(Actually you are still in the cellar, and the fire does not reach to down below, thanks to stone walls and floors, only light smoke)
===DM===
"We are the the Cult of Dragon, we are led by a powerful elf wizard. We call him Veklazas, he wants to sow chaos to Phlan"
"As for why am I here...I guess they just want to separate me and Sally! To teach me a lesson I guess. I am not as "disciplined" as them they say. Those bastards....I think poor Sally hasn't eaten anything since I am imprisoned. Let's go to through those caves! We can met sally then reach the dungeon in no time!"
He runs passes Chenna, towards the natural tunnel. You follow him from behind. The tunnel ends in an large cavern chamber about 100 feet in width, and about 30 feet ceiling. It's filled with large scalagmites and the only other tunnel (other than the one you are coming from) is on the other side of the chamber. The floor has poodles of shallow water.
Luc runs inside the chamber, and stops in the middle of the room.
.. says a quick prayer and casts Bless on himself, Waft and the new guy who's stuck.
He then steps to the chamber and uses Divine Sense.
Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
This post has potentially manipulated dice roll results.
===DM===
Chenna steps forward to help Luc. While walking, he activates his divine sense to detect nearby supernatural presence, but finds nothing.
Waft watches from behind as Chenna moves forward, and with sharp perception, he notices that a large worm-like creature with form similar to the rocky surrounding swiftly approaches Chenna! Waft immediately notices Chenna of the creature, and at the same time, its "head" splits up into four, revealing a gruesome beak inside.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
The air genasi places his torch to the ground and makes a sarcastic remark to their released prisoner regarding his dire state.
"It may have been a short time but it was nice knowing you Luc. We won't ever forget the noble and valiant sacrifice of your own body as a bait to thwart the cult's evil plan."
He then shoots a piercing arrow right at the weird monster that tried to ambush them.
"Hah, a wimpy worm like you thinks it can harm us! Prepare to die!" Handy cast Vicious Mockery (DC 13 wisdom saving throw or take 4 psychic damage and disadvantage on first attack roll next turn)
(Should have said: Vortrin is staying as far back as he can. If he can have the full 60 ft. range of the spell between him and the grick, he'll take it. If not, he'll take as much room as he can get.)
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
(Actually you are still in the cellar, and the fire does not reach to down below, thanks to stone walls and floors, only light smoke)
===DM===
"We are the the Cult of Dragon, we are led by a powerful elf wizard. We call him Veklazas, he wants to sow chaos to Phlan"
"As for why am I here...I guess they just want to separate me and Sally! To teach me a lesson I guess. I am not as "disciplined" as them they say. Those bastards....I think poor Sally hasn't eaten anything since I am imprisoned. Let's go to through those caves! We can met sally then reach the dungeon in no time!"
"After you."
Waft gives way for him to lead their group to the aforementioned cave.
===DM===
"Follow me!"
He runs passes Chenna, towards the natural tunnel. You follow him from behind. The tunnel ends in an large cavern chamber about 100 feet in width, and about 30 feet ceiling. It's filled with large scalagmites and the only other tunnel (other than the one you are coming from) is on the other side of the chamber. The floor has poodles of shallow water.
Luc runs inside the chamber, and stops in the middle of the room.
"Argh! Help! My foot is stuck on something!"
== CHENNA ==
.. says a quick prayer and casts Bless on himself, Waft and the new guy who's stuck.
He then steps to the chamber and uses Divine Sense.
Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
Waft lights one of his torches as he looks closely at the rock formations.
Perception 24
BTW, how many torches did Waft used during his unregulated burning of the prison?
===DM===
Chenna steps forward to help Luc. While walking, he activates his divine sense to detect nearby supernatural presence, but finds nothing.
Waft watches from behind as Chenna moves forward, and with sharp perception, he notices that a large worm-like creature with form similar to the rocky surrounding swiftly approaches Chenna! Waft immediately notices Chenna of the creature, and at the same time, its "head" splits up into four, revealing a gruesome beak inside.
It's a grick! Roll inititiative!
Grick and Luc inititive: 1
Vortrin initiative: 20
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
==Handy=Half-Elf=Bard/Sorcerer== Initiative: 11
Lot's of stuff ...
Waft's Initiative: 18
Chenns initiative 20
===DM===
sweet initiatives! You may take your turns!
Also if Aeros's initiative is higher than the Grick, you may also immediately make your action.
=Waft=
The air genasi places his torch to the ground and makes a sarcastic remark to their released prisoner regarding his dire state.
"It may have been a short time but it was nice knowing you Luc. We won't ever forget the noble and valiant sacrifice of your own body as a bait to thwart the cult's evil plan."
He then shoots a piercing arrow right at the weird monster that tried to ambush them.
Longbow Attack: 18 Damage: 4 Piercing Damage
===DM===
Waft's arrow struck right into its skin and stuck in there, it kept going.
==Handy=Half-Elf=Bard/Sorcerer==
"Hah, a wimpy worm like you thinks it can harm us! Prepare to die!" Handy cast Vicious Mockery (DC 13 wisdom saving throw or take 4 psychic damage and disadvantage on first attack roll next turn)
Lot's of stuff ...
(Well, time to spam ray of frost now.)
Attack: 24 Damage: 5
(Should have said: Vortrin is staying as far back as he can. If he can have the full 60 ft. range of the spell between him and the grick, he'll take it. If not, he'll take as much room as he can get.)
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
== CHENNA ==
.. is freaked the *** out and goes, "OH SHIT!" and raises his shield to protect himself (taking the Dodge action)
Grick's wis save: 10 vs 13 or suffer damage and disadvantagr
(Edit more later)
===DM===
The Grick resists Handy's spell, but Vortrin's ray of frost hits its body! Its movement is now considerably slower.
Chenna readies his shield to help him defend against possible attack.
Lets wait for Aeros's initiative.
Aeros air genasi barbarian
Initiative: 10
Aeros will rage as a bonus action, and then attack with his short sword.
Attack: 7
Damage: 9
Alright great initiative as well (okay 5 initiative was pretty poor)
===DM===
The Grick squirms against Aeros's sword, and attempts to go away to blend with its surrounding! (Stealth check, with advantage in rocky terrain: 18)
Aeros, you may make an opportunity attack, then we'll move to Luc's turn, then new round will begin.