| Thyra Fireforge |
It doesn't look there are rules for Shielding Bashing but there are rules for using Improvised Weapons on page 148. They always do 1d4 of damage and you as the GM choose the damage type, I'd be trying to get bludgeoning damage with a shield bash. It says I can add proficiency bonus if the improvised weapon is similar to something I am proficient with, there example would be a table leg. If I can't add my bonus just subtract 2 from my attack roll!
Thyra realizes her battleaxe is increasingly ineffective against these skeletons will attempt to bash one with her shield.
Shield Slam: 1d20 + 6 ⇒ (15) + 6 = 21damage: 1d4 + 4 ⇒ (3) + 4 = 7
"Hang in there, we've nearly got 'em!"
| Pietro Elitov |
Maul: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 2d6 + 3 ⇒ (4, 3) + 3 = 10
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| Spidre |
Spider maintains his assault, either ignoring or oblivious to the inefficacy of his weapons.
Scimitar: 1d20 + 3 ⇒ (13) + 3 = 16, damage: 1d6 + 3 ⇒ (3) + 3 = 6
Shortsword: 1d20 + 3 ⇒ (9) + 3 = 12, damage: 1d6 + 3 ⇒ (3) + 3 = 6
-Posted with Wayfinder
| GM Jiggy |
Spidre manages to wear down a skeleton, but the others can't seem to land a hit!
The final skeleton attacks 1d4 ⇒ 1 Mirrel!
Shortsword (DIS+2): 2d20 ⇒ (9, 3) = 12(5), Damage: 1d6 ⇒ 4
The five of you then focus-fire the remaining skeleton into oblivion.
Out of combat.
Under the bed, you find the skeletons' treasure! There's 738gp worth of cash, a diamond worth 61gp, an emerald worth 33gp, a pearl worth 112gp, a sapphire worth 48gp, a very fancy-looking shield, and an exquisite longsword.
Resting, or moving on?
| Thyra Fireforge |
Thyra sits down in a chair, if any survived the fight, for a breather and digs out a healing potion to drink.
"I think I'll drink one of them healin' potions before we move on if we don't need ta rest. Also if everyone is okay, I might take that there shield, looks like it can replace my current one. "
if we aren't taking a short rest I'll drink a potion if we are I'll spend two hit die to heal
healing potion: 2d4 + 3 ⇒ (4, 3) + 3 = 10 or hit die healing from rest: 2d10 + 6 ⇒ (9, 7) + 6 = 22
| GM Jiggy |
While the rest of the party is trying to decide whether to rest or not, Halsere spends a few minutes casting detect magic. As he likely suspected, the sword and shield from among the treasure are indeed magical. Additionally, the armor Thyra took from the ruined armory down the hall is magical as well. The school of magic for these auras is whatever the frick the school is for plusses; is it transmutation? We'll say transmutation.
Does that influence the resting decision at all?
| Thyra Fireforge |
"Ehhh we got us a couple more fights in us I'm sure, this magical gear can wait a few hours more I'm sure."
Thyra will strap on the new shield and will try and tie her old shield onto her backpack just in case she needs it later.
| Spidre |
I say hammer that potion and let's keep moving.
Spidre appears to decide against skelly-bed, and looks back up at the party.
| GM Jiggy |
Holy website downtime, Batman! Alright, moving on.
Thyra chugs a potion, and you continue your exploration of the subterranean ruins. Several minutes and a few empty rooms later, you eventually come across a rather ominous chamber.
The room is square, about 25-30 feet on a side, and the entranceway in which you stand is almost 15 feet wide. In each corner of the room stands a suit of armor, complete with sword and shield, on display as one might see in a museum. In the center of the room is a statue in the likeness of a human man with fangs. This center statue wears a key on a fine chain around its neck; the head of the key is shaped like a stylized dragon head.
The statue resembles a man named Koriszegy, a powerful noble-turned-necromancer who tried to conquer all the land with an undead army many centuries ago, though in the end he was defeated and killed. Some old landmarks still bear his name.
The suits of armor do not appear to be supported by any sort of frame or other structure.
Read the History spoiler above. During your seclusion, you had a vision that this man has returned.
| Spidre |
Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Spidre looks to the statue in the center of the room and creates a long hiss from behind his mask.
| Thyra Fireforge |
history: 1d20 + 1 ⇒ (15) + 1 = 16
perception: 1d20 + 1 ⇒ (18) + 1 = 19
"Hmph, I don' like this. I know this man, a long dead Necromancer. I heard stories of paladins of Torm fighting his armies of the undead."
Thyra eyes the suits of armor suspiciously as well, "I think this is a trap. ."
| Mirrel |
Perception(exp): 1d20 + 7 ⇒ (19) + 7 = 26
History: 1d20 + 3 ⇒ (7) + 3 = 10
Mirrel nods in agreement. "Indeed. What's holding them up? If we're going to try for the key, I think we should do so from here, where it's much more defensible. Do you have any tricks for lifting the key from a distance, Halsere?"
| Halsere Chael-Oren |
thats a good question - I never picked new spells... Do I claim one of them as unseen servant? It was something I had considered
| Halsere Chael-Oren |
Adding spells. Identify and Unseen servant. Also taking the School of Enchantment as my level 2 speciality
Halsere casts Unseen Servant and uses it to take the key from the room/.
| GM Jiggy |
It appears Halsere's spell descriptions got cut off; sleep ends mid-sentence and I don't see unseen servant. For now, we'll just assume he successfully levitated the key to himself.
No sooner does the key fly over the heads of the frontliners and into Halsere's hands, than the statue roars out, "THIEVES!"
The statue and the suits of armor animate and attack!
Halsere: 1d20 + 3 ⇒ (14) + 3 = 17
Mirrel: 1d20 + 2 ⇒ (10) + 2 = 12
Pietro: 1d20 + 1 ⇒ (10) + 1 = 11
Spidre: 1d20 + 3 ⇒ (4) + 3 = 7
Thyra: 1d20 + 1 ⇒ (16) + 1 = 17
Statue: 1d20 + 2 ⇒ (13) + 2 = 15
Armors: 1d20 + 0 ⇒ (12) + 0 = 12
Thyra and Halsere are the first to react!
Okay, so the order is:
Thyra/Halsere
Statue
Mirrel
Armors
Pietro/Spidre
| Thyra Fireforge |
Thyra will move into the entry way about 10 feet so people have room to maneuver around her and then ready an attack for the first statue that gets close to her.
"I knew it!"
readied attack battle axe : 1d20 + 6 ⇒ (14) + 6 = 20 damage: 1d8 + 4 ⇒ (8) + 4 = 12
| Halsere Chael-Oren |
Spell list updated in profile. It too is a ritual spell
Halsere lets loose a firebolt at the same target as Thrya.
Attack 1d20 + 5 ⇒ (17) + 5 = 22 for 1d10 ⇒ 2
| GM Jiggy |
The statue begins to step forward and Halsere hits it with a bolt of flame, which appears to do next to nothing. Resistant to fire.
When the statue reaches the forward-standing Thyra, she lashes out, hitting it hard, but finding its stone body to be very sturdy! Stone bodies are resistant to many things, in fact.
The statue then reaches for the dwarf, its fanged mouth open wide!
Bite vs Thyra: 1d20 + 5 ⇒ (12) + 5 = 17, Damage (Piercing/Necrotic): 1d6 + 1d4 ⇒ (5) + (4) = 9
Thyra manages to avoid the attack!
Mirrel's up, then the armors!
Tracker:
Statue: 7
| Mirrel |
"Let's see how you fare with that maul, Pietro. Perhaps if we fall back down the corridor, we can limit ourselves to fighting only one or two at a time."
Mirrel also casts a spell at the statue and closest suits of armor before falling back fifteen feet or so down the corridor.
Mirrel grants Pietro a bardic inspiration die - can add 1d6 to an attack or ability check within the next ten minutes (after seeing the roll but before knowing the result).
Mirrel also casts bane on the statue and the nearest two suits of armor - must make a DC 14 Charisma save or take a 1d4 penalty on all attacks and saves. 1st Round of concentration.
| Thyra Fireforge |
"Við munum hann ætti hef sagt það var taktísk draga."
"Aye, let's fall back some, shoulda ta shoulda in the doorway."
| GM Jiggy |
3d20 ⇒ (4, 8, 13) = 25
Dang, got 'em all!
Even as Mirrel urges Thyra to fall back, the suits of armor converge on her!
Longsword: 1d20 + 5 - 1d4 ⇒ (13) + 5 - (3) = 15, Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Longsword: 1d20 + 5 - 1d4 ⇒ (16) + 5 - (1) = 20, Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Longsword: 1d20 + 5 ⇒ (1) + 5 = 6, Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Longsword: 1d20 + 5 ⇒ (15) + 5 = 20, Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Thyra defends herself as best she can, but still takes two heavy blows!
Everyone but Mirrel, you're up! Thyra is just a bit inside the room, with the statue in front of her and two armors on each side. Her back is open for retreat, but it would involve five AoOs unless she uses Disengage. Everyone else is still at the entrance/corridor, except Mirrel, who has moved back a bit.
| Pietro Elitov |
"Thyra, disengage from these monsters so they can feel the wrath of my god!"
Everybody stay back. Once Thyra's clear, it's gonna get loud...
-Posted with Wayfinder
| Thyra Fireforge |
Thyra will duck and tactically withdraw, not run, from the suits of armor and statue. She'll disengage and join her companions in the doorway
"aargh they fight well for empty suits of armor"
| Pietro Elitov |
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Once Thyra is clear, Pietro casts a spell, and the room explodes.
Shatter on all the bad guys. Channel divinity to maximize it. That's 24 thunder damage with a DC 14 Con save for half, and any stone, metal, or crystal creatures (which is... everybody) have disadvantage.
-Posted with Wayfinder
| GM Jiggy |
Glad I'm not rolling these physically: 10d20 ⇒ (1, 17, 1, 13, 13, 10, 20, 19, 10, 13) = 117
LOL! One of them managed a natural 19 with disadvantage!
With a deafening cacophony, the enemies quite literally explode, with chunks of stone and segments of armor flying every which way and crashing into each other in midair. A single suit of armor remains standing, but the five of you quickly put it down.
Out of combat! You now have the dragon key and like four sets of full plate armor and shields and longswords. Rest or move on?
| Halsere Chael-Oren |
*mic drop*
-Posted with Wayfinder
LOL, Well earned. Also wow? Like 4 sets of full plate we can salvage? Isn't that a tonne of gold even at resale prices?
I am more than impressed. Have you another such blast in you?
Halsere takes 10 minutes to cast detect magic as a ritual.
| Pietro Elitov RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 |
"I would need to rest for a short while, so I can pray for continued favor from Njord. A chance for Thyra and myself to bind our wounds would be appreciated anyway. While we do that, perhaps you can look for remaining enchantments on these armors."
I'm up for a short rest. I'll take a set of plate armor, too.
| Thyra Fireforge |
Thyra will hold off on taking a suit of Full-Plate for now, her half-plate has some magical qualities and until she knows for certain she'll stick with her magical half-plate and shield.
short rest 1 hit die + song of healing: 1d10 + 1d6 + 3 ⇒ (1) + (1) + 3 = 5
spending a second hit die: 1d10 + 3 ⇒ (2) + 3 = 5
spending her third and last hit die: 1d10 + 3 ⇒ (10) + 3 = 13
Ouch, that hurt some, Thyra will have to rely on potions moving forward or a long rest.
| GM Jiggy |
By the way, in the future I'd prefer for HD rolls to be in the Discussion thread. Meanwhile, over the course of the short rest, you identify the magical items you've found so far: the magic longsword, shield, and half plate are all +1 items.
After resting and shuffling up your equipment a bit, you resume your exploration, only to find within a few minutes that you've explored the entire area, except what lies behind the Dragon Door. Returning there, you place the key in the impression in the dragon-head's forehead, and the door slides open, retracting into the wall. Beyond lies a long, dark, narrow corridor.
The corridor has several twists and turns, before eventually terminating at a smallish room which appears to have no other entrances or exits. A small skull is embedded in the far wall.
You notice a small, semi-circular groove in the floor. Looking at where its ends meet the back wall, you can barely make out the edges of a secret door. It seems that when activated, a large section of the wall, along with part of the floor, would probably rotate 180 degrees, moving whoever is standing there into the next room. If you get cuddly, you could all get through at once. The skull in the wall is probably the activation method; likely a mechanical knob to turn or something.
| Spidre |
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Perception: 1d20 + 3 ⇒ (11) + 3 = 14
Spidre uses the tip of his sword to trace an outline on the floor and back wall.
| Thyra Fireforge |
I will remember for that for the future. Would the armor being +1 add to my AC then? However the full plate is still better than the magical half plate.
perception: 1d20 + 1 ⇒ (8) + 1 = 9
insight: 1d20 + 3 ⇒ (16) + 3 = 19
Thyra watches Spidre intently, noticing his movements both subtle and not, however she is more distracted by her allies thorny disposition she is unable to notice anything else.
"Spidre, do ya want this Magical Half Plate? I'm not nearly agile enough ta use it well."
| Mirrel |
Perception: 1d20 + 7 ⇒ (18) + 7 = 25;Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Insight: 1d20 + 5 ⇒ (17) + 5 = 22
Mirrel spends some time examining the area Spidre indicated.
"If we turn this skull, I think this whole section is going to pivot. Provided we don't mind getting cozy, I think we'll all be able to fit."