Theldrin takes a moment to peer down the tunnel to the east to see if he spots anything, but quickly turns his attention back towards the way the party came. "We should make haste..." he says quietly, watching to see if Xanrym is able to close the door.
Khessa, carrying in her arms the gnome who can't walk, follows the familiar branch without hesitation: "Come on, over here, friends. This is not the time to explore unknown paths."
You all head out into the hallway, Xanrym closing the door behind you and Theldrin looking down the path to the east, seeing nothing. Remind me again how you light your way and your marching order now you have the gnomes?
You all head out into the hallway, Xanrym closing the door behind you and Theldrin looking down the path to the east, seeing nothing. Remind me again how you light your way
Xanrym currently has Darkvision out to 150-ft, which should last for the rest of the day. Thanks, Syllen! (I've added it under the Senses on his character sheet.)
But once the fight started in Ellesarwa's room, we weren't worried about spoiling our Stealth with light, so I think that both Theldrin and Khessa are openly using Light now on our way back to the tannery.
and your marching order now you have the gnomes?
(OOC: Hm. I'm not sure whether whether we ever finalized a "default" marching order. Since Avery was taking rear guard earlier, and the secret tunnel looks like it's at least 10-ft wide, I'll just suggest this:)
Xanrym (scouting about 60-ft ahead of the others in the darkness)
Coriana& Khessa+ gnome (if Khessa is carrying the gnome, or if there's room for all three)
2 gnomes
Syllen& Theldrin
Avery
If the group wants to hurry, I'm not sure whether Xanrym can realistically use Stealth. But if everyone wants to slow down and move quietly (moving at 2/3 speed), or if the group must move at a "slow pace" because Khessa has to carry the gnome, I'll just put add a stealth check here so that you have it.
Xanrym (scouting about 60-ft ahead of the others in the darkness)
Coriana& Khessa+ gnome (if Khessa is carrying the gnome, or if there's room for all three)
2 gnomes
Syllen& Theldrin
Avery
If the group wants to hurry, I'm not sure whether Xanrym can realistically use Stealth. But if everyone wants to slow down and move quietly (moving at 2/3 speed), or if the group must move at a "slow pace" because Khessa has to carry the gnome, I'll just put add a stealth check here so that you have it.
Theldrin is more concerned with leaving the scene quickly than being stealthy, and would likely have Light cast on his staff unless anyone objects. Probably once we get near the exit to the tannery, we could hide our lights and let Xanrym scout.
Khessa shouldn't be slowed down by the light gnome, and even if her hands are full, she can certainly Light a pebble for someone else to carry.
OK, for the marching order, but the blonde arcane warrior would prefer to proceed at normal speed—the corridor was empty on the way there, so she doesn't expect to find it 'occupied' by creatures on the way back.
You close the door behind you, concealing your exit. However, as you get into a line and start to retreat, you hear the tapping of large mandibles behind you. As you turn around, you see two large spider beings with the bodies of drow chasing after you. Their mouths open in a silent scream at consumption. Initiative:
Group 1: Xanrym and Coriana
Group 2: Driders
Group 3: Everyone else
Xanrym and Coriana are up. You’ve been ambushed by 2 Driders. And the two in the front of the group are now in the back ranks of the battle.
After The Company forms up, and Xanrym gets ready to lead the way back the tannery, he looks back to ensure that everyone is ready. The dim light from Theldrin's Light casts shadows and dim light that extend back behind Avery, and Xanrym's stomach drops when he sees what seems to be a drow elf sneaking up behind Avery. It's moving strangely, gliding smoothly forward.
At first, looking past everyone else, Xanrym thinks that it's a drow elf riding a giant spider as a mount. He tries to warn the others, "Avery, look out! Behind you!" Of course, with his sight enhanced by Syllen's Darkvision, Xanrym can see the monstrous creature clearly as soon as it enters the dim lighting, surging forward to attack. To his horror, he sees that the drow isn't riding a giant spider: it's somehow both a drow and a giant spider! And then he spots the second one.
Xanrym taps a rhythmic patterns on his [Tooltip Not Found] and waves his other hand in a complex pattern, weaving an illusion to try to hypnotize both of the monstrous spider creatures.
If one of them seems to be affected by his spell, Xanrym encourages The Company to focus their attacks on the other one first. If both of them are incapacitated by his spell, Xanrym suggests a retreat, "Fall back! If we don't disturb them, we may be able to make it to the tannery while they're still hypnotized!"
Movement: Depending on whether was with the group or already positioned ahead of them, he moves away or toward the group so that he's about 30-ft from Khessa and Coriana, which should put him about 60-ft from the most-distant drider. Action: Cast spell (LVL 3 slot) Hypnotic Pattern positioning the 30-ft cube just behind Avery so that he can catch both driders in it. The driders must roll a DC 16 WIS save. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. (Note that affected creatures do not get to reroll the saving throw each round.) Free Action: Talking
Theldrin takes a moment to peer down the tunnel to the east to see if he spots anything, but quickly turns his attention back towards the way the party came. "We should make haste..." he says quietly, watching to see if Xanrym is able to close the door.
Perception: 13
Avery will help move the gnome
"The quicker we vanish, the better," says Coriana.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Khessa, carrying in her arms the gnome who can't walk, follows the familiar branch without hesitation: "Come on, over here, friends. This is not the time to explore unknown paths."
29
You all head out into the hallway, Xanrym closing the door behind you and Theldrin looking down the path to the east, seeing nothing. Remind me again how you light your way and your marching order now you have the gnomes?
Xanrym currently has Darkvision out to 150-ft, which should last for the rest of the day. Thanks, Syllen! (I've added it under the Senses on his character sheet.)
But once the fight started in Ellesarwa's room, we weren't worried about spoiling our Stealth with light, so I think that both Theldrin and Khessa are openly using Light now on our way back to the tannery.
(OOC: Hm. I'm not sure whether whether we ever finalized a "default" marching order. Since Avery was taking rear guard earlier, and the secret tunnel looks like it's at least 10-ft wide, I'll just suggest this:)
(scouting about 60-ft ahead of the others in the darkness)
If the group wants to hurry, I'm not sure whether Xanrym can realistically use Stealth. But if everyone wants to slow down and move quietly (moving at 2/3 speed), or if the group must move at a "slow pace" because Khessa has to carry the gnome, I'll just put add a stealth check here so that you have it.
Stealth: 22 (advantage from Cloak of Elvenkind, and remember that the cloak imposes disadvantage on perception checks made to spot Xanrym)
(OOC: And, assuming that everyone is OK with that marching order, I guess I should roll for Xanrym's perception since he'll be out in front.)
Perception: 13
Coriana is fine with the order, and is ambivalent about whether we slow down for stealth.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Theldrin is more concerned with leaving the scene quickly than being stealthy, and would likely have Light cast on his staff unless anyone objects. Probably once we get near the exit to the tannery, we could hide our lights and let Xanrym scout.
(OOC: marching order is fine)
Avery will cover their withdraw from his position in the rear.
Khessa shouldn't be slowed down by the light gnome, and even if her hands are full, she can certainly Light a pebble for someone else to carry.
OK, for the marching order, but the blonde arcane warrior would prefer to proceed at normal speed—the corridor was empty on the way there, so she doesn't expect to find it 'occupied' by creatures on the way back.
You close the door behind you, concealing your exit. However, as you get into a line and start to retreat, you hear the tapping of large mandibles behind you. As you turn around, you see two large spider beings with the bodies of drow chasing after you. Their mouths open in a silent scream at consumption. Initiative:
Group 1: Xanrym and Coriana
Group 2: Driders
Group 3: Everyone else
Xanrym and Coriana are up. You’ve been ambushed by 2 Driders. And the two in the front of the group are now in the back ranks of the battle.
Round 1: Xanrym
After The Company forms up, and Xanrym gets ready to lead the way back the tannery, he looks back to ensure that everyone is ready. The dim light from Theldrin's Light casts shadows and dim light that extend back behind Avery, and Xanrym's stomach drops when he sees what seems to be a drow elf sneaking up behind Avery. It's moving strangely, gliding smoothly forward.
At first, looking past everyone else, Xanrym thinks that it's a drow elf riding a giant spider as a mount. He tries to warn the others, "Avery, look out! Behind you!" Of course, with his sight enhanced by Syllen's Darkvision, Xanrym can see the monstrous creature clearly as soon as it enters the dim lighting, surging forward to attack. To his horror, he sees that the drow isn't riding a giant spider: it's somehow both a drow and a giant spider! And then he spots the second one.
Xanrym taps a rhythmic patterns on his [Tooltip Not Found] and waves his other hand in a complex pattern, weaving an illusion to try to hypnotize both of the monstrous spider creatures.
If one of them seems to be affected by his spell, Xanrym encourages The Company to focus their attacks on the other one first.
If both of them are incapacitated by his spell, Xanrym suggests a retreat, "Fall back! If we don't disturb them, we may be able to make it to the tannery while they're still hypnotized!"
Movement: Depending on whether was with the group or already positioned ahead of them, he moves away or toward the group so that he's about 30-ft from Khessa and Coriana, which should put him about 60-ft from the most-distant drider.
Action: Cast spell (LVL 3 slot) Hypnotic Pattern positioning the 30-ft cube just behind Avery so that he can catch both driders in it.
The driders must roll a DC 16 WIS save.
On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. (Note that affected creatures do not get to reroll the saving throw each round.)
Free Action: Talking
Concentration: Hypnotic Pattern round 1 of 10