"Hold up Drazzim, it could've been my mind playing tricks on me, I don't care much for caves like this one, but I could've sworn the surface of this water was broken several times while we rested. Maybe we aught to check before jumping in, y'know just in case."
Utar nods curtly, "Aye, there's something alive in there." Utar begins preparing, taking what's left of his rope from his pack, measuring it out in lengths and looking for something to tie it to.
Graxx will stand with his greataxe and say, "Those dirty fish may be watching us. Are those more slit traps?" Graxx motions to D21 and K21. "Or maybe that's the way to the other room".
1) If you haven’t done so yet, Drazzim, please add the coin in post #166 to your inventory
2) If you haven’t done so yet, Utar, please add a potion of healing to your inventory.
3) The two torches the party was using, one being held by Rose and the other by Cato, are now about to die, that is, someone will have to light new torches. This is a friendly reminder to please keep track of your supplies appropriately.
4) There seems to be no other way east other than the two partially submerged, open doors —they are not slits).
Drazzim looks to where Graxx is pointing (he has poor passive perception, so isn't pretty good at finding things). "Right, we'll go that way. If this doesn't go where we want though, you'll be gettin' an earful." He reaches into a pouch and retrieves a bottle of red liquid, passing it to Utar. "Here, I wasted one of yer spells. Kinda forgot about it until now, but keep a hold of it until we're done here." With that, Drazzim will head over towards the semi-submerged area, planning to wade through and go first with his glaive prepared.
Utar takes the offered potion and stows it. (OOC - Inventory should be right. I'll remove rope too.)
He takes one of the spears from the dead Kua-Toa and ties the rope to it, carrying it loosely at his side. He then ties the other end to his belt and stands at the water's edge, hoping the swim does not last longer than the rope.
(OOC: I’ll be on mobile for most of the day so my posts may lack the usual detail. For now, since two of you are going into the water, go ahead and roll initiative. Since Utar and Darrius warned the party, there will be no surprise round. When rolling initiative, please also specify in which square you are standing).
This post has potentially manipulated dice roll results.
Rose will go up to the water (D19) and try to spot something under the light of her lantern. (Perception14) "You just know there's more of those fishmen in the water..."
With the help of your lantern, you can discern three pieces of useful information. First, the water does not seem to go very deep, perhaps somewhere between 4 to 4-1/2 feet at its deepest portion, towards the middle of the pool. Second, You are almost certain that at this moment, there is nothing alive within the water in the immediate portion being brightly illuminated by the lantern (i.e. from D20 to I21 and everything in between). You cannot be sure about the region only dimly lit. Third, you can even see a good 7 to 10 feet beyond the northern passage from your angle. It is a 5-foot wide, partially submerged tunnel leading east. There is no movement within the first few feet of this tunnel either (what would be squares D22 and D23).
Darrius readies a ranged weapon attack (longbow), while Graxx readies a melee weapon attack (greataxe).
"Hold up Drazzim, it could've been my mind playing tricks on me, I don't care much for caves like this one, but I could've sworn the surface of this water was broken several times while we rested. Maybe we aught to check before jumping in, y'know just in case."
Utar nods curtly, "Aye, there's something alive in there." Utar begins preparing, taking what's left of his rope from his pack, measuring it out in lengths and looking for something to tie it to.
Graxx will stand with his greataxe and say, "Those dirty fish may be watching us. Are those more slit traps?" Graxx motions to D21 and K21. "Or maybe that's the way to the other room".
(A bit of bookkeeping:
1) If you haven’t done so yet, Drazzim, please add the coin in post #166 to your inventory
2) If you haven’t done so yet, Utar, please add a potion of healing to your inventory.
3) The two torches the party was using, one being held by Rose and the other by Cato, are now about to die, that is, someone will have to light new torches. This is a friendly reminder to please keep track of your supplies appropriately.
4) There seems to be no other way east other than the two partially submerged, open doors —they are not slits).
(Added to character sheet)
Drazzim looks to where Graxx is pointing (he has poor passive perception, so isn't pretty good at finding things). "Right, we'll go that way. If this doesn't go where we want though, you'll be gettin' an earful." He reaches into a pouch and retrieves a bottle of red liquid, passing it to Utar. "Here, I wasted one of yer spells. Kinda forgot about it until now, but keep a hold of it until we're done here." With that, Drazzim will head over towards the semi-submerged area, planning to wade through and go first with his glaive prepared.
(OOC: It's a potion of healing)
(Alright, Utar, add a second potion of healing to your inventory).
Utar takes the offered potion and stows it. (OOC - Inventory should be right. I'll remove rope too.)
He takes one of the spears from the dead Kua-Toa and ties the rope to it, carrying it loosely at his side. He then ties the other end to his belt and stands at the water's edge, hoping the swim does not last longer than the rope.
(OOC: I’ll be on mobile for most of the day so my posts may lack the usual detail. For now, since two of you are going into the water, go ahead and roll initiative. Since Utar and Darrius warned the party, there will be no surprise round. When rolling initiative, please also specify in which square you are standing).
Darrius will move from F15 -> F18
Initiative -> 18
Graxx moving to E17.
Initiative: 5
Utar initiative 17
Standing H18
Drazzim's probably about G18.
Initiative: 13
Torch going dim, Rose discards it, lights a lantern for those without darkvision, and prepares for combat! (Initiative 17)
Cato initiative: 14
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
As Cato's (that is, Darius') torch goes out, Cato lights a torch of his own.
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
Enemy’s initiative: 16
INITIATIVE ROUND 1
18. Darrius (F18)
17. Rose (D17) - no spot specified, so I picked one in case you need a reference.
13. Drazzim (G18)
9. Utar (H18)
8. Cato (D14) - no spot specified, so I picked one near the alcove since you were resting until recently.
5. Graxx (E17)
4. Enemy - you are unsure of what or where it is...
(Sorry for the lack of formatting, but I’m on mobile. You can all post your turns since the bad guy rolled a 4...)
Rose will go up to the water (D19) and try to spot something under the light of her lantern. (Perception 14) "You just know there's more of those fishmen in the water..."
Darrius is going to notch his arrow, give his bow a half draw and hold his action until any sort of threat makes itself visible.
In the interest in giving you this all in one post; once a threat reveals itself he will draw his bow back and release the arrow at it.
To hit -> 14
Damage -> 6
If no threat shows up, then he will waste his turn waiting.
He's staying at F18.
/e Disadvantage shot -> 24
Graxx moves to I18 with greataxe at the ready. He will hold his action for the appearance of an enemy breaking the surface.
Attack: 18 Damage: 8
Additional Roll for Disadvantage: 16
Rose's perception check:
Darrius readies a ranged weapon attack (longbow), while Graxx readies a melee weapon attack (greataxe).
(Drazzim, Utar and Cato may post when you can).