Bulvii nods toward Raven, "it's worth a try anyways. At least we have Amrik here as a hostage should things go sideways. Might be wise to keep a piece of steel on his back, remind him what happens if things do not go to plan. We want to get inside and to the stables without a commotion."
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You enter the main gates of the villa and come across a group of guards walking their rounds. Amrik, with some convincing on your part, talks you past those guards.
You move directly to the stable house.
This stone building contains stables for four draft horses, plus a fully equipped smithy with an anvil and a hearth. Sarvinder Peck, one of the servants is here when you come in, but makes no move to help Amerik, even if he realizes the man is being forced to aid the group.
Trapdoor. A 3-foot-square flagstone in the southwest corner of the stable doubles as a hidden trapdoor in the floor. Amerik points it out to you. The stone covers a brick-walled shaft and a wooden ladder that descends 15 feet to a tunnel below.
"You don't want to go down there, with our without him as your guide." The servant tells the group, nodding to Amrik. "I steer clear of the house and what lay under it as best I can." Amerik just glares at him, but the old man just shrugs. "Doubting if there be much work left here anyway, if these folk tear the house down around you and your family." The servant responds. "Probably a good time to find somewhere else to work."
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Amerik starts down the ladder. About half-way down though he lets go and drops.
Acrobatics: 11
He lands a little clumsily but keep his feet. What do you do? He is about to run for a door in the small room he landed in... Those who were right behind him can try something to stop him...
This post has potentially manipulated dice roll results.
Durk will simply attempt to land on him (assuming this would be an athletics roll?). 200 odd pounds of Aasimar and heavy armor landing on his back probably is a pretty decent deterrent.
Athletics: 11
If he can do anything else afterwards, he'll attempt to grab him (from the floor, if he has to).
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
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Durk will simply attempt to land on him (assuming this would be an athletics roll?). 200 odd pounds of Aasimar and heavy armor landing on his back probably is a pretty decent deterrent.
Athletics: 7
If he can do anything else afterwards, he'll attempt to grab him (from the floor, if he has to).
Athletics again?: 14
Give me a DC15 acrobatics check if you are jumping after him, as it is a 15 foot drop from the top of the ladder (you have not started to climb down yet so have to do the full 15 feet if you wish to jump on him.) If you make the dc of the check you land unharmed and can then use your action to grapple him with the athletics check from above. If you fail the acrobatics check you still might land on him, but will take falling damage of 2
Either fail or pass you do not land on Amrik, but can try to grapple him if you pass the check. If you fail the acrobatics though you cannot grapple him as you will be prone.
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Durk lands hard, taking a bit of falling damage. Raven climbs down the latter, followed by Damrious, Zogri coming down slowly behind them all. Not sure what Bulvii is doing.
By the time Raven reaches the bottom of the latter Amrik is at the door across the room and Durk is getting to his feet. Amrik has the door open by this point and is already running through, not bothering to shut the door behind him. You can hear him yelling an alarm.
You can hear the sound of chanting voices fromt he room beyond that door.
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This post has potentially manipulated dice roll results.
Climbing down Zogri will look around trying to find a room where they could hide or try to see if there is a chokepoint around that they could use for advantage if combat comes there way.
Climbing down Zogri will look around trying to find a room where they could hide or try to see if there is a chokepoint around that they could use for advantage if combat comes there way.
Perception 23
the choke point is the door, clearly, the room beyond the door much larger than this one.
Two rows of tall wrought-iron candlesticks light this vaulted chamber, each one bearing nine flickering candles. A seven-foot-tall statue of an angel with white glowing eyes and a longsword stands atop a dais to the south. A six-foot-tall fiend bristling with spines stands west of the statue, glaring at four black-robed cultists who kneel and chant in the middle of the room, their faces hidden behind golden devil masks. Nine tapestries depicting the layers of the Nine Hells adorn the walls.
Amerik is running towards the fiend, who is looking towards him with a frown, the cultists turning as well.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
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I don't trust him not to call for his guards as soon as we are outnumbered
Bulvii nods toward Raven, "it's worth a try anyways. At least we have Amrik here as a hostage should things go sideways. Might be wise to keep a piece of steel on his back, remind him what happens if things do not go to plan. We want to get inside and to the stables without a commotion."
Durk hesitates.
"Might be best for someone else to handle the steel. Kinda hard to hold a flail against someone's back inconspicuously."
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Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
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You enter the main gates of the villa and come across a group of guards walking their rounds. Amrik, with some convincing on your part, talks you past those guards.
You move directly to the stable house.
This stone building contains stables for four draft horses, plus a fully equipped smithy with an anvil and a hearth. Sarvinder Peck, one of the servants is here when you come in, but makes no move to help Amerik, even if he realizes the man is being forced to aid the group.
Trapdoor. A 3-foot-square flagstone in the southwest corner of the stable doubles as a hidden trapdoor in the floor. Amerik points it out to you. The stone covers a brick-walled shaft and a wooden ladder that descends 15 feet to a tunnel below.
"You don't want to go down there, with our without him as your guide." The servant tells the group, nodding to Amrik. "I steer clear of the house and what lay under it as best I can." Amerik just glares at him, but the old man just shrugs. "Doubting if there be much work left here anyway, if these folk tear the house down around you and your family." The servant responds. "Probably a good time to find somewhere else to work."
Durk nods to the servant.
"My thanks."
Turning to Amrik—
"Well? Lead on."
He'll prod him down the trapdoor first, then follow.
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Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
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Amerik starts down the ladder. About half-way down though he lets go and drops.
Acrobatics: 11
He lands a little clumsily but keep his feet. What do you do? He is about to run for a door in the small room he landed in... Those who were right behind him can try something to stop him...
Damrius won’t have a clear shot due to being near the rear but is happy to bundle down the ladder with everyone else in pursuit
Durk will simply attempt to land on him (assuming this would be an athletics roll?). 200 odd pounds of Aasimar and heavy armor landing on his back probably is a pretty decent deterrent.
Athletics: 11
If he can do anything else afterwards, he'll attempt to grab him (from the floor, if he has to).
Athletics again?: 7
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Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
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Zogri will have trouble coming down the ladder so he wont be getting anywhere fast.
He will go down last knowing he will take his time coming down. Ladders are not for horses after all.
Give me a DC15 acrobatics check if you are jumping after him, as it is a 15 foot drop from the top of the ladder (you have not started to climb down yet so have to do the full 15 feet if you wish to jump on him.) If you make the dc of the check you land unharmed and can then use your action to grapple him with the athletics check from above. If you fail the acrobatics check you still might land on him, but will take falling damage of 2
His check to dodge your falling body... 24
Amerik dodges you as you jump after him.
Either fail or pass you do not land on Amrik, but can try to grapple him if you pass the check. If you fail the acrobatics though you cannot grapple him as you will be prone.
Acrobatics: 4
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Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
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Durk lands hard, taking a bit of falling damage. Raven climbs down the latter, followed by Damrious, Zogri coming down slowly behind them all. Not sure what Bulvii is doing.
By the time Raven reaches the bottom of the latter Amrik is at the door across the room and Durk is getting to his feet. Amrik has the door open by this point and is already running through, not bothering to shut the door behind him. You can hear him yelling an alarm.
You can hear the sound of chanting voices fromt he room beyond that door.
What do you do?
Realizing that stealth is a lost cause at this point, Durk bellows and rushes through the open door.
(Action held until he knows what’s in there)
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Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
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Damrius will scurry down the ladder and will chase after Durk, the war cry giving him the heads up that the proverbial has hit the fan
Climbing down Zogri will look around trying to find a room where they could hide or try to see if there is a chokepoint around that they could use for advantage if combat comes there way.
Perception 18
the choke point is the door, clearly, the room beyond the door much larger than this one.
In the next room you find...
Two rows of tall wrought-iron candlesticks light this vaulted chamber, each one bearing nine flickering candles. A seven-foot-tall statue of an angel with white glowing eyes and a longsword stands atop a dais to the south. A six-foot-tall fiend bristling with spines stands west of the statue, glaring at four black-robed cultists who kneel and chant in the middle of the room, their faces hidden behind golden devil masks. Nine tapestries depicting the layers of the Nine Hells adorn the walls.
Amerik is running towards the fiend, who is looking towards him with a frown, the cultists turning as well.
Roll initiative.
Durk can have a surprise action.
Zogri initiative 8
Initiative: 16
(How far away are the cultists, and how far away am I from the rest of the group?)
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
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