"Or not as strange as you might think, as I've heard plenty of tales about magical beans and other magical plants."Obsben tiredly sighs and at that point began making her way over to Graxx, trusting Neya to gather up the spoils. "Something to explore another time as time... Graxx, if you would be so kind."She request, fully intending/hoping on continue the rest of the trek either hanging from his back or riding on his shoulder with the light of her dagger in hand to help brighten the path.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
While waiting for the others to finish tinkering with the treasure chest, Graxx begins to realize something. This entire room was presumably inaccessible until these walls were blown apart. Surely, whatever survived the blasts has not seen the light of day in many years. The contents of the shelves, and perhaps even the chest itself, should all be quite valuable in the eyes of the Library. It doesn't seem too farfetched to think that the Library's Masters may pay handsomely for the safe return of these books too. In fact, simply sharing information about the room with Opanrael or Cassra could yield a reward.
Utar watches the others work on the chest as Obsben and Neya finally pull its remaining magical contents out. Neya pockets the potion and holds the bean bag for all to see. Obsben seems less surprised than the monk regarding the bean's magical nature.
Hoping to spur the group onward despite her tiredness, Obsben then approaches Graxx and asks to be carried. Even from up here CRAP can discern the overall dimensions of the ancient sewer grid, which are 15 feet wide and 10 feet tall. Footpaths (5-foot-wide) are on either side of a channel running down the middle.This channel is filled with foul, quickly-moving water, which is far too dark and opaque to allow CRAP to tell how deep it may be with only a glance. The water moves fairly quickly and the sound it produces as it rushes forward takes the auditory center-stage. There are no clear light sources in the sewers.
(OOC: Successfully navigating the sewers will require a survival check from whoever is navigating/leading the party down there. If anyone wants to provide the help action, they must first succeed on a perception check {DC 14}.)
Though a fair bit too exhausted to provide much in the way of guidance (beyond assisting in lighting the way), Obsben offered what words of encouragement she had yet the strength of will to dispense for whoever took point on leading the way(Bardic Inspiration to the Survivalist(d8)). But at some point or another, she trades such words for those of minor power upon donning the makeshift cloth mask, scenting it on occasion to help ward off the stench of the sewers.
This post has potentially manipulated dice roll results.
Utar takes his driftglobe out but choses not to reingnite it just yet, it's there if the group need it, but if there's interest in maybe staying stealthy, then maybe approaching under cover of darkness is best.
Knowing he might not be the best person to lead the party onwards, he keeps an eye out, making sure the party aren't doubling back over ground they've previously passed and keeping a nostril open for any kind of wafts of fresh air.
(OOC Who's leading us here? Utar's survvial is plus 4, and I'm assuming that Obby's isn't all that great. Graxx? Neya? Utar is taking on that helper role, hopefully, disadvantage from exhaustion being countered by his advantage on perception checks. Also, does whoever is leading want their level of exhaustion removed before we go on? Utar has one 5th level slot and greater restoration is prepared for the day, so could have that reduced by one if that helps whoever has the best survival make the check?)
The chase has been delayed but it is still on. Excited and being the only non-exhausted team member, Graxx leads the group down the sewers with an especially-tired Obsben on his shoulders. The tribesman relies on his overall sense of direction and unfailing tracking eyes to follow the sporadic tiniest droplets of blood on the wet, dark stone of the sewers' pathways but, even so, it is only after a tale-inspired Utar detects the sound of a second water source that the team can truly be sure they are advancing in the right direction. Sewage must be spilled somewhere, and Utar is convinced he can hear the roar of the Stojanow River not too far from their location. Neya takes the rear and keeps an eye behind the group, just in case.
Advancing further, the roar of water fills the air as the tunnel you were in opens into a large, 60-foot-wide circular chamber. Water from the Stojanow River above flows from the west into a steep, 10-foot-wide spillway which empties into a 30-foot-wide pool in the middle of a circular chamber, the depth of which is still a mystery. A 15-foot-wide walkway rings the 60-foot-wide chamber. The pool flows into the channel that you have been following up to this point. 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 moonlight above. It is only now that CRAP realizes they must have been at this chase hours into the deep night.
Six 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. The live ones are feeding on the remains of two others, who were clearly slain by whatever caused the charring. Near the dead monstrosities (now three-quarters eaten) and the blackened portion of the floor, lay a mangled backpack. Its contents have been spilled out onto the floor.
Utar points over at the backpack, and whispers "Guess we need to know what's in there and whether our thief met a sticky end, which just complicates this further and further."
He edges around the chamber and tries to get a better vantage point at the backpacka and it's contents, maybe even its owner?
(OOC - Are there 6 total undulating shapes, so 4 living and feeding on the corpses of the other 2 or 8 total shapes, so 6 feeding on the corpses of the other 2? Also, are the unknown number of undulating shapes close to the spillway? Also, I've assumed these are oozes of somekind but do we know if this isn't some kind of DnD dogging spot and we've caught some folk inflagranti delicito? Utar can roll history to see if he knows? Also, fair warning, do no google dogging on a work computer.)
Obsben "hmm'd" softly and already suspected what the undulating shapes could be. Yet she held her tongue knowing that she'd need to get at least a little closer to be sure of anything. This hadn't stopped her of course from continue her quietly speculating and side-eyeing Graxx with some hopefulness of him bring them closer. "I'd hate to say it, but odds are we may need to kill those things for anything resembling a proper inspection. But if we do so, we will have to be quick and avoid entering the water." She commented.
-Creature Study: 10. (Same bonus for Arcana and History, if more appropriate for what she's trying to do)
(OOC: I assume they are too far away to make out enough details for a proper identification. But if not, there's the above roll, which if need be, can be reserved for if they get closer or vice versa, possibly consuming her action in the 1st round of combat if any is to start.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
Utar identifies the prize at stake and finds a vantage point to get a better look at the backpack and its spilled contents. Besides the mangled backpack itself, the Tormite spots a still-stoppered bottle of ink, an ink pen, and several sheets of parchment. There is also a coin purse, some tattered clothes, and the partial remains of a destroyed scroll. These last two items, much like the backpack, are beyond use.
Looking at the shape of the spillway and the way they have to go, Obsben fears there is no way past the undulating creatures other than putting them down. Graxx is up for a fight, but the halfling's gesturing calls instead for a stealthy approach and closer examination of the creatures. Both Graxx and Neya agree and begin carefully making their way towards them. They manage to get close enough for Neya and Obsben to identify the monstrosities as some sort of oversized grub. Their mouths are full of teeth and their tentacles are probing the air for the scent of blood and decay.
Whether it is Obsben's dagger, the grunt that follows Graxx's efforts to readjust the witchling's weigh on his shoulders, or the ill-timed grumble of Neya's stomach, the oversized worms turn to claim their next meal.
Neya, not comfortable having these oversized "grubs" so close to them starts probing for critical points with her sword on the closest one (stunning strike until stun or out of attacks DC).
This post has potentially manipulated dice roll results.
Longsword in hand, Neya stabs and slashes until she hits something important within the closest enemy. The fighter seems too eager at first, swinging her blade a second too early. The three attacks that follow are better timed, all finding their mark. The first one opens a wound on the creature's side, the second one digs inside for a worthy target, and the final one deals the strategic blow Neya was hoping for. (Grub#6 takes 24 slashing and piecing damage and becomes stunned and incapacitated.)
(@Drache: Including Flurry of Blows, four Ki Points were used this turn.)
The stunned creature coils in pain but its five brethren go on the offensive. They move closer, climbing over and past each other, or onto walls, with ease. First, they wiggle their poison-filed tentacles to soften their opponents:
In dodging the first set of tentacles, Utar exposes himself to the second. Even so, they don't break skin and their poison fails to enter the half-orc's bloodstream. Neya easily avoids the attack aimed at her, as do Graxx and Obsben. (Utar takes 5 poison damage.)
Despite their failure in infecting the party with their poison, the grubs still attempt to bite a piece of each CRAPers:
The grubs are too slow for this adventuring party! Their moves are easily predicted and no CRAPer gets chomped.
-> Neya can perform an opportunity attack against the enemy who attacked Obsben.
(Graxx, Obsben, and Utar are up next. They are each in melee with two enemies, none of which is the stunned one. You can only move west -upward in the map- if you take a dip into the central pool, or fly, or jump really far or something else, but the enemies are blocking your way.)
Focussing on the worms coming for him directly, Utar lashes out with Lightbringer. Nothing like a swift strike against an animal's soft spot to make it think twice about making youits dinner and these worms look like they are all soft spot.
Attack: 29 Damage: 9 plus 2 damage for divine strike on a hit.
For good measure, he lashes out at the other worm, hoping for the same deterrent effect (spending one use of war priest - three remaining).
Bonus Attack: 16 Damage: 11 - no divine strike on this one as its a once per turn thing :(
Rollback Post to RevisionRollBack
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"The potion is understandable," Neya inspects the spoils. "But the beans are curious contents for such a chest."
Extended Signature
Graxx Int Check: 4
"Or not as strange as you might think, as I've heard plenty of tales about magical beans and other magical plants." Obsben tiredly sighs and at that point began making her way over to Graxx, trusting Neya to gather up the spoils. "Something to explore another time as time... Graxx, if you would be so kind." She request, fully intending/hoping on continue the rest of the trek either hanging from his back or riding on his shoulder with the light of her dagger in hand to help brighten the path.
When you realize you're doing too much: Signature.
While waiting for the others to finish tinkering with the treasure chest, Graxx begins to realize something. This entire room was presumably inaccessible until these walls were blown apart. Surely, whatever survived the blasts has not seen the light of day in many years. The contents of the shelves, and perhaps even the chest itself, should all be quite valuable in the eyes of the Library. It doesn't seem too farfetched to think that the Library's Masters may pay handsomely for the safe return of these books too. In fact, simply sharing information about the room with Opanrael or Cassra could yield a reward.
Utar watches the others work on the chest as Obsben and Neya finally pull its remaining magical contents out. Neya pockets the potion and holds the bean bag for all to see. Obsben seems less surprised than the monk regarding the bean's magical nature.
Hoping to spur the group onward despite her tiredness, Obsben then approaches Graxx and asks to be carried. Even from up here CRAP can discern the overall dimensions of the ancient sewer grid, which are 15 feet wide and 10 feet tall. Footpaths (5-foot-wide) are on either side of a channel running down the middle.This channel is filled with foul, quickly-moving water, which is far too dark and opaque to allow CRAP to tell how deep it may be with only a glance. The water moves fairly quickly and the sound it produces as it rushes forward takes the auditory center-stage. There are no clear light sources in the sewers.
(OOC: Successfully navigating the sewers will require a survival check from whoever is navigating/leading the party down there. If anyone wants to provide the help action, they must first succeed on a perception check {DC 14}.)
Though a fair bit too exhausted to provide much in the way of guidance (beyond assisting in lighting the way), Obsben offered what words of encouragement she had yet the strength of will to dispense for whoever took point on leading the way(Bardic Inspiration to the Survivalist(d8)). But at some point or another, she trades such words for those of minor power upon donning the makeshift cloth mask, scenting it on occasion to help ward off the stench of the sewers.
(OOC: BI deducted)
When you realize you're doing too much: Signature.
Utar takes his driftglobe out but choses not to reingnite it just yet, it's there if the group need it, but if there's interest in maybe staying stealthy, then maybe approaching under cover of darkness is best.
Knowing he might not be the best person to lead the party onwards, he keeps an eye out, making sure the party aren't doubling back over ground they've previously passed and keeping a nostril open for any kind of wafts of fresh air.
Perception - 14
(OOC Who's leading us here? Utar's survvial is plus 4, and I'm assuming that Obby's isn't all that great. Graxx? Neya? Utar is taking on that helper role, hopefully, disadvantage from exhaustion being countered by his advantage on perception checks. Also, does whoever is leading want their level of exhaustion removed before we go on? Utar has one 5th level slot and greater restoration is prepared for the day, so could have that reduced by one if that helps whoever has the best survival make the check?)
Graxx sniffs the air and takes in the stench.
"Well... I'm sure we'll smell whoever we're hunting or they'll smell us before we get to them." says Graxx.
Graxx takes Obsben up on his shoulder.
Graxx chuckles a bit.
"Now, if I slip, we're both going in. I'll do my best to be surefooted."
Graxx will step to the front of the party.
Survival: 10 + Bardic Inspiration 8
(OOC: Graxx will lead the party. +6 Survival.)
The chase has been delayed but it is still on. Excited and being the only non-exhausted team member, Graxx leads the group down the sewers with an especially-tired Obsben on his shoulders. The tribesman relies on his overall sense of direction and unfailing tracking eyes to follow the sporadic tiniest droplets of blood on the wet, dark stone of the sewers' pathways but, even so, it is only after a tale-inspired Utar detects the sound of a second water source that the team can truly be sure they are advancing in the right direction. Sewage must be spilled somewhere, and Utar is convinced he can hear the roar of the Stojanow River not too far from their location. Neya takes the rear and keeps an eye behind the group, just in case.
Advancing further, the roar of water fills the air as the tunnel you were in opens into a large, 60-foot-wide circular chamber. Water from the Stojanow River above flows from the west into a steep, 10-foot-wide spillway which empties into a 30-foot-wide pool in the middle of a circular chamber, the depth of which is still a mystery. A 15-foot-wide walkway rings the 60-foot-wide chamber. The pool flows into the channel that you have been following up to this point. 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 moonlight above. It is only now that CRAP realizes they must have been at this chase hours into the deep night.
Six 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. The live ones are feeding on the remains of two others, who were clearly slain by whatever caused the charring. Near the dead monstrosities (now three-quarters eaten) and the blackened portion of the floor, lay a mangled backpack. Its contents have been spilled out onto the floor.
Utar points over at the backpack, and whispers "Guess we need to know what's in there and whether our thief met a sticky end, which just complicates this further and further."
He edges around the chamber and tries to get a better vantage point at the backpacka and it's contents, maybe even its owner?
Perception - 16
(OOC - Are there 6 total undulating shapes, so 4 living and feeding on the corpses of the other 2 or 8 total shapes, so 6 feeding on the corpses of the other 2? Also, are the unknown number of undulating shapes close to the spillway? Also, I've assumed these are oozes of somekind but do we know if this isn't some kind of DnD dogging spot and we've caught some folk inflagranti delicito? Utar can roll history to see if he knows? Also, fair warning, do no google dogging on a work computer.)
Obsben "hmm'd" softly and already suspected what the undulating shapes could be. Yet she held her tongue knowing that she'd need to get at least a little closer to be sure of anything. This hadn't stopped her of course from continue her quietly speculating and side-eyeing Graxx with some hopefulness of him bring them closer. "I'd hate to say it, but odds are we may need to kill those things for anything resembling a proper inspection. But if we do so, we will have to be quick and avoid entering the water." She commented.
-Creature Study: 10. (Same bonus for Arcana and History, if more appropriate for what she's trying to do)
(OOC: I assume they are too far away to make out enough details for a proper identification. But if not, there's the above roll, which if need be, can be reserved for if they get closer or vice versa, possibly consuming her action in the 1st round of combat if any is to start.)
When you realize you're doing too much: Signature.
"I'm ready to bring the killin' to them if needed." says Graxx.
Graxx takes a deep breath.
"I'll try to get us a bit closer... Be steady... Maybe they are focused on their meal." says Graxx.
Graxx will carry Obsben and cautiously creep closer till hopefully they can make out what the shapes are.
Stealth: 4
Neya attempts to sneak towards the figures and try to identify them.
Intelligence: 6
Stealth: 22
Extended Signature
Utar identifies the prize at stake and finds a vantage point to get a better look at the backpack and its spilled contents. Besides the mangled backpack itself, the Tormite spots a still-stoppered bottle of ink, an ink pen, and several sheets of parchment. There is also a coin purse, some tattered clothes, and the partial remains of a destroyed scroll. These last two items, much like the backpack, are beyond use.
Looking at the shape of the spillway and the way they have to go, Obsben fears there is no way past the undulating creatures other than putting them down. Graxx is up for a fight, but the halfling's gesturing calls instead for a stealthy approach and closer examination of the creatures. Both Graxx and Neya agree and begin carefully making their way towards them. They manage to get close enough for Neya and Obsben to identify the monstrosities as some sort of oversized grub. Their mouths are full of teeth and their tentacles are probing the air for the scent of blood and decay.
Whether it is Obsben's dagger, the grunt that follows Graxx's efforts to readjust the witchling's weigh on his shoulders, or the ill-timed grumble of Neya's stomach, the oversized worms turn to claim their next meal.
ROLLING FOR INITIATIVE
(Neya can take her turn.)
Neya, not comfortable having these oversized "grubs" so close to them starts probing for critical points with her sword on the closest one (stunning strike until stun or out of attacks DC).
Longsword Attack: 18 Damage: 8
Extra Longsword Attack: 16 Damage: 7
Bonus action Flurry of Blows
FoB1 Attack: 29 Damage: 14
FoB2 Attack: 13 Damage: 9
Extended Signature
DM's Screen:
CON save {DC 15} as needed: 15 19 5
Longsword in hand, Neya stabs and slashes until she hits something important within the closest enemy. The fighter seems too eager at first, swinging her blade a second too early. The three attacks that follow are better timed, all finding their mark. The first one opens a wound on the creature's side, the second one digs inside for a worthy target, and the final one deals the strategic blow Neya was hoping for. (Grub#6 takes 24 slashing and piecing damage and becomes stunned and incapacitated.)
(@Drache: Including Flurry of Blows, four Ki Points were used this turn.)
The stunned creature coils in pain but its five brethren go on the offensive. They move closer, climbing over and past each other, or onto walls, with ease. First, they wiggle their poison-filed tentacles to soften their opponents:
-> Tentacles vs Utar: Attack: 13 Damage: 3
-> On a hit, Utar makes a CON saving throw {DC 13}: 15
-> Tentacles vs Utar: Attack: 19 Damage: Unable to parse dice roll.
-> On a hit, Utar makes a CON saving throw {DC 13}: 10
-> Tentacles vs Neya: Attack: 16 Damage: 5
-> On a hit, Neya makes a CON saving throw {DC 13}: 11
-> Tentacles vs Graxx: Attack: 26 Damage: 4
-> On a hit, Graxx makes a CON saving throw {DC 13}: 26
-> Tentacles vs Obsben: Attack: 9 Damage: 5
-> On a hit, Obsben makes a CON saving throw {DC 13}: 10
In dodging the first set of tentacles, Utar exposes himself to the second. Even so, they don't break skin and their poison fails to enter the half-orc's bloodstream. Neya easily avoids the attack aimed at her, as do Graxx and Obsben. (Utar takes 5 poison damage.)
Despite their failure in infecting the party with their poison, the grubs still attempt to bite a piece of each CRAPers:
-> Bite vs. Utar: Attack: 10 Damage: 5
-> Bite vs. Utar: Attack: 13 Damage: 6
-> Bite vs. Neya: Attack: 19 Damage: 7
-> Bite vs. Graxx: Attack: 21 Damage: 6
-> Bite vs. Obsben: Attack: 9 Damage: 6
The grubs are too slow for this adventuring party! Their moves are easily predicted and no CRAPer gets chomped.
-> Neya can perform an opportunity attack against the enemy who attacked Obsben.
(Graxx, Obsben, and Utar are up next. They are each in melee with two enemies, none of which is the stunned one. You can only move west -upward in the map- if you take a dip into the central pool, or fly, or jump really far or something else, but the enemies are blocking your way.)
Focussing on the worms coming for him directly, Utar lashes out with Lightbringer. Nothing like a swift strike against an animal's soft spot to make it think twice about making youits dinner and these worms look like they are all soft spot.
Attack: 29 Damage: 9 plus 2 damage for divine strike on a hit.
For good measure, he lashes out at the other worm, hoping for the same deterrent effect (spending one use of war priest - three remaining).
Bonus Attack: 16 Damage: 11 - no divine strike on this one as its a once per turn thing :(