DM RyckyRych |
Fergus searches the room but finds nothing more of interest except for the coffins embedded in the floor. He can tell that there has been traffic in and out of the room itself, including a set of smaller feet likely left by the boy that the woman had mentioned. The coffins themselves seem to have been left undisturbed, however.
Fergus McDammitson |
Fergus is *not* going to disturb the coffins, either.
Sorry for the relative inactivity; I was out of town all weekend for the mother of all exams yesterday. Now back to important stuff like killing hobgoblins!
Are we back in the town, then? If so, as a religious man, Fergus would like to donate 10% of his earnings to the temple of Torm. While there, he would like to talk with the priests, acolytes, and staff, exchanging stories and catching up on local rumors and information about trouble in the area.
DM RyckyRych |
No problem, I was busy over the weekend as well. I'll assume everyone is leveled up by now and that you will go back to the room with the coffins as someone else might wish to open them... maybe... mwhahahaha...
You can donate, just take it off of your gold share. For doing so you might gain some favor, perhaps. I'll also see if your talks might find some more information (meaning I'll read some of the backstory in the module and see if there is anything worth noting.
I'll get us going again sometime tonight.
DM RyckyRych |
Fergus discovers that the hobgoblins, lead by their leader Sinruth, continue to wreak havoc on the town with raids and attempted kidnappings. These attempts are not full blown attacks, just small groups of goblinoids harassing the town. Some think that Sinruth is just biding his time and keeping the town and its people on edge with the small raids but its difficult to be sure.
Meanwhile, after a night of rest and some training, you have returned to the room you found the last of the prisoners you liberated. You manage to dispatch what little resistance you encountered along the way. Now, back into the room with the coffins, you wonder where the last of the townspeople are being held.
OK, what's the next step? Searching the coffins or leaving them alone? Going back upstairs or continuing with this level?
Fizzlebomb |
I'm not going to disturb the coffins. I suggest since we are already here, that we begin a systematic search of the floors as we wind ourselves back to the entrance again. I believe that we are still looking for at least a little boy, and the goods of the town that we have not recovered yet.
I am going to cast light on a rock again.
Might we start with the double doors in the west wall? Will someone check to see if you can hear anything beyond the two sets of doors in this room?
Fergus McDammitson |
Hold, friend. While I hasten not to disturbeth the dead, still, we knowest not where the little boy is. Permit me, briefly, to confirm that he hath not been contained within yon coffins. Remember the poor fellow who was stashed in the corner in cobwebs?
Distasteful, and repugnant to his beliefs, though it may be, Fergus grimaces and attempts to search the coffins.
Fergus McDammitson |
Not sure if this is Perception or Investigation. If it's Perception, add 2 to this roll. If Investigation, subtract 1 from this roll:
Base Roll: 1d20 ⇒ 12
Fizzlebomb |
According to post number 501,
Fergus searches the room but finds nothing more of interest except for the coffins embedded in the floor. He can tell that there has been traffic in and out of the room itself, including a set of smaller feet likely left by the boy that the woman had mentioned. The coffins themselves seem to have been left undisturbed, however.
So I was going with that
Fergus McDammitson |
Yes. Fergus has decided to search the coffins themselves, either for the boy, or for a key, maybe, or maybe for notes.
Respectfully.
DM RyckyRych |
Searching the coffins, you find those interred long ago and no one that has been recently placed to rest. In the southwest one you notice a longsword that does not show signs of age or rust resting on the chest of the inhabitant. Also found, stashed in the corner as if being hidden away, is a small pouch.
Fergus McDammitson |
There might be something in yon pouch that would aid us in our mission. Mayhaps a key to a captive's chains, or notes about our enemies, or something of that ilk. I pray that Torm will understand that my purposes in this endeavor are noble.
Having said that, Fergus respectfully retrieves the pouch and examines its contents.
DM RyckyRych |
The longsword is indeed enchanted. +1 Longsword
Fizz finds that the pouch does not indicate anything magical is inside. Fergus opens it and finds an assortment of gems that you estimate to be worth a total of 200 gold pieces.
A check of the double doors to the west does not bring any new information, no sounds can be heard from beyond them.
What is your next move?
Fizzlebomb |
I would assume that Varis would want the sword.
Fergus, the gems appear to have been stashed after the internment of the its current occupant. Grab them so that we might be able to further help the community by making ourselves better able to deal with the hordes of goblinkind here. Varis, that sword has a enchantment upon it. Lets get what we need and begin clearing out this have in looking for the remaining townfolk and the items stolen from them.
I vote we head for the west doors
DM RyckyRych |
Its been a few days since Varis has posted, I'll make sure he's still around via email before continuing. That way you can decide who gets the weapon. I'll then try to update during lunch.
Fizzlebomb |
Fergus might be better off with the weapon. I don't remember if monks can use a martial weapon or if a long sword is considered a martial weapon. In the event that he can't use it, Fizz will say the following:
Fergus, good sir, might you use the longsword to rid this place of the vermin here, and if, when you are done here, you have misgivings about taking the sword from its former owner, you could replace it in the coffin prior to our final departure. I am sure the knight would like to see his tomb cleansed of the goblinkind, and borrowing the sword would help get that done more efficiently.
Fergus McDammitson |
Such a longsword shouldst be put to use in the service of Torm or ... Fergus looks at Varis ... whomever our monk friend serveth, to strike down evil and protect the innocent.
Still, the departed upon whom yon longsword resteth may have need for a hardy weapon in the hereafter, and I wouldst not leave him unprotected. I wouldst leave my capable sword upon his breast--or, if friend monk taketh up this weapon, his sword--to protect the departed whilst we make use of his weapon.
But I wouldst have NOTHING to do with the contents of yon pouch. We needeth not these gems to vanquish evil. These gems appeareth to be for the benefit of the departed, mayhaps to purchase passage to peace in the hereafter. Taking them seems dishonorable, no matter the purpose. I wanteth them not.
Fergus McDammitson |
Having *just now* done the Insight check and seen the text there, which Fergus presumably would have done when he discovered the pouch, please ignore his last paragraph and screed about the pouch. His speech ends after "whilst we make use of his weapon."
Varis Starflower |
Varis says a short prayer before exchanging swords.
As elf Varis is trained with longswords, however since it is not a monk weapon he cannot get the extra attacks. On that note I need a judgement call, in the Ki-> Flurry of blows ability it did not specify that the attack action has to be with Martial arts. So if I attack with the sword, can I still flurry?
DM RyckyRych |
I took that to the Discussion thread but short answer = yes.
So who is taking the longsword? Also, have you decided to venture thru the double doors to the west? Oh please oh please oh please do it! Do it! Just let me know what you guys decide.
DM RyckyRych |
Opening the doors, you find a hallway the leads west. After a short while the passage turns northwest and soon empties into a dark, unlit chamber. Thin menhirs are scattered across the floor of this triangular room. The menhirs are about eight feet tall and are quite narrow.
The squares with the menhirs are not excluded from movement, you can move through and end your movement in those squares.
Double doors are in the north wall, otherwise no other exits appear evident in this chamber.
Fergus McDammitson |
Search the room, friends.
Not sure if this is Perception or Investigation.
Perception: 1d20 + 2 ⇒ (10) + 2 = 12
Investigation: 1d20 - 1 ⇒ (6) - 1 = 5
DM RyckyRych |
Where is everyone going to be searching? I'll ask for everyone to move their token on the map to indicate locations.
Fizzlebomb |
I cast light upon the menhir in the upper left corner
perception: 1d20 + 2 ⇒ (6) + 2 = 8
arcana: 1d20 + 5 ⇒ (3) + 5 = 8
man, i dont see squat
DM RyckyRych |
Fizz casts his spell, illuminating the majority of the room. However, he is not enlightened further than that. As he passes by one of the menhirs he can feel the air is decidedly cooler near them.
Haldor, Varis, Fergus? What do you wish to do? Where do you go?
Fergus McDammitson |
I placed myself.
These things giveth me the chills. I say we move on.
Fergus McDammitson |
Fergus senses something wrong, or perhaps even unholy, about the menhirs.
Religion: 1d20 - 1 ⇒ (19) - 1 = 18
Beware those ... things. Toucheth them not! They speaketh of dark and unholy things.
DM RyckyRych |
Fergus detects nothing religious about the menhirs, they just happen to emit a cold "aura" from them. He is confident that they are not actually "dark and unholy".
I'll give Varis a chance to move somewhere before continuing.
Fergus McDammitson |
Sorry, my bad. I should not have assumed that a high Religion roll would necessarily mean there was something religious about the menhirs. Lesson learned.
After Varis moves, I would like to move towards the double doors to the north, open them, and enter. Assuming that nothing else happens in the interim.
DM RyckyRych |
Thanks Varis.
As the party moves into the room they find nothing more than the cold-emitting menhirs. Fergus decides to approach the north doors and opens them but before he can step forward a very large hobgoblin is there waiting for him!
Stealth Sinruth vs Fergus Passive Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Fergus is caught off-guard by the enemy! How dare you enter my domain! The hobgoblin takes a swing at the paladin with his greatsword!
Greatsword: 1d20 + 4 ⇒ (16) + 4 = 20 for Damage: 2d6 + 2 ⇒ (6, 5) + 2 = 13
Greatsword: 1d20 + 4 ⇒ (17) + 4 = 21 for Damage: 2d6 + 2 ⇒ (4, 4) + 2 = 10
Fergus is struck twice in the chest!
Fizzlebomb: 1d20 + 0 ⇒ (17) + 0 = 17
Haldor: 1d20 + 0 ⇒ (3) + 0 = 3
Varis: 1d20 + 3 ⇒ (11) + 3 = 14
Sinruth: 1d20 + 2 ⇒ (20) + 2 = 22
Sinruth assualts Fergus again!
Greatsword: 1d20 + 4 ⇒ (11) + 4 = 15 for Damage: 2d6 + 2 ⇒ (1, 2) + 2 = 5
Greatsword: 1d20 + 4 ⇒ (6) + 4 = 10 for Damage: 2d6 + 2 ⇒ (4, 5) + 2 = 11
Fergus manages to dodge out of the way of the attacks!
Party up!
Fergus -17
Fergus McDammitson |
Fergus casts Command on Sinruth. Drop *indicating the Greatsword*.
Wisdom saving throw vs. 13
DM RyckyRych |
Dex Save: 1d20 + 2 ⇒ (11) + 2 = 13
Wisdom Save: 1d20 + 1 ⇒ (19) + 1 = 20
The hobgoblin leader is stout of both body and mind as he resists the affects of both of the party's spells!
Varis and Haldor!
Varis Starflower |
attack: 1d20 + 5 ⇒ (16) + 5 = 21 damage: 1d6 + 3 ⇒ (1) + 3 = 4
Flurry Varis is open hand school Saves are 13 on hit dex save or be knocked prone
attack: 1d20 + 5 ⇒ (5) + 5 = 10 damage: 1d4 + 3 ⇒ (1) + 3 = 4
attack: 1d20 + 5 ⇒ (20) + 5 = 25 damage: 1d4 + 3 ⇒ (2) + 3 = 5
DM RyckyRych |
Dex Save: 1d20 + 2 ⇒ (7) + 2 = 9
Sinruth is struck twice by the monk, the second strike sends him to the ground!
Varis critical damage on 2nd open hand: 1d4 ⇒ 4
Haldor!
Fergus -17
Sinruth -13
Fergus McDammitson |
I will speak for Haldor because he has been busy, just to keep the story moving. On the map, could you please advance him northward along the eastern wall toward Sinruth?
Haldor casts Sacred Flame on Sinruth. Dex Save 13
Damage: 1d8 ⇒ 6 if Sinruth fails.
Haldor then casts Healing Word on Fergus as a bonus action.
Healing: 1d4 + 3 ⇒ (3) + 3 = 6
DM RyckyRych |
Dex Save!: 1d20 + 2 ⇒ (20) + 2 = 22
Sinruth easily dodges the cleric's spell!
Suddenly, Fergus and Fizzlebomb feel assaulted by the cold of the menhirs they have been standing near!
Cold damage! Con Save DC 11 for half: 1d6 ⇒ 4
Sinruth laughs and takes a couple of swings at the paladin, striking him once in the leg!
Greatsword: 1d20 + 4 ⇒ (15) + 4 = 19 for Damage: 2d6 + 2 ⇒ (4, 2) + 2 = 8
Greatsword: 1d20 + 4 ⇒ (2) + 4 = 6 for Damage: 2d6 + 2 ⇒ (4, 3) + 2 = 9
Party up!
Sinruth -13
Fergus -16??, save needed
Fizz ??, save needed
Fergus McDammitson |
Con Save: 1d20 + 1 ⇒ (1) + 1 = 2 Four points of cold damage it is.
Fergus casts Lay on Hands on himself for 14 points.
Fergus then slides around Sinruth to stay within 5 feet but away from the menhir.
DM RyckyRych |
Sinruth yells in pain as the firebolt strikes home! Fergus heals himself and shifts around the enemy!
Varis and Haldor!
Sinruth -23
Fergus -6
Fizz -2
Fergus McDammitson |
Haldor will cast Sacred Flame on Sinruth (Dex Save 13) and then move 30 feet to stand just north of Fizzlebomb on the map.