Kartoss Le'Thial |
Kartoss moves to the creature and attacks.
Attack Roll: 1d20 + 5 ⇒ (10) + 5 = 15
1d4 + 3 ⇒ (2) + 3 = 5
Bonus Action Attack Roll: 1d20 + 5 ⇒ (3) + 5 = 8
1d4 + 3 ⇒ (3) + 3 = 6
-Posted with Wayfinder
Rurik Irongut |
Fuming over yet another party member falling to this beastie, Rurik hefts his mace and steps over Vakase's form. May Sarenrae grant ye mercy that ye wont be getting from me. He then brings the mace down hard on the winged form.
Attack: 1d20 + 3 ⇒ (17) + 3 = 201d6 + 1 ⇒ (5) + 1 = 6
If Rurik falls under attack, he will use his Warding flare to make the thing attack at disadvantage
Vakase |
Vakase Death Save 1: 1d20 ⇒ 11
Vakase has a vision of the Raven Queen, not one she expected so soon. But she hangs on a few more seconds.
Also, pretty sure that's going to break the hex on the imp since it requires concentration.
GM Niles |
Davin fires an arrow that misses the Devil!
Kara *
Rurik smacks the Devil with his mace
Kartoss darts forward and punches the Devil. It squawks indignantly!
Round 5
Hack *
Vakase [DST+1]
Harzogopas
Davin
Kara
Rurik
Kartoss
Just Kara and Hack now
Shenkt "Hack" Corchran |
Round 5, Rage (Rds 3/10), Resistance,
Fell Handed
As spittle flies, with a scream, Hack attacks.
GA Att: 1d20 + 6 ⇒ (17) + 6 = 23
Dam: 1d12 + 3 + 2 ⇒ (12) + 3 + 2 = 17
GM Niles |
Davin fires an arrow that misses the Devil!
Kara *
Rurik smacks the Devil with his mace
Kartoss darts forward and punches the Devil. It squawks indignantly!
Round 5
Hack screams in rage and slashes at the RavenImp. He hears No wait! I'll tell you where the... before he lops off the evil creature's head.
Vakase [DST+1] doesn't have to worry about DST anymore...
Harzogopas
Davin
Kara
Rurik
Kartoss
Combat Over. Everyone gets 450/6= 75XP (I think this levels you guys?)
Rurik Irongut |
Rurik kneels beside the fallen tiefling, pulling a flask from his belt. He sniffs it momentarily, blanches, then works a small bit of the brandy past her lips. He then pours a bit of the burning liquid over the wound from the imp and begins to wrap it in clean cloth.
Medicine: 1d20 + 5 ⇒ (9) + 5 = 14
Stabilized her, now we have an IG reason why she'll wake in a moment
That should do it, she'll wake in a bit. She'll feel like a sack o potatoes mind yeh, but she'll wake. I suggest we either set up camp here, or work on heading back out of the rubble. Either way, we need a nice long rest.
GM Niles |
A short rest is probably needed tbh... You guys can expend HD and heal up. (PS you can also search the room thoroughly)
Vakase |
Vakase awakens and slowly sits up.
"I just had the strangest dream. Did we win?"
Short rest:
Hit Dice: 1d8 + 2 ⇒ (7) + 2 = 9
1/1 spell slot regained.
Kara the Silvertongue |
"Yeah! We totally kicked his arse! did you see me? I was all YA! And BAH! And WOOOOO! Come on guys! We can totally...oh, uh, you all are just gonna go to sleep huh? Um, okay, that's pretty awesome too, uh, I guess."
She waddles over to Davin. "Wanna get drunk?"
Davin Grey |
Laughing and shaking his head, Davin holds out his hand for the halflings flask.
"A few sips is good enough for me. We still need to keep our wits about us down here. And besides if I got drunk I would be afraid you might take advantage of me!"
After a sip or two, Davin keeps a watch on the others as they rest.
Rurik Irongut |
While the others rest, Rurik takes his time searching around the room for anything of interest, pausing if he finds a body part to say a small prayer for the person it may have belonged to.
Take 20 to search? Want a bunch of checks?
Kara the Silvertongue |
"I never said I wouldn't," Kara gives Davin a salacious wink as she takes an answering sip and replaces the hip flask.
Though injured, she refuses to waste her personal energy for so minor an injury.
Eventually she starts spinning in place and singing dirty limericks. "Ooooo, There once was a man from Nantucket..."
GM Niles |
OMG. I'm sorry. Totally skipped you guys. If this happens in the future please don't hesitate to post a (WTF GM) post in gameplay or discussion.
Rurik does a thorough check of the room while the others are resting. He finds that the bronze plaque displays the Canteclure family crest and motto. It's an unwieldy item, about 2-1/2 feet in diameter and weighing 50 pounds, but it might be worth something as a historical curiosity to anyone interested in Belhaim's history.
Rurik also finds a secret door in the northeast corner of the room.
Rurik Irongut |
Figured you just had a busy weekend :D
Oy, when you lot be done patchin yerselves up, Ah seem to have found something o'interest beyond that giant penny yonder. Then, seeing Kara exceptionally bored, adds But I'm sure there's sacks o' gold behind this here secret door, and none o' us are interested in worldly possessions.
He does his best to suppress a giggle, marginally succeeding.
Kara the Silvertongue |
"...from Reeves. She spent lots of time on her--waitwut?" says Kara as she whips around at Rurik. "Oh. Oh! Well then I guess...wait a minute. Isn't someone supposed to check for halfling-eating traps first? I'm not very good at doing that, but I'll help."
She wanders over to the door and peers down. "Hmmmm, now the grain of the wood is dark, which means that it might be a dart trap, but not in this climate so far south, so it could be a gas trap, unless the architect was named Steve, in which case--" This shows no sign of stopping, and exactly how much 'help' that's going to render is not yet known.
If you make a Will save, you get to take advantage on your Perception check. =)
Shenkt "Hack" Corchran |
Hack stretches as he stands and scratches himself unceremoniously.
Good catch, Rurik. But, we don't have any thievin' types on this group.
He leans over the halfling and looks closely at the door to see if it is trapped.
Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Perception Adv: 1d20 + 2 ⇒ (16) + 2 = 18
GM Niles |
Hack checks the door and finds no traps. He leads the heroes down the pitch black corridor for about 150', around two bends. He finally comes to
The floor drops away here as the corridor turns east, though a seven inch wide ledge continues along the south wall. The walls are very smooth, offering few hand holds. The remainder of the passageway is filled with a five-foot-deep trough filled with foul-smelling, thick green sludge.
An examination of the wall reveals that the lever you pulled back in room A7 caused the ledge here to pop out of the wall.
It's an Acrobatics roll to get across the ledge without falling into the "thick green sludge"
Kara the Silvertongue |
He leans over the halfling and looks closely at the door to see if it is trapped.
At the sudden introduction of close quarters, Kara rubs her taunt, firm buttocks seductively against Hack's kneecap. She winks and breaths huskily, "Sorry, lover. We don't have time for anything else...."
As the group walks along the dark, foreboding hall, she takes out her torch again and firebolts it back to life.
At the drop off, she offers up her length of rope. "Might one of you virile and nubile types go first, then hold the rope for us folk that concentrated on developing our personality and devastating good looks?"
Someone go first, then give the rest of us advantage?
Kartoss Le'Thial |
Am I a bad person because I thought about tossing Kara across first?
"Give me some space." says Kartoss as he gets a running start and then leaps across the gap.
Acrobatics: 1d20 + 5 ⇒ (6) + 5 = 11
Shenkt "Hack" Corchran |
I am confused...what gap? I thought the acrobatics check was to traverse the 7 inch wide ledge.
Hack smiles sheepishly at the attractive halfling while blushing slightly.
Kartoss, let me toss a rope end to ya so we can do as Kara suggests. We are not all nimble tree huggers.
Kartoss Le'Thial |
It's my understanding that there is a pit with a ledge along one side. Unless our gm says that he thinks the gap is too wide, Kartoss would rather just jump it.
-Posted with Wayfinder
Rurik Irongut |
If you look at the map, the pit is 80 feet long with a 90 degree bend in the middle, jumping seems unlikely.
Acrobatics: 1d20 + 2 + 1d4 ⇒ (13) + 2 + (1) = 16
Rurik looks over the ledge, and grumbles about no other options, and ties his rope to himself, handing the end to Hack and the others. If'n ye heard me yell, start pullin. If'n ye run out o slack, gimme a holler to stop an I'll let ye tie another rope on. he says glumly. That done, he says a quick prayer to Sarenrae to guide his feet, and slowly begins working his way across the ledge, showing surprising agility for such a rotund man.
GM Niles |
There's no edge to be lowered over...its a 7 inch slippery ledge you have to walk to get to the other side. If you hadn't pushed the lever, there would be no ledge and you would be slogging through the sludge...
Kartoss and Rurik navigate the ledge. On the other side is a small landing and a closed door.
Shenkt "Hack" Corchran |
Hack looks down at Kara.
C'mon, Lass, let's use the rope. Follow me along this edge.
I will assume the rope gives advantage.
Acro: 1d20 + 2 ⇒ (7) + 2 = 9
Acro Adv: 1d20 + 2 ⇒ (6) + 2 = 8
Kartoss Le'Thial |
Kartoss will help as well.
-Posted with Wayfinder
Kara the Silvertongue |
Athletics!: 1d20 + 0 ⇒ (12) + 0 = 12
Athletics Adv!: 1d20 + 0 ⇒ (2) + 0 = 2
"Wheeeeeeeeeeeeeeeeeeeeeeeeeee!" Kara yells as she keeps jumping up and down on the rope just behind Hack. "Usually when I'm on a rope above a perilous cavern the ropes just aren't springy, but _this_ rope is really keeping it's springyness! Four jumpys out of five. Would face death to cross again."
GM Niles |
Davin and Kara make it across the ledge successfully. The green sludge sludges along ominously below. There's still a closed door on the landing, and Vakase decided to take a nap.
Rurik Irongut |
Rurik waits for the others to arrive on the next ledge before beginning to look over the door, Sarenrae guide me as I try and limit a pyromaniac's options...
Roll: 1d20 + 1d4 ⇒ (18) + (4) = 22+1 for investigate, +5 for perception, not sure which you want
If he feels it to be safe, he'll try and open the door.
Kartoss Le'Thial |
"It's interesting that you're praying to the goddess of fire to stop someone from using her gifts." say Kartoss as he takes up position to enter the room once the door is open.
Rurik Irongut |
Too much o anything be a bad thing lad. Nuthin wrong wit fire, it be the overzealous application that be the problem. We dunna know if this muck we just crept over be flammable or an explosive mix. I fer one, dunna wanna find out either.
GM Niles |
Vakase: 2d20 ⇒ (18, 20) = 38+2
Vakase easily maneuvers the ledge and arrives on the landing as Rurik opens the door after finding no traps. Rurik leads the heroes into a long corridor, finally ending at...
A small, barred window pierces the iron door at the end of this hall, revealing a plain, ten-foot-square room with windowless iron door on the opposite wall beyond.
Another door.
Map updated
Edit: For everyone circumventing the sludge trap successfully the party gets 200/6=33XP
Rurik Irongut |
Rurik again calls upon Sarenrae's blessings before listening at the door, checking it for traps, and then, assuming it seems safe, attempting to open the door.
Perception: 1d20 + 5 + 1d4 ⇒ (4) + 5 + (2) = 11
Investigation: 1d20 + 1 + 1d4 ⇒ (6) + 1 + (4) = 11
Looks good! :D