The group goes to the south about 30 feet where another passage heads off to the east, or you can continue heading south. From the eastern passage you can hear the sounds of metal on metal and guttural voices - like weapons training, perhaps. To the south, you see a soft glow and can hear wild chanting.
Pausing with the others at the junction point, Wakka turned to the others and said, "One or two of us should probably sneak down each path and see what's up there. Especially for the path with the chanting. That's almost never good in these situations..."
This post has potentially manipulated dice roll results.
(Sorry guys, finally got to a computer. Don't forget you all have Pass without a trace +10 bonus to stealth checks for an hour.)
Perkas gives a nod to Wakka as she comes up with the group hearing the noises. As Geren heads off in a direction (which way he go?) she shurgs and says quietly "I'll follow him, you guys give a signal eh if your end goes rear over head." She lets Geren take the lead which way he's headed and trails about 10' behind him eyes peeled and stealth mode on like she's in the trees, but she's not she's in a cave. Her body shudders at the thought of getting trapped here.
Manfred, Wakka and Tallow, who cannot see in the caves, stay in the circle of light from Manfred's Dancing Lights with Ronkur.
Genren and Perkas head down the southern passage, sneaking in the dark. They go about 15 feet before they see the passage opens into 30' x 25' cavern. At the eastern edge of the cavern, a glowing clam made of coral stands atop a 10-foot-high cliff, filling this chamber with bright green light. At the center of the chamber a 10-foot-deep pool is filled with seawater, three sahaugin, and a swarm of...something. Standing next to the glowing clam is a sahaugin priestess!
Genren gestures to Perkas to keep eyes on the enemies as he rushes back to the group to relay the information. “Eyes on a few enemies. Can get the jump if you’re careful….” He leads them back towards the potential foes.
This post has potentially manipulated dice roll results.
(If you're moving in the dark and can't see, I think you would have disadvantage on stealth rolls. Hate to roll a ridiculously high check!! Unless you're just dimming the dancing lights instead of extinguishing them? We'll go with that - and the glowing clam will light the last turn so you can see in the cavern. The rest of the group roll stealth. Everybody roll initiative and tell me what you intend to do the first round - which may be a surprise round unless somebody flubs their roll ;-D
Nodding silently in acknowledgement, Wakka followed behind Manfred towards the larger cavern and the source of the noise. Quickly taking stock of the situation, Wakka took a deep breath before charging in, sprinting towards the nearest warrior on the ground while simultaneously attempting to pull the priestess off the cliff and away from the glow clam!
Attack: Hit 22/ Damage 14 Slashing
Extra Attack: Hit 11/ Damage 11 Slashing
Bonus Action: Telekinetic Shove on the Priestess. DC15 STR Save or she's pulled 5ft towards the edge (and hopefully off the cliff and into the water!)
This post has potentially manipulated dice roll results.
Ronkur will hang near the back, moving quietly isn't his thing and he'd hate to make things worse. Waiting until the last possible moment, he'll blast the priestess with firebolts while moving to get into the frontline as soon as possible
Stealth 22 Initiatitve 18
First Attack: 12 Damage: 16 Second Attack Attack: 24 Damage: 9 Bonus: Telekentic Shove DC 17 Str or back 5 ft Move: As far forward as possible, attempting to get into front of anyone squishier Reaction: Holding a Melee attack if anyone tries to move through/past him
(In case I didn't make it clear before, the sahaugin blademasters are in the pool with the swarming fish. Melee attacks means you have to jump in with them. Oh, and they're not standing on anything...so it's kinda deep. =)
This post has potentially manipulated dice roll results.
Tallow stealth 12
Tallow Initiative 14
Tallow will use his staff on thunder and to cast Lightning Strike at the group in the water.
You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Genren stealthily moves back to the opening of the cavern and sends a well-aimed arrow in between the plate armor of one of the floating sahaugin blademasters!
Wakka also moves quietly to the cavern and ... (letting you rewrite the action based on the water hazard, but you can keep the rolls - just let me know how the attack/damage modifiers change =)
Whoops! I mistakenly assumed that the creatures were close enough to the edge of the water to be in melee range.
Adjusted post:
Nodding silently in acknowledgement, Wakka followed behind Manfred towards the larger cavern and the source of the noise. Quickly taking stock of the situation, Wakka took a deep breath before charging in, sprinting towards the nearest warrior on the ground while simultaneously attempting to pullthe priestess off the cliff and away from the glow clam throw both the prieatess and the giant clam from the top of the cliff!
Action: Telekinetic Movement to drop (and try and break) the glowing clam! The ability lets me move one object, large or smaller up to 30ft. If possible, I'd like to lift the clam into the air as high as possible and the drop it
Bonus Action: Telekinetic Shove on the Priestess. DC15 STR Save or she's pulled 5ft towards the edge (and hopefully off the cliff and into the water!)
Movement: Still charging towards the water and the Warriors!
'You've got a good shot on the priestess, Perkas?' asks Manfred, seeking to inspire her (Bonus Action: 1d8 bardic inspiration for Perkas)
He then turns his attention to the priestess. 'Dark side of nature...' he mutters, before pointing towards her and humming a gently haunting melody, before two blasts of iridescent force shoot out towards her (a blend of rich forest green and the blue/purple light of early evening twilight)...
(Eldritch Blast! Attack 1: 10 to hit, 4 force damage; Attack 2: 25 to hit, 3 force damage)
Genren stealthily moves back to the opening of the cavern and sends a well-aimed arrow in between the plate armor of one of the floating sahaugin blademasters!
Wakka also moves quietly to the cavern and tries to telekinetically lift the glowing clam, but the large coral clam shell is firmly affixed to the ground. He also attemtps to pull the sahaugin priestess over the edge with his mind. (DC15 Str: 9)
Manfred launches two blasts of eldritch energy at the priestess, hitting her once.
The blademasters are caught by surprise!
Tallow casts Lightning Strike at the group in the water! (Since they're all in a saltwater pool, AND wearing metal armor, they all have to save at disadvantage. Oh, and the swarm of sharks has a chance to get deep-fried too! Looking at 36 lightning damage on a failed save, 1/2 if they succeed!)
Sahaugin blademaster 1: 15
Sahaugin blademaster 2: 15
Sahaugin blademaster 3: 19
Swarm: 18
(And if the Priestess fails her save vs. Wakka's mental powers, here's her save...) 6
Ronkur follows behind, checking for traps and listening intently for anything he can learn about what they may be walking towards.
Perception 8
The group goes to the south about 30 feet where another passage heads off to the east, or you can continue heading south. From the eastern passage you can hear the sounds of metal on metal and guttural voices - like weapons training, perhaps. To the south, you see a soft glow and can hear wild chanting.
Love God. Love Others. Any Questions?
Pausing with the others at the junction point, Wakka turned to the others and said, "One or two of us should probably sneak down each path and see what's up there. Especially for the path with the chanting. That's almost never good in these situations..."
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
“I’ll go… listen for a sharp whistle if shit hits the fan hehe.”
stealth: [roll]1d20+13[/roll]
perception: 14
So that I don’t get a weird error I’m rolling stealth here: 15
(Sorry guys, finally got to a computer. Don't forget you all have Pass without a trace +10 bonus to stealth checks for an hour.)
Perkas gives a nod to Wakka as she comes up with the group hearing the noises. As Geren heads off in a direction (which way he go?) she shurgs and says quietly "I'll follow him, you guys give a signal eh if your end goes rear over head." She lets Geren take the lead which way he's headed and trails about 10' behind him eyes peeled and stealth mode on like she's in the trees, but she's not she's in a cave. Her body shudders at the thought of getting trapped here.
Stealth: 31
Perception: 11
Perkas Brightmoon | Rhanloi's Romp Through the Sword Coast
Ciradyl | Lost In Time
Manfred, Wakka and Tallow, who cannot see in the caves, stay in the circle of light from Manfred's Dancing Lights with Ronkur.
Genren and Perkas head down the southern passage, sneaking in the dark. They go about 15 feet before they see the passage opens into 30' x 25' cavern. At the eastern edge of the cavern, a glowing clam made of coral stands atop a 10-foot-high cliff, filling this chamber with bright green light. At the center of the chamber a 10-foot-deep pool is filled with seawater, three sahaugin, and a swarm of...something. Standing next to the glowing clam is a sahaugin priestess!
Love God. Love Others. Any Questions?
"What do you see down there?" Wakka whispered loudly down the hall towards Genren and Perkas.
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
Genren gestures to Perkas to keep eyes on the enemies as he rushes back to the group to relay the information. “Eyes on a few enemies. Can get the jump if you’re careful….” He leads them back towards the potential foes.
Manfred sneaks along back with Genren leading the way, letting the Dancing Lights fade so as not to alert the Sahugin to their presence...
(Stealth: 34)
(If you're moving in the dark and can't see, I think you would have disadvantage on stealth rolls. Hate to roll a ridiculously high check!! Unless you're just dimming the dancing lights instead of extinguishing them? We'll go with that - and the glowing clam will light the last turn so you can see in the cavern. The rest of the group roll stealth. Everybody roll initiative and tell me what you intend to do the first round - which may be a surprise round unless somebody flubs their roll ;-D
DM rolls:
Priestess init: 15
Blademasters init: 12
Love God. Love Others. Any Questions?
Nodding silently in acknowledgement, Wakka followed behind Manfred towards the larger cavern and the source of the noise. Quickly taking stock of the situation, Wakka took a deep breath before charging in, sprinting towards the nearest warrior on the ground while simultaneously attempting to pull the priestess off the cliff and away from the glow clam!
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
Ronkur will hang near the back, moving quietly isn't his thing and he'd hate to make things worse. Waiting until the last possible moment, he'll blast the priestess with firebolts while moving to get into the frontline as soon as possible
Stealth 22
Initiatitve 18
First Attack: 12 Damage: 16
Second Attack Attack: 24 Damage: 9
Bonus: Telekentic Shove DC 17 Str or back 5 ft
Move: As far forward as possible, attempting to get into front of anyone squishier
Reaction: Holding a Melee attack if anyone tries to move through/past him
(Do I need to roll stealth again?) Just in case: 27
Inititative: 23
Attack, with advantage if we get the jump: Attack: 26 Damage: 11
Elven accuracy: 20
Sneak attack: 16
Movement: I'll be towards the back on the walls
(In case I didn't make it clear before, the sahaugin blademasters are in the pool with the swarming fish. Melee attacks means you have to jump in with them. Oh, and they're not standing on anything...so it's kinda deep. =)
Love God. Love Others. Any Questions?
Tallow stealth 12
Tallow Initiative 14
Tallow will use his staff on thunder and to cast Lightning Strike at the group in the water.
You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Init order: Genren(23); Wakka(22); Sahaugin(10); Tallow(8); Priestess(6); Ronkur(1); Perkas(?); Manfred(?)
Love God. Love Others. Any Questions?
Whoops! I mistakenly assumed that the creatures were close enough to the edge of the water to be in melee range.
Adjusted post:
Nodding silently in acknowledgement, Wakka followed behind Manfred towards the larger cavern and the source of the noise. Quickly taking stock of the situation, Wakka took a deep breath before charging in, sprinting towards the nearest warrior on the ground while simultaneously attempting to
pullthe priestess off the cliff and away from the glow clamthrow both the prieatess and the giant clam from the top of the cliff!Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
(Initiative: 20)
'You've got a good shot on the priestess, Perkas?' asks Manfred, seeking to inspire her (Bonus Action: 1d8 bardic inspiration for Perkas)
He then turns his attention to the priestess. 'Dark side of nature...' he mutters, before pointing towards her and humming a gently haunting melody, before two blasts of iridescent force shoot out towards her (a blend of rich forest green and the blue/purple light of early evening twilight)...
(Eldritch Blast! Attack 1: 10 to hit, 4 force damage; Attack 2: 25 to hit, 3 force damage)
Init order: Genren(23); Wakka(22); Manfred(20); Sahaugin(10); Tallow(8); Priestess(6); Ronkur(1); Perkas(?)
Round 1(con't): Genren(-0); Wakka(-0); Manfred(-0); Sahaugin(-61 / -34 / -34); Swarm(-17); Tallow(-0); Priestess(-34); Ronkur(-0); Perkas(-0)
Love God. Love Others. Any Questions?