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DM Dustin M's page
78 posts. Alias of Vazlow.
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You safely make it to town and make your way to the inn.
The square wooden sign shows a buxom and smiling girl holding a flagon of beer. This must be the Inn of the Welcome Wench, a place renowned for its good food and excellent drink! Passing merchants make a point of stopping, as do many other sorts of wayfarers, and it is said that the place is always filled with patrons.
You enter and see the innkeeper behind a long wooden bar, with a few women serving the various customers of the inn. There are about 10 other patrons. Kala walks up as Ostler starts to pour out the drinks, in much cleaner mugs than Rurek offered, and responds "I am the sergeant at arms of the militia. You bringing more trouble than we already have?"
Another man at the bar, obviously drunk speaks up, "Sergeant at arms? [hic]...Ha more like Sergeant of the ale. You haven't done any fighting for years."
Ostler responds "Fine then Elmo I'll be the Sergeant of the ale. You're cut off. Happy now?"
As the main bandit starts to stumble away Nadarr's growl startles him so bad he trips over the wagon wheel, falls and slams his head on the frame. He doesn't get back up. The final bandit starts to slink away into the woods, but falls over with an arrow buried in his back.
You find 10g on the main bandit and 5s split between the other bandits. You also find a few daggers, a long sword, 3 crossbows and 30 bolts on them. The wagons are badly damaged, and probably not worth the effort to drag them back towards town.
The rest of the trip is uneventful and you arrive at Hommlet about an hour before the sun sets. I posted a map at the top of the page of the town. You arrive from the north road.
Max swings at the bandit on the Wagon and hits him across the head and knocking him off the wagon. He is still on his feet, but staggering around and clearly scared.
Garnult charges the last archer on the left side and smacks him with his warhammer, then brings it back around quick enough to hit him again as he was falling over.
Yes your bolt was the one that hit the guy that stepped out of the woods.
Seeing the rest of the bandits easily dispatched the bandit falls on his knees "I give! I give! You guys win! Just let me live!" The other bandit follows suit.
I will have Max delay his action to last after the rest of the group
Nadarr's bolt hits the bandit solidly, slicing a line in his arm. He is hurt, but doesn't seem too affected by it.
Tarick takes aim at the bandit that hit Nadarr and knocks him back into the woods. You do not see the bandit rise back up.
Sturgiss charges the other bandit on the left side and drives a hole right through his chest. The bandit falls over looking helplessly at the giant hole.
Garnult, are you attacking the archer on the right side or the main bandit on the wagon?
And it is Max's turn before the bandits get to go again.

Nadarr catches everyone, even his own party, unexpected and blasts the Human. He looks down at his singed chest, more in surprise than pain.
The bandit grabs a Longsword and shield that were propped next to him on the wagon (somewhat hidden from your sight) and swings down at Max. He is slightly off balance from the unexpected blast and the sword swings over Max's head.
Longsword: 1d20 + 4 ⇒ (5) + 4 = 91d8 + 2 ⇒ (7) + 2 = 9
Another bandit comes running out of the woods where Nadarr indicated and takes an arrow to the chest. He makes it 2 steps out of the woods but is staggered by the shot and stops. He is still standing, but just barely, looking dumbly at the arrow in his chest.
Then 2 bolts come flying out of the left side woods one at Garnult, and one at Nadarr, and 1 bolt from the right side towards Kala.
Bolt 1: 1d20 + 2 ⇒ (14) + 2 = 161d8 ⇒ 2
Bolt 2: 1d20 + 2 ⇒ (20) + 2 = 221d8 ⇒ 1
Bolt 3: 1d20 + 2 ⇒ (11) + 2 = 131d8 ⇒ 3
crit: 1d8 ⇒ 6
The bolts barely miss Garnult and Kala, but score a solid hit to Nadarr. The 3 archers were well hidden in the woods, but are clear now as they were just on the edge of the woods.
Initiative is now:
Max
Nadarr
Kala
Tarick
Garnult
Sturgiss
Then back to the top.
Kala: 1d20 + 3 ⇒ (7) + 3 = 10
Garnult: 1d20 ⇒ 4
Sturgiss: 1d20 ⇒ 1
Nadarr: 1d20 + 2 ⇒ (9) + 2 = 11
Max: 1d20 + 3 ⇒ (9) + 3 = 12
Tarick: 1d20 + 3 ⇒ (2) + 3 = 5
Enemies: 1d20 + 1 ⇒ (19) + 1 = 20
Let me know if I got your modifier wrong. Ouch those rolls :-( sorry.
"Just toss your gold on the ground there and be on your way. No more funny business." He points to a spot on the ground near the other wagon that has somewhat been dug out.
He starts to laugh. "Lubush the Ogre will eat you all alive. He is the master of these lands, pray you don't meet him." He then crosses his arms, but catches Kala tapping his pouch and bolt case. "What was that?!" He takes a step back not sure what is going on.
Perception: 1d20 + 1 ⇒ (12) + 1 = 13
He looks around nervously "The lowest I can go is 1 gold a head...I can't let you go by for free..." You can see he is very nervous now. You can hear him murmuring to himself"I can't go back empty handed, he will have my head...who took up a post further up...it was probably that stupid half-orc..." When he realizes you could hear him, he puffs back up and says, "1 gold a head or you don't get through! Thats final!
Nadarr you see a slight shift in the trees to your right as one guys shifts around to get a better view of the group.
The man steps a little higher on the wagon, and responds to Kala "Lubush doesn't care about music, he just wants the gold we bring him. If you want to pass it will be 3 gold a head...4 for the singer."
The group of 5 start on the road to Hommlet. The road is about 10 feet wide with another 10 feet of cleared brush on each side of the road. After that is dense woods. Half way to the village you see a roadblock consisting of 2 wagons with a small gap in between. There is a Man standing on top of the left wagon. As you approach he yells "Halt, This is Lubash's territory! No one may enter without a 'donation' to his greatness."
"I've got ale and might be able to scrounge up some wine. If you want something other than that you will have to go to town."
After he serves everyone he asks "So do you guys plan on staying the rest of the day and night here or are you moving on down to town?"
The dwarf nods at Kala, "My name is Rurek Broadbeard."
When Sturgiss walks Rurek responds. "No Hommlet is another few hours down the road."
Rurek hobbles his way over to the boar, cuts a small slab off, puts it on a dusty wooden tray and hands it and a pint of ale to Nadarr. "That will be 5 silver. Cora may be able to help you out, she is in the smaller tent outside. She doesn't have much in stock right now, so if you want a better shop your best bet will be in Hommlet."
Sounds painful. Hope you are doing well. We have started (as in the group has started to meet each other) so just hop in the discussion and gameplay threads once you have time.
It is all good. Thanks for the interest, and thanks for being honest. I understand, I had to do the same once before when life got in the way.
Chuckling from the performance the dwarf replies "We haven't heard from Hommlet in a few days. The only people that ever end up coming from there are traders. We tend not to see the adventurers come back through. I wouldn't know much about the road or the area around Hommlet, but when you are there look for Ostler Gundlgoot. He is the owner of the inn there. He should be able to help you out and put you in the right direction."
"Me, no. Much safer up here. But plenty of profit to be made" As he gestures to all the empty tables around him and rolls his eyes.
"Sure why not. But given the luck of all the previous people passing through, it may be your funeral march"
He then slops some dark brown ale into a grime crusted mug and hands it to Kala.
Because of the recent trouble is Hommlet enterprising merchants built a way-station a safe distance from the village. This spot has been used by various adventurers, like yourselves, to find other like-minded people to try to journey to Hommlet. This is where we begin and you meet.
You find yourselves in make-shift inn. It is pretty much just a large tent with bunks and cots near the walls and a round bar in the middle with a rotund dwarf serving ale. There are 4 or 5 table with chairs scattered around them. Across from the door there is a fire with a boar roasting over it. There is a slight hole cut out to attempt to let the smoke out, but all you can breath in is the smoke and charred boar. At this time there are only the 6 of you, the bartender, and an innkeeper inside, but you saw 2 or 3 tents outside scattered around the larger one. You can tell this is not a very commonly used inn and people tend not to stay here long, preferring to just travel on to Hommlet.

The Village of Hommlett—or merely "Hommlett," as it is commonly called—is situated in the central part of the Flanaess, that portion of western Oerik Continent which is known and 'civilized.' The hamlet-sized village (local parlance having distinguished it with the greater term) is located some 30 leagues southeast of the town of Verbobonc, or thereabouts, on the fringe of the territory controlled by the noble Lord the Viscount of Verbobonc. It is at a crossroads.
To the north is the mighty Velverdyva River, along whose south bank runs the Lowroad. Many days' travel to the east, on
the shores of the Lake of Unknown Depths (Nyr Dyv), is the great walled city of Dyvers. The village of Sobanwych lies about halfway
along the route. Below that to the southeast and east are miles and miles of forest (the Gnarley), beyond which is the Wild Coast,
Woolly Bay, and the Sea of Gearnat. The road south forks a league or so beyond the little community, one branch meandering off
towards the Wild Coast, the other rolling through the lower Kron Hills to the village of Ostverk and then eventually turning southwards
again into the elven kingdom of Celene. The western route leads into the very heart of the gnomish highlands, passing through
Greenway Valley about a day's travel distant and going onwards to the Lortmil Mountains far beyond.
Hommlet grew from a farm or two, a rest house, and a smithy. The roads brought a sufficient number of travelers and merchant
wagons to attract tradesmen and artisans to serve those passing through. The resthouse became a thriving inn, and a wheel and
wainwright settled in the thorp. More farmers and herdsmen followed, for grain was needed for the passing animals, and
meat was in demand for the innfolk. Prosperity was great, for the lord of the district was mild and taxed but little. Trade
was good, and the land was untroubled by war, outlaws, or ravaging beasts. The area was free, beautiful, and bountiful — too
much so, in the eyes of some.
Whether the evil came west from Dyvers (as is claimed by one faction) or crept up out of the forestlands bordering the Wild Coast
(as others assert), come it did. At first it was only a few thieves and an odd group of bandits molesting the merchant caravans. Then
came small bands of humanoids—kobolds or goblins—raiding the flocks and herds. Local militia and foresters of the Waldgraf of Ostverk
apparently checked, but did not stop, the spread of outlawry and evil.
A collection of hovels and their slovenly inhabitants formed the nucleus for the troubles which were to increase. A wicked cleric established a small chapel at this point. The folk of Hommlet tended to ignore this place, Nulb, even though it was but 6 miles distant.
But its out-of-the-way position was ideal for the fell purposes planned for this settlement, as was its position on a small
river flowing into the Velverdyva. The thickets and marshes around Nulb became the lair and hiding place for bandits, brigands,
and all sorts of evil men and monsters alike. The chapel grew into a stone temple as its faithful brought in their illgotten
tithes. Good folk were robbed, pillaged, enslaved, and worse.
In but three years, a grim and forbidding fortress surrounded the evil place, and swarms of creatures worshipped and worked their wickedness therein. The servants of the Temple of Elemental Evil made Hommlet and the lands for leagues around a mockery of freedom
and beauty. Commerce ceased, crops withered; pestilence was abroad.
But the leaders of this cancer were full of hubris and, in their overweaning pride, sought to overthrow the good realms to the north, who were coming to the rescue of the land being crushed under the tyranny wrought by the evil temple. A great battle was fought.
When the good people of Hommlet saw streams of ochre-robed men and humanoids fleeing south and west through their community,
there was great rejoicing, for they knew that the murderous oppressors had been defeated and driven from the field in panic and
rout. So great was the slaughter, so complete the victory of good, that the walled stronghold of the Temple of Elemental Evil fell within
a fortnight, despite the aid of a terrible demon. The place was ruined and sealed against a further return of such abominations by powerful
blessings and magic.
Life in Hommlet quickly returned to a semblance of its former self, before the rise of the temple. For five years afterward, the
village and the surrounding countryside have become richer and more prosperous than ever before. A monstrous troll which
plagued the place for a time was hunted down by a party of passing adventurers. Carrying the ashes and a goodly fortune as
well, the adventurers returned to the village. Before going elsewhere to seek their fortunes, the adventurers also returned a
portion of the villagers' losses. Other adventurers, knowing of the evil that had once resided in the area, came to seek out similar
caches, and several did find remote lairs and wealth—just as some never returned at all.
After a time, adventurers stopped coming to the area. It seemed that no monsters were left to slay, and no evil existed here to be
stamped out. The villagers heaved a collective sigh—some pained at the loss of income, but others relieved by the return to the quiet, normal life—and Hommlet continued its quiet existence for four years more. But then, a year ago, the bandits began to
ride the roads again—not frequently, but to some effect. To the good folk of Hommlet, this seemed all too familiar, so they sent word to
the Viscount that wicked forces might still lurk thereabouts. This information has been spread throughout the countryside, and the
news has attracted outsiders to the village once again. Who and what these men are, no one can be quite sure. All claim to be bent on
slaying monsters and bringing peace and security to Hommlet; but deeds speak more loudly than words, and lies cloak the true purposes of the malevolent.
Just one trinket is fine.
And that works, and we can work out how he comes about the new powers as time goes on.
I will look through all the characters tonight and just double check that nothing is missing and get started then.

Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. You are poorly mounted, badly equipped, and have no large sums of cash. In fact, all you have is what you wear and what you ride, plus the few coins that are hidden in purses and pockets. What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe.
The small community at the crossroads is a completely unknown quantity. What is there? Who will be encountered?
Where should you go? These are your first explorations and encounters, so chance may dictate as much as intelligence. Will outsidersbe shunned? Are the reports true — is the whole community engaged in evil practices? Are the folk here bumpkins, easily duped? Does a curse lay upon those who dare to venture into the lands which were once the Temple's? All of these questions will soon be answered.
The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thinplumes of blue smoke rising from them. A road angles west into the hill country, and to either side of the road ahead are barns and buildings — Hommlet at last!
The adventure begins...
Ok so I am going to close recruitment and start tonight (Eastern Time). The group is Kala Kana, Garnult Tarnhammer, Andalin Oakrunner, Sturgiss Fauxbeard, Nadarr Mystan, and DoubleGold's submission.
Bahamut is fine as a diety.
The Human Variant is fine. And I am fine with Multiclassing as long as you are ready to roleplay it. If you are a fighter that is going to multiclass to a wizard I would want to work in how they discovered their magical powers, not just *poof* magic.
Yeah that works just fine. I will wait until tomorrow to see if we get any more submissions then start.
Yea, sorry I forgot to mention that. It takes place in the Greyhawk setting, so please use the Greyhawk dieties.

I am looking to start an pbp D&D adventure ran on here. It is the Temple of Elemental Evil from 1e that I will adapt and run as 5e. I am only looking for 4-6 people, more than likely tending towards the lower end. I would like at least 1 post per day, but will work out more of those details once we get the group together. I wont be using a grid for combat and it will be more rp focused throughout. If you are interested submit a character built based on the 5e phb. I want some type of background and why you came to the village of Hommlet. Ability scores will be based on 15,14,13,12,10,8 scores. All races are acceptable, but I will want a little more flushed out backstory for the less common races. Money/equipment will be based on what is given by the background/class, so no roles for additional money. I look forward to hearing back. Let me know if you have any questions.
Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. You are poorly mounted, badly equipped, and have no large sums of cash. In fact, all you have is what you wear and what you ride, plus the few coins that are hidden in purses and pockets. What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe.
The small community at the crossroads is a completely unknown quantity. What is there? Who will be encountered?
Where should you go? These are your first explorations and encounters, so chance may dictate as much as intelligence. Will outsidersbe shunned? Are the reports true — is the whole community engaged in evil practices? Are the folk here bumpkins, easily duped? Does a curse lay upon those who dare to venture into the lands which were once the Temple's? All of these questions will soon be answered.
The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thinplumes of blue smoke rising from them. A road angles west into the hill country, and to either side of the road ahead are barns and buildings — Hommlet at last!
The adventure begins...
The blindness only lasts 1 hour, and you are able to rest peacefully for that hour.
Xeno hits the frog with her true strike, and the frog swings back at her.
bite: 1d20 + 5 ⇒ (18) + 5 = 231d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 5 ⇒ (8) + 5 = 131d3 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 5 ⇒ (17) + 5 = 221d3 + 1 ⇒ (3) + 1 = 4
All 3 attacks hit and Xeno goes down with -3 hp
Dietrich: 1d20 + 4 ⇒ (5) + 4 = 9
Menas: 1d20 + 3 ⇒ (1) + 3 = 4
Herman: 1d20 ⇒ 8
Everybody is now blinded.
Menas miss chance: 1d100 ⇒ 62
Menas manages to hit the frog through his blindness and put it down.
It's dc 13, so you passed
Xeno: 1d20 + 4 ⇒ (3) + 4 = 7
Dietrich: 1d20 + 4 ⇒ (9) + 4 = 13
So Xeno, Storn, and Amaruu are blinded.
Herman casts Daze at the frog, but nothing happens.
Back to top of Initiative:
Amaruu
Xeno
Storn
Frog
Dietrich
Herman
Menas
For me lower % is bad, so anything over 50 works
Updated Map
The hydra statue was at the end of 8, and people had moved into 9 where the frog was.
Amaruu and Xeno both hit the creature hard. The creature eyes then start to shine very bright light out of its eyes. Anybody in the room needs to make a dc 13 fort check or be blinded. It then turns on Amaruu and attacks.
bite: 1d20 + 5 ⇒ (19) + 5 = 241d4 + 1 ⇒ (2) + 1 = 3
claw: 1d20 + 5 ⇒ (6) + 5 = 111d3 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 5 ⇒ (1) + 5 = 61d3 + 1 ⇒ (1) + 1 = 2
Updated Map

8) At the end of this corridor sits a sinister-looking fountain in a rounded alcove. A four-headed hydra, displayed in cross formation, protrudes from the middle of the rounded wall. The hydra’s heads all face directly down the hallway. Its top head’s mouth is firmly shut, its socketed eyes staring darkly down the corridor, and its head fin is flared and up. On that head fin, a single Kelish word is carved into the stone. The other three heads have toothy mouths open wide and reclined head fins; these obviously served as spouts for the fountain. Just below the mouths is a ceramic basin. The basin has been dry for many long centuries now.
9) This large room looks like it was once a scribing chamber. The remains of many desks are scattered about, and amid the rubble is a number of long-dried inkwells, other writing utensils, and scraps of paper. These things are covered with black mold and patches of light green mushrooms.
Amid a particularly thick patch of fungus in the southeast sits a pale and crusty froglike humanoid. It trembles and twitches as it stands and lurches forward. His skin is patchy and dry, like a squid left out in the sun and sand. His bulbous eyes open, and light stabs out from them.
Amaruu: 1d20 + 5 ⇒ (17) + 5 = 22
Dietrich: 1d20 + 4 ⇒ (10) + 4 = 14
Xeno: 1d20 + 3 ⇒ (15) + 3 = 18
Herman: 1d20 + 3 ⇒ (10) + 3 = 13
Menas: 1d20 + 2 ⇒ (8) + 2 = 10
Storn: 1d20 + 1 ⇒ (16) + 1 = 17
Frog: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative is:
Amaruu
Xeno
Storn
Frog
Dietrich
Herman
Menas
I am just going to say that Menas, Amaruu, and Xeno aided Dietrich's search and you were able to find the stuff.
Amaruu quickly cuts down two fire beetles, then Xeno kills the last one before it gets a chance to act.
Sorry I haven't posted in a few days, was working 12hr night shifts and was completely worn down by the time I got home.
Rubbish and black mold choke the far end of the chamber. The slightest movement kicks up dust and spores, choking the stagnant and already foul-smelling air.
Amaruu sees 3 bugs in the room
Amaruu: 1d20 + 5 ⇒ (19) + 5 = 24
Dietrich: 1d20 + 4 ⇒ (18) + 4 = 22
Xeno: 1d20 + 3 ⇒ (9) + 3 = 12
Herman: 1d20 + 3 ⇒ (4) + 3 = 7
Menas: 1d20 + 2 ⇒ (15) + 2 = 17
Storn: 1d20 + 1 ⇒ (4) + 1 = 5
Beetle 1: 1d20 ⇒ 18
Beetle 2: 1d20 ⇒ 18
Beetle 3: 1d20 ⇒ 7
So Amaruu gets to act in the surprise round. Then:
Amaruu
Dietrich
Beetle 1
Beetle 2
Menas
Xeno
Herman
Beetle 3
Storn
Updated Map
Among the pile of bones are 100 gp in mixed coin, a golden crown worth 300 gp, a masterwork short sword, and a wax-sealed tin scroll tube with a scroll of comprehend languages.
Which way do you want to go?
The skeleton swings at Storn as he approaches, but misses.
Claw: 1d20 + 2 ⇒ (9) + 2 = 111d4 + 2 ⇒ (2) + 2 = 4
Storn slices the skeleton in half, never to rise again.
Herman Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Amaruu Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Storn Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Xeno Perception: 1d20 - 2 ⇒ (6) - 2 = 4
Herman, Amaruu, Storn, and Menas see a skeleton laying in wait under the pile.
Amaruu: 1d20 + 5 ⇒ (11) + 5 = 16
Dietrich: 1d20 + 4 ⇒ (1) + 4 = 5
Xeno: 1d20 + 3 ⇒ (17) + 3 = 20
Herman: 1d20 + 3 ⇒ (13) + 3 = 16
Menas: 1d20 + 2 ⇒ (2) + 2 = 4
Storn: 1d20 + 1 ⇒ (18) + 1 = 19
Skeleton: 1d20 + 6 ⇒ (18) + 6 = 24
In the surprise round it goes:
Skeleton, Storn, Amaruu, Herman, and Menas
The Skeleton stands up and waits for someone to come close.
Updated Map
Cracked and crumbling frescos line the walls of this large empty room. The sections of the frescos not destroyed by the passing ages show Qadiran men engaged in battle. A rough stone tunnel leads off to the northwest, as if the ground simply cleft in two ages ago. A pile of bones rests just inside the passage.
This large room once served as a meeting place, entertainment hall, and occasional fighting pit. Now it sees use primarily as the route by which creatures come and go from the dungeon. Many wild animals have laired just inside the narrow tunnel, which was created during the earthquake that destroyed the tower above; the remains of their myriad prey lie in a pile near the exit.
Updated Map
You find a letter written in Tian. The letter’s paper is brittle and browned with age. Its broken seal features a kirin flying amid three clouds.
You find nothing else of any importance, and as soon as you leave the area you feel better.
Menas is easily able to get into the area that seems like a prison. There are corpses in each of the cells, but nothing else. Both Menas and Amaruu feel sick from the smell and the mold.
This cramped chamber stinks of something worse than rotten eggs. A black mildew covers the walls and the three doors that lie beyond the entrance. Each has a small metal slot at its bottom, but the latched covers long ago rusted away.
Updated Map
You can see that the door and hinges have deteriorated from the mold.
Amaruu cuts down the ooze before anyone else gets a chance to move.
It slowly sinks down into a liquid, never to reform again.
All of the attacks hit the ooze, and you see it start to try to move away. Leaving a line of slime behind it.
Round 2 as it is fleeing.
Updated Map
Initiative is:
Herman
Amaruu
Dietrich
Storn
Xeno
Menas
Ooze
Just a knowledge check. I guess for an ooze I would say nature? but if it makes sense I will allow any nature check. And I didn't like how the group initiative worked, so just doing it normally.
Amaruu: 1d20 + 5 ⇒ (16) + 5 = 21
Dietrich: 1d20 + 4 ⇒ (6) + 4 = 10
Xeno: 1d20 + 3 ⇒ (5) + 3 = 8
Herman: 1d20 + 3 ⇒ (20) + 3 = 23
Menas: 1d20 + 2 ⇒ (4) + 2 = 6
Storn: 1d20 + 1 ⇒ (8) + 1 = 9
Ooze: 1d20 - 5 ⇒ (9) - 5 = 4
Updated math with ooze in left corner.
Initiative is:
Herman
Amaruu
Dietrich
Storn
Xeno
Menas
Ooze
Herman sees that the slick down the western wall is actually an ooze.
This large room is dank, and a strange draft flows through it carrying with it a foul odor. Rubble is strewn here and there. A strange, slimy slick glistens down the western wall. Near the slick is a wooden door. The only sound in this room is a faint drip echoing from deeper in the dungeon.
Updated Map
Herman finds a rough map of the inside of the keep on the ghoul's body. She had obviously been there for awhile and it appears to be an accurate map.
The Map
You don't see anything else around and are able to take your time getting up to the door and in.
Sorry, I was out of town on business last night.
Amaruu takes a huge chunk out of the ghoul.
Dietrich swings to finish it off, but misses.
Xeno feels the creep of numbness spread from her wound, but shakes it off. The slight distractions causes her to barely miss the ghoul.
Herman swings with his whip, misses, and almost falls off balance himself.
Menas then gives a good strong stab and the ghoul starts falling over, and falls flat out when Storn roars again, making his swing unnecessary, but he still plants it in the falling undead.
Combat is over. I will get the inside going in the morning. Is there anything that anyone wants to do before you head inside the keep?
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