Despite a couple of missteps from Neya and Utar, CRAP moves swiftly and covertly back into the caves. You pass through the area where you fought the giant weasels and through the tunnel used to escort the freed villagers toward safety. You now find yourselves back in the four-way intersection marked by the patch of mushrooms. You may choose one of the paths:
Move north and downward. This tunnel leads to the area with the pit trap and where Villonah and the prisoners were kept.
Move south and out of the cave. This leads to the ridge where you first entered the caves.
Continue moving eastward. This leads to the only unexplored path in this intersection.
Backtrack west the way you just came. This leads back once again to the weasel-room and eventually outside.
Though Doozey had half a mind of figuring out a means of crafting a torch once within the relative safety of familiar tunnels, neither time or resources seemed to be a favorable factor. So once more he rode upon Biscuit's back, trusting his faithful companion to be his eyes. It's only once the group stops at the intersection to consider their next step -- a seeming no-brainer if one discounted the adjoining tunnel past where the prisoner's were kept -- he called upon primal forces to better commune with the fey touched mastiff again. And yet, his next words weren't for Biscuit alone. "Mind the shrooms as best we can if they near it, but think we aughta take the eastern tunnel. While not the absolute worse case scenario, we can always double back and head through the prisoner section if it turns out to be a bit of a dead end. But stay mindful of any traps and hidden switch backs in here, as Kobolds in my experience love their traps."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Doozey takes some time to prep for his advances into the dark tunnels: Biscuit serves as a mount, the hunter enhanced his speech, and a decision is made to avoid the fire of a torch. Neya, Raist, and Utar then swiftly agree with the suggestion to keep moving eastward and the party soon finds itself exploring a long, cold tunnel. As the noise of one waterfall slowly becomes more distant, the sound of the other becomes more noticeable, even if unseen. Both Utar and Doozey (passive survival) additionally notice that this tunnel seems less used than the others, if not outright abandoned. Some of the persistent fog outside has made its way into this tunnel, most likely from whichever end it leads to, which remains unseen to CRAP at this moment.
All CRAPers (passive perception) then hear whispers ahead, though the source remains masked by the fog. Utar recognizes the Orcish language within the whispers.
(OOC: Depending on how you go about your approach from this point, you may need a stealth check.)
This post has potentially manipulated dice roll results.
Utar pauses all movement lest his armour's movements announce CRAP before they are ready. Against the sound of the waterfall, the words are indistinct, obscured. Closing his eyes, Utar tries to centre himself and push out all other noises, focusing purely on the Orcish and trying to make out anything of the conversation.
Doozey and Biscuit share a quick but quiet exchange in whispered sylvan. Or at least, the former did with the other nonetheless responding as if he understood it. Regardless, some silent agreement seemed to have been reached as Biscuit stood poised to race down the tunnel in the event it heard Neya in trouble. As if to echo this sentiment, a blade finds its way to the halfling's hand.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
The groups stops in its track upon hearing the whispers from within the fog, and each CRAPer reacts instinctively when considering their next step. Utar refuses to risk revealing the entire group by ways of his loud metallic armor, choosing instead to focus on the low words he can hear past the ever-present sound of falling water.
@Utar (in Orcish):
"Jeralla won’t suspect a thing! She’s too busy with the humans. There is no better time to attack than now!"
While the cleric stands in place and listens, his companions take a more active approach to obscuring their presence. Raist finds a place to temporarily hide somewhere close and behind Utar. The wizard waits for now, ready for the next step in the group's plan. Biscuit and Doozey also stop, similarly focused on staying ready to jump into action as needed.
Meanwhile, Neya takes advantage of her connection to the fey to turn invisible. She then walks into the mist quietly, taking care to disturb it as little as possible. Through the fog, Neya spots a scaly humanoid with leathery, bat-like wings. The creature has two reptilian heads; one looks around nervously, while the other whispers into a recently burned spell scroll. (These are the whispers that Utar heard above.)
The creature cannot be more than three feet tall. After a moment, it pulls out a second scroll, unfurls it, and recites is activating words quickly. Again in Orcish, is whispers:
@Utar (in Orcish):
"Kill the heretic, and the Cult of the Dragon shall shower you in gold!”
Neya seeing that the figure seems to be speaking through magical means, determines that whoever they're speaking to is not nearby. While they are still unsuspecting, she creeps up and tries to apprehend them.
(According to new Monk rules and grapple rules, the figure needs to make strength or dexterity - user's choice - save of DC 17 or are grappled).
Neya wastes no time. Once she is close enough, she lunges for a grapple. However, the fog betrays her presence just a fraction of a second before she is able to secure her target. The winged two-headed kobold lifts off the floor with a flap of his/their leathery wings, turning in the air to face his would-be kidnapper.
"What is this?"says the left head in surprise. "Who are you?" asks the other.
Utar's stealth - 18
Neya stealth: 11
Extended Signature
(OOC: Seeing as noone volunteered for it, I'll roll for Sirge as well)
-Sirge Stealth: 19. (if rolled a one, since Biscuit hadn't needed it, using Bountiful luck on Sirge)
When you realize you're doing too much: Signature.
Despite a couple of missteps from Neya and Utar, CRAP moves swiftly and covertly back into the caves. You pass through the area where you fought the giant weasels and through the tunnel used to escort the freed villagers toward safety. You now find yourselves back in the four-way intersection marked by the patch of mushrooms. You may choose one of the paths:
Though Doozey had half a mind of figuring out a means of crafting a torch once within the relative safety of familiar tunnels, neither time or resources seemed to be a favorable factor. So once more he rode upon Biscuit's back, trusting his faithful companion to be his eyes. It's only once the group stops at the intersection to consider their next step -- a seeming no-brainer if one discounted the adjoining tunnel past where the prisoner's were kept -- he called upon primal forces to better commune with the fey touched mastiff again. And yet, his next words weren't for Biscuit alone. "Mind the shrooms as best we can if they near it, but think we aughta take the eastern tunnel. While not the absolute worse case scenario, we can always double back and head through the prisoner section if it turns out to be a bit of a dead end. But stay mindful of any traps and hidden switch backs in here, as Kobolds in my experience love their traps."
When you realize you're doing too much: Signature.
"Sounds like <wheeze> a reasonable plan"
Raist follows sticking towards the middle of the group
Laissez les bons temps rouler
Utar keeps his voice hushed, "Agreed. Let's get moving."
"Stands to reason," Neya nods in agreement, "it's the only part of this system we have not investigated yet."
Extended Signature
Doozey takes some time to prep for his advances into the dark tunnels: Biscuit serves as a mount, the hunter enhanced his speech, and a decision is made to avoid the fire of a torch. Neya, Raist, and Utar then swiftly agree with the suggestion to keep moving eastward and the party soon finds itself exploring a long, cold tunnel. As the noise of one waterfall slowly becomes more distant, the sound of the other becomes more noticeable, even if unseen. Both Utar and Doozey (passive survival) additionally notice that this tunnel seems less used than the others, if not outright abandoned. Some of the persistent fog outside has made its way into this tunnel, most likely from whichever end it leads to, which remains unseen to CRAP at this moment.
All CRAPers (passive perception) then hear whispers ahead, though the source remains masked by the fog. Utar recognizes the Orcish language within the whispers.
(OOC: Depending on how you go about your approach from this point, you may need a stealth check.)
Utar pauses all movement lest his armour's movements announce CRAP before they are ready. Against the sound of the waterfall, the words are indistinct, obscured. Closing his eyes, Utar tries to centre himself and push out all other noises, focusing purely on the Orcish and trying to make out anything of the conversation.
Perception - 22
Raist stops behind Utar
Stealth: 10
Laissez les bons temps rouler
As soon as Neya hears the voices, she turns herself invisible (using Shadow-Touched cast) and attempts get in closer to see who is speaking.
Stealth: 21 (22, 13 - If needed I can roll stealth for casting)
Extended Signature
Doozey and Biscuit share a quick but quiet exchange in whispered sylvan. Or at least, the former did with the other nonetheless responding as if he understood it. Regardless, some silent agreement seemed to have been reached as Biscuit stood poised to race down the tunnel in the event it heard Neya in trouble. As if to echo this sentiment, a blade finds its way to the halfling's hand.
When you realize you're doing too much: Signature.
(@Drache: All good.)
The groups stops in its track upon hearing the whispers from within the fog, and each CRAPer reacts instinctively when considering their next step. Utar refuses to risk revealing the entire group by ways of his loud metallic armor, choosing instead to focus on the low words he can hear past the ever-present sound of falling water.
@Utar (in Orcish):
"Jeralla won’t suspect a thing! She’s too busy with the humans. There is no better time to attack than now!"
While the cleric stands in place and listens, his companions take a more active approach to obscuring their presence. Raist finds a place to temporarily hide somewhere close and behind Utar. The wizard waits for now, ready for the next step in the group's plan. Biscuit and Doozey also stop, similarly focused on staying ready to jump into action as needed.
Meanwhile, Neya takes advantage of her connection to the fey to turn invisible. She then walks into the mist quietly, taking care to disturb it as little as possible. Through the fog, Neya spots a scaly humanoid with leathery, bat-like wings. The creature has two reptilian heads; one looks around nervously, while the other whispers into a recently burned spell scroll. (These are the whispers that Utar heard above.)
The creature cannot be more than three feet tall. After a moment, it pulls out a second scroll, unfurls it, and recites is activating words quickly. Again in Orcish, is whispers:
@Utar (in Orcish):
"Kill the heretic, and the Cult of the Dragon shall shower you in gold!”
Neya seeing that the figure seems to be speaking through magical means, determines that whoever they're speaking to is not nearby. While they are still unsuspecting, she creeps up and tries to apprehend them.
(According to new Monk rules and grapple rules, the figure needs to make strength or dexterity - user's choice - save of DC 17 or are grappled).
Extended Signature
DM's Screen:
DEX save {DC 17}: 14
Neya wastes no time. Once she is close enough, she lunges for a grapple. However, the fog betrays her presence just a fraction of a second before she is able to secure her target. The winged two-headed kobold lifts off the floor with a flap of his/their leathery wings, turning in the air to face his would-be kidnapper.
"What is this?" says the left head in surprise. "Who are you?" asks the other.
(OOC: At this point, please roll initiative.)
Doozey's Initiative: 6.
When you realize you're doing too much: Signature.
Utar's initiative: 19
Neya initiative: 17
Extended Signature