Aryn will assist and start trying to pick the locks on the cages on the opposite end from the elemental.
(Do I make one roll or one for each lock? Perhaps I'll race the earth elemental. :) )
Sleight of Hand: 302320152921271633203233
(Your passive perception is high enough to catch the subtle smile and quick movement towards the cages with a slight playful bounce in her step. That's up to you. )
(OOC: lol, if you let mucor know it is a race he would probably run and help the earth elemental with ripping the doors off the cages lol. I wasn't sure what to have the elemental roll I mean I could be a big jerk and cast animal shapes and turn them all into mice so that they could just walk out of the cages and then turn them back... or maybe leave them as mice and we could put them in a bag for easy carrying and then change them back once outside :P )
(OOC: Mucor is definitally going to help the stone elemental try to rip the doors from the cages. also as a reminder... the earth elemental is a siege monster...)
Siege Monster. The elemental deals double damage to objects and structures.
So those are only with a plus 5 because it has 20 strength.. so I don't know what kind of modifiers being a seige monster would be as far as proficiency or mastery lol
(We'll say he has a +3 from proficiency since that's what most CR5 monsters have.)
The silent race begins as Aryn and the elemental battle one another in a test of skill vs strength. Aryn deftly gains the upper hand, successfully opening three locks just as the elemental finishes his second. The fourth lock proves to be difficult and she breaks one of her lock picks having to switch to another but luckily for Aryn the elemental crushes his third lock in such a way that the metal still binds the cage closed. The elemental flicks clear the stubborn clump of metal and proceed to the fourth quickly breaking the rusty lock and moving to the fifth as Aryn starts her sixth. The elemental snaps the lock and goes to move to his sixth only to find Aryn fiddling with the lock for a half second before it clicks open. A slight smile creeps across her face as she assists the prisoner out and walks past Mucor and the elemental.
(It was a close race but that failure on the third lock for the elemental was a hair too much to recover from. Aryn won 138 to 137 for the first 6 rolls)
The prisoners are gathered together and healed by Gaelin. Many of them suffer from exhaustion and 2 appear to have bite marks on them.
Mucor would give Aryn a playful grin and a small nod as the captives are freed. "Nice work" He would say before turning his attention towards the captives. Moving from prisoner to prisoner, he would attempt to move the bitten prisoners away from the others before tapping his staff on the ground and casting Healing Spirit. Instantly a beautiful celestial spirit wrapped in gentle radiant light and surrounded by swirling plumes of colorful spores surround the creature. "Quick, move next to the healing spirit. It will work to close your wounds. We will need to cure the bites a different way." Mucor would add as he motions the prisoners to approach the healing godess.
The healing spirit kind looks a lot like Aryn but it is hard to tell 100% because of the swirling spores and bright light radiating form her lol
Torq and the twins will assist in moving the prisoners near the spirit and helping them around. "This place is not safe for them. Alexandria, Juliana and Valeera. Are you willing to take them back to the stables and watch over them there? We can accompany you back if you like or continue on." Torq says feeling his rage waning again. Turning to Mucor and Gaelin, "Is there any chance of them turning while we clear the rest of the cave?"
"Possibly.. I am afraid it is hard to know." Mucor would reply. "I do not have the ability to remove curses so I am unable to be of much help." The elf would reply with a small frown.
(If Mucor is doing healing spirit then Gaelin will only use the 5 charges of his staff to heal 6. The other 6 can be healed by the spirit.)
"I agree it's not safe here and they should be escorted out. I can remove the curse and they will need to rest once they've been moved. Move them next to the spirit." Gaelin says stepping over to the two bitten individuals. "This may hurt at first but you will feel much better soon." Gaelin will use both of his 5th level slots to cast Greater Restoration on each of the bitten prisoners.
(Hoping if removing the curse hurts them that at least the spirit can heal them immediately.)
This post has potentially manipulated dice roll results.
Con Saves: 612
Gaelin expends the spell and the near unconscious prisoner becomes illuminated in a white aura that slowly fades and sinks into his skin. The prisoner gasps deeply and you watch as a black cloud rises from his mouth and vanishes into the air. You look back to the prisoner and find him dreadfully pale. You check for a pulse and find none. You try to resuscitate and are unsuccessful. You assume the prisoner was too exhausted to recover from the spell. You turn to reach for the second prisoner who cautiously accepts looking to two of the other prisoners who stand watching pensively saying, "I love you." then turns to Gaelin as he closes his eyes and says, "Okay."
Gaelin again casts the spell and watch a similar arcane display, except as the prisoner exhales he immediately inhales again and resumes breathing normally. A subtle exhale of relief is heard from the two other prisoners standing to the side. "Thank you." The cured prisoner says softly.
"We need to move them. Every second we delay they could be setting a trap for us. Do the three of you feel comfortable with this?" Aryn says looking to the twins and Valeera knowing they were fully capable of handling any threat.
(Apologies, website was down or going incredibly slow this morning for me.)
"Shouldn't be a problem." Valeera responds with a smile. "We'll make sure they're safe." Alexandria adds and you watch as the Alexandria leads the group back the way you came. Juliana is in the middle carrying a passed out prisoner too exhausted to walk and Valeera follows behind the last prisoner, making sure no one is left behind. You wait until they go out of sight and continue your descent. The air is much colder and dense with the lingering smells from the previous cavern.
The tunnels become a bit more difficult to traverse, only being lit by Mucor's staff and your weapons and the once smooth decline becomes rocky and pitted with scattered puddles of murky water. After a few minutes you enter into a small empty cavern where a natural spring has slowly carved its way through the rock. The smell is refreshing and seems to dampen the stagnant smell floating in the air. You check the area finding only tracks in the mud along the bank of the spring. You continue another three or four minutes and the aura around Jinara fades and disappears. The tunnel begins to widen again to nearly 30 feet across and you finally come to a fork in the cave system.
One side ends in an empty cavern with tables and a few shelves while the other seems to continue deeper into the mountain. You inspect the dark cavern finding food left on the tables that still warm. You move cautiously back to the tunnel that continues deeper and continue to make your way through the cave. After another hundred or so feet you come upon a second similar fork that ends in a smaller cavern finding more tables of partially consumed food and drink as well as a small campfire that was recently stomped out. A few scattered embers still glow a dull orange on the cold stone floor. You hear low chorus of howls coming from further in and ready yourselves continuing into the dark cave tunnel. The smell of wet fur and blood fills the air as you creep forward. The tunnel narrows and you com upon another large walled in door that is reinforced with iron braces.
Lightbringers! Roll Stealth and Initiative! (Not in combat yet.)
Aryn will check for traps between their current location and the door saying telepathically to the group, "Stay here until I give the signal it's safe. Mucor, You may want to cover your staff to help conceal our approach once we get past the door."
This post has potentially manipulated dice roll results.
The light in the area around you immediately dims and your eyes take a few seconds to adjust to the dim light emitting from your weapons. Aryn finds two traps, the first is a pitfall that appears to be stone floor but upon placing a small amount of weight collapses. Aryn taps the corner of the trap and you watch as an area of about 5 feet crumbles into a 15ft deep pit that has large wooden spikes pointing upward. The second trap is wire trap that seems to trigger a series of crossbows hidden in the walls. Aryn feels around the walls finding the periodic holes and places herself flat against the wall. She takes her sword and using the tip of it triggers the wire releasing 8 bolts that embed themselves in the opposite wall. A dark green liquid drips from the bolts and Aryn recognizes a deadly poison. The door similar to the other shows no signs of being able to open from your side.
Jinara Stealth and Intiative: 3113
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Aryn will assist and start trying to pick the locks on the cages on the opposite end from the elemental.
(Do I make one roll or one for each lock? Perhaps I'll race the earth elemental. :) )
Sleight of Hand: 30 23 20 15 29 21 27 16 33 20 32 33
(Your passive perception is high enough to catch the subtle smile and quick movement towards the cages with a slight playful bounce in her step. That's up to you. )
(OOC: lol, if you let mucor know it is a race he would probably run and help the earth elemental with ripping the doors off the cages lol. I wasn't sure what to have the elemental roll I mean I could be a big jerk and cast animal shapes and turn them all into mice so that they could just walk out of the cages and then turn them back... or maybe leave them as mice and we could put them in a bag for easy carrying and then change them back once outside :P )
(*slowly eats popcorn*)
(Elemental would roll competing Strength saves if we're making it a fair competition. With advantage if Mucor is helping it.)
(OOC: Mucor is definitally going to help the stone elemental try to rip the doors from the cages. also as a reminder... the earth elemental is a siege monster...)
Siege Monster. The elemental deals double damage to objects and structures.
Roll 8 opposing strength saves for the elemental. (i'll use Aryn's first 8)
(It's not really a question of if the elemental can break them, its how long will it take compared to Aryn...)
earth elemental! 23 19 9 24 20 24 22 22
So those are only with a plus 5 because it has 20 strength.. so I don't know what kind of modifiers being a seige monster would be as far as proficiency or mastery lol
(We'll say he has a +3 from proficiency since that's what most CR5 monsters have.)
The silent race begins as Aryn and the elemental battle one another in a test of skill vs strength. Aryn deftly gains the upper hand, successfully opening three locks just as the elemental finishes his second. The fourth lock proves to be difficult and she breaks one of her lock picks having to switch to another but luckily for Aryn the elemental crushes his third lock in such a way that the metal still binds the cage closed. The elemental flicks clear the stubborn clump of metal and proceed to the fourth quickly breaking the rusty lock and moving to the fifth as Aryn starts her sixth. The elemental snaps the lock and goes to move to his sixth only to find Aryn fiddling with the lock for a half second before it clicks open. A slight smile creeps across her face as she assists the prisoner out and walks past Mucor and the elemental.
(It was a close race but that failure on the third lock for the elemental was a hair too much to recover from. Aryn won 138 to 137 for the first 6 rolls)
The prisoners are gathered together and healed by Gaelin. Many of them suffer from exhaustion and 2 appear to have bite marks on them.
Mucor would give Aryn a playful grin and a small nod as the captives are freed. "Nice work" He would say before turning his attention towards the captives. Moving from prisoner to prisoner, he would attempt to move the bitten prisoners away from the others before tapping his staff on the ground and casting Healing Spirit. Instantly a beautiful celestial spirit wrapped in gentle radiant light and surrounded by swirling plumes of colorful spores surround the creature. "Quick, move next to the healing spirit. It will work to close your wounds. We will need to cure the bites a different way." Mucor would add as he motions the prisoners to approach the healing godess.
The healing spirit kind looks a lot like Aryn but it is hard to tell 100% because of the swirling spores and bright light radiating form her lol
Torq and the twins will assist in moving the prisoners near the spirit and helping them around. "This place is not safe for them. Alexandria, Juliana and Valeera. Are you willing to take them back to the stables and watch over them there? We can accompany you back if you like or continue on." Torq says feeling his rage waning again. Turning to Mucor and Gaelin, "Is there any chance of them turning while we clear the rest of the cave?"
"Possibly.. I am afraid it is hard to know." Mucor would reply. "I do not have the ability to remove curses so I am unable to be of much help." The elf would reply with a small frown.
(If Mucor is doing healing spirit then Gaelin will only use the 5 charges of his staff to heal 6. The other 6 can be healed by the spirit.)
"I agree it's not safe here and they should be escorted out. I can remove the curse and they will need to rest once they've been moved. Move them next to the spirit." Gaelin says stepping over to the two bitten individuals. "This may hurt at first but you will feel much better soon." Gaelin will use both of his 5th level slots to cast Greater Restoration on each of the bitten prisoners.
(Hoping if removing the curse hurts them that at least the spirit can heal them immediately.)
Con Saves: 6 12
Gaelin expends the spell and the near unconscious prisoner becomes illuminated in a white aura that slowly fades and sinks into his skin. The prisoner gasps deeply and you watch as a black cloud rises from his mouth and vanishes into the air. You look back to the prisoner and find him dreadfully pale. You check for a pulse and find none. You try to resuscitate and are unsuccessful. You assume the prisoner was too exhausted to recover from the spell. You turn to reach for the second prisoner who cautiously accepts looking to two of the other prisoners who stand watching pensively saying, "I love you." then turns to Gaelin as he closes his eyes and says, "Okay."
Gaelin again casts the spell and watch a similar arcane display, except as the prisoner exhales he immediately inhales again and resumes breathing normally. A subtle exhale of relief is heard from the two other prisoners standing to the side. "Thank you." The cured prisoner says softly.
"We need to move them. Every second we delay they could be setting a trap for us. Do the three of you feel comfortable with this?" Aryn says looking to the twins and Valeera knowing they were fully capable of handling any threat.
(Apologies, website was down or going incredibly slow this morning for me.)
"Shouldn't be a problem." Valeera responds with a smile. "We'll make sure they're safe." Alexandria adds and you watch as the Alexandria leads the group back the way you came. Juliana is in the middle carrying a passed out prisoner too exhausted to walk and Valeera follows behind the last prisoner, making sure no one is left behind. You wait until they go out of sight and continue your descent. The air is much colder and dense with the lingering smells from the previous cavern.
The tunnels become a bit more difficult to traverse, only being lit by Mucor's staff and your weapons and the once smooth decline becomes rocky and pitted with scattered puddles of murky water. After a few minutes you enter into a small empty cavern where a natural spring has slowly carved its way through the rock. The smell is refreshing and seems to dampen the stagnant smell floating in the air. You check the area finding only tracks in the mud along the bank of the spring. You continue another three or four minutes and the aura around Jinara fades and disappears. The tunnel begins to widen again to nearly 30 feet across and you finally come to a fork in the cave system.
One side ends in an empty cavern with tables and a few shelves while the other seems to continue deeper into the mountain. You inspect the dark cavern finding food left on the tables that still warm. You move cautiously back to the tunnel that continues deeper and continue to make your way through the cave. After another hundred or so feet you come upon a second similar fork that ends in a smaller cavern finding more tables of partially consumed food and drink as well as a small campfire that was recently stomped out. A few scattered embers still glow a dull orange on the cold stone floor. You hear low chorus of howls coming from further in and ready yourselves continuing into the dark cave tunnel. The smell of wet fur and blood fills the air as you creep forward. The tunnel narrows and you com upon another large walled in door that is reinforced with iron braces.
Lightbringers! Roll Stealth and Initiative! (Not in combat yet.)
Map:
Mucor would shroud his companions in a cloud of spores as he casts pass without trace
Stealth! 25
initiative! 18
Aryn will check for traps between their current location and the door saying telepathically to the group, "Stay here until I give the signal it's safe. Mucor, You may want to cover your staff to help conceal our approach once we get past the door."
Stealth: 29
Initiative: 27
Investigation: 26
"Alexandria, Juliana or Valeera, have you reached the stables yet? Is everything okay?" Torq asks telepathically.
(Sorry I'm late to the party.)
Stealth: 24 Initiative: 23
Mucor would let out a small laugh.. "Oops... yeah.. yes of course." He would say as he gives the staff a shake and the glow immediately dissipates.
The light in the area around you immediately dims and your eyes take a few seconds to adjust to the dim light emitting from your weapons. Aryn finds two traps, the first is a pitfall that appears to be stone floor but upon placing a small amount of weight collapses. Aryn taps the corner of the trap and you watch as an area of about 5 feet crumbles into a 15ft deep pit that has large wooden spikes pointing upward. The second trap is wire trap that seems to trigger a series of crossbows hidden in the walls. Aryn feels around the walls finding the periodic holes and places herself flat against the wall. She takes her sword and using the tip of it triggers the wire releasing 8 bolts that embed themselves in the opposite wall. A dark green liquid drips from the bolts and Aryn recognizes a deadly poison. The door similar to the other shows no signs of being able to open from your side.
Jinara Stealth and Intiative: 31 13