hiiamtom |
I'm calling it, they are at too huge a disadvantage to play this out 1-2 more rounds where they can't do anything.
The party descends on the skeletons destroying them completely and making sure they cannot be raised again. Marcus leaping into the front with vollies of spells and weapons from behind. Grimm heals Arda and brings her back to her feet and the moathouse falls silent briefly before the sounds of the surrounding marshy areas comes back once more.
Grimm, you only add +3 to Cure Wounds.
???: 1d20 ⇒ 11
The roof above the room creaks before the rotten wood finally partially gives way overhead. A stream of rubble ranging from fine powder to the size of Grimm's large head falls from the ceiling to the floor.
Marcus Dexterity Save: 1d20 + 3 ⇒ (4) + 3 = 7
Rubble Damage: 2d10 ⇒ (8, 4) = 12
Marcus is not able to move quickly enough and gets caught in the rubble. The dust settles quickly, but Marcus is trapped and cannot be seen. Luckily there isn't much, but the ceiling looks ready to give further at any moment... and something appears to be catching the light in the corner.
We're still acting on initiative, everyone may act. This time, Marcus needs to give a death saving throw.
Dinkerdink 2175XP - 22/28HP - 3/3HD - 1/1 second wind, 1/1 action surge - 2/2 1st level
Glyph 2175XP - 16/20HP - 3/3 HD - 2/2 Arcane Recovery - 4/4 1st level, 2/2 2nd level - inspired
Grimm 2180XP - 3/21HP - 3/3HD - 0/1 Channel Divinity, 2/2 War Priest - 2/4 1st level, 2/2 2nd level - inspired
Marcus 2175XP - 0/28HP - 3/3HD - 1/1 second wind, 0/1 action surge, 2/4 Superiority Dice - unconcious, restrained, covered in rubble
Lenthus 900XP - 23/23HP - 3/3HD - 2/2 Arcane Recovery, 9/9 arcane ward - 4/4 1st level, 2/2 2nd level
Lenthus Dilwam |
Hopefully this works. Casting Thunderwave. 15 foot radius, knocks creatures 10 feet away who fail a dex saving throw 10 feet. Automatically knocks unattended objects 10 feet away (such as a pile of rubble). Damage when at 0 hit points just counts as a failed death saving throw.
Marcus Covell |
Yeah, i would rather not incure additional failed death saves that could ultimately ckill me outright. How many would I autofail with the spell, Lenthus. Arda's idea seems good.
Arda Skitterstone |
"Wha- what happened? I thought there were skeletons or ... hyenas??" Arda staggers to her feet, clearing her mind from the near death experience. "Thanks, Grimmer, for - wait, Marcus is under there?! No, we can't lose someone else! Hold on, Marcus, we'll get you!"
Arda studies the fallen stone carefully, and then says, "I think I can move this, but I have to be careful not to hurt him further. I sure hope you have more healing, Grimmer."
She closes her eyes and murmurs to herself, and then stares intently at the stones as she casts her spell.
Very carefully, mold earth to clear out the pile, starting at the top to avoid any shifting. It's a cantrip, so she will cast multiple times if necessary. Anything special to do to avoid it shifting and harming Marcus?
Grimm Warhammer |
Grimm will move in as Arda clears the space. He places his shield on his back and will move as soon as he sees Marcus, trying to shield him from any falling debris (He will take the damage if needed to spare Marcus further injury).
hiiamtom |
Sorry for the very long break in the middle of an action sequence. Life got in the way.
While Arda and Grimm clear the rubble from Marcus and protect him from further injury, Glyph dashes to the corner where the object catching the light is. He finds a dagger with a bejeweled sheath and hilt partially exposed in the filth and rubble.
There are also the skeletal remains of guards with moldy but functional armor, their bones have teeth marks from something recently chewing on them.
???: 1d20 ⇒ 9
The damaged ceilings groans loudly and some rocks slide but are caught in the rafters. Dust falls to the floor harmlessly on Arda, Grimm, and Glyph.
Everyone may act!
Marcus Covell |
Death Save: 1d20 ⇒ 20
Fitting...Marcus is at 1HP.
Marcus shakes the dust off.
Much obliged for pulling me out of that fine mess.
Marcus Covell |
Marcus will move to the edge of the room, close to Grimm.
Have you any healing, friend?
He will take the Dodge action to avoid any falling debris or enemies.
Arda Skitterstone |
Arda heals Marcus further, "We need everyone in top shape."
Cure wounds: 1d8 + 2 ⇒ (6) + 2 = 8
"We also better get moving, I don't want anyone else trapped under this rock!" Unless there is something else of note, she then starts back the way they came.
Unless someone disagrees or I'm missing something ahead of us, then of course she won't. I'm not quite remembering the layout of the specific spot we are in, sorry. Also, sorry had a wicked nasty case of the flu hit me and am still getting caught back up on everything.
hiiamtom |
???: 1d20 ⇒ 8
???: 1d20 ⇒ 8
???: 1d20 ⇒ 18
Retreating from the room, the beams continue to creak and moan and crack and after a few more seconds you hear a deafening crunching sound as the ceiling drops to the floor sending rubble and dust and dirt rolling into the hallway. Once things settle once more, you notice Dinkerdink is missing.
The rest of the structure seems stable for now, and the hallway still leads to three other rooms.
Marcus Covell |
Marcus heads to the first of the other three rooms down the hallway and listens at the door.
Perception: 1d20 + 2 ⇒ (16) + 2 = 18
He then turns and whispers to the remainder of the group.
Where's Dink?
Glyph Harny |
Glyph goes to the first room with Marcus and examines the door and for sound of what lies beyond.
Perception: 1d20 + 2 ⇒ (5) + 2 = 7
I have no idea where Dink is
Glyph shrugs his shoulders.
hiiamtom |
I'll just say you listen at each.
Mentally blocking out the noises of the surrounding nature reacting to the sudden noise from the collapse, Marcus hears sporadic squeaks behind the eastern door but the other rooms are silent.
Glyph gets distracted and wonders into the main hall, he finds a stairway leading to the second floor, but the roof has collapsed and rubble blocks any path upstairs.
Marcus Covell |
Marcus points to the door from which the squeaks eminate.
Squeaking behind that one, but the others are silent. We should check the quiet ones first.
Marcus proceeds to open the nearest door from which no sound was coming.
Glyph Harny |
Glyph looks at that item Marcus has handed him.
Intelligence: 1d20 + 5 ⇒ (2) + 5 = 7
And I sure this item is obvious so that roll will identify it no problem ;)
Grimm Warhammer |
Grimm tells the group what he thinks of the item before handing it over to Glyph.
"A well made weapon if I ever saw one. Might bring in a pretty penny if we sold it. Here Glyph, take a look and see what your magics can discover about it."
hiiamtom |
When Marcus opens the final door with the noise behind he finds the pitch-black room flooded with angry bats pinned into the room from the ceiling collapse. They flood into the hallway and strike out at everyone in their flight. There are hundreds if not thousands of bats moving chaotically out of this room quickly filling the entire hallway.
Arda
Swarm Attack Roll: 1d20 + 4 ⇒ (1) + 4 = 5, Advantage: 1d20 + 4 ⇒ (16) + 4 = 20
Bite Damage: 2d4 ⇒ (1, 2) = 3 piercing damage
Glyph
Swarm Attack Roll: 1d20 + 4 ⇒ (15) + 4 = 19, Advantage: 1d20 + 4 ⇒ (17) + 4 = 21
Bite Damage: 2d4 ⇒ (2, 4) = 6 piercing damage
Grimm
Swarm Attack Roll: 1d20 + 4 ⇒ (6) + 4 = 10, Advantage: 1d20 + 4 ⇒ (3) + 4 = 7
Bite Damage: 2d4 ⇒ (2, 3) = 5 piercing damage
Marcus
Swarm Attack Roll: 1d20 + 4 ⇒ (6) + 4 = 10, Advantage: 1d20 + 4 ⇒ (12) + 4 = 16
Bite Damage: 2d4 ⇒ (1, 3) = 4 piercing damage
Lenthus
Swarm Attack Roll: 1d20 + 4 ⇒ (12) + 4 = 16, Advantage: 1d20 + 4 ⇒ (7) + 4 = 11
Bite Damage: 2d4 ⇒ (3, 4) = 7 piercing damage
Glyph 2175XP - 10/20HP - 3/3 HD - 2/2 Arcane Recovery - 4/4 1st level, 2/2 2nd level - inspired
Grimm 2180XP - 3/21HP - 3/3HD - 0/1 Channel Divinity, 2/2 War Priest - 2/4 1st level, 2/2 2nd level - inspired
Marcus 2175XP - 22/28HP - 3/3HD - 1/1 second wind, 0/1 action surge, 2/4 Superiority Dice
Lenthus 900XP - 14/23HP - 3/3HD - 2/2 Arcane Recovery, 9/9 arcane ward - 4/4 1st level, 2/2 2nd level
Everyone can act! The bats are obscuring all sight there's just so many of them.