
Ore Thornstock |

Seeing the reaction in Ya'Bo's face, or lack thereof, Ore grabs the door handle and calls out in pain, falling to the floor and rolling about with a look of terror. When he gets the chance, he winks at Theo.

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Seeing Ore flop on the ground, a moment of terror flashes before him briefly for a moment.
Then remembering who is on the ground, Ya'Bo looks at Theo and says.
"When he is finally dies, I get dibs on his boots."

Theo Sylvanblood |

Theo's eyes roll of their own accord, but the smile never leaves his face. He steps over Ore and opens the door.
"Well, children. Shall we?"

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The door opens into a long corridor going north. Ten feet down the corridor, a pair of alcoves are on either side and the corridor continues beyond that point.

Theo Sylvanblood |

The door opens into a long corridor going north. Ten feet down the corridor, a pair of alcoves are on either side and the corridor continues beyond that point.
I'm going to assume there isn't a light source in the corridor, because it gives Theo a problem to solve.
Even to Theo's elven eyes, the corridor is dimly lit. He figures Ya'Bo may be fairing better, given the gnome's experience navigating urban areas at night. A city's artificial lighting and tightly packed structures create starker shadows than those cast by moonlight in spread out villages or in the wilds.
"But Ore likely can't see half as far as either of us. And I can't make out enough detail to feel confident moving forward into such a confined space." Theo thinks to himself, fishing something out of his pocket. "Easy enough fix, I suppose."
Without any undue ceremony, Theo tosses a copper piece, freshly enchanted with the Light cantrip, about halfway down the hallway. As the coin flies, Theo cycles the color of the spell a couple of times in an attempt to highlight any reflective materials. Tripwires are his primary concern, but even avoiding a face full of webs would make the effort worthwhile in his eyes.
Perception: 1d20 + 5 ⇒ (2) + 5 = 7

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Nope, no light source.
The copper piece spins lazily through the air, bouncing thrice and rolling a bit before coming to a stop. The light show reveals nothing previously unseen.

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"Will I guess we are giving away where we are at. So might as well do it right."
Ya'Bo looks around inside his pack and pulls out a torch. He then gets to work lighting it. Then keeps going down the hall looking for anything out of place.
Investigation: 1d20 + 5 ⇒ (6) + 5 = 11 Perception is just a +2 bonus if that one was the one needed.

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You proceed down the corridor, coming to the aforementioned alcoves. They are unremarkable, being ten feet deep and also ten feet wide. After another 60 feet, the corridor again features two alcoves, ten feet wide and ten feet deep and continues forward beyond that point. As you continue on, you find a third set of alcoves after another 50 feet, and a crossroads can be seen ahead. However, your attention is drawn to a pair of statues in these alcoves.
The statues depict armed and armored men in a fighting pose, facing one another across the corridor. Suddenly, the eastern statue speaks, it's mouth moving with the words. "WHO DARES ENTER THIS PLACE AND INTRUDE UPON THE SANCTITY OF IT'S INHABITANTS?"
Before you can respond, the west statue answers the question. "ONLY A GROUP OF FOOLHARDY EXPLORERS DOOMED TO CERTAIN DEATH!"
Both statues then shout in unison, "WOE TO ANY WHO PASS THIS PLACE--THE WRATH OF ZELLIGAR AND ROGAHN WILL BE UPON THEM!" Both statues then begin loud and raucous laughter, which fades in intensity as their mouths close once more. The statues then step down from their pedestals and block the passage, moving threateningly forward.
The party is up!
INITIATIVE
Ore
Ya'Bo
Theo
Statue 2
Statue 1
Ore Init: 1d20 + 4 ⇒ (19) + 4 = 23
Ya'Bo Init: 1d20 + 2 ⇒ (18) + 2 = 20
Statue 1 Init: 1d20 ⇒ 5
Statue 2 Init: 1d20 ⇒ 9

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"Oh by the nine hells. I guess talking our way out is not going to work."
Ya'Bo extends his hands forward with his fingers forward.
"Now feel the full might of the arcane arts."
As a bolt of electrical energy arcs to one of the statues.
Range touch attack, Witch Bolt: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d12 ⇒ 1
with damage like that, this is going to be a long fight.

Ore Thornstock |

Ore laughs, as Ya'Bo's lightning crackles down the hallway. He takes a defensive step in front of the wizard, and adds:
"And the wrath of the Were-Chicken!"
Bonus Action to spend a Ki Point for Step of the Wind, to take the Dodge action (disadv on attacks against me and I have adv on Dex Saves).
Breathing Fire, via the mask, in a 15' cone hoping to hit them both!
Fire Damage: 3d6 ⇒ (5, 5, 1) = 11

Theo Sylvanblood |

"Careful not to sever the stream, Ore!"
Full cover breaks Witch Bolt's connection. Ya'Bo can roll damage each turn for the next minute, so long as his connection isn't broken.
Theo angles the head of his staff over top his friends and launches his own arcane assault at Ya'Bo's target.
Magic Missle:
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
"We need to get out of the hallway. We are negating our own numbers advantage." Theo says, taking his own advice and retreating the moment his arcane projectiles take flight.
As he moves, he tries to start the outline of a plan. First step, know your enemy. It's been a while since he's studied something
so fundamental, yet so nuanced. Magical constructs run the gambit of arcane craftsmanship. Though these are clearly on a different level than your average mage's familiar. Not some pile of stones or a clockwork animal enchanted for menial tasks.
"Their speech is clear and articulate. Could be an audible illusion. But if not...we may be dealing with highly intelligent constructs." Theo thinks to himself. Illusion and Enchamtmemt have been his bread and butter. Emotionless constructs with keen senses could be his undoing.
Arcana: 1d20 + 4 ⇒ (14) + 4 = 18
Primary questions:
1. Are enchantments like Command likely to work on these types of constructs?
2. Is there any reason to think Illusions will be less effective than on any other intelligent creature?

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Ore breathes a gout of fire onto the statues, leaving them blackened, but still very much active. Ya'Bo adds his efforts to the fight, but does little to the stone constructs. Finally, Theo throws a trio of magic missiles at Ya'Bo's target and, to everyone's surprise, the target shatters into many pieces! The remaining statue continues its assault as though nothing had happened, striking twice at Ore. Ore goes down under the savage assault! (Ore is down and needs to make death saves!)
Statue: -11 hp
Ore: Death saves
Theo, a close mental analysis of the chain of events that led to this tells you that these constructs are probably unintelligent, the voice and movement of their lips had been a convincing illusion. Given such, both command and illusions are unlikely to have much effect.
Statue vs. Ore (disadvantage): 1d20 + 4 ⇒ (12) + 4 = 16 Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Statue vs. Ore: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Statue vs. Ore (disadvantage): 1d20 + 4 ⇒ (13) + 4 = 17 Damage: 1d8 + 2 ⇒ (3) + 2 = 5

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Seeing poor Ore Ya'bo knows the only way to save his is to destroy the statue. He steps back as far as he can and lets a blast of 3 arcane bolts strike the construct.
#1 Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3
#2 Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3
#3 Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

Theo Sylvanblood |

Theo feels the blood drain from his face as he sees Ore's body crumple to the floor. He stops hard and heads back towards his friend.
Should Mystra's gaze fall upon Theo this day, then he may be able to save his comrade without meeting the same fate. Theo has a hunch that the statue's designer fell prey to the Diamond Error, confusing hardness for durability. If true, then Ya'Bo's missiles should strike just as true as the last batch. The statue may topple before Theo has to trade blows with it.
Fun fact: It's actually super easy to smash a diamond with a hammer or, you know, with any sufficiently dense force multiplier. They are abrasion-resistant but brittle. Fictional character's boasting "my shield/hide/barrier is as strong as diamonds" makes me laugh a bit on the inside.
"One step at a time, Theo. Ore's safety, then the statue.". Theo thinks to himself, gathering his wits
When he reaches Ore's unconscious form, he heaves the halfling over his shoulder.
Not sure if scooping up an unconscious creature counts as a standard action. There seems to be some debate on the topic. The most generous interpretation says that it would count as your one free object interaction per round. Some go as far as wanting an unresisted grapple check.
If it is a free action...
Theo slams the butt of his staff into the floor, defying the statue to challenge him.
Dodge Action
---
Just to save you some work, GM: If the statue does manage to hit me, I'll be responding with Shield. That'll bump my AC up to 19 for the triggering hit, and for all other attacks that round.

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The arcane bolts slam into the statue, but it doesn't fall, despite losing several chips of stone. Theo grabs Ore's limp form and takes a stance against the construct. The statue swings at Theo, it's stone sword arcing downward, but the blow misses the stoic half-elf.
Ya'Bo and Theo are up! Ore, give me two Constitution saves, please.
Statue: -19 hp
Ore: Making death saves
Statue vs. Theo: 1d20 + 4 ⇒ (8) + 4 = 12 Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Theo Sylvanblood |

Theo whispers a prayer as he grips his friend tigbt, breathing life into Ore's limp form. Spare the Dying
Fact: Death Saves are for losers who don't have good healers. #HealSlut
"One more shot, Ya'Bo. Put it down!"

Theo Sylvanblood |

I totally forgot that Healing Word is a bonus action. If I can retcon my last post to Healing Word + Dodge, that would be awesome.

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Calling out his arcane words "Oh shittas helpuss" And again three arcane bolts slam into the construct.
#1 Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3
#2 Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
#3 Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

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No need to retcon, as...
The three arcane bolts from Ya'Bo slam into the construct, causing it to shatter to pieces!
Combat over!

Theo Sylvanblood |

"That's how it's done! Cheap trinkets." Theo spits half-heartedly in the direction of the ruble that was once his attackers.
His blood starting to cool, Theo turns his attention to the mass in his arm. He slaps Ore mildly across the back, "Up and at 'em, friend."
Cure Wounds: 1d8 + 3 ⇒ (1) + 3 = 4

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Fortunately, Theo's spare the dying will prevent the need for further death saves. :)

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"This being the first defense against intruders the rest I am sure will be more entertaing." Going over to Ore's side.
"How are you feeling? That construct sure hit you with a wallop."
"Well I better check to see if anything else is close by."
And Ya'Bo starts the ritual for detect magic, to scan the area.

Theo Sylvanblood |

Ore opened and blinked his eyes a few times and smiled a grim smile.
"Did we get 'em?"
"That we did. I do hope the ruckus didn't disturb your impromptu nap." Theo says, placing the Halfling on his feet.
Cure Wounds: 1d8 + 3 ⇒ (2) + 3 = 5 This should put Ore at 9 HP, I think.
Satisfied with his own banter, and even more so with the color returning to Ore's face, Theo moves to examine the remains of the constructs. He applies the light spell to his medallion and pulls the amulet outside of his tunic.
With both hands free, Theo squats down and begins sifting through the rubble; looking for any salvageable spell components or anything of monetary value. (I'm basically trying to strip copper out of arcane AC units)
If it's not too meta...feels a little meta: Guidance: 1d4 ⇒ 1
and then
Perception: 1d20 + 3 ⇒ (10) + 3 = 13

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Theo, you are able to find little of use. The magic that animated the statues was probably centuries old and little remains of the constructs apart from rubble.

Theo Sylvanblood |

Theo, you are able to find little of use. The magic that animated the statues was probably centuries old and little remains of the constructs apart from rubble.
Theo stands and gives the refuse one final sweep with his foot. Concluding there is nothing of arcane value, he takes a quick look around and pockets the first palm-sized chunk of statue that has retained any artistic stylization. One hardly survives such an ordeal without taking a souvenir.
"Last I saw the Sun, it was only late morning. Still, I think it best we make camp in the first area of the cave for the time being." Theo again begins rummaging through the rubble that was the golems.
"My first instinct was to bar the door, but perhaps it's better if we can see threats coming." He holds a chunk of rock out to his comrades and illuminates it with the light cantrip. "These would make for excellent lamps, we could light the whole path back. Even Ore would be able to see clearly all the way to our current location."
It would take 6 to fully illuminate the hallway to where we are. Or 3 to mostly illuminate it, but with 10ft gaps of "dim light" for every 20ft of "bright light". Being super literal, it should take less than a minute for Theo to walk from the cave to the golems and back (120ft / 5ft/s = 24s each way). The lights last an hour. YaBo and I could take turns resetting them without interrupting our rest. Though, his walk would be a bit longer.

Ore Thornstock |

"Can't argue with the fella behind the healing magic," Ore says with a tired smile.
"At least not for a dozen minutes or so."
He laughs and lightens up considerably; the last of the remaining tension floating away as he giggles at his own joke. If Ore was good at anything, it was relaxing.
Finding a nice place to sit, he puts his feet up, and pulls some snacks out of his bag. "Never a bad time for a snack, either."

Theo Sylvanblood |

Finding a nice place to sit, he puts his feet up, and pulls some snacks out of his bag. "Never a bad time for a snack, either."
"Quite so." Theo nods in earnest agreement.
"I'll go ahead and pace out the stones before having a bite myself. Once Ya'Bo finishes his ritual, we can take stock of our options."
Theo gathers up an armful of stones and heads back down the hall, placing a stone at the base of the hallway wall about every third stride.

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I did miss Ya'Bo's detect magic, my apologies.
There is no magic in the vicinity, save for the fast-fading enchantment of the automatons.

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Once he finishes with the ritual his eyes flash with a glow as he takes a quick look around.
"I don't find any magic's out of place. It looks clear."
Ya'bo takes his turn in the lighting with Theo as the group rest for a spell.

Theo Sylvanblood |

ARCANE RECOVERY: +1 Spell Slot
-----------------------------------------
As the group relaxes and replenishes, Theo approaches Ya'Bo with a proposition for once they have returned to town.
"Ya'Bo, my friend, I have a dilemma.", Theo says to the diminutive wizard.
"Our recent travels together have revealed a blind-spot in my education. Some combination of fate and happenstance have left me topside most of my life. So, despite an otherwise diverse pool of languages, I only speak one of the subterranean tongues. This is a problem I mean to correct."
Theo continues to meander a bit, bemoaning his obsession with obscure languages over more pragmatic ones, before finally getting to his point.
"I'd like to pay you, either in coin or trade, to translate some simple stories into Gnomish and Goblin for me. Just a handful of children's tales will do.", Theo explains.
"I can offer 1 gold per page. Or, if you are interested, I can also offer my own translations. I specialize in languages from other realms; Infernal, Celestial, Deep Speech. Or, more pragmatically, I'm also fluent in Dwarven and Elvish. My kinsfolk can be a hotty bunch, passible Elvish will get you far in the right circles."
I'm also down to negotiate a full-on tutoring exchange. Whatever works for you.
Given that Theo is the one asking the favor, he will insist on giving Ya'Bo at least a few silvers per page/session.
I went looking into the per day wages in 5e, and the first (arguably only) job that would require someone to know how to read and write is the Sergeant-at-law. A big shot lawyer making 15gp per day.
So. Feel free to negotiate from a place of power, Ya'BO.

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"Well I would be happy.to translate a few stories for you Theo. If you pay for supplies, keep me in food and drink while I am working and don't mind me making copies of the stories. That should be a good blance. Now if you still want to pay coin on top of that, I am not one to say no to that."
Arcane Recovery +1 spell.slot

Theo Sylvanblood |

"Well I would be happy.to translate a few stories for you Theo. If you pay for supplies, keep me in food and drink while I am working and don't mind me making copies of the stories. That should be a good blance. Now if you still want to pay coin on top of that, I am not one to say no to that."
Arcane Recovery +1 spell.slot
"Marvelous. I shall procure an abundance of your favorite snacks and will make sure you have ink and paper for as many copies as your wrist will permit you to create. And another silver per page of the Gnome and Goblin copies, just for going through the bother. And also because a willingness to help educate should always be rewarded as highly as possible."
I'll gather up some IRL fables and short stories, maybe even a Dr. Seuss book or two. Just enough to get an idea of what the average length of these stories should be.
Still clearly pleased with Ya'Bo's agreement, Theo stands and brushes the dust off his back-side.
"Well. Now that that's settled, shall we see what other surprises this place's former masters have in store for us?"

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Past the third pair of alcoves, at the end of the corridor from the entrance are two steps up. At the top of the steps, the corridor continues straight ahead, and corridors meet from east and west. At this intersection is a grisly sight--the remains of a hand-to-hand battle where no less than five combatants died.
The sight of the decaying bodies is horrifying and the smell of rot doubly so.

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"Well someone should have cleaned this mess up before we go here."
Can Ya'Bo tell if the combatants were on the same side or not form this distance?
Perception: 1d20 + 2 ⇒ (10) + 2 = 12

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It is apparent that three of the combatants were adventurers, like yourselves, while the other two wear the hide clothing associated with the barbarian tribes from the north.

Theo Sylvanblood |

Theo stops short of the mangled bodies. He presses his medallion to his lips and offers a prayer for the souls of the slain.
His spiritual compulsions sated, curiosity gets the better of him.
"It's odd to find evidence of a battle beyond those sentries. I don't recall the statues showing any obvious signs of combat. Did these poor sods just run past them?"
Theo squats down for a closer examination of the corpses. The smell of decay causes him to sway with nausea for a moment before he adjusts his breathing -- filtering air in through his teeth and exhaling hard through his nose.
"So many questions. I suppose time of death is the sensible place to start.", the Elfkin thinks aloud. "At least then we'll have a better idea of how long this place has actually been empty."
Medicine: 1d20 + 5 ⇒ (15) + 5 = 20
+6 as a Nature check, if a super-handsome GM buys into rigor mortis and biological decay being "natural cycles" (PHB 178)

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The bodies appear to have been dead for about 3 weeks. The first body is that of a human male, slumped against a wall. His broken sword, sheared off about 8 inches above the pommel, tells the story of his demise. The body has been stripped of armor.
The second body is also a human male, a wizard, by his dress. He has been impaled against a wall. The killing sword, still thrust through the body, is lodged in the wall, which has a large section of wood at this point. He wears only a bloodstained robe.
A dwarven male lies facedown in the corridor, just east of the intersection. In his right hand, he still clutches a Warhammer, and it appears that he crawled, wounded, to this point, since a trail of dried blood leads back to the battle location. An empty sack, turned inside-out, lies next to the body. Armor has been stripped from the body, but his helm is still on his head. The sizable dent in his headgear makes it worthless.
A human dressed in furs and hides is sprawled on the floor, with a broken shield nearby. The body has no armor on it and there is no weapon on the body or nearby.
Finally, another human male dressed in hides, his head caved in by the blow of a Warhammer, lies on the floor facedown. There is no armor or weapon on the body except for a small sheathed dagger on the belt. The belt is very ornately detailed leather, which would appear to be valuable, except for the bloodstains ruining it's appearance.

Theo Sylvanblood |

"It seems our friends have been left to rot for well over a fortnight." Theo says. He points to patches of discolored flesh and demonstrates the progression of rigor mortis that has lead him to this conclusion. Theo then offers his take on the cause-of-death for each body; making sure to keep his medical jargan at a layman's level.
"This fellow over here didn't die as immediately as the others." Theo gestures to the corpse resting at the end of the blood trail.
"If one person survived the initial scuffle long enough to crawl this far, it's possible that others escaped the whole ordeal in one piece. Though I haven't seen any strong evidence of that being the case...yet." Theo moves to give the scene another once-over.
Investigation: 1d20 + 4 ⇒ (7) + 4 = 11
Less obvious blood trails, foot prints, or signs of looting (empty sheaths whose weapons are unaccounted for, lack of coins and valuables)

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"It looks like that they attacked each other. This screams of a trap. But where is all their armor and weapons, other than that dwarf and the dagger on that fella's hip, I don't see anything else from here.
So before you go in there lets take a little time and look for magic that might still be around, shall we."
Ya'bo starts the ritual for detect magic.

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Apologies around. My wife had a doctor's appointment down in Tampa, and since Tampa is only an hour from Orlando, we decided to take a few days off at Walt Disney World! This is the first chance I've had to post since last Sunday.
Ya'Bo finds no evidence of magic; items or otherwise. The bodies have definitely been stripped and looted, except for what little remains. A search of the bodied turns up 2 gp and a pouchful of moldy garlic buds in the wizard's bloodstained robes and 5 gp in a belt pouch of one of the other bodies.

Theo Sylvanblood |

The bodies have definitely been stripped and looted, except for what little remains. A search of the bodied turns up 2 gp and a pouchful of moldy garlic buds in the wizard's bloodstained robes and 5 gp in a belt pouch of one of the other bodies.
"Ya'Bo said these barbarians were from the Northern Tribe." Theo thinks to himself, looking over the corpses at his feet.
The elfkin tilts his head in thought. "Do these barbarians have any direct connection with this place, or did they just stalk the group of travellers hoping to make quick coin? The latter is preferable. Hard to imagine opportunists risking more traps after taking these kind of losses. Such attackers would have taken what they could and fled"
Theo's face darkens a bit and his eys seem to loose focus. "The former could be a serious problem. If these groups crossed paths on their way to the same goal, weeks ago at that, there's a serious possiblity that the survivors have already claimed their prize."
Realizing that he's spiralling into overthinking, Theo blinks his vision back into focus and turns to his friends. "We should make haste. Signs of survivors from a month-old skirmish means there is a less-than-zero chance that our goal is much further away than the far-end of these ruins. The sooner we know for sure, the better."

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"Yes I agree we need to move on. But we should be mindful of that there could be others running around here."
Ya'Bo answers up. He then cast Mage Armor on himself before moving deeper in to search for the tomb of magic.
"Ore, can you grab that gear and loose coin? We might be able trade them for a good meal and maybe a soft bed when we get back."

Theo Sylvanblood |

Not sure if he missed the name drop in Ya'Bo's post, but it's probably safe to assume that Ore will do as he was asked and collect the loot. I'm thinking we can move forward.

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You're right, I did miss it. Which way did you wish to go from the crossroads; left, right, or straight ahead? Left and right, the corridor goes about 30 feet and turns south (on either side), whereas, directly ahead, there are two doors (one to either side), and the corridor beyond splits again, going left, right, and straight ahead. I will try to get a map posted to Google docs tomorrow. I'm transitioning away from Roll20 (found the Foundry VTT) and we'll probably move to largely a theater of the mind, if that is alright with everyone.

Theo Sylvanblood |

Left and right, the corridor goes about 30 feet and turns south (on either side), whereas, directly ahead, there are two doors (one to either side), and the corridor beyond splits again, going left, right, and straight ahead
Is this more-or-less what we are looking at?
I don't think you've mentioned what direction we've been traveling down the corridor. So I wasn't sure if the left/right passages should turn back the way we came, or continue parallel with our current path.
we'll probably move to largely a theater of the mind, if that is alright with everyone.[/ooc]
Honestly...I really like having at least a basic map/grid in larger combat scenarios. Small skirmeshes, in tight spaces, like the golem fight are one thing. But I legit missed having some kind of visual reference during the Kobold fight.
That said, a lack of maps and tokens isn't gamebreaking to me. Unless someone else feels they are actually missing out, I'm ok with whatever works best for you.