"Nothing on 'em. Whoever ended these wee buggers took whatever they had. Maybe this was that lady's kids and Sir Braford?" Gus straightens up with grunt, wiping the grime from the bodies on his legs.
"Which way should we go?" He asks his friends, pointing at door A, "That way looks like it's seen some traffic fairly recently."
Pulling on the lever slowly, you notice a needle starting to come out. It must have been poisoned but it's just rusty now. You easily avoid the needle and keep pulling revealing a pocket chamber labeled D:
from the source:
This pocket chamber is damp and cold. The skeletons of three long-dead archers slump against rubble-filled arrow slits along the east and south wall.
This post has potentially manipulated dice roll results.
ooc: your are welcome, easier on me also because...
As you bend down, you see they have probably been there since the calamity happened and most likely were killed by it. You also notice some movement and realize they are standing up and their eyes burn red with the fury of the undead as they pull their swords from their scabbards...
This post has potentially manipulated dice roll results.
After the noise of the skirmish with the skeletons Weber heads to the door with visible use and listens to try and hear if their presence has been discovered ((Perception: 14)).
You find yourself in a hallway with 3 doors at the end. Doors E and F do not appear to get any use while door D is clear of cobwebs and appears to get some use.
Door F does appear different however:
The stone relief-carved door sealing this chamber portrays a dragon-like fish swimming. The door is locked however and requires thieves tools and a DC20 Dexterity Check. You can just make out the sound of water trickling at door F. Nothing can be heard through the other doors.
Weber has a quick scan of the room for any traps or anything else that may appear ((Perception: 16))
Seeing Gus looking at the goblin corpses, Weber goes to investigate the doors having a listen on both and checking for any locks.
"Hmm, can't hear anything behind here, looks like we are clear."
"Nothing on 'em. Whoever ended these wee buggers took whatever they had. Maybe this was that lady's kids and Sir Braford?" Gus straightens up with grunt, wiping the grime from the bodies on his legs.
"Which way should we go?" He asks his friends, pointing at door A, "That way looks like it's seen some traffic fairly recently."
Perception: 24
Atallia pulls on a loose stone in the wall which seems almost like a lever.
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
Seeing the others looking at the walls, Durthon looks around too (Perception: 23) focusing the the lever as Atallia reaches for it.
Pulling on the lever slowly, you notice a needle starting to come out. It must have been poisoned but it's just rusty now. You easily avoid the needle and keep pulling revealing a pocket chamber labeled D:
from the source:
This pocket chamber is damp and cold. The skeletons of three long-dead archers slump against rubble-filled arrow slits along the east and south wall.
ooc: no laughing at my snipping skills
Durthon hangs his warhammer from his belt and kneels next to the closest skeleton, trying to guess how long they have been here.
Investigation: 19
OOC: thanks for updating the portraits on the maps.
ooc: your are welcome, easier on me also because...
As you bend down, you see they have probably been there since the calamity happened and most likely were killed by it. You also notice some movement and realize they are standing up and their eyes burn red with the fury of the undead as they pull their swords from their scabbards...
Skeleton Initiative: 7
Please roll for initiative.
Durthon initiative: Unable to parse dice roll.
When my turn comes:
"Hanseath guide my blows!" cries Durthon, swinging his warhammer twice at the skeleton he was examining.
Attack: 21 Damage: 3
Attack: 13 Damage: 7
(([combat]Initiative[/combat]: 14))
Weber conjures a ball of power and shoots directly at the closest skeleton
((when it's his turn, Attack: 11 Damage: 7))
Initiative: 11
When it’s Gus’ turn -
Gus draws his hammer and shield, readying himself. He takes a few steps forward and swings his hammer at the closest skeleton.
Attack: 17 Damage: Unable to parse dice roll.
damage: 5
Initiative: 5
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
ooc: I rolled for Atillia (I hate to do this but this is now an easy fight, in a much bigger fight I will wait)
Atillia leans in and smashes the skeleton on the SW corner to dust...
Durthon hammers away at the skeleton in the SE corner and then over his head, an Eldritch blast from Weber finishes the job...
Gus's attack is ineffective as he really can't quite reach the only standing skeleton who attacks Durthon!
Skeleton attack 20 if hit.. 7
The skeleton is too old, it's attack is slow and easily avoided...maybe...will it survive to swing again?
(he has 13 hp and an AC of 13 if someone would like to finish him off, bludgeoning damage is at x2 skeleton
When killed, a search finds 11 gold pieces and a arrows,+1
((realise this will be out of initiative order so delay this until Durathon attacks))
Seeing a lone skeleton left standing Weber follows up Durathons attack with another bolt of Eldritch energies ((Eldritch Blast: Attack: 20 Damage: 3))
Durthon swings at the remaining skeleton.
Attack: 6 Damage: 4
And moves over the bones in the small chamber to let the other enter to finish the fight.
Attack: 24 Damage: Unable to parse dice roll.
Atallia swipes with her quarterstaff, smashing the remaining skeleton into fragments.
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
ooc: perfect, this party is ready made for smashing skeletons... I was just happy it wasn't another pack of rats...
The room becomes quiet again, if someone was nearby they would certainly have heard you but you hear nothing.
After the noise of the skirmish with the skeletons Weber heads to the door with visible use and listens to try and hear if their presence has been discovered ((Perception: 14)).
Your hear nothing, if someone heard you, they apparently are not ready to reveal their presence.
You find yourself in a hallway with 3 doors at the end. Doors E and F do not appear to get any use while door D is clear of cobwebs and appears to get some use.
Door F does appear different however:
The stone relief-carved door sealing this chamber portrays a dragon-like fish swimming. The door is locked however and requires thieves tools and a DC20 Dexterity Check. You can just make out the sound of water trickling at door F. Nothing can be heard through the other doors.