Siegfried looks confused at the footprints you pointed out leading to the hallway. I'm honestly not sure what or who left those tracks. The hallway down that way should be blocked off from a collapse generations ago, there is no telling what kind of beast might have been freed. That door there leads to an old holding cell room. Created by the first Sentinels for when crazies would come make a scene or whatever. There are some small runes along the small hallway that could be an old magical trap or could have just been old script, I don't know... I mainly use common and never had a reason to branch out from that.
This post has potentially manipulated dice roll results.
Flindrinkin is inclined to first eliminate the beastie that can creep up behind them, but is willing to follow (from the front) the decisions of the group.
Can Flin recognize the runes (either on the walls or corpse) as being Giant in origin, and/or translate? If not can he search his memory to recall these runes as part of stories/lore told as part of his youth in the Starfall tribe?
Ignore if not allowed.
History: 16
Arcana: 11
(Ha, let’s hope I’ve got those rolls out of my system!)
As you open the door a stench assaults your nose, a metallic and decayed scent, mixed with the smell of burning meat and singed hair. You can hear voices from the open door ahead of you (hallway is about 7ft in length) give me a perception check for the voices if you want to try and hear them or arcana check on the runes to see if you believe them to be magical in nature or just script etched into the room.
Siegfried pokes his head into the hallway and looks No they don't look any different.
Sig:
You hear several people talking amongst themselves. They all sound eerily familiar, pricking memories from the past. One voice in particular stands out to you.
They are talking about food, how to cook it, where they should store it. Also one asks how long before the ritual will be done.
Flindrinkin is shocked at Sig for pushing forward. He will bonus action cast Jump from his ring and will match his stride in a wingman position, determined that Sig not face whatever is ahead alone.
Ambrose stifles a protest as the party's better armored half moves into the corridor. He shuffles to keep near, gesturing for those remaining in the room to follow. In a stage whisper, he will briefly note to Alex, "No sense splitting up yet. This has very, very bad written in big, frozen letters all over it."
So Sig marches the short distance into the next room flanked by Flin and backed up, reluctantly, by Ambrose and Alex. You see 3 cages on the opposite wall from the doorway, they look roughly like what you all started the adventure in. Cheap cell, not very big, meant for single person use. The walkway in front of the cells leads to the other side of the room where you see a cook fire setup and a couple huddled huddled individuals staring at a cook spit with a rotating cut of meat and stew pot simmering away. The cell closest to the fire has what looks like discarded clothes and weapons as well as a butchered body dumped facedown, missing a leg. Pacing behind the 2 cultists, is a man from Sighdr's past, Captain Arvani. Where the 2 cultists have a crazed look and are foaming at the mouth to eat the leg of man on crackling away on the spit, Arvani is standing and pacing while looking at the other doorway in the room, like he is expecting a signal or something to come from there.
As Sig and Flin bust into the room everyone whips their head to the new, unexpected, disturbance. As the shock and surprise gives way to recognition, Capt Arvani starts laughing, full throated belly laugh. Look boys, Siggy has come to join our little party. And has brought more... supplies with him too. I couldn't convince you my ways were the true ways, but I think I might give you one more chance. You could so easily join me, and the rest of your friends from the order, in bringing back a truly fearsome man who died a needless death. All those things people say about him? All lies, he was betrayed by his people, the council who was chosen to guide him corrupted his work! Then they convinced the people he needed to die! They don't even speak his name anymore, out of misplaced fear. Marthis was a truly great king, who ruled out of love and justice. Join us, surely you must see how it is almost like it was destined for you all to be here? How else can you explain you 4 have managed to make it here?
"In the name of the wind you will answer for crimes against me and our faith with your life this day. You may either surrender it willingly or I will take it from you by force." Sig has not slowed in stride and approaches arvani weapon drawn and shield raised.
Ambrose casts hypnotic pattern centered on a point near the bottom of the "L," such that the original occupants of the room (i.e., none of our bold and dashing heroes) is caught in its tender glow! The pattern begins in front of the formidable-looking captain and ends, brushing just beneath the eyes of the two cultists for good measure.
As he does so, he shouts "No Thank You!", crystal flashing in hand as the prismatic colors erupt in a dazzling display. (Wis Save DC 15 or be charmed for 1 minute)
This post has potentially manipulated dice roll results.
Flindrinkin will rush past Sig (40’ movement available and bonus action RAGE). As he charges the Captain he manifests the form of the beast: Claws. When he reaches the Captain instead of striking him, he will attempt to grapple him.
Contest of Flindrinkin’s Athletics vs. the Captain’s Athletics or Acrobatics. Flin has advantage on STR checks while raging.
Flindrinkin will rush past Sig (40’ movement available and bonus action RAGE). As he charges the Captain he manifests the form of the beast: Claws. When he reaches the Captain instead of striking him, he will attempt to grapple him.
Contest of Flindrinkin’s Athletics vs. the Captain’s Athletics or Acrobatics. Flin has advantage on STR checks while raging.
18
Before this resolves I need a Initiative roll from everyone. The spell would have triggered combat
Siegfried looks confused at the footprints you pointed out leading to the hallway. I'm honestly not sure what or who left those tracks. The hallway down that way should be blocked off from a collapse generations ago, there is no telling what kind of beast might have been freed. That door there leads to an old holding cell room. Created by the first Sentinels for when crazies would come make a scene or whatever. There are some small runes along the small hallway that could be an old magical trap or could have just been old script, I don't know... I mainly use common and never had a reason to branch out from that.
Flindrinkin is inclined to first eliminate the beastie that can creep up behind them, but is willing to follow (from the front) the decisions of the group.
Can Flin recognize the runes (either on the walls or corpse) as being Giant in origin, and/or translate? If not can he search his memory to recall these runes as part of stories/lore told as part of his youth in the Starfall tribe?
Ignore if not allowed.
History: 16
Arcana: 11
(Ha, let’s hope I’ve got those rolls out of my system!)
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
Sig reads primordial as well. Otherwise though he just tried not to trigger the runes
The door is closed, have you all decided to open it and walk into the hallway?
Sig will reach out and open the doors, trusting the wind to preserve him.
As you open the door a stench assaults your nose, a metallic and decayed scent, mixed with the smell of burning meat and singed hair. You can hear voices from the open door ahead of you (hallway is about 7ft in length) give me a perception check for the voices if you want to try and hear them or arcana check on the runes to see if you believe them to be magical in nature or just script etched into the room.
Flindrinkin will try and eavesdrop on the distant conversation.
[Roll]1d20+4[/roll]
Flin will also assume that he can't recognize the runes in this hallway given his rolls earlier. However, quietly ...
"Say Siegfried, without entering the hallway, do these runes look different than the last time you saw them? Like activated?”
(wonky formula for the Perception top roll, sometimes it shows a result, sometimes not. It was a 7, if it doesn’t show)
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
Sig perception 23
Siegfried pokes his head into the hallway and looks No they don't look any different.
Sig:
You hear several people talking amongst themselves. They all sound eerily familiar, pricking memories from the past. One voice in particular stands out to you.
They are talking about food, how to cook it, where they should store it. Also one asks how long before the ritual will be done.
"I know those voices... They are of my faith, but that can't be." Sig pushes past Flin and heads determinedly toward the source of the voices.
Flindrinkin is shocked at Sig for pushing forward. He will bonus action cast Jump from his ring and will match his stride in a wingman position, determined that Sig not face whatever is ahead alone.
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
Ambrose stifles a protest as the party's better armored half moves into the corridor. He shuffles to keep near, gesturing for those remaining in the room to follow. In a stage whisper, he will briefly note to Alex, "No sense splitting up yet. This has very, very bad written in big, frozen letters all over it."
So Sig marches the short distance into the next room flanked by Flin and backed up, reluctantly, by Ambrose and Alex. You see 3 cages on the opposite wall from the doorway, they look roughly like what you all started the adventure in. Cheap cell, not very big, meant for single person use. The walkway in front of the cells leads to the other side of the room where you see a cook fire setup and a couple huddled huddled individuals staring at a cook spit with a rotating cut of meat and stew pot simmering away. The cell closest to the fire has what looks like discarded clothes and weapons as well as a butchered body dumped facedown, missing a leg. Pacing behind the 2 cultists, is a man from Sighdr's past, Captain Arvani. Where the 2 cultists have a crazed look and are foaming at the mouth to eat the leg of man on crackling away on the spit, Arvani is standing and pacing while looking at the other doorway in the room, like he is expecting a signal or something to come from there.
As Sig and Flin bust into the room everyone whips their head to the new, unexpected, disturbance. As the shock and surprise gives way to recognition, Capt Arvani starts laughing, full throated belly laugh. Look boys, Siggy has come to join our little party. And has brought more... supplies with him too. I couldn't convince you my ways were the true ways, but I think I might give you one more chance. You could so easily join me, and the rest of your friends from the order, in bringing back a truly fearsome man who died a needless death. All those things people say about him? All lies, he was betrayed by his people, the council who was chosen to guide him corrupted his work! Then they convinced the people he needed to die! They don't even speak his name anymore, out of misplaced fear. Marthis was a truly great king, who ruled out of love and justice. Join us, surely you must see how it is almost like it was destined for you all to be here? How else can you explain you 4 have managed to make it here?
"In the name of the wind you will answer for crimes against me and our faith with your life this day. You may either surrender it willingly or I will take it from you by force." Sig has not slowed in stride and approaches arvani weapon drawn and shield raised.
Alex raises his spear, pointing it menacingly at the person speaking.
"who are you?" he asks coldly, his spear not wavering
intimidation check: 19
I am an average mathematics enjoyer.
>Extended Signature<
Ambrose casts hypnotic pattern centered on a point near the bottom of the "L," such that the original occupants of the room (i.e., none of our bold and dashing heroes) is caught in its tender glow! The pattern begins in front of the formidable-looking captain and ends, brushing just beneath the eyes of the two cultists for good measure.
As he does so, he shouts "No Thank You!", crystal flashing in hand as the prismatic colors erupt in a dazzling display. (Wis Save DC 15 or be charmed for 1 minute)
Hypnotic Pattern Saves
17 -- Capt
7 -- cultist
6 -- cultist
Flindrinkin will rush past Sig (40’ movement available and bonus action RAGE). As he charges the Captain he manifests the form of the beast: Claws. When he reaches the Captain instead of striking him, he will attempt to grapple him.
Contest of Flindrinkin’s Athletics vs. the Captain’s Athletics or Acrobatics. Flin has advantage on STR checks while raging.
14
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
Before this resolves I need a Initiative roll from everyone. The spell would have triggered combat
Capt 23
Cultist 1 7
cultist 2 11
Initiative: 3
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain