OOC: please allow me to respond before adding to another players post. Knight hold thst thought. Roll stealth. I will then require an athletics roll from Hrain and Haldur to shift the big metal grate from out if the way. Team lift style each of you get advantage.
Bhalla and Katrina follow the Captain's suggestion immediately but offers advice.
"I have some knowledge of the tunnels but I'm afraid I've never traveled to Sune's garrison by way of them before," Bhasla says in a whisper keeping a sharp look out for trouble around them as well as the dragon over head. "We need to be careful no one follows us down," she reminds the Captain before he moves away from their hidding place along the temple wall.
Playing in: Shepherds of Truth - Thomas Roth, Shepherd of Mystra Aerovail, Cities in the Sky - Aidan Burke, Smuggler The Missing Schema - Trigger, Morgrave Trap-Breaker Echoes of the Past - Einar Barruk, Fight Club Brawler Once in Waterdeep - Nagao Jun, Windwise Wanderer
Still in something of a daze, Haldur followed silently as the other surviving members of the camp's defenders began to follow Capt. Hrain toward the entrance to the mysterious tunnel system. The young sellsword wiped blood and soot from his brow absentmindedly, heedless of the fact that he had, in actuality, streaked more dirt and viscera across his face with the motion. He was numb with fatigue and fear, as well as remorse. Yet the battle was not over, there was no time to allow himself to lower his guard and absorb the entirety of the day's events. As the group's steps crunched in the snow toward the tunnel grating, Haldur steadied his breathing, blinked the moisture rapidly out of his brown eyes, and assumed the face of determination and strength that he knew his employer's would expect from their hireling. He was still their man, and he resolved to give them the courage and fortitude they deserved, lest he risk failing them a second time.
OOC: My dudes again with the narrating beyond your depths. You roll I interpret that roll. THIS is how this game works. Regardless how well you rolled I'm still going to weave the story. A Nat 1 was rolled. Hold up them horses.
As Hrain walks from the edge of the temple cover he's too concerned with the Casters across the field and their movement stumbling over bodies piled there in the snow. Picking up his head slightly he is horrified to find the bodies of Sisters, Shepherds, and Casters alike lay dead, heaped against the back of the Temple of the Four like so much rubbish. The others stop seeing Bhalla signal to halt. Hrain then plays dead (eek that Nat 1 tho) as a group of Casters unloading another body appear to offload it. Dropping the body of a young Mielikki Sister near him they notice Hrain's armor...
OOC: Give me a performance check please Phade with advantage because you are bloodied laying atop a pile of bodies but poisoned still so it's just a straight check.
This post has potentially manipulated dice roll results.
"That armor," the young human wizard says pointing to Hrain.
Katrina steps into view surprising them casting sleep for 27 and both men drop.
Fright ended.
OOC: Those who rolled higher than 15 stealth can roll perception to see what they can see as they go to the grate.
After what felt like an enternity and you were sure the Chromatic Casters would find the party, Hrain stands back up and signals for the grate to be lifted. Haldur moves forward like a big cat unseen then effortlessly helps the young Captain who does struggles slightly but the men lift the grate free. Some of thier movements blocked by the bodies in heaps at the back of the Temple of the Four. It's a hard thing to look at but the party moves forward. Bhalla leads but Katrina has to muffle a scream seeing the bodies in heaps making Bhalla fall back waving Thomas forward to lead as she takes the young Sister in hand. Thomas enters the tunnel with his staff forward dropping down a good six feet into darkness. The summoned light they only light source down here.
After the rest of the party is down in the sewer putting the grate halfway back onto the opening together Hrain and Haldur drop down then replace it without incident. No one it seems is the wiser to their escape. As everyone sighs with relief sudden a tremor is felt from above as the same shriek splits the aior. Hrain and Haldur stumble back from the grate as they look up through it to see the white dragon has landed atop the Temple of the Four breaking off the steeple and sending it crashing down onto the grate!
Both men as knocked back, covered in debris but sustain no more injuries. The thunderous crash reverberates from within the sewer system of tunnels and gives all in the party the ominous feeling forward is the only way now.
OOC: Perception checks please. All humans outside of Thomas' light source have disadvantage. 30ft right Knight? It's also especially cold down here. I need a CON save from everyone DC10 too. Then I need a survival check with advantage from Phade to find his garrison through the elaborate maze of tunnels.
Playing in: Shepherds of Truth - Thomas Roth, Shepherd of Mystra Aerovail, Cities in the Sky - Aidan Burke, Smuggler The Missing Schema - Trigger, Morgrave Trap-Breaker Echoes of the Past - Einar Barruk, Fight Club Brawler Once in Waterdeep - Nagao Jun, Windwise Wanderer
Reminder that anyone within 10' of Hrain gets +2 to all saves while he is conscious.
Can I use 5 points of my Lay on Hands to remove the poisoned status? If so can I do it before all the rolls or do I need to make them all with disadvantage? I'll await the response before posting more.
Also, if not can we have the short rest, before my survival roll?
Reminder that anyone within 10' of Hrain gets +2 to all saves while he is conscious.
Thanks for the reminder! Still two points short on both saves, though.
Rollback Post to RevisionRollBack
Playing in: Shepherds of Truth - Thomas Roth, Shepherd of Mystra Aerovail, Cities in the Sky - Aidan Burke, Smuggler The Missing Schema - Trigger, Morgrave Trap-Breaker Echoes of the Past - Einar Barruk, Fight Club Brawler Once in Waterdeep - Nagao Jun, Windwise Wanderer
This post has potentially manipulated dice roll results.
Bringing forth a fraction of his healing magic Hrain manages to remove the poison pumping through his veins from the Green Caster's attacks earlier. His hands feel steadier, and his mind feels more alert as he tries to adjust to the even less hospitable temperatures down in the tunnels.
Con 17
Lay on Hands 25/30 points remaining
Rollback Post to RevisionRollBack
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyra remained quiet for the duration of the gnomes conversation, but now perks up as the boy comes closer. He then tumbles over to the wounded and Lyra shuts her mouth again, awed to see yet another paladin lose his life. She still hopes someone will open the cell for her and the elf, but she simply doesnt know what to say in face of the horrific situation and another magical figure trying to console them seems like a bad idea.
Above the grate before jumping down you notice the elves, halflings, and gnomes look like their being rounded up. There were more Chromatic Casters and from this distance, they looked like a combination of Green and Blue-clad cultists but their numbers could not be counted in your quick glances. The camp seems in disarray around them as if detainees can't be distinguished between those giving aid to the invaders from those who have simply surrendered or been possessed you are not sure.
Below the grate, the tunnels are freezing cold and hewn into the very bedrock. The stones themselves are hard to touch for a long period of time without putting something between your flesh and the stone itself. In all directions, It seems a labyrinth of paths all disappear into the darkness from the central entrance point above but there are also a set of spiral stairs carved into the wall as if leading upward towards the temple above. Do you investigate or do you move on? Standing at the apex, a stone with all the symbols of the Four carved into it, there are eight spokes leading off the central chamber as if it is the center of a wheel. There are runes also carved into the keystone of each tunnel carved into the arch above the entrance. These represent directions. N, S, E, W and so on to NW, NE, SE, SW. Which way, however, do you begin your journey? Are the directional runestones the right indicator to move ahead or a clever trick to confuse those who should not be here?
OOC: What's the plan guys? To short rest or not to short rest?
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Lyra the half-orc mourns his companion and wakes for Folzi and Cara to decide.
"I ask again. Do you know them?" Cara asks Folzi with an arch eyebrow her hand on the hilt of her sword.
Shivering slightly as he wraps his vestments tighter around him, Thomas says
"As cold as it is, this may not be the best place to rest. I suggest we make haste to the Garrison."
He will however wait for other suggestions, as he cannot navigate the tunnels himself.
Rollback Post to RevisionRollBack
Playing in: Shepherds of Truth - Thomas Roth, Shepherd of Mystra Aerovail, Cities in the Sky - Aidan Burke, Smuggler The Missing Schema - Trigger, Morgrave Trap-Breaker Echoes of the Past - Einar Barruk, Fight Club Brawler Once in Waterdeep - Nagao Jun, Windwise Wanderer
Haldur shook some of the debris out of the collar of his chainmail hauberk and out of his sweat and blood matted hair, and looked around in dismal silence at their surroundings. Refusing to let the situation at hand erode his resolve however, the mercenary made a conscious decision to own up as best as he could to his commitment to the Shepherds of Sune. Though his limbs felt like lead and the rush of adrenaline that had carried him from the maw of certain death was now fading, the young warrior stood tall, head held high and squared his shoulders, fixing his ash and blood-streaked face in a stoic and determined expression. The hand that held his halberd no longer twitched, and again he took comfort from the familiar weight and feel of the weapon in his grip.
"I will follow the Captain's lead on the matter." Haldur said in his deep voice, in response to the cleric's statement.
"Well, you read my mind anyways," the gnome says stepping out of the cell. "Thanks, Cara. You've always treated me fairly."Folzi glances over to the cell with Leb and Lyra at the Sargent's question."Hmm... I don't know. I haven't had a chance to really get to know them yet," the gnome says hesitantly. "However, it sounds like things are pretty rough up there, so we may need another hand or two."
OOC: This didn't show up on my mobile...weirdness!! It even skipped the post # and everything?! I reported the bug but here we go.
"If you trust them," Cara replied unlocking the cell for the girls next. "Nothing funny," she said next. "The garrison upstairs is full of other Shepherds who aren't as willing to see both sides of things as I am," the young paladin Sunite replies. "Those," she then says gesturing to Folzi and removing his chains as she moves to wave a gauntleted hand over Lyra and Leb's chains. "I don't think these are necessary if it's Hawthorn's doing," she added next turning back to comfort the sobbing half-orc boy in his tattered gold robes and bloodied chain shirt. Pulling the boy away from the dead cleric Cara goes to help lift one of the other two nearly white from loss of blood as the half-orc helps her. "Well, make yourself useful," she then says to Lyra and Leb gesturing at the men who are in need of help up the spiral steps from the dungeon. "Well, go upstairs and see what's happening. This one swears he heard a dragon on the way into the tunnels but I couldn't stop to see if he was just scared or crazy," she added moving now as the boy helped her with the other man in battered chainmail, his golden tunic stained red with blood and his arm bandaged in what looked like a banner for Mystra! "Folzi if you'll stay behind me I'll go up first," Cara explained next as she moved towards the stairs with the wounded cleric and the help of the boy.
OOC: Lyra and Leb give me athletics for lifting the badly wounded monk off the floor. Good luck!
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
To post a comment, please login or register a new account.
OOC: please allow me to respond before adding to another players post. Knight hold thst thought. Roll stealth. I will then require an athletics roll from Hrain and Haldur to shift the big metal grate from out if the way. Team lift style each of you get advantage.
Bhalla and Katrina follow the Captain's suggestion immediately but offers advice.
"I have some knowledge of the tunnels but I'm afraid I've never traveled to Sune's garrison by way of them before," Bhasla says in a whisper keeping a sharp look out for trouble around them as well as the dragon over head. "We need to be careful no one follows us down," she reminds the Captain before he moves away from their hidding place along the temple wall.
OOC: Everyone roll stealth please.
Bhalla 20
Katrina 12
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Stealth Roll with Disadvantage: 18
Playing in:
Shepherds of Truth - Thomas Roth, Shepherd of Mystra
Aerovail, Cities in the Sky - Aidan Burke, Smuggler
The Missing Schema - Trigger, Morgrave Trap-Breaker
Echoes of the Past - Einar Barruk, Fight Club Brawler
Once in Waterdeep - Nagao Jun, Windwise Wanderer
Athletics 14
Stealth with disadvantage 1
Ooc Clank, clank CRASH
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
Stealth Roll: 20
Still in something of a daze, Haldur followed silently as the other surviving members of the camp's defenders began to follow Capt. Hrain toward the entrance to the mysterious tunnel system. The young sellsword wiped blood and soot from his brow absentmindedly, heedless of the fact that he had, in actuality, streaked more dirt and viscera across his face with the motion. He was numb with fatigue and fear, as well as remorse. Yet the battle was not over, there was no time to allow himself to lower his guard and absorb the entirety of the day's events. As the group's steps crunched in the snow toward the tunnel grating, Haldur steadied his breathing, blinked the moisture rapidly out of his brown eyes, and assumed the face of determination and strength that he knew his employer's would expect from their hireling. He was still their man, and he resolved to give them the courage and fortitude they deserved, lest he risk failing them a second time.
Athletics Roll for the Tunnel Grate: 17
OOC: My dudes again with the narrating beyond your depths. You roll I interpret that roll. THIS is how this game works. Regardless how well you rolled I'm still going to weave the story. A Nat 1 was rolled. Hold up them horses.
As Hrain walks from the edge of the temple cover he's too concerned with the Casters across the field and their movement stumbling over bodies piled there in the snow. Picking up his head slightly he is horrified to find the bodies of Sisters, Shepherds, and Casters alike lay dead, heaped against the back of the Temple of the Four like so much rubbish. The others stop seeing Bhalla signal to halt. Hrain then plays dead (eek that Nat 1 tho) as a group of Casters unloading another body appear to offload it. Dropping the body of a young Mielikki Sister near him they notice Hrain's armor...
OOC: Give me a performance check please Phade with advantage because you are bloodied laying atop a pile of bodies but poisoned still so it's just a straight check.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Performance 7
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
"That armor," the young human wizard says pointing to Hrain.
Katrina steps into view surprising them casting sleep for 27 and both men drop.
Fright ended.
OOC: Those who rolled higher than 15 stealth can roll perception to see what they can see as they go to the grate.
After what felt like an enternity and you were sure the Chromatic Casters would find the party, Hrain stands back up and signals for the grate to be lifted. Haldur moves forward like a big cat unseen then effortlessly helps the young Captain who does struggles slightly but the men lift the grate free. Some of thier movements blocked by the bodies in heaps at the back of the Temple of the Four. It's a hard thing to look at but the party moves forward. Bhalla leads but Katrina has to muffle a scream seeing the bodies in heaps making Bhalla fall back waving Thomas forward to lead as she takes the young Sister in hand. Thomas enters the tunnel with his staff forward dropping down a good six feet into darkness. The summoned light they only light source down here.
After the rest of the party is down in the sewer putting the grate halfway back onto the opening together Hrain and Haldur drop down then replace it without incident. No one it seems is the wiser to their escape. As everyone sighs with relief sudden a tremor is felt from above as the same shriek splits the aior. Hrain and Haldur stumble back from the grate as they look up through it to see the white dragon has landed atop the Temple of the Four breaking off the steeple and sending it crashing down onto the grate!
Both men as knocked back, covered in debris but sustain no more injuries. The thunderous crash reverberates from within the sewer system of tunnels and gives all in the party the ominous feeling forward is the only way now.
OOC: Perception checks please. All humans outside of Thomas' light source have disadvantage. 30ft right Knight? It's also especially cold down here. I need a CON save from everyone DC10 too. Then I need a survival check with advantage from Phade to find his garrison through the elaborate maze of tunnels.
Bhalla 11; takes 1 point of exhaustion.
Katrina 10
Metagaming pigeon says: Short rest?
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Perception Roll 1: 15
WIS Save: 9
Perception Roll 2: 24
CON Save: 6
20ft bright light, 20ft dim
Playing in:
Shepherds of Truth - Thomas Roth, Shepherd of Mystra
Aerovail, Cities in the Sky - Aidan Burke, Smuggler
The Missing Schema - Trigger, Morgrave Trap-Breaker
Echoes of the Past - Einar Barruk, Fight Club Brawler
Once in Waterdeep - Nagao Jun, Windwise Wanderer
Reminder that anyone within 10' of Hrain gets +2 to all saves while he is conscious.
Can I use 5 points of my Lay on Hands to remove the poisoned status? If so can I do it before all the rolls or do I need to make them all with disadvantage? I'll await the response before posting more.
Also, if not can we have the short rest, before my survival roll?
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
Thanks for the reminder! Still two points short on both saves, though.
Playing in:
Shepherds of Truth - Thomas Roth, Shepherd of Mystra
Aerovail, Cities in the Sky - Aidan Burke, Smuggler
The Missing Schema - Trigger, Morgrave Trap-Breaker
Echoes of the Past - Einar Barruk, Fight Club Brawler
Once in Waterdeep - Nagao Jun, Windwise Wanderer
OOC: Lay away Phade! In retrospect I'll remove the wiz save. Just roll for the cold. After everyone checks in I'll give the observations.
Thomas tasks 1 point of exhaustion.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Perception Check: 17
Perception Check w/ Disadvantage: 17
Constitution Saving Throw: 17
Wasn't sure how close Haldur is to Thomas in the narrative so I rolled Perception as a straight roll and with Disadvantage, just in case.
Haldur will absolutely participate in a short rest if/when available.
Bringing forth a fraction of his healing magic Hrain manages to remove the poison pumping through his veins from the Green Caster's attacks earlier. His hands feel steadier, and his mind feels more alert as he tries to adjust to the even less hospitable temperatures down in the tunnels.
Con 17
Lay on Hands 25/30 points remaining
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
Lyra remained quiet for the duration of the gnomes conversation, but now perks up as the boy comes closer. He then tumbles over to the wounded and Lyra shuts her mouth again, awed to see yet another paladin lose his life. She still hopes someone will open the cell for her and the elf, but she simply doesnt know what to say in face of the horrific situation and another magical figure trying to console them seems like a bad idea.
Above the grate before jumping down you notice the elves, halflings, and gnomes look like their being rounded up. There were more Chromatic Casters and from this distance, they looked like a combination of Green and Blue-clad cultists but their numbers could not be counted in your quick glances. The camp seems in disarray around them as if detainees can't be distinguished between those giving aid to the invaders from those who have simply surrendered or been possessed you are not sure.
Below the grate, the tunnels are freezing cold and hewn into the very bedrock. The stones themselves are hard to touch for a long period of time without putting something between your flesh and the stone itself. In all directions, It seems a labyrinth of paths all disappear into the darkness from the central entrance point above but there are also a set of spiral stairs carved into the wall as if leading upward towards the temple above. Do you investigate or do you move on? Standing at the apex, a stone with all the symbols of the Four carved into it, there are eight spokes leading off the central chamber as if it is the center of a wheel. There are runes also carved into the keystone of each tunnel carved into the arch above the entrance. These represent directions. N, S, E, W and so on to NW, NE, SE, SW. Which way, however, do you begin your journey? Are the directional runestones the right indicator to move ahead or a clever trick to confuse those who should not be here?
OOC: What's the plan guys? To short rest or not to short rest?
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Lyra the half-orc mourns his companion and wakes for Folzi and Cara to decide.
"I ask again. Do you know them?" Cara asks Folzi with an arch eyebrow her hand on the hilt of her sword.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Shivering slightly as he wraps his vestments tighter around him, Thomas says
"As cold as it is, this may not be the best place to rest. I suggest we make haste to the Garrison."
He will however wait for other suggestions, as he cannot navigate the tunnels himself.
Playing in:
Shepherds of Truth - Thomas Roth, Shepherd of Mystra
Aerovail, Cities in the Sky - Aidan Burke, Smuggler
The Missing Schema - Trigger, Morgrave Trap-Breaker
Echoes of the Past - Einar Barruk, Fight Club Brawler
Once in Waterdeep - Nagao Jun, Windwise Wanderer
Survival 15 to make sense of where they are and which direction to take.
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
(On the road here... I replied to her at #178)
Haldur shook some of the debris out of the collar of his chainmail hauberk and out of his sweat and blood matted hair, and looked around in dismal silence at their surroundings. Refusing to let the situation at hand erode his resolve however, the mercenary made a conscious decision to own up as best as he could to his commitment to the Shepherds of Sune. Though his limbs felt like lead and the rush of adrenaline that had carried him from the maw of certain death was now fading, the young warrior stood tall, head held high and squared his shoulders, fixing his ash and blood-streaked face in a stoic and determined expression. The hand that held his halberd no longer twitched, and again he took comfort from the familiar weight and feel of the weapon in his grip.
"I will follow the Captain's lead on the matter." Haldur said in his deep voice, in response to the cleric's statement.
OOC: This didn't show up on my mobile...weirdness!! It even skipped the post # and everything?! I reported the bug but here we go.
"If you trust them," Cara replied unlocking the cell for the girls next. "Nothing funny," she said next. "The garrison upstairs is full of other Shepherds who aren't as willing to see both sides of things as I am," the young paladin Sunite replies. "Those," she then says gesturing to Folzi and removing his chains as she moves to wave a gauntleted hand over Lyra and Leb's chains. "I don't think these are necessary if it's Hawthorn's doing," she added next turning back to comfort the sobbing half-orc boy in his tattered gold robes and bloodied chain shirt. Pulling the boy away from the dead cleric Cara goes to help lift one of the other two nearly white from loss of blood as the half-orc helps her. "Well, make yourself useful," she then says to Lyra and Leb gesturing at the men who are in need of help up the spiral steps from the dungeon. "Well, go upstairs and see what's happening. This one swears he heard a dragon on the way into the tunnels but I couldn't stop to see if he was just scared or crazy," she added moving now as the boy helped her with the other man in battered chainmail, his golden tunic stained red with blood and his arm bandaged in what looked like a banner for Mystra! "Folzi if you'll stay behind me I'll go up first," Cara explained next as she moved towards the stairs with the wounded cleric and the help of the boy.
OOC: Lyra and Leb give me athletics for lifting the badly wounded monk off the floor. Good luck!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.