"It's halfway tempting to try and make some noise just from out here, 'nd hope for the best." Doozey comments, sounding somehow both nonchalant and morose. "But, oh do I not like the looks of this." Seeing the slope might cause some difficulties for those traversing it, Doozey breaks out the rope, and opts to tie it about the waste prior to passing it the other end to Utar. "'ere. I'm a 'afling of my word. Even if Mr. Graxx' already think'n of playing the part of wolf or rabbit, he won't be alone in it." He said.
A whimpering Biscuit nudges his face, prompting the halfling to pet him in turn. "O' don't ya start on me. Ya got an important job 'ere in keep'n any up top safe now. But, if I really end up in a fix, I know I can count on ya to bail me out." With all that done, Doozey begins the trek down. Once at the cave entrance, he breaks out the rapier.
(OCC: I'll say the rope lowers the DC by 2 and that Doozey uses up Utar's help).
Neya positions herself and her bow at a vantage point, ready to provide cover for her companions acting as lures. Biscuit stays behind along with the monk, but Doozey, Utar, and Graxx all opt to enter the cave. The halfling's rope come in handy, but not as much as Utar's steady hand. Once both ranger and cleric reach the bottom of the ravine, a leaping Graxx lands next to them and splashes water all over. Once again missing Elisande's introductory phrases, the three men enter the cave.
The five-foot-wide rough cave moves up and towards the center of the island for sixty feet, avoiding most of the water pooling at the bottom of the ravine (the floor is almost completely dry). The natural pathway then opens into a roughly thirty by forty foot wide cavernous room with what looks like an altar inside. In the center of a large room is a roughly rectangular block of stone, blotches of rust colored stains dripped from its center. Several darkened candles are melted to the stone and a collection of ritual objects are on the center of the block. The walls are painted in crude artwork depicting a five-headed sea serpent rising from the waves, feasting upon stick figures on the shore. Another stick figure standing on the water is pouring a sack of what could be coins into the waves. Something about the place raises the hairs on the back of your necks. There is a wrongness here.
Also inside, a group of about a dozen villagers cowers in a corner. Most are children but there are three older adults holding torches with them too. A forth adult villager can be found slain on the ground, a cultist standing victorious above her while holding a dripping blade. A second cultist threatens the children, while a third stands by the altar while holding a decrepit tome in his hands. They do not seem to have noticed you just yet as you squat down in the tunnel, just before it opens into the chamber.
-> Utar, Doozey and Graxx can choose to roll either a stealth or a deception check depending on whether they are hanging by the shadows or walking in pretending to be a cultist. If the latter, you can also roll a performance check instead. If you want to take a different approach, feel free o roll whichever skill you'd like.
-> Neya: It's been about 15 or so seconds since the other party members went in. Biscuit is a bit restless but there are no other signs of developments happening inside just yet.
Utar waits for Doozey to take up position, going that any commotion caused by the armour the halfling wears can be covered up. Touching his amulet, he casts guidance, his face briefly illuminated for a second, the rest of the light smothered by the dark robes.
Summoning up his best impression of Aleyd Burrall, he steps forward into the cave.
"WHERE IS THE SENTRY POSTED AT THE ENTRANCE? WE COULD HAVE BEEN ANYBODY AND YOU THREE WOULD BE TRAPPED!"
(OOC, hopefully that was loud enough to get some information to Neya...)
Moving forward, Utar surveys the cultists, hoping that a system of rank exists here and aims his directions towards the one he guesses is in charge.
"Well? Tell us what you've discovered, the fight with the villagers is not going as well as expected, we need to move quickly. You two,"
Pointing at the cultists nearest the hostages, then Keeling his thumb towards where he had just stood,
"Get up to the entrance and make sure the coast is clear, we might need to get clear of this island sharpish....MOVE!"
This post has potentially manipulated dice roll results.
The whole wrongness of the area left Doozey frozen for a moment or two. But curious and concerned though he may be, he smothered both given Utar one last good luck thumb's up prior to an attempt at finding a shadowed corner to observe. And if successful, a bolt stays trained on whichever cultist seemed closest to the prisoners, ready to accelerate right through something vital in the event things go south.
Biscuit cants his head to the side, not seeming to understand Neya's words. Yet, a moment or two later, he does start more actively sniffing and listening around for any signs of the nice little girl from the village. Brother Doozey did seem rather concerned about her before....
Neya can hear nothing but the noises of the wood. They sound like typical wind, animal, and other natural noises. Biscuit does not look like he picked up any specific scent either. No perceptible sound is coming from inside the cave, at least not yet.
IN THE CAVE
The three adventurers leave the tunnel and move into different directions through the main chamber. Doozey aims for a dark corner, Graxx goes for the altar, and Utar walks towards the hostages. Despite their best efforts, the weird feeling about this place's strangeness feels hard to overcome at first, especially now that they've entered the chamber proper.
A few extra seconds are all they need to shake off the feeling, though.
Graxx goes in first, and approaches the altar while standing only a few feet from the cultist holding a book. A quick glance to his right reveals this cultist is a human female, and that she took Graxx's silence as appropriate. She shoots a quick question or two: "I take it that you are done outside? Do we have control of the village?"
Before Graxx can answer, Utar arrives at his intended spot and channels the voice of a figure of authority. His loud voice resonates around the chamber, though he doubts the echo has reached outside. The two cultists overlooking the villagers, a male drow and a male human, turn and look at the disguised cleric, not daring to question his obvious leadership role. They begin to move towards the tunnel just as Doozey tries to mask the clanking of his armor in between Utar's words. The timing just isn't that perfect, and the cultist notice the un-cloaked halfling with some ease. While looking at Utar, one of them screams: "Sir, you were followed here!"
This post has potentially manipulated dice roll results.
Ready Action Fire: Light Crossbow - Attack: 17 Damage: 12 non-magical piercing on Cultist(DJ-19)/Closest to Utar.
Turn Start(Official):
Doozey doesn't hesitate for a second. The one right near Utar is forced to avoid a bolt for the thigh. Hopefully finding his mark, the stoutling scrambles to ready another shot while begining his retreat back down the tunnel. "Just you wait 'till I get my friends on the outside, you rotten dragon worshipping scoundrels!" He boldly admits. And then during the customary exchange of 'get him' or threats, he marks and fires off another shot for the one by Utar, 'narrowly' missing the half-orc this time around. With a final grin, he 'races' off down the passage shouting, "Catch me ya can, ya lizard lovin' idjits!"
Bonus Action: Slayer's Prey on Cultist DJ-19. Action: Light Crossbow - Attack: 22 Damage: 13 non-magical piercing on Cultist(DJ-19)/Closest to Utar.
Movement: To DM-9.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Doozey shoots a crossbow bolt, which hits the male human cultist's leg. Before the enemy can even react, the halfling shines his yellow eyes at him and fires a second bolt. This one hits the man on the neck, causing him to gargle to his death (Male Human Cultist takes 21 piercing damage and is DEFEATED).
Doozey then runs into the tunnel while teasing the remaining cultists.
The other human cultists gasps: "Forget the halfling. Leave behind the villagers and whatever treasures this chamber hides. We got what we came for. We should head back to the ship!" She stows the heavy tome away and pulls out a scimitar. The drow cultist already holds a curved sword of his own. They both run unto the tunnel, clearly believing Graxx and Utar will follow closely behind.
They are quite fast, dashing towards the exit at pace. One of them even overtakes Doozey.
-> Graxx has an opportunity attack available against the female human cultist. Utar has opportunity attack available against the male drow cultist.
(Neya, Graxx, and Utar are up next. Neya has yet to hear anything coming from inside the cave).
This post has potentially manipulated dice roll results.
The half-orc and human warriors in disguise nod at each other signiling the end of their ruse. Utar gets his mace tangled in the black cloak of the cult and misses his opportunity for a clean kill. Graxx waits for the cultists by his side to turn her back and drives his broad blade into her back and out of her stomach. It happens so quickly that she was unlikely to have felt any pain (Female Human Cultist takes 24 piecing damage and is DEFEATED).
As Graxx runs into the tunnel, Utar tries quits trying to disentangle his mace and casts a quick spell instead. The remaining cultist turns and finally realizes he has been tricked:
-> Male Drow Cultist's DEX saving throw vs. Sacred Flame {DC 14}: 20
Taking a step to the side, the dark elf continues to run, albeit now for his life. Outside, Neya continues to keep an ear on the noises around her. For a moment, she catches a battle grunt in the air and recognizes it as being her fellow human CRAPer calling on his war god.
(@Drache: The ravine is no deeper than six to nine feet all around. It is still a tricky descent due to the incline, the water, and the rocks. Doozey's rope is still hanging out there).
This post has potentially manipulated dice roll results.
(@Ori: As mentioned in the OOC chat and in the interest of keeping the game moving forward, I'll be calling forth our 24-hour-rule and auto-piloting Doozey this turn. If you need a refresher, please check our OOC chat. Hope all is well, buddy.)
Not about to let the opportunity pass, Doozey (auto-pilot) refocuses his Slayer's Prey mark on the runaway cultist, drops his crossbow, and tries to poke him with his rapier:
-> Rapier vs Male Drow Cultist: Attack: 8 Damage: 10 piercing
The poke must have just missed something vital. The cultist drops to his knees before falling face down on the ground, still alive but unconscious (Male Drow Cultist takes 13 piecing damage and is DEFEATED).
Outside, Biscuit howls. Victory assured, Doozey steps out of the cave and calls Neya inside: "Cultists neutralized. Plenty to see inside, Lady Neya."Turning to his mastiff with a mix of insult and term of endearment, the halfling says: "You too buffoon! Come on in."
YOU ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
"Oh! And make sure to tie up that rope of mines to at least make it easy to get out, eh?" Doozey adds for good measure. Trusting that Neya would help Biscuit down in some way, the halfling bustles off back down the tunnel to the sound of a happily boofing borker back at the top. "See to the others yet? That drow fella included!" He calls ahead when he felt close enough for Graxx and Utar to hear him.
Though if neither had seen to the drow, then he'll strip off the cloak, tear of the sleeves, and eventually work out a make shift bandage using one while the other is turned into bindings. While he's at it, he'll check and see what the downed cultist have on them.
"It's halfway tempting to try and make some noise just from out here, 'nd hope for the best." Doozey comments, sounding somehow both nonchalant and morose. "But, oh do I not like the looks of this." Seeing the slope might cause some difficulties for those traversing it, Doozey breaks out the rope, and opts to tie it about the waste prior to passing it the other end to Utar. "'ere. I'm a 'afling of my word. Even if Mr. Graxx' already think'n of playing the part of wolf or rabbit, he won't be alone in it." He said.
A whimpering Biscuit nudges his face, prompting the halfling to pet him in turn. "O' don't ya start on me. Ya got an important job 'ere in keep'n any up top safe now. But, if I really end up in a fix, I know I can count on ya to bail me out." With all that done, Doozey begins the trek down. Once at the cave entrance, he breaks out the rapier.
Doozey's Strength(Athletics): 10, if at advantage using the rope: 19.
When you realize you're doing too much: Signature.
Taking the rope, Utar wraps it once around his waist, doubting the halfling, even one as heavily armed, would be too much for him to bear.
Bracing himself, he lets out more type as the halfling descends, trying to help slow the descent.
Athletics 11 if needed.
"Wait for me!" Graxx whispers loudly as he hops into the ravine.
Atheltics:. 24
(OCC: I'll say the rope lowers the DC by 2 and that Doozey uses up Utar's help).
Neya positions herself and her bow at a vantage point, ready to provide cover for her companions acting as lures. Biscuit stays behind along with the monk, but Doozey, Utar, and Graxx all opt to enter the cave. The halfling's rope come in handy, but not as much as Utar's steady hand. Once both ranger and cleric reach the bottom of the ravine, a leaping Graxx lands next to them and splashes water all over. Once again missing Elisande's introductory phrases, the three men enter the cave.
The five-foot-wide rough cave moves up and towards the center of the island for sixty feet, avoiding most of the water pooling at the bottom of the ravine (the floor is almost completely dry). The natural pathway then opens into a roughly thirty by forty foot wide cavernous room with what looks like an altar inside. In the center of a large room is a roughly rectangular block of stone, blotches of rust colored stains dripped from its center. Several darkened candles are melted to the stone and a collection of ritual objects are on the center of the block. The walls are painted in crude artwork depicting a five-headed sea serpent rising from the waves, feasting upon stick figures on the shore. Another stick figure standing on the water is pouring a sack of what could be coins into the waves. Something about the place raises the hairs on the back of your necks. There is a wrongness here.
Also inside, a group of about a dozen villagers cowers in a corner. Most are children but there are three older adults holding torches with them too. A forth adult villager can be found slain on the ground, a cultist standing victorious above her while holding a dripping blade. A second cultist threatens the children, while a third stands by the altar while holding a decrepit tome in his hands. They do not seem to have noticed you just yet as you squat down in the tunnel, just before it opens into the chamber.
-> Utar, Doozey and Graxx can choose to roll either a stealth or a deception check depending on whether they are hanging by the shadows or walking in pretending to be a cultist. If the latter, you can also roll a performance check instead. If you want to take a different approach, feel free o roll whichever skill you'd like.
-> Neya: It's been about 15 or so seconds since the other party members went in. Biscuit is a bit restless but there are no other signs of developments happening inside just yet.
While keeping an eye on the entrance, Neya tries to make sure that nothing unexpected is around and approaching.
Perception: 5
"How about you, Biscuit...? You have anything?" She says in a hushed tone to the mastiff.
Extended Signature
Graxx will not say a word and will walk up next to the holding the book at the altar with his head held low as if he is looking down at the Altar.
Deception: 12
Edit: Dice Rolls
Utar waits for Doozey to take up position, going that any commotion caused by the armour the halfling wears can be covered up. Touching his amulet, he casts guidance, his face briefly illuminated for a second, the rest of the light smothered by the dark robes.
Summoning up his best impression of Aleyd Burrall, he steps forward into the cave.
"WHERE IS THE SENTRY POSTED AT THE ENTRANCE? WE COULD HAVE BEEN ANYBODY AND YOU THREE WOULD BE TRAPPED!"
(OOC, hopefully that was loud enough to get some information to Neya...)
Moving forward, Utar surveys the cultists, hoping that a system of rank exists here and aims his directions towards the one he guesses is in charge.
"Well? Tell us what you've discovered, the fight with the villagers is not going as well as expected, we need to move quickly. You two,"
Pointing at the cultists nearest the hostages, then Keeling his thumb towards where he had just stood,
"Get up to the entrance and make sure the coast is clear, we might need to get clear of this island sharpish....MOVE!"
Deception 18 plus 3
The whole wrongness of the area left Doozey frozen for a moment or two. But curious and concerned though he may be, he smothered both given Utar one last good luck thumb's up prior to an attempt at finding a shadowed corner to observe. And if successful, a bolt stays trained on whichever cultist seemed closest to the prisoners, ready to accelerate right through something vital in the event things go south.
Doozey Stealth: 12.
Biscuit cants his head to the side, not seeming to understand Neya's words. Yet, a moment or two later, he does start more actively sniffing and listening around for any signs of the nice little girl from the village. Brother Doozey did seem rather concerned about her before....
Biscuit Perception: 17.
When you realize you're doing too much: Signature.
OUTSIDE
Neya can hear nothing but the noises of the wood. They sound like typical wind, animal, and other natural noises. Biscuit does not look like he picked up any specific scent either. No perceptible sound is coming from inside the cave, at least not yet.
IN THE CAVE
The three adventurers leave the tunnel and move into different directions through the main chamber. Doozey aims for a dark corner, Graxx goes for the altar, and Utar walks towards the hostages. Despite their best efforts, the weird feeling about this place's strangeness feels hard to overcome at first, especially now that they've entered the chamber proper.
A few extra seconds are all they need to shake off the feeling, though.
Graxx goes in first, and approaches the altar while standing only a few feet from the cultist holding a book. A quick glance to his right reveals this cultist is a human female, and that she took Graxx's silence as appropriate. She shoots a quick question or two: "I take it that you are done outside? Do we have control of the village?"
Before Graxx can answer, Utar arrives at his intended spot and channels the voice of a figure of authority. His loud voice resonates around the chamber, though he doubts the echo has reached outside. The two cultists overlooking the villagers, a male drow and a male human, turn and look at the disguised cleric, not daring to question his obvious leadership role. They begin to move towards the tunnel just as Doozey tries to mask the clanking of his armor in between Utar's words. The timing just isn't that perfect, and the cultist notice the un-cloaked halfling with some ease. While looking at Utar, one of them screams: "Sir, you were followed here!"
ROLLING INITIATIVE
MAP for THE CAVE ALTAR:
(Doozey is up first).
Ready Action Fire: Light Crossbow - Attack: 17 Damage: 12 non-magical piercing on Cultist(DJ-19)/Closest to Utar.
Turn Start(Official):
Doozey doesn't hesitate for a second. The one right near Utar is forced to avoid a bolt for the thigh. Hopefully finding his mark, the stoutling scrambles to ready another shot while begining his retreat back down the tunnel. "Just you wait 'till I get my friends on the outside, you rotten dragon worshipping scoundrels!" He boldly admits. And then during the customary exchange of 'get him' or threats, he marks and fires off another shot for the one by Utar, 'narrowly' missing the half-orc this time around. With a final grin, he 'races' off down the passage shouting, "Catch me ya can, ya lizard lovin' idjits!"
Bonus Action: Slayer's Prey on Cultist DJ-19.
Action: Light Crossbow - Attack: 22 Damage: 13 non-magical piercing on Cultist(DJ-19)/Closest to Utar.
Movement: To DM-9.
When you realize you're doing too much: Signature.
Doozey shoots a crossbow bolt, which hits the male human cultist's leg. Before the enemy can even react, the halfling shines his yellow eyes at him and fires a second bolt. This one hits the man on the neck, causing him to gargle to his death (Male Human Cultist takes 21 piercing damage and is DEFEATED).
Doozey then runs into the tunnel while teasing the remaining cultists.
(Cultists go next).
The other human cultists gasps: "Forget the halfling. Leave behind the villagers and whatever treasures this chamber hides. We got what we came for. We should head back to the ship!" She stows the heavy tome away and pulls out a scimitar. The drow cultist already holds a curved sword of his own. They both run unto the tunnel, clearly believing Graxx and Utar will follow closely behind.
They are quite fast, dashing towards the exit at pace. One of them even overtakes Doozey.
-> Graxx has an opportunity attack available against the female human cultist. Utar has opportunity attack available against the male drow cultist.
(Neya, Graxx, and Utar are up next. Neya has yet to hear anything coming from inside the cave).
Utar gives Graxx a look before pulling Lightbringer from beneath his robe and swinging it at the drow cultist as he dashes past.
Opportunity Attack: 9 Damage: 10
Throwing open his robe, his clutches his amulet and points Lightbringer at the same cultist, casting sacred flame.
Drow Cultist must pass a DC14 dex save or take 9 radiant damage.
Graxx sees the look from Utar and takes his opportunity of attack against the book wielding cultist.
"TEMPUS!"
Attack: 27 Damage: 24
Graxx will then Dash to once again stand right next the book wielding cultist.
Neya keeps on the look out and her senses about her.
Perception: 11
(OOC: How deep is the ravine?)
Extended Signature
The half-orc and human warriors in disguise nod at each other signiling the end of their ruse. Utar gets his mace tangled in the black cloak of the cult and misses his opportunity for a clean kill. Graxx waits for the cultists by his side to turn her back and drives his broad blade into her back and out of her stomach. It happens so quickly that she was unlikely to have felt any pain (Female Human Cultist takes 24 piecing damage and is DEFEATED).
As Graxx runs into the tunnel, Utar tries quits trying to disentangle his mace and casts a quick spell instead. The remaining cultist turns and finally realizes he has been tricked:
-> Male Drow Cultist's DEX saving throw vs. Sacred Flame {DC 14}: 20
Taking a step to the side, the dark elf continues to run, albeit now for his life. Outside, Neya continues to keep an ear on the noises around her. For a moment, she catches a battle grunt in the air and recognizes it as being her fellow human CRAPer calling on his war god.
(@Drache: The ravine is no deeper than six to nine feet all around. It is still a tricky descent due to the incline, the water, and the rocks. Doozey's rope is still hanging out there).
END OF INITIATIVE ROUND 1
MAP for THE CAVE ALTAR:
(Doozey is up next).
(@Ori: As mentioned in the OOC chat and in the interest of keeping the game moving forward, I'll be calling forth our 24-hour-rule and auto-piloting Doozey this turn. If you need a refresher, please check our OOC chat. Hope all is well, buddy.)
Not about to let the opportunity pass, Doozey (auto-pilot) refocuses his Slayer's Prey mark on the runaway cultist, drops his crossbow, and tries to poke him with his rapier:
-> Rapier vs Male Drow Cultist: Attack: 8 Damage: 10 piercing
The poke must have just missed something vital. The cultist drops to his knees before falling face down on the ground, still alive but unconscious (Male Drow Cultist takes 13 piecing damage and is DEFEATED).
Outside, Biscuit howls. Victory assured, Doozey steps out of the cave and calls Neya inside: "Cultists neutralized. Plenty to see inside, Lady Neya." Turning to his mastiff with a mix of insult and term of endearment, the halfling says: "You too buffoon! Come on in."
YOU ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
"Oh! And make sure to tie up that rope of mines to at least make it easy to get out, eh?" Doozey adds for good measure. Trusting that Neya would help Biscuit down in some way, the halfling bustles off back down the tunnel to the sound of a happily boofing borker back at the top. "See to the others yet? That drow fella included!" He calls ahead when he felt close enough for Graxx and Utar to hear him.
Though if neither had seen to the drow, then he'll strip off the cloak, tear of the sleeves, and eventually work out a make shift bandage using one while the other is turned into bindings. While he's at it, he'll check and see what the downed cultist have on them.
If a check is still needed:
Biscuit's Strength(athletics): 17, if helped down: 19.
When you realize you're doing too much: Signature.