This post has potentially manipulated dice roll results.
Folzi gives a salute to Hrain so that he remains as quiet as possible from his position near corridor. He then quietly begins his way up the corridor and the next set of stairs, going as far as the door to the next room, or stopping before if he catches sign of any movement.
There's no door but an open archway. It's walls lined with small alcoves fill with urns. It looks like a funerary room. A place to prepare the dead. Flickering torch light illuminates three robed figures dropping off a body into an assembled pile of bodies at the center of the room. No one has seen you. The room is filled with the echoing chanting somewhere further beyond this room.
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Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
While waiting for the rest of the party to make it's way up the stairs, Folzi moves back a few steps and crouches down to watch the figures go about their business. He readies his crossbow and keeps it trained on the room should anyone approach. When Hrain approaches, the gnome holds up three fingers then points into the room.
This post has potentially manipulated dice roll results.
Stealth Check:3 With Disadvantage because Chainmail...
Thomas attempts to be sneaky in his chainmail, holding a lit up quarterstaff...
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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.
As Folzi signals several of the group start moving forward, Hrain hearing the noise levels rises starts to move too, trying to get close enough to support Folzi without giving away their position. Scanning ahead he tries to make out any details of the robed figures when they come into sight.
"Try and bring them down quickly if possible"
Stealth 13
Perception 14
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Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Folzi stands hidden and alert but watches his entire party, save Haldur and Cara slinking behind them, ascend the steps behind him like pots and pans being thrown down the steps alerting the three robed figures to their presence!
OOC: Roll initiative!! Fozli will get 1 surprise round!
Cultists: 5, 16, 8
Haldur can here three distinct voices calling out that there is "someone ascending the steps"...after the loud clanging of Hrain's armor as he loses his footing and falls prone blocking the party's ascent!
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
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.
Folzi smacks his face in disbelief as some of the party seems to make as much noise as possible coming up the stairs."What's the hells, Captain," Folzi hisses as Hrain falls on his face, shaking his head. "Well... We can't fight them in this corridor. I will try to cut off their exit if any decide to flee." From a pouch, he pulls out a small amber ball of an unknown substance with what seems to be an eyelash in it. "You won't be seeing me...,"he says smirking and with a wink, he disappears from sight. Light, hurried footsteps can be heard as it seems the gnome is no longer with the party.
(Action: Cast Invisibility, Move: 40' into the room, Cunning Action: Dash - as much of 40' of movement necessary to a position near the exit on another side of the funerary room.)
Stealth, if needed/allowed to pass through undetected 15 (if adv granted from Invisibility 21)
(I'll just assume that pushing through 2 people and walking over the fallen Hrain wont work.)
Lyra suddenly reaches within her cloak and grabs a little piece of fur. Right at the bottom of the staircase, a slightly glowing sphere suddenly springs into existence. It has the size of a ball, its core glowing in a bright, white light and the whole thing levitates 2 feet in the air. The sphere then starts moving up the stairs, and with that movement it slowly grows in size, just as the intensity of the light increases. While ascending, the air seems to be pressed away from the sphere on the ground and the walls, as if the process of brightening also produces some kind of mist.
Casting Silent Image (DC 14 against Investigation).
(Since we're 45 feet away from the stairs, the goal is to make it as if the sphere seems to be slowly flying up the stairs for the length of 15 ft that the spell still reaches. I hope its clear whats supposed to be happening, if not i'll try and explain in the thread.)
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Folzi gives a salute to Hrain so that he remains as quiet as possible from his position near corridor. He then quietly begins his way up the corridor and the next set of stairs, going as far as the door to the next room, or stopping before if he catches sign of any movement.
Stealth 13
Perception 21
There's no door but an open archway. It's walls lined with small alcoves fill with urns. It looks like a funerary room. A place to prepare the dead. Flickering torch light illuminates three robed figures dropping off a body into an assembled pile of bodies at the center of the room. No one has seen you. The room is filled with the echoing chanting somewhere further beyond this room.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
While waiting for the rest of the party to make it's way up the stairs, Folzi moves back a few steps and crouches down to watch the figures go about their business. He readies his crossbow and keeps it trained on the room should anyone approach. When Hrain approaches, the gnome holds up three fingers then points into the room.
Lebenha follows the rest when they move upwards.
PbP Character: A few ;)
Metagaming pigeon says "Stealth might be a good option to apporach unheard!"
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Stealth Check: 3 With Disadvantage because Chainmail...
Thomas attempts to be sneaky in his chainmail, holding a lit up quarterstaff...
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
Lyra tenses up as she sees Folzi raise three fingers. The grip on her dagger tightens, ans she carefully crawles ahead with the group.
Stealth: 12
As Folzi signals several of the group start moving forward, Hrain hearing the noise levels rises starts to move too, trying to get close enough to support Folzi without giving away their position. Scanning ahead he tries to make out any details of the robed figures when they come into sight.
"Try and bring them down quickly if possible"
Stealth 13
Perception 14
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, moving ahead with Hrain: 23
Perception Check, to see/hear anything from ahead: 24
Folzi stands hidden and alert but watches his entire party, save Haldur and Cara slinking behind them, ascend the steps behind him like pots and pans being thrown down the steps alerting the three robed figures to their presence!
OOC: Roll initiative!! Fozli will get 1 surprise round!
Cultists: 5, 16, 8
Haldur can here three distinct voices calling out that there is "someone ascending the steps"...after the loud clanging of Hrain's armor as he loses his footing and falls prone blocking the party's ascent!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
The funerary room is well lit and casts dim light down the steps.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Initiative Roll: 12
Initiative: 21
Thomas' Initiative: 15
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
Initiative 14
Cara 18
Carrigan 2
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Initiative 13
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
( Lebenha's initiative: 12 )
"They've heard us. Brace yourselves " she says to the others " It seems that we will have to fight after all.. "
A faint white-blue glow appears on her eyes as she starts to muster her inner energies.
PbP Character: A few ;)
Folzi smacks his face in disbelief as some of the party seems to make as much noise as possible coming up the stairs. "What's the hells, Captain," Folzi hisses as Hrain falls on his face, shaking his head. "Well... We can't fight them in this corridor. I will try to cut off their exit if any decide to flee." From a pouch, he pulls out a small amber ball of an unknown substance with what seems to be an eyelash in it. "You won't be seeing me...," he says smirking and with a wink, he disappears from sight. Light, hurried footsteps can be heard as it seems the gnome is no longer with the party.
(Action: Cast Invisibility, Move: 40' into the room, Cunning Action: Dash - as much of 40' of movement necessary to a position near the exit on another side of the funerary room.)
Stealth, if needed/allowed to pass through undetected 15 (if adv granted from Invisibility 21)
(I'll just assume that pushing through 2 people and walking over the fallen Hrain wont work.)
Lyra suddenly reaches within her cloak and grabs a little piece of fur. Right at the bottom of the staircase, a slightly glowing sphere suddenly springs into existence. It has the size of a ball, its core glowing in a bright, white light and the whole thing levitates 2 feet in the air. The sphere then starts moving up the stairs, and with that movement it slowly grows in size, just as the intensity of the light increases. While ascending, the air seems to be pressed away from the sphere on the ground and the walls, as if the process of brightening also produces some kind of mist.
Casting Silent Image (DC 14 against Investigation).
(Since we're 45 feet away from the stairs, the goal is to make it as if the sphere seems to be slowly flying up the stairs for the length of 15 ft that the spell still reaches. I hope its clear whats supposed to be happening, if not i'll try and explain in the thread.)