Wilhorn blasts two different ruffians, just to get their attention. He’ll happily let others finish them off. He steps to the side and uses Halfling Nimbleness to give himself and others their best unimpeded shots.
Halfling NimblenessBR, pg. 28
You can move through the space of any creature that is of a size larger than yours.
This post has potentially manipulated dice roll results.
The door splintered inwards as Daewen burst in, a whirlwind of leather armor flowing silently into the room. Two short swords materialized in a blur, one attack whispering death across ruffian #1s neck, the other a chilling kiss to ruffian #2s exposed flank, before both enemies crumpled – all in the blink of an eye. That is, if the dice gods have their way, and behave appropriately.
(OOC: I'm going to assume a fellow adventurer jumps in the room with me, and hence Sneak Attack is invoked...if that's not the case, ignore the sneak attack bonus damage.)
This post has potentially manipulated dice roll results.
OOC: Sorry. Been at work all day.
Marcon pulls his whip and attacks whoever is uninjured with a whip attack, followed by an unarmed strike (for both round 0 and round 1. If everyone is injured, whoever is the least injured.)
Current Campaign(s): Dungeons, Darkness, Drow, and Demons, an Out of the Abyss Adventure, Dungeon Delvers, a Dungeon of the Mad Mage Adventure, Jungle of Evil, a Tomb of Annihilation Adventure
This room 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. The dead ruffians each have a pouch of coins
75 XP each
3x studded leather 6x shortsword Pouch of 7 gp, 16 sp Pouch of 5 gp, 12 sp Pouch of 15 ep and 2x garnets worth 10 gp each
From the main cellar, there is one strange wall to the left of the cistern. The Cistern itself. And the door near the front, leading north.
* Items in the room to look at, look through, perception, investigation (I'm not sure if everyone rolled perception) * There is a doorway leading north (unexplored) * There is another doorway on the right of the cistern (leads to a make-shift barracks with bunk beds and red cloaks hanging up on hooks) * There is a walled up section to the left of the cistern (unexplored)
After finding and relieving the ruffians of the duty of carrying so much coin, Daewen pockets the loot (to be shared later, of course), does a cursory look around the storeroom, and then walks back out to the main cellar. This time, she spends a little effort looking around the room in earnest:
Current Campaign(s): Dungeons, Darkness, Drow, and Demons, an Out of the Abyss Adventure, Dungeon Delvers, a Dungeon of the Mad Mage Adventure, Jungle of Evil, a Tomb of Annihilation Adventure
After finding and relieving the ruffians of the duty of carrying so much coin, Daewen pockets the loot (to be shared later, of course), does a cursory look around the storeroom, and then walks back out to the main cellar. This time, she spends a little effort looking around the room in earnest:
Perception: 21
You notice a glimmer from the corner of your eye. Redirecting your focus, you see something in the bottom of the cistern.
After defeating the Ruffians, Marcon takes stock of his surroundings (Perception 4
You notice that the wall to the left of the cistern is new, but seems to match the rest of the room in both the color of the bricks, but also the material. Maybe the mason walled up this hole to keep something out. Otherwise, you think the wall looks fine.
This post has potentially manipulated dice roll results.
All that glitters is gold, Daewen thinks to herself as she first looks for any traps associated with the glimmering object (Perception: 12), and if sensing none, dredges out the object from the bottom of the cistern.
All that glitters is gold, Daewen thinks to herself as she first looks for any traps associated with the glimmering object (Perception: 21), and if sensing none, dredges out the object from the bottom of the cistern.
You find 10x 5 gp coins (50 gp) and two potions. One is a rich sapphire blue color and the other is a milky pale white.
The thieving, cheshire grin is back, plastered on Daewen's face as she pockets the coin (again, to share later with entire group) and then hands the two potions to Wilhorn, giving a confused shrug (intoning that she has no clue what the potions are, but Wilhorn likely would...).
I'll give you guys 12 hours to post your direction and then move you North to the next room.
* There is a doorway leading north (unexplored) * There is a walled up section to the left of the cistern (one perception check, need at least one more)
Daewen points to the doorway leading to the north, then circles her fingers to mean all of us, and then points to the doorway leading to the north again, with a questioning look on her face.
Vex starts to bring up his hand crossbow to attack but then is amazed at the quickness of his companions as they take out the enemy in front of them. "Impressive." he whispers out to the group and vows to be better and quicker himself.
He nods his agreement to Daewen on the direction north and will follow in line behind her.
Thick dust covers the flagstones of this somber hallway. The walls are decorated with faux columns every ten feet, and the double doors at the west end of the hall are sheathed in copper plate, now green with age. A relief carving of a mournful angel graces the doors.
Wilhorn goes first, riding Drool. followed by Marcon. Before you can react the floor falls out below both of you.
Wilhorn make a Dexterity save DC 15 against a pit trap or take 10 bludgeoning damage, Marcon make a Dexterity save DC 15 against a pit trap or take the same amount of damage as above,
Wilhorn studies the potions to try and determine their function.
”We can use Drool for carrying gear we find. I don’t think I need to ride him in such tight quarters.”
I don’t mind saying Wilhorn and Drool are in front, ‘cause we didn’t specify marching order. But I did indicate Wilhorn was not riding Drool.
(In Game Log)
Wilhorn Dex Save: 19
Drool Dex Save: 12 + 2 (modifier)
(Ignore Drool’s save if you want to say Drool was bringing up the rear. I had just pictured walking/leading Drool more from the rear, but we didn’t specify. So I’m fine with how you rule it.)
Wilhorn blasts two different ruffians, just to get their attention. He’ll happily let others finish them off. He steps to the side and uses Halfling Nimbleness to give himself and others their best unimpeded shots.
You can move through the space of any creature that is of a size larger than yours.
Eldritch Blast (all in game log)
Round 0 Attack: 20 Damage: 7 force
Round 1 Attack: 15 Damage: 12 force
Drool motions to come over to help but is stopped by a well timed “Stay!” by Wilhorn. He’ll Dodge unless otherwise instructed for the duration.
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
”I am not young enough to know everything.” - Oscar Wilde
The door splintered inwards as Daewen burst in, a whirlwind of leather armor flowing silently into the room. Two short swords materialized in a blur, one attack whispering death across ruffian #1s neck, the other a chilling kiss to ruffian #2s exposed flank, before both enemies crumpled – all in the blink of an eye. That is, if the dice gods have their way, and behave appropriately.
(OOC: I'm going to assume a fellow adventurer jumps in the room with me, and hence Sneak Attack is invoked...if that's not the case, ignore the sneak attack bonus damage.)
Round 0 (on R1):
Round 1 (on R2):
Last to know and first to be blamed...
As a free action, can I regret my life choices?
^ oh noes, I forgot to roll my sneak attack damage.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
OOC: Sorry. Been at work all day.
Marcon pulls his whip and attacks whoever is uninjured with a whip attack, followed by an unarmed strike (for both round 0 and round 1. If everyone is injured, whoever is the least injured.)
Round 0 whip: Attack: 8 Damage: 8 Kick: Attack: 9 Damage: 5
Round 1 whip: Attack: 12 Damage: 6 Kick: Attack: 13 Damage: 7
Character(s): Chak-tha, Thri-kreen Battlemaster Fighter, Théodmon Rokas, Eladrin Druid, Grayhawk the Aerial Ace, Aarakocra Bladesinger Wizard
Current Campaign(s): Dungeons, Darkness, Drow, and Demons, an Out of the Abyss Adventure, Dungeon Delvers, a Dungeon of the Mad Mage Adventure, Jungle of Evil, a Tomb of Annihilation Adventure
Check out the Chatty Tavern | Jester and Breadman's Character Bakery
My title from drummer is Wielder of Whispers
R1 takes 7 damage
R2 takes 12 damage
R1 takes 10 damage. 7+10 = 17, R1 is dead
R2 takes 5 damage. 12+5=17, R2 is dead
R3 takes 7 damage, then 7 more. 7+7=14, R3 is bloodied
R3 takes 6 damage. 14 +6, R3 is dead
miss
This room 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. The dead ruffians each have a pouch of coins
75 XP each
3x studded leather
6x shortsword
Pouch of 7 gp, 16 sp
Pouch of 5 gp, 12 sp
Pouch of 15 ep and 2x garnets worth 10 gp each
From the main cellar, there is one strange wall to the left of the cistern. The Cistern itself. And the door near the front, leading north.
* Items in the room to look at, look through, perception, investigation (I'm not sure if everyone rolled perception)
* There is a doorway leading north (unexplored)
* There is another doorway on the right of the cistern (leads to a make-shift barracks with bunk beds and red cloaks hanging up on hooks)
* There is a walled up section to the left of the cistern (unexplored)
After finding and relieving the ruffians of the duty of carrying so much coin, Daewen pockets the loot (to be shared later, of course), does a cursory look around the storeroom, and then walks back out to the main cellar. This time, she spends a little effort looking around the room in earnest:
Perception: 21
Last to know and first to be blamed...
As a free action, can I regret my life choices?
After defeating the Ruffians, Marcon takes stock of his surroundings (Perception 4
Character(s): Chak-tha, Thri-kreen Battlemaster Fighter, Théodmon Rokas, Eladrin Druid, Grayhawk the Aerial Ace, Aarakocra Bladesinger Wizard
Current Campaign(s): Dungeons, Darkness, Drow, and Demons, an Out of the Abyss Adventure, Dungeon Delvers, a Dungeon of the Mad Mage Adventure, Jungle of Evil, a Tomb of Annihilation Adventure
Check out the Chatty Tavern | Jester and Breadman's Character Bakery
My title from drummer is Wielder of Whispers
You notice a glimmer from the corner of your eye. Redirecting your focus, you see something in the bottom of the cistern.
You notice that the wall to the left of the cistern is new, but seems to match the rest of the room in both the color of the bricks, but also the material. Maybe the mason walled up this hole to keep something out. Otherwise, you think the wall looks fine.
All that glitters is gold, Daewen thinks to herself as she first looks for any traps associated with the glimmering object (Perception: 12), and if sensing none, dredges out the object from the bottom of the cistern.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
You find 10x 5 gp coins (50 gp) and two potions. One is a rich sapphire blue color and the other is a milky pale white.
The thieving, cheshire grin is back, plastered on Daewen's face as she pockets the coin (again, to share later with entire group) and then hands the two potions to Wilhorn, giving a confused shrug (intoning that she has no clue what the potions are, but Wilhorn likely would...).
Last to know and first to be blamed...
As a free action, can I regret my life choices?
I'll give you guys 12 hours to post your direction and then move you North to the next room.
* There is a doorway leading north (unexplored)
* There is a walled up section to the left of the cistern (one perception check, need at least one more)
Daewen points to the doorway leading to the north, then circles her fingers to mean all of us, and then points to the doorway leading to the north again, with a questioning look on her face.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Vex starts to bring up his hand crossbow to attack but then is amazed at the quickness of his companions as they take out the enemy in front of them. "Impressive." he whispers out to the group and vows to be better and quicker himself.
He nods his agreement to Daewen on the direction north and will follow in line behind her.
Wilhorn studies the potions to try and determine their function.
”We can use Drool for carrying gear we find. I don’t think I need to ride him in such tight quarters.”
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
”I am not young enough to know everything.” - Oscar Wilde
As you all head North through the door,
Thick dust covers the flagstones of this somber hallway. The walls are decorated with faux columns every ten feet, and the double doors at the west end of the hall are sheathed in copper plate, now green with age. A relief carving of a mournful angel graces the doors.
Wilhorn goes first, riding Drool. followed by Marcon. Before you can react the floor falls out below both of you.
Wilhorn make a Dexterity save DC 15 against a pit trap or take 10 bludgeoning damage,
Marcon make a Dexterity save DC 15 against a pit trap or take the same amount of damage as above,
I don’t mind saying Wilhorn and Drool are in front, ‘cause we didn’t specify marching order. But I did indicate Wilhorn was not riding Drool.
(In Game Log)
Wilhorn Dex Save: 19
Drool Dex Save: 12 + 2 (modifier)
(Ignore Drool’s save if you want to say Drool was bringing up the rear. I had just pictured walking/leading Drool more from the rear, but we didn’t specify. So I’m fine with how you rule it.)
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
”I am not young enough to know everything.” - Oscar Wilde