"Don't speak loud my little friend" adds Artos whispering again to Orryn "Follow me, the door is in the kitchen, you can't miss it, just in case we were forced to split"
Artos will wait another opportunity and just as they heard the begging boy, he nods at Orryn and slides away towards the kitchen.
DM: Artos opened the sturdy door, in theory, in the previous post, what he saw?
At the call of the person outside, Warren grips the cup tighter, seeming to almost crush it. His other hand was also on the bartop, clenched so hard, it seemed that he would make his palms bleed through the glove. This is not okay, this has never been okay. Warren visibly tenses up, shaking as if to fight something. He knew the consequences of the action he was willing to perform. He knew of the ire it would draw and the potential cost of the rash decision. It seems to take all of his self control to not bolt out into the storm.
"S-so... What brings you here?"
He asks Tamara, obviously trying to change the subject, and staring into the bartop with curious intensity.
This post has potentially manipulated dice roll results.
Orryn:
Orryn concentrates upon the boy, attempts to pry into his thoughts. He feels resistance on the other end, the boy's natural defense system kicking in against the magic.
The boy makes a Wisdom saving throw! 1d20 - 2 = 1
After a couple of long seconds however, the medallion's glow ceases, and the necklace becomes inert. It seems the boy has fought off the effect as well. Either that, or the necklace is broken.
He then attempts to slip into the back unnoticed.
Orryn makes a Dexterity (Stealth) check! 1d20 + 6 = 10
Artos and Orryn:
Artos saw that the sturdy cabinet on the support column had a lock on it, making him unable to pull it open.
The fire gensai remains hidden, tucked away behind the bar. However, Abigail notices Orryn as he attempts to slip away, and turns her attention to him. "Excuse me?" she asks Orryn, then tilts her head. "I-is there something I can get you?"
Tamara - hearing the splash and wail of a young boy... she bites her lip and rises up. Making her way over towards the door quickly with quick steps, looking over the door to see if she could possibly lockpick it or if she'd need to pry it open with a crowbar, inspecting the handiwork to keep the inn sealed up.
"If you do not give me a good reason not to break open this door, Abigail - I am going to. Call it selfish if you wish - or you can live with the fact that people die out there with you sitting down having crumpets and tea."
Tamara sees that the door is easily unlockable from this side, with the latches and deadbolts exposed. It appears she can simply turn all of them from this side to open it up. However, it does appear that it would take some time, from the sheer amount of locks and redundancies on it.
Barred Windows and Doors. The doors and windows are locked, but are unlockable without a key. It requires an [Tooltip Not Found] action to unlock a window or the main door. You can then use your interaction to pull the door open.
The windows, although can be unlocked, are barred from the outside.
Abigail widens her eyes as Tamara approaches the door, then takes a few steps toward her. She stops a great distance away however, the fear in her eyes keeping her from approaching any closer. "D-don't open the door!" she cries out. "H-he should've known to get inside when he felt the chill. I-it's not my fault he's stuck out there now!"
She turns toward the kitchen, opens her mouth as if she was about to cry out. She then closes it again, then frowns and looks around. Abigail spies Orryn out of the corner of her eye, but it appears she's now occupied with something else than to worry about the gnome.
"Good to know where you stand on the spectrum with people suffering."
She unlocks the door from this side but does not open it. Instead - she holds her action to close and push the door closed as soon as someone heads inside of the room, not wanting too many to get inside, or if it is a hostile, she dodes not want to let more inside than they all can handle. After all... all of this could be a ploy by him to slow her down.
Artos notices the Orryn's clumsy attempt to slip away and tries to help him distracting Abigail with more duty work. He summons an invisible hand and guide it towards Tawara&Warren's mugs and glasses to pull them into the ground and smash them with a big and loudly CRASH.
Then winks at the gnome and nods to towards the kitchen
This post has potentially manipulated dice roll results.
Artos:
Abigail spins around as the mugs and glasses fall over, with some of them impacting the ground with a loud CRASH. "Oh no! Oh dear, oh dear oh dear oh dear," she cries out, then quickly drops to her knees to pick them up.
It seems his distraction works quite well.
Abigail has disadvantage on Wisdom (Perception) checks, as she is distracted by cleaning up the mugs and glasses.
Inspiration: Quick Thinking When you make an ability check to deceive, distract, or hide from a creature, you can expend this inspiration to gain advantage on the roll. You can choose to spend your inspiration after you roll the die, but before the outcome is determined. On a success, you can use your reaction to allow an ally that you can see to reroll an ability check to deceive, distract, or hide from a creature.
Tamara:
Tamara easily undos the locks, unlatching and setting all of them free before seizing hold of the handle. She can still hear the pattering rain outside, the rumble of lightning and thunder from above. The sound of small, pattering footsteps echo down the street, recognizable to be the boy slowly shambling toward the door.
It becomes clear that he heard the sounds of the door, from the cry of his voice. "Oh yes! Oh gods yes, please! Please open the door, kind sirs! It's so dark out here, and sc-" His voice is cut short, and the air is filled only with the sounds of rain.
There's then a loud scream.
All Players:
Initiative Has Been Rolled!
Phew, finally! It's been a long game, but here's our first combat. We will be using a variant of Side Initiativeand Zones, both of which you can find on the front page of the OOC page.
If you have any questions, please post in the OOC Thread instead of making a post here with just a spoiler in it. I gave you guys a couple extra days to give plenty of time to adjust to this system of playing. I definitely want your input on this, whether if it's too complicated or you have ideas on how to improve it.
Thanks!
Since Tamara opens the door to begin combat, she will be the one rolling.
Tamara makes an Initiative check! 1d20 + 3 = 10
The monsters make an Initiative check! 1d20 + 2 = 8
The party hears the sounds of more footsteps, fast ones. Almost too fast. The light pitter-patter of feet fills the outside, and through the window, four-legged dark shapes of tuff and fur can be seen. They seem to be gathering behind a house, with one four-legged creature partially concealed behind a dark building. It appears to be wrestling with something behind it.
Those with darkvision looking through the window can make out at least three shapes.
Zones
Alleys | Kitchen — Basement | Common — Street
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The map can be expanded if players venture further.
Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages. Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in. Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it.
Kitchen Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly. Sturdy Back Door. The door can be unlocked and opened as an interaction. Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street NPCs:Boy (Prone) Monsters: Wolf1, Wolf2, Wolf3
Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement Unknown
>>> NEW PLAYER TURN: ROUND 1 <<< Deadline: 7/9/17 @ 4:30 AM PST
This post has potentially manipulated dice roll results.
Seeing the door open, and hearing the boy's screams, Orryn approaches the door. He draws his bow, and steps cautiously outside, keeping his back foot flush with the exterior wall of the building. Using his darkvision he focuses his eyes on the 3 figures, as he draws his bow-string back ready to let the arrow fly if the figures look hostile.
Orryn rolls a perception check with disadvantage to look at the figures:
1d20+2 with disadvantage: 12
Should he discern that the figures are hostile, he will adjust position accordingly and fire an arrow:
1d20+4: 15
If it connects:
1d6+2 Piercing: 4(in the event that they either don't see me, or are within 5 feet of attacking the boy:1Sneak damage. I don't know if this is the case, but I thought I should throw it in just in case.)
The goblin hears the scream and feels a familiar swelling in his chest. He hadn't been travelling on his own long, but when he feels his blood begin the spark, he knows better than to mistrust his instincts. He reaches into his bag and draws out a battered looking longsword. The sword itself is probably a few inches long for the small goblin, but he gives it a little swish in the air regardless. The normally bright red eyes have taken on an electric hue, blue and alive with power as Komoi embraces his nature. His ashen green skin ripples, muscles coiling and tensing. His bare chest visibly grows gleaming blue scales much like the ones on his costume. The difference, is these are real scales.
Komoi moves towards the door with his sword in hand, his free hand holding onto his oversize pack. As he passes the window, he peers out to see the three shapes. With a tangible perceived enemy, the goblin claps a hand on his chest with a low growl. His sword begins to hum like a tuning fork, super charged with thunderous magic.
I feel like I'm buffing for a raid geez. Okay so here's the breakdown: 1) Object Interaction to draw my sword. 2) Action to use *Dragon's Durability 3) Bonus Action to cast Thunderous Smite
Without his shield, Komoi's Current AC: 17
*Dragon's Durability: As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a scaly appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.
It takes a moment to see the dark figures, but from the snarling and growling over the pattering rain, it does indeed sound as if they're hostile. When he releases the arrow and fires upon the creatures, it finds purchase in the side of one's neck, killing it instantly. The furry body drops to the ground with a wet splash, then remains still. Blood begins to ooze onto the street, drizzling through the puddles and the mud like paint on a brown canvas.
There is no need to roll Wisdom (Perception), as the wolves come out of hiding when they attack. In addition, making a Wisdom (Perception) check requires a Search action. You can post your passive Perception next time.
The attack connects on Wolf1. The Boy is indeed within 5 feet, and your Sneak Attack damage applies. Orryn kills it instantly. He then remains in the Common Room of the tavern.
Good post by the way! I'd clean up all that excess space at the end of your spoilers, but that's otherwise perfect!
Komoi:
Komoi's chest hardens with scales and his blade hums and vibrates with magical energy in his hand. It feels ready to deliver a single, powerful strike.
Komoi draws his sword, uses Dragon's Durability, and castsThunderous Smite. He is now concentrating upon a spell. Heremains in the Common Room of the tavern.
Same for you Eylesis, nice post! nojkitwasterrible
All Players:
Zones
Alleys | Kitchen — Basement | Common — Street
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The map can be expanded if players venture further.
Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages. Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in. Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it.
Kitchen Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly. Sturdy Back Door. The door can be unlocked and opened as an interaction. Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street NPCs:Boy (Prone) Monsters:Wolf1 (Dead), Wolf2, Wolf3
Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement Unknown
>>> CONTINUE PLAYER TURN: ROUND 1 <<< Deadline: 7/9/17 @ 4:30 AM PST
This post has potentially manipulated dice roll results.
Warren swiftly turns to see where the scream came from, and tries to witness what was before him. However, due to the nature of the situation he could not get a clear view.
Perception Roll made at disadvantage: 4
Warren then activates his Divine Sense, trying to see if he can discern the creatures to be fiends or undead.
He then moves as much as he can toward the door, hand ready to draw his sword should something... "Unnatural" approach him.
"What's going on?" Funny. That one phrase has been flying through his mind since he got here, and only now does he say it out loud.
Initiative, should it be necesaary... Oh who am I kidding?: 3 (from previous roll)
With the scream ringing out - Tamara takes out her sleek and dull grey blade with a swift whisk - standing by the door and nodding to the others as her free hand takes down her goggles to cover her eyes. The same hand then firmly grasps the handle of the door and opens it up, gazing out towards the scene infront of her with keen and hard eyes. Human she may be and darknes her friend in most circumstances, in this scenario it was anything if a friend.
With her eyes trained hard, left hand holding a rapier and the right one open and free- fingers twitching and readying for something: she awaits for the enemies to arrive.
"Where are you, mongrels!? Get over here" She calls out and whistles toward the night. Maybe a bit fool hardy for someone so frail, but in the end she had no choice. It was the boys or hers, and the people inside looked to be far more adept at handling foes than this child.
1) Object Interaction- Pull out rapier.
2) Action to Open the door.
3) If possible to taunt them, she'd try to do so by just shouting out and whistling for them. (Persuasion) 22
Warren scans around, attempting to figure out what was around him. He's met with the same cold, dark chill, running down his spine and making his flesh well up with goosebumps. Something wasn't right here.
You have been PMed the results of your ability. There is no need to make a Wisdom (Perception) check. You can post your passive Perception in the future, but you likely know that already. :P
And yes, initiative is not necessary, as we are using side initiative.
Warren remains in the Common Room of the inn.
Tamara:
Tamara produces her rapier and pulls open the door. She sees the rain pouring outside, with curtains of rain still running through the mountain town. About 30 feet out, behind a building, she can see two dark, furry creatures circling closer toward a rundown building. She hears something else over there, something struggling and crying out, but she can't get a glimpse of it from here.
She also sees a furry, four-legged creature lying next to the building, an arrow in its throat and blood trickling underneath it.
Tamara hears no response to her calls.
Tamara pulls out her rapier and uses an [Tooltip Not Found] action to open up the door, since she is interacting with two items. There is no response to her Charisma (Persuasion) check, despite how good it was.
She remains in the Common Room of the inn.
All Players:
Zones
Alleys | Kitchen — Basement | Common — Street | Buildings — Town Square
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The Street leads to the Town Square, which leads to the Buildings east. The map can be expanded if players venture further.
Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages. Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in. Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it.
Kitchen Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly. Sturdy Back Door. The door can be unlocked and opened as an interaction. Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street NPCs:Boy (Prone) Monsters:Wolf1 (Dead), Wolf2, Wolf3
Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement / Town Square / Buildings Unknown
>>> CONTINUE PLAYER TURN: ROUND 1 <<< Deadline: 7/9/17 @ 4:30 AM PST
Hunted peasants on the street, black wolves turmoil the city, in which kind of place we are sitting?
The fire genasi moves towards the opened door hold by Tamara with a resolute pace while recalling arcane energy. "Excuse me ma'am" he says just edging from the door and release a blast of green energy that sprout from his left hand, bubbles during its projection and hit two wolves outside in a sprout of acid.
He looks a second to turns to Abigail and shut out "SO NOW, WHAT WE SHOULD EXPECT FROM THIS DIRTY PLACE"
Artos use his action to cast acid splash to the wolves.
He then use a free action to question Abigail without using any ability
"I... I..." Abigail stammers back to Artos as the blast of green energy shoots outward, hurling toward the two wolves outside! She doesn't have an answer for him.
Artos casts acid splash. Wolf2 and Wolf3 must succeed on a DC 14 Dexterity saving throw or take 1d6 (3) acid damage.
Wolf2 makes a Dexterity saving throw! 1d20 + 2 = 3
Wolf3 makes a Dexterity saving throw! 1d20 + 2 = 18
One of the wolves sees the blast ahead of time, dips far to the left to avoid it. The other however, too occupied at staring at the boy, stands still, and is caught right in the face by the acid! A sharp howl of pain rings out through the night as smoke rises from its fur.
The howl is answered by more howls in the darkness.
All Players:
Zones
Alleys | Kitchen — Basement | Common — Street | Buildings — Town Square
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The Street leads to the Town Square, which leads to the Buildings east. The map can be expanded if players venture further.
Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages. Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in. Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it.
Kitchen Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly. Sturdy Back Door. The door can be unlocked and opened as an interaction. Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street NPCs:Boy (Prone) Monsters:Wolf1 (Dead), Wolf2, Wolf3 (Injured)
Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement / Town Square / Buildings Unknown
>>> CONTINUE PLAYER TURN: ROUND 1 <<< Deadline: 7/9/17 @ 4:30 AM PST
This post has potentially manipulated dice roll results.
"...I suppose I shall get no rest tonight. Perhaps it is time to investigate the houses then," Lucette whispers to herself as she steps into a position where she can see the wolves, a dignified and irritated air about her as she ensures the others are closer targets for the creatures. Her grip tightens around the serpentine staff at her side, its eyes glowing a malignant red as she whispers a quiet incantation and reaches out with her left hand, a dark red beam streaked with black and laced with the sulfuric smell of the Hells shooting forth toward one of the beasts.
The beam of red and black light shoots into the darkness, strikes one of the wolves right in the chest! The wolf yipes and and staggers backwards, blood seeping from the new burning wound in the side of it's torso. It's legs tremble, barely keeping itself upright from the massive blow.
Lucette hits Wolf2 and deals 3 force damage. It is now injured.
All Players:
Zones
Alleys | Kitchen — Basement | Common — Street | Buildings — Town Square
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The Street leads to the Town Square, which leads to the Buildings east. The map can be expanded if players venture further.
Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages. Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in. Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it.
Kitchen Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly. Sturdy Back Door. The door can be unlocked and opened as an interaction. Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street NPCs:Boy (Prone) Monsters:Wolf1 (Dead), Wolf2 (Injured), Wolf3 (Injured)
Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement / Town Square / Buildings Unknown
This post has potentially manipulated dice roll results.
NPCs' Turn:
The boy picks himself up from the dirt and runs for his life toward the open door. Despite being knocked down, he just barely makes it inside, pushing past everyone gathered at the front. "Help me, help me! They're trying to eat me!" he wails out as he hides in a booth.
The Boy stands up with half his movement speed. He then takes the Dash action to run into the Common Room. He then takes the Hide action as a bonus action using Nimble Escape.
Nimble Escape. The boy can take the Disengage or Hide action as a bonus action on each of its turns.
The Boy makes a Dexterity (Stealth) check! 1d20 + 3 = 21
Abigail frowns and runs away from the adventurers, into the kitchen. They lose sight of her as she turns around the corner, but they still hear her and know her position. A soft, metallic click then comes from the kitchen.
Abigail runs into the Kitchen. She then takes the [Tooltip Not Found] action.
All Players:
Zones
Alleys | Kitchen — Basement | Common — Street | Buildings — Town Square
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The Street leads to the Town Square, which leads to the Buildings east. The map can be expanded if players venture further.
Common Room Players: Warren, Lucette, Artos, Orryn, Tamara, Komoi NPCs: Boy (Hidden [12])
Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages. Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in. Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it.
Kitchen NPCs:Abigail (Not Seen)
Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly. Sturdy Back Door. The door can be unlocked and opened as an interaction. Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street Monsters:Wolf1 (Dead), Wolf2 (Injured), Wolf3 (Injured)
Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement / Town Square / Buildings Unknown
"Don't speak loud my little friend" adds Artos whispering again to Orryn "Follow me, the door is in the kitchen, you can't miss it, just in case we were forced to split"
Artos will wait another opportunity and just as they heard the begging boy, he nods at Orryn and slides away towards the kitchen.
DM: Artos opened the sturdy door, in theory, in the previous post, what he saw?
At the call of the person outside, Warren grips the cup tighter, seeming to almost crush it. His other hand was also on the bartop, clenched so hard, it seemed that he would make his palms bleed through the glove. This is not okay, this has never been okay. Warren visibly tenses up, shaking as if to fight something. He knew the consequences of the action he was willing to perform. He knew of the ire it would draw and the potential cost of the rash decision. It seems to take all of his self control to not bolt out into the storm.
"S-so... What brings you here?"
He asks Tamara, obviously trying to change the subject, and staring into the bartop with curious intensity.
Orryn:
Orryn concentrates upon the boy, attempts to pry into his thoughts. He feels resistance on the other end, the boy's natural defense system kicking in against the magic.
1d20 - 2 = 1
After a couple of long seconds however, the medallion's glow ceases, and the necklace becomes inert. It seems the boy has fought off the effect as well. Either that, or the necklace is broken.
He then attempts to slip into the back unnoticed.
1d20 + 6 = 10
Artos and Orryn:
Artos saw that the sturdy cabinet on the support column had a lock on it, making him unable to pull it open.
The fire gensai remains hidden, tucked away behind the bar. However, Abigail notices Orryn as he attempts to slip away, and turns her attention to him. "Excuse me?" she asks Orryn, then tilts her head. "I-is there something I can get you?"
Tamara - hearing the splash and wail of a young boy... she bites her lip and rises up. Making her way over towards the door quickly with quick steps, looking over the door to see if she could possibly lockpick it or if she'd need to pry it open with a crowbar, inspecting the handiwork to keep the inn sealed up.
"If you do not give me a good reason not to break open this door, Abigail - I am going to. Call it selfish if you wish - or you can live with the fact that people die out there with you sitting down having crumpets and tea."
Tamara:
Tamara sees that the door is easily unlockable from this side, with the latches and deadbolts exposed. It appears she can simply turn all of them from this side to open it up. However, it does appear that it would take some time, from the sheer amount of locks and redundancies on it.
The windows, although can be unlocked, are barred from the outside.
Abigail widens her eyes as Tamara approaches the door, then takes a few steps toward her. She stops a great distance away however, the fear in her eyes keeping her from approaching any closer. "D-don't open the door!" she cries out. "H-he should've known to get inside when he felt the chill. I-it's not my fault he's stuck out there now!"
She turns toward the kitchen, opens her mouth as if she was about to cry out. She then closes it again, then frowns and looks around. Abigail spies Orryn out of the corner of her eye, but it appears she's now occupied with something else than to worry about the gnome.
"Good to know where you stand on the spectrum with people suffering."
She unlocks the door from this side but does not open it. Instead - she holds her action to close and push the door closed as soon as someone heads inside of the room, not wanting too many to get inside, or if it is a hostile, she dodes not want to let more inside than they all can handle. After all... all of this could be a ploy by him to slow her down.
Artos notices the Orryn's clumsy attempt to slip away and tries to help him distracting Abigail with more duty work. He summons an invisible hand and guide it towards Tawara&Warren's mugs and glasses to pull them into the ground and smash them with a big and loudly CRASH.
Then winks at the gnome and nods to towards the kitchen
Artos cast Mage Hand to distract Abigail
Artos:
Abigail spins around as the mugs and glasses fall over, with some of them impacting the ground with a loud CRASH. "Oh no! Oh dear, oh dear oh dear oh dear," she cries out, then quickly drops to her knees to pick them up.
It seems his distraction works quite well.
[7/6/17] Ivanchina (Artos): +1 Inspiration: Quick Thinking
Inspiration: Quick Thinking
When you make an ability check to deceive, distract, or hide from a creature, you can expend this inspiration to gain advantage on the roll. You can choose to spend your inspiration after you roll the die, but before the outcome is determined. On a success, you can use your reaction to allow an ally that you can see to reroll an ability check to deceive, distract, or hide from a creature.
Tamara:
Tamara easily undos the locks, unlatching and setting all of them free before seizing hold of the handle. She can still hear the pattering rain outside, the rumble of lightning and thunder from above. The sound of small, pattering footsteps echo down the street, recognizable to be the boy slowly shambling toward the door.
It becomes clear that he heard the sounds of the door, from the cry of his voice. "Oh yes! Oh gods yes, please! Please open the door, kind sirs! It's so dark out here, and sc-" His voice is cut short, and the air is filled only with the sounds of rain.
There's then a loud scream.
All Players:
Initiative Has Been Rolled!
Phew, finally! It's been a long game, but here's our first combat. We will be using a variant of Side Initiative and Zones, both of which you can find on the front page of the OOC page.
If you have any questions, please post in the OOC Thread instead of making a post here with just a spoiler in it. I gave you guys a couple extra days to give plenty of time to adjust to this system of playing. I definitely want your input on this, whether if it's too complicated or you have ideas on how to improve it.
Thanks!
Since Tamara opens the door to begin combat, she will be the one rolling.
Tamara makes an Initiative check!
1d20 + 3 = 10
The monsters make an Initiative check!
1d20 + 2 = 8
Monsters' Turn:
The party hears the sounds of more footsteps, fast ones. Almost too fast. The light pitter-patter of feet fills the outside, and through the window, four-legged dark shapes of tuff and fur can be seen. They seem to be gathering behind a house, with one four-legged creature partially concealed behind a dark building. It appears to be wrestling with something behind it.
Those with darkvision looking through the window can make out at least three shapes.
Zones
Alleys
|
Kitchen — Basement
|
Common — Street
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The map can be expanded if players venture further.
Common Room
Players: Warren, Lucette, Artos, Orryn, Tamara, Komoi
NPCs: Abigail
Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages.
Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in.
Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it.
Kitchen
Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Sturdy Back Door. The door can be unlocked and opened as an interaction.
Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street
NPCs: Boy (Prone)
Monsters: Wolf1, Wolf2, Wolf3
Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement
Unknown
>>> NEW PLAYER TURN: ROUND 1 <<<
Deadline: 7/9/17 @ 4:30 AM PST
Seeing the door open, and hearing the boy's screams, Orryn approaches the door. He draws his bow, and steps cautiously outside, keeping his back foot flush with the exterior wall of the building. Using his darkvision he focuses his eyes on the 3 figures, as he draws his bow-string back ready to let the arrow fly if the figures look hostile.
Orryn rolls a perception check with disadvantage to look at the figures:
1d20+2 with disadvantage: 12
Should he discern that the figures are hostile, he will adjust position accordingly and fire an arrow:
1d20+4: 15
If it connects:
1d6+2 Piercing: 4 (in the event that they either don't see me, or are within 5 feet of attacking the boy: 1 Sneak damage. I don't know if this is the case, but I thought I should throw it in just in case.)
**hopefully I did that right. haha.
||PbP: Tarvyn's World... DM||
The goblin hears the scream and feels a familiar swelling in his chest. He hadn't been travelling on his own long, but when he feels his blood begin the spark, he knows better than to mistrust his instincts. He reaches into his bag and draws out a battered looking longsword. The sword itself is probably a few inches long for the small goblin, but he gives it a little swish in the air regardless. The normally bright red eyes have taken on an electric hue, blue and alive with power as Komoi embraces his nature. His ashen green skin ripples, muscles coiling and tensing. His bare chest visibly grows gleaming blue scales much like the ones on his costume. The difference, is these are real scales.
Komoi moves towards the door with his sword in hand, his free hand holding onto his oversize pack. As he passes the window, he peers out to see the three shapes. With a tangible perceived enemy, the goblin claps a hand on his chest with a low growl. His sword begins to hum like a tuning fork, super charged with thunderous magic.
I feel like I'm buffing for a raid geez. Okay so here's the breakdown:
1) Object Interaction to draw my sword.
2) Action to use *Dragon's Durability
3) Bonus Action to cast Thunderous Smite
Without his shield, Komoi's Current AC: 17
*Dragon's Durability: As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a scaly appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.
Orryn:
It takes a moment to see the dark figures, but from the snarling and growling over the pattering rain, it does indeed sound as if they're hostile. When he releases the arrow and fires upon the creatures, it finds purchase in the side of one's neck, killing it instantly. The furry body drops to the ground with a wet splash, then remains still. Blood begins to ooze onto the street, drizzling through the puddles and the mud like paint on a brown canvas.
The attack connects on Wolf1. The Boy is indeed within 5 feet, and your Sneak Attack damage applies. Orryn kills it instantly. He then remains in the Common Room of the tavern.
Good post by the way! I'd clean up all that excess space at the end of your spoilers, but that's otherwise perfect!
Komoi:
Komoi's chest hardens with scales and his blade hums and vibrates with magical energy in his hand. It feels ready to deliver a single, powerful strike.
Same for you Eylesis, nice post!
nojkitwasterribleAll Players:
Zones
Alleys
|
Kitchen — Basement
|
Common — Street
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The map can be expanded if players venture further.
Common Room
Players: Warren, Lucette, Artos, Orryn, Tamara, Komoi
NPCs: Abigail
Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages.
Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in.
Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it.
Kitchen
Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Sturdy Back Door. The door can be unlocked and opened as an interaction.
Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street
NPCs: Boy (Prone)
Monsters:
Wolf1(Dead), Wolf2, Wolf3Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement
Unknown
>>> CONTINUE PLAYER TURN: ROUND 1 <<<
Deadline: 7/9/17 @ 4:30 AM PST
Warren swiftly turns to see where the scream came from, and tries to witness what was before him. However, due to the nature of the situation he could not get a clear view.
Perception Roll made at disadvantage: 4
Warren then activates his Divine Sense, trying to see if he can discern the creatures to be fiends or undead.
He then moves as much as he can toward the door, hand ready to draw his sword should something... "Unnatural" approach him.
"What's going on?" Funny. That one phrase has been flying through his mind since he got here, and only now does he say it out loud.
Initiative, should it be necesaary... Oh who am I kidding?: 3 (from previous roll)
With the scream ringing out - Tamara takes out her sleek and dull grey blade with a swift whisk - standing by the door and nodding to the others as her free hand takes down her goggles to cover her eyes. The same hand then firmly grasps the handle of the door and opens it up, gazing out towards the scene infront of her with keen and hard eyes. Human she may be and darknes her friend in most circumstances, in this scenario it was anything if a friend.
With her eyes trained hard, left hand holding a rapier and the right one open and free- fingers twitching and readying for something: she awaits for the enemies to arrive.
"Where are you, mongrels!? Get over here" She calls out and whistles toward the night. Maybe a bit fool hardy for someone so frail, but in the end she had no choice. It was the boys or hers, and the people inside looked to be far more adept at handling foes than this child.
1) Object Interaction- Pull out rapier.
2) Action to Open the door.
3) If possible to taunt them, she'd try to do so by just shouting out and whistling for them. (Persuasion) 22
Warren:
Warren scans around, attempting to figure out what was around him. He's met with the same cold, dark chill, running down his spine and making his flesh well up with goosebumps. Something wasn't right here.
And yes, initiative is not necessary, as we are using side initiative.
Warren remains in the Common Room of the inn.
Tamara:
Tamara produces her rapier and pulls open the door. She sees the rain pouring outside, with curtains of rain still running through the mountain town. About 30 feet out, behind a building, she can see two dark, furry creatures circling closer toward a rundown building. She hears something else over there, something struggling and crying out, but she can't get a glimpse of it from here.
She also sees a furry, four-legged creature lying next to the building, an arrow in its throat and blood trickling underneath it.
Tamara hears no response to her calls.
She remains in the Common Room of the inn.
All Players:
Zones
Alleys
|
Kitchen — Basement
|
Common — Street
|
Buildings — Town Square
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The Street leads to the Town Square, which leads to the Buildings east. The map can be expanded if players venture further.
Common Room
Players: Warren, Lucette, Artos, Orryn, Tamara, Komoi
NPCs: Abigail
Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages.
Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in.
Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it.
Kitchen
Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Sturdy Back Door. The door can be unlocked and opened as an interaction.
Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street
NPCs: Boy (Prone)
Monsters:
Wolf1(Dead), Wolf2, Wolf3Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement / Town Square / Buildings
Unknown
>>> CONTINUE PLAYER TURN: ROUND 1 <<<
Deadline: 7/9/17 @ 4:30 AM PST
Hunted peasants on the street, black wolves turmoil the city, in which kind of place we are sitting?
The fire genasi moves towards the opened door hold by Tamara with a resolute pace while recalling arcane energy. "Excuse me ma'am" he says just edging from the door and release a blast of green energy that sprout from his left hand, bubbles during its projection and hit two wolves outside in a sprout of acid.
He looks a second to turns to Abigail and shut out "SO NOW, WHAT WE SHOULD EXPECT FROM THIS DIRTY PLACE"
Artos use his action to cast acid splash to the wolves.
He then use a free action to question Abigail without using any ability
Artos:
"I... I..." Abigail stammers back to Artos as the blast of green energy shoots outward, hurling toward the two wolves outside! She doesn't have an answer for him.
Wolf2 makes a Dexterity saving throw!
1d20 + 2 = 3
Wolf3 makes a Dexterity saving throw!
1d20 + 2 = 18
One of the wolves sees the blast ahead of time, dips far to the left to avoid it. The other however, too occupied at staring at the boy, stands still, and is caught right in the face by the acid! A sharp howl of pain rings out through the night as smoke rises from its fur.
The howl is answered by more howls in the darkness.
All Players:
Zones
Alleys
|
Kitchen — Basement
|
Common — Street
|
Buildings — Town Square
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The Street leads to the Town Square, which leads to the Buildings east. The map can be expanded if players venture further.
Common Room
Players: Warren, Lucette, Artos, Orryn, Tamara, Komoi
NPCs: Abigail
Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages.
Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in.
Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it.
Kitchen
Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Sturdy Back Door. The door can be unlocked and opened as an interaction.
Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street
NPCs: Boy (Prone)
Monsters:
Wolf1(Dead), Wolf2, Wolf3 (Injured)Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement / Town Square / Buildings
Unknown
>>> CONTINUE PLAYER TURN: ROUND 1 <<<
Deadline: 7/9/17 @ 4:30 AM PST
"...I suppose I shall get no rest tonight. Perhaps it is time to investigate the houses then," Lucette whispers to herself as she steps into a position where she can see the wolves, a dignified and irritated air about her as she ensures the others are closer targets for the creatures. Her grip tightens around the serpentine staff at her side, its eyes glowing a malignant red as she whispers a quiet incantation and reaches out with her left hand, a dark red beam streaked with black and laced with the sulfuric smell of the Hells shooting forth toward one of the beasts.
Casting my Eldritch Blast cantrip at wolf 2.
Attack Roll: 21
Damage Roll: 8 force damage.
Lucette:
The beam of red and black light shoots into the darkness, strikes one of the wolves right in the chest! The wolf yipes and and staggers backwards, blood seeping from the new burning wound in the side of it's torso. It's legs tremble, barely keeping itself upright from the massive blow.
All Players:
Zones
Alleys
|
Kitchen — Basement
|
Common — Street
|
Buildings — Town Square
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The Street leads to the Town Square, which leads to the Buildings east. The map can be expanded if players venture further.
Common Room
Players: Warren, Lucette, Artos, Orryn, Tamara, Komoi
NPCs: Abigail
Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages.
Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in.
Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it.
Kitchen
Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Sturdy Back Door. The door can be unlocked and opened as an interaction.
Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street
NPCs: Boy (Prone)
Monsters:
Wolf1(Dead), Wolf2 (Injured), Wolf3 (Injured)Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement / Town Square / Buildings
Unknown
>>> END PLAYER TURN: ROUND 1 <<<
NPCs' Turn:
The boy picks himself up from the dirt and runs for his life toward the open door. Despite being knocked down, he just barely makes it inside, pushing past everyone gathered at the front. "Help me, help me! They're trying to eat me!" he wails out as he hides in a booth.
Nimble Escape. The boy can take the Disengage or Hide action as a bonus action on each of its turns.
The Boy makes a Dexterity (Stealth) check!
1d20 + 3 = 21
Abigail frowns and runs away from the adventurers, into the kitchen. They lose sight of her as she turns around the corner, but they still hear her and know her position. A soft, metallic click then comes from the kitchen.
All Players:
Zones
Alleys
|
Kitchen — Basement
|
Common — Street
|
Buildings — Town Square
The party is currently standing in the Common Room of the inn. To the north is the Kitchen, which then descends down to the Basement. The Kitchen has a locked backdoor that proceeds out to the Alleys. To the east is the Street where the boy is. The Street leads to the Town Square, which leads to the Buildings east. The map can be expanded if players venture further.
Common Room
Players: Warren, Lucette, Artos, Orryn, Tamara, Komoi
NPCs: Boy (Hidden [12])
Stocked Bar. The bar is currently stocked full of rather flammable, alcoholic beverages.
Fortified. The tavern is locked up tight, making it incredibly difficult for a creature to break in.
Roaring Fireplace. There is a fireplace to the far west crackling warmth and life in the inn. It deals 2d4 fire damage to any creature who enters the area or ends its turn in it.
Kitchen
NPCs: Abigail (Not Seen)
Wooden Box. This wooden box has AC 15 and 10 HP. It can be opened quietly with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Sturdy Back Door. The door can be unlocked and opened as an interaction.
Locked Basement Door. The door can be unlocked with a DC 10 Dexterity (Thieves' tools) check quietly, or a DC 15 Strength check loudly.
Street
Monsters:
Wolf1(Dead), Wolf2 (Injured), Wolf3 (Injured)Slippery Streets. The dirt trails are exceptionally muddy and slippery. A creature shoved or moved against their will while standing on it must make a DC 10 Dexterity saving throw or drop prone. If a creature's saving throw is successful, the creature is immune to this effect until the start of their next turn.
Heavy Precipitation. Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Light of the Town. The path of the town is bathed in dim light. Behind the houses, in alleyways and the light forest surrounding the mountain town is complete darkness. You can make your way in the dark areas, but you are essentially blinded if you do not have a light source active and do not have darkvision. You can attempt to light a light source if you cannot see.
Alleys / Basement / Town Square / Buildings
Unknown
>>> END NPC TURN: ROUND 1 <<<