Lira will Wild Shape into a skunk and toddle down the passage, looking for a pressure plate or anything that might trigger the murder hole on the floor or walls.
Lira hears noise inside the hidden room, but in skunk form is too short to peer in. Twiggy sees two kobolds inside, playing cards. It’s a small enclosed space.
(to be clear, those inside the inner room can shoot out into the cooridor where those who enter, and they are very protected within)
Can Twiggy enter the murder box room through one of the 1-foot holes?
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"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
The door looks to be opened and closed via a key (The big old-fashioned type, likely easy to pick). She estimates the guard station is 10x10, with 4 holes (one on each side). Within, the two kobolds play cards, perhaps overly dependent on their primitive bell trap, paying no attention to the small creatures outside, which they have not noticed.
(In reading the spell, yes, Lira could cast it but need line of sight on target (so looking in or seeing them looking out), and they would both need to make a con save or take 2d6 damage. If they don't die, they would either attack back or sound an alarm, so she may want to coordinate the attack with some others from the group to take them out quickly)
Deciding that it is best to get the others help to take out the guards with an alarm being sounded, Lira sends Twiggy back to get them and explain the situation.
Recognizing his disadvantage on stealth Iólinder is hesitant to move too far forward before the others. He casts shillelagh on his staff and waits for those stealthier than he to make their way closer but remains prepared to join in quickly when they move on the guards.
Zarbyn relays what Lira is planning with the murder box and gives the general layout of the area so that if anyone has ideas they want to share or want to move up a little, now would be the time.
"I'm going to try and get a little closer myself."
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Lira and Tiggy are doing a splendid job looking around and assessing the guard area. Then, Lira hears a rock hit the wall from closer to the entrance and freezes. Its Zarbyn, trying to sneak in quietly.
"Hey, did you hear dat mate?" (One Kobold says)
"Hear what Klaven. Have you had too much to drink of that grog? The witches ain't back yet. They always like to make a grand entrance."
"Always demanding we do things, or they zap us! Ok, its your play."
Not wanting to hold up progress, and recognizing taking too long may mean facing more enemies even if they don't alert the guards, Iólinder makes a decision when Lira suggests they need to get through the door or attack from outside the room.
Either way, Iólinder needs to be closer. If he alerts the guards the decision will be made for them. He would prefer to get closer quietly so they can get into the room but he'll be useless from this distance.
He moves as quietly as he can, surprising himself with own silent movement, until he reaches the turn in the hallway.
His attention, and his eyes, move to the right to get a clear view of the danger ahead... He hears the scraping sound before he feels the vibration in his armor... He moved to close to the wall and freezes in place to stop the sound, hoping it goes unnoticed and listens for any response.
The two Kobolds within are not great guards. They do not notice the sounds of those who have moved forward. They seem quite intent on their card game. Lira gets a few peaks in, and notices they both wear collars of obedience (Spiked collars). They do not seem nearly as stout or veteran as the organized militant mercs that they encountered at camp. These are the guys that got the bottom of the barrel shift.)
(Those present: could do a surprise round at this time)
(ooc-- if attacking through the holes; is it roll normally but they have higher AC due to cover or roll with disadvantage? Just asking for clarity before narrating my turn. And giving others a chance to act if they have something creative in mind)
(Maybe depends how the PC attacks, but if you attack, they would have "cover" which improves their AC, especially from missle attacks and if you try to hit them with a weapon.) Half cover means your PC gets a +2 to their armor class and Dexterity saving throws, while three-quarters cover grants a +5 to both. While, you have no cover so they can hit you normally.)
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Lira will Wild Shape into a skunk and toddle down the passage, looking for a pressure plate or anything that might trigger the murder hole on the floor or walls.
Investigation: 10
Lira hears noise inside the hidden room, but in skunk form is too short to peer in. Twiggy sees two kobolds inside, playing cards. It’s a small enclosed space.
(to be clear, those inside the inner room can shoot out into the cooridor where those who enter, and they are very protected within)
Amdaeng follows Iolinder with Ning at her side.
Unable to find a trigger for the possible trap, Lira looks around the outside of the murder box room for a method of entry.
Perception: 22
Can Twiggy enter the murder box room through one of the 1-foot holes?
(Yes but she will likely be discovered, it is a small room with tiny windows on all 4 sides.
(door to get in on east side.)
There is a orangish light coming from the passage to the south. It is also warmer in this area.
Lira will turn back into her humanoid form, ducking so as not to be seen through the holes, and examine the door for any locks or traps on it.
Perception: 16
(Perception for guards: 9, 15)
The door looks to be opened and closed via a key (The big old-fashioned type, likely easy to pick). She estimates the guard station is 10x10, with 4 holes (one on each side). Within, the two kobolds play cards, perhaps overly dependent on their primitive bell trap, paying no attention to the small creatures outside, which they have not noticed.
(Could Lira cast ice knife through one of the holes?)
(In reading the spell, yes, Lira could cast it but need line of sight on target (so looking in or seeing them looking out), and they would both need to make a con save or take 2d6 damage. If they don't die, they would either attack back or sound an alarm, so she may want to coordinate the attack with some others from the group to take them out quickly)
Deciding that it is best to get the others help to take out the guards with an alarm being sounded, Lira sends Twiggy back to get them and explain the situation.
Recognizing his disadvantage on stealth Iólinder is hesitant to move too far forward before the others. He casts shillelagh on his staff and waits for those stealthier than he to make their way closer but remains prepared to join in quickly when they move on the guards.
Zarbyn relays what Lira is planning with the murder box and gives the general layout of the area so that if anyone has ideas they want to share or want to move up a little, now would be the time.
"I'm going to try and get a little closer myself."
Zarbyn's Stealth: 11
Lira and Tiggy are doing a splendid job looking around and assessing the guard area. Then, Lira hears a rock hit the wall from closer to the entrance and freezes. Its Zarbyn, trying to sneak in quietly.
"Hey, did you hear dat mate?" (One Kobold says)
"Hear what Klaven. Have you had too much to drink of that grog? The witches ain't back yet. They always like to make a grand entrance."
"Always demanding we do things, or they zap us! Ok, its your play."
Amdaeng slipped past Morric and Iolinder asking Ning to stay back with them. She moved up behind Zarbyn
Stealth-8
Perception- 5
Lira silently points out the door and holes to the others, wondering if they'd rather bust inside or attack from without.
Not wanting to hold up progress, and recognizing taking too long may mean facing more enemies even if they don't alert the guards, Iólinder makes a decision when Lira suggests they need to get through the door or attack from outside the room.
Either way, Iólinder needs to be closer. If he alerts the guards the decision will be made for them. He would prefer to get closer quietly so they can get into the room but he'll be useless from this distance.
He moves as quietly as he can, surprising himself with own silent movement, until he reaches the turn in the hallway.
His attention, and his eyes, move to the right to get a clear view of the danger ahead... He hears the scraping sound before he feels the vibration in his armor... He moved to close to the wall and freezes in place to stop the sound, hoping it goes unnoticed and listens for any response.
Stealth (d) -12.
Perception- 24
The two Kobolds within are not great guards. They do not notice the sounds of those who have moved forward. They seem quite intent on their card game. Lira gets a few peaks in, and notices they both wear collars of obedience (Spiked collars). They do not seem nearly as stout or veteran as the organized militant mercs that they encountered at camp. These are the guys that got the bottom of the barrel shift.)
(Those present: could do a surprise round at this time)
(ooc-- if attacking through the holes; is it roll normally but they have higher AC due to cover or roll with disadvantage? Just asking for clarity before narrating my turn. And giving others a chance to act if they have something creative in mind)
(Maybe depends how the PC attacks, but if you attack, they would have "cover" which improves their AC, especially from missle attacks and if you try to hit them with a weapon.) Half cover means your PC gets a +2 to their armor class and Dexterity saving throws, while three-quarters cover grants a +5 to both. While, you have no cover so they can hit you normally.)