This post has potentially manipulated dice roll results.
Elosa completely loses sight of Daemyar as he blends masterfully into the forest; Ithelion picks up the agitation from Elosa, and issues new instructions...stay a little ahead of us, stealthily, and warn me of any trouble you see anywhere around us.
Ithelion scans carefully to either side and behind as she moves.
In case it's needed:
Elosa: 8 (advantage, owl)
Ithelion: 14 (normal roll)
(( ooc:; see, even with that roll she would lose Daemyar! ))
Daemyar instructs you all how to move around the trap carefully and you do so, entering the woods in the order you indicated. It is not complete darkness here and the sunlight does illuminate the area a bit. You’re struck by the dampness and chill that makes its home here, shivering despite it being summer.
You move further into the gloom. Around the 50 foot mark, you are assailed by the cloying stench of rot and death. The scent of blood hangs heavy here. You all feel a deep wrongness about. Your skin prickles and a sense of dread washes over you. You all hear chanting faintly off in the distance, yet it seems all wrong somehow. Delivered in this halting fashion, the melody strains to find purchase and is displeasing and uncomfortable to hear.
Around 100 feet, you all stop at the behest of Daemyar and hide into some long grass and bushes (everyone make another stealth check please - DC12).
A small clearing open up and you are assaulted by a series of supremely disturbing sights: You gasp in horror as you follow the red smear trails to the right, leading to its conclusion, some 60 feet away. The sources are hanging dead (you hope) from a misshapen tree, pool of blood on the ground. It's clear they are deceased (you hope). In the far distance you see a large cauldron, the skeleton within just barely visible to you. The smell that emanates from the clearing is nauseating and overpowering. The stacks of bones and piles of gore and the scent of burning, rotting, and cooking flesh is overwhelming - emotionally and physically. You see piles of bones behind the cauldron, it’s too far to tell how many skeletons are there, and the fog is obscuring it a bit. You again see those strange webbed and clawed feet you did before leading to that area. In front of you, kneeled and arms raised to the sky, is an unfortunate creature. A man, perhaps once, but now more a beast, he is covered in blood. There are two others that look similar: dirty, blood-covered, and frightening. They have not noticed your presence......yet. You are at the bottom left part of the map currently.
(everyone make a wisdom saving throw, with advantage, please - DC10)
@garnet - this time, your senses tingle and you feel the air become heavier and your breath stifles for a moment. There is a heavy feeling of wrongness, as from before, but here in the near vicinity of the camp, you can feel that it is evil. Despite this, you don't detect the presence of undead or fiends nearby, just malevolent evil.
Waiting on Krom's stealth and wisdom rolls to see whether or not you are stealthy enough.
This post has potentially manipulated dice roll results.
Alright!
Gazing at the terrible sight in front of you is enough to make your gorge rise in your throat. However, the disgust and nausea you feel is nothing compared to your burning anger. The startling offense on the bodies you see, the obvious torture and sadism, the wanton cruelty and misery inflicted - all of this is more than enough impetus to focus yourselves and your morale level.
Unfortunately, the group does not succeed nearly as well at being quiet. Even Elosa, who is usually quite nimble in the air, crashes through a couple of branches in a tree. Krom and Lorell are extremely agitated and upset at the scene before them and cannot concentrate fully on keeping their movements quiet.
The two standing humanoids have heard something 916 though they are not yet coming to investigate. The human kneeling and chanting is still doing so.
The two standing look towards your general direction and make a few clicking sounds. From the misty area in the top right part of the map, a large and heavily muscled lizard struts forward, tongue constantly tasting the air. It's mouth is covered in bits of flesh and gore, and is dripping blood. It stops for a moment and looks at it's handlers, tastes the air, and heads in your direction. You don't think it has smelled or spotted you. However, you would wager that you have about 15-20 seconds before it finds you.
(( How far apart are the two standing humanoids? And the lizard ? Just considering if Sleep would target more than one...or if they are closer, burning hands...
Do we have any idea what the humanoids are? Kobolds, perhaps...we did see kobold tracks, I think...or was that my imagining...and the clawed tracks were the lizard?
They look human but at this distance it’s hard to discern features. You can see they are painted in red and browns and greens. You can tell they aren’t kobolds but they could be elven or half elven. Yes you did see kobold tracks and you could assume the other tracks you saw came from this lizard.
This post has potentially manipulated dice roll results.
Seeing the arrow fly, Ithelion curses, and does the first thing that came to he mind: casting sleep so that the area over;aps the two humanoid but not the chanter, nor the lizard.
Sleep HP: 18
When she has done that she will move back into the forest and get away from her current position as stealthily as possible, ideally placing Krom and Garnet between her and the lizard.
Daemyar stealth 24
perception 20
Paladin - warforged - orange
Krom reluctantly follows the rest of the party, but not without some mumbling and grumbling under his breath.
Be excellent to each other, and roll for initiative dudes!
Elosa completely loses sight of Daemyar as he blends masterfully into the forest; Ithelion picks up the agitation from Elosa, and issues new instructions...stay a little ahead of us, stealthily, and warn me of any trouble you see anywhere around us.
Ithelion scans carefully to either side and behind as she moves.
In case it's needed:
Elosa: 8 (advantage, owl)
Ithelion: 14 (normal roll)
(( ooc:; see, even with that roll she would lose Daemyar! ))
Krom and Garnet roll a stealth check please.
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 instructs you all how to move around the trap carefully and you do so, entering the woods in the order you indicated. It is not complete darkness here and the sunlight does illuminate the area a bit. You’re struck by the dampness and chill that makes its home here, shivering despite it being summer.
You move further into the gloom. Around the 50 foot mark, you are assailed by the cloying stench of rot and death. The scent of blood hangs heavy here. You all feel a deep wrongness about. Your skin prickles and a sense of dread washes over you. You all hear chanting faintly off in the distance, yet it seems all wrong somehow. Delivered in this halting fashion, the melody strains to find purchase and is displeasing and uncomfortable to hear.
Around 100 feet, you all stop at the behest of Daemyar and hide into some long grass and bushes (everyone make another stealth check please - DC12).
A small clearing open up and you are assaulted by a series of supremely disturbing sights: You gasp in horror as you follow the red smear trails to the right, leading to its conclusion, some 60 feet away. The sources are hanging dead (you hope) from a misshapen tree, pool of blood on the ground. It's clear they are deceased (you hope). In the far distance you see a large cauldron, the skeleton within just barely visible to you. The smell that emanates from the clearing is nauseating and overpowering. The stacks of bones and piles of gore and the scent of burning, rotting, and cooking flesh is overwhelming - emotionally and physically. You see piles of bones behind the cauldron, it’s too far to tell how many skeletons are there, and the fog is obscuring it a bit. You again see those strange webbed and clawed feet you did before leading to that area. In front of you, kneeled and arms raised to the sky, is an unfortunate creature. A man, perhaps once, but now more a beast, he is covered in blood. There are two others that look similar: dirty, blood-covered, and frightening. They have not noticed your presence......yet. You are at the bottom left part of the map currently.
(everyone make a wisdom saving throw, with advantage, please - DC10)
Map
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
Stealth: 2
Wisdom Saving: 16
Stealth: 18
Wisdom Save: 9
Just checking: 3 people on map...are they us, or someone else????
Elosa, if needed:
Stealth: 7
Wisdom: 5
They are definitely not you! I mentioned that you all will be hiding near the bottom left corner, but a bit further into the forest proper.
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
Wisdom: 18
Stealth: 21
Also want to cast divine sense again.
(I can do that up to five times per rest right?)
Daemyar
stealth 23
wis save 17
Paladin - warforged - orange
@garnet - this time, your senses tingle and you feel the air become heavier and your breath stifles for a moment. There is a heavy feeling of wrongness, as from before, but here in the near vicinity of the camp, you can feel that it is evil. Despite this, you don't detect the presence of undead or fiends nearby, just malevolent evil.
Waiting on Krom's stealth and wisdom rolls to see whether or not you are stealthy enough.
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
Krom
Stealth: 3
Wisdom Save: 22
Be excellent to each other, and roll for initiative dudes!
Alright!
Gazing at the terrible sight in front of you is enough to make your gorge rise in your throat. However, the disgust and nausea you feel is nothing compared to your burning anger. The startling offense on the bodies you see, the obvious torture and sadism, the wanton cruelty and misery inflicted - all of this is more than enough impetus to focus yourselves and your morale level.
Unfortunately, the group does not succeed nearly as well at being quiet. Even Elosa, who is usually quite nimble in the air, crashes through a couple of branches in a tree. Krom and Lorell are extremely agitated and upset at the scene before them and cannot concentrate fully on keeping their movements quiet.
The two standing humanoids have heard something 9 16 though they are not yet coming to investigate. The human kneeling and chanting is still doing so.
The two standing look towards your general direction and make a few clicking sounds. From the misty area in the top right part of the map, a large and heavily muscled lizard struts forward, tongue constantly tasting the air. It's mouth is covered in bits of flesh and gore, and is dripping blood. It stops for a moment and looks at it's handlers, tastes the air, and heads in your direction. You don't think it has smelled or spotted you. However, you would wager that you have about 15-20 seconds before it finds you.
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
(( How far apart are the two standing humanoids? And the lizard ? Just considering if Sleep would target more than one...or if they are closer, burning hands...
nvm: I just noticed the grid lines!))
Assume 5feet per grid square.
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
Do we have any idea what the humanoids are? Kobolds, perhaps...we did see kobold tracks, I think...or was that my imagining...and the clawed tracks were the lizard?
They look human but at this distance it’s hard to discern features. You can see they are painted in red and browns and greens. You can tell they aren’t kobolds but they could be elven or half elven. Yes you did see kobold tracks and you could assume the other tracks you saw came from this lizard.
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 is going to try to hide behind a tree and shoot the chatty chanter in his stupid chanty throat.
stealth 20
Attack: 15 Damage: 12
Paladin - warforged - orange
Seeing the arrow fly, Ithelion curses, and does the first thing that came to he mind: casting sleep so that the area over;aps the two humanoid but not the chanter, nor the lizard.
Sleep HP: 18
When she has done that she will move back into the forest and get away from her current position as stealthily as possible, ideally placing Krom and Garnet between her and the lizard.
Stealth: 23
( Is the lizard still far away or as it moved closer to investigate, like stabing distance?)