spinningdice |
You don't see anything especially, though you can see further off into the ravine than the others, it seems to be fallen rubble and debris for as far as you can see in either direction.
!Ko Bie Len |
!Ko tries the door to see if it's unlocked. If it's not, he'll try to pick the lock.
spinningdice |
Sorry, long day...
As you begin to walk out to across the 'courtyard' Guillermo calls your attention to a trapped area... another step and you would have been swallowed by a pit beneath your feet.
once aware of it the trap is easy to circumvent. The mortar missing between the stones is the key clue.
Walking around the pit the door does not appear to be locked. Opening easily as you try the handle.
Beyond the Door
The room beyond is a circular tower room, approximately 40 feet in diameter. The door you entered through is East, two further doors lay to the Northwest and Southwest, both doors are aged wood and do not appear to have locks upon them
The bodies of four goblins litter the room, one left pinned to the wall by a spear through its chest, it appears the bodies have already been relieved of useful possessions.
The tower looks to have once possessed further floors, but above appears in obvious ruin.
Guillermo Arkha |
Guillermo hears his name butchered and pulls out a healer's kit with some bandages for Kenzi and starts to wrap the wound, checking for infection.
"It's too early to use magic. Here's a bandage. I think you can walk this one off." he grunts.
Medicine: 1d20 + 3 ⇒ (13) + 3 = 16
"All better now, but I'm afraid I didn't pack any candy for you." he adds dryly.
Gotta love low CHA.
Guillermo Arkha |
Guillermo reaches out with his staff and chips off a piece of candy.
"I suppose this was made of something that was once natural. Thanks." he says to Kenzi as he takes the candy chunk.
"Let the big guy here have the rest."
"I'd offer you some of my dried forest mushrooms, but this really ain't the time or place for those. I'll bet you'd get some ideas from that stuff though." he chuckles.
Jack Elroy Powers |
Jack looks askance at the pack of kids babbling over candy. "_If_ we might continue? A few of us are looking for some actual kids that might still be alive," says as he crosses over to the South-West door, crossbow at the ready.
He kneels down in front of it and opens it just a peep, trying to peer inside.
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
He didn't mean to sound so harsh, but he's lost friends just because they lost focus, and he didn't want the same thing to happen here.
spinningdice |
While some of the team discusses candy and mushrooms Jack loses patience and investigates the room.
Something catches his eye as he moves towards the door - a part of the wall to the South appears slightly off, you think that one of the stones is a lever to open a secret door.
!Ko Bie Len |
!Ko smiles at the thought of candy. My son would love some of that, he thought to himself.
Despite the memories, he let's Greg enjoy it while he moves into the room with Jack.
At Jack's mention of a potential secret door, !Ko begins to try pressing blocks in the wall in hopes of finding the proper lever to open it.
Guillermo Arkha |
Guillermo knocks around with his ten-foot pole quarterstaff on the stones looking for the lever as well and listening for any oddities.
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
"Probably just monsters behind it." he grunts.
Cassadar |
While the others prepared to face what was behind the door, Cassadar did not want to be yet another individual that was crowding the entrance, not to mention that while the others seemed to be okay with the drow, and the hobgoblin as well as the goblin, he still remained cautious. To that end, he continued looking around the chamber, at least making sure to ascertain that he was out of the direct line of the doorway opening.
Jack Elroy Powers |
"That's the only kind of secret doors I find! Well, that and those that hold rooms full of grues," he says, taking up a position behind the kinda smelly druid, covering the doorway with his crossbow. He -could- be closer to the druid to cover the room better, and makes a mental list to convince the man of the wonders of indoor plumbing.
spinningdice |
Map
Party Init: 1d20 + 3 ⇒ (16) + 3 = 191d20 + 3 ⇒ (18) + 3 = 21
Boney Init: 1d20 + 2 ⇒ (2) + 2 = 4
You shift the required stone and a small cubby-hole, it looks like it once had arrow slits pointing outwards from the tower, but they were long since sealed beneath rubble. A dim glow in their eye sockets fixates upon you as their bony fingers reach towards their bows and swords.
Party Up
I have tried to locate everyone roughly where they described as being. Map should be shareable if anyone wants to move themselves.
Guillermo Arkha |
Guillermo notes Jack's wincing.
"Must be your upper lip Jack, I don't smell anything."
He quickly casts shillelagh on his staff and takes a swing at the skeleton in front of him.
Quarterstaff (Shillelagh): 1d20 + 5 ⇒ (10) + 5 = 15
Quarterstaff (Shillelagh) Dam: 1d8 + 3 ⇒ (8) + 3 = 11
(If I can use the bonus attack with the saft)
Quarterstaff (Shillelagh) Bonus Att: 1d20 + 5 ⇒ (16) + 5 = 21
Quarterstaff (Shillelagh) Bonus Dam: 1d4 + 3 ⇒ (4) + 3 = 7
spinningdice |
Bonus action already used to cast Shillelagh this round so no bonus attack
Guillermo swiftly pounds the head of one of the skeletons, his magically infused quarterstaff felling the unnatural creature.
!Ko Bie Len |
!Ko draws his rapier and stabs at one of the creatures.
Attack!: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Then he uses his bonus action to disengage and move away, drawing the creatures out so more of his allies can attack them.
Apparently !Ko has never used a rapier before! That's what he gets for taking it without practice!
spinningdice |
On reflection !Ko doesn't find a rapier to be the best weapon against bony creatures, and while he stab's it neatly between the ribs, there is nothing there to pierce... Seeing his mistake he nimbly scurries back away from them.
Gregek swings across a little off balance, pounding the masonry with his maul, but not even giving the undead creatures pause.
!Ko Bie Len |
Yes. Here.
Jack Elroy Powers |
"Ugh. Skellies. I hope they aren't anyone that we know!"
The crossbow is already at his shoulder before the foe is fully revealed, his eye already looking down the crude sights at the bone warrior in front of the druid before the danger is fully apparent.
Attack!: 1d20 + 5 ⇒ (18) + 5 = 23
Advantage fast Attack!: 1d20 + 5 ⇒ (14) + 5 = 19
Damage!: 1d10 + 3 ⇒ (1) + 3 = 4
The bolt doesn't so much as fly to the target as the skeleton seems to move into it's flight path. Alas the bolt finds precious little flesh to bite in to.
spinningdice |
About 24-hours since combat start, so botting anyone who's not posted an action
Round 1 Party
On reflection !Ko doesn't find a rapier to be the best weapon against bony creatures, and while he stab's it neatly between the ribs, there is nothing there to pierce... Seeing his mistake he nimbly scurries back away from them.
Gregek swings across a little off balance, pounding the masonry with his maul, but not even giving the undead creatures pause.
Kenzi hurls a flask that spits out fire Dex Saves: 1d20 + 4 ⇒ (7) + 4 = 111d20 + 4 ⇒ (7) + 4 = 111d20 + 4 ⇒ (4) + 4 = 8, in the confined quarters they fail to move out of the way.
Jack's crossbow bolt hits the skeleton right in the eye socket bursting out of the back of it's skull, sadly a hole in the back of it's head does not seem to slow it down much
Guillermo lashes out again with his staff Attack: 1d20 + 5 ⇒ (1) + 5 = 6 dmg: 1d8 + 3 ⇒ (3) + 3 = 6 and again Attack: 1d20 + 5 ⇒ (14) + 5 = 19 dmg: 1d4 + 3 ⇒ (2) + 3 = 5, missing initially but catching on the reverse swing, though not crunching it as effectively as his first blow
Cassador moves around and thrusts at the closes skeleton with his staff Attack: 1d20 + 2 ⇒ (10) + 2 = 12 dmg: 1d8 ⇒ 5 shattering it beneath his blow.
Nils conjures up a bubble of acid encompassing the two remaining skeletons Saves: 1d20 + 4 ⇒ (19) + 4 = 231d20 + 4 ⇒ (6) + 4 = 10 but only burns one for dmg: 1d6 ⇒ 2
Soval fires a beam of energy at the worse wounded skeleton Save: 1d20 + 4 ⇒ (9) + 4 = 13, but the creature ducks the blow, more by chance than skill.
Red: 6 dmg
Blue: 4 dmg
Green: 20 dmg (Dead)
Round 1 Skeletons
The two remaining skeletons pay no heed to either their fallen comrades or the damage they've suffered. and fire their bows at the nearest targets.
Red on Greg: 1d20 + 4 ⇒ (18) + 4 = 22 dmg: 1d6 + 2 ⇒ (5) + 2 = 7
Blue on Gullermo: 1d20 + 4 ⇒ (16) + 4 = 20 dmg: 1d6 + 2 ⇒ (3) + 2 = 5
Striking with surprising accuracy
Round 2 Party Up
!Ko Bie Len |
!Ko dances back in to try again, his rapier his only option. This isn't a time for daggers.
Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Then he dances back out using his bonus action to disengage.
Guillermo Arkha |
Guillermo looks wild-eyed at the skeleton that attacked him and strikes with his staff then again on the return swing.
Quarterstaff (Shillelagh): 1d20 + 5 ⇒ (19) + 5 = 24
Quarterstaff (Shillelagh) Dam: 1d8 + 3 ⇒ (3) + 3 = 6
Quarterstaff (Shillelagh) Bonus Att: 1d20 + 5 ⇒ (20) + 5 = 25
Quarterstaff (Shillelagh) Bonus Dam: 2d4 + 3 ⇒ (2, 2) + 3 = 7
spinningdice |
Realised that for some reason I gave Guillermo an extra turn, my mistake so never mind... Also sorry for no update yesterday, had unexpected guests at home
!Ko dances forwards, learning from his prior mistake, he pokes his rapier into the eye hole and swipes quickly left, tearing the skull from the body and the Skeleton collapses.
Gregek then moves up, pounding the last one to dust.
Everyone else watches the crumbled bones for any sense of movement, but they appear to be inanimate. Listening for a moment, nothing seems to have been drawn by the noise of battle.
Searching the bodies and the compartment you find
Siliver: 8d10 ⇒ (9, 10, 2, 3, 1, 8, 2, 4) = 39
Gold: 4d10 ⇒ (4, 1, 6, 1) = 12
Each skeleton also has a longsword and shortbow, a quiver with 20 arrows (-2 that were fired at you).
Each quiver also a separate compartment with an ornate looking arrow.
A more thorough examination of shows that this area was once an outlook over the terrain surrounding the tower, but the arrow-slits have been buried beneath rubble. The mechanism to open the door from this side appears to have been damaged at some point. You hope these men were not alive when they were trapped in here.
Jack Elroy Powers |
Anyone volunteering to maintain a loot log? And I figure we can just say that Gregek is carrying everything. ;)
Jack takes a minute to rip a bolt out of the eye socket of a fallen skeleton, replacing it in the quiver at his hip.
He examines the weaponry of the now-dead-undead, nodding in appreciation at each ornate arrow. "Gregek, would you mind carrying their gear? Even if we find not another copper, these might at least buy us ale enough at the Sweet Doomed Angel to make the night seem less cold.
There seems naught else here. Let's be about it. If we've lucky, I'll find more skeletons to attack us. Wait, that's 'unlucky' isn't it?"
Jack moves off, turning left and heading to the next door, eyes peeled and ears sharp.
Perceive what is!: 1d20 + 4 ⇒ (15) + 4 = 19
spinningdice |
The left hand (SW) door opens up into the corner of a hallway extended 30 foot south and 20ft east.
The walls are in poor repair. The far end has collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in relief on it. The door has a single keyhole, situated in the rearing dragon’s open mouth.
Soval Eieros |
We need to be prudent here. We know now what else is to be found, skeletons could be the least of our worries. says the drow as he sketches out the areas they have discovered.
"Indeed. In my studies I've seldom come across mention of animated skeletons without there also being mention or other, more dangerous undead or necromancers. Caution is indeed the path we should take ahead."
Jack Elroy Powers |
Jack stalks forward in a tactical walk, letting his crossbow lead the way, ready to act before an enemy even knows he's there.
At the site of the door he re-kindles his torch and hands it to Kenzi. "Hold this a moment, love. I must needs have a good light for this dirty work."
He slings his weapon about his chest and kneels down in front of the keyhole. He takes his tools out of his inner pocket and sets to work, first looking for traps, and, most obviously, seeing if the thing is actually locked.
Perception!: 1d20 + 4 ⇒ (13) + 4 = 17