Lorick looks at Finn and then at the other two party members. "I've already established that my value is my mind. Which one of you spits in the face of danger?" he inquires, standing away from the open door.
This post has potentially manipulated dice roll results.
Sighing loudly Valor marches forward grabbing a lamp. lighting it, then moving towards the cellar. She doesn't fear what's beneath the tavern inn but interacting with anyone above it beyond her party she could think of a dozen things she'd rather be doing more. Killing rats and moving kegs doesn't seem to be high on her list but she's trying to befriend her party so she offers her best abilities moving down the steps.
"Let's figure this out guys," Valor calls over a shoulder.
As Finn opens the door, the light from the hall washes over a staircase, which descends into darkness. In reaction to the light, you can hear the sound of many small feet skittering over wood, and the telltale sound of squeaking rodents. The quick flash of eyes catching the hall light is good for a spook, but they're just rats.
To the right of entryway you can see the first lamp that Christophus told you about.
Finn and Lorick, as the two with Darkvision, you have a better look at what is below.
Finn and Lorick, you both see that the wooden stairs descend into the cellar, a railing forming partway down to break from stair to floor on the left. At the bottom of the staircase the way is met with a wall. The room is at a left dogleg from the stairs, making it so that even with your Darkvision you can't make out the room from this angle, at least not until you get down the stairs a bit more.
Valor takes the lead, using the lamp to better light the stairway down. Valor, you're able to catch sight of some movement just as you cast more light down the steps, and you can see how the wooden stairs descend into the cellar, a railing forming partway down to break from stair to floor on the left. At the bottom of the staircase the way is met with a wall. The room is at a left dogleg from the stairs, making it so that you can't make out the room from the top of the stairs.
As you move down the steps you're able to cast light over the railing and a small portion of the room comes into view...
You quickly spot a couple of toppled barrels, and sitting on top of one with a black rat with fur matted by some kind of wet. Another rat catches your attention as it screeches at you from the floor - and they jump at you.
Everyone, roll initiative.
* The light spots mark places that you can use a bonus action while holding a torch or lamp to light a wall-lamp.
This post has potentially manipulated dice roll results.
“Wait we don’t necessarily have to kill these poor creatures right?” Beorro says as he suddenly regrets offering to help in this particular way, “Maybe if I show them we mean no harm I could convince them to leave?”
Round 1 - 0 Seconds Gone By The rats hiss and lunge, but Valor is quicker than the lot of them.
Valor You're halfway down the stairs, with two rats on the move not far from you. There's an unlit lamp to your right, and one on the main floor, near one of the rats. You're the only one out of the doorway. You hear Beorro give a suggestion behind you.
What do you do?
Combat in This PBP
I will post between each turn, so please be patient with me. ;)
When making an attack roll, please roll attack and damage at the same time.
At the top of each round I'll post an updated image of the battle. You'll be represented by the same colours on there as you were given during The Choosing.
The DARKER area of the map represents what you CAN'T currently see. Monsters will not appear on that view, but it gives you an idea of the room for movement.
Critical hits give you full damage on your regular dice, and reroll at my tables. So, in this if you get a crit, you know that you just add the full dice to whatever you rolled. (IE 1d8+2 is your usual, so you do 1d8+2+8)
With a single crack of your whip, the rat crumples and dies.
Finn Valor is moving down the stairs, you can hear the hiss and squeak of rats. Valor has the only light, but you can at least see with your darkvision.
Finn rushes down the stairs (A9) to assist Valor. He begins singing, "My songs know what you did in the dark~" Purple sparkles rain down (E6:H3) as Finn casts Faerie Fire, illuminating the rat in a purple glow and providing some dim light in that section of the cellar. He calls back to Lorick, "So light 'em up, up, up~" to inspire him (Bardic Inspiration, d6).
This post has potentially manipulated dice roll results.
Dexterity Saving Throws: 7121079
Crates, barrels, and kegs light with a purple glow. The surviving rat by Valor glows, and it's unmistakable to see purple glowing from around the corner in the room.
This post has potentially manipulated dice roll results.
Rats The rat nearest to Valor jumps at her, slathering mouth bared. 91
Two rats crawl out from underneath some barrels, their coats glowing purple, and they swarm Valor. 16141
(Valor takes 3 damage)
Finn, in the dimness of the room you spot two more rats rushing towards you from the barrels along the wall opposite you, skittering under the desk and coming for your legs. 11161
(Finn takes 1 damage)
Beorro You can't see much from your vantage point, just a glow around the stairs and Finn rushing to the bottom of them -- you can hear, however. You hear the sickening sound of Valor's cracking whip, and the dying gasp of one of the rats. Then, you watch as Finn is swarmed by two of them, giving their own kind of fight.
Oh this is awful! I’ve got to try to save these rats if I can, Beorro thought. He raises his hands with his palms facing the rats near Finn, and he closes his eyes. “Creatures near! Lend me your ear!” He shouts.
Beorro As you cast the spell you begin to hear the murmuring of the rats, almost like a chant. "Get them, get them, get them, get them, get them--" Make a Nature check, and a Perception check.
“Hey friends! Hey! Listen up! We don’t need to fight. I don’t want to hurt you. Please leave my friends alone and leave this inn, and we can pretend this never happened. I could put you in my backpack and carry you out to the street. There are many other inns you could make a new home in.” Beorro pleads to the rats.
Lorick looks at Finn and then at the other two party members. "I've already established that my value is my mind. Which one of you spits in the face of danger?" he inquires, standing away from the open door.
Sighing loudly Valor marches forward grabbing a lamp. lighting it, then moving towards the cellar. She doesn't fear what's beneath the tavern inn but interacting with anyone above it beyond her party she could think of a dozen things she'd rather be doing more. Killing rats and moving kegs doesn't seem to be high on her list but she's trying to befriend her party so she offers her best abilities moving down the steps.
"Let's figure this out guys," Valor calls over a shoulder.
Perception: 7
Investigation: 21
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
As Finn opens the door, the light from the hall washes over a staircase, which descends into darkness. In reaction to the light, you can hear the sound of many small feet skittering over wood, and the telltale sound of squeaking rodents. The quick flash of eyes catching the hall light is good for a spook, but they're just rats.
To the right of entryway you can see the first lamp that Christophus told you about.
Finn and Lorick, as the two with Darkvision, you have a better look at what is below.
Finn and Lorick, you both see that the wooden stairs descend into the cellar, a railing forming partway down to break from stair to floor on the left. At the bottom of the staircase the way is met with a wall. The room is at a left dogleg from the stairs, making it so that even with your Darkvision you can't make out the room from this angle, at least not until you get down the stairs a bit more.
Valor takes the lead, using the lamp to better light the stairway down. Valor, you're able to catch sight of some movement just as you cast more light down the steps, and you can see how the wooden stairs descend into the cellar, a railing forming partway down to break from stair to floor on the left. At the bottom of the staircase the way is met with a wall. The room is at a left dogleg from the stairs, making it so that you can't make out the room from the top of the stairs.
As you move down the steps you're able to cast light over the railing and a small portion of the room comes into view...
You quickly spot a couple of toppled barrels, and sitting on top of one with a black rat with fur matted by some kind of wet. Another rat catches your attention as it screeches at you from the floor - and they jump at you.
Everyone, roll initiative.
* The light spots mark places that you can use a bonus action while holding a torch or lamp to light a wall-lamp.
5
Initiative: 20
22
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
“Wait we don’t necessarily have to kill these poor creatures right?” Beorro says as he suddenly regrets offering to help in this particular way, “Maybe if I show them we mean no harm I could convince them to leave?”
Initiative: 21
Round 1 - 0 Seconds Gone By
The rats hiss and lunge, but Valor is quicker than the lot of them.
Valor
You're halfway down the stairs, with two rats on the move not far from you. There's an unlit lamp to your right, and one on the main floor, near one of the rats. You're the only one out of the doorway. You hear Beorro give a suggestion behind you.
What do you do?
Combat in This PBP
OOC: each block is 5ft correct? If so...
Valor moves to C7 an attacks with her whip 13 if hit damage 8
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
With a single crack of your whip, the rat crumples and dies.
Finn
Valor is moving down the stairs, you can hear the hiss and squeak of rats. Valor has the only light, but you can at least see with your darkvision.
What do you do?
Finn rushes down the stairs (A9) to assist Valor. He begins singing, "My songs know what you did in the dark~" Purple sparkles rain down (E6:H3) as Finn casts Faerie Fire, illuminating the rat in a purple glow and providing some dim light in that section of the cellar. He calls back to Lorick, "So light 'em up, up, up~" to inspire him (Bardic Inspiration, d6).
Dexterity Saving Throws: 7 12 10 7 9
Crates, barrels, and kegs light with a purple glow. The surviving rat by Valor glows, and it's unmistakable to see purple glowing from around the corner in the room.
Rats
The rat nearest to Valor jumps at her, slathering mouth bared. 9 1
Two rats crawl out from underneath some barrels, their coats glowing purple, and they swarm Valor. 16 1 4 1
(Valor takes 3 damage)
Finn, in the dimness of the room you spot two more rats rushing towards you from the barrels along the wall opposite you, skittering under the desk and coming for your legs. 11 1 6 1
(Finn takes 1 damage)
Beorro
You can't see much from your vantage point, just a glow around the stairs and Finn rushing to the bottom of them -- you can hear, however. You hear the sickening sound of Valor's cracking whip, and the dying gasp of one of the rats. Then, you watch as Finn is swarmed by two of them, giving their own kind of fight.
What do you do?
Oh this is awful! I’ve got to try to save these rats if I can, Beorro thought. He raises his hands with his palms facing the rats near Finn, and he closes his eyes. “Creatures near! Lend me your ear!” He shouts.
(casts speak with animals)
Beorro
As you cast the spell you begin to hear the murmuring of the rats, almost like a chant. "Get them, get them, get them, get them, get them--" Make a Nature check, and a Perception check.
Nature check: 12
Perception check: 18
Beorro
Something about this chanting seems unnatural, but you can't put your finger on what.
Do you say anything to the rats?
“Hey friends! Hey! Listen up! We don’t need to fight. I don’t want to hurt you. Please leave my friends alone and leave this inn, and we can pretend this never happened. I could put you in my backpack and carry you out to the street. There are many other inns you could make a new home in.” Beorro pleads to the rats.
Beorro
Make a Persuasion check.
Persuasion check: 14