Do we need to roll into initiative? If not he will gently set his torch down as to not let it go out move up towards the D9 slit, draw and release an arrow into the slit.
Hearing the commotion from within the tunnel Utar moves in, shield raised (E7). Seeing the slits in the wall, and the light glinting from the eyes behind he deduces this was a trap.
His hand moves towards his amulet, and he utters a short prayer to Torm, casting sacred flame centred on the pair of eyes unobscured by Graxx's greataxe behind the slits.
Whoever the eyes belong to needs to beat a DC 12 dex save (no cover bonus) or take 1d8 radiant damage. My thinking is it might also illuminate them, and make Darrius' bow shot easier?
OOC - Nevermind, he aced that shot. My spell can follow his arrow.
"Pesky beasts."Drazzim will march forward alongside the others (so I guess about E-8?) with his glaive drawn for the extra reach at this point.
(If required, an Initiative roll. Beyond that he'll keep advancing towards the source of the attacks. If he can't get close enough to begin with, he'll use a dodge action.)
Cato, on seeing the slits, will take take the torch fro Darius, saying "pardon me young man, may I take this?". Then I will place the torch against the north slit. I will cast control flames to have the flame from the torch spread to anything flammable inside the slit, within 5 feet.This will also hopefully have the effect of blinding anyone looking through the slit to all but the glow of the flame. I will stand to the side of the slit so I cannot easily be attacked from inside.
This post has potentially manipulated dice roll results.
Graxx (F9) holds fast, breaking the line of sight between his companions and the foe manning the southern slit. Noticing Utar's (E7) prayer and intent, Graxx begins to lower his axe to allow the half-orc to attack, but is met with reassurance that this gesture is not needed. Flame-like radiance illuminates whatever is on the other side of the southern slit.
Southern foe's DEX saving throw: 4; Damage: 2 (cumulative damage on southern foe: 8). (OOC @MoistBooks: going forward, please preemptively roll the damage on your spells and I'll account for it according to their save).
Simultaneously to Utar's approach, Drazzim (E8) steps forward and readies himself while bringing his glaive forward to block any incoming attacks (dodge action). To his left, the dwarf sees Darrius (D9) approach the northern slit and shoot an arrow through it. The creature on the other side lets out a horrible gurgling scream (cumulative damage on northern foe: 7). By the time Darrius (D4) heads back to pick up his torch stuck upright in the mud, he is met with Cato (D5) surging forward, torch in hand. Upon reaching the northern slit, Cato (D9) sticks it inside the tight passage and lets his spell out, expanding the flames towards his foe. The fire singes the creature, and its tunic catches on fire momentarily, causing 3 fire damage (cumulative damage on northern foe: 8). All the while, Rose (E6) is still keeping herself hidden.
(OOC @alierond: There is nothing flammable within the slit other than the torch itself, so I'm allowing some damage on the creature on the other side instead. Unfortunately, there are no damage rules for control flames so I'm interpreting it as a improvised fire weapon somewhat. Since this is point blank and coming through a tiny passage in the wall, I'm not giving your foe a saving throw, but I might in the future if you use this spell like this again, in more open spaces, deal?).
After this rapid run of events, things go silent on the other side of the slits. Your foes are no immediate threat for now, and you are free to continue on. As some of you are just north of the hallway leading southward, here is an updated map:
Graxx roars with delight at the screams. He puts his ear up to the greataxe, "AH! What a shot! And that wizard stuff wasn't half bad. Whatever is in there isn't happy!" Graxx looks down at his spear wound. He places his hand in it and brings it back up to where he can see the blood in the torch light. He then grits his teeth makes a fist and says, "Blood for blood! There is more to come!"
He nods to the group motioning to his left(south) and says, "It sounds like they don't want anymore but I will keep the axe up till you pass. Keep to your right!"
Drazzim nudges Graxx. "Knock it off, long shanks. We've got people to rescue." He says, also striding towards the south, mostly unaware of any things of interest, his vision tunnelled on being a hero.
(OOC: I've got a busy weekend so will not be that active until Monday. Hope you guys have a great weekend, and I might be able to update Saturday evening. If not, assume Drazzim will want to be the one marching in front, even though he's a bit near-sighted, and will move to engage evil-doers with his melee weapons, or hurl a handaxe if he can't.)
Utar rounds the corner and gives a curt nod of thanks to Graxx (H8). He casts his eyes around, careful to try and catch the light glinting of any other beady eyes, waiting in the darkness.
"That was a pretty neat little trick with my torch, Cato. Why don't you go ahead and hold onto it! If it goes out I have some more, if you'd like to continue using them." Darrius is going to move up to G9 and look around the cavern corner towards H12.
Now that all companions have moved onward Graxx will move from F9 to G9 beside Cato. He is holding his greataxe in both hands laterally with the axe head away from Cato. He then says, "Any sign of that walking fish? I don't think it could fit through the spear holes."
(OOC: I'll assume Utar is the first to walk into the southern room, as MoistBooks was the first to mention the exact square he was moving to since my last post).
Utar's perception check: While keeping your eyes peeled when walking into the southern room, you do not notice any more of those glinting eyes on the walls. What you do notice however, is that a tripwire has been set across the entrance to this room, roughly two feet above the ground (across the bottom sides of squares G8 and G9). Utar relays this information to the group and you all are careful to step over the wire when walking into the room, as Utar does.
Alarmed, Cato stops just before the tripwire, illuminating it with the torch so all can see it. Graxx steps over the wire readying his weapon for a fight.
Rose makes her way into the room and starts looking around (investigation check). This room is littered with ratty blankets and bedrolls, some small bones from eaten rodents, and other filthy remnants of fine cave living. Lice-ridden furs decorate the south, west, and east walls.
Drazzim takes point, stepping deeper into the room than any of his companions, careful not the set off the trip wire. Darrius brings up the rear. Peaking around the corner, (perception check) the archer notices a group of crabs wandering around somewhat randomly, probably looking or food in the mud.
As you continue to look around the room, the sudden sound of beating drums can be heard coming from deeper into the cave. As if reacting to a battle call, the crabs' movements becomes full of intent, and the tiny beasts rush towards you. Roll for initiative (Yes, you are fighting crabs...)
Crabs' initiative: 16
Locations:
Graxx (H9); Darrius claimed the G9 spot first, so I'll assume you walked a bit further down Rose (I9); - you didn't mention your exact location so I'll assume you are investigating the room right in its center for now. Cato (G8); Drazzim (I10); - no specification, but assumed to take the front most position into the southern room. Utar (H8); Darrius (G9); Crab Group #1 (H12); - four crabs fit in this square. Crab Group #2 (I12); - three crabs fit in this square.
In case I'm working and can't reply when it comes to my round
Darrius will simply shoot an arrow with his Longbow at whatever group of crabs is currently threatening someone; if both groups are, then the weakest of them attempting to finish them off.
Do we need to roll into initiative? If not he will gently set his torch down as to not let it go out move up towards the D9 slit, draw and release an arrow into the slit.
Longbow
To hit -> 21
Damage -> 7 Piercing damage!
After he fires he will stow his bow again, pick his torch back up and draw his scimitar again.
Hearing the commotion from within the tunnel Utar moves in, shield raised (E7). Seeing the slits in the wall, and the light glinting from the eyes behind he deduces this was a trap.
His hand moves towards his amulet, and he utters a short prayer to Torm, casting sacred flame centred on the pair of eyes unobscured by Graxx's greataxe behind the slits.
Whoever the eyes belong to needs to beat a DC 12 dex save (no cover bonus) or take 1d8 radiant damage. My thinking is it might also illuminate them, and make Darrius' bow shot easier?
OOC - Nevermind, he aced that shot. My spell can follow his arrow.
(Sorry for the lack of post, catching up on post)
"Pesky beasts." Drazzim will march forward alongside the others (so I guess about E-8?) with his glaive drawn for the extra reach at this point.
(If required, an Initiative roll. Beyond that he'll keep advancing towards the source of the attacks. If he can't get close enough to begin with, he'll use a dodge action.)
Initiative: 9
Cato, on seeing the slits, will take take the torch fro Darius, saying "pardon me young man, may I take this?". Then I will place the torch against the north slit. I will cast control flames to have the flame from the torch spread to anything flammable inside the slit, within 5 feet.This will also hopefully have the effect of blinding anyone looking through the slit to all but the glow of the flame. I will stand to the side of the slit so I cannot easily be attacked from inside.
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
Graxx Strength Check: 17
Graxx (F9) holds fast, breaking the line of sight between his companions and the foe manning the southern slit. Noticing Utar's (E7) prayer and intent, Graxx begins to lower his axe to allow the half-orc to attack, but is met with reassurance that this gesture is not needed. Flame-like radiance illuminates whatever is on the other side of the southern slit.
Southern foe's DEX saving throw: 4; Damage: 2 (cumulative damage on southern foe: 8). (OOC @MoistBooks: going forward, please preemptively roll the damage on your spells and I'll account for it according to their save).
Simultaneously to Utar's approach, Drazzim (E8) steps forward and readies himself while bringing his glaive forward to block any incoming attacks (dodge action). To his left, the dwarf sees Darrius (D9) approach the northern slit and shoot an arrow through it. The creature on the other side lets out a horrible gurgling scream (cumulative damage on northern foe: 7). By the time Darrius (D4) heads back to pick up his torch stuck upright in the mud, he is met with Cato (D5) surging forward, torch in hand. Upon reaching the northern slit, Cato (D9) sticks it inside the tight passage and lets his spell out, expanding the flames towards his foe. The fire singes the creature, and its tunic catches on fire momentarily, causing 3 fire damage (cumulative damage on northern foe: 8). All the while, Rose (E6) is still keeping herself hidden.
(OOC @alierond: There is nothing flammable within the slit other than the torch itself, so I'm allowing some damage on the creature on the other side instead. Unfortunately, there are no damage rules for control flames so I'm interpreting it as a improvised fire weapon somewhat. Since this is point blank and coming through a tiny passage in the wall, I'm not giving your foe a saving throw, but I might in the future if you use this spell like this again, in more open spaces, deal?).
After this rapid run of events, things go silent on the other side of the slits. Your foes are no immediate threat for now, and you are free to continue on. As some of you are just north of the hallway leading southward, here is an updated map:
Graxx roars with delight at the screams. He puts his ear up to the greataxe, "AH! What a shot! And that wizard stuff wasn't half bad. Whatever is in there isn't happy!" Graxx looks down at his spear wound. He places his hand in it and brings it back up to where he can see the blood in the torch light. He then grits his teeth makes a fist and says, "Blood for blood! There is more to come!"
He nods to the group motioning to his left(south) and says, "It sounds like they don't want anymore but I will keep the axe up till you pass. Keep to your right!"
Rose gets out of hiding and joins up with the party, following close.
Cato walks down the tunnel, leaving the torch in place as long as he can.
OOC: deal!
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
Drazzim nudges Graxx. "Knock it off, long shanks. We've got people to rescue." He says, also striding towards the south, mostly unaware of any things of interest, his vision tunnelled on being a hero.
(OOC: I've got a busy weekend so will not be that active until Monday. Hope you guys have a great weekend, and I might be able to update Saturday evening. If not, assume Drazzim will want to be the one marching in front, even though he's a bit near-sighted, and will move to engage evil-doers with his melee weapons, or hurl a handaxe if he can't.)
Utar rounds the corner and gives a curt nod of thanks to Graxx (H8). He casts his eyes around, careful to try and catch the light glinting of any other beady eyes, waiting in the darkness.
Perception - 11
Rose is going to start investigating the scene. Something isn't right about the southern room, she feels. (Investigation 6)
"That was a pretty neat little trick with my torch, Cato. Why don't you go ahead and hold onto it! If it goes out I have some more, if you'd like to continue using them." Darrius is going to move up to G9 and look around the cavern corner towards H12.
Perception -> 16
"Thank you my boy! I hope to employ that strategy more frequently." Cato will wander over to G8.
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
Now that all companions have moved onward Graxx will move from F9 to G9 beside Cato. He is holding his greataxe in both hands laterally with the axe head away from Cato. He then says, "Any sign of that walking fish? I don't think it could fit through the spear holes."
(OOC: I'll assume Utar is the first to walk into the southern room, as MoistBooks was the first to mention the exact square he was moving to since my last post).
Utar's perception check: While keeping your eyes peeled when walking into the southern room, you do not notice any more of those glinting eyes on the walls. What you do notice however, is that a tripwire has been set across the entrance to this room, roughly two feet above the ground (across the bottom sides of squares G8 and G9). Utar relays this information to the group and you all are careful to step over the wire when walking into the room, as Utar does.
Alarmed, Cato stops just before the tripwire, illuminating it with the torch so all can see it. Graxx steps over the wire readying his weapon for a fight.
Rose makes her way into the room and starts looking around (investigation check). This room is littered with ratty blankets and bedrolls, some small bones from eaten rodents, and other filthy remnants of fine cave living. Lice-ridden furs decorate the south, west, and east walls.
Drazzim takes point, stepping deeper into the room than any of his companions, careful not the set off the trip wire. Darrius brings up the rear. Peaking around the corner, (perception check) the archer notices a group of crabs wandering around somewhat randomly, probably looking or food in the mud.
As you continue to look around the room, the sudden sound of beating drums can be heard coming from deeper into the cave. As if reacting to a battle call, the crabs' movements becomes full of intent, and the tiny beasts rush towards you. Roll for initiative (Yes, you are fighting crabs...)
Crabs' initiative: 16
Locations:
Utar's initiative 4
Graxx Initiative: 12
Initiative -> 21
In case I'm working and can't reply when it comes to my round
Darrius will simply shoot an arrow with his Longbow at whatever group of crabs is currently threatening someone; if both groups are, then the weakest of them attempting to finish them off.
To hit -> 16
Damage -> 7
Cato's initiative: 18
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery