Question1: Is the lock on restraint magical or not? Did Julius see the key before?
Question2: If the key isn't magical. Julius will try to shape a stone key with Mold Earth while the guard is distracted by the sound. What kind of skill check does he need to cast the spell unnoticed? Can he roll the check with advantage? If the guard isn't distracted and he cannot take the advantage, Julius will not risk the trick.
Sir Percival goes along to the guard tower with the other three, making an effort to be cheerful and enthusiastic about his work and leaving the cell. All the while, he is trying to get an idea of the guards' tower, their routine and any potential weapon stores
Daphywise: Your eldritch blast crackles around your shackled hands and hits the Drow with a loud crack. He is knocked away from you about five feet as a loud scream erupts form his lungs.
"You scum! You'll pay for this!" He shouts.
Can you also roll initiative Daphywise?
Val will be going first since he rolled a nat 20.
Val: You hear the blast coming from Daphywise's magic and can't resist taking a look. You're unable to find anything on your turn, but you can try again.
Stool will also, on his turn take a look. I'll roll once we have everyone's initiative.
Area 5: Julius: Your ears pick up a crackling sound followed by a thud and yelp. It sounds like it's coming from the other end of the compound. 1. Roll an arcana check or flat intelligence to see if there is any magic on your manacles. As far as you can see, it looks like a standard lock. 2. The mold earth spell allows you to: Move earth (that isn't stone), cause stone to be difficult terrain, or create images in the form of shapes and colors. So I don't believe it allows for crafting items.
You can however roll investigation or perception again to see if you can find any useful items. You could even try a stealth check and then sleight of hand check to see if you can find and take keys from one of the guards.
The guard in your area does not seem like they notice the fight going on.
Buppido will continue with his chores.
Topsy and Turvy will look to you Julius to see if you're going to do anything.
Area 3:
Umarook, you also notice the sounds of a fight going on, albeit very faint.
Eldeth also notices the fight going on and look to you, Umarook, with a knowing eye.
Derendil does not notice anything and continues going about his work.
Jimjar notices the fight as well and looks at Umarook and Eldeth.
The guard in your area does not seem like they notice the fight going on.
Area 10:
Neither Sarith nor Ront are paying attention so they won't hear.
The guard in your area does not seem like they notice the fight going on.
Sir Percival, you are currently preoccupied with being enthusiastic with your comrades. You’re not able to hear the ruckus with that perception check.
Misty, you can roll a d20 + d10 to see what you find.
Daphywise: Your eldritch blast crackles around your shackled hands and hits the Drow with a loud crack. He is knocked away from you about five feet as a loud scream erupts form his lungs.
"You scum! You'll pay for this!" He shouts.
Can you also roll initiative Daphywise?
Val will be going first since he rolled a nat 20.
Val: You hear the blast coming from Daphywise's magic and can't resist taking a look. You're unable to find anything on your turn, but you can try again.
Stool will also, on his turn take a look. I'll roll once we have everyone's initiative.
Area 5: Julius: Your ears pick up a crackling sound followed by a thud and yelp. It sounds like it's coming from the other end of the compound. 1. Roll an arcana check or flat intelligence to see if there is any magic on your manacles. As far as you can see, it looks like a standard lock. 2. The mold earth spell allows you to: Move earth (that isn't stone), cause stone to be difficult terrain, or create images in the form of shapes and colors. So I don't believe it allows for crafting items.
You can however roll investigation or perception again to see if you can find any useful items. You could even try a stealth check and then sleight of hand check to see if you can find and take keys from one of the guards.
The guard in your area does not seem like they notice the fight going on.
Buppido will continue with his chores.
Topsy and Turvy will look to you Julius to see if you're going to do anything.
Area 3:
Umarook, you also notice the sounds of a fight going on, albeit very faint.
Eldeth also notices the fight going on and look to you, Umarook, with a knowing eye.
Derendil does not notice anything and continues going about his work.
Jimjar notices the fight as well and looks at Umarook and Eldeth.
The guard in your area does not seem like they notice the fight going on.
Area 10:
Neither Sarith nor Ront are paying attention so they won't hear.
The guard in your area does not seem like they notice the fight going on.
Sir Percival, you are currently preoccupied with being enthusiastic with your comrades. You’re not able to hear the ruckus with that perception check.
Misty, you can roll a d20 + d10 to see what you find.
Umarook hears the fight starting, and even though it seems to be a ways down, she notices that the guard is unaware. She turns to Eldeth and Jimjar and gives a quick wink. And then she points to the guard and the guard starts hearing dolorous bells surrounding him. The guard needs to take a WIS saving throw of 13 or take 6 necrotic damage - Toll the Dead cantrip.
( So Buppido is a lunatic just like the rest of his people. ) Julius is slightly disappointed because this is what he already knew. Then the half elf hears distant sounds of strife. It's a chance. But Julius isn't a half elf who takes action before planning and preparing.
He whispers to the Deep-Gnome twins." Someone is fighting out there. I will distract the guard. Find anything useful in this room. " Then he talks to the guard. " I have heard the sound of struggling. You should take a look. It might be one of the monsters of the Underdark "
Action: Julius tries to distract the guard and let other prisoners search the room.
Daphywise: Your eldritch blast crackles around your shackled hands and hits the Drow with a loud crack. He is knocked away from you about five feet as a loud scream erupts form his lungs.
"You scum! You'll pay for this!" He shouts.
Can you also roll initiative Daphywise?
Val will be going first since he rolled a nat 20.
Val: You hear the blast coming from Daphywise's magic and can't resist taking a look. You're unable to find anything on your turn, but you can try again.
Stool will also, on his turn take a look. I'll roll once we have everyone's initiative.
Area 5: Julius: Your ears pick up a crackling sound followed by a thud and yelp. It sounds like it's coming from the other end of the compound. 1. Roll an arcana check or flat intelligence to see if there is any magic on your manacles. As far as you can see, it looks like a standard lock. 2. The mold earth spell allows you to: Move earth (that isn't stone), cause stone to be difficult terrain, or create images in the form of shapes and colors. So I don't believe it allows for crafting items.
You can however roll investigation or perception again to see if you can find any useful items. You could even try a stealth check and then sleight of hand check to see if you can find and take keys from one of the guards.
The guard in your area does not seem like they notice the fight going on.
Buppido will continue with his chores.
Topsy and Turvy will look to you Julius to see if you're going to do anything.
Area 3:
Umarook, you also notice the sounds of a fight going on, albeit very faint.
Eldeth also notices the fight going on and look to you, Umarook, with a knowing eye.
Derendil does not notice anything and continues going about his work.
Jimjar notices the fight as well and looks at Umarook and Eldeth.
The guard in your area does not seem like they notice the fight going on.
Area 10:
Neither Sarith nor Ront are paying attention so they won't hear.
The guard in your area does not seem like they notice the fight going on.
Sir Percival, you are currently preoccupied with being enthusiastic with your comrades. You’re not able to hear the ruckus with that perception check.
Misty, you can roll a d20 + d10 to see what you find.
Arcana:9( to check the lock is magic or not)
( So Buppido is a lunatic just like the rest of his people. ) Julius is slightly disappointed because this is what he already knew. Then the half elf hears distant sounds of strife. It's a chance. But Julius isn't a half elf who takes action before planning and preparing.
He whispers to the derro and the Deep-Gnome twins." Someone is fighting out there. I will distract the guard. Find anything useful in this room. " Then he talks to the guard. " I have heard the sound of struggling. You should take a look. It might be one of the monsters of the Underdark "
Action: Julius tries to distract the guard and let other prisoners search the room.
OCC: What Julius wants to do is that distracting guard and give the Gnome twin help action for investigation. I'm sorry for my awful post. My break was nearly finished and I was a bit panicked.
This post has potentially manipulated dice roll results.
I'll get to everyone's actions here shortly.
First, anyone in an area where there is combat/spellcasting will need to roll initiative.
Areas 5 and 3 so far fit this description.
Area 10 does not unless they wish to cast spells/attack. So far I only see that they are chatting/searching.
Area 12: Daphywise first and then you Val. I'll get to your actions once I have everyone organized here. :)
Area 5: Buppido: 11 Topsy and Turvy (going on the same round, but they count as two characters for the purpose of actions): 20 Guard: 17
Area 3: Derendil: 6 Eldeth: 17 Jimjar: 11 Guard: 19
Once we have everyone in initiative I will then go back through and resolve your surprise actions.
Edit note: I forgot to put in the guards rolls and did not realize the "potentially manipulated dice rolls" warning would appear. I'll put those in separate posts moving forward.
I don't think anyone in Area 10 knows that combat is happening elsewhere, so Sir Percival will continue to try to engage the guards in conversation while assessing the guards tower for number of guards, locations of weapons etc
If it becomes clear that there is combat happening, he will engage
Perception:16
Question1: Is the lock on restraint magical or not? Did Julius see the key before?
Question2: If the key isn't magical. Julius will try to shape a stone key with Mold Earth while the guard is distracted by the sound. What kind of skill check does he need to cast the spell unnoticed? Can he roll the check with advantage? If the guard isn't distracted and he cannot take the advantage, Julius will not risk the trick.
Sir Percival goes along to the guard tower with the other three, making an effort to be cheerful and enthusiastic about his work and leaving the cell. All the while, he is trying to get an idea of the guards' tower, their routine and any potential weapon stores
Perception to hear the ruckus: 9
7
Try again for perception roll
Investigation 12
Area 12:
Daphywise:
Your eldritch blast crackles around your shackled hands and hits the Drow with a loud crack. He is knocked away from you about five feet as a loud scream erupts form his lungs.
"You scum! You'll pay for this!" He shouts.
Can you also roll initiative Daphywise?
Val will be going first since he rolled a nat 20.
Val: You hear the blast coming from Daphywise's magic and can't resist taking a look. You're unable to find anything on your turn, but you can try again.
Stool will also, on his turn take a look. I'll roll once we have everyone's initiative.
Area 5:
Julius:
Your ears pick up a crackling sound followed by a thud and yelp. It sounds like it's coming from the other end of the compound.
1. Roll an arcana check or flat intelligence to see if there is any magic on your manacles. As far as you can see, it looks like a standard lock.
2. The mold earth spell allows you to: Move earth (that isn't stone), cause stone to be difficult terrain, or create images in the form of shapes and colors. So I don't believe it allows for crafting items.
You can however roll investigation or perception again to see if you can find any useful items. You could even try a stealth check and then sleight of hand check to see if you can find and take keys from one of the guards.
The guard in your area does not seem like they notice the fight going on.
Buppido will continue with his chores.
Topsy and Turvy will look to you Julius to see if you're going to do anything.
Area 3:
Umarook, you also notice the sounds of a fight going on, albeit very faint.
Eldeth also notices the fight going on and look to you, Umarook, with a knowing eye.
Derendil does not notice anything and continues going about his work.
Jimjar notices the fight as well and looks at Umarook and Eldeth.
The guard in your area does not seem like they notice the fight going on.
Area 10:
Neither Sarith nor Ront are paying attention so they won't hear.
The guard in your area does not seem like they notice the fight going on.
Sir Percival, you are currently preoccupied with being enthusiastic with your comrades. You’re not able to hear the ruckus with that perception check.
Misty, you can roll a d20 + d10 to see what you find.
They/Them
oh my bad, 20
@Val and @Daphiwyse, roll another d20 (no modifier) to see who goes first.
Both of your dex modifiers are +3.
The highest roll goes first.
They/Them
20
Umarook hears the fight starting, and even though it seems to be a ways down, she notices that the guard is unaware. She turns to Eldeth and Jimjar and gives a quick wink. And then she points to the guard and the guard starts hearing dolorous bells surrounding him. The guard needs to take a WIS saving throw of 13 or take 6 necrotic damage - Toll the Dead cantrip.
Initiative part 2: 15
Arcana:13( to check the lock is magic or not)( So Buppido is a lunatic just like the rest of his people. ) Julius is slightly disappointed because this is what he already knew. Then the half elf hears distant sounds of strife. It's a chance. But Julius isn't a half elf who takes action before planning and preparing.He whispers to the Deep-Gnome twins." Someone is fighting out there. I will distract the guard. Find anything useful in this room. " Then he talks to the guard. " I have heard the sound of struggling. You should take a look. It might be one of the monsters of the Underdark "Action: Julius tries to distract the guard and let other prisoners search the room.Persuasion:12Arcana:9( to check the lock is magic or not)
( So Buppido is a lunatic just like the rest of his people. ) Julius is slightly disappointed because this is what he already knew. Then the half elf hears distant sounds of strife. It's a chance. But Julius isn't a half elf who takes action before planning and preparing.
He whispers to the derro and the Deep-Gnome twins." Someone is fighting out there. I will distract the guard. Find anything useful in this room. " Then he talks to the guard. " I have heard the sound of struggling. You should take a look. It might be one of the monsters of the Underdark "
Action: Julius tries to distract the guard and let other prisoners search the room.
Persuasion:15
OCC: What Julius wants to do is that distracting guard and give the Gnome twin help action for investigation. I'm sorry for my awful post. My break was nearly finished and I was a bit panicked.
(I just want to double check. Daphiwise should go and then Val, right?)
I'll get to everyone's actions here shortly.
First, anyone in an area where there is combat/spellcasting will need to roll initiative.
Areas 5 and 3 so far fit this description.
Area 10 does not unless they wish to cast spells/attack. So far I only see that they are chatting/searching.
Area 12:
Daphywise first and then you Val. I'll get to your actions once I have everyone organized here. :)
Area 5:
Buppido: 11
Topsy and Turvy (going on the same round, but they count as two characters for the purpose of actions): 20
Guard: 17
Area 3:
Derendil: 6
Eldeth: 17
Jimjar: 11
Guard: 19
Once we have everyone in initiative I will then go back through and resolve your surprise actions.
Edit note: I forgot to put in the guards rolls and did not realize the "potentially manipulated dice rolls" warning would appear. I'll put those in separate posts moving forward.
They/Them
Julius Initiative:11
Umarook’s initiative: 20
8+7
I don't think anyone in Area 10 knows that combat is happening elsewhere, so Sir Percival will continue to try to engage the guards in conversation while assessing the guards tower for number of guards, locations of weapons etc
If it becomes clear that there is combat happening, he will engage
Can you roll that using the forum roller? 14
They/Them
Ok, hadn't tried that before. Umarook's initiative - 15