After discussion, talking, and plenty of grumbling... the group heads off. Before heading out, Alul shifts back to his mountain lion body. Following the group.
You all head out. Trying your best to stay to the shadows and head towards the reed farms. While you firmly believe there are probably people in there, it's also the best way to break some of the line of sight for those up on the carved out top.
(All, give Stealth Check, DC 15. Lafetha / Yaalin, if you want to use any spells, post it first before the rolls please. Guidance won't help due to these being over time)
(Anyone being a lookout, also give a Perception, max 2 people. No advantage from assisting.)
(Anyone looking for trails and patterns through the reeds, give a Survival, max 2. No advantage from assisting)
With the aid of Lafetha, the group makes their way through the reeds. Able to spot the few Hn'ti that seem to be acting as a lookout. Staying low and hiding in their own fields as they watch. The fires dangerously close to some of the crop; it seems they'd be willing to light some of the fields on fire to spot the possible intruders.
While you're not able to pick up any information on the patrols, Sim does recognize footsteps and movement. The Hn'ti have been active. Coming and going, some from the underground waterways and others seeming the usual collecting and heading about. You've seen them be nomadic on their hunts, so it doesn't appear as anything unusual. Except that they seem to have done more investigating underground.
Coming to the familiar door that Abigail broke into before, you see it reinforced with rope and ties. Despite Hn'ti hunters being nearby, you're still all able to cut through and once again begin to enter. Diadochi first picks up some unfamiliar scents. But it's Lafetha's quick hand that moves and grabs those leading the group to cause them to stop. Some of the rocks on the floor have been moved and replaced. The hallway leading into where you came before, now trapped.
Further ahead, just out of sight, a few dead Hn'ti. One of the bodies rather young. Near them, the carapace of a dog-sized bug; its innards squeezed out of a wound all over the floor.
What do you do?
(Can roll Investigate on the traps / room. Nature on the bug. To disable said traps, thieves tools prof + Dex.)
Sim waits until Abigail is done with tinkering on the traps and then will investigation13 the area. If Abigail sets off traps Sim will see what he can see from a distance.
After Abigail disarms the trap He'll start to break down the crime scene ((if Abigail doesn't disarm the trap then I guess he takes the trap right in his dumb face)) "Right off the bat, this is a drug thing. That bug is a drug mule, Drug Bugs is what they'll called on the streets. We defiantly see here this is young blood versus old power. The kid here, he's thirsty for power starts moving in on old territory, the older guys, they respect his game but they can't loose face, not in front of the other gangs, so they call meeting. The young guy, he thinks he's on top of the world, he doesn't even think it could be a trap, so he shows up. They weren't expecting him to actually how up, so naturally they assume that he laid a trap for them and that's when" investigation19 nature3
This post has potentially manipulated dice roll results.
"Well, I do not suppose we should be surprised that they have reinforced this area." Abigail whispers as she attempts to investigate the room for traps:
This post has potentially manipulated dice roll results.
Abigail takes her thieves tools, seeing the few traps that were pointed out. She lifts the rocks carefully, a tiny bit of flint connected to a wick and something she can't quite see. She shifts a bit, the tool sliding a bit too far. The quick scrape against a loose piece of flint causes a spark. Whatever is further down there igniting in her face.
(Abigail takes 5 fire damage)
A bit of a cough as the sound of a explosion echos down the hallway. The quick burst of fire lighting up the room.
The two dead Hn'ti are heavily devoured. One is young, not yet an adult and the other wasn't too much older. Despite Diadochi's assertion, he's fairly certain that they were killed by the bug who was then dragging them back, deeper in. It just happened to set off one of these traps; the few cuts from a spear being exploded open and causing it's bug guts to fly all over.
This post has potentially manipulated dice roll results.
A clawed hand shooting up in reflex to cover her eyes from the explosion Yaalin mutters "Well so much for a surprise."
She shoulders her way forward through the group her war hammer out, ignoring the bodies she looks for the way forward here eyes glazing over into a swirling void of stars GuidancePerception17 + 3
"Can we move now and get this done before they all descend on us to figure out what that noise was?"
She will then move forward down the tunnel/toward any exit she sees
Yaalin presses on, soon followed by the others. To some surprise, nothing seems to happen. No sudden ambushes. No hearing or seeing a singal of the Hn'ti. Just the familiar sound of water...
You arrive in the familiar sight of (area 3). You know that to the West, (heading to area 2), is eventually a way up. North (towards 7), you will have to scale the waterfall, and then whatever else is beyond. Over towards the East (route to 1), is a drop and the odd sounds of moving water. Different than the others. But after about 60 feet of vision, it just turns into inky darkness.
Over towards the West, there does appear to be more of those bugs than before. It's possible that the drowning plant was keeping their population contained or used as a food source, and now they're off hunting for new feeding grounds.
Yaalin stops for a moment and seems to shudder and a small tingling sensation similar to an itch or dry eye creeps across the others before settling down. Looking across the party there seems to be a dark glow pulsing softly behind everyone's eyes now. ((Everyone benefits from Eyes of Night for 10 min))
"Well where is the way out? We aren't here to explore as much as I would like to in other situations."
((Eyes of Night)) Your eyes are blessed, allowing you to see through the deepest gloom. You have dark vision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light.
Abigail points west ((toward area 2)), "That is the path we used previously... whether that is the path we should take this time through is another question entirely. Certainly, retracing our steps would be the fastest and easiest method for getting back to the leader's tent; however, it the Hn'ti were able to figure out where we came from before, that is also the most likely route to have extra traps, patrols, or eyes on it. Based on our previous times in the ruins, there are other ways in and out of this area, but where they will lead us - I am not certain."
Diadochi stares at 2, "Better with the devil you know and all. Ideally once we get to the upper level, we might be able to find a way to the street level that's closer to the chief's domicile."
“I feel those bugs come from the area off to the side of the path we previously took. I’d rather not have to deal with them. I bet if we climb up this area with the waterfall we will find another way through here and catch them unaware.” Sim points toward 7 as his vote.
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After discussion, talking, and plenty of grumbling... the group heads off. Before heading out, Alul shifts back to his mountain lion body. Following the group.
You all head out. Trying your best to stay to the shadows and head towards the reed farms. While you firmly believe there are probably people in there, it's also the best way to break some of the line of sight for those up on the carved out top.
(All, give Stealth Check, DC 15. Lafetha / Yaalin, if you want to use any spells, post it first before the rolls please. Guidance won't help due to these being over time)
(Anyone being a lookout, also give a Perception, max 2 people. No advantage from assisting.)
(Anyone looking for trails and patterns through the reeds, give a Survival, max 2. No advantage from assisting)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
survival 19
Perception: 6
Perception 18
Lafetha also casts pass without trace on the group ((for those that want it)) ((add +10 to your stealth))
stealth 14+10
stealth 9+10
Go Go Diadochi stealth 23 (Pass with out trace bonus included)
Stealth 23
Survival 9
Alul Stealth: 18
Cora Stealth: 24
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Abigail Stealth: 34
With the aid of Lafetha, the group makes their way through the reeds. Able to spot the few Hn'ti that seem to be acting as a lookout. Staying low and hiding in their own fields as they watch. The fires dangerously close to some of the crop; it seems they'd be willing to light some of the fields on fire to spot the possible intruders.
While you're not able to pick up any information on the patrols, Sim does recognize footsteps and movement. The Hn'ti have been active. Coming and going, some from the underground waterways and others seeming the usual collecting and heading about. You've seen them be nomadic on their hunts, so it doesn't appear as anything unusual. Except that they seem to have done more investigating underground.
Coming to the familiar door that Abigail broke into before, you see it reinforced with rope and ties. Despite Hn'ti hunters being nearby, you're still all able to cut through and once again begin to enter. Diadochi first picks up some unfamiliar scents. But it's Lafetha's quick hand that moves and grabs those leading the group to cause them to stop. Some of the rocks on the floor have been moved and replaced. The hallway leading into where you came before, now trapped.
Further ahead, just out of sight, a few dead Hn'ti. One of the bodies rather young. Near them, the carapace of a dog-sized bug; its innards squeezed out of a wound all over the floor.
What do you do?
(Can roll Investigate on the traps / room. Nature on the bug. To disable said traps, thieves tools prof + Dex.)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Sim waits until Abigail is done with tinkering on the traps and then will investigation 13 the area. If Abigail sets off traps Sim will see what he can see from a distance.
Meanwhile I will look at the bug
nature 4
After Abigail disarms the trap He'll start to break down the crime scene ((if Abigail doesn't disarm the trap then I guess he takes the trap right in his dumb face)) "Right off the bat, this is a drug thing. That bug is a drug mule, Drug Bugs is what they'll called on the streets. We defiantly see here this is young blood versus old power. The kid here, he's thirsty for power starts moving in on old territory, the older guys, they respect his game but they can't loose face, not in front of the other gangs, so they call meeting. The young guy, he thinks he's on top of the world, he doesn't even think it could be a trap, so he shows up. They weren't expecting him to actually how up, so naturally they assume that he laid a trap for them and that's when" investigation 19 nature 3
"Well, I do not suppose we should be surprised that they have reinforced this area." Abigail whispers as she attempts to investigate the room for traps:
Investigation: 10
If she finds some, or someone points some out...
Thieves' Tools: 23
Abigail takes her thieves tools, seeing the few traps that were pointed out. She lifts the rocks carefully, a tiny bit of flint connected to a wick and something she can't quite see. She shifts a bit, the tool sliding a bit too far. The quick scrape against a loose piece of flint causes a spark. Whatever is further down there igniting in her face.
(Abigail takes 5 fire damage)
A bit of a cough as the sound of a explosion echos down the hallway. The quick burst of fire lighting up the room.
The two dead Hn'ti are heavily devoured. One is young, not yet an adult and the other wasn't too much older. Despite Diadochi's assertion, he's fairly certain that they were killed by the bug who was then dragging them back, deeper in. It just happened to set off one of these traps; the few cuts from a spear being exploded open and causing it's bug guts to fly all over.
Nature 5 (and less)
THATS A BIG BUG
.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
A clawed hand shooting up in reflex to cover her eyes from the explosion Yaalin mutters "Well so much for a surprise."
She shoulders her way forward through the group her war hammer out, ignoring the bodies she looks for the way forward here eyes glazing over into a swirling void of stars Guidance Perception 17 + 3
"Can we move now and get this done before they all descend on us to figure out what that noise was?"
She will then move forward down the tunnel/toward any exit she sees
Yaalin presses on, soon followed by the others. To some surprise, nothing seems to happen. No sudden ambushes. No hearing or seeing a singal of the Hn'ti. Just the familiar sound of water...
You arrive in the familiar sight of (area 3). You know that to the West, (heading to area 2), is eventually a way up. North (towards 7), you will have to scale the waterfall, and then whatever else is beyond. Over towards the East (route to 1), is a drop and the odd sounds of moving water. Different than the others. But after about 60 feet of vision, it just turns into inky darkness.
Over towards the West, there does appear to be more of those bugs than before. It's possible that the drowning plant was keeping their population contained or used as a food source, and now they're off hunting for new feeding grounds.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Yaalin stops for a moment and seems to shudder and a small tingling sensation similar to an itch or dry eye creeps across the others before settling down. Looking across the party there seems to be a dark glow pulsing softly behind everyone's eyes now. ((Everyone benefits from Eyes of Night for 10 min))
"Well where is the way out? We aren't here to explore as much as I would like to in other situations."
((Eyes of Night)) Your eyes are blessed, allowing you to see through the deepest gloom. You have dark vision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light.
Abigail points west ((toward area 2)), "That is the path we used previously... whether that is the path we should take this time through is another question entirely. Certainly, retracing our steps would be the fastest and easiest method for getting back to the leader's tent; however, it the Hn'ti were able to figure out where we came from before, that is also the most likely route to have extra traps, patrols, or eyes on it. Based on our previous times in the ruins, there are other ways in and out of this area, but where they will lead us - I am not certain."
Diadochi stares at 2, "Better with the devil you know and all. Ideally once we get to the upper level, we might be able to find a way to the street level that's closer to the chief's domicile."
“I feel those bugs come from the area off to the side of the path we previously took. I’d rather not have to deal with them. I bet if we climb up this area with the waterfall we will find another way through here and catch them unaware.” Sim points toward 7 as his vote.