Akai will assist with the Dungsweepers' job for the required amount of time during this tenday. He will spend his afternoons back at the manor and out of the sun. He will spend the evenings trying to learn more about the Dungeon Level of the Undermountain - specifically, he wishes to know who - if anyone - has authority over the region, as well as any creatures or hazards rumored to be there (let me know what kind of checks are needed and how many to make).
I will deduct 10gp from his sheet for living expenses and 10gp for maintenance on the manor.
For Akai's investigations over the course of the tenday, please provide five Investigation checks.
Investigation: 9, 5, 20, 9, 12
[OOC]: per Facebook post, the 10gp for maintenance can go toward the license fee for the manor.
Akai learns the following regarding the Dungeon Level of Undermountain:
Aside from hungry monsters, a bandit gang has made its home on this level, as have bugbears and goblins in league with the Xanathar Guild. The bandit gang call themselves the Undertakers, and are rumored to be partly or wholly undead. The Undertakers and the Xanathar Guild currently control different areas of the Dungeon Level, and are not on the best of terms.
Monsters encountered on this level include carrion crawlers, ghouls, giant spiders, goblins, grells, gricks, oozes of all kinds, stirges, and wererats.
While continuing to pursue their respective lines of personal interest, our brave little band spend their mornings in the company of the Dungsweepers Guild, whose diligent and decorous workmen discharge their duties with the peace of mind that comes from knowing they are guarded by the very best hired help the City of Splendors has to offer.
On the thirteenth of Eleint, about mid-morning, as the assiduous laborers and their watchful wardens complete their sweep of Lackpurse Lane, an ominous gurgle from a sewer grate is followed all at once by an explosion of earth, stone, and rusty iron, as a maggot-like monstrosity bursts into the street from the bowels of the city below!
Everyone, please roll Initiative and declare your intended course of action.
If the creature is at least 15' from him, Falshen will attack with his shortbow (gaining a sneak attack bonus if anyone who could be considered an enemy of the creature is with 5' of it(and not unconscious). If the creature is (or comes) closer than 15', Falshen will attack with his rapier. In either case, he will shout for the dungsweepers (and any other noncombatants) to get back from the danger.
Ian, not at all liking the appearance of this terrible creature, casts Faerie Fire on it. He also screams at his fellow adventurers (Specifically Irma) to invigorate and inspire their swift dismemberment of the monstrosity,
"To arms! To arms! Kill the monster!"
Initiative Roll: 24
Ian will also move to relative safety, positioning himself behind Irma and away from the not-so-wee-beastie.
Irma will move to cover his party, he takes out his shield and covers his front, his hammer at the ready in the other hand. If the creature is within 15' of Irma or is further away, he will move to engage the monster and perform Thunderous Smite on the creature.
Akai's first impulse is to get a safe distance away from the creature. If an ally has gotten within melee range of the beast by his turn, he will launch a Firebolt. If no ally has engaged it by his turn, he will ready his spell to cast once he can take advantage of Kobold Pack Tactics (which will cancel out Sunlight Sensitivity).
Gregor's first course of action will be ensuring that the dungsweepers make a safe getaway. If there are witnesses after the sweepers take flight, he will throw his dagger at the beast. If not, he will cast Burning Hands at the beast, angling to ensure it is the only thing affected. If the monster charges for one of the Dungsweepers, he will also cast Burning Hands at it.
This post has potentially manipulated dice roll results.
Upon Ian casting his spell, the crawling abomination is limned in a vibrant green light.Any attacks against it now have Advantage. In addition, the paladin may now add 1d6 to one ability check, attack roll, or saving throw. The bard then scampers to safety behind the broad back of his more martial companion.
Falshen, upon seeing the beast, lets loose an arrow, his attack enjoying Advantage and the addition of Sneak Attack damage: Attack: 24 Damage: 14
Akai, his sunlight sensitivity counterbalanced by both the bard’s faerie fire and the advantages of kobold pack tactics, unleashes a Fire Bolt: Attack: 25 Damage: 2
Irma, interposing himself between the enemy and the rest of the party, casts Thunderous Smite, imbuing his weapon with pent-up arcane might before he swings it at the foe: Attack: 21 Damage: 5
This post has potentially manipulated dice roll results.
The hammer, the arrow, and the fire bolt strike true! The hammer, upon connecting with the rubbery hide of the subterranean crawler, unleashes an additional burst of thunder damage: 7
The lurching worm hisses in wrath as it looms over the stalwart paladin, springing towards Irma with jaws agape and tentacles awaggle:
The gnashing jaws of the monster are foiled by the paladin's shield, but its twisting tentacles slither between the chinks in his armor to lap at his flesh, inflicting 10 points of poison damage - and provoking a Constitution Saving Throw: 22
This post has potentially manipulated dice roll results.
Though sorely wounded by the vile thing's venomous goop, Irma shrugs off the creeping sensation of paralyzing poison that assails his vigorous nervous system.
Gregor, meanwhile, seeing that the Dungsweepers, while fleeing, are not yet out of sight, draws and throws his dagger: Attack: 23 Damage: 5
The dagger sinks deep into the yellow-white flesh, and the noble gong farmers clear the scene, leaving the street in possession of the heroes on one side, the worm on the other.
Having the advantage of faerie fire to line up sneaky attacks, Falshen will endeavor to keep sufficient distance between the creature and himself such that he may safely continue to use his bow against it.
Investigation: 9, 5, 20, 9, 12
[OOC]: per Facebook post, the 10gp for maintenance can go toward the license fee for the manor.
Akai learns the following regarding the Dungeon Level of Undermountain:
Aside from hungry monsters, a bandit gang has made its home on this level, as have bugbears and goblins in league with the Xanathar Guild. The bandit gang call themselves the Undertakers, and are rumored to be partly or wholly undead. The Undertakers and the Xanathar Guild currently control different areas of the Dungeon Level, and are not on the best of terms.
Monsters encountered on this level include carrion crawlers, ghouls, giant spiders, goblins, grells, gricks, oozes of all kinds, stirges, and wererats.
Day 13 - Thirteenth of Eleint
While continuing to pursue their respective lines of personal interest, our brave little band spend their mornings in the company of the Dungsweepers Guild, whose diligent and decorous workmen discharge their duties with the peace of mind that comes from knowing they are guarded by the very best hired help the City of Splendors has to offer.
On the thirteenth of Eleint, about mid-morning, as the assiduous laborers and their watchful wardens complete their sweep of Lackpurse Lane, an ominous gurgle from a sewer grate is followed all at once by an explosion of earth, stone, and rusty iron, as a maggot-like monstrosity bursts into the street from the bowels of the city below!
Everyone, please roll Initiative and declare your intended course of action.
Falshen's initiative: 20
If the creature is at least 15' from him, Falshen will attack with his shortbow (gaining a sneak attack bonus if anyone who could be considered an enemy of the creature is with 5' of it(and not unconscious). If the creature is (or comes) closer than 15', Falshen will attack with his rapier. In either case, he will shout for the dungsweepers (and any other noncombatants) to get back from the danger.
Ian, not at all liking the appearance of this terrible creature, casts Faerie Fire on it. He also screams at his fellow adventurers (Specifically Irma) to invigorate and inspire their swift dismemberment of the monstrosity,
"To arms! To arms! Kill the monster!"
Initiative Roll: 24
Ian will also move to relative safety, positioning himself behind Irma and away from the not-so-wee-beastie.
Initiative Roll:14
Irma will move to cover his party, he takes out his shield and covers his front, his hammer at the ready in the other hand. If the creature is within 15' of Irma or is further away, he will move to engage the monster and perform Thunderous Smite on the creature.
Initiative for Akai: 19
Akai's first impulse is to get a safe distance away from the creature. If an ally has gotten within melee range of the beast by his turn, he will launch a Firebolt. If no ally has engaged it by his turn, he will ready his spell to cast once he can take advantage of Kobold Pack Tactics (which will cancel out Sunlight Sensitivity).
Attack: 7 Damage: 5
Monster's Initiative: 8
Gregor's first course of action will be ensuring that the dungsweepers make a safe getaway. If there are witnesses after the sweepers take flight, he will throw his dagger at the beast. If not, he will cast Burning Hands at the beast, angling to ensure it is the only thing affected. If the monster charges for one of the Dungsweepers, he will also cast Burning Hands at it.
Initiative: 6
Upon Ian casting his spell, the crawling abomination is limned in a vibrant green light. Any attacks against it now have Advantage. In addition, the paladin may now add 1d6 to one ability check, attack roll, or saving throw. The bard then scampers to safety behind the broad back of his more martial companion.
Falshen, upon seeing the beast, lets loose an arrow, his attack enjoying Advantage and the addition of Sneak Attack damage: Attack: 24 Damage: 14
Akai, his sunlight sensitivity counterbalanced by both the bard’s faerie fire and the advantages of kobold pack tactics, unleashes a Fire Bolt: Attack: 25 Damage: 2
Irma, interposing himself between the enemy and the rest of the party, casts Thunderous Smite, imbuing his weapon with pent-up arcane might before he swings it at the foe: Attack: 21 Damage: 5
The hammer, the arrow, and the fire bolt strike true! The hammer, upon connecting with the rubbery hide of the subterranean crawler, unleashes an additional burst of thunder damage: 7
The lurching worm hisses in wrath as it looms over the stalwart paladin, springing towards Irma with jaws agape and tentacles awaggle:
Attack: 18 Damage: 6
Attack: 20 Damage: 5
The gnashing jaws of the monster are foiled by the paladin's shield, but its twisting tentacles slither between the chinks in his armor to lap at his flesh, inflicting 10 points of poison damage - and provoking a Constitution Saving Throw: 22
Though sorely wounded by the vile thing's venomous goop, Irma shrugs off the creeping sensation of paralyzing poison that assails his vigorous nervous system.
Gregor, meanwhile, seeing that the Dungsweepers, while fleeing, are not yet out of sight, draws and throws his dagger: Attack: 23 Damage: 5
The dagger sinks deep into the yellow-white flesh, and the noble gong farmers clear the scene, leaving the street in possession of the heroes on one side, the worm on the other.
Please post your actions for Round 2.
Irma backs off of the creature and uses “Lay on Hands” to heal himself of 10 HP. He will focus on defending his party for this round.
Having the advantage of faerie fire to line up sneaky attacks, Falshen will endeavor to keep sufficient distance between the creature and himself such that he may safely continue to use his bow against it.
Attack (with advantage): 22
Damage (with sneak attack) if hit: 10
Falshen's Arcana check to recognize the ugly beast: 16
Irma will attempt to identify the creature.
Arcana Check:
8
Ian, seeing the creature maul his stalwart companion, eyes up the foe, gestures for his companions’ sake, and scathingly says,
”Ah! Well this explains the odor of this cursed street.”
Damage if successful after enemy DC15 wisdom save: 1
Ian also inspires Falshen by saying,
”Aim true, noble rogue.”
For his. second round, Akai will try to identify the creature - Arcana: 20
Because Faerie Fire offsets Sunlight Sensitivity, Akai can cast a Firebolt as normal.
Attack: 7 Damage: 5