The cellar door opens onto a five-foot-wide landing fifteen feet above a large cellar, with stone steps descending to the floor in two short flights. Another door stands beneath the stairs to the north. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels.
This post has potentially manipulated dice roll results.
Realgâr lets his perceptive Ranger friend take the lead, but follows closely behind. If it's all clear, he makes his way to the next door, ready to smack anyone who walks in as the others file into the room and have a look around.
He will listen at the door under the stairs as he stands guard in case he hears anything on the other side.
Perception 5
Also, do we notice anything about the kegs and barrels? Any markings on them to indicate their brand or possibly quality. Realgâr would be interested if there is anything worthy of a dwarf drinking it.
Realgâr carefully listens by the door under the stairs. After a few seconds he can hear the slight mumbling of what appears to be a couple of people talking. The kegs appear to be from a local brewery, but don't have any well known marks on them that he would recognise.
Randaler looks around the room, making sure they don't miss anything. He notes that when he gets close to the cistern there appears to be a bag submerged into the water. He also spots that there is something off with the wall to the left of the cistern, just a little past the kegs on that side.
(No roll necessary. You know how to use a staff so can easily hook the satchel onto the end)
Randaler Removes the satchel from the water. It is drenched, of course, but it appears to be made of treated leather, so it is likely the contents may be protected from getting wet.
Opening the satchel, the following items are visible:
Realgâr motions quietly to the others that he hears voices on the other side.
He quietly says, "We might be able to surprise them. I can open the door and everyone else can launch a volley of spells and arrows, if that sounds alright. Alternatively, we could lure them over with a sound perhaps?"
Rollback Post to RevisionRollBack
After Apocalypse - Liavyre WithrethinElf Ranger
Dragon of Autumn - Geoff Krowly Human Cleric
Princes of the Apocalypse -Leofir SylvaranthElf Rogue
The Windhovers' Call -Xellos Mazoku Tiefling Sorcerer
Realgâr says to Kres, "If need be, you may throw one of my javelins. I'm not much use at range either. We can rush the hallway and prevent them from gettin' to our rear rank." He takes one off his back and offers one to him.
He eagerly awaits to see what the rest of the group thinks they should do. He is more in favor of potentially surprising whomever awaits on the other side, but is open to other ideas.
Realgâr says to whomever has expertise in Investigation or knowledge of traps, "Maybe I'm bein' overly cautious, but we should check this door for traps if we're goin' to surprise anyone."
DM: If we ran through the door since we're unspotted, would we potentially have a surprise round if they are Redbrands? Assuming the door is not trapped.
Randaler is just starting to look through the satchel, wondering whom it could belong to, when Realgar mentions the voices, and coming up with a plan. He quickly stows the bag so it can be more fully examined at a more opportune time.
"The wall to the left of the cistern looks a little 'off' as well." He whispers to the group. "We'll have to remember to check it out later."
Crossing over to the door, he adds, "I'm not skilled in looking for traps specifically, but I can usually find stuff when I'm looking for it." So he proceeds to examine the door Realgar is listening at.
Perception check on the door looking for traps: 24
Randaler then prepares his bow, fits it with an arrow, and nods to Realgar. "Your call, but l'm ready to send a volley into the next room if needed."
Chad will follow up behind the others. "Pass that potion back here. That's my expertise. I may need to use it as well." I try not to look to drained from the lack of rest. I ready my wand to attack. Something doesn't feel right and Chad doesn't like to get caught off guard.
At a glance, the door does not appear to be trapped. Bows are being primed and spells at the ready.
(Since we're ready to barge in, ranged attacks blazing, I'll just get the initiative sorted now)
Kres stands at the door (as the melee combatant) and gets ready to open the door while the rest group around to get the best view they can through the doorway. The door is swung open by the aarakocra. The room ahead appears to be a storeroom pressed into service as living quarters. Two double bunks stand against the wall near the door, while barrels and crates fill the southern half of the chamber. Within the room are three more humans, seemingly surprised to see the group suddenly barging in on them.
At this point, we'll roll initiative, where the enemies are surprised.
If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't.
Scenario: The ruffians are in a cramped room, Kres with a 5 foot gap between them and himself. The rest of the group is behind the aarakocra, ready to turn them into quivers. The ruffians are surprised, meaning they cannot take any actions on this first round, and cannot take a reaction until after their turn.
Since this turn is with the ruffians surprised, feel free to post in any order.
Randaler's arrow sticks into the bunk behind one of the ruffians, startling them. They suddenly come to their senses, ready to reach for their weapons.
Since it is a small room Koko lets the melee fighters ahead of her, while she slips behind them she cast Bless to the party.
Put your spoiler here.
(Casting Time:
1 Action
Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.)
The cellar door opens onto a five-foot-wide landing fifteen feet above a large cellar, with stone steps descending to the floor in two short flights. Another door stands beneath the stairs to the north. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels.
Randaler heads down the stairs and searches for anything interesting... clues, traps, anything hidden, etc.
Perception check: 20
[ Insert Favorite Saying Here ] ... ;-)
Realgâr lets his perceptive Ranger friend take the lead, but follows closely behind. If it's all clear, he makes his way to the next door, ready to smack anyone who walks in as the others file into the room and have a look around.
He will listen at the door under the stairs as he stands guard in case he hears anything on the other side.
Perception 5
Also, do we notice anything about the kegs and barrels? Any markings on them to indicate their brand or possibly quality. Realgâr would be interested if there is anything worthy of a dwarf drinking it.
After Apocalypse - Liavyre Withrethin Elf Ranger
Dragon of Autumn - Geoff Krowly Human Cleric
Princes of the Apocalypse - Leofir Sylvaranth Elf Rogue
The Windhovers' Call - Xellos Mazoku Tiefling Sorcerer
High Times at Low Tides - DM
Realgâr carefully listens by the door under the stairs. After a few seconds he can hear the slight mumbling of what appears to be a couple of people talking. The kegs appear to be from a local brewery, but don't have any well known marks on them that he would recognise.
Randaler looks around the room, making sure they don't miss anything. He notes that when he gets close to the cistern there appears to be a bag submerged into the water. He also spots that there is something off with the wall to the left of the cistern, just a little past the kegs on that side.
Randaler investigates the room, and upon seeing the bag in the cistern, he takes his staff and attempts to fish the bag out of the water.
TBA Skill Check: 10
OOC: To the above add the appropriate modifier:
- DEX (Acrobatics) + 3
- STR (Athletics) + 0
- DEX (Sleight of Hand) + 3
- WIS (Survival) + 5
(Will save investigating the wall until after dealing with the bag.)
[ Insert Favorite Saying Here ] ... ;-)
(No roll necessary. You know how to use a staff so can easily hook the satchel onto the end)
Randaler Removes the satchel from the water. It is drenched, of course, but it appears to be made of treated leather, so it is likely the contents may be protected from getting wet.
Opening the satchel, the following items are visible:
Koko is waiting by Realgar. making sure the voices don't follow there way up towards them.
Perception: 22
Victoria Beckham Reboot the Universe
Realgâr motions quietly to the others that he hears voices on the other side.
He quietly says, "We might be able to surprise them. I can open the door and everyone else can launch a volley of spells and arrows, if that sounds alright. Alternatively, we could lure them over with a sound perhaps?"
After Apocalypse - Liavyre Withrethin Elf Ranger
Dragon of Autumn - Geoff Krowly Human Cleric
Princes of the Apocalypse - Leofir Sylvaranth Elf Rogue
The Windhovers' Call - Xellos Mazoku Tiefling Sorcerer
High Times at Low Tides - DM
Kres will wait behind the others as he doesn't have any ranged weapons. "I shall run forwards if it is needed, I do not have any ranged weapons."
Kres - Aarakocra Monk - Level 1 - Lost Mines of Phandelver
(I think Kres started with ten darts as part of a monk's starting kit if he wants to use them ;-) )
Realgâr says to Kres, "If need be, you may throw one of my javelins. I'm not much use at range either. We can rush the hallway and prevent them from gettin' to our rear rank." He takes one off his back and offers one to him.
He eagerly awaits to see what the rest of the group thinks they should do. He is more in favor of potentially surprising whomever awaits on the other side, but is open to other ideas.
Realgâr says to whomever has expertise in Investigation or knowledge of traps, "Maybe I'm bein' overly cautious, but we should check this door for traps if we're goin' to surprise anyone."
DM: If we ran through the door since we're unspotted, would we potentially have a surprise round if they are Redbrands? Assuming the door is not trapped.
After Apocalypse - Liavyre Withrethin Elf Ranger
Dragon of Autumn - Geoff Krowly Human Cleric
Princes of the Apocalypse - Leofir Sylvaranth Elf Rogue
The Windhovers' Call - Xellos Mazoku Tiefling Sorcerer
High Times at Low Tides - DM
(It would be based on your actions leading into what you do with opening the door etc.)
Randaler is just starting to look through the satchel, wondering whom it could belong to, when Realgar mentions the voices, and coming up with a plan. He quickly stows the bag so it can be more fully examined at a more opportune time.
"The wall to the left of the cistern looks a little 'off' as well." He whispers to the group. "We'll have to remember to check it out later."
Crossing over to the door, he adds, "I'm not skilled in looking for traps specifically, but I can usually find stuff when I'm looking for it." So he proceeds to examine the door Realgar is listening at.
Perception check on the door looking for traps: 24
Randaler then prepares his bow, fits it with an arrow, and nods to Realgar. "Your call, but l'm ready to send a volley into the next room if needed."
[ Insert Favorite Saying Here ] ... ;-)
(Sorry guys. Work has been busy.)
Chad will follow up behind the others. "Pass that potion back here. That's my expertise. I may need to use it as well." I try not to look to drained from the lack of rest. I ready my wand to attack. Something doesn't feel right and Chad doesn't like to get caught off guard.
PC: Fitzroy Hammerstone - The Mad Empiricist of Corinth
DM:
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At a glance, the door does not appear to be trapped. Bows are being primed and spells at the ready.
(Since we're ready to barge in, ranged attacks blazing, I'll just get the initiative sorted now)
Kres stands at the door (as the melee combatant) and gets ready to open the door while the rest group around to get the best view they can through the doorway. The door is swung open by the aarakocra. The room ahead appears to be a storeroom pressed into service as living quarters. Two double bunks stand against the wall near the door, while barrels and crates fill the southern half of the chamber. Within the room are three more humans, seemingly surprised to see the group suddenly barging in on them.
At this point, we'll roll initiative, where the enemies are surprised.
If you're surprised, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be surprised even if the other members aren't.
ROLLING INITIATIVE!
Chad: 6
Koko: 19
Kres: 13
Randaler: 16
Realgâr: 15
Ruffians: 10
INITIATIVE: ROUND 1
Randaler
Ruffian #1 (uninjured)
Ruffian #2 (uninjured)
Ruffian #3 (uninjured)
Koko
Chad
Kres
Realgâr
Scenario: The ruffians are in a cramped room, Kres with a 5 foot gap between them and himself. The rest of the group is behind the aarakocra, ready to turn them into quivers. The ruffians are surprised, meaning they cannot take any actions on this first round, and cannot take a reaction until after their turn.
Since this turn is with the ruffians surprised, feel free to post in any order.
As the door swings open Randaler immediately locks his aim onto one of the Ruffians and lets fly his prepared arrow.
Attack: 13 Damage: 10
[ Insert Favorite Saying Here ] ... ;-)
Randaler's arrow sticks into the bunk behind one of the ruffians, startling them. They suddenly come to their senses, ready to reach for their weapons.
INITIATIVE: ROUND 1
Koko
Chad
Kres
Realgâr
END OF ROUND
Randaler
Ruffian #1 (uninjured)
Ruffian #2 (uninjured)
Ruffian #3 (uninjured)
Since it is a small room Koko lets the melee fighters ahead of her, while she slips behind them she cast Bless to the party.
Put your spoiler here.
Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.)
Victoria Beckham Reboot the Universe
Chad
I will conjure up a fire bolt of green flame and let it fly past the party to the nearest ruffian.
Attack: Attack: 18 Damage: Unable to parse dice roll.
PC: Fitzroy Hammerstone - The Mad Empiricist of Corinth
DM:
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