Lillaeas vanishes as she offers further good fortune.
You decide to move away from the sun on the stone path. Staying close, you travel 60 feet, passing trimmed trees on your left, the slope down on the right seeming to go into a forest. A stone-and-mortar two-story building comes into view on the left side of the path ahead, the path rounding around it. A torch, frozen in time, is adjacent a heavy door with a short path leading to the one you're on. Above the doorway, a symbol of a silver star is affixed, well polished with the shine of the torch and the greyed sun reflecting off it. The building extends beyond your sight, and as you come within 15 feet of the building, the torch comes to life, flickering just as a flame should.
The haze implodes in on you in a second's time, but then spreads out to 35 feet. The gravity of the world follows the motion, first heavy and then diminishing, but this time the experience is far less unsettling. Still, you almost stumble in the sudden effect.
You hear a heavy latching sound come from the door, and though the operator does not move quickly, you have no significant time to react as it opens. A heavy-set, light blue skinned man in chainmail and pikeman's helmet holds up a lantern as he opens the door, head down. A falcata dangles at his side, a crossbow and spear slung to his back. He pauses with the door halfway open, then looks up, quickly settling his eyes on your group. "The, eh. You."
(Insight: Everyone: He's very confused by something, but doesn't look too friendly toward you.)
As the group is walking Van says to the party "Well, that was interesting. It leaves me much to think about. You know judging from the marble in that amphitheater it would certainly be considered a noble estate back home. I'm also pretty sure it was facing north so we at least have a compass point to keep track of and hopefully not get too lost in this infernal haze!"
Feeling the effects of the gravity change again, Van's stomach lurches with unpleasant memories. When the blue man appears in the doorway Van says "Us?" looking to his party with a raised eyebrow. Specifically at Amandil hoping the most eloquent of their group will speak up. Under his breath he says "Do either of you recognize this man?"
The strange man didn't seem to friendly but he wasn't hostile either. Diplomacy seemed to be in order. Amandil shook his head by way of answer to Van's question before addressing the man. "Hello! We're travelers from a far place." It was a generous understatement. "We're looking for treasure and adventure, not necessarily in that order. Do you... work for Lillaeas?"
The man straightens, assessing you up and down. "Would you look at that. Looks like I'm late to my shift, 'tis already daylight. Suppose I won't need this." He sets the lantern away on the inside wall, moving slowly. "And, yeah. Lillaeas. The dragon, right?" Calmly, he unslings his crossbow, holding it close as to examine it. "They issued some special bolts for 'em." Still moving slowly, he draws a bolt, holding it up for you to see. "Like this one. Only, this one's for what the mages call 'outsiders'. That'd be you."
Eying you, he starts to load the crossbow, though none to hastily. "Isn't that right? Guys!?"
Van says "In this poor light you wouldn't want to do that. " while he casts mage hand to pick up the lantern and move it right into his line of sight. About 8" in front of his eyes.
"Well!" He drew his rapier and stepped up closer to the man to make it harder to to use that crossbow. "That's not very welcoming of you at all. Didn't your mother teach you anything about hospitality?"
This post has potentially manipulated dice roll results.
Anahn will draw both blades in one quick, fluid motion as he tucks himself in, running past both his companions. He will attempt to get right up to the crossbow wielding figure, hopefully reach him before he has fully loaded it.
Will take:
Action: Scimitar Attack: 21 Damage:8
Bonus Action: Scimitar Attack: 26 Damage:6
Bracers of Rending attack?: Attack:8 Damage: 10
(If I did this wrong lmk, first time playing fighter. I’ll fix it if needed)
The defender is more tense than he lets on, and when you approach and teleport, he goes into action. Finishing getting the crossbow ready, he raises his voice. "HEY! Help!"
Initiative! No surprise.
The first room is 20'x15' and looks to be a constabulary office, the door on the long outer wall 5' from the corner toward the forest. There is a map on a desk on the deeper side of the room, and a man stands behind it, who jumps when the defender shouts. He looks older, and similarly equipped to the first. He will be surprised this round. Opposite the heavy outer door, an open 5' doorway leads to a short hall, where you see a stairway up on the right, another down, the hall ending with another open doorway, where there is haze beyond. No one immediately responds.
(Don't worry about the manipulated die this time, something's up with the dice system. We'll do one round, then do 2nd and 3rd round together assuming it lasts that long.)
At the start of combat, your group starts to move toward the defender while drawing weapons, or about to cast spells (we won't count the cast of misty step, but say that the lantern is moving, but not yet interposed). The defender, anticipating hostile action, fluidly cocks the light crossbow in a practiced action and levels it, firing quickly. (Attack vs Van Gogh: 15) : (Damage, Van Gogh: 10)The bolt pierces the gnome's leg. The injury stings unnaturally, a chill of pain shooting through the leg and up the side. It seems his claim about the bolt was true.
Anahn, now certain of his action, continues even as the bolt flies past him, slicing at the blue man with fluid attacks. Drawing blood with two slices, he fluidly follows up with a rending slash with both scimitars. (19 damage with bracers of rending)
Pending Amandil's tactics/actions. Defender B is surprised.
OOC: Van has 7 temp hp, same as the rest of us, so he only takes 3 damage this time. Amandil casts Dissonant Whispers on the man behind the desk. Wisdom save DC 13. Takes 3d6 points of damage and must move as far away from Amandil as he can. On successful save, takes half damage and doesn't need to move.
Since Anahn seemed to be handling the enemy at the door, Amandil shifts his eyes to the other man and whispers "I know a song that gets on everybody's nerves, everybody's nerves, gets on everybody's nerves." The man is the only one who can hear it.
The man shakes and screams in pain, taking 11 psychic damage (he does not have a reaction and so cannot flee).
Van, not terribly hurt by the bolt in his leg, directs the lantern to distract the defender, while casting fire bolt. As if out of spite, the gnome flings the flame low. The bolt of fire hits the man's groin, roasting some nuts (Critical hit, 13 fire damage).
End of round 1.
The man drops the crossbow behind him, then grabs the door to slam it shut. The lantern gets knocked aside as the door hits it. "Stop screaming and help me!"
I'll allow Anahn a chance to oppose the door getting shut, as an opposed strength test. Alternatively, he may acrobatics his way inside before this happens. Amandil can oppose the door shutting (or aid Anahn in doing so) if he succeeds a Dexterity ability test to catch the door first.
As the man reached for the door, Amandil immediately realized what he was trying to do. He wished Van hadn't teleported inside the house - if he hadn't, he could have cast Faerie Fire instead and they'd be in better tactical position all around - but no help for it now. He rushed forward and as the door swung closed, he stuck his foot in the opening to keep it from closing. I'm going to regret that next morning...
This post has potentially manipulated dice roll results.
While the struggle for the door is going on Wes would scurry into the building while there is still room to get past the door. Stealth 19+5 and head up the stairs
The man overpowers your combined effort, eliciting a yelp from Amandil as the door threatens to crush his foot. Van moves to get through the door, but doesn't quite make it in time. The struggle at the door lasts another few seconds, with Anahn attempting to stop the door from shutting with one of his blades, but when the other man inside swipes the blade aside with a heavy glove, the sound of a closing latch ends the struggle.
End combat.
The two inside start rambling, with a few more calls for help, but you hear no other voices respond.
OK, Van will ask his party for cover for a moment and take an action to see and hear what Wes sees. (I know were out of combat but I don't want anything surprising me)
Lillaeas vanishes as she offers further good fortune.
You decide to move away from the sun on the stone path. Staying close, you travel 60 feet, passing trimmed trees on your left, the slope down on the right seeming to go into a forest. A stone-and-mortar two-story building comes into view on the left side of the path ahead, the path rounding around it. A torch, frozen in time, is adjacent a heavy door with a short path leading to the one you're on. Above the doorway, a symbol of a silver star is affixed, well polished with the shine of the torch and the greyed sun reflecting off it. The building extends beyond your sight, and as you come within 15 feet of the building, the torch comes to life, flickering just as a flame should.
The haze implodes in on you in a second's time, but then spreads out to 35 feet. The gravity of the world follows the motion, first heavy and then diminishing, but this time the experience is far less unsettling. Still, you almost stumble in the sudden effect.
You hear a heavy latching sound come from the door, and though the operator does not move quickly, you have no significant time to react as it opens. A heavy-set, light blue skinned man in chainmail and pikeman's helmet holds up a lantern as he opens the door, head down. A falcata dangles at his side, a crossbow and spear slung to his back. He pauses with the door halfway open, then looks up, quickly settling his eyes on your group. "The, eh. You."
(Insight: Everyone: He's very confused by something, but doesn't look too friendly toward you.)
As the group is walking Van says to the party "Well, that was interesting. It leaves me much to think about. You know judging from the marble in that amphitheater it would certainly be considered a noble estate back home. I'm also pretty sure it was facing north so we at least have a compass point to keep track of and hopefully not get too lost in this infernal haze!"
Feeling the effects of the gravity change again, Van's stomach lurches with unpleasant memories. When the blue man appears in the doorway Van says "Us?" looking to his party with a raised eyebrow. Specifically at Amandil hoping the most eloquent of their group will speak up. Under his breath he says "Do either of you recognize this man?"
That's what happens when you wear a helmet your whole life!
My house rules
The strange man didn't seem to friendly but he wasn't hostile either. Diplomacy seemed to be in order. Amandil shook his head by way of answer to Van's question before addressing the man. "Hello! We're travelers from a far place." It was a generous understatement. "We're looking for treasure and adventure, not necessarily in that order. Do you... work for Lillaeas?"
The man straightens, assessing you up and down. "Would you look at that. Looks like I'm late to my shift, 'tis already daylight. Suppose I won't need this." He sets the lantern away on the inside wall, moving slowly. "And, yeah. Lillaeas. The dragon, right?" Calmly, he unslings his crossbow, holding it close as to examine it. "They issued some special bolts for 'em." Still moving slowly, he draws a bolt, holding it up for you to see. "Like this one. Only, this one's for what the mages call 'outsiders'. That'd be you."
Eying you, he starts to load the crossbow, though none to hastily. "Isn't that right? Guys!?"
Van says "In this poor light you wouldn't want to do that. " while he casts mage hand to pick up the lantern and move it right into his line of sight. About 8" in front of his eyes.
Bonus action misty step 5' behind him.
That's what happens when you wear a helmet your whole life!
My house rules
"Well!" He drew his rapier and stepped up closer to the man to make it harder to to use that crossbow. "That's not very welcoming of you at all. Didn't your mother teach you anything about hospitality?"
Anahn will draw both blades in one quick, fluid motion as he tucks himself in, running past both his companions. He will attempt to get right up to the crossbow wielding figure, hopefully reach him before he has fully loaded it.
Will take:
Action: Scimitar Attack: 21 Damage:8
Bonus Action: Scimitar Attack: 26 Damage:6
Bracers of Rending attack?: Attack:8 Damage: 10
(If I did this wrong lmk, first time playing fighter. I’ll fix it if needed)
The defender is more tense than he lets on, and when you approach and teleport, he goes into action. Finishing getting the crossbow ready, he raises his voice. "HEY! Help!"
Initiative! No surprise.
The first room is 20'x15' and looks to be a constabulary office, the door on the long outer wall 5' from the corner toward the forest. There is a map on a desk on the deeper side of the room, and a man stands behind it, who jumps when the defender shouts. He looks older, and similarly equipped to the first. He will be surprised this round. Opposite the heavy outer door, an open 5' doorway leads to a short hall, where you see a stairway up on the right, another down, the hall ending with another open doorway, where there is haze beyond. No one immediately responds.
(Don't worry about the manipulated die this time, something's up with the dice system. We'll do one round, then do 2nd and 3rd round together assuming it lasts that long.)
(Initiative: Defender A- 18, Anahn- 10, Amandil- 9, Van- 5, Defender B- 4)
At the start of combat, your group starts to move toward the defender while drawing weapons, or about to cast spells (we won't count the cast of misty step, but say that the lantern is moving, but not yet interposed). The defender, anticipating hostile action, fluidly cocks the light crossbow in a practiced action and levels it, firing quickly. (Attack vs Van Gogh: 15) : (Damage, Van Gogh: 10) The bolt pierces the gnome's leg. The injury stings unnaturally, a chill of pain shooting through the leg and up the side. It seems his claim about the bolt was true.
Anahn, now certain of his action, continues even as the bolt flies past him, slicing at the blue man with fluid attacks. Drawing blood with two slices, he fluidly follows up with a rending slash with both scimitars. (19 damage with bracers of rending)
Pending Amandil's tactics/actions. Defender B is surprised.
OOC: Van has 7 temp hp, same as the rest of us, so he only takes 3 damage this time. Amandil casts Dissonant Whispers on the man behind the desk. Wisdom save DC 13. Takes 3d6 points of damage and must move as far away from Amandil as he can. On successful save, takes half damage and doesn't need to move.
Since Anahn seemed to be handling the enemy at the door, Amandil shifts his eyes to the other man and whispers "I know a song that gets on everybody's nerves, everybody's nerves, gets on everybody's nerves." The man is the only one who can hear it.
The man shakes and screams in pain, taking 11 psychic damage (he does not have a reaction and so cannot flee).
Van, not terribly hurt by the bolt in his leg, directs the lantern to distract the defender, while casting fire bolt. As if out of spite, the gnome flings the flame low. The bolt of fire hits the man's groin, roasting some nuts (Critical hit, 13 fire damage).
End of round 1.
The man drops the crossbow behind him, then grabs the door to slam it shut. The lantern gets knocked aside as the door hits it. "Stop screaming and help me!"
I'll allow Anahn a chance to oppose the door getting shut, as an opposed strength test. Alternatively, he may acrobatics his way inside before this happens. Amandil can oppose the door shutting (or aid Anahn in doing so) if he succeeds a Dexterity ability test to catch the door first.
As the man reached for the door, Amandil immediately realized what he was trying to do. He wished Van hadn't teleported inside the house - if he hadn't, he could have cast Faerie Fire instead and they'd be in better tactical position all around - but no help for it now. He rushed forward and as the door swung closed, he stuck his foot in the opening to keep it from closing. I'm going to regret that next morning...
(Van is still outside, unless he specifies he wanted to teleport in after combat began)
/facepalm
Anahn will rush forward to help Amandil keep the door open, and not allow their opponents any respite.
Strength Check: 10 +1
Adv. Cause Amandil: 8 +1
(not sure if I get that advantage cause Amandil didn’t run that Dex Check, guess take lowest if that’s the case)
While the struggle for the door is going on Wes would scurry into the building while there is still room to get past the door. Stealth 19+5 and head up the stairs
That's what happens when you wear a helmet your whole life!
My house rules
The man overpowers your combined effort, eliciting a yelp from Amandil as the door threatens to crush his foot. Van moves to get through the door, but doesn't quite make it in time. The struggle at the door lasts another few seconds, with Anahn attempting to stop the door from shutting with one of his blades, but when the other man inside swipes the blade aside with a heavy glove, the sound of a closing latch ends the struggle.
End combat.
The two inside start rambling, with a few more calls for help, but you hear no other voices respond.
Wes smells something nice on the roof.
(Did Wes make it inside?)
That's what happens when you wear a helmet your whole life!
My house rules
Sneaky bugger.
Yes he did.
OK, Van will ask his party for cover for a moment and take an action to see and hear what Wes sees. (I know were out of combat but I don't want anything surprising me)
That's what happens when you wear a helmet your whole life!
My house rules