Chapter 1 - Red Larch

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Feb 22, 2018 9:55 pm
Sorgrimm, when finished, turns back to the two openings and answers back gruffly without looking at Balak, Well Helm did not grant me these gifts to waste them now did he? North or South? Anyone see tracks leading one way or another?
OOC:
Who has good survival to check for tracks...I will provide help to allow advantage.
Feb 22, 2018 10:20 pm
Balak looks to the ground, attempting to track.

Rolls

Survival (finding living tracks (non-dragging feet) if we should go north or south) - (1d20+4)

(4) + 4 = 8

Rolling Survival for advantage - (1d20+4)

(1) + 4 = 5

Feb 22, 2018 10:21 pm
OOC:
*LOL* Well, that was awesome.
Feb 22, 2018 11:06 pm
Balak does not find any tracks. 8-)
Feb 22, 2018 11:38 pm
Xella heads closer to the northern exit, grasping her holy symbol as she sniffs the air for aberrations.
OOC:
Using Divine Sense again
Last edited February 22, 2018 11:39 pm
Feb 23, 2018 12:23 am
Xella feels slightly more unease from the southwest passage.
Feb 23, 2018 12:49 am
Dazzle pries his dagger out from the wall behind him where he had accidentally lodged it.
Last edited February 23, 2018 1:18 am
Feb 23, 2018 2:56 am
"Tracks? No. But the stench of corruption leads southward."
Feb 23, 2018 3:18 am
To the south then? Let’s meet these bastards head on. Looking for similar opinion or argument to go north.
Feb 23, 2018 3:42 pm
Any direction is fine with me. I just want to finish this. I say, seemingly uninterested.
Feb 23, 2018 4:33 pm
Then let's be off! Balak, grasping his warhammer and shield, begins walking in the direction indicated by Xella.
Feb 23, 2018 4:45 pm
The passage loops around in a right hand turn. The passage then opens into an enormous cavern illuminated by several guttering torches set in sconces on the walls. The floor is uneven, and the ceiling is forty feet up. Three flat boulders near the passage serve as tables for human corpses. Severed body parts sit in baskets by the corpses, covered in dry gore. A figure in a dark hood stands by the third table, its back to you. Matted hair juts from the hood, and the figure holds a bone needle threaded with dark cord in its hand.

Farther to the west, a stone stair climbs the north wall, ending near the ceiling. A stone slab like a counter juts from the wall across the room from the base of the stairs. It holds saws, knives, and other tools. Four skeletons stand beyond this tool bench, guarding a wide passage that exits the to the west.
Feb 23, 2018 5:47 pm
Balak looks back at his companions and says in a whisper, I'm not much for a stealthy entrance, but it may serve us in this case.
Thoughts on how to deal with this?
Feb 23, 2018 6:44 pm
Dazzle keeps his voice quiet so as not to attract any attention. I could try talking to the hooded figure, at the very least create a distraction?
Feb 23, 2018 7:30 pm
Seems as good a plan as any...I'll stay back ready to act.
Feb 23, 2018 7:55 pm
I'll walk with you, Silvertongue.
Feb 23, 2018 9:18 pm
Good day to you! Dazzle called out amicably, strolling into the cavern as though he was entering any shop in Waterdeep. My stout friend here and I are looking to rent, lease, or purchase a number of animated corpses. I've choreographed a contemporary interpretive dance piece the likes of which Red Larch has never seen!

He ventured another step forward, doing his best to draw attention away from a stealthy approach by the rest of the group. Would you be willing to show us your wares? Only the best will do, and from what I can see your goods are of exceptional quality!

Rolls

Deception - (1d20+6)

(15) + 6 = 21

Feb 23, 2018 10:36 pm
As you enter, you see a sixth figure, behind the skeletons. He is a wild-eyed Tethyrian human with a bristly beard and a shaved head. When Dazzle speaks, he steps into view, and says, "Bow before the Lord of Lance Rock! Me! Behold my dark terrors!" He points at the ground at Dazzle's feet.

The four skeletons move forward a step, and the figure at the table turns, revealing itself to clearly be a zombie.
Feb 23, 2018 10:58 pm
So much for stealth. Balak slaps his warhammer to his shield, ready to engage.

Rolls

Initiative - (1d20+2)

(11) + 2 = 13

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