(Duncan will need to unsheathe his moon-touched Longsword if Gryrig douses the light.)
(Gryrig is happy to lend the hooded lantern to Duncan if it helps. (unlike the sword, can be readily adjusted down to 5ft light - enough to walk, but not to alert anyone))
(Call me paranoid if you will - but when I see a battlemap I immediately begin to worry that there must be some hidden monster somewhere for us to battle)
(Duncan will need to unsheathe his moon-touched Longsword if Gryrig douses the light.)
(Gryrig is happy to lend the hooded lantern to Duncan if it helps. (unlike the sword, can be readily adjusted down to 5ft light - enough to walk, but not to alert anyone))
(The moon-touched sword is a small radius of moonlight, so it sheds light in a 15 foot radius (30 foot dim), which is less than a torch and hopefully a "cooler" light that may not alert foes like firelight might... Duncan would also be pretty nervous carrying a lantern and barely being able to see past his toes instead of having a blade in his hand...appreciate the offer, though.)
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Hearing the drumbeats, Torman sends his hawk to his pocket dimension and brings him back on his shoulder. He then listens to what the bird has seen while keeping watch.
Torman The hawk sends you images of cold mountains. Orcs bringing the remainder of a dead white dragon inside their cave at the bottom of the ravine. But no one entering the cave. The bird sends you a picture of what it sees now which is only fifteen feet radius of a cave, Or nothing if Duncan doesn't unsheathe his sword.
Duncan see's no threats in the area, The cave is natural it seems to be carved from water trickled down from snow for many years. Though there is a path worn by years of travel in the center of the caves floor
(Duncan, you drug your flail on the ground while leaving the chamber with the skeletons and accidently broke a vase bathing it in some strange oil. For now on the flail of warning grants you darkvision 60ft.)
(ok. sounds like the Orcs may just be passing by and returning home once they have buried/looted/eaten the dragon. hopefully, not our problem. shall we carry on exploring this tomb?)
Azzure nods assent, saying quietly “Let’s press on, I’m curious what is down here. Hopefully we can stay quiet and avoid attracting any undue attention.”
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Happy with his strangely-acquired ability to see in the dark, Duncan keeps his longsword sheathed and continues on in the dark through the cave towards the door. He pulls out his greatsword instead—just in case anything decides to jump out at him as he goes.
When he gets to the door, he looks at it carefully and listens for any sounds of activity beyond it as he waits for the others to join him.
Feeling that the dramatic tension is definitely ramping up, and that they will surely soon face a fight that they cannot avoid, Gryrig decides that it's probably best to dole out some Bardic inspiration to the troops.
(Only up to three people. Just call it if you think your character could do with this. Or if someone want to volunteer to miss out, the rest can all get it)
(Also note that you get a second special bonus beyond standard bardic inspiration
Bardic Inspiration
As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Mote of Potential (Special)
Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.
When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:
Ability Check. The Bardic Inspiration die can be rolled again - choose which roll to use.
Attack Roll. The target and each creature of your choice that you can see within 5 ft. of it must succeed on a CON saving throw (DC: 14) or take thunder damage equal to the number rolled on the Bardic Inspiration die.
Saving Throw. The creature using the Bardic Inspiration die gains temporary hit points equal to the number rolled on the Bardic Inspiration die +3.
Azzure looks and listens as well. He would be happy to have help from Gryrig with stealth if that is still possible and they were able to sneak by, or with initiative if it turns to that. He looks to see what he can see and hear the direction of sounds, locating any enemy orcs that might be nearby.
Perception : 26
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Azzure being the only one with vision far enough to see notes two small medium sized worms. The two seem to be on the hunt but stop five feet off the ground and blend into the wall in 18I and 20G
Azzure holds up his hand, calling for a halt and kneels down. He whispers barely audible, asks for word to be passed back. “Worm creatures, hanging from the ceiling, hunters. Let’s take them out.”
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
"If they are hanging off the ceiling like you say, I would suspect that they are some sort of ambush predator. Maybe a form of cave fisher? I don't think sneaking past is a great idea as we could then be surrounded if something else turns up further ahead, so should we sneak close enough to attacks and then ambush them instead?"
“Let me light them up for you. Look for the glowing. Right after I fire this bolt, target them and fire.” He assumes a position in the passage to give good visualization of the creatures, 120 ft away, and shoots a guiding bolt at one of the creatures, putting next attacks at advantage.
(Duncan will need to unsheathe his moon-touched Longsword if Gryrig douses the light.)
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
(Gryrig is happy to lend the hooded lantern to Duncan if it helps. (unlike the sword, can be readily adjusted down to 5ft light - enough to walk, but not to alert anyone))
(Call me paranoid if you will - but when I see a battlemap I immediately begin to worry that there must be some hidden monster somewhere for us to battle)
(The moon-touched sword is a small radius of moonlight, so it sheds light in a 15 foot radius (30 foot dim), which is less than a torch and hopefully a "cooler" light that may not alert foes like firelight might... Duncan would also be pretty nervous carrying a lantern and barely being able to see past his toes instead of having a blade in his hand...appreciate the offer, though.)
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Hearing the drumbeats, Torman sends his hawk to his pocket dimension and brings him back on his shoulder. He then listens to what the bird has seen while keeping watch.
Torman The hawk sends you images of cold mountains. Orcs bringing the remainder of a dead white dragon inside their cave at the bottom of the ravine. But no one entering the cave. The bird sends you a picture of what it sees now which is only fifteen feet radius of a cave, Or nothing if Duncan doesn't unsheathe his sword.
Duncan see's no threats in the area, The cave is natural it seems to be carved from water trickled down from snow for many years. Though there is a path worn by years of travel in the center of the caves floor
(Duncan, you drug your flail on the ground while leaving the chamber with the skeletons and accidently broke a vase bathing it in some strange oil. For now on the flail of warning grants you darkvision 60ft.)
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
(ok. sounds like the Orcs may just be passing by and returning home once they have buried/looted/eaten the dragon. hopefully, not our problem. shall we carry on exploring this tomb?)
Azzure nods assent, saying quietly “Let’s press on, I’m curious what is down here. Hopefully we can stay quiet and avoid attracting any undue attention.”
A wizard is never late, nor is he early, he arrives precisely when he means to.
Duncan:
Happy with his strangely-acquired ability to see in the dark, Duncan keeps his longsword sheathed and continues on in the dark through the cave towards the door. He pulls out his greatsword instead—just in case anything decides to jump out at him as he goes.
When he gets to the door, he looks at it carefully and listens for any sounds of activity beyond it as he waits for the others to join him.
Perception: 6
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Feeling that the dramatic tension is definitely ramping up, and that they will surely soon face a fight that they cannot avoid, Gryrig decides that it's probably best to dole out some Bardic inspiration to the troops.
(Only up to three people. Just call it if you think your character could do with this. Or if someone want to volunteer to miss out, the rest can all get it)
(Also note that you get a second special bonus beyond standard bardic inspiration
Having spread some Bardic inspiration, Gryrig joins Duncan at the door and tries to work out any clues as to what might be behind this door.
Perception 22
Azzure looks and listens as well. He would be happy to have help from Gryrig with stealth if that is still possible and they were able to sneak by, or with initiative if it turns to that. He looks to see what he can see and hear the direction of sounds, locating any enemy orcs that might be nearby.
Perception : 26
A wizard is never late, nor is he early, he arrives precisely when he means to.
Azzure being the only one with vision far enough to see notes two small medium sized worms. The two seem to be on the hunt but stop five feet off the ground and blend into the wall in 18I and 20G
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Azzure holds up his hand, calling for a halt and kneels down. He whispers barely audible, asks for word to be passed back. “Worm creatures, hanging from the ceiling, hunters. Let’s take them out.”
A wizard is never late, nor is he early, he arrives precisely when he means to.
Kat nods, slipping free an arrow and fitting it to her longbow, looking where Azzure indicates.
((Passive Perception of 19, but can roll if you need/want her to.))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Duncan:
Drawing his greatsword and moving to the front of the party defensively, Duncan whispers back, "I'll hold the front in case they charge."
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"If they are hanging off the ceiling like you say, I would suspect that they are some sort of ambush predator. Maybe a form of cave fisher? I don't think sneaking past is a great idea as we could then be surrounded if something else turns up further ahead, so should we sneak close enough to attacks and then ambush them instead?"
“Let me light them up for you. Look for the glowing. Right after I fire this bolt, target them and fire.” He assumes a position in the passage to give good visualization of the creatures, 120 ft away, and shoots a guiding bolt at one of the creatures, putting next attacks at advantage.
Guiding bolt : Attack: 15 Damage: 13
A wizard is never late, nor is he early, he arrives precisely when he means to.
Kat Init: 27
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Gryrig Initiative 12