"Yes, I think so. Maybe just stand back a little in case it's trapped." Briny will try to examine the bottom of the box to figure out how the compartment can be opened. "How exactly do you think it opens?" She will take any advice from Sylyra that he can give, then she will back up about 20 feet and summon the mage hand. Sending it over to the box she will focus on what she remembers and try to manipulate the hand so that it opens the compartment.
Resting at the bottom of the hidden compartment is a headband made of polished bone accompanied by a small vial of liquid. Both items exude a clear arcane nature.
Sylyra reaches in, closes the compartment, closes the chest, and begins putting the object in his pack. "We can analyze this further later." He looks around to see what the others are up to.
Hex will motion towards the hole when Sylyra is done examining the chest. "Leads down into the sewers, judging from the smell. All good to go?" If everyone is good to go, she'd head down first and look around while the others make their way down.
The sewers are 15 feet wide and 10 feet tall. 5-foot-wide footpaths are on either side of a 5-foot-deep channel that runs down the middle of the sewer system. The channel is filled with foul, quickly-moving water. Hex's torch provides the only light to be seen. The sound of running water is all that can be heard, echoing off of the many walls and tunnels ahead.
Is there only one way forward? If so, Hex will lead the group down that path. She'll give Briny the torch to hold and stealth ahead about 10ft in front of the group.
If not, is there any sign of which way the killer may have gone?
Sylyra moves toward the hole, his nose wrinkling at the smell. He is clearly not happy. "Are you sure?" he asks, knowing the answer already.
If there is more than one way the thief could have gone, Sylyra will wild shape into his mutt shape to attempt to pick up the trail from what he smelled the day before.
Hex and Sylyra lead the party through a myriad of sewer tunnels, the trail largely cold and any scent overwhelmed by mildew and sewage, but after a time, the roar of water fills the air as the tunnel you were in opens into a large, 60-foot-wide circular chamber. Water cascades down a steep spillway on the far side of the chamber into a pool in the middle of the room. A stairway runs alongside the spillway to the daylight above.
Two large, undulating shapes move on the opposite side of the chamber near a section of the floor that is blackened and charred, as if by an intense flame.
Approaching close enough to see the shapes, you see a pair of foul monstrosities feeding on a third of their kind. At least ten feet long and about as tall, these wriggling worm-like creatures scour through the putrid flesh of a slain companion, gnashing into the slimy bones that remain. As you spot them, they see you in turn; on sight, they propel themselves forward on dozens of stubby legs, their writhing tentacles leading the way.
OOC: Including a map of the spillway for a top-down perspective in case the description didn't do it justice. We're still in theater-of-the-mind for combat.
The party is approaching from the bottom of the map. The crawlers are located on the top side of the map near the stairs.
Round 1 Order: Players <===== Carrion Crawlers
Placement: The carrion crawlers are 80 feet away from the party.
This post has potentially manipulated dice roll results.
Briny hesitates only a moment before moving forward just far enough that she thinks she can reach the mind of one of the creatures. She tries to grip the mind of the creature and- if she had to describe what it felt like she would say a thrown dart. She attempts to affect its mind.
Move 20 ft forward to be within 60 ft of one of the creatures.
Action: Mind sliver - Int save vs dc 13 or take 5 psychic damage and subtract 1d4 from the next saving throw before the end of my next turn.
Hex grimaces at the sight of the worm like creatures and pulls out her bow. As she fires an arrow, it bursts into vines that surround the creatures, digging into the ground and attempting to restrain them.
Action: Cast Entangle. DC12 Strength Save. Trying to position the 20ft square so that the creatures have to move through as much of it as possible to reach us.
OOC: Giving some more time for Sylyra and Uragum's actions before botting and resolving. One of the carrion crawlers has failed its saving throw against the entangling vines.
Sylyra-mutt moves forward to stand beside Briny and barks ferociously to try to scare the creatures away. (Intimidation attempt)
If that isn't considered an action, I'll also ready an attack in case one of the creatures gets within biting range:
Bite. Melee Weapon Attack: 18 Damage: 8 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Are all of the racks and boxes empty? Is the chest empty? I'm still not touching anything.
Seeing nothing of interest, Hex is just gonna wait for the others to be done examining the chest.
The chest looks to be empty, but Sylyra's keen eyes detect a cleverly hidden compartment along the bottom.
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Sylyra points out the compartment to Briny. "Do you think you can open that with your mage hand?"
"Yes, I think so. Maybe just stand back a little in case it's trapped." Briny will try to examine the bottom of the box to figure out how the compartment can be opened. "How exactly do you think it opens?" She will take any advice from Sylyra that he can give, then she will back up about 20 feet and summon the mage hand. Sending it over to the box she will focus on what she remembers and try to manipulate the hand so that it opens the compartment.
Resting at the bottom of the hidden compartment is a headband made of polished bone accompanied by a small vial of liquid. Both items exude a clear arcane nature.
See my profile for all my PbP threads!
Sylyra reaches in, closes the compartment, closes the chest, and begins putting the object in his pack. "We can analyze this further later." He looks around to see what the others are up to.
Hex will motion towards the hole when Sylyra is done examining the chest. "Leads down into the sewers, judging from the smell. All good to go?" If everyone is good to go, she'd head down first and look around while the others make their way down.
OOC: Added the chest to Sylyra's inventory.
The sewers are 15 feet wide and 10 feet tall. 5-foot-wide footpaths are on either side of a 5-foot-deep channel that runs down the middle of the sewer system. The channel is filled with foul, quickly-moving water. Hex's torch provides the only light to be seen. The sound of running water is all that can be heard, echoing off of the many walls and tunnels ahead.
See my profile for all my PbP threads!
Is there only one way forward? If so, Hex will lead the group down that path. She'll give Briny the torch to hold and stealth ahead about 10ft in front of the group.
If not, is there any sign of which way the killer may have gone?
Sylyra moves toward the hole, his nose wrinkling at the smell. He is clearly not happy. "Are you sure?" he asks, knowing the answer already.
If there is more than one way the thief could have gone, Sylyra will wild shape into his mutt shape to attempt to pick up the trail from what he smelled the day before.
Hex and Sylyra lead the party through a myriad of sewer tunnels, the trail largely cold and any scent overwhelmed by mildew and sewage, but after a time, the roar of water fills the air as the tunnel you were in opens into a large, 60-foot-wide circular chamber. Water cascades down a steep spillway on the far side of the chamber into a pool in the middle of the room. A stairway runs alongside the spillway to the daylight above.
Two large, undulating shapes move on the opposite side of the chamber near a section of the floor that is blackened and charred, as if by an intense flame.
See my profile for all my PbP threads!
Hex stops at the sight of the undulating shapes and squints. She mutters under her breath, "What the hell is that?"
Do the shapes look like they're alive? Any chance to identify what the are?
Sylyra-mutt listens for any sounds that might indicate what is ahead (at advantage).
Approaching close enough to see the shapes, you see a pair of foul monstrosities feeding on a third of their kind. At least ten feet long and about as tall, these wriggling worm-like creatures scour through the putrid flesh of a slain companion, gnashing into the slimy bones that remain. As you spot them, they see you in turn; on sight, they propel themselves forward on dozens of stubby legs, their writhing tentacles leading the way.
OOC: Including a map of the spillway for a top-down perspective in case the description didn't do it justice. We're still in theater-of-the-mind for combat.
The party is approaching from the bottom of the map. The crawlers are located on the top side of the map near the stairs.
Round 1 Order:
Players <=====
Carrion Crawlers
Placement:
The carrion crawlers are 80 feet away from the party.
See my profile for all my PbP threads!
Briny hesitates only a moment before moving forward just far enough that she thinks she can reach the mind of one of the creatures. She tries to grip the mind of the creature and- if she had to describe what it felt like she would say a thrown dart. She attempts to affect its mind.
Move 20 ft forward to be within 60 ft of one of the creatures.
Action: Mind sliver - Int save vs dc 13 or take 5 psychic damage and subtract 1d4 from the next saving throw before the end of my next turn.
Hex grimaces at the sight of the worm like creatures and pulls out her bow. As she fires an arrow, it bursts into vines that surround the creatures, digging into the ground and attempting to restrain them.
Action: Cast Entangle. DC12 Strength Save. Trying to position the 20ft square so that the creatures have to move through as much of it as possible to reach us.
OOC: Giving some more time for Sylyra and Uragum's actions before botting and resolving. One of the carrion crawlers has failed its saving throw against the entangling vines.
See my profile for all my PbP threads!
Sylyra-mutt moves forward to stand beside Briny and barks ferociously to try to scare the creatures away. (Intimidation attempt)
If that isn't considered an action, I'll also ready an attack in case one of the creatures gets within biting range:
Bite. Melee Weapon Attack: 18 Damage: 8 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Uragum stays behind the group. He holds up his gem and casts chromatic orb in the form of lightning at the nearest crawler.
Action: cast chromatic orb
Attack: 12 Damage: 11 lightning damage
Reaction prepared: arcane deflection if needed