
Arda Skitterstone |

Whoops, looks like we cross-posted. Sorry I didn't get a chance to check for posts yesterday afternoon. I suppose we should use my roll for the second door then?
Arda quickly works on the second lock, nervously eyeing the stairs as well.
"Hopefully we should be able to take them, but if we get swarmed and it gets too ugly, then I say we torch their supplies so they can't ambush anyone else, k? Only if it comes to that, tho."

hiiamtom |
While you discuss the topic two bugbears walk down the stairs speaking in gruff voices, Crap, those zombies are still down here.
The other says, Just ignore them, we'll probably being denied booze fer attacking them.
The other sighs before looking right, Hey! Hey, who are you!?
They grab their over-sized morningstars and stand ready, but don't attack... yet.

Arda Skitterstone |

Arda looks up from working on the second lock. Growing up on the streets, this wasn't her first time hearing that while working on a lock. She remembered her mentor and took a deep breath. Then abruptly standing up, Arda pointed at the bugbears, "There you idiots are! What in the hells did you do with the key?!"
She was never very good at talking her way out of things, but maybe someone better at it could join in. If nothing else, it could maybe buy them some surprise.
Guess that might need a Charisma check? Gulp. Glad Marcus is closer to them. ;)
Cha check: 1d20 ⇒ 9

hiiamtom |
Bugbear Wisdom: 1d20 ⇒ 18
Bugbear Intelligence: 1d20 ⇒ 14
Well looking there, Nob. This little lady is lying through her teeth she is, one says as the other studies your faces.
I don't know, Ron. She is one of the elementy types, even if they ain't hooman.
Well fine, I have been missing me wine since the ogre incident... Tell me, why do you need the keys and why ask me? Ron asks angrily, but he still doesn't attack.
Off to a rough start.

Arda Skitterstone |

"Little lady?!! And you call me a liar? You insolent worm! We were sent for but received no welcome - only you two useless creatures. Now assist my... minions, or your flesh will feed the... Dread Arda!" Arda glares at them intently. Then her skin and clothing darken and crack for a moment, before she crumbles into a swarm of hundreds of beetles. The mass skitters along the wall to line up with Marcus before stopping.
Arda worries that this was not one of her best plans, but readies her new crawling form to scurry towards the one called Nob. Several beetles start to scurry up and then back up to rejoin the mass as if it is eager to attack the bugbear and is barely held in check.
Wild shape into swarm of beetles. This probably isn't one of her better plans, but it was something. Should I do another Cha check for the next side of the conversation or not?
Charisma: 1d20 ⇒ 12

Grimm Warhammer |

While Arda has the bugbear's attention, Grimm slips back into the room and gathers up a few of the cloaks with the "eye" motif. He puts one on and then slips the others to the rest of the party.
Not too sure if I need a roll or anything for that, but if I do just let me know!

Glyph Harny |

What to do, bugbears that will talk first. Interesting development, lets see how this plays out.
Glyph concentrates on a sleep spell preparing to cast it the moment this becomes violent.

hiiamtom |
Bugbear Wisdom: 1d20 ⇒ 8
Grimm Dexterity: 1d20 ⇒ 12
Bugbear Wisdom: 1d20 ⇒ 3
I think Charisma makes the most sense, you are intimidating them.
During the exchange of words Grimm quietly passes out the cloaks to the rest of the group. It fits Grimm relatively fine, Marcus very well, and Glyph terribly - but they at least make you look more normal.
Aw, s**$, Ron, Nob says with a facepalm, No way someone like that just wonders in here. Let's just go back to the warren.
Ron snorts, You're too soft Nob, just like Pa says. Have you seen anything but hoomans and them elemental-ly types? Ain't no doorfs that belong down here.
You made some headway, what do you do now?

Grimm Warhammer |

Grimm moves up beside Arda, wearing the cloak and gives the two bugbears a flat stare.
"Mistress let us report the diligence of these two guards to their superiors. I am sure they would be aptly rewarded for their treatment of such an important visitor!"
Assisting Arda's CHA roll...I think that this will give her advantage??

hiiamtom |
It doesn't take much for Glyph to turn around and see a horde of zombies shuffling out from behind torture equipment and broken down cells into the open. He quickly counts ten but hears more than that many moving around.
It appears the gnolls' interaction with them has sparked their interest!
Marcus: 1d20 + 5 ⇒ (7) + 5 = 12
Arda: 1d20 + 4 ⇒ (15) + 4 = 19
Glyph: 1d20 + 2 ⇒ (11) + 2 = 13
Lenthus: 1d20 + 2 ⇒ (17) + 2 = 19
Zombies!: 1d20 - 2 ⇒ (3) - 2 = 1
Turn Order:
- You guys
- The zombies
More importantly, Glyph reveals part of the map.
You all may act!

Glyph Harny |

Uh, I think I heard the bugbears talking about zombies. I think I know what they mean now.
Glyph moves away from the door and behind one of his more heavily armored friends and casts one of his tried and true firebolts.
Firebolt: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d10 ⇒ 2

Arda Skitterstone |

The Arda beetle swarm skitters along to the zombies, crawling all over and into the rotting flesh of one of them.
Swarm bite: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 4d4 ⇒ (3, 4, 3, 4) = 14
Depending on the distance, if I can't get there until next round, then this is next round's rolls. :)

Grimm Warhammer |

Oops..sorry I posted that Grimm turns the undead...but just noticed that it did not upload....will post again![/ooc]
Hearing the familiar moans and shuffling of the zombies, Grimm calls upon his diety to turn the undead from their path.
"By Moradin's Hammer, begone foul undead or heal the heat of his forge!"
Turn Undead: Undead that can see or hear you within 30ft must make a Wisdom saving throw or be turned for 1 minute or until they take damage

Marcus Covell |

Round 1, Man at Arms (-4/+8), Feinting Attack
Marcus steps forward and feints. He then attacks one of the undead that did not run away from Grimm.
Rap Att: 1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20
Rap Att Adv: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5
Rap Dam: 1d8 + 4 + 2 + 1d8 ⇒ (1) + 4 + 2 + (3) = 10

hiiamtom |
The zombies are easy to strike, but hearty as it takes the combined efforts of Arda, Glyph, and Marcus to bring one down while Grimm summons the will of his God to drive fear into their being.
Zombie Wisdom Save: 1d20 - 2 ⇒ (13) - 2 = 11
The remaining zombies retreat in a stumbling motion, tripping as they move to the rear wall of the chamber.
Glyph 2525XP - 20/20HP - 3/3 HD - 2/2 Arcane Recovery - 4/4 1st level, 2/2 2nd level - inspired
Grimm 2530XP - 21/21HP - 3/3HD - 0/1 Channel Divinity, 2/2 War Priest - 2/4 1st level, 1/2 2nd level - inspired
Marcus 2525XP - 28/28HP - 3/3HD - 1/1 second wind, 0/1 action surge, 2/4 Superiority Dice
Lenthus 1200XP - 22/23HP - 3/3HD - 2/2 Arcane Recovery, 9/9 arcane ward - 4/4 1st level, 2/2 2nd level
Zombies x 14 - 1 dead, 0 injured, 26 damage taken
You may all act!

hiiamtom |
It takes a few rounds for Arda to squeeze under the doors near the zombies, but after investigating the four doors to the west her swarm forms the shape of a big question mark on the floor.
Arda does notice a stone looks like it juts from the wall slightly in one of the chambers. She is not able to move it in her current form.
Grimm notices something is off about the torture chamber making up the eastern part of the room. Most of the equipment has been used recently, but is wiped clean. But there is still a haphazard mess of red splotches to the south.
There is no sign of which direction the Bugbears went in.
The zombies are still cowering, but Grimm knows he can only hold them back for another half minute or so.

hiiamtom |
The four doors to the west open easily. Aside from the one stone there is nothing but trash in any of these cells.
The door to the north is unlocked, but isn't the one the bugbears took. You would have seen them exit through that door. When one of you tries it it gives resistance, as if something is in the way of the door but not blocking it.

hiiamtom |
1d6 ⇒ 6
The door is barred by clutter and trash, but not something that causes great strength to overcome. As Grimm and Glyph shoulder the door together the haphazardly tossed gear and broken furniture give way, tumbling out of the door's path with a clatter.
The noise is a sudden burst in the otherwise quiet dungeon, and as the underground falls silent once more you here a deep grunt come from behind the door to the northeast as you hear something move.
Grimm, you notice that the doors here are completely unlocked (the bolts are on the inside of the room) and all the items here are damaged and useless - and all appear to have been tossed to the side of the room you entered in. The doors are still well-maintained and the hinges greased.
Something seems to have notice your movements, what do you do?