Hlin will be in the front bracing her shield and looking for possible threats. She checks the weight of her warhammer and makes her way into the cave. "That is strange that the mine looks unused"
"If this is the hideout of the bandits, they are either exceptionally good at covering their tracks, or there is another entrance".
After the previous ambush, he has been ready with his short bow out for some time, keeping an eye out for signs of anyone lying in wait. In order to achieve this he is stood just behind Hlin.
He is ready to take out his hooded lantern when they get into darkness, but will keep it mainly with the hood lowered so as not to give their position away. His dark vision should provide enough light to see where he is going, with the lantern able to allow him to see close up things without issue. He can always raise the hood if he needs to focus properly on something in the distance.
Perception: 8
(OOC: Passive Perception: 17 better than the 1+7 = 8 rolled)
Javier will stay at the very back. He takes out a quill and casts light on the writing tip as he dips into his component pouch and takes out a small jar with a firefly buzzing around in it. He waves his hand around the jar as wisps of light transfer from the firefly to the quill making it glow a dim orange/red light.
his perception: 11
he then places his companion Olive in his shirt for safety with just her head poking out “Be my nose and ears love.” (advantage on hearing and smelling perception): 145
Garth and Hlin both notice that some of the mine tailing is fresh. You press forward down the passage; the air is cool and dry. Garth presses forward in silence, you can't really see him leading in the front. Salamir is in the middle with a hooded lantern shedding a thin gleam of light, with the hood pulled down. Garth and Hlin in front are relying on their darkvision.
Marching order (correct me if wrong) : Garth, Hlin, Salamir, Belkaria, Javier.
Garth you are creeping forward like the silent hunter that you are, when you hear something tinkle in the distance, like some cans rattling. You feel a pull on your foot, and as you look down you see a wire across the passageway. You think that you hear a high pitched laugh in the distance.
This post has potentially manipulated dice roll results.
(Salamir has his hooded lantern barely open, so there is a bit of light)
"Well, they were going to find out about us sooner or later, at least now we can join the party." she motions for everyone to keep going, figures there is no reason to stop now. With the lantern light and her darkvision, she does try to ascertain the amount of them by the tracks in the cave...
This post has potentially manipulated dice roll results.
Salamir holds the lantern close to the floor noticing Belkaria looking for tracks. As he does so he concentrates on listening for signs of movement from either up ahead or behind.
”It is good to know this wasn’t a wasted journey”, he whispers, grinning in the lantern light.
Perception: 14
(OOC: We have gone with the idea that Salamir has the only light, but Javier cast light. I guess we could play it thatbhe has it covered?)
(The light is not covered though I am at the back so I’m not sure if that makes a huge difference.) in preparation Javier casts mage armor ( AC is now 14) as his body glows a dim purple before returning to normal.
Salamir, you can't ascertain any number, by what you can see. You see an isolated print or two, but they appear - small, and strange. Nothing that you have seen before. Everything is quiet again. Javier's light at the rear wasn't quite enough for Garth to see up front the thin wire stretching across the floor. As you are creeping slowly forward you come to an intersection. There is a turn to the left, and a turn to the right, also the passage continues straight ahead. The left and right passages look the same, approximately 10 feet wide (or slightly less), dark, and quiet. Nothing approaches and you hear no more sounds.
Which direction would you like to go?
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Garth examines the intersection for more tracks, but takes the left route after waiting for the others to catch up so that he has a little light and that they know which way he went.
"Never was much of a tracker," he says with a shrug as he works.
Belkaria continues down the mine with the others. When they reach the cross section and Garth heads left, "Left? Man, you never go left!" she whispers as she shakes her head. But continues with the rest, hoping they won't be ambushed even though whatever creatures are in this mine know they are here.
You take the leftward turn and walk a ways, 30 or 40 feet and it opens up into a 25 by 25 foot chamber. Garth you can’t quite make out any tracks, but something is itching at the back of your skull, a feeling, a remembrance of something that you’ve heard before when mining, but you can’t quite pull it, it won’t come to you. Belkaria, there is nothing that you can make out.
As you enter the chamber, it is not lit, but has a lantern hanging on the wall. On the south wall is a cot with a bedroll that has not been used. There is a trunk at the end of the bed. There are 2 crates on the ground and as you walk over you see they are filled with potatoes, carrots and dried meat. There are 4 full water skins hanging and 5 flasks of oil on the ground.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Javier inspects the room for any clues or traps as he shines his light over the objects they found (investigation: 8 ) he whispers nervously “you never know what might be a trap or a mimic, or worse…too many possibilities to be too comfortable.”
Belkaria walks into the room slowly, keeping an eye on the ground for trip wires or anything else the occupants of this room might have set up. She heads over to the cot and trunk and tries to open the trunk to see if that will give them any information as to who they were dealing with.
Hlin will be in the front bracing her shield and looking for possible threats. She checks the weight of her warhammer and makes her way into the cave. "That is strange that the mine looks unused"
Salamir nods in agreement with Belkaria and Hlin.
"If this is the hideout of the bandits, they are either exceptionally good at covering their tracks, or there is another entrance".
After the previous ambush, he has been ready with his short bow out for some time, keeping an eye out for signs of anyone lying in wait. In order to achieve this he is stood just behind Hlin.
He is ready to take out his hooded lantern when they get into darkness, but will keep it mainly with the hood lowered so as not to give their position away. His dark vision should provide enough light to see where he is going, with the lantern able to allow him to see close up things without issue. He can always raise the hood if he needs to focus properly on something in the distance.
Perception: 8
(OOC: Passive Perception: 17 better than the 1+7 = 8 rolled)
Javier will stay at the very back. He takes out a quill and casts light on the writing tip as he dips into his component pouch and takes out a small jar with a firefly buzzing around in it. He waves his hand around the jar as wisps of light transfer from the firefly to the quill making it glow a dim orange/red light.
his perception: 11
he then places his companion Olive in his shirt for safety with just her head poking out “Be my nose and ears love.” (advantage on hearing and smelling perception): 14 5
Garth and Hlin both notice that some of the mine tailing is fresh. You press forward down the passage; the air is cool and dry. Garth presses forward in silence, you can't really see him leading in the front. Salamir is in the middle with a hooded lantern shedding a thin gleam of light, with the hood pulled down. Garth and Hlin in front are relying on their darkvision.
Marching order (correct me if wrong) : Garth, Hlin, Salamir, Belkaria, Javier.
Garth you are creeping forward like the silent hunter that you are, when you hear something tinkle in the distance, like some cans rattling. You feel a pull on your foot, and as you look down you see a wire across the passageway. You think that you hear a high pitched laugh in the distance.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Garth curses quietly and waits in the shadows for the others to catch up, then points out the trip wire.
"They know we're coming," he says, before moving off again.
As he moves, he is now actively searching for more wires or other such contrivances.
Perception: 7 (passive 13; disadvantage roll in case there is not even dim light 5)
Garth frowns, for a moment there he lost sight of the back of his gloved hands.
(( @DM: is it dim, or total darkness...hoping for the latter at this stage! ))
((Depends of spacing of Salamir to you, but my suspicion is that with lantern hooded and behind Hlin, not quite dim light, more darkness.))
A wizard is never late, nor is he early, he arrives precisely when he means to.
(Salamir has his hooded lantern barely open, so there is a bit of light)
"Well, they were going to find out about us sooner or later, at least now we can join the party." she motions for everyone to keep going, figures there is no reason to stop now. With the lantern light and her darkvision, she does try to ascertain the amount of them by the tracks in the cave...
Survival 14
(( Thanks, and makes sense. If he's in effective darkness, then at least the enemy will be at disadvantage spotting him too! ))
Salamir holds the lantern close to the floor noticing Belkaria looking for tracks. As he does so he concentrates on listening for signs of movement from either up ahead or behind.
”It is good to know this wasn’t a wasted journey”, he whispers, grinning in the lantern light.
Perception: 14
(OOC: We have gone with the idea that Salamir has the only light, but Javier cast light. I guess we could play it thatbhe has it covered?)
Hlin braces herself for a possible attack and listens for any movement ahead.
(The light is not covered though I am at the back so I’m not sure if that makes a huge difference.) in preparation Javier casts mage armor ( AC is now 14) as his body glows a dim purple before returning to normal.
Salamir, you can't ascertain any number, by what you can see. You see an isolated print or two, but they appear - small, and strange. Nothing that you have seen before. Everything is quiet again. Javier's light at the rear wasn't quite enough for Garth to see up front the thin wire stretching across the floor. As you are creeping slowly forward you come to an intersection. There is a turn to the left, and a turn to the right, also the passage continues straight ahead. The left and right passages look the same, approximately 10 feet wide (or slightly less), dark, and quiet. Nothing approaches and you hear no more sounds.
Which direction would you like to go?
A wizard is never late, nor is he early, he arrives precisely when he means to.
Garth examines the intersection for more tracks, but takes the left route after waiting for the others to catch up so that he has a little light and that they know which way he went.
"Never was much of a tracker," he says with a shrug as he works.
Perception to find any tracks: 9
Survival (to make sense of them?): 9
Belkaria continues down the mine with the others. When they reach the cross section and Garth heads left, "Left? Man, you never go left!" she whispers as she shakes her head. But continues with the rest, hoping they won't be ambushed even though whatever creatures are in this mine know they are here.
Perception 14
You take the leftward turn and walk a ways, 30 or 40 feet and it opens up into a 25 by 25 foot chamber. Garth you can’t quite make out any tracks, but something is itching at the back of your skull, a feeling, a remembrance of something that you’ve heard before when mining, but you can’t quite pull it, it won’t come to you. Belkaria, there is nothing that you can make out.
As you enter the chamber, it is not lit, but has a lantern hanging on the wall. On the south wall is a cot with a bedroll that has not been used. There is a trunk at the end of the bed. There are 2 crates on the ground and as you walk over you see they are filled with potatoes, carrots and dried meat. There are 4 full water skins hanging and 5 flasks of oil on the ground.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Javier inspects the room for any clues or traps as he shines his light over the objects they found (investigation: 8 ) he whispers nervously “you never know what might be a trap or a mimic, or worse…too many possibilities to be too comfortable.”
Belkaria walks into the room slowly, keeping an eye on the ground for trip wires or anything else the occupants of this room might have set up. She heads over to the cot and trunk and tries to open the trunk to see if that will give them any information as to who they were dealing with.
Garth nods, "Something doesn't feel right."
He looks around the room, helping Javier with their investigation.
@DM: Are there other exits? Garth will help Javier or anyone else in checks for other exits etc
(I’ll roll again since I’m given help by Garth) 18