
Valegrim |

nope; quiet as death itself :)
If it is something that you will struggle with I would suggest that you do not use it until you gain more full knowledge of it. If it a "gift" from the clerk of the devils I would suggest not using it at all as any gift from the fallen usually have a price. Or at least that's what my old masters tails all state when dealing with its kind and it is a high ranking one at that so the price is even more costly.
Does anyone else have any suggestions or have a vile of acid with them and a glass rod. I have other thoughts but I want your suggestions in this manner. I assume I heard nothing on the other side as you did not mentio any thing Val I can try to force it but it will make some noise. At such an early part of the trip I would hate to give up any surprise we might have.

Valegrim |

"damn, if that wee fey druid was here she could just warp the door into uselessness; sheesh of all the luck, instead we have this musclebound short stuff that probably is going to head bang it like a bleedin drum; dont one of you have saw or a crowbar? Maybe we can get these rats to chew us a hole while you guys are discussing it; I HATE THIS STINK; I am so dirty; I hate this; I hate this."
"mumbles are in spoiler" (dc 18 listen check to hear it; your honor on if your listening)
damn flippin wereratsofurinegeneration or wereundeadvampirelampreys of death are probably in here with us laughing; toying with us probably getting all there little undeadbatfiendpigeons of defication all getting ready to give us a crap shower when we open that door; flippin nearly as bad as a swamp; damn i hate this muck; worms wiggling between my notes <sniff> nobody said we were gonna be turds in a sewer; somebody is going to pay and pay dearly for this insult, mark my words, princesses are NOT supposed to be knee deep in crapola....
Jewel has her eyes closed. You can sense motive is you like; dc 19

Kemnebi 'Djal Ibenbast' |

Kemnebi shrugs.
"I could blast the door apart, but it seems a waste of a spell when we have several individuals here who could do it by hand just as easily. Unfortunately I do not have access to a spell that unlocks portals. I shall have to make a note of that, it should be simple enough."
Sorry, I'm confused, (as usual) Jewel is the mumbler? IF so, I don't think Kemnebi would be listening. He's nervous and is pretty preoccupied right now!

Llvenoc |

Well see I am going to roll great. Listen roll was d20=10+6=16. Needed a 18. Sense Motive roll d20=13+5=18. Needed a 19. I must be to distracted watching Kemnebi, and Nebibit having a miserable time of it.
Its clear I am not amused being in here. But my chance for vengeance outweighs my discomfort.

Valegrim |

yes; sorry bout that; that post is from Jewel
Kemnebi shrugs.
"I could blast the door apart, but it seems a waste of a spell when we have several individuals here who could do it by hand just as easily. Unfortunately I do not have access to a spell that unlocks portals. I shall have to make a note of that, it should be simple enough."Sorry, I'm confused, (as usual) Jewel is the mumbler? IF so, I don't think Kemnebi would be listening. He's nervous and is pretty preoccupied right now!

Namaste |

"Falco does not detect any sound or movement from beyond the door. We may be able to break it open with a minimum of attention, especially if we can find a way to muffle the noise. Does anyone possess a spell or ability that can create silence, or even a thick fog? Fog is known to be able to dampen sounds."

ThoronHen |

"damn, if that wee fey druid was here she could just warp the door into uselessness; sheesh of all the luck, instead we have this musclebound short stuff that probably is going to head bang it like a bleedin drum; dont one of you have saw or a crowbar? Maybe we can get these rats to chew us a hole while you guys are discussing it; I HATE THIS STINK; I am so dirty; I hate this; I hate this."
"mumbles are in spoiler" (dc 18 listen check to hear it; your honor on if your listening)
** spoiler omitted **
Jewel has her eyes closed. You can sense motive is you like; dc 19
Listen 32=20+12(9 ranks + 3 stats) Sense Motive 22=6+16(8 ranks + 4 stats + 4 mis) still waiting for others to respond

Namaste |

By the way, Val, are there any spaces at the top or bottom of the door, that something as small as a psicrystal might be able to slip through? If it can, Kemnebi and I might be able to use that to dimension swap (or his version thereof) everyone across the door.
I failed both Listen and Sense Motive, so I'm probably too distracted concentrating on the door.

Kemnebi 'Djal Ibenbast' |

Note that Kemnebi's spell will only switch two individuals, once. So we might get someone on the other side of the door, (swap psicrystal for Thoren, for example) but I can't teleport everyone across,... yet. (Give me few more levels!) ;) On the other hand, all I need is line of sight, so if I can peek under the door or thru the keyhole, I CAN summon a critter onto the other side, THEN swap it for one one of us! And the swapped person could open the door.
Might be a little excessive use of two good spells, but if we NEED to,...
"I have two flasks of acid in my pack, and a small splash of acid spell. Perhaps we can quietly remove the lock and/or hinges with them? Either that, or we should break the lock with as much silence and swiftness as we may manage. We need to proceed,..."
He fingers his staff nervously and keeps glancing over his shoulder, as if expecting something to rise up out of the fetid water at any moment,...

Valegrim |

you will need to climb up a bit to look at it; or have thoronhen describe it; but try to imagine it like this; the hole is a bit stepped; and the door is one sheet made of wood with another sheet bolted over it that is larger by about 2 inches, then reinforced by an x pattern of thicker wood corner to corner; so the door is pretty thick, and heavily bolted; so pretty heavy and is recessed into the hole; you figure that it is this way to be heavy enough that if someone walked over it and it had maybe a rug over the top that it would not make much noise or give away that it is not real floor if someone walked over it; after all; it was meant to be a smugglers hidden door to a hidden passageway.
so; you could probably walk on the top and not make any noise; being reset with all this moisture has probably swelled the wood in place.
By the way, Val, are there any spaces at the top or bottom of the door, that something as small as a psicrystal might be able to slip through? If it can, Kemnebi and I might be able to use that to dimension swap (or his version thereof) everyone across the door.
I failed both Listen and Sense Motive, so I'm probably too distracted concentrating on the door.

Valegrim |

most acids dont do much to wood; but do usually do a lot to stone or mortar; some etch metals, most likely an acid would make a lot of acid smoke, maybe start a fire; getting acid in the water might be a problem; who knows what acid and some of these molds and slimes would do.....
In a low voice. Lets try the Acid. It seems to be the best option.

Valegrim |

There is a pretty intense evil that pervades this unholy place; lots; but none you think strong enough to be a powerful undead with an evil bent; so, as you look up in various directions; you dont notice any stronger evil in one place than another so doubt any aligned creature is there.
Astinos stares at the door and a crystalline light emanates from behind his eyes as he attempts to Detect Evil through it. It takes 3 ft of wod to block it so it should work.

Valegrim |

Jewel sighs: part of my mental powers are pyrokinetic; I could heat something and you might burn a hole or I could burn the door or blow it to shreds. If that would help I would be willing; perhaps Namaste could sheild me from lurkers on the negative plane or undead that can sense such mental prowess; they are not common; but they do exist.

Valegrim |

to Namaste <I could chew threw before this is decided in my other form, perhaps we can use the few like a wrench; just wedge his chin up agaisnt the lip; stick his horns in the wood; and pull his feet in a sharp motion; should pop the door open or rip his head off; either would be funny :) or I suppose you could have him use his claws or teeth on the door as their bigger than mine.>

Namaste |

@ Jewel: "I have not studied any powers that would shield the mind against the invasions of others, however, it is possible that the bubble that I can erect around someone in preparation of astral travel could offer some similar protection [DM's discretion on that]. But I don't think burning the door would be a good idea. That would create a lot of smoke, especially with the wood already being wet, and lots of smoke in a confined space is rarely a good thing."
Namaste turns to Falco, chuckling at his suggestion, then replying deliberately aloud, "Funny, but I think I'll spare Grymbol your suggestion. But on a serious note, could you actually chew through the door in good time?"

Namaste |

does anyone here have the carpendry skill?
Just a reminder to everyone, my Psychic Reformation power will allow a character to swap out skills and feats from prior levels, for a cost of 50 XP per level removed from the current level (so it would cost 50 XP for a 6th level character to swap out skill points or feats taken at 5th level, or 100 for skills and feats taken at 4th level, and so on). The XP are split between Namaste and the character being reformed (25 each per level removed). It's costly, but in situations like this where we may need a skill that nobody has taken, it could be a life-saver. Just let me know if anyone wants to do that. It takes 10 minutes to manifest.

Valegrim |

Jewel shudders: "thank you Namaste but no; the Astral Plane is a haven for phychic predators; last thing we want is a bunch of Gythyanki or a Thought Eater or Intellect Devourer come by; of course with my luck it would just be a swarm of psychic parasites like brain moles.
My instructers were very firm about pychic threats and where and when poses the greatest threat, though, perhaps we could just astrally move through the door; or you could send your familiar through astrally and then change places with him and see what is on the other side of the door; hmm, interesting possibilities; your use as an ally is going to bear some extra thought."
she gives you a shy smile.

Namaste |

Val, I hadn't actually thought of using Astral Caravan to just carry everyone past the door, but it's not a bad idea. How would that work, game-mechanically? Generally the length of time a trip takes is measured in days, but the power is usually used for long distance travel between multi-planar destinations. Conceivably, I would think it could be used in short-distance and same-plane situations like this, but I'm sure there would be adjustments on the game mechanics of how it is done, as far as what penalties are incurred, how many times we have to roll, and so on.
Jewel: "I don't believe it would be necessary to actually transfer you to the Astral Plane in order to use the protective bubble in that manner. We would simply have to make the preparations for such a travel, in order to bring the membrane into existence, but stop short of actually entering the Astral Plane. But I've never tried to do that, so I don't know how well it would work."
Was I channeling Mr. Spock for a second there?

Kemnebi 'Djal Ibenbast' |

Kemnebi frowns, staring at the doorway.
"This should be a simple matter. Tis but a door, mounted in the floor."
His feline brows are furrowed in thought,...
INT check above Val. I can't help but think that we're all making this too hard. It just a trapdoor in the floor, right? IS there any reason to think that we can't just open it? HAve we tried it to even see if it's locked? Or trapped? Or whatever?

Namaste |

I'm sure we can muscle it open. The problem isn't getting it open, it's getting it open without letting everything within 100 yards know we're here.
"I believe ThoronHen already attempted to open it in the conventional manner, Kemnebi. I also understand Thoron's concerns about my suggestion of 'speaking' it apart (aka the corruption aspect of the Dark Speech feat). But I don't think I am at any great risk as long as I resist the urge to use it on living or thinking beings. There is little risk to my soul in using it on the inanimate, I believe."

Valegrim |

Well, the way I play entrance and exit from other planes is that some planes; like the Astral have connections to the Prime Material and various other planes; travel on the Astral Plane - if I remember right - is based on your intelligence score rather than your walking moving speed. So; basically, a person would have to have an anchor or locating beacon on this plane; rip through some way to another plane; make a translational guess as to relative distance and movement; and rip a whole back to this plane; find their beacon to this, <one of many prime materials>, and come back. The distance they moved on that plane would be translated to this plane. Some spells make this easier as you get some viewing ability to see where you are and where your going; some places are easier as the barriers are thinner; adversely, some places are harder as the planes barriers are thicker or not even touching or close.
What you are talking about is more like a boomerang throw; you want to move on this plane but bounce off that plane for a little translational distance hop; that does not require penatrating the barrier; just takes some luck and a decent roll and a decent amount of planular knowledge. Ending up where you specifically want would take a perfect roll; anything other than perfect would mean you slipped one direction or another; you certainly would be on this plane; but not exactly where you want. Generally speaking, for this sort of thing your slippage for a successful roll would be something less than twice the distance sought to travel. Your slippage for a failed roll would be 10 times the distance sought per tick of failure in a random direction. A botched roll; meaning a 1; which is always fun in these events; would mean someone/thing interfered and moved you somewhere or somewhen. Generally speaking; doing a bounce leaves you in the same time frame unless you botch as there are agents of time who ensure the time stream is secure.
so; to bounce past this door; difficulty is 10+ area strength value (8) plus necro barrier (2)plus time of day (4) plus 1 for each person in the party who you dont have a mind link with (astral plane is int based so +1 more for any person with Int under 12) plus 2 for specific direction (short) +2 for specific direction x,y,z translation, +x value for anyone who can sense it nearby that might interfere (might be a battle of wills). Be aware; any touching of another plane requires gm to roll a wandering monster check. This is also required when any arcane or divine spell recreates a psychic power, but there is a limit of generally one check per hour.
so; dc 18 plus the number of party members plus X for another beings interference to complete this bounce and generally end up safely in the room upstairs. It will generate a Astral wandering monster check and I will have to check if any of the pychic and magically aware people within a gm determined range have the ability to sense it; then roll to see if they notice the activity.
so; you can do it and probably be successful; but now you know the risks involved.
from a gm wandering monster mechanic
Val, I hadn't actually thought of using Astral Caravan to just carry everyone past the door, but it's not a bad idea. How would that work, game-mechanically? Generally the length of time a trip takes is measured in days, but the power is usually used for long distance travel between multi-planar destinations. Conceivably, I would think it could be used in short-distance and same-plane situations like this, but I'm sure there would be adjustments on the game mechanics of how it is done, as far as what penalties are incurred, how many times we have to roll, and so on.
Jewel: "I don't believe it would be necessary to actually transfer you to the Astral Plane in order to use the protective bubble in that manner. We would simply have to make the preparations for such a travel, in order to bring the membrane into existence, but stop short of actually entering the Astral Plane. But I've never tried to do that, so I don't know how well it would work."
Was I channeling Mr. Spock for a second there?

Valegrim |

btw; i live for gm questions like that hehe; yes, am a sick puppy. I am eagerly awaiting weather or not your going to try with my great big GM smile heeh. If we were gaming in a room; I would be picking up and dropping handfuls of dice for dramatic effect hehe from behind my screens.
I will read up on that spell to see if it says anything that would modify what my general rules for such an action would be; spells often change modifiers.

Valegrim |

hmm; good thinking; what are you doing to check the door? you dont see any mold on the door, but it is obviously swollen with moisture in place.
If this tunnel has long been abandoned. With all the mold, slime, and dampness. Why isn't there any rot in the trapdoor? You said its made out of wood right?

Valegrim |

no; it can be muscled open or broken or such; i believe the hold up is how to do it quietly. I believe this is all about minimizing risk of alerting any possible bad guys.
with you int roll applied to noise; oil might make it squeek less; fire might dry it out to shrink the door; but if something is on top of it, you dont want to just throw it open as that would crash if it fell over or might make noise sliding off the door.
Kemnebi frowns, staring at the doorway.
"This should be a simple matter. Tis but a door, mounted in the floor."
His feline brows are furrowed in thought,...
INT check above Val. I can't help but think that we're all making this too hard. It just a trapdoor in the floor, right? IS there any reason to think that we can't just open it? HAve we tried it to even see if it's locked? Or trapped? Or whatever?

ThoronHen |

Well if the acid wont work and we have nothing else to quietly open it then ill have to try to force it open. Ill first see if i can do it alone if not then ill see if maybe the puck and I could do it together.17 Strength = +3+ 4 die roll = 7 lol i could not open a regular door with that roll ;-) I then will come down and have the puck help with his 24 str adding my +3 to it as assisting should get something unless he flubs his roll as well.

Valegrim |

kk; you guys can get the door open; gonna do anything about the noise that it will make; stuck-wedged -wet door is gonna squeek... or are you just popping it open?
I dont see you really doing something about the noise; oil only works from the other side and nobody called forth a silence spell.
So; it opens; it makes some noise; gm rolls wandering monster check; nothing;
ok; Grymbol and Thronhen on the ladder.
Some much fresher air waifs down into the tunnel; smells dusty and full of death, like powdered bones and a bit stale; but still, much better than the tunnel.
Looking up; you see darkness and shadow; most of the ceiling is gone so you can see up to the clouds; but no stars in that murk; the skeletal ribs of the wooden beams of the building are still there; your looking up into a large room but are still in the hole; you can see many shelves - most empty; some with bottles broken; some still ok; labels are gone, worn off or never there. On other sides you see other shelves; moslty empty; some broken and leaning against others; your guess; a storage room.

Llvenoc |

I wait in anticipation as one by one the party goes up the ladder. If anything is going to attack us down below it would be now. The group is seperated, and those on the ladder are near defenseless. I keep a careful watch waiting for the all clear. So the rest of us can move up the ladder.

Valegrim |

After the party opens the door and quiets down and looks up; faint noises of short bursts of music starting and stopping and a many intruments blowing somewhat discourdent and haunting notes.
Falco flies up and lands on the rafters and Grymbol springs up in a crouch and steps into a shelf.
Grymbol and Falco
This is the inside of an inn that is long, long past its prime; it is not currently in use; many side boards and most of the cieling is missing; the main door is open and only hanging on the the bottom hindge so is twisting in the gentle wind; the sounds of music are coming from the south; this through the walls, windows and ceiling you can see this is not the largerst part of the inn; there is a ricket stairway heading up on the east side to the back half of the inn where there are probably rooms; through the larder wall you can see the front area and off to the left what was once the tap room. The door to the larder is missing and you can see a door which probably heads to the street.
in the street you can see many stone building; the grand bathhouse is to the west; there is movement on the street on several streets.

Namaste |

After seeing the scene through Falco's eyes, I relay the situation to the rest of the party.
"The way is clear, for now. It is what is left of an old inn, and the immediate area does not show any signs of movement. However, there are figures moving about on the streets outside. We should be safe to climb out, but it would be good if Grymbol would guard our exit until we get a few more sword-hands up the ladder."

Kemnebi 'Djal Ibenbast' |

Seeing the door forced open, he winces at every little noise. But the draft of fresh(er) air causes him to sniff and fidgit with impatience.
"Even a graveyard filled with undead has to be better than this. The sooner I can get this muck out from between my furry toes, the better!" He mutters as he waits his turn to climb the ladder. He keeps glancing over his shoulder, obviously still expecting his fears to come true and some muck-monster to come roaring up from the slime,...

Valegrim |

The rusted and slimy iron ladder protests a bit as the pc's climb up out of the tunnel. In comparison to the tunnel; the air here is fresh though dusty and has a distinct smell of dried old death and rotting flesh wafing in the back of your senses. Worse yet is the stiff hair neck tension of living mortals being among the living dead knowing that one false step of betrayal and doom would surely follow.
As the party moves out of the dirty and fairly emptylarder; which in fact wouldnt hold everyone; a few good bottles are among the broken and useless thing on the worn and broken down shelves. The floor of this entire inn except for near the two fireplaces and chimneys (one in the tap room, one central to the inn)are made of warped broken and missing wooden planks although there are pleanty to walk upon that appear better than some others. Anyone who has walked on wooden floors know these will probably groan and squeek, except for the grey, stone floors near the fireplaces. Luckily; there are lots of hoots and musical honks coming from the south. Looking through the walls or windows or missing doors; and earie scene becomes evident.
you see a procession of undead all heading south coming from either east or west in front of the inn then heading south; or down what appears to be a main street next to the inn upon the other side sits a once grand yet still emense bathouse worked in white stone; complete with gargoyle reliefs and carved stone reliefs of some long ancient events. You do see part of the green door to the right side facing the bathhouse from the inn; it is down in a lower area down about 7 broad stairs then down a few more in a cubby. The door is Olive green.
About the procession; it appears to be mostly mummified humanoids; vampires; wights; even a couple liches; all of which you see are corporal undead. They all appear to be in thier best dress clothes and are walking somewhat stately and many are hand in had or riding undead chariots.
The lyrical content of the sounds from the south begin to take on very musical quality; though very depressing; it sounds like many probably undead bards and lyracists; and you get the idea that this is some big event. All at once; the random sounds all stop; there is a pause in the sound; at this time many of the undead who can; increase their pace and some outright run omg fast (Vampires so fast that except for falco and the catpeople; you cant see them move.) Then a very low disharmonic concert note (A concert low B Flat joined every 30 seconds by another note played by other instruments who join in playing other notes of the arpagio but it sounds off; creepy resonating wrong, perhaps even evil if you have good in your alignment) The harmonic note grips anyone not very near astinos's aura with feelings of abandoment and lost hope and they havent even started the real music yet.
ok; the inn is otherwise as you expect; dilapadated chairs; worn tables; missing things; dusty beyond belief and very weathered; bugs creepeth about as do the occassional rat or other vermin. There are severeal very large spiders either in the floor; among build webs in the ceiling or like that. The stairs going up toe the apartments are precarious at best, but were once fairly grand and wide. In its heyday; this was among the best inns Greeciean or Roman civilization had to offer.
The undead have very much thinned out; any ony their backs can now be seen; the music is back to hoot and the like; but, surely the concert will start very soon.
coming down the street from the North; only one moving thing can be seen; a small figure about 2.5 to 3 ft high; fully robed in black and red and hmm; it appears to be skipping down the middle of the road and a little lullaby singsong melody can be heard. it is not going very fast and the voice is that of a child. Also; it keeps getting distracted; pretty often it darts to a bulding and stamps on something; or wips out a sling and gets a rat or two; then goes back to the skipping and lullaby; it only goes about 10ft a round or so; it is completely garbedd in long out of style and old rotted clothes and hoods which completely cover it. It has two daggers; 5 bandoliered wooden stakes (carved and painted but like a kid would do...not to good) and a light horsemens mace in which to bash things. it seems to have some finger toy as well which occupies its time.
It stoppes between you and the green door; and runs near the green door and stomps some bugs to paste; then goes back to the road; gets a rock in his sling; starts to twirl it at a rat near the inn; then stops deadpan; sling whirls around and hits him in the head; he doesnt notice.
he looks right in your eyes and says " oh; living people" (his eyes burn red and firey.)

Kemnebi 'Djal Ibenbast' |

Nebibit begins to head up the ladder also glad to be out of the muck and grime she keeps a close eye on Kemnebi on the way up wondering what has him so spooked.
Feline
"Ibenbast Is something wrong? have you seen something?"
Kemnebi gives Nebibit what looks to be a snarl, showing his teeth, but which one of his race see as the equivalent of an embarrassed grin. HE responds in Feline;
"Not as such, no. Probably just my overactive imagination. I guess I should have gotten out more in the Temple ?" He snarl/grins again. "Some big, bad Archmage I turned out to be. Scared of a little slime. And stink." And he climbs up the ladder after her, and into the remains of the inn,...

Llvenoc |

I climb out of the hole. The undead music fills me with such dread one would wish to pull out there knife to end themselves. So many memmories of despair. Loss of hope. Seeing the spider webs in the inn sets my mind at ease. Memmories of home. I watch the robed figure go down the road. I remember I use to hit rats as a kid. Was alot of fun. Til the spiders ate them. I bet this is the neice of the Oracle. No undead would care to hit a rat. Seeing the child notice us. I wave her over. My weapons are not out.

Valegrim |

The small figures eyes stop glowing and become dark; it takes a couple steps backwards and trips over some rubble and falls agaisnt the low stone wall surrounding the bath house; it bets back up quickly; and gives itself a little brush off as if it has momentarily forgotten you; then it freezes; looks back up at you all and pulls out its daggers; one in each hand and sorta waves one at you perhaps in a gesture calling you forward; perhaps a challenge. It gives a quick look right and left and up then looks back at you; it lookes directly at Llevenoc and its eyes turn glowing green.
Llevenoc; make a will save.

Valegrim |

you failed your save; suggestion: "come forth and play with me Dark Elf, let us dance in the streets and our daggers sing the song of steel"
This is not said outloud; the two characters with mental powers can make a perception roll (will use the one your rolled) and knowledge roll (compulsion/enchantment) to figure out what is going on; though I expect that the dark elf is so limber and speedy no one can catch him or try to stop him.
Also; the fey has a chance of recognising what this is; so will use his roll too;
ok; you both make it; sadly after the fact; I rolled init for you three and Llevenoc is many ticks before you in this scene; others are flat footed as this should be a surprize to everyone that the dark elf would just jump out in the street like that.

Llvenoc |

you failed your save; suggestion: "come forth and play with me Dark Elf, let us dance in the streets and our daggers sing the song of steel."
Following the suggestion I leap out across the street. I move and twirl with blinding speed. init roll=d20=19+7=26. Moving as if I were in a blade dance. Dance=d20=15+8=23. It seems Eilistraee herself has given me her blessing. I draw my rapier, and a lick of flame runs down its blade. I bow to the one who challenged me. I await her to begin the blade dance. I will not attempt to hurt the child being content in parrying, and giving attacks back for her to parry. It is a dance of steel not blood.

Valegrim |

It whirls and leaps all yoda like, with flashing daggers and the speed of an undead quickling; init 32; tumbling 26; acrobatics 24; jump 21
It dives over your head; skims along your back; bouncing inside your bounces and bends with your movements and stabs you in each foot with two quick attacks which exceed your defensive armor class; 1pt to each foot; it laughes and chuckles like child tickled to death. After a nice handspring to recover from the diving footstabs; you come face to face for a moment; and it kisses you a quick peck; then with laughing eyes (bright blue) sticks it little wet tounge out at you.
it lands and keeps rythme dancing to the martial music in the background.
your up Llevnoc.
the rest of the party can roll inits to determine actions if you wish to act; Grymbol and Namaste can add +5 to their init as they had a little pre idea of what was happening.