Alessa pokes her head through the door and brings a hand to her mouth to cover the stench, though she does not seem too taken aback. She uses the outside light and that of the torch to see roughly how long the bodies have been here.
(I would normally post more, but I'm still sort of waiting on getting more information about the situation. As I said in OOC, Thalian will probably be the last to see the grisly sight within. I would also like to note that he will have his weapon and shield at the ready.)
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
Entry Hall Feylynn and Thalian linger just outside the gruesome battle site, allowing the others to enter first.
Alessa covers her nose and mouth with a hand to shield the stench, and carries Feylynn's lantern in her other hand. The lantern spills light into the otherwise unlit area, which is welcomed by her fellow human companions as they are otherwise are unable to see in the dark.
This extra light confirms that the area appears to have played host to a gruesome battle. In addition to the two bodies lying in the center of the room, and the number of skeletal remains scattered about, there appear to be two closed, wooden doors in the room. The nearest, is just off to Luawn's right; the second, located in the left wall, is nestled five feet in from the rear wall:
Entry Hall.jpg (76.18 KiB) Viewed 1498 times
Without being in contact or even near proximity to the dead bodies, the wizard is unable to get a truly good read on how long they've been deceased, but, based on the stench they're giving off, she'd guess a day or two.
Luawn creeps a short distance into the room, inline with the nearest door, and stands armed and ready for anything unexpected.
Schillachi follows closely behind Luawn and listens intently. The faint wailing sound, which he guesses originates from somewhere beyond the far door, sounds almost like a person crying, or whimpering.
---
Admittedly, there was not much change from the last update, but I didn't have very much to play off of and I don't want to push a character beyond what a player has indicated.
Please declare any actions and movement (using the map as a reference), and supply any needed rolls (or at least just the 'if needed' roll).
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. (Elf)
Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (Elf)
Fleet of Foot: Your base walking speed increases to 35 feet. (Wood Elf)
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. (Wood Elf)
Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. (Rogue, 1)
Faanku as Alessa | Female | Neutral Good | Variant Human | Wizard (1) | HD: 1 (1d6) | HP: 9-1 = 8 | AC: 12 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: No
Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. (Wizard, 1)
Actions: A familiar can't attack, but it can take other actions as normal.
Features:
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Rex as Luawn | Male | Neutral Good | Human | Fighter (1) | HD: 1 (1d10) | HP: 12 | AC: 18 | SP: 30' | Initiative: +3 | Darkvision: No| Inspiration: No
Life Domain Spells: Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
"Please proceed with caution; I very much doubt these corpses are older than a day or so, given their current state of decomposition, meaning whatever killed them may yet be close by."
With a silent word, Alessa sends her owl familiar forward to scout the darkness.
Thalian brings up the rear of the group and remains silent as he inspects the scene laid before them. Burial chambers do not have skeletal remains lying about on the floor, not in a civilized culture. The deceased were to be properly entombed and taken care of. But seeing the bone piles scattered around the slain people, it sends chills down the young cleric's body. He'd heard tales of evil forces who went against the rules of staying dead.
As the group enters, the cleric will stick close to the right side of the chamber and keep an eye on the door and the piles of bones, keeping an ear out for any sounds from his immediate area. (Moving to the square currently to Alessa's right.)
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
Entry Hall
With everyone else now fully inside the entrance chamber, Feylynn sneaks just inside the doors. She plants her back against the still closed entry door and readies her bow while she scans the interior.
"Please proceed with caution; I very much doubt these corpses are older than a day or so, given their current state of decomposition,"Alessa quietly cautions, making clear that whatever killed the bodies in the middle of the floor may still be close by. Switching to a quiet whisper, the wizard sends her owl familiar forward to scout the darkness. Her owl flutters inside, wraps to the left and follows that outer wall, flying its full distance and wrapping around to Alessa's side, without incident.
Luawn, looking to move as inconspicuously as possible, and avoid the skeletal remains in the process, hops up onto the raised platform off to his left. Hugging the outer wall of this grim chamber, the fighting man manages to reach the closed wooden door through which the faint wailing noises can be heard. While he can't make out any specific words being spoken, Luawn is confident the source of the whimpering is that of a person. Probably a human.
Thalian, concerned over the fact that skeletal remains left lying randomly about on the floor are not the common practice in civilized burial chambers, enters cautiously. The cleric quietly lifts himself onto the opposite platform from Luawn and stops at the other closed wooden door in that wall. No light emanates from beyond this door, but a gentle sound of streaming water can be heard.
Doors.jpg (77.96 KiB) Viewed 1476 times
The interior of this entry chamber still remains largely unexplored. The two doors exiting the area each let off different sounds; one the gentle sound of steaming water and the other a person's wailing.
---
A couple quick participation notes:
Unfortunately, it appears Bluetongue will no longer be part of this game. The last time he was able to post he informed me that he was going through a difficult time, which is unfortunate, and understandable, but when his posting rate makes mine look speedy, that's a problem. His most recent posts:
Wed Jun 12, 2019 7:52 am
Tue Jun 25, 2019 9:53 am -- 14 days
Fri Jul 12, 2019 5:40 am -- 18 days
Thu Jul 18, 2019 5:11 am -- 7 days
Today: July 31st -- 14 days
I wish him the best, and he'll be welcome in future games I run, but I do not want to keep this game held back waiting for Schillachi after each update.
Ashley (BearSiren817) has been extremely busy of late, and will be leaving for Gen Con first thing tomorrow morning, but has been in communication with me. I will NPC (ghost) Feylynn for the time being, but expect her return shortly.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. (Elf)
Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (Elf)
Fleet of Foot: Your base walking speed increases to 35 feet. (Wood Elf)
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. (Wood Elf)
Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. (Rogue, 1)
Faanku as Alessa | Female | Neutral Good | Variant Human | Wizard (1) | HD: 1 (1d6) | HP: 9-1 = 8 | AC: 12 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: No
Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. (Wizard, 1)
Actions: A familiar can't attack, but it can take other actions as normal.
Features:
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Rex as Luawn | Male | Neutral Good | Human | Fighter (1) | HD: 1 (1d10) | HP: 12 | AC: 18 | SP: 30' | Initiative: +3 | Darkvision: No| Inspiration: No
Life Domain Spells: Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Marching Order 5-Foot
Feylynn
Luawn
Alessa (Selynornis)
Thalian
10-Foot
Feylynn | Luawn
Alessa (Selynornis) | Thalian
Watch Schedule
Watch: Armored
Sleep: Unarmored
First Shift (Three Hours: 21:00-24:00)
Thalian
Luawn
Second Shift (Three Hours: 01:00-03:00)
Feylynn (Leather)
Alessa
Selynornis
Third Shift (Three Hours: 03:00-06:00)
Feylynn (Leather)
Rolls
None
Last edited by dmw71 on Thu Aug 01, 2019 5:07 pm, edited 1 time in total.
Reason:Edit: Add NPC notice for Feylynn
Luawn will signal the others he is going to open the door, give them a moment to react and then cautiously open the door. He will be prepared to be attacked in case the wailing is a trick.
After listening for any immediate danger beyond the door to his right, the young cleric takes note of the dim lighting and puts away his weapon for a moment. Producing a metal symbol that bears the resemblance of a rising sun, he holds it up to his mouth and whispers a prayer to Lathander. As if answering in response, the symbol shimmers with a soft glow of light. Placing it on his shield, the surface starts to glow as well, producing a light akin to that of a torch, illuminating the immediate area before him.
(Using a Light cantrip takes a full action to cast. Thalian will ready his weapon afterward and keep an eye on the events happening to his left, moving closer to the stairs if something attacks or comes out of the door near Luawn.)
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
Alessa takes up position a few feet safely behind Thalian, glad of the light, and readies to attack any potential threat that might lurk beyond the door.
Entry Hall Feylynn remains with her back planted against the still closed entry door and scans the interior.
On the opposite end of the entry chamber, Luawn signals to the others he is prepared to open the closed wooden door through which the faint wailing or groaning noises can be heard.
Thalian, on the opposite ledge, produces a metal symbol that bears the resemblance of a rising sun and brings it to his mouth as he whispers a prayer to Lathander. An instant later, in direct response, holy man's shield begins to glow, producing a light akin to that of a torch. He begins to walk along the elevated ledge he's on towards the door Luawn is about to open.
Thankful for the light, Alessa begins to move towards Luawn as well, careful to not disturb either of the bodies, or any of the collections of bones on the floor.
However...
As the wizard nears the center of the space -- where a majority of the much earlier gruesome battle took place -- before he reaches the steps leading to the platform, a rattling sound begins to spread in front of him. And behind him.
At the same time, four collections of bones begin to creep and swarm and begin to manifest into the recognizable humanoid form of their previous being -- four skeletons rise!
R00.jpg (62.05 KiB) Viewed 1425 times
The entry chamber continues to reek, and now a portion of that smell seems ready to threaten any or all in their vicinity!
---
Okay, everyone, I will need the following from everyone:
Initiative roll
Action
Movement
Plus, just in case, please also provide an "if needed" roll.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. (Elf)
Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (Elf)
Fleet of Foot: Your base walking speed increases to 35 feet. (Wood Elf)
Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. (Wood Elf)
Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. (Rogue, 1)
Faanku as Alessa | Female | Neutral Good | Variant Human | Wizard (1) | HD: 1 (1d6) | HP: 9-1 = 8 | AC: 12 | SP: 30' | Initiative: +2 | Darkvision: No | Inspiration: No
Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. (Wizard, 1)
Actions: A familiar can't attack, but it can take other actions as normal.
Features:
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Rex as Luawn | Male | Neutral Good | Human | Fighter (1) | HD: 1 (1d10) | HP: 12 | AC: 18 | SP: 30' | Initiative: +3 | Darkvision: No| Inspiration: No
Life Domain Spells: Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
Disciple of Life: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Marching Order 5-Foot
Feylynn
Luawn
Alessa (Selynornis)
Thalian
10-Foot
Feylynn | Luawn
Alessa (Selynornis) | Thalian
Watch Schedule
Watch: Armored
Sleep: Unarmored
First Shift (Three Hours: 21:00-24:00)
Thalian
Luawn
Second Shift (Three Hours: 01:00-03:00)
Feylynn (Leather)
Alessa
Selynornis
Third Shift (Three Hours: 03:00-06:00)
Feylynn (Leather)
"Alessa, watch out from behind!" Hoping the brief shout allows her enough time to get a safe distance away, Thalian rushes in, shield raised and puts himself between her and the three skeletons to the south. Having already readied himself for combat, the young cleric takes a swing at the skeleton before him (blue dot) with his mace. (Position wise, he will stop just north of the skeleton marked with the blue dot after making his move to attack.)
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge
Alessa had read about the undead, but this was her first time encountering them. She stands fascinated at their reassembling for a few moments before Thalian's shout brings her back into the moment, and the witch moves as swiftly as possible to the safety of the outside (the square to Feyltnn's NW), loosing a hurried fire bolt as she moves. Her owl companion moves to harry one of the risen enemies further into the cave before swooping back to her shoulder.
Alessa Initiative: 6
Selynornis Initiative: 2 [1d20+2] = 4+2 = 6[1d20+1] = 1+1 = 2
Fire Bolt on bluedot skeleton if it's still standing, red dot if not[1d20+5] = 16+5 = 21[1d10] = 3
Selynornis will fly in and out to Aid, distracting the green dot skeleton and returning to Alessa's side (Advantage on the next attack on green dot)