This post has potentially manipulated dice roll results.
Quillary's rolls:
Stealth (w/+10): 30 Perception: 9 Initiative: 6
As the party was told the prisoners were likely being held or questioned by Sundeth at the top of the tower, Quillary's intent is to try to sneak up the stairs under cover of her spell. She does not want to engage an ogre and a wyvern (and possibly Sundeth from above) if at all possible. She will, however, take a moment to try to discern what is going on in the other part of the room that she can't see (so, yes, going a little further in).
OOC > Well, thank the gods for +16 on that Stealth roll!
What are the 3 blind-as-a-bat characters doing? Drusk can see you, if you want to mime any sort of requests.
(You can make OOC comments about what you have in mind, and I can give you feedback, if you were hoping for more information.
Or if you want to stand around and wait for something to happen, I suppose that is an option too.)
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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)
Quillary can see, too. Whoever is holding her (or was) might still be attached to her? Unless it was Drusk (who can see) and/or Jorin (who has his weapons out now). So, the "drow" elf is probably free now.
(Yeah, but you said you were headed along the stairs and looking over the side. Not keeping an eye on the three blind mice.)
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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)
This post has potentially manipulated dice roll results.
Hildigrim will place one hand on (1=Jorin, 2=Drusk, 3=Pascal: 3) and following along behind them while the other swings around in front of him to keep from banging his nose into something. He's also using him as a meat shield, "hiding" as best he can while not being able to see anything.
(Okay, I'm not sure what to do next. Drawback to doing both DM and player stuff. Will need to consult with Mingofaust.)
For Quillary only:
The half-ogre, currently sharpening various tools, could turn around at any second. Maybe he will notice the fresher air from the doorway, or the faint dim light spilling in...
If the group is going to wait for something to happen, at some point this half-ogre is going to start investigating, starting with waking the sleeping wyvern. Do you believe the party is okay with this? I figured people might want to take advantage of the enemy not being aware/awake, but that opportunity is going to disappear if no one acts on it. The group is stealthy, but maybe the die-roller will roll high for Perception if Sundeth starts looking around for real. And wyverns use sense of smell, which is not masked by Silence or Pass Without Trace.
In other words, which of the following do you think the party wants to do?
Investigate this area, although only Drusk and Quillary can see
Try to get the entire party up the stairs to the next floor. But that will depend if the trapdoor is locked, or squeaky/noisy, or if anyone falls off the stairs in the dark.
Try to get a surprise attack on Sundeth and his pet
Something else
You can consult with the other players OOC, but don't give them any information their characters wouldn't have noticed.
Drusk is ready to close the door, but that will cut off the effect of Silence. If the party had something in mind, he would wait to see when to close the door.
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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)
Quillary will take in the room (since she can see) and look back at Drusk, making a head motion to the stairs. Then she will move as quietly as possible but without much delay to and up the stairs, dragging her train with her.
For the DM:
Well, Quillary is a bit bull-headed, and she already thinks she knows the plan, which is to go upstairs. She knows the wyvern is The Wyvern in question. I think she has no idea Sundeth is not upstairs with the drow prisoners, so she expects a fight upstairs, and is hoping to get the trapdoor shut in time to prevent the wyvern and the ogre from intervening, right away at least.
So, she's going to drag her train up the stairs as quietly as she can without stopping to look around. She has not considered that the trapdoor might be locked. That will be... a problem.
In the interest of planning a possible future tack, are these stairs wide enough for, say a bull? :)
As for consulting the other players OOC, where's the fun in that?
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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.
OOC > This is a good point. If the door is still open (I believe it is) then is there not right spilling in? From a torch or something? (I know we're underground so there is no sun.)
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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.
The door is still open. Drusk was ready to close it, but was looking around to see what the group is doing first. If the group was doing something noisy and wanted it muffled, the door stays open until that is over. (When the door is closed, the spell will stay outside.)
However, from Quillary's gesture, Drusk notices that the dim light from the outside, while not enough to illuminate inside the tower, is enough to silhouette the 5 members of the party. Drusk closes the door.
You are now aware of what the spell silence was doing, now that it no longer affects your area. It is still quieting sounds from outside the door (and vice versa), but you can just hear heavily muffled (through a stone floor) whimpers of pain from somewhere above. The stone walls also block most of the water noises from waves crashing around the island.
(I should also mention something from post 4121 that Hildi noticed when he first looked into the tower: "The air inside smells like a horse's stable (straw and dung), except with something reptilian instead of equine.")
For the 3 blind mice:
You hear two different sounds to your southwest. (Not quite the same direction, so from different sources.)
One is the breathing of a large animal, something much larger than a horse. The breathing is deep, slow, and steady.
Two is the scraping of metal on stone. Since Jorin does a lot of weapon sharpening around the party, you recognize the sound.
Quillary is leading the group towards the northwest. You almost stumble when your foot hits the first stair of the staircase. She is heading up the stairs. (You are moving around in darkness, so whatever is making noises to the southwest probably use darkvision.)
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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)
This post has potentially manipulated dice roll results.
Some DM rolls:
Sundeth perception: 17
Wyvern perception: 21
The heavy breathing/snoring and the tool sharpening continue without change, as the party ascends the somewhat steep stairs. After 25' feet (vertically) / 20' (horizontally), Quillary halts the convoy. Very softly (only heard because of your proximity), you hear her mutter "Damn heavy door".
For Quillary only:
That northern area of the room (next to the stairs) has room for another wyvern stall, but the lack of straw and dung suggests that it has not been used for that purpose. OOC: If everyone in the party had a higher level, there would be a 2nd wyvern.
Sundeth the half-ogre and his pet are continuing their activities, oblivious to the party.
You've made it to a heavy trap door, which leads to the next room up.
You could have Quillary push it open, which would require a STR (athletics) check, unless you had another skill in mind. The check is to make sure you open it quietly, instead of accidentally slamming it open.
You could have Jorin push it open. With his strength, it wouldn't be a problem, but you would have to swap places in the dark... so I'd make him do a Perception check to avoid going over the side of the stairs or banging his head.
Drusk is at the end of the line, so I don't think it makes sense for him to open the trap door.
She can whisper softly if she wanted to talk with Jorin.
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)
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Quillary's rolls:
Stealth (w/+10): 30
Perception: 9
Initiative: 6
As the party was told the prisoners were likely being held or questioned by Sundeth at the top of the tower, Quillary's intent is to try to sneak up the stairs under cover of her spell. She does not want to engage an ogre and a wyvern (and possibly Sundeth from above) if at all possible. She will, however, take a moment to try to discern what is going on in the other part of the room that she can't see (so, yes, going a little further in).
OOC > Well, thank the gods for +16 on that Stealth roll!
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Pascal will channel his inner crocodile... alligator!
Stealth: 33
Perception: 4
Initiative: 21
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
Stealth (including +10): 26
Perception: 17
Initiative: 19
EDIT: Thank goodness for halfling luck!
Jorin's Rolls
Also, since Jorin doesn't have darkvision, he can't see shit captain. He will draw both his weapons and hold them in a defensive posture.
OOC > Once again we are led into the fray by the fleeting shadow that is the giant red dinosaur! :)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
What are the 3 blind-as-a-bat characters doing? Drusk can see you, if you want to mime any sort of requests.
(You can make OOC comments about what you have in mind, and I can give you feedback, if you were hoping for more information.
Or if you want to stand around and wait for something to happen, I suppose that is an option too.)
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)
Quillary can see, too. Whoever is holding her (or was) might still be attached to her? Unless it was Drusk (who can see) and/or Jorin (who has his weapons out now). So, the "drow" elf is probably free now.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(Yeah, but you said you were headed along the stairs and looking over the side. Not keeping an eye on the three blind mice.)
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 > This is true, and also in character. So be it!
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Hildigrim will place one hand on (1=Jorin, 2=Drusk, 3=Pascal: 3) and following along behind them while the other swings around in front of him to keep from banging his nose into something. He's also using him as a meat shield, "hiding" as best he can while not being able to see anything.
Jorin was probably the one holding Quillary, so I think he'll keep a hand on her and be lead where she goes.
OOC > We are a little train, then! Hildi hanging on to Jorin hanging on to Quillary.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(Okay, I'm not sure what to do next. Drawback to doing both DM and player stuff. Will need to consult with Mingofaust.)
For Quillary only:
The half-ogre, currently sharpening various tools, could turn around at any second. Maybe he will notice the fresher air from the doorway, or the faint dim light spilling in...
If the group is going to wait for something to happen, at some point this half-ogre is going to start investigating, starting with waking the sleeping wyvern. Do you believe the party is okay with this? I figured people might want to take advantage of the enemy not being aware/awake, but that opportunity is going to disappear if no one acts on it. The group is stealthy, but maybe the die-roller will roll high for Perception if Sundeth starts looking around for real. And wyverns use sense of smell, which is not masked by Silence or Pass Without Trace.
In other words, which of the following do you think the party wants to do?
You can consult with the other players OOC, but don't give them any information their characters wouldn't have noticed.
Drusk is ready to close the door, but that will cut off the effect of Silence. If the party had something in mind, he would wait to see when to close the door.
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)
Quillary will take in the room (since she can see) and look back at Drusk, making a head motion to the stairs. Then she will move as quietly as possible but without much delay to and up the stairs, dragging her train with her.
For the DM:
Well, Quillary is a bit bull-headed, and she already thinks she knows the plan, which is to go upstairs. She knows the wyvern is The Wyvern in question. I think she has no idea Sundeth is not upstairs with the drow prisoners, so she expects a fight upstairs, and is hoping to get the trapdoor shut in time to prevent the wyvern and the ogre from intervening, right away at least.
So, she's going to drag her train up the stairs as quietly as she can without stopping to look around. She has not considered that the trapdoor might be locked. That will be... a problem.
In the interest of planning a possible future tack, are these stairs wide enough for, say a bull? :)
As for consulting the other players OOC, where's the fun in that?
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
OOC: Did we close the door? Can we hear?
OOC > This is a good point. If the door is still open (I believe it is) then is there not right spilling in? From a torch or something? (I know we're underground so there is no sun.)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
The door is still open. Drusk was ready to close it, but was looking around to see what the group is doing first. If the group was doing something noisy and wanted it muffled, the door stays open until that is over. (When the door is closed, the spell will stay outside.)
However, from Quillary's gesture, Drusk notices that the dim light from the outside, while not enough to illuminate inside the tower, is enough to silhouette the 5 members of the party. Drusk closes the door.
You are now aware of what the spell silence was doing, now that it no longer affects your area. It is still quieting sounds from outside the door (and vice versa), but you can just hear heavily muffled (through a stone floor) whimpers of pain from somewhere above. The stone walls also block most of the water noises from waves crashing around the island.
(I should also mention something from post 4121 that Hildi noticed when he first looked into the tower: "The air inside smells like a horse's stable (straw and dung), except with something reptilian instead of equine.")
For the 3 blind mice:
You hear two different sounds to your southwest. (Not quite the same direction, so from different sources.)
Quillary is leading the group towards the northwest. You almost stumble when your foot hits the first stair of the staircase. She is heading up the stairs. (You are moving around in darkness, so whatever is making noises to the southwest probably use darkvision.)
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)
Hildi is glad they are moving away from the smelly larger-than-a-horse reptile.
Jorin's blacksmithing curiosity almost gets the better of him, but he's able to stay quiet and follow Quillary.
Some DM rolls:
Sundeth perception: 17
Wyvern perception: 21
The heavy breathing/snoring and the tool sharpening continue without change, as the party ascends the somewhat steep stairs. After 25' feet (vertically) / 20' (horizontally), Quillary halts the convoy. Very softly (only heard because of your proximity), you hear her mutter "Damn heavy door".
For Quillary only:
That northern area of the room (next to the stairs) has room for another wyvern stall, but the lack of straw and dung suggests that it has not been used for that purpose. OOC: If everyone in the party had a higher level, there would be a 2nd wyvern.
Sundeth the half-ogre and his pet are continuing their activities, oblivious to the party.
You've made it to a heavy trap door, which leads to the next room up.
Drusk is at the end of the line, so I don't think it makes sense for him to open the trap door.
She can whisper softly if she wanted to talk with Jorin.
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)