| Salomae Amsel |
"There's enough rubble and other junk lying around that I think we can disguise it pretty well - and see, it's hard enough to spot closed as it is so it should be almost impossible to find unless someone were actually looking for a hidden door," Sal responds quickly, moving to push some nearby debris up against their side of the door.
| Tera Flinders |
"Um, we can find the door again, right," Tera asks as she looks to the others after helping to pile rubble in front of the door.
After being assured that, yes, they'd be able to get out, Tera looks at the southeastern tunnel and looks back to the others.
"Same arrangement as before, or should we make some adjustments," she asks before summoning her lights once more.
Casting Dancing Lights.
| DM Nate |
you'd all guess that you'd be able to move about twice as fast if you were within the area of light instead of stumbling through the darkness behind it... And, Tera, if you want a decoy of some sort, I believe dancing lights can create a single humanoid-shaped light if you want... you could all follow 20-30 feet behind that?
| Kaede Mayumi |
Kaede nods. "let's go and check out this other tunnel."
| Kaelaah |
Kaelaah, having nearly tripped over the same obstacle that Orin crashed into, grits his teeth...
Please... let us stop stumbling around in the dark... I have fire that will light the corridor ahead and behind of us well enough... and, like Orin says, we're putting ourselves at a disadvantage to those who may be watching us from the darkness anyway
...but, hesitant to be responsible for anything right now, Kaelaah keeps his counsel.
| Tera Flinders |
"I... hadn't thoughr of that," Tera admits sheepishly. "Kaelaah, Kaede, Zache. Can any of you make a light indefinitely, and can you put it out quickly if we need to," she asks.
Just so we don't have to wait for everyone's reply, here's the new plan. Tera leads with dancing lights in a humanoid shape and she and Sal will follow along about 30ft. behind. Someone in the second group, another 30ft. back, will keep a light going so that we can actually see where we are going. Sorry guys, I hadn't thought about us not being able to see. Do you guys think this will work?
| Kaelaah |
Inwardly breathing a sigh of relief, Kaelaah's hands become aflame... a soft warm fire, flickering amber and bathing the group - and more importanlty - the tunnel with light...
Kaelaah, Basic Pyrokinesis - casting the equivalent of a 'Light' cantrip.
| DM Nate |
Progress is much smoother as the group employs its new strategy and they quickly travel about a hundred feet to where the tunnel curves to the left. Just around the bend there is a heap of rubble and the remnants of a brick wall that had blocked the passage in the past. The craftsmanship resembles that of the other bricked over openings in the Glassworks basement.
Pressing on, the tunnel continues to curve left until two passageways off to the right come into view. As the humanoid figure of Tera's light spell draws up next to the first opening a shadowy quadruped figure springs out of it and crashes through the glow.
**Initiative**
Kaede: 1d20 + 3 ⇒ (9) + 3 = 12
Kaelaah: 1d20 + 3 ⇒ (14) + 3 = 17
Salomae: 1d20 + 4 ⇒ (8) + 4 = 12
Tera: 1d20 + 3 ⇒ (3) + 3 = 6
Zache: 1d20 + 3 ⇒ (5) + 3 = 8
Orin: 1d20 + 4 ⇒ (15) + 4 = 19
creature: 1d20 + 5 ⇒ (17) + 5 = 22
The creature is a hairless humanoid that lurches forward on back-bent, dog-like legs; its hideous mouth is flanked by tiny arms with three-fingered hands.
1d2 ⇒ 1
Snarling in rage, and seemingly undeterred by its failed first assault, the creatures lunges forward at Salomae and attempts to bite her...
attack: 1d20 + 3 ⇒ (3) + 3 = 6
...but even off balance and unprepared its prey proves too elusive.
If you rolled at least 17 you also know they are resistant to all magic but are actually immune to mind-affecting effects.
Everyone may act now. The tunnel here is 10' wide; currently Tera and Sal are adjacent to the creature and everyone else is 30' or 35' back. Remember- we're using block initiative so the order you post in is the order in which your actions occur.
| Orin Telmar |
ROUND 1 Initiative 19
know. dun.: 1d20 + 6 ⇒ (16) + 6 = 22
"These creatures are resistant to magic, and their minds cannot be assailed! Avoid its bite if you can, It will try to disturb your thoughts." Orin yells as he moves closer to the front.
move to 5' behind salome
| Kaelaah |
The flames flickering in Kaelaah's hand suddenly rage...
Kaelaah, Fire Blast (Point Blank Shot / Into Melee / Cover?): 1d20 + 5 - 4 - 4 ⇒ (7) + 5 - 4 - 4 = 4, for 1d6 + 3 ⇒ (2) + 3 = 5
...but the gouts of fire, thrown furiously at the creature attacking Sister Salomae, sputter and die before they strike his target.
| Tera Flinders |
"Bow it is, then," Tera says, a quaver in her voice betraying her nervousness as she takes a step back and readies her bow.
"Sal! Duck," she calls out as takes aim
Readied attack for when Sal ducks to give her a clear shot. (Point-Blank Shot, Non-proficiency): 1d20 + 4 + 1 - 4 ⇒ (7) + 4 + 1 - 4 = 8
5ft. step back. Draw bow. Ready action to miss the monster when Sal ducks. :\
| Salomae Amsel |
"What's it even doing down here!?" Sal yells as she manages to dodge the creature's bite. Reacting quickly she jabs at it with her rapier before backing out of Tera's way and eyeing its defenses for holes...
Attack (MW Rapier): 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Attacking, then taking a 5 foot step back and studying the target as a move action.
| Kaede Mayumi |
"I think a better question is how long has it been down here..." Kaede adds as she moves forward to cover Tera, stepping in-between her and the beast after she takes her shot.
Swift action, activate Spear Dancing Style. Then Double Move, (since I'm at a 20 ft move speed.)
| DM Nate |
That just leaves Zache, who could take the spot Sal had been in or could move through Tera and Kaede to get into melee (though that would take a double move, unless you have 40' move).
| Zache Kovachi |
Knowledge (dungeoneering): 1d20 + 1 ⇒ (13) + 1 = 14
"Sinspawn?" Zache breathes, taking a moment to ponder the implications of this new discovery, before racing into melee range, twin starknives clutched tight.
I'll take the double-move. Sorry, been an emotionally rough week.
| DM Nate |
The wrathspawn, viscous black blood dripping from the wound Salomae left, lurches forward at the fencer with flailing claws and chomping jaws...
bite: 1d20 + 3 ⇒ (14) + 3 = 17, for: 1d6 + 1 ⇒ (4) + 1 = 5, DC 12 Will
claw: 1d20 + 3 ⇒ (13) + 3 = 16, for: 1d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 3 ⇒ (4) + 3 = 7, for: 1d4 + 1 ⇒ (1) + 1 = 2
Everyone may act now. Zache could 5' step to flank with Sal, Orin does not threaten yet but with a single move could flank with Sal or take the spot Zache was in (depending on how acts first). Kaelaah can't avoid firing into melee but with a single move could get what we'll call a clear shot (firing between Sal and Tera at close range).
| Zache Kovachi |
Zache takes advantage of the creature's lunge to step around it, his twin blades providing a flank for Kaede's polearm, before he swings both in unison at the foe.
5-foot step, then:
Mwk starknife (main hand): 1d20 + 6 ⇒ (3) + 6 = 9
damage: 1d4 + 5 ⇒ (4) + 5 = 9
Starknife (off-hand): 1d20 + 4 ⇒ (3) + 4 = 7
damage: 1d4 + 2 ⇒ (3) + 2 = 5
-Posted with Wayfinder
| Tera Flinders |
Tera backs away once more as she nocks an arrow. Zache had called this thing, this monster "sinspawn" and the way he said it makes her wonder what had lead to the creation of such a vile creature.
But her wondering is only for the briefest of moments. She needs to focus, and focus she will. She recalls the lessons Shalelu had taught her as she forced herself to calm down. Nock the arrow, then draw the string with your fingertips. Aim from the waist and make sure that your arm is straight. Hand should be next to the chin. Now breath in and hold it. Line up the shot, then release the string. Do it gently, but quickly.
Longbow (Point-Blank Shot, Non-Proficiency): 1d20 + 4 + 1 - 4 ⇒ (7) + 4 + 1 - 4 = 8
Another arrow goes sailing past the creature's head and Tera feels her frustration grow a little as she reaches for another arrow.
The release! It's always the release! Why can't I ever get that right?
| Orin Telmar |
ROUND 2 Initiative 19
Orin siezes on the spot vacated by Zache and tries to bring his scimitar down on the foul creature.
power attack: 1d20 + 5 ⇒ (1) + 5 = 6 for
damage: 1d6 + 5 ⇒ (3) + 5 = 8
haha, this tunnel seems awfuly clumsy
| Kaede Mayumi |
Getting a good look at the beast that Zache called a 'sinspawn' only steels Kaede's resolve. "妻によって..." she whispers before whirling into her bladed dance, letting her glaive continue the discussion for her.
Blade strike: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
Blade damage: 1d10 + 2 ⇒ (7) + 2 = 9
Haft strike: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Haft damage: 1d6 + 1 ⇒ (4) + 1 = 5
| Salomae Amsel |
Will (DC 12): 1d20 + 2 ⇒ (16) + 2 = 18
Sal hisses with pain as the creature sinks its teeth into her arm, but she quickly pulls free and strikes at it once more.
Attack (MW Rapier; Studied Target): 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14 Add +2 if anyone is flanking
Damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
"Sinspawn? What?" she calls, suddenly unsure of whether to be fearful of this creature or not.
| Kaelaah |
Stepping to one side, trying to get a clearer shot at the creature... the sinspawn? attacking Salomae... Kaelaah once more struggles to maintain the flame...
Kaelaah, Fire Blast (Point Blank Shot / Into Melee): 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4, for 1d6 + 3 ⇒ (4) + 3 = 7
| DM Nate |
sorry, very hectic holiday weekend
The twisted creature manages to evade most of the attacks directed at it but a slash from the bladed end of Kaede's glaive and another stab from Sal's rapier, that just catches thanks to the distraction provided by Zache, is all it takes to bring it down.
Examining its remains reveals that the creature carried no possessions of any sort. Moving forward the intrepid explorers find that the cave it emerged from is small and empty. Just beyond that cave the tunnel forks. The left passage continues on beyond the edge of the light while the right passage opens up into some kind of man-made structure with stone block floors and walls.
| Salomae Amsel |
"Okay...just what in the world have we stumbled into?" Sal mutters as the group reaches the fork and can see the man-made stonework that lies down the right passage. "First that...thing back there, and now this? I don't like it all."
She glances back at the others to gauge their own thoughts. "Left or right first?"
| Tera Flinders |
Arrows 1-broken, 2-recoverable: 1d2 ⇒ 11d2 ⇒ 1
Tera lets out a sigh as she finds the remains of her arrows. She'd hoped that she might be able to use them again, but they'd snapped when they hit the walls.
Looking at the passageways, she thinks for a moment.
"It'd be best to keep our voices down," Tera tells the others. "Anything down here probably heard that thing and the brief fight, but we may be able to stay hidden if we are not loud. Now, do we have a way of blocking off the passage we don't take? I'd hate to give them a chance to catch us from the back."
So, any thoughts on how to tackle this? I have a few, but I want to know what you guys think.
| DM Nate |
Tera, you don't have to roll- just assume half your misses are recoverable if you have a moment to do so (like as long as you're not fleeing or rushing immediately to something else).
| Orin Telmar |
"I understand your concern, and there are some items in the glassworks that we could use to block the passage, but if our purpose here is to investigate, we may give enemies time to flee if we dont press forward in a timly fashion." Orin offers, but makes it clear that he will run back to the surface to gather whatever the group wants.
| Kaelaah |
Kaelaah, inwardly seething about the fire that he couldn't control, "I'll stay at the back... if anything tries to sneak up on us from the rear, I'll burn them!!!"
...and when Sister Amsel asks about which direction to take, Kaelaah shrugs, "Left?"
| Zache Kovachi |
"Sinspawn are manifestations of a particular sin - in the case of this one, Wrath," Zache tells the party. "My grandfather once told me about them as a cautionary tale. I thought they were just a legend to frighten children, like the bogeyman." He shudders at some unvoiced memory. "We should be careful. If there's more of them, they're likely to be angry."
As the group moves on, he stands on his toe-tips, trying to see over Orin's head. "Left's as good a direction as any," he shrugs. "And if we do get caught from behind, we'll just have to deal with that when it happens."
| Kaede Mayumi |
Keade looks thoughtful for a moment then speaks up. "Then why don't Kaelaah and I hold a rearguard as we head down this left tunnel. I'm sure that the pair of us can hold something off for an extended period of time. the longer we debate, the more time they have to prepare for us if they know about us."
| DM Nate |
Heading left, the adventurers quickly discover that the tunnel forks again. This time both routes are visible... to the right the tunnel once again opens into a man-made structure of some sort, this time into a fifteen foot chamber with a large red marble statue (facing away from you); the left most path continues another twenty feet before opening into what appears to be the back of a closed jail cell...
| Tera Flinders |
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Tera keeps the vaguely humanoid light going as they move down the passage, when they arrive at the next fork, she asks, "Should we go right?"
| Kaelaah |
Kaelaah, Perception: 1d20 + 7 ⇒ (19) + 7 = 26
"Wait... do you hear that? Coming from the door... there's something in there", unconsciously, Kaelaah's flame burns slightly more intensely, "We need to know what it is..."
| Salomae Amsel |
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
"I hear it too," Sal responds, eyes momentarily wide. "Kaelaah's right, we can't leave a potential enemy at our backs." She looks at Tera. "Time to see if we can get up there and have a look," she nods before turning and attempting to creep further down the left passage...
Stealth: 1d20 + 7 ⇒ (13) + 7 = 20
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
| Zache Kovachi |
Spinning both starknives for a better grip and adjusting his scarf, Zache nods in agreement as the group begins to move.
| Tera Flinders |
Stealth: 1d20 + 4 ⇒ (14) + 4 = 18
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Tera nods as well while dismissing the humanoid-shaped light, and while she is not quite as quiet as Sal, the young mage does manage to not make any major gaffs. Unfortunately, with most of her attention on staying quiet, she barely notices anything beyond the obvious.
| DM Nate |
Creeping forward it quickly becomes obvious that only one, or at most two, people could fit into the cell. Looking through the bars does not offer a very complete view of the chamber beyond but it is apparent that the opposite wall is lined with similar small cells and to the right is a wooden staircase that leads up to a raised platform that dominates the center of the room. The panting is still present, to those with ears keen enough to hear it, but its source remains out of sight.
The cell door is closed... (assuming you still want in) who's going first and are you attempting to break the door open or pick the lock?
| Tera Flinders |
While the cell is cramped, Tera was always on the smaller side. After seeing all that they could see, she gets Sal's attention and nods back to the others.
Once they are reunited, she whispers quietly.
"Anyone learn how to pick locks since we broke into the Glassworks," she asks.
| Salomae Amsel |
"That was a whole what, two days ago? We've all been a little too busy since then I think," Sal whispers with a shake of her head. As Orin moves up and attempts to brute-force the door, the redhead actually doesn't offer any real resistance.
"It would've had to happen eventually anyway, unless there's another way in there from one of those other passages we skipped," she shrugs as she carefully draws her rapier.
| Tera Flinders |
"Hey, you never know when someone's going to find they have a knack fro something," Tera says with a grin as she scoots out of Orin's way and readies her bow to cover him.
"Besides, it's always possible that Orin here has some hidden talents."
| DM Nate |
Orin's hidden talent proves to be brute force- with a clanging crash the door bursts open. As it does, two more wrathspawn drop down from their hiding spot in the rafters. They land mere feet from where the watchman has just come through the door....
**Initiative**
Kaede: 1d20 + 3 ⇒ (14) + 3 = 17
Kaelaah: 1d20 + 3 ⇒ (10) + 3 = 13
Salomae: 1d20 + 4 ⇒ (17) + 4 = 21
Tera: 1d20 + 3 ⇒ (1) + 3 = 4
Zache: 1d20 + 3 ⇒ (14) + 3 = 17
Orin: 1d20 + 4 ⇒ (18) + 4 = 22
wrathspawn: 1d20 + 5 ⇒ (2) + 5 = 7
Group A (everyone except Tera) is up. Currently the way into the chamber is unobstructed; Orin can reach either (or both) wrathspawn with a 5' step and everyone else can reach them in a single move (though it would take a double move to get around to flank). There's enough open space around them to arrange yourselves however you want (within reason).