Nothing about the Green Dagger's symbol has any religious significance that you know of.
The next room over.
This room appears to be a kitchen with an overpowering stench of rotting food. Pots and pans are strewn about the room, some with food and others without. No other exits are visible in this room.
Kyle you open the door to find a small chamber so cluttered with broken furniture it is almost impossible to actually enter the room. No other exits are visible in the room.
The next chamber is a small room with a man slumped over and apparently dead. He is dressed in leather armor and his eyes are swollen shut. A crossbow lies on his lap.
"Anyone else getting a bad feeling about this?" Kyle also grabs the crossbow and any bolts for it he sees. He checks to see if he can figure out what killed the man.
1d20 + 3 ⇒ (2) + 3 = 5 Heal check, no clue.
"This bugger isn't going anywhere. Wonder what snipped his cord." Kyle smiles nervously.
This ain't like a cairn. This guy's fresh-like. Hope none of this is poisonous.
The chamber is obviously the entry hall and at one time must have been quite grand. Now all that is left is dried an cracking fresco of the city and worn dirty rugs. A freshly painted crossed daggers mar the once fine double doors that are directly across from the entry door. One other door lies across the room from this service door.
"They must be this way," Tessa says, heading towards the doors with the painted daggers upon them. She listens at the door for a moment, then throws them open to reveal the room beyond.
Male Dwarf | S 56/56 | H 48/48 | R 8/8 | EAC 21 | KAC 23 | F+4 R+10 W+8 | Init+12 | Perc+16 (Darkvision) | SM +16 Colonist Operative (Explorer) 7 | 30'
I'm really uncertain about which doors we entered the room through . . .. I got it in my mind that the double doors should have been the ones we used to get into the room? Happy to follow along whichever way is actually forward, though.
I'm really uncertain about which doors we entered the room through . . .. I got it in my mind that the double doors should have been the ones we used to get into the room? Happy to follow along whichever way is actually forward, though.
We came in from a servant's corridor, and there is a door directly across from us. The main entry is here, and there is a set of double doors across from it. Tessa headed through these doors, followed by the rest of us.
"Cat dogs?", Tessa remarks with curiosity as the two creatures begin moving towards them. "Dog cats? What are they?" She lifts her cudgel and prepares to strike one as it gets close.
Mechanics:
Ready an action for when one of them comes after her, and then hit it with her club.
Attack (nonlethal):1d20 + 3 ⇒ (9) + 3 = 12 Damage (nonlethal):1d6 + 3 ⇒ (2) + 3 = 5
male High Elf Ranger 1 | AC: 16 T:13 F:13| HP: 12/12| Fort: +3 Ref: +6 Will -1 | Perc: +6 | Init: +4
Queslin's not in the initiative list. Have I been booted from the game and no one told me? This is worse than the time I came home from college to find my dad moving without telling me.
The creatures almost in unison pull back the skin back around their heads in a gruesome fashion leaving only skull and muscle visible and they both let out a terrible howl.
Will Tessa and Thalin Saves:
Tessa vs Dog 1
Saved
Thalin vs Dog 2
Saved
Both of you made the dice rolls, but during some formatting the dice roller rerolled and failed, I'm taking the initial save rolls.
Both Thalin and Tessa are unaffected by the creatures howl and gruesome look.
Initiative Order Tessa 19 Thalin 19 Dog/Cat 14 Queslin 13<--We are here, and added in! Ralafas 13 Kyle 11
Tessa wrinkles her nose as the dogs retract the skin on their faces. "Gross," she says, keeping her cudgel raised.
Mechanics:
No change from last round, since the skulldogs didn't attack. Readied action to attack. Since it didn't go off last time, I'll keep the same terrible attack roll.