Velkynvelve is in chaos, as the drow and some quaggoths arm themselves to fend off the chaotic demons flying around in their frenzy. You can see the post where the guards used to sit has some rubble on the floor now from where something smashed into it earlier, but upon closer inspection, you can find a few stray plain crossbow bolts, some playing cards, a few changes of clothes, two sets of guard keys, 4 packs of rations, well as most of your things that have fallen out of several large chests from the floor above. Working efficiently you can unlock everyone in about 2 minutes.
(Do a simple d20 roll: 5 or less, you can't find your things, 6-12 you find either your weapon or armor, your choice, 13-20 you find your weapon(s) and armor. All of your personal effects are found no matter what, books, lockets, tokens, etc.)
As Jorlan leaves and the chaos erupts outside, Traydark peeks out and notices the guard post collapsed. "Hurry, the keys!" He says with determination, yanking the chain to get the others to follow, quickly finding the keys to unlock himself, then handing them over to the closest person while looking around for any other belongings that was brought with him to this desolate place.
On leaving the prison, Khessa brings with her one of the lanterns lit with phosphorescent fungi.
'What an interesting object...' the blonde warrior finds herself thinking 'Who knows if in a moment of greater calm I will be able to study it better? A lantern that burns without fire would be so much safer, even outside the Underdark! In the stables, for example... no more risks that the straw will catch fire due to an accidental fall!'
But the noises of battle abruptly bring her attention back to the immediate dangers. The tall adventurer reaches the guard post with her companions, but, since she is already free, while the others are passing the keys to each other, she immediately begins to search for her possessions.
(@DM: Oh, well, rolled 4, so, if I well understand, Khessa does not find neither her armor, nor her weapons. But she still finds all her other possessions. It's correct? Should she choose to stay and keep searching, could she reroll? If she cann't reroll, can she at least, with a Search roll, try to find armor of weapons that are not theirs but she could still use? Maybe equipment of the drow, maybe possession of other prisoner that aren't here anymore...)
(Easy enough to find a small martial weapon of your choice)
(Ok, Khessa finds a scimitar, then. It should be fairly common among drow - and it is both martial and light)
Khessa cannot locate either her weapons or her armor. Staying calm, and searching methodically, he eventually finds her backpack, but still not her weapons and her armor.
'Curse!' thinks the blonde warrior 'Maybe some drow warrior has chosen to keep them to himself!'
The tall adventurer then recovers at least a scimitar, waiting to be able to get something better.
Then Khessa looks around, identifies a large and heavy object (a piece of furniture? A boulder detached from the collapse?) and pushes it until it falls on the cobwebs below. Her blue eyes check with curiosity if the impact of the heavy falling body is enough to break through the cobwebs, so that she and the other fugitives will be able to dive directly into the water, or if the cobwebs resist.
(You can try and jump from the walkway into the pool, but the DC is higher. Or you can hit the webs first and then try to get into the water, the DC is lower but you risk being caught by a giant spider. It would take a truly massive object to rip through the webs so your rock might catch a couple of small strands but isn't enough to pull them apart)
This post has potentially manipulated dice roll results.
While waiting for the others to be ready to jump down into the web, the noble drow quickly searches the rubble for a hand crossbow and some bolts for it, preferably poisoned ones. Investigation: 19
"As you hit the water, try to reach land immediately as there is some creature down there devouring whatever falls in."He reminds the other escapees as they are about to take the leap of faith.
"Yes," Khessa replies to Traydark "I remember. I'd like to toss a drow corpse, before the first of us dives. So maybe the monster eats it, instead of chasing us".
The blonde warrior looks around to see if there is a drow corpse that can be reached.
"Can someone find an armor about my size, by chance?" the tall adventurer asks to everybody in general "It seems the drow liked my own too much. It is nowhere to be seen..."
You see the drow and quaggoths assembling more towards the other end of the outpost as the flying demons flit about with their terrible droning. You can estimate there is a reasonable chance to escape if you all hurry. You are also able to find all of your things, including any weapons or armor you had among the rubble.
As you all make for the waterfall and hopefully eventual escape, you hear Ront and Prince Derendil begin to argue about something towards the back of the group. Buppido and the Twins jump in to try and intervene but Derendil begins to go into a rage, knocking the Twins off of the path and down into the webs, where you see a few giant spiders quickly descend on the gift given them, the Twins shrieking in terror as they fight desperately against the webs and the spiders. The commotion though is enough to attract the attention of a couple of guards, who swing their crossbows around and begin firing at Derendil, catching him and Ront solidly. Buppido looks at you and screams, "GO!!!"before rushing off at the guards.
When you jump into the water:
DEX save 15 if you jump from the walkway, 10 if you try the webs first, but roll a d20 with it to see if get caught at all. A failure on the way down and you take 2 bludgeoning damage.
As you hit the water, the gray ooze suddenly lashes out at you and you hear in your head "Flesh for the Faceless Lord!" Make a second DEX save, DC 10. If you fail take 1 acid damage as you rush from the water to make your escape!
This post has potentially manipulated dice roll results.
As the other escapees immediately turn on each other, Traydark snarls and dives into the water far below. Dex save: 6 As soon as he breaks the waterline he scrambles to get ashore, away from the acidic ooze. Dex save: 10 As soon as he gets on land again he makes it for cover where he would try to cover the others with his eldritch magic.
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(That is a success to pick the lock.)
Perceptions above 10:
Velkynvelve is in chaos, as the drow and some quaggoths arm themselves to fend off the chaotic demons flying around in their frenzy. You can see the post where the guards used to sit has some rubble on the floor now from where something smashed into it earlier, but upon closer inspection, you can find a few stray plain crossbow bolts, some playing cards, a few changes of clothes, two sets of guard keys, 4 packs of rations, well as most of your things that have fallen out of several large chests from the floor above. Working efficiently you can unlock everyone in about 2 minutes.
(Do a simple d20 roll: 5 or less, you can't find your things, 6-12 you find either your weapon or armor, your choice, 13-20 you find your weapon(s) and armor. All of your personal effects are found no matter what, books, lockets, tokens, etc.)
As Jorlan leaves and the chaos erupts outside, Traydark peeks out and notices the guard post collapsed. "Hurry, the keys!" He says with determination, yanking the chain to get the others to follow, quickly finding the keys to unlock himself, then handing them over to the closest person while looking around for any other belongings that was brought with him to this desolate place.
d20: 5
Finding none of his personal property, the noble drow snarls and grabs a pack of rations, ready to jump down into the nets below.
I look to see if anyone is manning the elevator. Perhaps we can find a safer way down.
Perception: 13
d20: 16
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
It appears that most of the fighting is taking place down by the lift, with the rest of the outpost relatively unoccupied.
On leaving the prison, Khessa brings with her one of the lanterns lit with phosphorescent fungi.
'What an interesting object...' the blonde warrior finds herself thinking 'Who knows if in a moment of greater calm I will be able to study it better? A lantern that burns without fire would be so much safer, even outside the Underdark! In the stables, for example... no more risks that the straw will catch fire due to an accidental fall!'
But the noises of battle abruptly bring her attention back to the immediate dangers. The tall adventurer reaches the guard post with her companions, but, since she is already free, while the others are passing the keys to each other, she immediately begins to search for her possessions.
4
(@DM: Oh, well, rolled 4, so, if I well understand, Khessa does not find neither her armor, nor her weapons. But she still finds all her other possessions. It's correct? Should she choose to stay and keep searching, could she reroll? If she cann't reroll, can she at least, with a Search roll, try to find armor of weapons that are not theirs but she could still use? Maybe equipment of the drow, maybe possession of other prisoner that aren't here anymore...)
(Sure, make an investigation roll. And yes she does recover all personal effects besides weapons and armor.)
Investigation: 10
(Easy enough to find a small martial weapon of your choice)
(Ok, Khessa finds a scimitar, then. It should be fairly common among drow - and it is both martial and light)
Khessa cannot locate either her weapons or her armor. Staying calm, and searching methodically, he eventually finds her backpack, but still not her weapons and her armor.
'Curse!' thinks the blonde warrior 'Maybe some drow warrior has chosen to keep them to himself!'
The tall adventurer then recovers at least a scimitar, waiting to be able to get something better.
Then Khessa looks around, identifies a large and heavy object (a piece of furniture? A boulder detached from the collapse?) and pushes it until it falls on the cobwebs below. Her blue eyes check with curiosity if the impact of the heavy falling body is enough to break through the cobwebs, so that she and the other fugitives will be able to dive directly into the water, or if the cobwebs resist.
(You can try and jump from the walkway into the pool, but the DC is higher. Or you can hit the webs first and then try to get into the water, the DC is lower but you risk being caught by a giant spider. It would take a truly massive object to rip through the webs so your rock might catch a couple of small strands but isn't enough to pull them apart)
While waiting for the others to be ready to jump down into the web, the noble drow quickly searches the rubble for a hand crossbow and some bolts for it, preferably poisoned ones.
Investigation: 19
"As you hit the water, try to reach land immediately as there is some creature down there devouring whatever falls in." He reminds the other escapees as they are about to take the leap of faith.
(Perception asked for post #138: 11)
(Simple d20 asked for post #144: 7)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
"Yes," Khessa replies to Traydark "I remember. I'd like to toss a drow corpse, before the first of us dives. So maybe the monster eats it, instead of chasing us".
The blonde warrior looks around to see if there is a drow corpse that can be reached.
"Can someone find an armor about my size, by chance?" the tall adventurer asks to everybody in general "It seems the drow liked my own too much. It is nowhere to be seen..."
You see the drow and quaggoths assembling more towards the other end of the outpost as the flying demons flit about with their terrible droning. You can estimate there is a reasonable chance to escape if you all hurry. You are also able to find all of your things, including any weapons or armor you had among the rubble.
As you all make for the waterfall and hopefully eventual escape, you hear Ront and Prince Derendil begin to argue about something towards the back of the group. Buppido and the Twins jump in to try and intervene but Derendil begins to go into a rage, knocking the Twins off of the path and down into the webs, where you see a few giant spiders quickly descend on the gift given them, the Twins shrieking in terror as they fight desperately against the webs and the spiders. The commotion though is enough to attract the attention of a couple of guards, who swing their crossbows around and begin firing at Derendil, catching him and Ront solidly. Buppido looks at you and screams, "GO!!!" before rushing off at the guards.
When you jump into the water:
DEX save 15 if you jump from the walkway, 10 if you try the webs first, but roll a d20 with it to see if get caught at all. A failure on the way down and you take 2 bludgeoning damage.
As you hit the water, the gray ooze suddenly lashes out at you and you hear in your head "Flesh for the Faceless Lord!" Make a second DEX save, DC 10. If you fail take 1 acid damage as you rush from the water to make your escape!
As the other escapees immediately turn on each other, Traydark snarls and dives into the water far below.
Dex save: 6
As soon as he breaks the waterline he scrambles to get ashore, away from the acidic ooze.
Dex save: 10
As soon as he gets on land again he makes it for cover where he would try to cover the others with his eldritch magic.