This post has potentially manipulated dice roll results.
Reghys decides that their primary focus is first to establish a rapport with the commoners and prisoners here, try to understand how they fit into the whole scheme and maybe discover what it all was pointing towards.
"Now, I love a good story, none more so than the myths of times before our own. My people love the natural elements as well, though for us it's all about the balance between them, the way that our lives are shaped and influenced by our surroundings. We're the thread that weaves in between the elemental dance, my father used to say. I'd love to hear what you're views are though- what do you call your creed and what's the name of this church?"
Persuasion to try and get someone talking: 22 going to use my inspiration to reroll that nat 1!
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
The commoners exchange looks with each other while one of the prisoners writhe in pain from their full body burns, and the other stares blankly at the satyr. A few blinks later, the cultist would begin spilling the beans about what they knew about their church.
Cult of the Crushing Wave
The Crushing Wave cult appeals to those who live in or near bodies of water, as well as to those who appreciate subtlety and inevitability. Wicked sea creatures such as aquatic ghouls and merrows are friendly toward water cultists. Even non-sentient predators such as sharks or octopuses understand that water cultists are allies to be aided or masters to be obeyed.
The Sign of the Crushing Wave. Water cultists use a simple hand sign to identify one another when a token of recognition is required: crossing the forefingers and overlapping the thumbs to create an X-shape linked by a line across the bottom. It stands for water’s eternal surge and retreat, a cycle of unending change.
Because the cultists see water as the wellspring of all life and purpose, they spend as much time in or around it as possible. Many churches are located near large bodies of water, and those that aren’t feature hidden pools or wells in which cult members can immerse themselves. Water cultists prize water-breathing magic and seek it out for no other reason than to spend hours meditating underwater. Few cultists gain any profound insights from these exercises.
Prophet of Water
The former sailor Gar Shatterkeel leads the Crushing Wave cult. Gar was born in a poor fishing village in the Nelanther Isles. At a young age, he lost his family to a sahuagin attack. The sea devils slaughtered almost everyone he knew. A Tethyrian merchant galley conscripted the young orphan into service, and Gar was forced into a brutal indentured servitude that was barely better than being enslaved. His unwilling service came to an end when pirates attacked the merchant ship. During the fighting, Gar was knocked overboard. For days he survived by clinging to the ship’s wreckage, until a shark ripped off his left arm. Death seemed imminent, but a powerful current arose and bore him away from the hungry predator. Within an hour he was cast upon the shores of the Sword Coast.
Gar believed that the current that had saved his life was an elemental sent by the sea. From that day forward, he devoted himself to the ocean, teaching himself its secrets and learning powerful water magic over years of lonely wandering. He despised all other people, remembering only his harsh treatment by the merchant crew and the brutality of the pirates. But in time he became aware of a call to a higher purpose, impelling him to find other examples of human flotsam and teach them about the power of the sea.
Gar’s visions led him to the secret waters. He found a hidden cavern temple, on whose altar lay a powerful magical trident. Sensing its power, Gar took up the weapon and began to call his cult to join him in the Temple of the Crushing Wave.
"So, this Shatterkeel and that Temple of his... where are they? Why aren't they nearer to you, the faithful?"
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Ebele fell in line with Kerric. Although it had been some time since she trained with the warrior, he was one of the Argent Alliance who she technically knew the longest as he was the first to approach her, so was most familiar with the sound of his movements. Not to mention his non stealthy armour and comfortable predictability (in the sense that he doesn't shift into different animals, or speak spells) really does help her stabilize and orient herself in new surroundings. Heck, she felt like she had equivalent to her Hawke radar on. He'd be proud! She was sure of it.
K8: Barracks Nine double bunks fill this barracks, each with a pair of footlockers tucked underneath. This area was normally home to twelve bandits and four Crushing Wave reavers, but between Ebele's poking around their belongings and Kerric's count of the cultists they dispatched, it explained why the room was void of any inhabitants. Even though it wasn't their room of focus, the pair would have the option of collecting some of their spare change.
Monies:90gp 36pp 164cp
Junk in their Trunks
4 x Chain Shirt (Damaged Condition) 4 x Sharktoothed Longsword (Damaged Condition) 3 x Shield (Damaged Condition) 8 x Javalin (Damaged Condition) 6 x Scimitar (Damaged Condition) 4 x Dagger (Damaged Condition)
Doors exit to the north(Where they came from), west(where they're going), and east(where they'd be able to hear Hawke and T'chal'fronack'zcinicker on their parallel investigation at the time). Kerric and Ebele would exit west to continue their planned route(to K9).
K9. Water Tower The upper floor of this tower looked deserted, but the ground floor was still in use. Curtains hung across the eastern half of the room to wall off someone’s private quarters, and several straw pallets lie on the floor near the door. A capstan stands against the north wall, with a heavy chain disappearing through a pipe to the northeast. The river laps just beneath the arrow slits of the tower. Kerric immediately recognized this to be where the man greeted them and let them into the keep.
After thorough investigation, they'd be able to conclude that this was where Reash and his men were stationed. And tucked away in Reashe's private quarters, Ebele would proudly present some findings to Kerric.
Items 1 x pure black gem 1 x pure white gem 1 x Ring of Keys
K10. Landing From this vantage point, Kerric has a good view of the boat basin with an additional perspective to his investigation when they arrived. The water in the boat basin is about 15 feet deep, although it naturally shallows near the shore. The keep’s eastern wall juts out into the river, forming a good-sized basin in which a couple of keelboats float. The larger one being the boat you came on (K12) and the other being a smaller one tied up right next to the landing(K10). Ebele's review confirms that it's currently empty, besides a bucket with questionably smelling liquid in it.
A wide gap in the southeast wall provides access to the river, although it is blocked by a heavy chain (K11), the water gate the group sailed through. A twenty-foot tall bluff of rock and earth separates the landing(K10) and the nearby tower(K9) you just came from, from the rest of the castle grounds.
K13. Dark Stream To the north, a wide stream flows out of a cave mouth into the boat basin. An iron grate blocks access to the stream (K13). From here, Kerric got another close look. The north side of the boat basin laps against a steep, rocky bluff. From the base of the bluff, a subterranean river empties into the boat basin. The river is close to thirty feet wide, and the cave ceiling is about six feet above the water level in the middle. There was the iron grate with the lock that blocks the stream mouth. Maybe the key Ebele gave you would work...
K12 Moored Keelboat Continuing on, Ebele and Kerric would double check the 'Argent Alliance's boat' (K12). They were both able to confirm Reghys' promises. Everything of concern was accounted for so the pair was able to move on to a new area.
K14. North Tower This tower stands on top of the bluff, overlooking the Dessarin River and the castle harbor below. It was also the tower the bugbears poured out of. Entering with caution, Ebele and Kerric were greeted with a nauseating rank animal stench that hung in the air. Filthy furs and discarded bones littered the interior of this tower. No matter how much the pair dared to poke around, Ebele only found one copper coin. "Copper for your thoughts?" She'd offer it to him to encourage the continuation of their earlier conversation. Her other hand was covering her mouth and nose with the front of her cowl. But even with most of her face covered, the monk's single dimple peeked from an exposed cheek. It give away a hint of a smile. She was ready to move on from this room.
Monies: 1cp
K15. Chapel Not that the next area smelled any better at this point. The bulk of the Argent Alliance's earlier battle occurred here, and although bodies were neatly piled and stacked, it still smelled and looked horrendous. Ebele's only senses left at this point were her ears, and she relied heavily on her familiarity with the sound of Kerric's movements and his communication. The elven warrior would easily be able to confirm that no one else had come or gone from this area.
After a thorough search, Kerric would open the door to let the pair back outside to inhale a semi fresh breath. Ebele's ears were on high alert as she'd place a hand against Kerric's armour and allow autonomy to guide her out. They were supposed to be heading back to towards the chapel, but the monk would hear some familiar sounds nearby. Her head would jerk in the direction and she'd tap Kerric for his attention before pointing towards the sound. "T?"
Kerric could spot T'chal'fronack'zcinicker sitting down with his back against the chapel outer wall facing the edge (K13. Dark stream).
T'chal'fronack'zcinicker and Crawke (RP Reward: Both of you get inspiration for your great back and forth.)
Off they went, starting with clearing the castle yard. T'chal'fronack'zcinicker had fallen silent while Hawke bursted with his enthusiasm, chatting along as he went. He plenty made up for his quiet time while in bear mode.
K4. Castle Yard The area just inside the castle gatehouse consisted of a small courtyard of bare dirt and tufts of wiry grass. A stable stands to the east(K5), the gatehouse to the west(K2), and the main yard of the castle lies to the north(where you came from). The keep occupies the northern corner of the castle yard(K16+). Stone stairs near the keep lead up to the top of the wall.
T'chal'fronack'zcinicker and Hawke started their journey where Hawke spied the peeping reaver...
K7. The Bathhouse Two big wooden washtubs occupy the middle of this room, and a row of curtains along the west wall provides privacy for several privies. They didn't need to spend a lot of time in the room to know they didn't really want to touch all the wet surfaces. It had been used recently. Ick, that mirror. And way too many coppers would fit in that room... imagine trying to pick them all up? Though, there was a robe hanging on the door and the one brave enough to search would find something in the pocket before moving on.
Item 1 x A feather token
K6. Armoury Entering the next room, weapon racks along the walls of this armory hold spears. Barrels full of crossbow bolts and arrows stand near the doors. Open chests in the middle of the room contain suits of leather armor. The most unusual items in this armory are the shields — they are made of beaten copper and fashioned into the shape of horseshoe crab shells. Sure this would take a normal individual forever to catalogue, but this was T'chal'fronack'zcinicker and Hawke. Complete in a blur of strokes.
Items 20 x spears 10 x shortswords 5 x scimitars 5 x light crossbows 400 x crossbow bolts 200 x arrows 15 x suits of leather armor 8 x shields shaped like horseshoe crab shells
K5. Ruined Stable And like that, Hawke would be disappointed. This old stable is in bad shape. Most of the roof has caved in, rotting debris fills the interior and six horse stalls line the back wall. The cultists haven’t bothered to repair the stables yet, since they have little need for mounts here. He would never think about putting Bill in here. Bill! It's been a while...
K2. This is the ground floor of the gatehouse tower. A door leads to the east, and stairs climb to the floor above(K3). Arrow slits in this room offer a view of the ground outside the castle and the gate passage to the north. Two double-bunks stand against the walls obviously serving as the barracks for four bandits, all who are clearly dispatched from chaos that could only be the remnants of Reghys' handywork. T'chal'fronack'zcinicker double checks their pockets as it was obvious the bard moved in haste to maintain the element of surprise. Meanwhile something would catch Hawke's eyes.
Monies:16gp 6pp
K3 Shiny coins scattered about the stairs would lead the druid up the stairs. First it was just one or two, but as he started to reach the top they'd multiply until he got to the top where it looked like someone's penny pouch exploded. This area serves as a barracks and a defensive post. It must have been for that Holger fella, a thug, that the commoners said commanded the gatehouse. Three more bandits had bunks here.
Turns out Holger accumulated a tidy little hoard and it was neatly tucked away in wooden coffer under his bunk. There was coin, a familiar looking potion, and a vial with a expanding and shrinking red bead in it.
Monies: 40 gp 150 sp 647cp
Items 1 x potion of healing 1 x vial with expanding and retracting red bead
This room above the castle gatehouse features doors that lead out to the tops of the walls to the north and to the east. A chain mechanism in the northern half of the room positioned over the main gate raises or lowers the gate bars. Another controls the portcullis. Three holes in the floor, each about a foot square, look down on the passage below.
From here there wasn't much more for the pair to investigate, thus continueing into the castle yard and seeing where their conversation would take them. Spending that time together to snoop and gather some scoop seemed to relax the air between the pair. Hawke and T'chal'fronack'zcinicker find themselves looking back over the dark stream (K13) discussing where the water could lead. It would occur to T'chal'fronack'zcinicker that it probably lead to the underground area he and Kerric inspected beneath the keep.
Still energetic as ever, the druid had an idea and goes for it!
Sploosh!
Cawke
K13. Dark Stream Crocodile Hawke conveniently finds himself on the inside of the locked iron gate and eagerly swims down river into the dark cave.
K22. Hidden Boat Landing Crawke finds himself at a hidden boat landing with two boats bobbing in the water. Glancing behind him, he clearly came from the daylight opening to the east. The underground stream continued west upstream into the darkness. This must have been where T'chal'fronack'zcinicke and Kerric went when they went downstairs and he went upstairs with Ebele.
Approaching the boats to take a bit of a gander, the druid would notice scratch marks underneith them and like, not made by rocks. Pinging his crawkisenses, he slowly raises to the surface of the water to peek above the landing into the torchlit chamber. Spotting the base of the staircase, Hawke caught a glimpse of a full moon from a different perspective! One. Two. No. Three or more! Butts. Cawke caught sight of loinclothed rear ends heading upstairs.
Left on the surface to wait, an impressed had T'chal'fronack'zcinicker settled himself down close by. He'd be perched against the chapel checking over his now extremely numerous pile of bolts and sharpening them. The tiefling would hear the chapel door open.
"T?"
Ebele and Kerric had emerged from the back door.
Inquiring Parties
Reghys and Xalkas
"They're near enough." The cultist would shrug to the Satyre. "Your fancy devil and knight in shining armour were sniffing around the right place. They were just a boat tour away." They'd wiggle their nose then put a finger to it and tap. "Right under your nose." Then point to the stairway(to K22) the commoners were all standing on either side.
BANG!
A sudden slam against the door would kick off a symphony of scratching and groaning coming from said secret door. Anything in the commoners hands would go flying into the air and they'd scatter in fear.
(@rforrest: Feel free to hop it as/when you can. Hope all is well!)
(4hrs later? O.O I haven't completely proof read yet... Phew. Hope it works out... Thank you all. Happy weekend <3)
T'chal'fronack'zcinickerglances back at Ebele and Kerric. "Oh, hello there. You'll be happy to know that we found a good amount of coin which I've accounted for in my ledger, as well as a significant haul of weapons which we'll need to take back on the boat. Hmmm....not sure there's anything else relevant. How'd you both work out? Oh, right, the druid turned into a crocodile and swam up stream. If he's not back in....." (he checks marks on his ledger, and glances at an minute timer next to him with grains of sand pouring down into the lower portion) "......twenty four minutes and about thirty seconds, then we're supposed to worry."
Rollback Post to RevisionRollBack
What's the difference between a Wizard and a Sorcerer? Class.
Gathering the items as they find them, Kerric smiles and takes the copper piece and says, “Indeed, I have found adventuring with our troop has been more pleasant than I expected, the blood and gore notwithstanding.”
“I am concerned that there are many dark elemental cults with prisoners and other normal people duped into joining. I feel we are on the track of the Dwarven delegation, but each place we find seems to be merely a waypoint in our investigation instead of a happy rescue. Still we are freeing some citizens along the way and eliminating evil cultists as we go,” responds Kerric, giving an uncharacteristically long and detailed response.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
T'chal'fronack'zcinicker nods, "Well...that's excellent to hear. Did you say you found stuff? If you give me a detailed accounting I can log it in the ledger." He flips over the timer as it runs out, and makes a mark on his ledger.
Rollback Post to RevisionRollBack
What's the difference between a Wizard and a Sorcerer? Class.
While Hawke could appreciate a fine butt in the right moment, this definitely wasn't one of those moments! Though, the druid decides to lie in wait for a minute or so before attempting to climb out of the water to follow behind the 'behinds' he saw.
(Not sure if you want a stealth roll, but I'll roll it just in case! Since ya know crocs r stealthy n all that lmfao) 7
Rollback Post to RevisionRollBack
Aeydof the Dragons || Wood Elf / Way of the Ascendant Dragon Monk Demetrios Zalaoras || Protector Aasimar / Paladin of Torm Hawke || Kalashtar / Circle of the Moon Druid Morticia || Half-Aasimar Rogue Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm /ᐠ。ꞈ。ᐟ\
Outside the Chapel A smile would rest on Ebele’s face when Kerric would spend some time providing her with a detailed response. It was nice to hear. She also couldn’t help but nod along with his thoughts. “Truthfully Kerric,” The monk would pause for a moment to show genuine consideration for his words. “I believe your concern is valid and I agree with your assessment.” She’d say simply with a nod. He summarized it quite eloquently.
Once T'chal'fronack'zcinicker chimed in, Ebele’s head would turn to him, then Kerric, and back and forth a few times. As silence hung in the air, she shifted her weight and pursed her lips before exhaling. “Welp. We found coin I’m pretty sure, and Kerric hauled some junk from their trunks. I think I found some gems of value and some keys.” She’d shrug, gesturing to their elven warrior, who she entrusted the items too. The man could actually see what she handed him. For all she knew, they could have been rocks.
Cawke (How perceptive is the back behind?)
Perception:8 vs 7
As the group filed on up the stairs, the final butt paused. It stopped just long enough to hear a scaley gator slosh up onto the landing. Slowly, it’d turn to look. With razor-sharp teeth and jagged claws, it’s head would tilt as it spots a creature that was not like him!
Hawke stops in his tracks when he get's spotted by the creature, keeping his eye on him as he tries to assess what to do now. After a few seconds of a staring contest, he decides to try to set up a telepathic link to it to communicate.
If possible, he says, "Hey. You, uh, you ain't from here. Whatcha... Whatcha doin'?"
If not possible, he slowly retreats himself back into the water, never keeping an eye off it, and when he's fully back in, he swims his croc ass back to the group.
(It's worth a shot! Here's a description of Mind Link in case you need it Ixi <3)
You can speak telepathically to any creature you can see within 50 ft. of you. You don’t need to share a language with the creature for it to understand, but the creature must be able to understand at least one language.
As an action, when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically with you for the next hour, or until you end this effect as an action.
Rollback Post to RevisionRollBack
Aeydof the Dragons || Wood Elf / Way of the Ascendant Dragon Monk Demetrios Zalaoras || Protector Aasimar / Paladin of Torm Hawke || Kalashtar / Circle of the Moon Druid Morticia || Half-Aasimar Rogue Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm /ᐠ。ꞈ。ᐟ\
The moment the creature heard words in its head, its eyes would ping wide and it’d look around expectantly and start salivating, drool dripping down it’s chin.
”BRAINS!”
DM Screen: 1: 13 2: 8
It’s head would round back to the crocodile before him. Something would click. It’d realized where it came from. “BRRRAINS!” Dropping down to its hands, it’d scurry dash towards the croc!
The scratching and banging from up the stairwell continues. It does not follow the rogue butt!
Crawke was definitely taken aback at the creatures exclamation, even shuffling back a bit in surprise. He only shuffles back even more when the thing gets on all fours and charges at him! This is what I get for tryin' to be friendly! But if it's just him... I can take 'em!
The confident croc decides to close the distance between him and the creature with a big ol' chomperu!
Attack: 24 Damage: 15 - If hit, the target is grappled and retrained (escape DC12, but I'm not sure what stat so I guess whatever you think is best in this situation!)
Aeydof the Dragons || Wood Elf / Way of the Ascendant Dragon Monk Demetrios Zalaoras || Protector Aasimar / Paladin of Torm Hawke || Kalashtar / Circle of the Moon Druid Morticia || Half-Aasimar Rogue Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm /ᐠ。ꞈ。ᐟ\
"They're near enough." The cultist would shrug to the Satyre. "Your fancy devil and knight in shining armour were sniffing around the right place. They were just a boat tour away." They'd wiggle their nose then put a finger to it and tap. "Right under your nose." Then point to the stairway(to K22) the commoners were all standing on either side.
BANG!
A sudden slam against the door would kick off a symphony of scratching and groaning coming from said secret door. Anything in the commoners hands would go flying into the air and they'd scatter in fear.
(@rforrest: Feel free to hop it as/when you can. Hope all is well!)
Inside the Keep (Reghys and Xalkas)
Commoners continue to flail and scatter in panic.
BANG! BANG! BANG!
SMASH!
Here's Johnnie!
Pale, rotting flesh humanoids break through the door and pour into the room. Loud hisses, groans and snarls echo throughout the chamber as their bulbous eyes lock on to the wailing humans within their reach.
Outside the Chapel (Ebele, Kerric and T'chal'fronack'zcinicker)
Pursing her lips, Ebele felt anxious with growing silence from Kerric and T'chal'fronack'zcinicker during their wait for Hawke. Shrugging to herself, she'd help herself to feeling Kerric's person to search for the items she handed him to offer their administrator tiefling.
"What's the time?"
Paying Attention? (Do you hear that?)
Perception Check
Roll Call: Kerric and/or T'chal'fronack'zcinicker Ebele:24
DC 10: You hear screaming coming from inside the Keep.
Ebele apparently doesn't hear anything over her rummaging through Kerric's armour.
Hidden Boat Landing (Crawke do it right gettin' slizzard. Sippin' sizzurp in his hide like three six. Now he's feelin' so fly with a G6: 4.)
CHOMP!
G6 ST:21 (Ouu I know this one without checking! Saving throw for grapple is Athletics or Acrobatics! *proud nerd moment*)
Crawke's jaws strike down hard on his incoming attacker, locking it in place for the perfect restraint.
This post has potentially manipulated dice roll results.
T'chal'fronack'zcinicker perception : 19 vs DC 10
As Kerric draws his blade and charges away, T'chal'fronack'zcinicker looks up curiously from his scribbling on the pad, "I still haven't finished recording what you and Ebele found....now....is that was that sound was, I was hearing it and was wondering, WHAT is that...." He picks up his book and tucks it into his bag as he chases after the elven warrior.
Reghys shouts: "Get behind us and grab whatever sharp object you can, metal or wood. If you do as we say, you will get out of this alive!"
Reghys is trying to take charge to give the commoners something to do, and to try and calm them. At the same time, they cast their eyes about the room, desperately trying to find some furniture to shove in the path of the creatures to buy them time. They'd also be interested in noting the location of any large metal object, such as a grate or kitchen countertop.
To Xalkas and under their breath, so as not to worry the commoners any more, they say: "I don't have a lot to deal with mindless undead. I hope you can give us some better backup. In the meantime though, I have an idea."
Persuasion: 28
Perception or Investigation to find the metal object (you choose which applies): 17 or 15
Initiative:23
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Hah! Look at me, and I didn't need any help! Alright, now what... Oh, heh, always wanted to do this actually...While talking to himself, the Crawke begins to back up into the water with the creature locked into his mouth. Once in the water, he makes sure to fully submerge himself before trying to death roll the prize in his mouth!
(I can't bite again, and there isn't a roll for this, I just thought it'd be fun to do XD Maybe the thing just drowns? Unless it breaks out of course!)
Rollback Post to RevisionRollBack
Aeydof the Dragons || Wood Elf / Way of the Ascendant Dragon Monk Demetrios Zalaoras || Protector Aasimar / Paladin of Torm Hawke || Kalashtar / Circle of the Moon Druid Morticia || Half-Aasimar Rogue Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm /ᐠ。ꞈ。ᐟ\
This post has potentially manipulated dice roll results.
Inside the Keep R | G1 | G4 | G5 | G2 | G3
Reghys' direct command inspires the group of commoners to take up arms and fight at their side! One of the women leads the group to a pile of weapons she had watched the elven warrior round up after freeing them. "Over here!" Nayreen would call out.
Arm the Commoners! (With more than pitchforks: 1= Sword and Board 2= Daggers, 3= Crossbow, 4= Longsword )
Incoming! (More initiatives! Anyone who rolls above a 19 may launch their actions. Any commoners lucky enough to get higher would hold their actions to follow up Reghys and the others)
Without skipping a beat, Kerric peels away, armed and ready to join the fray. T'chal'fronack'zcinicker tidily tucks his tome, timely trotting after his teammate to track the threat.
Initiatives Roll Call: Kerric & T'chal'fronack'zcinicker Pending: Xalkas
Outside the Chapel
Ebele blinks, a little spun around in the sudden change of events. "Guys?" She'd turn around in place. "What about Hawke?"
Crunch.
Immediately going rigid, the monk sucks air in through her teeth. Slowly, she lifts up her foot. She had stepped on, and broke, T'chal'fronack'zcinicker's hourglass. Ebele's head would move around as if she were looking around in hopes no one saw it. She'd drop to her knees and begin scooping up the pieces into her palm, glass, sand and all. Perhaps a pebble or two in her haste.
Hidden Boat Landing (Drowning's totally a thing! For this purpose, the prey could only survive one round underwater before the threat of drowning.)
Crawke pulls his pray into the dark watery depths with him, fully submerging it with a predators intent. Ready to allow his instincts to follow through, the druid holds his grip in hopes of completing the most satisfying of kills.
Initiative Crawke | G6(s)(r)
G6 writhes in panic in a desperate attempt to break free.
G6 ST(DC12):19
On Fail
In the creatures panic, bubbles escape at a rapid rate, tickling the roof of Crawke's mouth. It was a tell tale sign that it wouldn't be much longer. And sure enough, there was barely any strength left in his prey.
Finish him! Crawke's next attack has advantage.
On Success
The creature manages to reorient itself. Refocusing, it claws at it's attacker in defense!
On Crawke Attack: 23 Damage: 4 On Hit: it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute.
Reghys decides that their primary focus is first to establish a rapport with the commoners and prisoners here, try to understand how they fit into the whole scheme and maybe discover what it all was pointing towards.
"Now, I love a good story, none more so than the myths of times before our own. My people love the natural elements as well, though for us it's all about the balance between them, the way that our lives are shaped and influenced by our surroundings. We're the thread that weaves in between the elemental dance, my father used to say. I'd love to hear what you're views are though- what do you call your creed and what's the name of this church?"
Persuasion to try and get someone talking: 22 going to use my inspiration to reroll that nat 1!
18
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
The commoners exchange looks with each other while one of the prisoners writhe in pain from their full body burns, and the other stares blankly at the satyr. A few blinks later, the cultist would begin spilling the beans about what they knew about their church.
Cult of the Crushing Wave
The Crushing Wave cult appeals to those who live in or near bodies of water, as well as to those who appreciate subtlety and inevitability. Wicked sea creatures such as aquatic ghouls and merrows are friendly toward water cultists. Even non-sentient predators such as sharks or octopuses understand that water cultists are allies to be aided or masters to be obeyed.
The Sign of the Crushing Wave. Water cultists use a simple hand sign to identify one another when a token of recognition is required: crossing the forefingers and overlapping the thumbs to create an X-shape linked by a line across the bottom. It stands for water’s eternal surge and retreat, a cycle of unending change.
Because the cultists see water as the wellspring of all life and purpose, they spend as much time in or around it as possible. Many churches are located near large bodies of water, and those that aren’t feature hidden pools or wells in which cult members can immerse themselves. Water cultists prize water-breathing magic and seek it out for no other reason than to spend hours meditating underwater. Few cultists gain any profound insights from these exercises.
Prophet of Water
The former sailor Gar Shatterkeel leads the Crushing Wave cult. Gar was born in a poor fishing village in the Nelanther Isles. At a young age, he lost his family to a sahuagin attack. The sea devils slaughtered almost everyone he knew. A Tethyrian merchant galley conscripted the young orphan into service, and Gar was forced into a brutal indentured servitude that was barely better than being enslaved. His unwilling service came to an end when pirates attacked the merchant ship. During the fighting, Gar was knocked overboard. For days he survived by clinging to the ship’s wreckage, until a shark ripped off his left arm. Death seemed imminent, but a powerful current arose and bore him away from the hungry predator. Within an hour he was cast upon the shores of the Sword Coast.
Gar believed that the current that had saved his life was an elemental sent by the sea. From that day forward, he devoted himself to the ocean, teaching himself its secrets and learning powerful water magic over years of lonely wandering. He despised all other people, remembering only his harsh treatment by the merchant crew and the brutality of the pirates. But in time he became aware of a call to a higher purpose, impelling him to find other examples of human flotsam and teach them about the power of the sea.
Gar’s visions led him to the secret waters. He found a hidden cavern temple, on whose altar lay a powerful magical trident. Sensing its power, Gar took up the weapon and began to call his cult to join him in the Temple of the Crushing Wave.
(DM post to be continued for investigators)
just an unstable unicorn.
"So, this Shatterkeel and that Temple of his... where are they? Why aren't they nearer to you, the faithful?"
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
(Buckle up buckaroos! A book is coming.)
Searching Parties
Ebele and Kerric
Ebele fell in line with Kerric. Although it had been some time since she trained with the warrior, he was one of the Argent Alliance who she technically knew the longest as he was the first to approach her, so was most familiar with the sound of his movements. Not to mention his non stealthy armour and comfortable predictability (in the sense that he doesn't shift into different animals, or speak spells) really does help her stabilize and orient herself in new surroundings. Heck, she felt like she had equivalent to her Hawke radar on. He'd be proud! She was sure of it.
The Sweep
(K8 > K9 > K10 > K13 > K12 > K14 > K15 > Others)
(Here we go!)
K8: Barracks
Nine double bunks fill this barracks, each with a pair of footlockers tucked underneath. This area was normally home to twelve bandits and four Crushing Wave reavers, but between Ebele's poking around their belongings and Kerric's count of the cultists they dispatched, it explained why the room was void of any inhabitants. Even though it wasn't their room of focus, the pair would have the option of collecting some of their spare change.
Monies: 90gp 36pp 164cp
Junk in their Trunks
4 x Chain Shirt (Damaged Condition)
4 x Sharktoothed Longsword (Damaged Condition)
3 x Shield (Damaged Condition)
8 x Javalin (Damaged Condition)
6 x Scimitar (Damaged Condition)
4 x Dagger (Damaged Condition)
Doors exit to the north(Where they came from), west(where they're going), and east(where they'd be able to hear Hawke and T'chal'fronack'zcinicker on their parallel investigation at the time). Kerric and Ebele would exit west to continue their planned route(to K9).
K9. Water Tower
The upper floor of this tower looked deserted, but the ground floor was still in use. Curtains hung across the eastern half of the room to wall off someone’s private quarters, and several straw pallets lie on the floor near the door. A capstan stands against the north wall, with a heavy chain disappearing through a pipe to the northeast. The river laps just beneath the arrow slits of the tower. Kerric immediately recognized this to be where the man greeted them and let them into the keep.
After thorough investigation, they'd be able to conclude that this was where Reash and his men were stationed. And tucked away in Reashe's private quarters, Ebele would proudly present some findings to Kerric.
Items
1 x pure black gem
1 x pure white gem
1 x Ring of Keys
K10. Landing
From this vantage point, Kerric has a good view of the boat basin with an additional perspective to his investigation when they arrived. The water in the boat basin is about 15 feet deep, although it naturally shallows near the shore. The keep’s eastern wall juts out into the river, forming a good-sized basin in which a couple of keelboats float. The larger one being the boat you came on (K12) and the other being a smaller one tied up right next to the landing(K10). Ebele's review confirms that it's currently empty, besides a bucket with questionably smelling liquid in it.
A wide gap in the southeast wall provides access to the river, although it is blocked by a heavy chain (K11), the water gate the group sailed through. A twenty-foot tall bluff of rock and earth separates the landing(K10) and the nearby tower(K9) you just came from, from the rest of the castle grounds.
K13. Dark Stream
To the north, a wide stream flows out of a cave mouth into the boat basin. An iron grate blocks access to the stream (K13). From here, Kerric got another close look. The north side of the boat basin laps against a steep, rocky bluff. From the base of the bluff, a subterranean river empties into the boat basin. The river is close to thirty feet wide, and the cave ceiling is about six feet above the water level in the middle. There was the iron grate with the lock that blocks the stream mouth. Maybe the key Ebele gave you would work...
K12 Moored Keelboat
Continuing on, Ebele and Kerric would double check the 'Argent Alliance's boat' (K12). They were both able to confirm Reghys' promises. Everything of concern was accounted for so the pair was able to move on to a new area.
K14. North Tower
This tower stands on top of the bluff, overlooking the Dessarin River and the castle harbor below. It was also the tower the bugbears poured out of. Entering with caution, Ebele and Kerric were greeted with a nauseating rank animal stench that hung in the air. Filthy furs and discarded bones littered the interior of this tower. No matter how much the pair dared to poke around, Ebele only found one copper coin. "Copper for your thoughts?" She'd offer it to him to encourage the continuation of their earlier conversation. Her other hand was covering her mouth and nose with the front of her cowl. But even with most of her face covered, the monk's single dimple peeked from an exposed cheek. It give away a hint of a smile. She was ready to move on from this room.
Monies: 1cp
K15. Chapel
Not that the next area smelled any better at this point. The bulk of the Argent Alliance's earlier battle occurred here, and although bodies were neatly piled and stacked, it still smelled and looked horrendous. Ebele's only senses left at this point were her ears, and she relied heavily on her familiarity with the sound of Kerric's movements and his communication. The elven warrior would easily be able to confirm that no one else had come or gone from this area.
After a thorough search, Kerric would open the door to let the pair back outside to inhale a semi fresh breath. Ebele's ears were on high alert as she'd place a hand against Kerric's armour and allow autonomy to guide her out. They were supposed to be heading back to towards the chapel, but the monk would hear some familiar sounds nearby. Her head would jerk in the direction and she'd tap Kerric for his attention before pointing towards the sound. "T?"
Kerric could spot T'chal'fronack'zcinicker sitting down with his back against the chapel outer wall facing the edge (K13. Dark stream).
T'chal'fronack'zcinicker and Crawke
(RP Reward: Both of you get inspiration for your great back and forth.)
Off they went, starting with clearing the castle yard. T'chal'fronack'zcinicker had fallen silent while Hawke bursted with his enthusiasm, chatting along as he went. He plenty made up for his quiet time while in bear mode.
The Sweep Cont
(K4 > K7 > K6 > K5 > K2 > K3 > K13 > K22)
(Here we go! Continued)
K4. Castle Yard
The area just inside the castle gatehouse consisted of a small courtyard of bare dirt and tufts of wiry grass. A stable stands to the east(K5), the gatehouse to the west(K2), and the main yard of the castle lies to the north(where you came from). The keep occupies the northern corner of the castle yard(K16+). Stone stairs near the keep lead up to the top of the wall.
T'chal'fronack'zcinicker and Hawke started their journey where Hawke spied the peeping reaver...
K7. The Bathhouse
Two big wooden washtubs occupy the middle of this room, and a row of curtains along the west wall provides privacy for several privies. They didn't need to spend a lot of time in the room to know they didn't really want to touch all the wet surfaces. It had been used recently. Ick, that mirror. And way too many coppers would fit in that room... imagine trying to pick them all up? Though, there was a robe hanging on the door and the one brave enough to search would find something in the pocket before moving on.
Item
1 x A feather token
K6. Armoury
Entering the next room, weapon racks along the walls of this armory hold spears. Barrels full of crossbow bolts and arrows stand near the doors. Open chests in the middle of the room contain suits of leather armor. The most unusual items in this armory are the shields — they are made of beaten copper and fashioned into the shape of horseshoe crab shells. Sure this would take a normal individual forever to catalogue, but this was T'chal'fronack'zcinicker and Hawke. Complete in a blur of strokes.
Items
20 x spears
10 x shortswords
5 x scimitars
5 x light crossbows
400 x crossbow bolts
200 x arrows
15 x suits of leather armor
8 x shields shaped like horseshoe crab shells
K5. Ruined Stable
And like that, Hawke would be disappointed. This old stable is in bad shape. Most of the roof has caved in, rotting debris fills the interior and six horse stalls line the back wall. The cultists haven’t bothered to repair the stables yet, since they have little need for mounts here. He would never think about putting Bill in here. Bill! It's been a while...
K2. This is the ground floor of the gatehouse tower. A door leads to the east, and stairs climb to the floor above(K3). Arrow slits in this room offer a view of the ground outside the castle and the gate passage to the north. Two double-bunks stand against the walls obviously serving as the barracks for four bandits, all who are clearly dispatched from chaos that could only be the remnants of Reghys' handywork. T'chal'fronack'zcinicker double checks their pockets as it was obvious the bard moved in haste to maintain the element of surprise. Meanwhile something would catch Hawke's eyes.
Monies: 16gp 6pp
K3
Shiny coins scattered about the stairs would lead the druid up the stairs. First it was just one or two, but as he started to reach the top they'd multiply until he got to the top where it looked like someone's penny pouch exploded. This area serves as a barracks and a defensive post. It must have been for that Holger fella, a thug, that the commoners said commanded the gatehouse. Three more bandits had bunks here.
Turns out Holger accumulated a tidy little hoard and it was neatly tucked away in wooden coffer under his bunk. There was coin, a familiar looking potion, and a vial with a expanding and shrinking red bead in it.
Monies: 40 gp 150 sp 647cp
Items
1 x potion of healing
1 x vial with expanding and retracting red bead
This room above the castle gatehouse features doors that lead out to the tops of the walls to the north and to the east. A chain mechanism in the northern half of the room positioned over the main gate raises or lowers the gate bars. Another controls the portcullis. Three holes in the floor, each about a foot square, look down on the passage below.
From here there wasn't much more for the pair to investigate, thus continueing into the castle yard and seeing where their conversation would take them. Spending that time together to snoop and gather some scoop seemed to relax the air between the pair. Hawke and T'chal'fronack'zcinicker find themselves looking back over the dark stream (K13) discussing where the water could lead. It would occur to T'chal'fronack'zcinicker that it probably lead to the underground area he and Kerric inspected beneath the keep.
Still energetic as ever, the druid had an idea and goes for it!
Sploosh!
Cawke
K13. Dark Stream
Crocodile Hawke conveniently finds himself on the inside of the locked iron gate and eagerly swims down river into the dark cave.
K22. Hidden Boat Landing
Crawke finds himself at a hidden boat landing with two boats bobbing in the water. Glancing behind him, he clearly came from the daylight opening to the east. The underground stream continued west upstream into the darkness. This must have been where T'chal'fronack'zcinicke and Kerric went when they went downstairs and he went upstairs with Ebele.
Approaching the boats to take a bit of a gander, the druid would notice scratch marks underneith them and like, not made by rocks. Pinging his crawkisenses, he slowly raises to the surface of the water to peek above the landing into the torchlit chamber. Spotting the base of the staircase, Hawke caught a glimpse of a full moon from a different perspective! One. Two. No. Three or more! Butts. Cawke caught sight of loinclothed rear ends heading upstairs.
Left on the surface to wait, an impressed had T'chal'fronack'zcinicker settled himself down close by. He'd be perched against the chapel checking over his now extremely numerous pile of bolts and sharpening them. The tiefling would hear the chapel door open.
"T?"
Ebele and Kerric had emerged from the back door.
Inquiring Parties
Reghys and Xalkas
"They're near enough." The cultist would shrug to the Satyre. "Your fancy devil and knight in shining armour were sniffing around the right place. They were just a boat tour away." They'd wiggle their nose then put a finger to it and tap. "Right under your nose." Then point to the stairway(to K22) the commoners were all standing on either side.
BANG!
A sudden slam against the door would kick off a symphony of scratching and groaning coming from said secret door. Anything in the commoners hands would go flying into the air and they'd scatter in fear.
(@rforrest: Feel free to hop it as/when you can. Hope all is well!)
(4hrs later? O.O I haven't completely proof read yet... Phew. Hope it works out... Thank you all. Happy weekend <3)
just an unstable unicorn.
T'chal'fronack'zcinicker glances back at Ebele and Kerric. "Oh, hello there. You'll be happy to know that we found a good amount of coin which I've accounted for in my ledger, as well as a significant haul of weapons which we'll need to take back on the boat. Hmmm....not sure there's anything else relevant. How'd you both work out? Oh, right, the druid turned into a crocodile and swam up stream. If he's not back in....." (he checks marks on his ledger, and glances at an minute timer next to him with grains of sand pouring down into the lower portion) "......twenty four minutes and about thirty seconds, then we're supposed to worry."
What's the difference between a Wizard and a Sorcerer?
Class.
Kerric:
Gathering the items as they find them, Kerric smiles and takes the copper piece and says, “Indeed, I have found adventuring with our troop has been more pleasant than I expected, the blood and gore notwithstanding.”
“I am concerned that there are many dark elemental cults with prisoners and other normal people duped into joining. I feel we are on the track of the Dwarven delegation, but each place we find seems to be merely a waypoint in our investigation instead of a happy rescue. Still we are freeing some citizens along the way and eliminating evil cultists as we go,” responds Kerric, giving an uncharacteristically long and detailed response.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
T'chal'fronack'zcinicker nods, "Well...that's excellent to hear. Did you say you found stuff? If you give me a detailed accounting I can log it in the ledger." He flips over the timer as it runs out, and makes a mark on his ledger.
What's the difference between a Wizard and a Sorcerer?
Class.
While Hawke could appreciate a fine butt in the right moment, this definitely wasn't one of those moments! Though, the druid decides to lie in wait for a minute or so before attempting to climb out of the water to follow behind the 'behinds' he saw.
(Not sure if you want a stealth roll, but I'll roll it just in case! Since ya know crocs r stealthy n all that lmfao)
7
Aeyd of the Dragons || Wood Elf / Way of the Ascendant Dragon Monk
Demetrios Zalaoras || Protector Aasimar / Paladin of Torm
Hawke || Kalashtar / Circle of the Moon Druid
Morticia || Half-Aasimar Rogue
Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm
/ᐠ。ꞈ。ᐟ\
Outside the Chapel
A smile would rest on Ebele’s face when Kerric would spend some time providing her with a detailed response. It was nice to hear. She also couldn’t help but nod along with his thoughts. “Truthfully Kerric,” The monk would pause for a moment to show genuine consideration for his words. “I believe your concern is valid and I agree with your assessment.” She’d say simply with a nod. He summarized it quite eloquently.
Once T'chal'fronack'zcinicker chimed in, Ebele’s head would turn to him, then Kerric, and back and forth a few times. As silence hung in the air, she shifted her weight and pursed her lips before exhaling. “Welp. We found coin I’m pretty sure, and Kerric hauled some junk from their trunks. I think I found some gems of value and some keys.” She’d shrug, gesturing to their elven warrior, who she entrusted the items too. The man could actually see what she handed him. For all she knew, they could have been rocks.
Cawke
(How perceptive is the back behind?)
Perception: 8 vs 7
As the group filed on up the stairs, the final butt paused. It stopped just long enough to hear a scaley gator slosh up onto the landing. Slowly, it’d turn to look. With razor-sharp teeth and jagged claws, it’s head would tilt as it spots a creature that was not like him!
just an unstable unicorn.
Hawke stops in his tracks when he get's spotted by the creature, keeping his eye on him as he tries to assess what to do now. After a few seconds of a staring contest, he decides to try to set up a telepathic link to it to communicate.
If possible, he says, "Hey. You, uh, you ain't from here. Whatcha... Whatcha doin'?"
If not possible, he slowly retreats himself back into the water, never keeping an eye off it, and when he's fully back in, he swims his croc ass back to the group.
(It's worth a shot! Here's a description of Mind Link in case you need it Ixi <3)
You can speak telepathically to any creature you can see within 50 ft. of you. You don’t need to share a language with the creature for it to understand, but the creature must be able to understand at least one language.
As an action, when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically with you for the next hour, or until you end this effect as an action.
Aeyd of the Dragons || Wood Elf / Way of the Ascendant Dragon Monk
Demetrios Zalaoras || Protector Aasimar / Paladin of Torm
Hawke || Kalashtar / Circle of the Moon Druid
Morticia || Half-Aasimar Rogue
Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm
/ᐠ。ꞈ。ᐟ\
The moment the creature heard words in its head, its eyes would ping wide and it’d look around expectantly and start salivating, drool dripping down it’s chin.
”BRAINS!”
DM Screen:
1: 13 2: 8
It’s head would round back to the crocodile before him. Something would click. It’d realized where it came from. “BRRRAINS!” Dropping down to its hands, it’d scurry dash towards the croc!
The scratching and banging from up the stairwell continues. It does not follow the rogue butt!
Initiative Time!
(Cawke vs Rogue Butt)
Roll Call: Cawke
just an unstable unicorn.
Crawke was definitely taken aback at the creatures exclamation, even shuffling back a bit in surprise. He only shuffles back even more when the thing gets on all fours and charges at him! This is what I get for tryin' to be friendly! But if it's just him... I can take 'em!
The confident croc decides to close the distance between him and the creature with a big ol' chomperu!
Attack: 24 Damage: 15 - If hit, the target is grappled and retrained (escape DC12, but I'm not sure what stat so I guess whatever you think is best in this situation!)
Init (if needed): 19
Aeyd of the Dragons || Wood Elf / Way of the Ascendant Dragon Monk
Demetrios Zalaoras || Protector Aasimar / Paladin of Torm
Hawke || Kalashtar / Circle of the Moon Druid
Morticia || Half-Aasimar Rogue
Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm
/ᐠ。ꞈ。ᐟ\
Inside the Keep
(Reghys and Xalkas)
Commoners continue to flail and scatter in panic.
BANG! BANG! BANG!
SMASH!
Here's Johnnie!
Pale, rotting flesh humanoids break through the door and pour into the room. Loud hisses, groans and snarls echo throughout the chamber as their bulbous eyes lock on to the wailing humans within their reach.
Initiative Time!
(G1:12 | G2:13 | G3: 7 | G4: 17 | G5: 12 )
Roll Call: Xalkas and Reghys
Outside the Chapel
(Ebele, Kerric and T'chal'fronack'zcinicker)
Pursing her lips, Ebele felt anxious with growing silence from Kerric and T'chal'fronack'zcinicker during their wait for Hawke. Shrugging to herself, she'd help herself to feeling Kerric's person to search for the items she handed him to offer their administrator tiefling.
"What's the time?"
Paying Attention?
(Do you hear that?)
Perception Check
Roll Call: Kerric and/or T'chal'fronack'zcinicker
Ebele: 24
DC 10: You hear screaming coming from inside the Keep.
Ebele apparently doesn't hear anything over her rummaging through Kerric's armour.
Hidden Boat Landing
(Crawke do it right gettin' slizzard. Sippin' sizzurp in his hide like three six. Now he's feelin' so fly with a G6: 4.)
CHOMP!
G6 ST: 21
(Ouu I know this one without checking! Saving throw for grapple is Athletics or Acrobatics! *proud nerd moment*)
Crawke's jaws strike down hard on his incoming attacker, locking it in place for the perfect restraint.
Initiative
Crawke | G6(s)(r)
Roll Call: Crawke
just an unstable unicorn.
Kerric:
Perception: 10
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Kerric:
Kerric quickly draws his Elven Curved Blade and starts racing towards the keep, calling, “The keep is under attack!”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
What's the difference between a Wizard and a Sorcerer?
Class.
Reghys shouts: "Get behind us and grab whatever sharp object you can, metal or wood. If you do as we say, you will get out of this alive!"
Reghys is trying to take charge to give the commoners something to do, and to try and calm them. At the same time, they cast their eyes about the room, desperately trying to find some furniture to shove in the path of the creatures to buy them time. They'd also be interested in noting the location of any large metal object, such as a grate or kitchen countertop.
To Xalkas and under their breath, so as not to worry the commoners any more, they say: "I don't have a lot to deal with mindless undead. I hope you can give us some better backup. In the meantime though, I have an idea."
Persuasion: 28
Perception or Investigation to find the metal object (you choose which applies): 17 or 15
Initiative:23
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Hah! Look at me, and I didn't need any help! Alright, now what... Oh, heh, always wanted to do this actually... While talking to himself, the Crawke begins to back up into the water with the creature locked into his mouth. Once in the water, he makes sure to fully submerge himself before trying to death roll the prize in his mouth!
(I can't bite again, and there isn't a roll for this, I just thought it'd be fun to do XD Maybe the thing just drowns? Unless it breaks out of course!)
Aeyd of the Dragons || Wood Elf / Way of the Ascendant Dragon Monk
Demetrios Zalaoras || Protector Aasimar / Paladin of Torm
Hawke || Kalashtar / Circle of the Moon Druid
Morticia || Half-Aasimar Rogue
Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm
/ᐠ。ꞈ。ᐟ\
Inside the Keep
R | G1 | G4 | G5 | G2 | G3
Reghys' direct command inspires the group of commoners to take up arms and fight at their side! One of the women leads the group to a pile of weapons she had watched the elven warrior round up after freeing them. "Over here!" Nayreen would call out.
Arm the Commoners!
(With more than pitchforks: 1= Sword and Board 2= Daggers, 3= Crossbow, 4= Longsword )
N: 18 (W: 1), L: 15 (W: 4), O: 9 (W: 2), A: 5 (W: 2), B: 7 (W: 1)
Incoming!
(More initiatives! Anyone who rolls above a 19 may launch their actions. Any commoners lucky enough to get higher would hold their actions to follow up Reghys and the others)
Without skipping a beat, Kerric peels away, armed and ready to join the fray. T'chal'fronack'zcinicker tidily tucks his tome, timely trotting after his teammate to track the threat.
Initiatives
Roll Call: Kerric & T'chal'fronack'zcinicker
Pending: Xalkas
Outside the Chapel
Ebele blinks, a little spun around in the sudden change of events. "Guys?" She'd turn around in place. "What about Hawke?"
Crunch.
Immediately going rigid, the monk sucks air in through her teeth. Slowly, she lifts up her foot. She had stepped on, and broke, T'chal'fronack'zcinicker's hourglass. Ebele's head would move around as if she were looking around in hopes no one saw it. She'd drop to her knees and begin scooping up the pieces into her palm, glass, sand and all. Perhaps a pebble or two in her haste.
Hidden Boat Landing
(Drowning's totally a thing! For this purpose, the prey could only survive one round underwater before the threat of drowning.)
Crawke pulls his pray into the dark watery depths with him, fully submerging it with a predators intent. Ready to allow his instincts to follow through, the druid holds his grip in hopes of completing the most satisfying of kills.
Initiative
Crawke | G6(s)(r)
G6 writhes in panic in a desperate attempt to break free.
G6 ST(DC12): 19
On Fail
In the creatures panic, bubbles escape at a rapid rate, tickling the roof of Crawke's mouth. It was a tell tale sign that it wouldn't be much longer. And sure enough, there was barely any strength left in his prey.
Finish him!
Crawke's next attack has advantage.
On Success
The creature manages to reorient itself. Refocusing, it claws at it's attacker in defense!
On Crawke
Attack: 23 Damage: 4
On Hit: it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute.
Initiative
Crawke | G6(s)(r)
Roll Call: Crawke
just an unstable unicorn.
Kerric:
Initiative using Inspiration: 21
(Kerric really wants to sail in heroically and protect the commoners…It would fit his own particular…idiom. Let us see if the inspired dice agree).
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"