Zander, you notice it gets noticeably colder as you move toward the north wall of the cellar. Against that wall in the eastern section of the cellar (where you all entered) stand three frosty barrels containing Purple Grapemash No. 3, a fact that is emblazoned on each barrel's side. A mere 8 bottles of Red Dragon Crush remain on the wine rack in the eastern side, though the remains of the other 32 lie all over the floor, having suffered from the fruit's repeated thunderwave attacks.
The western half of the cellar holds a single bottle of Purple Grapemash No. 3 on the flagstone floor. The western side also has a staircase leading up.
It smells like a musty, dank wine cellar though with the added smell of fermentation and grapes from all the destroyed bottles, as well as the copper smell of the druid's blood and the tinge of sap from the awakened plants. You hear only an eerie silence. You hear no movement from above and can only hope that means the creatures outside never dared to pass your fire.
You are noisy for a halfling (lol), but still quiet enough at the moment. As you climb the stairs, you notice as you reach ground level that there are windows in the outer wall, allowing light to enter. At the ground floor, you come to a room, though the stairs continue up.
You are noisy for a halfling (lol), but still quiet enough at the moment. As you climb the stairs, you notice as you reach ground level that there are windows in the outer wall, allowing light to enter. At the ground floor, you come to a room, though the stairs continue up.
Lae will stop at one of the windows (peering out to see if we see anymore ent people). Perception: 13
Zander will scan the room they ended up in for anything dangerous. (I figured that's what I was rolling perception for the first time but if you need me to roll again I will)
Rollback Post to RevisionRollBack
-We are all just one failed saving throw away from someone else's fantasy...
(All good...I assumed it was on the stairwell, but I will use the roll for the room. Ooops. There is also a door from the turret containing the staircase into the room, but it is open, so continuing...)
The rich smell of fermenting wine fills this large, two-story chamber, which is dominated by four enormous wooden casks, each one eight feet wide and twelve feet tall. A wooden staircase in the middle of the room climbs to a ten-foot-high wooden balcony that clings to the south wall, which has four windows set into it at balcony level. Stacked against the wall underneath the balcony are old, empty barrels with "The Wizard of Wines" burned into their sides. The balcony climbs another five feet as it continues along the west and east walls, ending at doors. Underneath these side balconies are several doors, some of which hang open. Beneath the sloping roof stretch thick rafters, upon which scores of ravens have quietly gathered. They watch you with great interest.
The balcony creaks, drawing your eyes to a wild-looking figure hunched over the westernmost cask, pouring a flask of thick syrup into it. She wears a gown made of animal skins and a headdress with goat horns, and her hair is long and unkempt. Suddenly, you see something skittering across the floor. It looks like a tiny creature made of twigs. It moves from its hiding place under the stairs and disappears behind the easternmost cask.
(All good...I assumed it was on the stairwell, but I will use the roll for the room. Ooops. There is also a door from the turret containing the staircase into the room, but it is open, so continuing...)
The rich smell of fermenting wine fills this large, two-story chamber, which is dominated by four enormous wooden casks, each one eight feet wide and twelve feet tall. A wooden staircase in the middle of the room climbs to a ten-foot-high wooden balcony that clings to the south wall, which has four windows set into it at balcony level. Stacked against the wall underneath the balcony are old, empty barrels with "The Wizard of Wines" burned into their sides. The balcony climbs another five feet as it continues along the west and east walls, ending at doors. Underneath these side balconies are several doors, some of which hang open. Beneath the sloping roof stretch thick rafters, upon which scores of ravens have quietly gathered. They watch you with great interest.
The balcony creaks, drawing your eyes to a wild-looking figure hunched over the westernmost cask, pouring a flask of thick syrup into it. She wears a gown made of animal skins and a headdress with goat horns, and her hair is long and unkempt. Suddenly, you see something skittering across the floor. It looks like a tiny creature made of twigs. It moves from its hiding place under the stairs and disappears behind the easternmost cask.
"Nope!" Lae growls as he raises a hand and a ray of sickening greenish energy lashes out towards the figure...
Zennas, you find 2 silver on the druid.
Zander, you notice it gets noticeably colder as you move toward the north wall of the cellar. Against that wall in the eastern section of the cellar (where you all entered) stand three frosty barrels containing Purple Grapemash No. 3, a fact that is emblazoned on each barrel's side. A mere 8 bottles of Red Dragon Crush remain on the wine rack in the eastern side, though the remains of the other 32 lie all over the floor, having suffered from the fruit's repeated thunderwave attacks.
The western half of the cellar holds a single bottle of Purple Grapemash No. 3 on the flagstone floor. The western side also has a staircase leading up.
"Think they'd mind if we took a bottle or two?"
"I think we should take it, you know for safekeeping."
-We are all just one failed saving throw away from someone else's fantasy...
Necros checks to see if he smells or hears anything
Perception 1 to start then a nat 20 fue my adv to hearing or smell on perception checks
Lae takes the bottle of Purple Grapemash No. 3 and a bottle of the Red Dragon Crush.
It smells like a musty, dank wine cellar though with the added smell of fermentation and grapes from all the destroyed bottles, as well as the copper smell of the druid's blood and the tinge of sap from the awakened plants. You hear only an eerie silence. You hear no movement from above and can only hope that means the creatures outside never dared to pass your fire.
"Well, it sounds like we're safe. Shall we continue?"
-We are all just one failed saving throw away from someone else's fantasy...
(Which way would you like to go?)
(Up the stairs or back up the ramp?)
"I say we go up the stairs. That will reduce the risk of those things from outside seeing us if they're still interested."
-We are all just one failed saving throw away from someone else's fantasy...
"Agreed. Want the lead?"
"Sure I'll spot."
Stealth: 7
Perception: 14
-We are all just one failed saving throw away from someone else's fantasy...
You are noisy for a halfling (lol), but still quiet enough at the moment. As you climb the stairs, you notice as you reach ground level that there are windows in the outer wall, allowing light to enter. At the ground floor, you come to a room, though the stairs continue up.
Lae will stop at one of the windows (peering out to see if we see anymore ent people). Perception: 13
Edit: Someone needs to clean the windows....
Zander will scan the room they ended up in for anything dangerous. (I figured that's what I was rolling perception for the first time but if you need me to roll again I will)
-We are all just one failed saving throw away from someone else's fantasy...
(All good...I assumed it was on the stairwell, but I will use the roll for the room. Ooops. There is also a door from the turret containing the staircase into the room, but it is open, so continuing...)
The rich smell of fermenting wine fills this large, two-story chamber, which is dominated by four enormous wooden casks, each one eight feet wide and twelve feet tall. A wooden staircase in the middle of the room climbs to a ten-foot-high wooden balcony that clings to the south wall, which has four windows set into it at balcony level. Stacked against the wall underneath the balcony are old, empty barrels with "The Wizard of Wines" burned into their sides. The balcony climbs another five feet as it continues along the west and east walls, ending at doors. Underneath these side balconies are several doors, some of which hang open. Beneath the sloping roof stretch thick rafters, upon which scores of ravens have quietly gathered. They watch you with great interest.
The balcony creaks, drawing your eyes to a wild-looking figure hunched over the westernmost cask, pouring a flask of thick syrup into it. She wears a gown made of animal skins and a headdress with goat horns, and her hair is long and unkempt. Suddenly, you see something skittering across the floor. It looks like a tiny creature made of twigs. It moves from its hiding place under the stairs and disappears behind the easternmost cask.
"Nope!" Lae growls as he raises a hand and a ray of sickening greenish energy lashes out towards the figure...
ray of sickness Attack: 7 Damage: 10
The ray goes wide, but the druid starts and turns toward you. You now have her attention.
(Roll initiative.)
Zander initiative: 12
-We are all just one failed saving throw away from someone else's fantasy...
10
Haha, serves me right I guess