This post has potentially manipulated dice roll results.
@Lerus:
Knowing he only had but moments to act, Doozey tried to position himself simultaneously in two ways. By adjusting the chain still binding an arm, he hoped to disguise a readiness to turn it into a short range lasso perfect for catching a foe by the neck, and ease drawing them into a choke hold using the chain. However, as he wasn't quite ready for confrontation, an attempt is too made to play off the outcry as merely a complaint over the many wounds.
"Bloody Hell... Did you... Stab me... while I was unconscious too?" He questioned breathily, curling up slightly more as if trying to shield a stomach wound.
If able to dissuade closer inspection, Doozey would not try anything for at least another ten minutes, or so, hoping to lower their guard once more. Otherwise, it was go time...
This post has potentially manipulated dice roll results.
DM's Screen:
10; 20
@Ori:
It takes only a few seconds for two figures to approach. The darkness that surrounds you makes it hard to gather any detailed features as the two figures arrive, but your adjusted sight and the faint light that reaches you from far away flames do provide you with some information. Chiefly, that the two creatures approaching you are unmistakably goblins. Their height, body shapes, and pointed ears are familiar enough to you that you recognize them as such. You also notice that they wear little apart from loincloths, but that one carries a scimitar and the other a shortbow. It is safe to presume that the second of these goblins also carries some arrows.
They speak in a language that you do not understand, though you deduce it is likely the language of goblins. They seem to understand your cries of pain with no problem, though. They even crack a smile and cackle when you accuse them of stabbing you. One of the goblins gets a bit closer to you, examining your general poise and circumstance in a way of checking for anything out of the ordinary. He lingers a bit longer than you expected, revealing, you think, that he recognizes that something is strange. He fails to pinpoint what it is, but if your mission was to make them lower their guard a bit, you reckon that you failed as well.
(OOC: I'll stop here, with one of them close to you and the other very close to you. Are you releasing your prepared action?)
Neya warns the group to stay alert just after Graxx recognizes that his new breastplate is likely to make a silent approach difficult. Brandishing his torch, the barbarian leads the group down the adit. Moneus brings up the rear.
The descent is quite simple, and the stony floor's incline becomes more and more horizontal with each step. Soon, the group finds itself deep into this cave, no longer descending or ascending. The stone walls are cold and the sound of dripping water can be heard in the distance, likely echoing from farther away than it seems. The cave's smell is quite disgusting.
Then, the group finds the first sign of non-natural intervention in this cave. Just ahead of them, a set of five angled steps have been carved into the floor, leading up to a stony room to the party's northeast. From this angle, you can't quite see what is up there, but the orange-yellow glow of fire reflects on the walls, not too differently from the effect caused by Graxx's torch.
(OOC: How would you like to approach this room just beyond the steps to your northeast. There are no other passages apart from the steps ahead and the cave entrance.)
This post has potentially manipulated dice roll results.
@Lerus:
(OOC: Garrote! That was the word I was looking for! Gosh darn it... *ahem*... Anyhow yes. Probably will end badly, but Doozey is not staying chained up that easy. Assuming there's a d20 or attack roll involved, rolling it ahead of time for ya)
8. (assumes disadvantage, but not I leave the modifier up to you. Assuming he succeeds in the makeshift garroting, he'll add the following:)
With prey bound in chains, Doozey yanks him in close, trying to use the captured goblin as a shield, before stating through gritted teeth. "One question. Answer, you live. Lie or understand not, you both die.... Where are the ones that brought me here, hm?" He said, hopefully, but not by much that at least one of them spoke common. If at all possible, his next move will be to use his injured hand to slip a scimitar (or if bow guy, an arrow) off the belt of whatever goblin he has captured at the moment.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Three dragon-like claws sprout from between Neya's knuckles, betraying her intent to kill whatever may lie ahead. This pack of shapeshifters had their second chance, there will not be a third.
(OOC: Yes, an attack roll with an improvised weapon will do. Let's call it a whip-like improvised weapon, so it's DEX based. The final roll is therefore 12.)
You whip forward your improvised metal chain garrote but the darkness in the area betrays your eyes. Your attempt misses the nearby goblin's neck, hitting his chest instead. It wasn't even a hard enough strike to cause damage. The goblin backs up a bit and "sheathes" his scimitar into his loincloth. He says something to the other goblin and then, in a weird but familiar reshaping of its features, sprouts leathery wings from underneath each of its arms. Its ears become bigger and pointier, and fur grows from its neck and shoulder area. It flies away in the direction whence it came, leaving the bow-and-arrow goblin behind to keep an eye on you.
(OOC: Just to be clear, that last paragraph in your post above never happened.)
This post has potentially manipulated dice roll results.
(@Grx: If I am understanding your last post correctly, you are advancing still holding the torch, correct?)
DM's Screen:
14
Utar, Neya, Graxx, and Moneus all get ready for a fight. With nods all around, Graxx leads the group forward in a closely packed formation. They slowly make it up the steps to find a roughly oval-shaped room, around 30 x 40 feet in dimension. There is one torch mounted on the all, shedding light on three separate weapon racks. There are also two wooden tables and two wooden chairs in this room. Save for a wooden mace on top of one of the tables, everything else is pretty bare. The weapon racks are empty, and there is nothing on the chairs or on the second table. It looks like this room was cleaned up of its belongings recently.
To the northwest of this room, there is a opening leading to another oddly shaped chamber. From where you stand, you can see that this second chamber is even emptier than the first. There seems to be nothing there other than another torch mounted on the wall. Unlike this first chamber, there is no furniture on the second room. There are, however, two other passages: one leading north and one leading west.
Moneus says: "I don't like the look of this... They provoke you with a letter and then their presumed hideout is empty!"
This post has potentially manipulated dice roll results.
(OOC: Yes sorry not sure why I had such a bad typo."
Graxx looks around the room and at the two passages.
"Not good... Hard to track someone in a cave. I'm not sure which way would be best."
Graxx goes to each passage and squats down holding his torch down towards the ground. He shakes his head in... Then walks over to the table with the wooden mace.
"And why would they leave this behind..."
Graxx picks up the wooden mace and uses the torch to view it. Is there a message or symbol carved into the wood?
Even in failure Doozey expression betrays little in the way of emotion. He instead took on a defensive posture, having half-expected the other to rush in try and incapacitate him. Seeing as such was not the case however, Doozey stopped trying to spool chain again into a makeshift whip, choosing instead to just sit down. "Don't suppose you have any idea why I've been kept alive?" He asked calmly his remaining guard while shifting into as comfortable seated position as possible.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
"Which begs the question; where have they gone?"
Utar lets his mostly rhetorical question hang in the air, casting an eye over the weapon racks as he passes into the other room. Once there he casts his eye around the room, not quite trusting it's as empty as it seems.
"I highly doubt that they vacated this place. Why leave the torches burning?" Neya observes. "The letter and this empty room? They were anticipating us coming here."
"If that is the case, we should expect to be followed," she takes out her bag of caltrops. "Whichever of those passages we take, I don't intend on being surprised."
This post has potentially manipulated dice roll results.
DM's Screen:
7, 8, 10
12, 17, 16
Graxx paces around a bit, looking at the passages ahead and trying to decide which way to go. His torch is perhaps half-way through its fuel by now, and its light reveals little new as the man walks about. Meanwhile, Utar and Neya deliberate on why the place is so empty. The monk prepares to advance by proposing the use of caltrops as an early warning system. The cleric looks about the emptier of the rooms just in case Graxx missed anything.
Sure that he is missing indeed something, Graxx turns back to the table and picks up the wooden mace. Only the handle comes up, as rot has settled at the base of the head of the mace, which stays on the table. Graxx brings the torch a bit closer and reads the message written in common: "WE WARNED YOU."
This is about the same time Utar picks up some movement from the north passage. Something is approaching fast. Neya picks up on other shadows approaching from the western passage. An ambush!
(OOC: Neya has Alert, Utar rolled high, and everyone else has high enough passive perception to avoid being surprised.)
NOTES: It's dim light everywhere unless you are right next to a torch. If you have no special sense like darkvision your perception checks and search actions are done at disadvantage. It does not affect attack rolls.
(This... is either not gonna work, or totally back fire. But **** it. Revenge often takes you on strange paths)
The stoutling responds with a hollow laugh of his own, then closed his eyes. "Blood for Blood... In more ways than one... Suppose that's fair." He admits as much. "I suppose its a small blessing too... my Brother... will no longer suffer for my actions. All I have to hope for now is that... when they grow tired of tasting my shitty blood... that it'll be your lovely hands that bring about my end." Doozey opens his eyes, and gives the goblin a small, disarming smile.
Or so he imagined it was, for all of a few seconds. But then, the hollowness creeps back into his expression, making it seem empty.
Identifying that the wererats are among the bigger threat, Neya drops her bag of caltrops and rushes one to the north (attacking the one on AS 62 from AT 63).
Unarmed Attack: 14 Damage: 9
Extra unarmed Attack: 12 Damage: 11
Bonus unarmed Attack: 24 Damage: Unable to parse dice roll.
@Lerus:
Knowing he only had but moments to act, Doozey tried to position himself simultaneously in two ways. By adjusting the chain still binding an arm, he hoped to disguise a readiness to turn it into a short range lasso perfect for catching a foe by the neck, and ease drawing them into a choke hold using the chain. However, as he wasn't quite ready for confrontation, an attempt is too made to play off the outcry as merely a complaint over the many wounds.
"Bloody Hell... Did you... Stab me... while I was unconscious too?" He questioned breathily, curling up slightly more as if trying to shield a stomach wound.
Deception: 12.
If able to dissuade closer inspection, Doozey would not try anything for at least another ten minutes, or so, hoping to lower their guard once more. Otherwise, it was go time...
When you realize you're doing too much: Signature.
“Eyes and ears open. We are deep in their territory,” Neya warns.
Extended Signature
DM's Screen:
10; 20
@Ori:
It takes only a few seconds for two figures to approach. The darkness that surrounds you makes it hard to gather any detailed features as the two figures arrive, but your adjusted sight and the faint light that reaches you from far away flames do provide you with some information. Chiefly, that the two creatures approaching you are unmistakably goblins. Their height, body shapes, and pointed ears are familiar enough to you that you recognize them as such. You also notice that they wear little apart from loincloths, but that one carries a scimitar and the other a shortbow. It is safe to presume that the second of these goblins also carries some arrows.
They speak in a language that you do not understand, though you deduce it is likely the language of goblins. They seem to understand your cries of pain with no problem, though. They even crack a smile and cackle when you accuse them of stabbing you. One of the goblins gets a bit closer to you, examining your general poise and circumstance in a way of checking for anything out of the ordinary. He lingers a bit longer than you expected, revealing, you think, that he recognizes that something is strange. He fails to pinpoint what it is, but if your mission was to make them lower their guard a bit, you reckon that you failed as well.
(OOC: I'll stop here, with one of them close to you and the other very close to you. Are you releasing your prepared action?)
Neya warns the group to stay alert just after Graxx recognizes that his new breastplate is likely to make a silent approach difficult. Brandishing his torch, the barbarian leads the group down the adit. Moneus brings up the rear.
The descent is quite simple, and the stony floor's incline becomes more and more horizontal with each step. Soon, the group finds itself deep into this cave, no longer descending or ascending. The stone walls are cold and the sound of dripping water can be heard in the distance, likely echoing from farther away than it seems. The cave's smell is quite disgusting.
Then, the group finds the first sign of non-natural intervention in this cave. Just ahead of them, a set of five angled steps have been carved into the floor, leading up to a stony room to the party's northeast. From this angle, you can't quite see what is up there, but the orange-yellow glow of fire reflects on the walls, not too differently from the effect caused by Graxx's torch.
(OOC: How would you like to approach this room just beyond the steps to your northeast. There are no other passages apart from the steps ahead and the cave entrance.)
@Lerus:
(OOC: Garrote! That was the word I was looking for! Gosh darn it... *ahem*... Anyhow yes. Probably will end badly, but Doozey is not staying chained up that easy. Assuming there's a d20 or attack roll involved, rolling it ahead of time for ya)
8. (assumes disadvantage, but not I leave the modifier up to you. Assuming he succeeds in the makeshift garroting, he'll add the following:)
With prey bound in chains, Doozey yanks him in close, trying to use the captured goblin as a shield, before stating through gritted teeth. "One question. Answer, you live. Lie or understand not, you both die.... Where are the ones that brought me here, hm?" He said, hopefully, but not by much that at least one of them spoke common. If at all possible, his next move will be to use his injured hand to slip a scimitar (or if bow guy, an arrow) off the belt of whatever goblin he has captured at the moment.
When you realize you're doing too much: Signature.
Utar readies his shield and grips Lightbringer tightly ready to follow the others into the room.
Graxx gives a look back at the group and gives a nod signaling its to time.
Graxx will the group torch only across the stairs. He does not run as he wants to keep a tight formation for now.
Three dragon-like claws sprout from between Neya's knuckles, betraying her intent to kill whatever may lie ahead. This pack of shapeshifters had their second chance, there will not be a third.
Extended Signature
@Ori:
(OOC: Yes, an attack roll with an improvised weapon will do. Let's call it a whip-like improvised weapon, so it's DEX based. The final roll is therefore 12.)
You whip forward your improvised metal chain garrote but the darkness in the area betrays your eyes. Your attempt misses the nearby goblin's neck, hitting his chest instead. It wasn't even a hard enough strike to cause damage. The goblin backs up a bit and "sheathes" his scimitar into his loincloth. He says something to the other goblin and then, in a weird but familiar reshaping of its features, sprouts leathery wings from underneath each of its arms. Its ears become bigger and pointier, and fur grows from its neck and shoulder area. It flies away in the direction whence it came, leaving the bow-and-arrow goblin behind to keep an eye on you.
(OOC: Just to be clear, that last paragraph in your post above never happened.)
(@Grx: If I am understanding your last post correctly, you are advancing still holding the torch, correct?)
DM's Screen:
14
Utar, Neya, Graxx, and Moneus all get ready for a fight. With nods all around, Graxx leads the group forward in a closely packed formation. They slowly make it up the steps to find a roughly oval-shaped room, around 30 x 40 feet in dimension. There is one torch mounted on the all, shedding light on three separate weapon racks. There are also two wooden tables and two wooden chairs in this room. Save for a wooden mace on top of one of the tables, everything else is pretty bare. The weapon racks are empty, and there is nothing on the chairs or on the second table. It looks like this room was cleaned up of its belongings recently.
To the northwest of this room, there is a opening leading to another oddly shaped chamber. From where you stand, you can see that this second chamber is even emptier than the first. There seems to be nothing there other than another torch mounted on the wall. Unlike this first chamber, there is no furniture on the second room. There are, however, two other passages: one leading north and one leading west.
Moneus says: "I don't like the look of this... They provoke you with a letter and then their presumed hideout is empty!"
(OOC: Yes sorry not sure why I had such a bad typo."
Graxx looks around the room and at the two passages.
"Not good... Hard to track someone in a cave. I'm not sure which way would be best."
Graxx goes to each passage and squats down holding his torch down towards the ground. He shakes his head in... Then walks over to the table with the wooden mace.
"And why would they leave this behind..."
Graxx picks up the wooden mace and uses the torch to view it. Is there a message or symbol carved into the wood?
Investigation: 15
@Lerus:
Even in failure Doozey expression betrays little in the way of emotion. He instead took on a defensive posture, having half-expected the other to rush in try and incapacitate him. Seeing as such was not the case however, Doozey stopped trying to spool chain again into a makeshift whip, choosing instead to just sit down. "Don't suppose you have any idea why I've been kept alive?" He asked calmly his remaining guard while shifting into as comfortable seated position as possible.
When you realize you're doing too much: Signature.
"Which begs the question; where have they gone?"
Utar lets his mostly rhetorical question hang in the air, casting an eye over the weapon racks as he passes into the other room. Once there he casts his eye around the room, not quite trusting it's as empty as it seems.
(OOC Not sure if this is a perception or investigation check. So here's both...
perception 12
investigation 15)
"I highly doubt that they vacated this place. Why leave the torches burning?" Neya observes. "The letter and this empty room? They were anticipating us coming here."
"If that is the case, we should expect to be followed," she takes out her bag of caltrops. "Whichever of those passages we take, I don't intend on being surprised."
Extended Signature
@Ori:
The goblin laughs, and then painfully lets out a single word in common in response to your question: "Blood."
She slowly prepares an arrow and pulls on the bowstring, holding it there for now.
DM's Screen:
7, 8, 10
12, 17, 16
Graxx paces around a bit, looking at the passages ahead and trying to decide which way to go. His torch is perhaps half-way through its fuel by now, and its light reveals little new as the man walks about. Meanwhile, Utar and Neya deliberate on why the place is so empty. The monk prepares to advance by proposing the use of caltrops as an early warning system. The cleric looks about the emptier of the rooms just in case Graxx missed anything.
Sure that he is missing indeed something, Graxx turns back to the table and picks up the wooden mace. Only the handle comes up, as rot has settled at the base of the head of the mace, which stays on the table. Graxx brings the torch a bit closer and reads the message written in common: "WE WARNED YOU."
This is about the same time Utar picks up some movement from the north passage. Something is approaching fast. Neya picks up on other shadows approaching from the western passage. An ambush!
(OOC: Neya has Alert, Utar rolled high, and everyone else has high enough passive perception to avoid being surprised.)
ROLLING FOR INITIATIVE
(Graxx and Neya go next.)
@Lerus:
(This... is either not gonna work, or totally back fire. But **** it. Revenge often takes you on strange paths)
The stoutling responds with a hollow laugh of his own, then closed his eyes. "Blood for Blood... In more ways than one... Suppose that's fair." He admits as much. "I suppose its a small blessing too... my Brother... will no longer suffer for my actions. All I have to hope for now is that... when they grow tired of tasting my shitty blood... that it'll be your lovely hands that bring about my end." Doozey opens his eyes, and gives the goblin a small, disarming smile.
Or so he imagined it was, for all of a few seconds. But then, the hollowness creeps back into his expression, making it seem empty.
Persuasion: 2.
When you realize you're doing too much: Signature.
Identifying that the wererats are among the bigger threat, Neya drops her bag of caltrops and rushes one to the north (attacking the one on AS 62 from AT 63).
Unarmed Attack: 14 Damage: 9
Extra unarmed Attack: 12 Damage: 11
Bonus unarmed Attack: 24 Damage: Unable to parse dice roll.
Extended Signature
Graxx drops the torch onto the table before drawing his silvered halberd.
Graxx will begin to rage.(Bonus Action)
Graxx will move to AT,63 and attack the Wererat at AS,62 twice recklessly and with great weapon mastery.
Attack: 19 Damage: 17
Attack: 19 Damage: 20
Divine Radiant Damage to First Hit: 6
.