feet from her. These ruins haven't taken the recent storm well.
Ricster and Val stood at the shattered Gate, and Val looked about. He saw the crumbled and decaying ruin of a shrine to an ancient magical deity of some kind. The engravings have been worn away by water damage and the cracks in the heavy stone might leave the untrained eye uneasy. This place could collapse at any moment with the right amount of force.
Val draws his blade and tightens his grip on his shield, then steps gingerly across the Gate, moving straight ahead, hoping to draw any watchful eyes his way and give his companions another moment or two of surprise.
Advance 15 ft (3 tiles) directly south and will repeat investigation for traps again at that point - posting here to keep things moving 13 - disregard if superseded by events :)
Val's advance draws no attention as he checks for traps in the ruined gatehouse. His search reveals no traps and gives him a sense of the room.
A rusty iron portcullis blocks the south exit, but might be bypassed by the rubble-filled hole in the southwest corner. The winch to raise the portcullis has also been destroyed, but maybe it can be lifted manually...
Merah looks around to see if she can see anything of her traveling companions. Well, she doesn't hear any screaming or noises of combat, so she guess things are going in their favor for now. So she gives herself a little shrug and pushes onward. Maybe she can get through that collapsed wall and into the ruins proper...
Heading one square to the left, and then two squares down diagonally-left to get her into the space of the collapsed wall.
Merah climbs across the crumbled wall with ease, viewing the inner courtyard of the shrine from her position. From there...
...You can see that there are at least 2 orcs sitting in said courtyard. You can hear them muttering about something and then get up and start to walk around. They're not patrolling but something seems to have startled them enough to look around-and not very carefully.
They are unaware that you are watching them.
Blade out and shield up, Val turns from the collapsed portcullis and moves towards the break in the wall to the west.
Move three squares to the right and look through the break in the wall
Merah freezes immediately. This is kinda what she's here for, she supposes. And the rats had mentioned orcs. But she's got no way of knowing just where the other two people in her party are, and she's at least smart enough to know that she really shouldn't take on two orcs by herself. But is there really time to double back and find the others?
Grimacing, Merah pulls out her crossbow and slowly loads a bolt into it. Keep your distance, stay hidden, she thinks to herself as she presses her back against the wall. Easy enough.
Val approaches the break in the wall and sees through it...
...You can see that there are at least 2 orcs sitting in the courtyard of the shrine. You can hear them muttering about something and then get up and start to walk around. They're not patrolling but something seems to have startled them enough to look around-and not very carefully.
They are unaware that you are watching them.
How close are the Orcs to each other? Could I catch them in my 5ft x 30ft breath cone?
Orcs. Destroyers. Pillagers.
This is why he was here, to right this wrong and drive these vermin from their den.
Picking his moment carefully and stepping forward, he takes a deep breath and the Dragonborn unleashed his ancestral weapon, the lightning loosed from within.
Dex 12 or 12 - Half on a save
Val's mighty storm breath leaps from his throat and strikes out at the pair!
[Mechanics]
"The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one...After you use your breath weapon, you can’t use it again until you complete a short or long rest."
-DnD Beyond: Races-Dragonborn=Dragonborn Traits-Breath Weapon
Valzire the Blessed: Con 14 (+2) + Proficiency Bonus (+2) + 8 = DEX 12 Saving Throw [Dice Rolled for Dmg on Previous Post] Dmg: 7 (half on save)
2x Orc Medium Humanoid DEX 12 (+1)
-Dnd Beyond: Monsters-Orc
Orc 1: 14
Orc 2: 8
Valzire's lightning struck the first orc and it gritted its teeth as the power passed through it.
A split second later, the second Orc's eyes lit up in a blue flash and sparks of electricity flew from its mouth. Its gripped tightened on the wooden club it was holding loud enough to hear it crack.
It screamed a warcry as the charge dissipated and the duo swung to face Valzrie, looking directly at him.
Roll for initiative!
Val 2
Okay - they're fighting already. Perfect. Merah lets out a swear and readies her crossbow.
Initiative: 4
Initiative: 6
1: 14
2: 7
Hooray, I'm last :)
The Orc standing more to the South (Orc 2) shouts loudly and begins the charge towards Val up the trajectory of the lightning. Its mighty foot steps rumble the ground and suggest a massive amount of weight being shifted. The metal on its armor clings against each other, every movement violent with haste. The spear its holding in both hands is aimed low and forward. It appears intent on burying it deep within whatever it touches.
[Mechanics]
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3)piercing damage.
Attack: 18 Damage: Unable to parse dice roll.
The Orc standing more to the North (Orc 1) joins its fellow guard in it's own spear rush with equally fierce rage.
Attack: 19 Damage: 5
Val roars with delight and parry's both strikes from the Orcs and bellows back a challenge at the two creatures. Drawing his longsword, he swings down at the first Orc who came at him.
Attack: 18 Damage: 6