Lacking in the department of seeing in the dark, Obsben pulled out a dagger, and with a simple seeming flick against the flat side of the blade, lit it up in a blue light. She then passed it over to Salty, who at the moment hovered nearby, to hold and leave her own hands free. For now, anyhow, seeing as any map/note taking could wait until the area was far less dangerous!
"And that should do it. Nice." She commented as she brought up the rare without much seeming care in the world.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Utar: and Graxx both ask for a moment before the group can delve into the underground area proper. They both stand at the entrance and call on their respective gods for guidance:
Graxx: Closing your eyes, you call on the spirits of battles past to reveal to you what foul creatures may block your path ahead (Divine Sense). Surely enough, the tinge of undeath lies ahead. No smell is traveling all the way up here, but your spiritual senses have caught the stench with certainty. You pass along this information to the rest of the group. If anyone needs special preparations to face the undead, this might be a good time for them.
Utar: Releasing the magically-infused fur into the breeze, you watch it float down the roughly cut steps leading into the earth. The fur travels almost in a perfectly straight trajectory.
Receiving the additional intel, both Neya and Obsben prepare to forge ahead. The monk enchants her own eyes, and the story-teller furnishes her familiar with a lit dagger. The choices seem well taken, as the group can tell from their vantage point at the top of the stairs that there seem to be no light sources down there.
(OOC: Any other preparations now that you have additional info?)
This post has potentially manipulated dice roll results.
(OOC: None that I can think of.)
"Come to think of it. It might've been a good idea to study one of those kobolds. But ah well~ I'm sure it'll be fine."Is all Obsben really had to add, as no other preparation either came to mind, or the strange halfling was keeping things close to the chest. Either way, she makes a point of being at least 10 to 15ft behind whoever was third in line just in case to maybe avoid any nasty surprises. And where possible, she'd occasionally glance behind them or off to the walls in concern for any secret passages along the way.
... Although if another seemed insistent on taking the rear(aka Utar), then it is by their side she'd happily keep to as the group descended down the tunnel.
"There are likely to be many more kobolds along the way. Possibly more than just the kobolds, depending how much authority Spernik has in the Cult of the Dragon," Neya says as she descends the stairs alongside Obby. "They do have connections with Thay. We need to ready ourselves for as much as we can."
Additional preparations turn out to be the simple unsheathing and wielding of weapons, which is as efficient a step as any. The group forms a line with Graxx at the lead, Neya and Obby in the middle (side by side) and Utar in the back. SB hovers around the group, serving primarily as a source of light. The stairs lead the party underground, but are not quite a long trek. The ceiling in the staircase is about 15 feet high, and there are no sounds coming from below, at least for now. Then, the smell of decay reaches the CRAPers' noses, and soon, the silence is broken as the group can also hear some shuffling noises.
The staircase ends at the mouth of a large chamber. This huge room is perhaps 70 feet long and half as wide. The ceiling is 30 feet above the wide stone tiles and supported by three pillars that run down the center of the room. Each pillar is expertly carved to resemble five chromatic dragons, supporting the ceiling with their forelimbs. You can make out faded mosaics on the ceilings and walls depicting colorful dragons in flight. The sprawling scene is marred by knotty roots that have poked through the tile work.
There are a number of rotted chairs and tables about, making it easy to deduce that this room once functioned as a great hall, used for eating and perhaps even ceremonial events. There are also three doors that lead off from this room; one each on the left, right and far walls. You can tell each of the doors have more features to them but can't tell what they are from this distance. A battle happened here at some point, and you judge it to be recent: six dead bodies lay about the room, some are kobolds, others are decaying humans.
Speaking of decaying humans, seven of them still stand and shuffle about the room. Two of them are near the far side of the room and appear to be distracted by something beyond it. The other five turn to acknowledge your illuminated and sonorous approach, and begin to shuffle towards the party. They have long beards and headgear made of tree branches and roots, carved to resemble reptilian scales. Their decaying arms are also covered in roots. Whatever cloth they might have had on them has decayed faster than their bodies, surely the work of foul magic.
"So here are the druids, or at least some of them."
Striding into the room, Utar begins to into intone a prayer to Torm, the hand symbol on his pauldron glowing.
"In Torm's name I turn you. Whatever foul magics keep you shackled shall be ended. May you finally find your rest, now back to your graves!"
Coming to the end of his prayer, a pure, holy light emanates from his pauldron, running over his armour, then flashing outwards.
Movement: BG,25
Action: Turn Undead - Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Any undead that fails its save and is CR1 or lower is destroyed.
This post has potentially manipulated dice roll results.
Figuring the zombies in the back stayed back there for a reason, Neya steps off of the stairs (to BJ-25). She takes out her Splashbow and fires at the furthest zombie in the back of the room (AW-25), hoping some acid would affect the other.
Graxx rages forward, eager to put the undead druids down before they become a nuisance. A light-infused slash of his relic weapon is enough to cleave this first zombie in two. Somewhat surprised by their frailty, Graxx's second swing is already in motion before the creature has completely hit the floor. It cuts only air. (Druid Zombie#2 takes 29 magical slashing and radiant damage and is DEFEATED.)
Putting her darkvision to good use, Neya steps forward and releases two arrows from her new bow. The first one sinks into one of the roots protecting the druid's torso. Although the arrow releases some of its acidic sap, it seems to only splash onto more of the encasing roots, saving the zombie within them. The second arrow manages to bypass the root-cage but fails to splash. (Druid Zombie#6 takes 12 magical piercing damage.)
Utar also steps up and does what clerics were put in this world to do. His pauldron glows as the half-orc prays. A light forces two out of the four nearby undead to turn away (the ones currently at {BE-25} and {BD-28}.)
(@Drache: If you are willing to use your reaction to roll a nature or an arcana check {DC 12}, I will share more information on the zombie's defenses you just tested.)
The two druids at the far door ({AW-25} and {AW-26}) continue to [Tooltip Not Found] their reaction time proven to be quite slow after one of them was hit by Neya's arrow.
The two turned zombies move as fast as they can toward the far wall, inadvertently joining their companions near the far door. (They are now located at {AW-24} and {AW-29}.)
The remaining pair of zombies move closer to attack whatever living shapes are closest to them:
Utar sees the attack coming and smartly places his shield on the way of the swinging arm. Neya was still looking at the far away zombie when the nearest one approached and swung at her. (Neya takes 4 magical bludgeoning damage.)
(@Drache & @MB: Both Neya and Utar can choose to use their reaction to roll a nature or an arcana check {DC 10} to derive further information from the zombies' magically-infused attacks.)
-> Graxx can perform one opportunity attack against one of the turned undead, if he so chooses. This reaction attack does not benefit from Reckless Attack.
(Obsben is up next. She can only currently see the two zombies who attacked and are currently at {BJ-24} and {BG-26}. She cannot see the other four zombies as they are out of the range of SB's dagger.)
"Whoo-wee~ Those some ripe lil' buggers aren't they Salty Bottom."Obsben commented as she fished out some gold pieces. And as the flying and hovering monkey chirped in turn, the coin are transferred into golden darts of deadliness aimed right for Neya's would-be killers. She then peeked out and looked up, and if she should judge the ceiling to be high enough, mentally bad Salty Bottom to fly out a few feet into the room and get some altitude to better illuminate the place from relative safety.
Action(Obsben): Cast (1st level)Pay Day on Zomboy(that attacked Neya). (Lethal)Coin #1 - Attack: 28 Damage: 14. (Lethal)Coin #2 - Attack: 14 Damage: 5. (Lethal)Coin #3 - Attack: 19 Damage: 5. (last one for the Zomboy that attacked Utar)
(Coin Deducted)
Movement(SB): To BJ-27, 15ft up(if possible. If not, remaining where it is on the map).
Lacking in the department of seeing in the dark, Obsben pulled out a dagger, and with a simple seeming flick against the flat side of the blade, lit it up in a blue light. She then passed it over to Salty, who at the moment hovered nearby, to hold and leave her own hands free. For now, anyhow, seeing as any map/note taking could wait until the area was far less dangerous!
"And that should do it. Nice." She commented as she brought up the rare without much seeming care in the world.
When you realize you're doing too much: Signature.
Utar: and Graxx both ask for a moment before the group can delve into the underground area proper. They both stand at the entrance and call on their respective gods for guidance:
Receiving the additional intel, both Neya and Obsben prepare to forge ahead. The monk enchants her own eyes, and the story-teller furnishes her familiar with a lit dagger. The choices seem well taken, as the group can tell from their vantage point at the top of the stairs that there seem to be no light sources down there.
(OOC: Any other preparations now that you have additional info?)
(OOC: None that I can think of.)
"Come to think of it. It might've been a good idea to study one of those kobolds. But ah well~ I'm sure it'll be fine." Is all Obsben really had to add, as no other preparation either came to mind, or the strange halfling was keeping things close to the chest. Either way, she makes a point of being at least 10 to 15ft behind whoever was third in line just in case to maybe avoid any nasty surprises. And where possible, she'd occasionally glance behind them or off to the walls in concern for any secret passages along the way.
Perception: 12. (13)
... Although if another seemed insistent on taking the rear(aka Utar), then it is by their side she'd happily keep to as the group descended down the tunnel.
When you realize you're doing too much: Signature.
Bringing up the rear of the group, Utar takes Lightbringer into his free hand before descending into the dark.
"Spernik is down there. Those kobolds can wait."
Keeping an watchful eye (and suspicious ear) behind the group, Utar hopes that CRAP isn't suddenly ambushed from behind with no warning.
Perception - 19
Graxx takes his axe and descends into the darkness.
He glances back at his friends and knows he has to keep a sharp eye out for the undead that lie ahead.
"Hopefully we smell them before they see us." says Graxx in a whisper.
Graxx will lead the pack he uses all his senses to try to detect danger.
Perception: 17
"There are likely to be many more kobolds along the way. Possibly more than just the kobolds, depending how much authority Spernik has in the Cult of the Dragon," Neya says as she descends the stairs alongside Obby. "They do have connections with Thay. We need to ready ourselves for as much as we can."
Extended Signature
Additional preparations turn out to be the simple unsheathing and wielding of weapons, which is as efficient a step as any. The group forms a line with Graxx at the lead, Neya and Obby in the middle (side by side) and Utar in the back. SB hovers around the group, serving primarily as a source of light. The stairs lead the party underground, but are not quite a long trek. The ceiling in the staircase is about 15 feet high, and there are no sounds coming from below, at least for now. Then, the smell of decay reaches the CRAPers' noses, and soon, the silence is broken as the group can also hear some shuffling noises.
The staircase ends at the mouth of a large chamber. This huge room is perhaps 70 feet long and half as wide. The ceiling is 30 feet above the wide stone tiles and supported by three pillars that run down the center of the room. Each pillar is expertly carved to resemble five chromatic dragons, supporting the ceiling with their forelimbs. You can make out faded mosaics on the ceilings and walls depicting colorful dragons in flight. The sprawling scene is marred by knotty roots that have poked through the tile work.
There are a number of rotted chairs and tables about, making it easy to deduce that this room once functioned as a great hall, used for eating and perhaps even ceremonial events. There are also three doors that lead off from this room; one each on the left, right and far walls. You can tell each of the doors have more features to them but can't tell what they are from this distance. A battle happened here at some point, and you judge it to be recent: six dead bodies lay about the room, some are kobolds, others are decaying humans.
Speaking of decaying humans, seven of them still stand and shuffle about the room. Two of them are near the far side of the room and appear to be distracted by something beyond it. The other five turn to acknowledge your illuminated and sonorous approach, and begin to shuffle towards the party. They have long beards and headgear made of tree branches and roots, carved to resemble reptilian scales. Their decaying arms are also covered in roots. Whatever cloth they might have had on them has decayed faster than their bodies, surely the work of foul magic.
DM's Screen:
20
ROLLING INITIATIVE
(Graxx, Neya, and Utar may take their turns.)
"So here are the druids, or at least some of them."
Striding into the room, Utar begins to into intone a prayer to Torm, the hand symbol on his pauldron glowing.
"In Torm's name I turn you. Whatever foul magics keep you shackled shall be ended. May you finally find your rest, now back to your graves!"
Coming to the end of his prayer, a pure, holy light emanates from his pauldron, running over his armour, then flashing outwards.
Movement: BG,25
Action: Turn Undead - Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Any undead that fails its save and is CR1 or lower is destroyed.
Graxx holds in his normal! Instead he lets out a heavy growl.
(Bonus Action) Graxx will rage!
(Movement) Graxx charges with long strides to BF,24!
Graxx raises his axe high and will make two GWM and Reckless attacks against the zombie at BF,23!
Attack: 18 Damage: 24
Attack: 7 Damage: 25
Divine Radiant to first hit: 8
Figuring the zombies in the back stayed back there for a reason, Neya steps off of the stairs (to BJ-25). She takes out her Splashbow and fires at the furthest zombie in the back of the room (AW-25), hoping some acid would affect the other.
Splashbow Attack: 14 Damage: 6
Acid Check: 8 Damage: 3
Extra Splashbow Attack: 19 Damage: 12
Acid Check: 4 Damage: 4
Extended Signature
DM's Screen:
Undead Fortitude {DC 34}: 6
Concentration check {DC 10}: 9
WIS saves {DC 16}: 14 18 20 9
Graxx rages forward, eager to put the undead druids down before they become a nuisance. A light-infused slash of his relic weapon is enough to cleave this first zombie in two. Somewhat surprised by their frailty, Graxx's second swing is already in motion before the creature has completely hit the floor. It cuts only air. (Druid Zombie#2 takes 29 magical slashing and radiant damage and is DEFEATED.)
Putting her darkvision to good use, Neya steps forward and releases two arrows from her new bow. The first one sinks into one of the roots protecting the druid's torso. Although the arrow releases some of its acidic sap, it seems to only splash onto more of the encasing roots, saving the zombie within them. The second arrow manages to bypass the root-cage but fails to splash. (Druid Zombie#6 takes 12 magical piercing damage.)
Utar also steps up and does what clerics were put in this world to do. His pauldron glows as the half-orc prays. A light forces two out of the four nearby undead to turn away (the ones currently at {BE-25} and {BD-28}.)
(@Drache: If you are willing to use your reaction to roll a nature or an arcana check {DC 12}, I will share more information on the zombie's defenses you just tested.)
The two druids at the far door ({AW-25} and {AW-26}) continue to [Tooltip Not Found] their reaction time proven to be quite slow after one of them was hit by Neya's arrow.
The two turned zombies move as fast as they can toward the far wall, inadvertently joining their companions near the far door. (They are now located at {AW-24} and {AW-29}.)
The remaining pair of zombies move closer to attack whatever living shapes are closest to them:
-> Root-encased Arm Slam vs. Utar: Attack: 14 Damage: 5
-> Root-encased Arm Slam vs. Neya: Attack: 20 Damage: 4
(OOC: Enemies' turn continues in the next post.)
Utar sees the attack coming and smartly places his shield on the way of the swinging arm. Neya was still looking at the far away zombie when the nearest one approached and swung at her. (Neya takes 4 magical bludgeoning damage.)
(@Drache & @MB: Both Neya and Utar can choose to use their reaction to roll a nature or an arcana check {DC 10} to derive further information from the zombies' magically-infused attacks.)
-> Graxx can perform one opportunity attack against one of the turned undead, if he so chooses. This reaction attack does not benefit from Reckless Attack.
(Obsben is up next. She can only currently see the two zombies who attacked and are currently at {BJ-24} and {BG-26}. She cannot see the other four zombies as they are out of the range of SB's dagger.)
"Whoo-wee~ Those some ripe lil' buggers aren't they Salty Bottom." Obsben commented as she fished out some gold pieces. And as the flying and hovering monkey chirped in turn, the coin are transferred into golden darts of deadliness aimed right for Neya's would-be killers. She then peeked out and looked up, and if she should judge the ceiling to be high enough, mentally bad Salty Bottom to fly out a few feet into the room and get some altitude to better illuminate the place from relative safety.
Action(Obsben): Cast (1st level)Pay Day on Zomboy(that attacked Neya).
(Lethal)Coin #1 - Attack: 28 Damage: 14.
(Lethal)Coin #2 - Attack: 14 Damage: 5.
(Lethal)Coin #3 - Attack: 19 Damage: 5. (last one for the Zomboy that attacked Utar)
(Coin Deducted)
Movement(SB): To BJ-27, 15ft up(if possible. If not, remaining where it is on the map).
Action(SB): Evasive Hovering.
When you realize you're doing too much: Signature.
Utar's reaction: Arcana - 10
Reaction
Arcana check: 5 (5)
Extended Signature
Reaction!
Opportunity attack!
Attack: 26 Damage: 18