
Generic Dungeon Master |

Day 5, Tuesday morning, approximately 7:30 am (turn 46, turn 3 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is heavy Fog but Namfoodle carries a Torch (turn 44), and Amon has cast a light spell (turn 44).
Proceeding to the west, where the fog seems to get thinner, Myna and Jade notice that the temperature is getting colder in this direction, and the fog is settling to the floor.
The scouts keep moving to the west, in a slow advance, while the main group follows, looking left and right, and often behind them, their hands on their weapons. Through the silence of the dungeon only the sounds of their feet on the stone floor can be heard.
After a short while, when the group has gone some eighty feet to the west, a doorway appears in the light fog ahead, and on the right (on the north wall). It is a pair of stone doors, each about five feet wide and eight feet high that are recessed back into the north wall about a foot.
Making signs to each other to proceed quietly and with care, Myna and Jade move to each side of the two doors, and when they the group comes a bit closer, with the benefit of a little light, Jade and Myna can both see that the passageway they had been following comes to an end only twenty feet beyond the doorway, to the west.
It is a dead end, with a single set of doors in the north wall.
Listening at the doors, nothing is heard.

Flint of Iron |

The sounds of nothing and footsteps echoing through the stone corridors begin to get to Flint as he follows, tensed for a fight.
As they walk, Flint absently mutters to himself in common. "This silence could use the sounds of waves and winds..."
As they approach the dead end, Flint cracks his neck. "Through here then?" he points to the northern doors.

Generic Dungeon Master |

Day 5, Tuesday morning, approximately 7:30 am (turn 46, turn 3 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is heavy Fog but Namfoodle carries a Torch (turn 44), and Amon has cast a light spell (turn 44).
Moving around each other, as silently as they can, the group takes up a position to have Morgrym and Flint shove the doors open at the same time, while the others prepare for what might lie beyond
When Morgrym and Flint are ready, one, or both of them can open the doors, I will get a map up tonight that shows what you find

Myna |

Myna winces as Morgrym shouts out from the back, but he and Jade wait for the others to arrive before showing them their choices. He moves back with Jade to cover the others as they move forward.

Generic Dungeon Master |

Day 5, Tuesday morning, approximately 7:30 am (turn 46, turn 3 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen (Room 14). The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 44), and Amon has cast a Light spell (turn 44).
When Morgrym and Flint shove open the doors, the slight fog from the passageway slides into the chamber beyond and a cold rush of air rushes though the area
*whooosh*
Standing in the room, their arms slumped, the heads tipped downward at weird angles are five armed and armored dwarven skeletons. Their heads lift slowly, as if they have been waiting years for this moment. A dull red light glows like small points faraway in the empty eye sockets. The raise their War Hammers slowly taking the shafts in both hands.
Skeleton Initiative: 1d10 ⇒ 3
Party Initiative: 1d10 ⇒ 5
Round 1 begins with the Skeletons winning the initiative, but if your Initiative modifier is +2 or better, you can strike them at the same moment they strike you, you cannot destroy them before they do damage. I'll post the Skeletons Attack Rolls later. Four Skeletons will be able to attack, two each rolling to hit Morgrym and Flint. Remember, position isn't critical, and you can assume that during the one minute round, any or all of you can enter the room and attack a Skeleton. If you want to be sure your attack is aimed at a specific Skeleton, just use the Color Halo indicator to tell me which one you are attacking. Good Luck heroes

Flint of Iron |

I've got a plus +2 to init, so...
Flint smiles as the skeletons come to life and rush him. Pulling forth his dented belaying pit (formally used to wallop pirates, his first weapon) and using it as a club, he nimbly exchanges blows with the undead that attack him (either one). "RAAAAHHH!
Attack roll: 1d20 + 3 ⇒ (9) + 3 = 12
Damage if hit: 1d4 + 3 ⇒ (3) + 3 = 6 bludgeoning.

Kayne Aetherax |

Kayne does his best to remain away from the main conflict, keeping at least one of the other party members between himself and the skeletons. Even so, he enters the room and takes stock of the situation. After barely a moment's hesitation, he raises his gauntleted hand to point at the skeletons attacking the halfling and hisses some strange word. A bolt of crackling violet energy materializes from the gauntlet and flies through the air toward the undead creature. (Casting eldritch blast)
Spell Attack: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d10 ⇒ 9

Myna |

+4 initiative as well...
Muttering a few words, Myna produces a dart of fire, which he sends towards the skeletons.
Ranged Spell Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d10 ⇒ 7
Myna's die lands beside Jade's!!

Namfoodle Daergyl |

+2 Initiative
Namfoodle carefully puts the torch down on the ground, though he is not overly worried if it should extinguish on the damp floor. With his druidic focus in hand he mutters a few words that sound like animal sounds and his staff seems suddenly heavier and almost alive as though part of the branch it was taken from.
Casting Shillelagh as a bonus action (1 minute duration, so not sure if that changes any with the new time method)
He picks the torch back up in his free hand and with his newly enchanted staff, moves forward for the attack.
Shillelagh Melee Attack (Magic): 1d20 + 5 ⇒ (16) + 5 = 21
1d8 + 3 ⇒ (5) + 3 = 8

Generic Dungeon Master |

Day 5, Tuesday morning, approximately 7:30 am (turn 46, turn 3 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen (Room 14). The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 44), and Amon has cast a Light spell (turn 44).
Round 1…
As the skeletons shamble forward, raising mighty war hammers above their heads, Flint, Morgrym and the others press forward in a counter attack to force their way into the room
Hammers are swung at Flint and Morgrym
Melee Attack #1, Flint: 1d20 + 4 ⇒ (11) + 4 = 15
Melee Attack #2, Flint: 1d20 + 4 ⇒ (1) + 4 = 5
Melee Attack #1, Morgrym: 1d20 + 4 ⇒ (5) + 4 = 9
Melee Attack #2, Morgrym: 1d20 + 4 ⇒ (17) + 4 = 21
Flint manages to just barely avoid a blow, but Morgrym is slammed in the shoulder
Damage to Morgrym: 1d8 + 2 ⇒ (2) + 2 = 4
Flint pushes into the room and attacks but his weapon glances off the skeleton’s armor, moving in behind him Kayne fires an arcane attack that shatters the arm of one of the skeletons, though it continues to fight on with the other arm
Morgrym steps up next to Flint and smashes the skeleton in front of the Halfling hard enough to break rib bones lose from under the tattered armor
Jade and Myna head for the open doors, each firing a ranged attack, one arrow and one a bolt of magic, but both attacks are too high. Meanwhile through all this action Namfoodle manages to dart in and around the other combatants until he is in the room and next to another one of the Skeletons and he slams his staff into a leg bone with tremendous results sweeping the legs out from under the skeleton to bring it crashing to the ground where it falls to pieces
Amon?
Skeletons and heroes move quickly around the room, but who has the advantage now?
Skeleton Initiative: 1d10 ⇒ 1
Party Initiative: 1d10 ⇒ 5
Round 2 begins with the Skeletons launching a counter attack. I will go to the Discussion thread and randomly determine who is attacked by the remaining 4 Skeletons,
Red Skeleton Takes - 9 damage
Org Skeleton takes – 8 (v) damage
Yel Skeleton – destroyed (takes 16 damage, v)

Flint of Iron |

Noticing that Morgrym seems to be the better fighter with strength based weapons, Flint spends his turn HELPING him to give him advantage.
"Over here, you stupid things!" He yells at the skeletons, ducking in and out of their reach, trying to impose himself between them and the dwarf noble whenever they try to strike and trying to give Morgrym an opening.

Morgrym Rumnaheim |

Using Warpriest attacking skeletons (one I haven't previously attacked then the same one as before)
1d20 + 4 ⇒ (18) + 4 = 22
1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d10 + 2 ⇒ (10) + 2 = 12
1d20 + 4 ⇒ (18) + 4 = 22
1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d10 + 2 ⇒ (4) + 2 = 6
Don't be daft! Yer not really a dwarf. Morgrym springs into action in order to protect his ally.

Kayne Aetherax |

Seeing that he's now in range with the skeletons and one approaches him, Kayne draws his sword and prepares to fight in melee. Though he isn't quick enough to strike the undead as it approaches, he attacks after it gets to him.
Attack: 1d20 + 5 ⇒ (20) + 5 = 25 Crit!
Damage: 2d8 + 3 ⇒ (3, 4) + 3 = 10

Jade Feather |

Still unaccustomed to your house rules, so apologies if I'm out of order.
Jade steps into the space vacated by Flint, still holding her bow, but lashing out at the skeleton in front of her with her free fist as she sweeps at the skeleton's legs with her bare foot.
punch: 1d20 + 6 ⇒ (18) + 6 = 24 damage: 1d4 + 4 ⇒ (3) + 4 = 7
kick: 1d20 + 6 ⇒ (17) + 6 = 23 damage: 1d4 + 4 ⇒ (3) + 4 = 7

Generic Dungeon Master |

Day 5, Tuesday morning, approximately 7:30 am (turn 46, turn 3 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is heavy Fog but Namfoodle carries a Torch (turn 44), and Amon has cast a light spell (turn 44).
Round 2…
The lumbering skeletons come straight at Morgrym, but Flint is quick to dash into the fray and distract them some, giving Morgrym time to choose the best timing for his defense and counter attack.
Melee Attack vs Morgrym: 1d20 + 4 ⇒ (7) + 4 = 11
Melee Attack vs Morgrym: 1d20 + 4 ⇒ (9) + 4 = 13
The dwarven war priest easily avoids the attacks, swings his own war hammer left and then right, smashing apart the attackers almost effortlessly
Across the room, Kayne draws his sword as one of the remaining skeletons comes at him
Melee Attack vs Kayne: 1d20 + 4 ⇒ (6) + 4 = 10
Kayne blocks the war hammer and knocks it aside with the sword and then before the skeleton can recover he brings the blade down hard on the monster’s head, fracturing the skull and breaking of large chucks of the jaw, but the skeleton stays upright
Namfoodle is attacked by a skeleton that comes out of nowhere
Melee Attack vs Namfoodle: 1d20 + 4 ⇒ (9) + 4 = 13
But the Gnome is too nimble and steps back just in time.
In the gap created by Namfoodle’s retreat and Flint’s dash into the melee where Morgrym stands, Jad slips into the space and punches the Skeleton attacking Namfoodle, then as the thing is staggering about from the blow, she kicks had against a bony knee snapping the leg apart and brings another skeleton down
With one badly damaged skeleton still standing, facing off against Kayne, we wait to see what Namfoodle, Amon, and Myna will do, and if there will be a round 3?
Morgrym takes – 4 damage
Red Skeleton Takes – destroyed
Org Skeleton takes – destroyed
Yel Skeleton – destroyed (takes 16 damage, v)
Grn Skeleton – takes 10 damage from Kayne
Blu Skeleton - destroyed
Skeletons are AC 13, have 13 hp, +4 to hit, vulnerable to B damage, d8+2 damage on a hit

Generic Dungeon Master |

In a dramatic display, Namfoodle leaps forward and brings down the staff at exactly the same moment that a bolt of magical fire flies across the room from Myna's outstretched hand and strikes the same skeleton and the combination of force and magical energy explode the skeleton into pieces

Generic Dungeon Master |

Day 5, Tuesday morning, approximately 7:30 am (turn 46, turn 3 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 44), and Amon has cast a Light spell (turn 44).
As quickly as it began the fight is over and the shattered remains of ancient dwarven skeletons litter the floor.
Their armor is a wreck, but strangely their war hammers are new and of good quality

Flint of Iron |

Flint grins back at Morgrym as he escapes from the fight unscathed. "I know many a dwarf who'd argue you on that."
He walks up to one of the piles of bones and kicks it around a bit, separating a warhammer from the destroyed skeleton. He kicks it up into his hand, and holds it out to Morgrym. "Well, here we go. I think your man is gonna be pissed when he gets back with a shiny, new hammer."
Flint picks up a second warhammer to have as a spare and a trophy, then looks around the room for anything interesting.

Kayne Aetherax |

Kayne steps back as the others come in to bring down the skeleton he'd engaged, and he breathes heavily for only a moment after the fight is finished before calmly sheathing his sword and glancing around. Simple enough necromancy, nothing too special about these. A basic animation. Not of value. With a sniff he dusts off his cloak and adjusts his wide-brimmed hat before retaking the bridle of Alighieri. "Well, shall we continue?" he asks no one in particular.

Myna |

Myna takes the remaining hammers (if no one else is) and tucks them away in his pack.
"Waste not, want not. Never know when you might need a hammer...or the money such a weapon might bring us!"

Jade Feather |

Jade takes a moment to whisper a prayer of thanks to the spirits of this place. Then she paces the perimeter of the room, studying the walls and wondering if there may be a secret door.
wisdom(perception): 1d20 + 6 ⇒ (15) + 6 = 21

Namfoodle Daergyl |

Not particularly enthused about anything, especially the remains of the walking skeletons, Namfoodle holds the torch patiently.
"There might be a source of steam nearby that could be causing all this fog too."

Generic Dungeon Master |

Day 5, Tuesday morning, approximately 7:40 am (turn 47, turn 4 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is heavy Fog but Namfoodle carries a Torch (turn 44), and Amon has cast a light spell (turn 44).
Once the battle is over, the members of the party move about in the otherwise empty room, and examine the remains of the skeletons while Jade does a slow walk around the perimeter of the room looking over the walls for anything suspicious.
A few moments pass as Myna collets three war hammers and Flint picks up two of them
There appears to be nothing else of interest in this room.

Morgrym Rumnaheim |

Ye might be right about Hans but I'll be pissed if that daft fool brings me another warhammer since I asked him for a Maul. Morgrym looks around the room. Well you two knife-ears can lead us to the next room you need cleared out.

Flint of Iron |

"Oh. Right. That." Flint says, clearly having been caught not paying full attention once again.
Flint lets out a small snort at the dwarf's nickname for the elves, and chimes in. "Yeah, this room wasn't nearly as interesting as I was hoping. Onward I say."
GM: How many more rounds do we have before we need to rest. Would this be an appropriate turn to do so?

Kayne Aetherax |

"Yes, I'm sure we're all very clever, and once we finish our work here you could take your show to the highest courts of every realm. But for now," Kayne gestures to the door. "Perhaps we should continue?"

Generic Dungeon Master |

Day 5, Tuesday morning, approximately 7:40 am(turn 47, turn 4 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 44), and Amon has cast a Light spell (turn 44).
Confident that the room has no other secrets, the group backs out into the passageway again, realizing that this way was a dead end. Myna and Jade have more confidence retracing their steps and the march back to the first intersection is quick.
Now, they stop and take a moment to check their progress, and look each direction, even thought the fog is heavier here. To the right is the entrance, where they came in, to the left, just fifteen feet to the north is another pair of double stone doors, on the west wall, straight ahead is a dark and empty passageway.
The current map shows the party standing at the intersection

Jade Feather |

Jade shrugs and wonders who the dwarf thought was in his way.
"What I did? I got out of his way, as requested," she says to Myna, all innocence and sunshine. "Maybe it's the hotheadedness that makes him unable to take a joke."

Generic Dungeon Master |

Day 5, Tuesday morning, approximately 7:30 am (turn 47, turn 4 of 6) It is morning, the eighteenth day of Mergunum, the last month of the twelve calendar year. Location – inside the Palace of the Vampire Queen. The Dungeon is in Darkness and there is Heavy Fog but Namfoodle carries a Torch (turn 44), and Amon has cast a Light spell (turn 44).
Morgrym steels his determination and stomps ahead of the group. When he reaches the intersection he looks right and then left, sees the new doors to the north, and stomps toward them, shoves with both hands and stands ready.
He feels the cool fog flow past him, as it flows from the passageway into the room ahead of him. Before the room fills with fog, Morgrym can see that the room is empty. It is a narrow room, just about thirty feet wide, but it is deep, and goes back about fifty feet, away from him.
As he stands there , buy the open doors, and the fog swirls and flows, some leaving the passageway to fill in the room, Morgrym notices another pair of doors exactly like these, just to the north of where he stands, about twenty five feet to the north.

Flint of Iron |

Haha, now we're making progress! Flint thinks to himself as Morgrym starts pushing through doors.
He hurries up to the dwarf as he nears the second set and assists him with pushing them open in the side-by-side fashion, as they did with the first room.
"Let's see if this foggy old castle has got a challenge for us THIS time!" he grins while pushing open the door, tempting fate.