(As long as the enemies target Jorin's light first, Drusk is content to stay way in back.)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
OOC: Hildi's ready to move up front, looking for any signs of danger. Was there a shop along the way (even with a slight detour) to pick up some arrows? Perhaps some special ones?
As you made your way back to Candle Lane, Hildi bade you wait a moment, and went to speak to a guy walking along carrying a trapped bundle of sticks, it looks like. They spoke for a while, and then he came back and you proceeded. (Working out now if he came back with any magical arrows...)
Then you arrive at Candle Lane, buildings tall and close together, street in shadow, warehouse, stinky hole in the ground...
Drusk casts Light on Jorin's axe, as usual, and you climb down into the sewers one at a time. Immediately, you catch sight of a yellow symbol drawn on the wall with chalk, it looks like a yellow sun, a circle with rays of light coming off of it. Casting about, walking a few hundred feet one way, you find another at an intersection, and follow the path it is on. As you go, you see another at each place you might have to make a decision.
While he tries to hold it high, the sewer tunnels are narrow and cramped, and so the light axe throws weird shadows behind, making the progress a little haphazard. Hildi gamely goes first, searching carefully for anything out of the ordinary, followed by Jorin, then Ilena, Pascal, with Drusk bringing up the rear, relying on his dark vision to glance backwards at intervals.
The sewer is at times not bad, but usually a foot deep in muck and filth. You climb and descend at times, sometimes steeply, and the floor under the sewage can be slippery at times.
After trudging along for the better part of an hour, you smell bad, you're in a mood, and the yellow sun marks have not seemed to lead you anywhere. You're pretty thoroughly lost, with all the twist and turns. Finally, you round a corner, and Jorin's axe winks out, plunging the party into darkness. The tunnel here is just five feet wide, so it will be a squeeze for Drusk to get up to Jorin, especially past Pascal's bulk.
Drusk, peering ahead, sees... (PM incoming!)
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ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
"By the eight, this place is horrible." Jorin mutters as he scrunches his nose, "I do not mind being knee deep in the blood and bone of my enemy, but their sh--" his words of complaint are cut short as his axe light winks out. "Sorcery" he hisses the word and spits into the flowing refuse at his feet.
Drusk asks in a whisper for everyone to hold up. He walks around, and positions everyone (especially the ones without darkvision) in a huddle, arms on shoulders and head facing in, so the group can converse quietly.
"The Light went out, but darkvision is not impaired, so it is not a magical darkness. But if it is an anti-magic field (??), that isn't much better.
"The sewer continues, but thirty feet ahead, there is a ladder up, like the one we took coming down. There is something small moving or hovering in the middle of the air, but I can't tell you any more from this distance." With no evidence besides general paranoia, Drusk wonders if this thing might be some sentry like the eyeball piñata that the group encountered recently underneath that country house. (Or it just might be a big flying insect, can't tell from here.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Jorin shifts his eyes in the direction Drusk mentions, of course he can't see anything and no one sees him do this, given the darkness, before whispering, "I could throw an axe at it, err, at it's general direction, I suppose."
"Forgive my ignorance... but if it's an anti-magic field, should we not just try a torch?" Ilena's voice is muffled behind the scarf she is holding in place over her nose. Her other hand is on the elbow of whoever is to her right, and Drusk notices that she looks really uncomfortable, as if she's doing her best not to touch anything at all, including the floor if she could help it.
"Wanted the group prepared, before we light a torch. Maybe that flying small thing is something innocent, but maybe not."
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
The group huddles in the muck and the dark, mostly by feel, and makes their plans. Then Hildigrim works with his tinderbox, again in the dark, but manages to strike flint and catch the pitch of a torch, turning to hold it aloft in the direction you had been travelling.
Sure enough, about thirty feet on, there is a ladder leading up to the surface, and floating in front of it is a tiny little eyeball, with gnashy teeth and four itty-bitty eye stalks on top. It hisses at you, and grunts, waving its eye stalks. It looks for all the world like a baby version of the Spectator most of you encountered earlier.
Hildigrim, for expediency, I will make a Strength check for you: 16
Good roll. Hildi feels a telekinetic tug on the torch in his hand, but hauls back on it, and maintains his grip!
Next: You may all declare a combat action, as per usual. If dark, everyone but Drusk is at Disadvantage to hit. If someone casts Light as their Action, or lights another torch, I'll take the first roll of any Disadvantaged attacks, speed factor-ish or Initiative rolls notwithstanding.
Declare Delay or as many of Action, Move, Bonus Action and/or Reaction as you want
Roll initiative (just in case)
Roll for your declared actions (to hit, damage, etc.)
As Hildi's hand strikes the flint, Jorin's hand draws his other battleaxe. The spark ignites the torch and Jorin's feet set with anticipation. The newborn firelight reflects back at the group in the many eyes of the monster. Jorin rushes through the gloom bringing a flurry of axe blows with him.
(How about that. Drusk's baseless speculation intuition was right!)
Move 30' to the festive piñata, and use the mace to see what kind of candy is inside.
Attack: 24 Damage: 4
Initiative: 2
Random d20:
5
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Ilena's eyes go wide as the spectator is illuminated. It looks like she's going to hold for a beat, but then she charges full steam at it and throws a jab and a cross before trying to edge around it to make room for her allies to surround it.
Sounds like a good plan for me!
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
Drusk perception roll: 15
(As long as the enemies target Jorin's light first, Drusk is content to stay way in back.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
OOC: Hildi's ready to move up front, looking for any signs of danger. Was there a shop along the way (even with a slight detour) to pick up some arrows? Perhaps some special ones?
OOC > Right, Hildi's request to purchase arrows... Hildi please roll Charisma (Persuasion).
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Here goes nothing: 8
As you made your way back to Candle Lane, Hildi bade you wait a moment, and went to speak to a guy walking along carrying a trapped bundle of sticks, it looks like. They spoke for a while, and then he came back and you proceeded. (Working out now if he came back with any magical arrows...)
Then you arrive at Candle Lane, buildings tall and close together, street in shadow, warehouse, stinky hole in the ground...
Drusk casts Light on Jorin's axe, as usual, and you climb down into the sewers one at a time. Immediately, you catch sight of a yellow symbol drawn on the wall with chalk, it looks like a yellow sun, a circle with rays of light coming off of it. Casting about, walking a few hundred feet one way, you find another at an intersection, and follow the path it is on. As you go, you see another at each place you might have to make a decision.
While he tries to hold it high, the sewer tunnels are narrow and cramped, and so the light axe throws weird shadows behind, making the progress a little haphazard. Hildi gamely goes first, searching carefully for anything out of the ordinary, followed by Jorin, then Ilena, Pascal, with Drusk bringing up the rear, relying on his dark vision to glance backwards at intervals.
The sewer is at times not bad, but usually a foot deep in muck and filth. You climb and descend at times, sometimes steeply, and the floor under the sewage can be slippery at times.
After trudging along for the better part of an hour, you smell bad, you're in a mood, and the yellow sun marks have not seemed to lead you anywhere. You're pretty thoroughly lost, with all the twist and turns. Finally, you round a corner, and Jorin's axe winks out, plunging the party into darkness. The tunnel here is just five feet wide, so it will be a squeeze for Drusk to get up to Jorin, especially past Pascal's bulk.
Drusk, peering ahead, sees... (PM incoming!)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
"By the eight, this place is horrible." Jorin mutters as he scrunches his nose, "I do not mind being knee deep in the blood and bone of my enemy, but their sh--" his words of complaint are cut short as his axe light winks out. "Sorcery" he hisses the word and spits into the flowing refuse at his feet.
Drusk asks in a whisper for everyone to hold up. He walks around, and positions everyone (especially the ones without darkvision) in a huddle, arms on shoulders and head facing in, so the group can converse quietly.
"The Light went out, but darkvision is not impaired, so it is not a magical darkness. But if it is an anti-magic field (??), that isn't much better.
"The sewer continues, but thirty feet ahead, there is a ladder up, like the one we took coming down. There is something small moving or hovering in the middle of the air, but I can't tell you any more from this distance." With no evidence besides general paranoia, Drusk wonders if this thing might be some sentry like the eyeball piñata that the group encountered recently underneath that country house. (Or it just might be a big flying insect, can't tell from here.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Jorin shifts his eyes in the direction Drusk mentions, of course he can't see anything and no one sees him do this, given the darkness, before whispering, "I could throw an axe at it, err, at it's general direction, I suppose."
"Forgive my ignorance... but if it's an anti-magic field, should we not just try a torch?" Ilena's voice is muffled behind the scarf she is holding in place over her nose. Her other hand is on the elbow of whoever is to her right, and Drusk notices that she looks really uncomfortable, as if she's doing her best not to touch anything at all, including the floor if she could help it.
~♡~
"Wanted the group prepared, before we light a torch. Maybe that flying small thing is something innocent, but maybe not."
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
It is worth noting, Pascal is holding his breath in fifteen minute intervals.
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
"I see, that makes sense." Ilena waits, trying to keep the gagging noises to a minimum.
~♡~
"You all prepare to defend yourselves," Hildigrim whispers back. "When you're ready, I will light a torch and prepare to dodge."
OOC: Indeed, when the others indicate they are ready, Hildigrim will light a torch and take the dodge action.
The group huddles in the muck and the dark, mostly by feel, and makes their plans. Then Hildigrim works with his tinderbox, again in the dark, but manages to strike flint and catch the pitch of a torch, turning to hold it aloft in the direction you had been travelling.
Sure enough, about thirty feet on, there is a ladder leading up to the surface, and floating in front of it is a tiny little eyeball, with gnashy teeth and four itty-bitty eye stalks on top. It hisses at you, and grunts, waving its eye stalks. It looks for all the world like a baby version of the Spectator most of you encountered earlier.
Hildigrim, for expediency, I will make a Strength check for you: 16
Good roll. Hildi feels a telekinetic tug on the torch in his hand, but hauls back on it, and maintains his grip!
Next: You may all declare a combat action, as per usual.
If dark, everyone but Drusk is at Disadvantage to hit. If someone casts Light as their Action, or lights another torch, I'll take the first roll of any Disadvantaged attacks, speed factor-ish or Initiative rolls notwithstanding.ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
As Hildi's hand strikes the flint, Jorin's hand draws his other battleaxe. The spark ignites the torch and Jorin's feet set with anticipation. The newborn firelight reflects back at the group in the many eyes of the monster. Jorin rushes through the gloom bringing a flurry of axe blows with him.
Put your spoiler here. 13
OOC > Yes, I should have said, please roll an extra d20, as this creature can require lots of saves. Thank you, Guiltysparc for adding that.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(How about that. Drusk's
baseless speculationintuition was right!)Move 30' to the festive piñata, and use the mace to see what kind of candy is inside.
Attack: 24 Damage: 4
Initiative: 2
Random d20:
5
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
"By Grimjaw's Even-hand, What in the..."
Ilena's eyes go wide as the spectator is illuminated. It looks like she's going to hold for a beat, but then she charges full steam at it and throws a jab and a cross before trying to edge around it to make room for her allies to surround it.
initiative : 11
action: attack : 19 damage : 4
bonus action: attack : 19 damage : 5
chaos : 13
~♡~
Pascal’s eyebrows raise as he breathes in to speak, “Well, now, that’s just unlikely...”
Initiative: 14
Thinking better than releasing fire into a gas-filled area, Pascal lets loose a bolt of frost energy!
Ray of Frost: Attack: 19 Damage: Unable to parse dice roll. cold damage and 10 foot slow.
Random:
17
Oof
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist