
Spidre |

After we loot your remains.
Spidre casts his blank wooden stare towards the door, then back down the hall. He carries his scimitar openly, sometimes passing it between hands in an idle flourish. He points the way forward, showing no apparent interest in the door or what may lie behind it.

Thyra Fireforge |

Thyra will also be carrying her battleaxe openly, hidden forgotten cities are no place to joke about.
"I don't know 'bout this door, mayhaps we'll find the key for it in another part of town,"

GM Jiggy |

Halsere's experiment, though worth trying, yields no fruit. Continuing down the corridor, the second recess (this one on the left) holds a more ordinary-looking (if a bit decrepit) door, behind which lies what appears to be the remains of an armory. Rotten-shafted weapons and rusted armor lies scattered about on warped and cracking shelves and counters.
There's one set of armor that doesn't seem rusty or worn, a very fine-looking set of half-plate.

Thyra Fireforge |

"Looks like a bunch of garbage ta me"
perception: 1d20 + 1 ⇒ (13) + 1 = 14
Thyra rubs her eyes and wipes the sweat from her brow, "Do my eyes deceive me? That looks like some Half-Plate there." Pointing toward the half-plate, Thyra'll walk over and dust it off.
"Does anyone need this? It'd be a nice upgrade for meself but I'm plenty armored at the moment,"

Halsere Chael-Oren |

Halsere says Its yours.. I prefer stealth over armourment
He looks around the alcoves for the key.
One wonders who and how the ebay the dragon door. There must be a key down here.

Thyra Fireforge |

"Well, I'll put it on for now then, can we wait a couple minutes." Turning to Spidre,"Spidre, can ya help me outta this Breastplate?"
Thyra, with Spidre's help, will don her dusty old Half-Plate.

GM Jiggy |

Once Thyra has replaced her armor, you move on to the third recess in the corridor. This one looks like it used to have a door, but said door has long since rotted away or been destroyed. Looking inside, it appears to be a shop much like the armory next door, but this one was more about books and scrolls and such, with tattered bindings sitting on shelves with their pages rotted out, and scraps of moldering parchment scattered everywhere.
As you look around, you notice that some of the dirt and debris is piled in a corner behind a cracked, decrepit counter. Just as it starts to dawn on you that it looks like some kind of nest, vermin pour out! Several rats the size of small dogs come around the end of the counter, and something like a man-sized caterpillar climbs up on top of it!
The green worm thing is called a carrion crawler. It often subsists on what's already dead, but also eats live prey sometimes. It has tongue-like tendrils that can paralyze a creature for several minutes, during which time the carrion crawler starts eating, without necessarily bothering to kill first.
Halsere: 1d20 + 3 ⇒ (9) + 3 = 12
Mirrel: 1d20 + 2 ⇒ (8) + 2 = 10
Pietro: 1d20 + 1 ⇒ (20) + 1 = 21
Spidre: 1d20 + 3 ⇒ (10) + 3 = 13
Thyra: 1d20 + 1 ⇒ (2) + 1 = 3
Big green slug thing: 1d20 + 0 ⇒ (1) + 0 = 1
Giant rats 1-3: 1d20 + 3 ⇒ (10) + 3 = 13
Giant rats 4-6: 1d20 + 3 ⇒ (16) + 3 = 19
Pietro is the first to react!
Order is Pietro, then all the rats, then everybody BUT Pietro, then the giant creepy-crawly. Basic setup is that if the doorway is behind you, then ahead of you is the countertop, to your right is a wall, and to your left is the mass of six giant rats (in two ranks of three). The area within those four parameters is about 15ft x 15ft, so enough room for you guys to shuffle around a little if you need to. My current understanding is that Halsere is closest to the door, with everybody else roughly front-ish. Now then, let's watch Pietro serve up crit number five.

Pietro Elitov |

Nature: 1d20 + 1 ⇒ (9) + 1 = 10
Pietro roars a challenge, then attacks the big green slug thing.
Maul: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 2d6 + 3 ⇒ (1, 6) + 3 = 10

GM Jiggy |

Pietro gives the big green thing a solid wallop, and it hisses in anger, waving weird red mouth tentacle thingies in what's probably a threatening fashion!
Then, the rats come swarming over the party!
6d4 ⇒ (4, 4, 1, 3, 3, 4) = 19
One of the rats bites at Mirrel!
Bite: 1d20 + 5 ⇒ (2) + 5 = 7, Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Mirrel yanks his leg up out of the way!
Two more scurry forward and attack Spidre!
Bite: 1d20 + 5 ⇒ (16) + 5 = 21, Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Bite: 1d20 + 5 ⇒ (14) + 5 = 19, Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Both sets of teeth find flesh!
The other three attack Thyra!
Bite: 1d20 + 5 ⇒ (16) + 5 = 21, Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Bite: 1d20 + 5 ⇒ (16) + 5 = 21, Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Bite: 1d20 + 5 ⇒ (17) + 5 = 22, Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Cripes, good thing you fighters have Second Wind.
Thyra's being eaten alive!
Party up! (Except Pietro.)

Spidre |

Spidre creates a shield of force that blocks one of the rats, but the other still finds the mark. He draws his short sword and retaliates.
TWF Scimitar: 1d20 + 5 ⇒ (9) + 5 = 14, Damage: 1d6 + 3 ⇒ (2) + 3 = 5
TWF Shortsword: 1d20 + 5 ⇒ (6) + 5 = 11, Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Mirrel |

Mirrel attacks the rat which tried to bite him.
Longsword (2H): 1d20 + 4 ⇒ (17) + 4 = 21,Damage: 1d10 + 2 ⇒ (2) + 2 = 4
If possible, I'll try to move to one side of the battle - away from any other rats and out of the fighters' way.

Thyra Fireforge |

Thyra suffers the vicious onslaught of the rats, she'll try and retaliate against the rats.
bonus action second wind: 1d10 + 3 ⇒ (7) + 3 = 10
attack: 1d20 + 6 ⇒ (15) + 6 = 21 damage: 1d8 + 4 ⇒ (2) + 4 = 6
"blasted rats, chop 'em ta bits, Boys!"
If I can, I'd like to move next to Spidre, not sure if that's possible but if I can I'd like to so I can use my Protection ability to shield him

GM Jiggy |

If I can, I'd like to move next to Spidre, not sure if that's possible but if I can I'd like to so I can use my Protection ability to shield him
You're pretty clustered already, so you can reach your fellow frontliners pretty well already. Also, don't forget to update your HP.
Thyra fells another rat!
I believe that leaves us with Halsere, then the big green bug.

GM Jiggy |

Halsere scorches the bug!
The bug then flings a group of reddish tendrils from its mouth, swiping at Pietro!
Tendrils: 1d20 + 5 ⇒ (19) + 5 = 24
CON save: 1d20 + 4 ⇒ (9) + 4 = 13
Pietro's body goes rigid, paralyzed in place! At this point I'd like to remind everyone that there's no such thing as "trained only" skills in 5e.
The three remaining rats attack!
3d2 ⇒ (1, 2, 1) = 4
Bite vs Thyra: 1d20 + 5 ⇒ (19) + 5 = 24, Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Bite vs Spidre, DIS+5: 2d20 ⇒ (7, 1) = 8, Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Bite vs Spidre: 1d20 + 5 ⇒ (16) + 5 = 21, Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Spidre and Thyra each take a hit!
Party up! (Except Pietro.) Three rats and an injured bug remain, and Pietro is paralyzed.

Thyra Fireforge |

"Hang in there Spydre, let's dispatch these rats quickly and save Peitro!"
bonus action Rally on Spidre: 1d8 + 0 ⇒ (8) + 0 = 8 Spidre gains some temporary hitpoints equal to the dice roll.
Battleaxe a Rat: 1d20 + 6 ⇒ (17) + 6 = 23 damage: 1d8 + 4 ⇒ (5) + 4 = 9
Thyra is confident the remaining two rats will die but just in case she is ready to use her shield to protect Spydre.
Medicine to determine how long Peitro is paralyzed?: 1d20 + 1 ⇒ (9) + 1 = 10

Thyra Fireforge |

Ahhhh I'll give it a go, my bad for being so dense hah
In the midst of combat, Thyra ponders the strange bug lifeform assailing our cleric.
Nature: 1d20 + 1 ⇒ (8) + 1 = 9
. . .And comes to the realization that whatever it is, killing it will probably help Pietro!

Spidre |

Intelligence (nature): 1d20 + 3 ⇒ (5) + 3 = 8
Not recognizing the giant bug, but not particularly upset about the paralyzation of Pietro, Spidre swings his swords in quick strokes towards the rat in front of him.
Scimitar: 1d20 + 5 ⇒ (20) + 5 = 25, Damage: 2d6 + 3 ⇒ (4, 1) + 3 = 8
Shortsword: 1d20 + 5 ⇒ (8) + 5 = 13, Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Mirrel |

Nature: 1d20 + 2 ⇒ (4) + 2 = 6
Wishing he'd paid more attention to stories about giant bugs, Mirrel takes out his sling and attempts to drive the thing off.
SlingADV+4: 2d20 ⇒ (14, 12) = 26=18 , Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Using inspiration.

Spidre |

Spidre looks over the frozen cleric and pokes him a few times.
Medicine (insp): 2d20 + 3 ⇒ (6, 8) + 3 = 17 =11
He shrugs and searches the room for valuables.
Perception: 1d20 + 3 ⇒ (18) + 3 = 21

GM Jiggy |

Mirrel's best guess is that the creature's toxin simply causes muscles to seize for a while, and will wear off in a few minutes. His muscles will feel a bit tired and sore, but he'll be fine.
Meanwhile, Spidre happens across a scroll that hasn't disintegrated yet. It appears to be a scroll of web. (Web is still a thing in 5E, right?)
Are we stopping to rest, or moving on once Pietro's gone pliable again?

GM Jiggy |

Alright, I'll take that to mean no rest needed. Thyra, how long do Spidre's temp HP last?
You reach the end of the corridor, where it splits into a four-way intersection. The right (east) path goes about 30-40 feet before turning north again, and at that corner there is a door, which appears to be locked.
Pick lock? Break down? Move on?

Halsere Chael-Oren |

let me take a crack at this...
Halsere takes out his picks and tries to work his skills at the door 1d20 + 7 ⇒ (9) + 7 = 16
Almost there... he grunts as he moves the picks.

GM Jiggy |

Perception (ADV+3): 2d20 ⇒ (17, 8) = 25(20)
In the process of (successfully) picking the lock, Halsere also notices that the door is rigged with some kind of trap as well. Seems like something that would go off when the door is opened.
Attempting to disable the trap will carry a risk of setting it off; proceed, or leave?

GM Jiggy |

Halsere manages to find and reach the place where a wire behind the door is connected to the latch, and disconnects it. Confident he's disabled the trap, he pulls open the door.
Behind the door is a blank wall, with several holes that look big enough for a dart to be loaded somewhere inside. There is no path behind it.
Yep, the door was just bait for the trap. Good job not dying, though. And yes, that is straight from the source material.
Continuing on, you find another door, this one unlocked. On the other side, you are surprised to discover an ornate living room. The furniture is immaculate, and there does not seem to be any dust or cobwebs. On the opposite side of the room is another door.
The next room is a similarly clean and luxurious bedroom. Fine furniture lines the walls, and at the far end is a bed, currently occupied by a skeleton.
The skeleton sits up in bed and says, "Ah! Come t'see me treasure, have ye? Well, it's right here under me bed. Come have a look!"
You can indeed see a slight glittering from under the bed, even from across the room. The skeleton seems to be awaiting a response.

Thyra Fireforge |

It seems the temp hitpoints have no duration, I copied the text straight from the book into my stat block but if you want to read it yourself its on page 74 in the Player's Handbook. I would agree it needs a duration so I'm fine if you'd like to add on.
Facing the skeleton, axe at the ready, just in case, Thyra will adress the clearly non-hostile Skeleton. Not all monsters are bad after all!
"And who are ya supposed ta be? Ya know yer missing all ya gooey bits, yeah?"
I don't trust this

GM Jiggy |

Seeing your caution, the skeleton says, "Well then, if you won't come to me, I'll come to you!" It stands from the bed, carrying a shield and scimitar that had previously been hidden beneath the blankets. At the same time that the skeleton stands, every piece of furniture in both the bedroom and living room more or less explodes, revealing skeletons hidden inside, all of them armed!
Halsere: 1d20 + 3 ⇒ (5) + 3 = 8
Mirrel: 1d20 + 2 ⇒ (18) + 2 = 20
Pietro: 1d20 + 1 ⇒ (5) + 1 = 6
Spidre: 1d20 + 3 ⇒ (8) + 3 = 11
Thyra: 1d20 + 1 ⇒ (15) + 1 = 16
Bedroom skellies: 1d20 + 0 ⇒ (19) + 0 = 19
Living (ha) room skellies: 1d20 + 0 ⇒ (8) + 0 = 8
Mirrel is the first to react!
Okay, so there's a good amount of space in both rooms. You guys are kinda clustered at the doorway between the two. There are five skeletons per room, all with scimitars and shields.
The order:
Mirrel
Bedroom skellies
Thyra/Spidre/Halsere
Living room skellies
Pietro

Mirrel |
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Mirrel turns towards the skeletons in the living room and sings a single pure, sustained, high pitched note.
Shatter - all creatures within ten feet of a chosen point take Shatter damage: 3d8 ⇒ (4, 5, 3) = 12 hp thunder damage, DC 14 con save for half. Unattended objects also take damage. I'll catch as many as I can while avoiding the party.
He then moves up beside Thyra, sword drawn to face the skeletons as they advance.

GM Jiggy |
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Bwahahaha!
The skeletons in the living room basically explode, as do a few scattered fragments of the already-broken furniture.
5d4 ⇒ (4, 2, 4, 3, 4) = 17
The skeletons in the bedroom advance and attack!
Scimitar vs Pietro: 1d20 + 2 ⇒ (16) + 2 = 18, Damage: 1d6 ⇒ 5
Scimitar vs Spidre (DIS+2): 2d20 ⇒ (12, 14) = 26(14), Damage: 1d6 ⇒ 4
Scimitar vs Thyra: 1d20 + 2 ⇒ (4) + 2 = 6, Damage: 1d6 ⇒ 6
Scimitar vs Thyra: 1d20 + 2 ⇒ (5) + 2 = 7, Damage: 1d6 ⇒ 4
Scimitar vs Thyra: 1d20 + 2 ⇒ (18) + 2 = 20, Damage: 1d6 ⇒ 2
Thyra shields Spidre from harm, but she and Pietro are each injured!
Welp, with a whole initiative block gone, I guess it's party up!

Pietro Elitov |

Pietro takes a swing at one of the skeletons.
Maul: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 2d6 + 3 ⇒ (5, 3) + 3 = 11

Thyra Fireforge |

"I knew I couldn't trust it! Nice job Mirrel, ya popped 'em like a holiday cracker"
Thyra will lash out with her battleaxe.
attack: 1d20 + 6 ⇒ (9) + 6 = 15 damage: 1d8 + 4 ⇒ (5) + 4 = 9

Spidre |

Spidre slices and stabs at the skeletons with his usual swift elven manner.
Scimitar: 1d20 + 5 ⇒ (8) + 5 = 13, Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Shortsword: 1d20 + 5 ⇒ (3) + 5 = 8, Damage: 1d6 + 3 ⇒ (1) + 3 = 4

GM Jiggy |

Pietro misses!
Thyra hits her target, but the dry bones seem resistant to being slashed! Spidre encounters the same issue, barely finishing off the skeleton that Thyra started on before missing his next target!
Mirrel swings hard, but the skeleton deflects the blow with its shield!
Halsere's turn. Four skeletons remain, all uninjured.

GM Jiggy |

Halsere blasts one of the skeletons, and its bones crack apart from the sudden heat, killing the skeleton!
Shortsword vs Pietro: 1d20 + 2 ⇒ (2) + 2 = 4, Damage: 1d6 ⇒ 6
Shortsword vs Spidre (DIS+2): 2d20 ⇒ (9, 13) = 22(11), Damage: 1d6 ⇒ 4
Shortsword vs Thyra: 1d20 + 2 ⇒ (17) + 2 = 19, Damage: 1d6 ⇒ 5
The remaining skeletons attack, and Thyra takes a hit!
Party up!