Liam Mooney |
As you descend the ladder you enter an underground room larger than the tower above.
The walls of this chamber have buckled precariously in several places, and masonry and dirt are scattered across the floor — the collapse above plainly caused this structural damage. The dry-rotted frames of five simple beds lie against the north and south walls. To the southwest, the room broadens into a larger chamber. A rusted, grinning iron statue stands in an alcove in the north wall between the two wings of the room itself, and in the wall to the south is an old iron door.
You haven't been in there long before you hear a scurrying sound from beneath some rubble, turning towards it you see two very hungry looking Giant Centipedes coming towards you.
Halders: 1d20 + 5 ⇒ (11) + 5 = 16
Shondra: 1d20 + 4 ⇒ (6) + 4 = 10
Ludvic: 1d20 + 4 ⇒ (13) + 4 = 17
Ragnar: 1d20 + 3 ⇒ (9) + 3 = 12
Pink: 1d20 + 2 ⇒ (17) + 2 = 19
Yellow: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative Order:
Pink (19)
Ludvic (17)
Halders (16)
Yellow (13)
Ragnar (12)
Shondra (10)
Galessa (8)
The first of the creatures moves up to Ludvic and tries to bite at him.
Bite: 1d20 + 2 ⇒ (15) + 2 = 171d6 - 1 ⇒ (2) - 1 = 1
It hits him but only grazes his skin.
Ludvic and Halders are up now, Ludvic needs to make a fort save vs poison though from the attack.
Halders Isgood |
Halders follows the group through the trapdoor, remaining behind Ludvic, using the taller party members to hide behind.
Halders can hide behind medium-size creatures to perform sneak attacks: Human Shadow racial trait
stealth: 1d20 + 13 ⇒ (14) + 13 = 27
Upon seeing the centipede attack Ludvic, Halders will throw two daggers at the creature.
1d20+2 (TWF) -2 (ranged into melee)
throwing daggers: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 161d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5
Assuming hits, 1d3-1 regular damage, +1d8 sneak attack. 1d8 instead of 1d6 from archetype
damage: 1d3 - 1 + 1d8 ⇒ (3) - 1 + (5) = 71d3 - 1 + 1d8 ⇒ (1) - 1 + (8) = 8
Halders will then wait, letting the others rush forward past him, (hopefully) dissolving into the shadows behind them.
Ludvic Hearthrend |
Ludvick will move up fifteen feet and go to stab at the other creature.
"Stay behind me. I can take on this beast!"
attack: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d10 ⇒ 1
At which point he will utter flub his stab, tripping on one of the loose rocks as makes his stab.
Galessa |
Galessa circled around to flank the creature. Double move
”I’m sure you can. But let’s just get this done before Ragnar and I need to heal you all even more than we have to.”
Ragnar Barrowheim |
"Heh, vermin! I am not surprised"
He loads his crossbow and fires at the remaining centipede.
Ranged attack into melee: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7 damage: 1d8 ⇒ 8
He curses as his bolt skitters on the floor after whizzing by the centipede.
Shondra Demarkus |
Shondra drops the torch and draws back an arrow. Taking a breath to steady her aim she lets go the arrow...
Shondra vs centipede: 1d20 + 8 ⇒ (1) + 8 = 9 Damage: 1d8 ⇒ 5
...and swears in a very unladylike fashion as the bowstring stings her arm!
Galessa |
Flank Hit: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Galessa circled around and stabbed the centipede with her star knife. She was no warrior, but with the sacred weapon of her deity she was certainly able to hold her own.
Liam Mooney |
Galessa cuts down the centipede with her star knife.
Ludvic -5hp
room description again:
The walls of this chamber have buckled precariously in several places, and masonry and dirt are scattered across the floor — the collapse above plainly caused this structural damage. The dry-rotted frames of five simple beds lie against the north and south walls. To the southwest, the room broadens into a larger chamber. A rusted, grinning iron statue stands in an alcove in the north wall between the two wings of the room itself, and in the wall to the south is an old iron door.
Halders Isgood |
Once the big bugs are reduced to puddles on the floor, Halders rights himself, tucking the daggers into the bandolier and stretches, arms up, leaning back and forward to touch his toes.
"alright all round?"
He'll retrieve the daggers he threw earlier and hide them amongst his clothes, then search the area.
perception: 1d20 + 4 ⇒ (20) + 4 = 24
Ragnar Barrowheim |
Ragnar bows his head in prayer and then holds his holy symbol loft. A pulse of golden light flows him and the faint tinkle of clinking coins follows in its wake.
Channel Positive (healing): 1d8 ⇒ 6
"Stay sharp, and be careful. I doubt that is the last danger we will find down there."
He rubs his beard and examines the statue pondering its worth.
Appraise, +2 if any noticible precious metals: 1d20 + 4 ⇒ (13) + 4 = 17
Liam Mooney |
Exploring the room the Western end looks to have been a small armoury and there are several rusted weapons and fragments of armour, no longer of any value. You do find a tightly latched iron case though containing a pair of mithril daggers with a strange series of notches carved into the flat of each blade.
As he approaches the statue, Ragnar realises that it is in fact a closed iron maiden, ancient bloodstains on the front giving it a rusted appearance.
Galessa |
”Mithril! Do you all see that? Those are made of mithril! Desna’s laughter, if we can find a buyer we can make more off of these than we would have if the caravan had made it.” Galessa exclaimed, beaming a smile in the darkness.
Halders Isgood |
Haders' eyes light up at the sight of the Mithril daggers.
"I can put'em to good use- until we sell em, ofcourse"
Halders wants them, especially if we come up against anything with DR
Whether he is given the knives or not, he'll hide behind Ludvic in case something jumps out of the Iron Maiden them when he opens it;
A thought flits through Halder's mind as the swashbuckler opens the torture device;
"Didja check for tra-
Halders Isgood |
The dust from the Iron Maiden kicks up and Halders' coughs, waving it away.
"Poor sod. 'Ow long you reckon he's been in there?"
He picks up the key, turning it over in his hands;
"This'll come in handy, eh? Keep an eye open for treasure chests."
Halders Isgood |
Halders will wander off towards the southern door.
peception to listen beyond the door: 1d20 + 4 ⇒ (4) + 4 = 8
"Oi muckers, theres a door 'ere. Who wants to come'n open it?"
Liam Mooney |
The door appears safe and there's no sounds coming through. It opens onto a branching corridor.
Numerous jail cells line these long-abandoned corridors. Each of their solid iron doors hangs ajar, and includes both a peephole at eye level, covered with a piece of sliding metal, and a smaller slot for food and water at floor level.
Halders Isgood |
"Keep an eye out for them insect beasties friend..."
Halders lets Ludvic pass him and waits for a beat- if nothing jumps out he'll follow the human into the room.
Once in, Halders looks through the rooms.
perception: 1d20 + 4 ⇒ (6) + 4 = 10
with a 10 I would think Halders hasn't found anything but the obvious.
"Picked clean in 'ere- them kobold beasties musta taken anyfing worfwhile"
Ragnar Barrowheim |
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Ragnar thoroughly inspects each cell starting on one end and methodically searching and working his way to the other. As he crosses paths with the halfling, he speaks soberly."Halders could you imagine being locked up for years in a place like this? Or end up like that poor fellow back in the torture chamber. What would your mother say? I can just imagine the number of confessions obtained with those knives you found."
Halders Isgood |
Halders blanches angilry;
"Don' you speak about me ol'mum- she's a saint. Brought a dozen of us into the world and taught us all to survive on na'but a copper."
As the cleric walks past he mutters to himself;
"wait till me mum writes back, she'll visit more wrath than Asmodeus."
Ragnar Barrowheim |
"Hmph, nothing in these cells but dust. What sort of place was this? Torture chambers, secret doors in the jail?"The old dwarf thrusts a finger indigently up at the ceiling."And they do not even conceal the plumbing or whatever that is!Gah!"
Halders Isgood |
"Hmph, nothing in these cells but dust. What sort of place was this? Torture chambers, secret doors in the jail?"The old dwarf thrusts a finger indigently up at the ceiling."And they do not even conceal the plumbing or whatever that is!Gah!"
"If'n this place a prison; plumin' is the least of their worries."
Halders Isgood |
Halders sidles up to the other members of the party; "Once Ragnar's finished fiddlin' with the plumbin which way do ya want to go?"
There's a few ways to go from here; south to the east, south to the west, east or west through the secret door that Ragnar found or east and north.
While Ragnar examines the plumbing, Halders stands, turning on the spot talking to himself, sniffing the air, licking a finger and holding it up- trying to figure out which way to go.