Runt smiles. The game is a foot and there is blood to be spilled. Ill go first Runt volunteers, her "danger sense" more heightened then the rest of the party.
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Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
You descend the stairs and as you reach the lower floor, it becomes apparent what those heavy doors and the trap floor was for. Down here is a dungeon and a torture chamber. Smells of blood, decay and acid assault your nose as soon as you get down here. The path you arrive at first after descending from the stairs spits off to the south and the west after only 10ft. To the south is a pool of acid. The walls stop about 30ft down from your current location and there is acid there on the east, and west. 10ft wide paths made of magically protected metal allow you to pass over the pool. There are no railings but again, the paths across are 10ft wide so unless something pushes you or you REALLY want to take an acid bath, you probably won't fall into the acid. On the east edge leading to the acid pool, you see a another part of this floor. However, there is 30ft of acid keeping you from that side. There are two orcs there that laugh at you and attempt to say something rude. However, their broken Orcish makes them unintelligible to even those who know the language. To the west, the room opens up about 15ft away from the split. The room is fairly large and there is a 20x30 metal cage attached to what appears to be a small metal room about 10 feet tall, 40ft long and 20ft wide. In the cage, 4 wolves much down on flesh and bones of something that was recently killed. Approaching the cage, you notice the thing that were killed were a group of children. They were captured from the village and put in the cage to get mauled and eaten by the wolves that you see before you. It seems whatever, is causing the orcs to mutate also destroys any humanity in the victim. The cage itself is securely kept shut by a heavy padlock and deadbolt combination. To the north of this large room is a locked metal door. Thieve's tools might be able to open it. On the west wall of the room is another locked door and a path extending south about 60ft. At the end of the path, on the same west wall the previous door was at, is another locked door. On the east of this locked door, you see the metal bridge going over to the acid pit and connecting back to southward split you saw when you first entered this room.
What do you do?
DM: The text above is actually a info dump describing what you see depending on where you go. It is up to the players to decide where your characters go first. If you go south, you will see the orcs on the east, across the acid. They will then mock you. If you go west you will see the cage. The info dump was put there to save time. In-game, your characters have just gotten down the stairs and haven't gone anywhere or seen anything yet, The only thing of the above they see is that there is a pool of acid here because that pool faces directly from stairs. Tell me where your characters are going and RP accordingly.
This post has potentially manipulated dice roll results.
Devarus' face goes taut after the smell hits, but says nothing until they reached the intersection. At the risk of some unpreparedness he snaps a coin into the air, and whispers a curt "heads" west, tails "south" as it comes down into his hand. The result...
Odds-West, Evens-South
4.
(I know i could roll a d2 on this(maybe?), but it doesn't feel quite right to do for some reason.)
With a grimace, Devarus points towards the immediate southernmost path. "Unless you lot have a more scientific reason, I say that way." He whispers while readying his bow again. If the group do get around to following the southern path and see the mocking Orcs, the aged half-drow immediately puts a hand on Runt's shoulder. "Don't let them distract you, young one." He would say while squinting at the orcs looking for any lever or ranged weapons nearby the group.
There doesn't seem to be any. Melee is out of the question since there is no bridge between the two sections of floor that contain you and the orcs. There is a lever on their side though. One of the orcs seem to make a comment at Runt.
Orcish:
Pretty thing. Come die. Push acid. meltymelt. Small thing. Small bone. Small melt. No melt, me kill. pull gut.
The orc would probably be more infuriating if it could actually form proper sentences.
So what do you guys do about the orcs? Also, they have javelins with them. Also @Runt, I would like to remind you that you still have the ability to cast Thunderclap at 1st level once per long rest.
Well... the rules say no but if you can beat a DC20 Athletics check, then I will say yes. Do you really want to risk jumping a 30ft pool of acid though?
I believe these are the rules. Under Speed in the players handbook i think. Either way ill pass. Too risky at this time.
Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
Rollback Post to RevisionRollBack
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
At the sight of the lever, Devarus tries to mask his investigation into the ceiling and platform they were on in and annoyed sounding huffs and dramatic stomps on the ground. "Much as we may wish to deal with those lot, that lever nearby has me a might leery. 'less one of you have the magical means of transposing yourself onto the other side, or Runt here does a little translating while I and another try to scare off that platform, best we mosey on to the other side, eh?" At that, the half-drow keeps a wary eye on the orcs and starts making his way back to the intersection unless another plan is agreed to.
Rollback Post to RevisionRollBack
Goyo - [Tortle]Druid/Warlock - Circle of Sea/Celestial (Libretalia)
Drozo - [Hobgoblin]Cleric - Blood Domain (Call of the Netherdeep)
"I will go with you " says Valwaryn reading another arrow. He hasn't recover the ones that already hit on the orcs bodies.
PbP Character: A few ;)
“As usual, I’m not going to let you have any fun without me.” Gendan keeps her blade ready and moves along in front of the archers.
Check out my Extended Signature here
Runt smiles. The game is a foot and there is blood to be spilled. Ill go first Runt volunteers, her "danger sense" more heightened then the rest of the party.
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
You descend the stairs and as you reach the lower floor, it becomes apparent what those heavy doors and the trap floor was for. Down here is a dungeon and a torture chamber. Smells of blood, decay and acid assault your nose as soon as you get down here. The path you arrive at first after descending from the stairs spits off to the south and the west after only 10ft. To the south is a pool of acid. The walls stop about 30ft down from your current location and there is acid there on the east, and west. 10ft wide paths made of magically protected metal allow you to pass over the pool. There are no railings but again, the paths across are 10ft wide so unless something pushes you or you REALLY want to take an acid bath, you probably won't fall into the acid. On the east edge leading to the acid pool, you see a another part of this floor. However, there is 30ft of acid keeping you from that side. There are two orcs there that laugh at you and attempt to say something rude. However, their broken Orcish makes them unintelligible to even those who know the language. To the west, the room opens up about 15ft away from the split. The room is fairly large and there is a 20x30 metal cage attached to what appears to be a small metal room about 10 feet tall, 40ft long and 20ft wide. In the cage, 4 wolves much down on flesh and bones of something that was recently killed. Approaching the cage, you notice the thing that were killed were a group of children. They were captured from the village and put in the cage to get mauled and eaten by the wolves that you see before you. It seems whatever, is causing the orcs to mutate also destroys any humanity in the victim. The cage itself is securely kept shut by a heavy padlock and deadbolt combination. To the north of this large room is a locked metal door. Thieve's tools might be able to open it. On the west wall of the room is another locked door and a path extending south about 60ft. At the end of the path, on the same west wall the previous door was at, is another locked door. On the east of this locked door, you see the metal bridge going over to the acid pit and connecting back to southward split you saw when you first entered this room.
What do you do?
DM: The text above is actually a info dump describing what you see depending on where you go. It is up to the players to decide where your characters go first. If you go south, you will see the orcs on the east, across the acid. They will then mock you. If you go west you will see the cage. The info dump was put there to save time. In-game, your characters have just gotten down the stairs and haven't gone anywhere or seen anything yet, The only thing of the above they see is that there is a pool of acid here because that pool faces directly from stairs. Tell me where your characters are going and RP accordingly.
Devarus' face goes taut after the smell hits, but says nothing until they reached the intersection. At the risk of some unpreparedness he snaps a coin into the air, and whispers a curt "heads" west, tails "south" as it comes down into his hand. The result...
Odds-West, Evens-South
4.
(I know i could roll a d2 on this(maybe?), but it doesn't feel quite right to do for some reason.)
With a grimace, Devarus points towards the immediate southernmost path. "Unless you lot have a more scientific reason, I say that way." He whispers while readying his bow again. If the group do get around to following the southern path and see the mocking Orcs, the aged half-drow immediately puts a hand on Runt's shoulder. "Don't let them distract you, young one." He would say while squinting at the orcs looking for any lever or ranged weapons nearby the group.
Perception: 8.
Goyo - [Tortle]Druid/Warlock - Circle of Sea/Celestial (Libretalia)
Drozo - [Hobgoblin]Cleric - Blood Domain (Call of the Netherdeep)
Lothia - [Goliath]Warlock - ??? (Stormwreck Isle)
There doesn't seem to be any. Melee is out of the question since there is no bridge between the two sections of floor that contain you and the orcs. There is a lever on their side though. One of the orcs seem to make a comment at Runt.
Orcish:
Pretty thing. Come die. Push acid. meltymelt. Small thing. Small bone. Small melt. No melt, me kill. pull gut.
The orc would probably be more infuriating if it could actually form proper sentences.
So what do you guys do about the orcs? Also, they have javelins with them. Also @Runt, I would like to remind you that you still have the ability to cast Thunderclap at 1st level once per long rest.
(Wisdom Check for RP purposes) 2
Gendan is tempted to retaliate at the mocking tone of the orcs, but decides they are not worth her time.
Check out my Extended Signature here
Okay, what does Runt and Val do about it?
If anyone else decides to pick a fight with the orcs, Gendan will join in with her Eldritch blast.
Check out my Extended Signature here
“We should find them and finish them” says Valwaryn when the orcs mock them.
PbP Character: A few ;)
Alright then. What does Runt do?
Can Runt jump the gap to smash orc skulls?
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
Let me check the long jump rules real quick...
Well... the rules say no but if you can beat a DC20 Athletics check, then I will say yes. Do you really want to risk jumping a 30ft pool of acid though?
I believe these are the rules. Under Speed in the players handbook i think. Either way ill pass. Too risky at this time.
Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
At the sight of the lever, Devarus tries to mask his investigation into the ceiling and platform they were on in and annoyed sounding huffs and dramatic stomps on the ground. "Much as we may wish to deal with those lot, that lever nearby has me a might leery. 'less one of you have the magical means of transposing yourself onto the other side, or Runt here does a little translating while I and another try to scare off that platform, best we mosey on to the other side, eh?" At that, the half-drow keeps a wary eye on the orcs and starts making his way back to the intersection unless another plan is agreed to.
Goyo - [Tortle]Druid/Warlock - Circle of Sea/Celestial (Libretalia)
Drozo - [Hobgoblin]Cleric - Blood Domain (Call of the Netherdeep)
Lothia - [Goliath]Warlock - ??? (Stormwreck Isle)
The orcs grab their javelin and attack you. Roll initiative. (Since they were in plain view, they don't get surprise round)
" I agree" says Valwaryn and follows the half-drow " We will deal with them soon enough."
PbP Character: A few ;)
Val, you can't follow Deva. The orcs are attacking. Roll initiative.
(Its a trap!)
Devarus' Initiative: 15.
Goyo - [Tortle]Druid/Warlock - Circle of Sea/Celestial (Libretalia)
Drozo - [Hobgoblin]Cleric - Blood Domain (Call of the Netherdeep)
Lothia - [Goliath]Warlock - ??? (Stormwreck Isle)
( I saw it after I posted lol )
Seeing that the orcs attack them Valwaryn fires an arrow towards them.
"Run!" he says as he moves trying to get out of the bridge in case the orcs try to collapse it or have another nasty surprise with that lever.
( Initiative: 15
Action:
Attack: 26 Damage: 9
Move: move towards the place they were trying to get before the orc attack )
PbP Character: A few ;)