This post has potentially manipulated dice roll results.
"I say we see what's on the other side of the door then make a decision. If it splits in two or more ways we can split up if it's another room let's stay together until we figure out what were dealing with." Gaelin responds.
This post has potentially manipulated dice roll results.
18
Aryn silently opens the door and looks around. The doorway opens to a large hallway that travels east to west. To the left are two northern hallways, and one southern hallway. To the right two northern hallways and one southern hallway with an additional double door about 40 feet east. You hear the sound of men talking and of multiple people walking along the stone hallways in almost each direction. You close the door and report back to the group.
"We may want to slit up then." Gaelin says after Aryn finishes explaining what she saw. "Let's try stay on the main hallway so we're still in sight of each other. Aryn and I can go west if you three can go east."
This post has potentially manipulated dice roll results.
"Stay close Quicklings" he would say to the tiny beings that he has summoned before heading off in the direction he was instructed to go. Mucor would keep his ears open, looking specifically for doors that sound as though they may contain enemies.
(Mucor passive perception is 28, rolling perception 24)
As the group exits the door and splits down each side of the hallway Aryn immediately sees a cultist patrolling the nearest northern hallway. At the same time a second cultist is spotted in another hallway by Mucor as he reaches the double doors on the southeast wall. A third patrolling cultist emerges from the far northeast hallway.
Everyone gets a surprise round, depending on what happens we'll either enter initiative order or continue out of combat stealth.
This post has potentially manipulated dice roll results.
Mucor would just nod towards the culist, sending all four of the quicklings towards him while casting chill touch from the tip of his outstretched staff as a black claw of spores fires from the end of the staff towards the cultist. If the cultist dies before all the quicklings attack the cultist, I would like the remining ones to rush over and attack the other cultist.
Attack: 22 Damage: 4 (I was supposed to roll 3 d8 instead of 1... so here are 2 more. 11)
Gaelin, hearing his sister and watching her sprint away will move west 10 feet looking down the hallway at his sister engaged with the cultist. Then he'll turn to look back at the group and the lone cultist at the east end of the hallway and throw two Eldritch Blast bolts at him then run another 20 feet east ready for more patrols to appear.
Aryn sprints towards the cultist who manages to turn just in time to see his attacker as she drives each of her swords into his chest. He coughs up a single drop of blood onto Aryn's face as he reaches out into the air grasping at nothing before he falls to the ground and expires. Mucor send the tiny quicklings down the hall as he releases toxic spores that choke the cultist for a moment before he is stabbed to death by the tiny creatures. Jinara and Gaelin's bolts of energy impact the cultist and his body is contorts from each of the impacts and falls forward onto his face dead.
A tense moment of silence passes before a piercing whistle rings through the halls. Another cultist appears from the far northeast hallway along with another humanoid dressed in colorful robes. Three more cultists rush forward from the far west hallways to the north and south.
Everyone but Aryn-The cultists and robed man lift their arms and the area around you seems goes black, to the point where you can't see your hand in front of your face or your companions near you.
Aryn- you turn back and where the end of the hallway should be is nothing but darkness. All you can see around you are four doors, two on the east and two on the west walls.
Initiative Order: Group 1: Zinmaer, Enemies Group 2: Gaelin, Mucor, Aryn Group 3: Jinara
This post has potentially manipulated dice roll results.
Zinmaer would head down the northeast hallway with his quarterstaff ready and if he can see or sense they are close he would attack. (He would move his full movement and if he doesn't encounter any hostiles while being in the darkness he would take the dodge action.)
Attack rolls if Zin locates an enemy: (I can roll two more d20s if Im at disadvantage)
Attack: 12 Damage: 15
Attack: 26 Damage: 9
Bonus Action:
Attack: 11 Damage: 13
He would also try to stun them with Stunning Strike spending a Ki point. DC 15 Con Save
Zinmaer- You move 15 feet into the hallway and can as you take your last step you exit the darkness. You look around and see the quicklings in the hallway around the corpse of one of the cultists. You turn around going back into the darkness using the wall as a guide and head in the direction of the far east hallway and after 20 feet you exit the darkness again and see a cultist and the man dressed in a colorful robe 25 feet away.
Mucor would shout to the quicklings "Kill the colorful cultist!" Before lowering his head and charging forward down the hall, dashing out of the darkness if possible before attempting to slam his horns into the closest cultist
Attack: 9 Damage: 6 plus 3 poison damage
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Mucor will approach the door after casting pass without trace... standing by, ready to make his way through the door when everyone is ready.
28 = stealth
16 = initiative
"I say we see what's on the other side of the door then make a decision. If it splits in two or more ways we can split up if it's another room let's stay together until we figure out what were dealing with." Gaelin responds.
Stealth: 24 Initiative: 16
(OOC: When I cast pass without trace.. make sure you guys add the +10 to your stealth rolls)
(I go back through the rolls and account for it if they don't add it in.)
Stealth 23
Initiaitve 15
Aryn will quietly open the door and peek on the other side then close it back and report what she see to the group.
Perception: 23
18
Aryn silently opens the door and looks around. The doorway opens to a large hallway that travels east to west. To the left are two northern hallways, and one southern hallway. To the right two northern hallways and one southern hallway with an additional double door about 40 feet east. You hear the sound of men talking and of multiple people walking along the stone hallways in almost each direction. You close the door and report back to the group.
"We may want to slit up then." Gaelin says after Aryn finishes explaining what she saw. "Let's try stay on the main hallway so we're still in sight of each other. Aryn and I can go west if you three can go east."
3
"Stay close Quicklings" he would say to the tiny beings that he has summoned before heading off in the direction he was instructed to go. Mucor would keep his ears open, looking specifically for doors that sound as though they may contain enemies.
(Mucor passive perception is 28, rolling perception 24)
As the group exits the door and splits down each side of the hallway Aryn immediately sees a cultist patrolling the nearest northern hallway. At the same time a second cultist is spotted in another hallway by Mucor as he reaches the double doors on the southeast wall. A third patrolling cultist emerges from the far northeast hallway.
Everyone gets a surprise round, depending on what happens we'll either enter initiative order or continue out of combat stealth.
"Patrols" Aryn says telepathically to the group as she rushes north and stabs at the cultist with both of her swords.
Attack: 23 19 Damage: 6 10 5 5 17
Mucor would just nod towards the culist, sending all four of the quicklings towards him while casting chill touch from the tip of his outstretched staff as a black claw of spores fires from the end of the staff towards the cultist. If the cultist dies before all the quicklings attack the cultist, I would like the remining ones to rush over and attack the other cultist.
Attack: 22 Damage: 4 (I was supposed to roll 3 d8 instead of 1... so here are 2 more. 11)
7 damage total.
Jinara will pull out his wand and cast [spell/Magic Missile[/spell] at the guard that is visible to his current location
DMG 14
Gaelin, hearing his sister and watching her sprint away will move west 10 feet looking down the hallway at his sister engaged with the cultist. Then he'll turn to look back at the group and the lone cultist at the east end of the hallway and throw two Eldritch Blast bolts at him then run another 20 feet east ready for more patrols to appear.
Attack: 23 16 Damage: 10 4
Aryn sprints towards the cultist who manages to turn just in time to see his attacker as she drives each of her swords into his chest. He coughs up a single drop of blood onto Aryn's face as he reaches out into the air grasping at nothing before he falls to the ground and expires. Mucor send the tiny quicklings down the hall as he releases toxic spores that choke the cultist for a moment before he is stabbed to death by the tiny creatures. Jinara and Gaelin's bolts of energy impact the cultist and his body is contorts from each of the impacts and falls forward onto his face dead.
A tense moment of silence passes before a piercing whistle rings through the halls. Another cultist appears from the far northeast hallway along with another humanoid dressed in colorful robes. Three more cultists rush forward from the far west hallways to the north and south.
Everyone but Aryn-The cultists and robed man lift their arms and the area around you seems goes black, to the point where you can't see your hand in front of your face or your companions near you.
Aryn- you turn back and where the end of the hallway should be is nothing but darkness. All you can see around you are four doors, two on the east and two on the west walls.
Initiative Order:
Group 1: Zinmaer, Enemies
Group 2: Gaelin, Mucor, Aryn
Group 3: Jinara
Zinmaer!
(no map since you can't see anything.)
(OOC: Can we hear them? Do we think this is something like darkness or did they all cast something blindness and deafness on us?
Zinmaer would head down the northeast hallway with his quarterstaff ready and if he can see or sense they are close he would attack. (He would move his full movement and if he doesn't encounter any hostiles while being in the darkness he would take the dodge action.)
Attack rolls if Zin locates an enemy: (I can roll two more d20s if Im at disadvantage)
Attack: 12 Damage: 15
Attack: 26 Damage: 9
Bonus Action:
Attack: 11 Damage: 13
He would also try to stun them with Stunning Strike spending a Ki point. DC 15 Con Save
Zinmaer- You move 15 feet into the hallway and can as you take your last step you exit the darkness. You look around and see the quicklings in the hallway around the corpse of one of the cultists. You turn around going back into the darkness using the wall as a guide and head in the direction of the far east hallway and after 20 feet you exit the darkness again and see a cultist and the man dressed in a colorful robe 25 feet away.
Aryn, Gaelin, Mucor!
Mucor would shout to the quicklings "Kill the colorful cultist!" Before lowering his head and charging forward down the hall, dashing out of the darkness if possible before attempting to slam his horns into the closest cultist
Attack: 9 Damage: 6 plus 3 poison damage