Rag plans to jam the eastern door but the sleeping frame of Drazzim makes it hard for him to accomplish the task. Undeterred, the diminutive rogue will at least try to hear what may be occurring on the other side of said door. Much like the dwarf, Rag can only hear gentle cries and mumbling coming from the other side. He then turns back to the room where the fight occurred and begins relieving the corpses of their most useful possessions, being careful not to make it obvious that he will also collect their coin purses (OOC: No one has a passive perception score higher than Rag's sleight of hand roll, so unless someone says they were particularly paying attention to the rogue, no one really notices that he is taking the coin.)
Rag collects the following items. (Please add them to your inventory then check your encumbrance. If all of this somehow weighs more than 195 pounds, you'd have to leave some of it behind):
-> Club (x1 as Neya took the other one), vestments (x2), 24sp, a small jar containing three live fireflies (x2), a small silver mirror (x1 as Neya took the other one), a quiver housing 10 crossbow bolts (x1), a metal urn containing the ashes of a hero (x1), chain shirt (x2), shield (x2), spear (x2), 94cp, a wooden box with a ceramic bottom that holds a living worm with a head on each end of it's body (x1).
Drazzim had somewhat claimed the plate armor fitted for a medium humanoid (adorned with several references to Bane and a large Black Fist on the breastplate).
Drazzim, feeling slightly more sober, looks to the others. "Well? What are we waiting for?" He says, grabbing his Glaive and headed towards the door, ready to barge it in.
Rag locks most of the loot in one of the empty cells and then informs Utar that the iron key only works on the cell locks, not the wooden door leading east (he had already tried). Fueled by Neya's, Graxx's and Drazzim's eagerness, the rogue then attempts to unlock the door the best way he knows how. The simple lock is no match for Rag's skillful hands. The door swings open revealing a cavernous room. As the group slowly walks in, Andmarir and Marfaen bring in the rear. Afraid, Rillo enters another of the empty cells and closes the door, without locking it.
Some rays of natural light sneak into the room through holes in the ceiling, showing you all that this chamber was once grand but is now in shambles. The walls have collapsed in and given way to earth. Five obelisks stand scattered throughout the room, covered in sigils. In some areas, rubble shows that the ceiling has collapsed (this is difficult terrain). A cage has been erected in the middle of the room surrounded by the peculiar obelisks made of black stone. Within the cage, a young gnome woman dressed in a simple gray tunic sits on the floor--her back to the door. She rocks back and forth with her head in her hands, saying a mad whisper, “Can't run away. Can't run away.” She looks exhausted within the cage, which is quite small. It is just large for an adult to stand, but due to her size, the prisoner is able to sit. Coiled around the cage, a long snake-like creature slowly tinkers with the cage's bars with its sharp claws, which adorn the end of four tentacles surrounding its beak-like mouth.
"Pfft, more magic stuff."Drazzim says to the others, seeing the rune-etched obelisks. He then notes the creature around the cage. "Hey, that looks like an evil thing to beat up. Ready, lads?"
This post has potentially manipulated dice roll results.
The party spreads cautiously throughout the room. Drazzim points out the enemy while Graxx, Neya, Utar, and Rag begin to take position to possibly surround the creature. Marfaen and Andmarir continue to bring in the rear. The ranger and the cleric are a little less careful in their approach, revealing most of the group's presence. The coiled creature slowly turns its head, snapping its tentacles as it does so.
A confrontation is imminent, but before that can get underway, Rag and Utar step a tad too close to a couple of different obelisks. A short pulse of purple magical energy is send in all directions affecting both warriors:
WIS saving throws {DC 13}: Rag (with advantage due to the Halfling's Brave trait): 14; Utar: 21; -> Both Utar and Rag are considered frightened of the obelisks for the next minute (10 rounds in combat). You may repeat the saving throw at the end of each of your upcoming turns. -> Rag and Utar cannot avoid moving away from the obelisks (as a group). Utar makes his way back to the entrance while Rag finds a corner in the northwest portion of the room. -> This happens before Utar has a chance to study the obelisks for religious markings.
Neya notices three more serpent-like creatures moving in the shadows. They all have noticed the party but do not seem to be paying attention to a couple of members. (i.e. both Neya and Graxx can consider themselves hidden at the beginning of the upcoming combat.)
This post has potentially manipulated dice roll results.
Neya's arrow flies in between two of the cage's bars and hits the body of the Grick. It doesn't look too happy about it (Grick#4 - CMD: 2).
Two of the monster make their way towards the monk. If she didn't know any better, she'd say their movement looks calculated as to avoid getting too close to the obelisks. A third Grick tries to pounce on Rag. The forth moves a bit slower than the others, thring to veil its approach in the shadows.
-> Grick#4 Tentacle (melee weapon attack with disadvantage due to dodge) vs. Neya: Attack: 6Damage: 12 slashing. Neya calmly evades the first lunge.
-> Grick#2 Tentacle (melee weapon attack with disadvantage due to dodge) vs. Neya: Attack: 10Damage: 8 slashing. And the second.
-> Tentacle (melee weapon attack) vs. Rag: Attack: 5 Damage: 9 slashing. (I'm redoing this one because it wasn't supposed to have disadvantage).
-> Grick#1 Tentacle (melee weapon attack) vs. Rag: Attack: 9 Damage: 9 slashing. (Oh wow!). In his fear, Rag doesn't see the enemy nearby, and is hit with a nasty slash across the neck. Feeling its prey within its grasp, the Grick will attempt to bite as well.
-> Grick#1 Beak (melee weapon attack) vs. Rag: Attack: 17Damage: 8 piercing, Rag recoils in pain from the first hit and the movement is enough to avoid the second attack.
-> Grick#3 Hide action: stealth: 18 - Neya, Graxx and Drazzim can no longer see this specific Grick unless they spend their action to perform a search.
Utar, eyes wide and breathing heavily, clutches at his amulet, seeking some kind of comfort. As his trembling fingers find it, they close tightly around it, obscuring the glow that eminates from it as he casts sacred flame at the creature closest Rag.
It must succeed in a DC12 dex save or take 7 radiant damage.
Seeing Torm at work, Utar tries to clear his head. 22 wisdom save.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Graxx takes the key from Rag and smiles a bloody smile. He holds up the key toward the welcomer girl.
"Enjoy your meal. As soon as we have made it safe by killing whatever is behind that door you will be set free for helping us."
Graxx then says to the rest of the prisoners.
"If you want to join her the rest of you lot better get to thinking about what you may know that can be useful to us."
Rag plans to jam the eastern door but the sleeping frame of Drazzim makes it hard for him to accomplish the task. Undeterred, the diminutive rogue will at least try to hear what may be occurring on the other side of said door. Much like the dwarf, Rag can only hear gentle cries and mumbling coming from the other side. He then turns back to the room where the fight occurred and begins relieving the corpses of their most useful possessions, being careful not to make it obvious that he will also collect their coin purses (OOC: No one has a passive perception score higher than Rag's sleight of hand roll, so unless someone says they were particularly paying attention to the rogue, no one really notices that he is taking the coin.)
Not needing a rest, Andmarir volunteers to keep watch for the hour.
The rest of the prisoners have no words to share at this moment. Perhaps after the rest is concluded...
THE SHORT REST IS NOW CONCLUDED. DO AS YOU WILL.
Rag will lock the extra looted gear and the greatsword and crossbow(if not taken) in an empty cell "We will grab the loot on our way out"
He will then wait for group to continue on.
"I'm ready to see what this torture-worm issue really is..." Neya says as she stretches, preparing for another bout.
Extended Signature
(Drazzim was fully healed by his second wind.)
Drazzim, feeling slightly more sober, looks to the others. "Well? What are we waiting for?" He says, grabbing his Glaive and headed towards the door, ready to barge it in.
Utar stands, takes his warhammer in hand, and loosens out his shoulders, a weary look on his face.
"We might very well have the key for that door, dwarf."
He moves to stand shoulder to shoulder with the dwarf, testing the weight of his shield on his arm.
"I'm not sure we want to surprise a torture-worm by shattering it's door."
(The key does not fit it but if it is locked Rag will pick it)
Open Lock: 18
“Let’s get to it!”
The bloody barbarian says as he stands and draws his great sword. He will stand behind Utar.
Rag locks most of the loot in one of the empty cells and then informs Utar that the iron key only works on the cell locks, not the wooden door leading east (he had already tried). Fueled by Neya's, Graxx's and Drazzim's eagerness, the rogue then attempts to unlock the door the best way he knows how. The simple lock is no match for Rag's skillful hands. The door swings open revealing a cavernous room. As the group slowly walks in, Andmarir and Marfaen bring in the rear. Afraid, Rillo enters another of the empty cells and closes the door, without locking it.
Some rays of natural light sneak into the room through holes in the ceiling, showing you all that this chamber was once grand but is now in shambles. The walls have collapsed in and given way to earth. Five obelisks stand scattered throughout the room, covered in sigils. In some areas, rubble shows that the ceiling has collapsed (this is difficult terrain). A cage has been erected in the middle of the room surrounded by the peculiar obelisks made of black stone. Within the cage, a young gnome woman dressed in a simple gray tunic sits on the floor--her back to the door. She rocks back and forth with her head in her hands, saying a mad whisper, “Can't run away. Can't run away.” She looks exhausted within the cage, which is quite small. It is just large for an adult to stand, but due to her size, the prisoner is able to sit. Coiled around the cage, a long snake-like creature slowly tinkers with the cage's bars with its sharp claws, which adorn the end of four tentacles surrounding its beak-like mouth.
UPDATED MAP:
"Pfft, more magic stuff." Drazzim says to the others, seeing the rune-etched obelisks. He then notes the creature around the cage. "Hey, that looks like an evil thing to beat up. Ready, lads?"
"It doesn't look like it's noticed us. We need to draw it away from the girl to give our wizards and archers clear shots."
Graxx would like to along the edge of the wall slowly and quietly to O,18
Stealth: 15
Rag will sneak along the rubble along the north settling in at I-23.
Stealth: 18
Neya is immediately suspicious, "Only one...? I could've sworn I heard there was more..."
She stealthily moves to K-19 and takes a look around
Stealth: 14
Perception: 18
Extended Signature
Utar clutches hus amulet, casting guidance as he follows Graxx into the room to M19.
Stealth (with disadvantage for armour) 1 plus 4 from guidance...so let's hope this thing is blind/deaf!
As he gets close to the obelisk, he attempts to read the runes and sigils inscribed on its surface.
Religion 8...Utar really is not cut out for academics.
J-16
That is where Andmarir will move to once everyone has gone in and moved. He will try to be as quiet as possible but cover the othersif needed.
Stealth 7
The party spreads cautiously throughout the room. Drazzim points out the enemy while Graxx, Neya, Utar, and Rag begin to take position to possibly surround the creature. Marfaen and Andmarir continue to bring in the rear. The ranger and the cleric are a little less careful in their approach, revealing most of the group's presence. The coiled creature slowly turns its head, snapping its tentacles as it does so.
A confrontation is imminent, but before that can get underway, Rag and Utar step a tad too close to a couple of different obelisks. A short pulse of purple magical energy is send in all directions affecting both warriors:
DM's Screen:
Neya notices three more serpent-like creatures moving in the shadows. They all have noticed the party but do not seem to be paying attention to a couple of members. (i.e. both Neya and Graxx can consider themselves hidden at the beginning of the upcoming combat.)
ROLLING FOR INITIATIVE:
UPDATED MAP:
(Neya is first up.)
Neya fires an arrow at the creature by the cage, through the cage (advantage by not being seen/detected), and readies herself for any retaliation.
Shortbow: Attack: 22 Damage: 6
(Bonus action: 1 Ki point to activate Patient Defense: Dodge active until next turn)
Extended Signature
Neya's arrow flies in between two of the cage's bars and hits the body of the Grick. It doesn't look too happy about it (Grick#4 - CMD: 2).
Two of the monster make their way towards the monk. If she didn't know any better, she'd say their movement looks calculated as to avoid getting too close to the obelisks. A third Grick tries to pounce on Rag. The forth moves a bit slower than the others, thring to veil its approach in the shadows.
-> Grick#4 Tentacle (melee weapon attack with disadvantage due to dodge) vs. Neya: Attack: 6
Damage: 12 slashing. Neya calmly evades the first lunge.-> Grick#2 Tentacle (melee weapon attack with disadvantage due to dodge) vs. Neya: Attack: 10
Damage: 8 slashing. And the second.-
> Tentacle (melee weapon attack) vs. Rag: Attack: 5 Damage: 9 slashing. (I'm redoing this one because it wasn't supposed to have disadvantage).-> Grick#1 Tentacle (melee weapon attack) vs. Rag: Attack: 9 Damage: 9 slashing. (Oh wow!). In his fear, Rag doesn't see the enemy nearby, and is hit with a nasty slash across the neck. Feeling its prey within its grasp, the Grick will attempt to bite as well.
-> Grick#1 Beak (melee weapon attack) vs. Rag: Attack: 17
Damage: 8 piercing, Rag recoils in pain from the first hit and the movement is enough to avoid the second attack.-> Grick#3 Hide action: stealth: 18 - Neya, Graxx and Drazzim can no longer see this specific Grick unless they spend their action to perform a search.
(Everyone may post their next turn.)
Utar, eyes wide and breathing heavily, clutches at his amulet, seeking some kind of comfort. As his trembling fingers find it, they close tightly around it, obscuring the glow that eminates from it as he casts sacred flame at the creature closest Rag.
It must succeed in a DC12 dex save or take 7 radiant damage.
Seeing Torm at work, Utar tries to clear his head. 22 wisdom save.