Garnet will calmly, slowly stow away her short bow and bend down, pick up her long sword. She eyes Balsag and his words, sees if she thinks that he is telling the truth.
Insight : 20
You think he's telling the truth. He doesn't seem like one to mince words...
Shere looks with surprise when the bugbear shows up he lowers his crossbow then puts it away "That is good advise. We forgot to ask which way to the grrove?"
Ithelion nods at the bugbear's statement. "We will not follow. When you see them again, please bring our thanks once more to Grenl and Sharpie." She looks at the two rats, and studies the bugbear for a time before continuing. Strange days indeed. "Are you able to tell us more of the area ahead -- we seek the two humans and a warrior that came with them?"
“I don’t know anything bout that. I stick to the tunnels and to hunting for the tribe. Easier that way.”
Shere looks with surprise when the bugbear shows up he lowers his crossbow then puts it away "That is good advise. We forgot to ask which way to the grrove?"
He points to one of the doors, “That way,” before adding, “or that way, I ‘spose. Don’t much care.”
Ithelion nods, "Very well, good luck to you. I must warn you that if you plan to go above, you should expect to meet kobolds. I doubt that they will wait long to fill the empty spaces left by Grenl and her tribe." She instructs Elosa to keep an eye on the bugbear and his rats, then turns to her companions. "Try the south door...it's nearer?"
Ithelion nods, "Very well, good luck to you. I must warn you that if you plan to go above, you should expect to meet kobolds. I doubt that they will wait long to fill the empty spaces left by Grenl and her tribe." She instructs Elosa to keep an eye on the bugbear and his rats, then turns to her companions. "Try the south door...it's nearer?"
Balsag just grins at you. "Kobolds not come here, never will."
The door south is wooden and slightly ajar. It creaks open at your touch. There are patches of fungi along the walls that give the hallway beyond an eerie glow - but otherwise it's pitch black [dim light for you darkvision-y people, which I think is everyone].
The hallway goes on for about 100 feet before dropping off suddenly into blackness. With the little light available, you notice that a rift has opened up here, about 10-15 feet across. You can also see that, originally, the hallway you're in should connect to a hallway that is on the other side of this rift. Whatever happened here, it has caused the other hallway across from you to shift 10 feet (or so) to the west. The rift is not deep - about 3 feet to the bottom from the hallway you're currently in. The rift is full of debris - rocks, dirt - but no phosphorescent fungus grows here. It extends as far as you can see to the east and west. Though, in the west, there is a faint orange glow coming from that way. A number of two-foot-diameter holes riddle the floor of the rift. The smell of burnt earth hangs in the air....
MAP - the green shows where the corridor/hallway continues
Ithelion looks dubiously at the small holes in the ground, then replies to Shere while watching Daemyar, her bow ready. "My first thought too, but Daemyar knows what he is doing. Tell him to be wary of the holes, they may hold centipedes."
Ithelion Perception (disadvantage, dim light): 8 (passive 9) (if the mushrooms are providing any light, then it's a 22)
Elosa Perception: 4 (passive 13) (if the mushrooms are providing any light, then second roll 7, passive 18)
@ithelion - you stand, bow at the ready. i suppose @elosa is doing the same on your shoulder (?) not much to see though. there isn't much light at all in the rift itself - no glowing fungi - but a very dim light lights the area. there is also a warm orange glow to the south west. the holes are about two-feet in diameter but where they came from - you don't have much of an idea of that. altogether, there are probably 20 such holes that you see in the immediate area. you can roll a nature or survival check, perhaps you might know more.
@daemyar - you descend to the bottom of the rift with no issue. you haul yourself up easily on the other side of the rift (where the other green marker is). looking southwards, it is a 10-foot hall that snakes a little bit opening into a larger room - maybe 60 feet x 60 feet...
Garnet walks into the area next, crouched down. She says to herself “I agree, don’t like the look of those holes. Let’s be careful.”
Perception : 7
@garnet - you don't notice much about the area and the holes - their origin escapes you - perhaps insects or other animals are responsible... you could roll a nature or survival check...
@shere, much like daemyar, you are able to keep very quiet as you get into the rift and climb out the other side into the hallway where daemyar is. You too notice the holes in the ground but nothing is lurking in there...
This post has potentially manipulated dice roll results.
Garnet examines the holes further, and then moves after Daemyar, after being directed to move forward. She keeps her distance from him and tries to minimize any noise she is making.
Survival : 9
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
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You think he's telling the truth. He doesn't seem like one to mince words...
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Shere looks with surprise when the bugbear shows up he lowers his crossbow then puts it away "That is good advise. We forgot to ask which way to the grrove?"
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
“I don’t know anything bout that. I stick to the tunnels and to hunting for the tribe. Easier that way.”
He points to one of the doors, “That way,” before adding, “or that way, I ‘spose. Don’t much care.”
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
(will post later in the morning)
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Ithelion nods, "Very well, good luck to you. I must warn you that if you plan to go above, you should expect to meet kobolds. I doubt that they will wait long to fill the empty spaces left by Grenl and her tribe." She instructs Elosa to keep an eye on the bugbear and his rats, then turns to her companions. "Try the south door...it's nearer?"
Shere asks "Any of these doors trapped?"
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Garnet says "South door sounds good, are we ready?" She keeps her eye on the bugbear, sheathes her long sword.
A wizard is never late, nor is he early, he arrives precisely when he means to.
(( waiting to see if Bugbear says anything else, otherwise good to go south ))
Krom nods, "Aye, I'm ready when the rest of ye are."
Be excellent to each other, and roll for initiative dudes!
Balsag just grins at you. "Kobolds not come here, never will."
Balsag shrugs.
The door south is wooden and slightly ajar. It creaks open at your touch. There are patches of fungi along the walls that give the hallway beyond an eerie glow - but otherwise it's pitch black [dim light for you darkvision-y people, which I think is everyone].
The hallway goes on for about 100 feet before dropping off suddenly into blackness. With the little light available, you notice that a rift has opened up here, about 10-15 feet across. You can also see that, originally, the hallway you're in should connect to a hallway that is on the other side of this rift. Whatever happened here, it has caused the other hallway across from you to shift 10 feet (or so) to the west. The rift is not deep - about 3 feet to the bottom from the hallway you're currently in. The rift is full of debris - rocks, dirt - but no phosphorescent fungus grows here. It extends as far as you can see to the east and west. Though, in the west, there is a faint orange glow coming from that way. A number of two-foot-diameter holes riddle the floor of the rift. The smell of burnt earth hangs in the air....
MAP - the green shows where the corridor/hallway continues
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Daemyar will try to gently lower himself and quietly cross to the hall on the other side.
stealth 17
Paladin - warforged - orange
Not wanting to break the silence Shere sends a message to the Elf "Maybe we should check the other way firrst.'
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Ithelion looks dubiously at the small holes in the ground, then replies to Shere while watching Daemyar, her bow ready. "My first thought too, but Daemyar knows what he is doing. Tell him to be wary of the holes, they may hold centipedes."
Garnet walks into the area next, crouched down. She says to herself “I agree, don’t like the look of those holes. Let’s be careful.”
Perception : 7
A wizard is never late, nor is he early, he arrives precisely when he means to.
In case it's relevant:
Ithelion Perception (disadvantage, dim light): 9 (passive 9) (if the mushrooms are providing any light, then it's a 22)
Elosa Perception: 19 (passive 13) (if the mushrooms are providing any light, then second roll 14, passive 18)
@ithelion - you stand, bow at the ready. i suppose @elosa is doing the same on your shoulder (?) not much to see though. there isn't much light at all in the rift itself - no glowing fungi - but a very dim light lights the area. there is also a warm orange glow to the south west. the holes are about two-feet in diameter but where they came from - you don't have much of an idea of that. altogether, there are probably 20 such holes that you see in the immediate area. you can roll a nature or survival check, perhaps you might know more.
@daemyar - you descend to the bottom of the rift with no issue. you haul yourself up easily on the other side of the rift (where the other green marker is). looking southwards, it is a 10-foot hall that snakes a little bit opening into a larger room - maybe 60 feet x 60 feet...
@garnet - you don't notice much about the area and the holes - their origin escapes you - perhaps insects or other animals are responsible... you could roll a nature or survival check...
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Daemyar motions for the others to follow and slowly creeps down the hall
Paladin - warforged - orange
Shere looks down the trench for any dangers Perception 20 Then lowers himself down careful of the holes and follows the rogues example Stealth 17
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
@shere, much like daemyar, you are able to keep very quiet as you get into the rift and climb out the other side into the hallway where daemyar is. You too notice the holes in the ground but nothing is lurking in there...
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Garnet examines the holes further, and then moves after Daemyar, after being directed to move forward. She keeps her distance from him and tries to minimize any noise she is making.
Survival : 9
A wizard is never late, nor is he early, he arrives precisely when he means to.