[ OCO: It's okay. I call it a mental glitch, and those happen to me alot. 😆 ]
Marlede will move closer to the door that leads inside gatehouse (area 4). She will try to listen for any indication of how many people are inside at the moment.
Marlede hears low voices conversing with each other, too quiet to hear over the moaning of the cold winds out here on the battlements. But she's fairly sure that she only hears two people within.
This post has potentially manipulated dice roll results.
Aubreen hangs back from Marlede, letting the ranger creep forward with better stelth than he could. Slowly, quietly crossing the threshold, he will get low and peer into the lower floors of the tower. The last tower had sleeping guards, he does not want to be surprised by agents of Levistus behind them.
This post has potentially manipulated dice roll results.
Perrin creeps along behind the others, careful to stay close enough to them that his spell still hides them from view. If any guard were to take a peak outside and managed to see them, he supposed they would be quite traumatized to see a group of shadows along with monstrously dark spider approaching them quieter than death itself.
Aubreen, very quietly, opens the wooden hatch leading down into the ground floor of the tower. As with the other tower, the furnishings here include six wooden cots and a burning brazier in the middle. Four of the cots are occupied by sleeping guards. They are two humans and two tieflings, all wearing the fiendish amulets.
Perrin lurks out of sight, a dark shadow invisible when contrasted against the dark sky.
Aubreen looks about for his companions. Trying to make a gesture where he puts his head down on his hands to feign sleeping. Pointing down the stairs, holding 4 fingers up and pointing frantically. He makes an absolute travesty of pointing at Perrin, fangs made of crooked fingers jabbing into his own neck then again gesturing down below.
He looks on expectantly. Of course they would get it, it was clear as a Sunday conversation just what he meant. By the gods, reading the expression of a giant black spider was impossible, how was one supposed to communicate with the thing. He tries again, going through the motions of fangs on his neck and pointing down below. 4 he gestures and mouths silently even though they probably couldn't tell in the gloom.
Perrin sees Aubreen's gestures, and he lets out a spider's equivalent of a sigh. Of course, it was really audible or even noticeable since spiders don't really have nostrils. Begrudgingly, he creeps into the small chamber and gets to work...
[I'm amazed at these rolls from Sirius considering they're including a +10]
The spell is doing its utmost to keep Sirius' clanking armor in check, mostly succeeding. Since he stays back, Perrin is able to enter the room like an noiseless eight-legged demon [stealth 20]. The four guards don't stand a chance against the silent predator. Perrin is able to deal with each of them in turn, letting the poison take hold. Their limbs freeze up and it is done.
The only thing that differentiates the southwestern tower from the one to the north is that it doesn't include a metal hatch to the underground. The door at the ground floor is shut against the cold outside and the brazier in the middle contains the bright embers of copious amounts of firewood.
Marlede, Aubreen and Sirius are able to watch from above as the spider makes the round, taking but a few minutes.
This post has potentially manipulated dice roll results.
Aubreen waits and watches as the spider slowly and methodically takes the guards out, before they can even wake or react. Looking over to Marlede and then Sirius he nods his head, leaving the trap door open. He waits for Perrin to reappear then creeps forward ready to swing the door open and charge.
Even if he cant see beyond the door he imagines the door creaking open then launching himself forward, sword leading the quickly silence the guards. He watches the others, waiting for a sign or a nod.
Marlede grins slightly as Spider Perrin handles the sleeping cultists. Ever since she found out about them occupying the town by force and terrorizing the people, she has been merciless and ignores the party's wishes to not lethaly wound them, hence why she hasn't attacked with her shortswords.
She makes way for her companions to gather in front of the door, ready to ambush the guards at the gatehouse. Naturally, she aims her bow at the entrance, ready to shoot any more guards in the way.
She gives Aubreen a nod, as if to say she's ready.
[It's alright, seems like the pace has slowed down somewhat, possibly because of the heat or people being on summer holidays. For now, I'm going to assume that everyone is behind what Aubreen and Marlede are doing.]
The silencing spell allows you to post up by the door, out here in the biting cold. The wind is quick enough so that there is always some sort of ambient whistling noise around, making your presence even harder to detect.
After timing your entrance, you shove the door open, revealing the gatehouse beyond.
This chamber is equipped with a system of wheels that raises the portcullises and opens the outer sets of doors. In the middle of the floor are murder holes through which arrows can be shot or oil poured. The south wall has a row of five arrow slits built into it.Two wooden cots covered with furs are in the northeast corner of the room. The door to a another chamber is to the left of where you enter.
In the middle of the room (4), initially with their backs turned to you, there are two cultists. As they turn around to face you, utterly surprised, you see that one of them is a young dour looking human man and the other an older tiefling woman. Both of them instinctively grip their amulets.
Since you're ready at the door, you can reach them easily with a few leaps.
Initiative 1. Aubreen and Sirius < YOUR TURN 2. Cultists, [surprised] 3. Marlede and Perrin < YOUR TURN
Since the cultists are surprised, all of you can take a turn. Aubreen an Sirius can take two turns, since they're also first in the second round.
[ OCO: It's okay. I call it a mental glitch, and those happen to me alot. 😆 ]
Marlede will move closer to the door that leads inside gatehouse (area 4). She will try to listen for any indication of how many people are inside at the moment.
Perception: 18
Currently DMing:
Marlede hears low voices conversing with each other, too quiet to hear over the moaning of the cold winds out here on the battlements. But she's fairly sure that she only hears two people within.
Aubreen hangs back from Marlede, letting the ranger creep forward with better stelth than he could. Slowly, quietly crossing the threshold, he will get low and peer into the lower floors of the tower. The last tower had sleeping guards, he does not want to be surprised by agents of Levistus behind them.
Stealth roll with PwT: 16
Perception check: 13
Perrin creeps along behind the others, careful to stay close enough to them that his spell still hides them from view. If any guard were to take a peak outside and managed to see them, he supposed they would be quite traumatized to see a group of shadows along with monstrously dark spider approaching them quieter than death itself.
Stealth: 36
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Aubreen, very quietly, opens the wooden hatch leading down into the ground floor of the tower. As with the other tower, the furnishings here include six wooden cots and a burning brazier in the middle. Four of the cots are occupied by sleeping guards. They are two humans and two tieflings, all wearing the fiendish amulets.
Perrin lurks out of sight, a dark shadow invisible when contrasted against the dark sky.
Aubreen looks about for his companions. Trying to make a gesture where he puts his head down on his hands to feign sleeping. Pointing down the stairs, holding 4 fingers up and pointing frantically. He makes an absolute travesty of pointing at Perrin, fangs made of crooked fingers jabbing into his own neck then again gesturing down below.
He looks on expectantly. Of course they would get it, it was clear as a Sunday conversation just what he meant. By the gods, reading the expression of a giant black spider was impossible, how was one supposed to communicate with the thing. He tries again, going through the motions of fangs on his neck and pointing down below. 4 he gestures and mouths silently even though they probably couldn't tell in the gloom.
Perrin sees Aubreen's gestures, and he lets out a spider's equivalent of a sigh. Of course, it was really audible or even noticeable since spiders don't really have nostrils. Begrudgingly, he creeps into the small chamber and gets to work...
((Going to try to knock out the guards))
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Sirius hangs back staying on the wall trying to remain hidden while Perrin enters.
Stealth: 11
[I'm amazed at these rolls from Sirius considering they're including a +10]
The spell is doing its utmost to keep Sirius' clanking armor in check, mostly succeeding. Since he stays back, Perrin is able to enter the room like an noiseless eight-legged demon [stealth 20]. The four guards don't stand a chance against the silent predator. Perrin is able to deal with each of them in turn, letting the poison take hold. Their limbs freeze up and it is done.
The only thing that differentiates the southwestern tower from the one to the north is that it doesn't include a metal hatch to the underground. The door at the ground floor is shut against the cold outside and the brazier in the middle contains the bright embers of copious amounts of firewood.
Marlede, Aubreen and Sirius are able to watch from above as the spider makes the round, taking but a few minutes.
Aubreen waits and watches as the spider slowly and methodically takes the guards out, before they can even wake or react. Looking over to Marlede and then Sirius he nods his head, leaving the trap door open. He waits for Perrin to reappear then creeps forward ready to swing the door open and charge.
Even if he cant see beyond the door he imagines the door creaking open then launching himself forward, sword leading the quickly silence the guards. He watches the others, waiting for a sign or a nod.
Stealth: 2
[ OOC: So sorry for not responding sooner! ]
Marlede grins slightly as Spider Perrin handles the sleeping cultists. Ever since she found out about them occupying the town by force and terrorizing the people, she has been merciless and ignores the party's wishes to not lethaly wound them, hence why she hasn't attacked with her shortswords.
She makes way for her companions to gather in front of the door, ready to ambush the guards at the gatehouse. Naturally, she aims her bow at the entrance, ready to shoot any more guards in the way.
She gives Aubreen a nod, as if to say she's ready.
Currently DMing:
[It's alright, seems like the pace has slowed down somewhat, possibly because of the heat or people being on summer holidays. For now, I'm going to assume that everyone is behind what Aubreen and Marlede are doing.]
The silencing spell allows you to post up by the door, out here in the biting cold. The wind is quick enough so that there is always some sort of ambient whistling noise around, making your presence even harder to detect.
After timing your entrance, you shove the door open, revealing the gatehouse beyond.
This chamber is equipped with a system of wheels that raises the portcullises and opens the outer sets of doors. In the middle of the floor are murder holes through which arrows can be shot or oil poured. The south wall has a row of five arrow slits built into it.Two wooden cots covered with furs are in the northeast corner of the room. The door to a another chamber is to the left of where you enter.
In the middle of the room (4), initially with their backs turned to you, there are two cultists. As they turn around to face you, utterly surprised, you see that one of them is a young dour looking human man and the other an older tiefling woman. Both of them instinctively grip their amulets.
Since you're ready at the door, you can reach them easily with a few leaps.
Initiative
1. Aubreen and Sirius < YOUR TURN
2. Cultists, [surprised]
3. Marlede and Perrin < YOUR TURN
Since the cultists are surprised, all of you can take a turn. Aubreen an Sirius can take two turns, since they're also first in the second round.
Aubreen dashes into the room, not letting them respond his sword leading the way. A quick lunge he intends to finish this quickly.
Longsword attack against the guard: Attack: 15 Damage: 7
2nd round due to surprise (If its needed after the others act),
he drives the man back with his ferocity, slashing with the long blade of his sword
Longsword slash against the guard: Attack: 8 Damage: 11
Marlede would blend with the surroundings as soon as Aubreen and Sirius start to hack and slash at the cultists. Just to get an extra edge.
Reaction Stealth: 20
During her turn, she will mark and shoot any remaining cultists she can see left standing.
Attack: 17 or 28 to hit if at advantage from her stealth. [ Crit. ]
Damage: 9+6 or 17+11 if it crit.
Currently DMing: