Emerging from his hiding place, Zeph spoke up. "Not yet, I'm afraid. A pleasure to meet you, Throst. I am Zeph, the greatest gladiator that has ever been! And I do agree, a breather may be in order here." Finding a place to sit, Zeph looked Throst over. "So what can you do besides healing? I do enjoy having my wounds mended- in fact, I was never able to thank Zeuphis before you arrived." Zeph took a moment to scan the room for any other threats before settling down for a rest.
"Besides healing? Hurting, I suppose. I am not well acquainted with violence, but life and death are two sides of the same coin."
Throst walks over and examines the three bodies of the undead. He rummages through the corpses for any sort of identifying material (unique rings, letters, symbols, etc.). Investigation: 16
(How many entrances are there into this room?)
"This is fine work. If you wish to rest, I will keep the watch. Who was Zeuphis, if I may ask?"
Garazar stares at the newcomer. Speaking into his mind he says, "Greetings Throst, I am Garazar." With that, Garazar strikes the ferule of his staff and emits a Light from it.
He turns to the other members of his group, looks at Zeph and, telepathically, asks, "Shall we rest for a short while?"
Seizing the opportunity, you take a brief respite to recover your strength. The bodies and assorted limbs of your enemies lie scattered about the room.
Over the short rest, Throst cuts a chunk of flesh from the Wight and attempts to distill it into a sort of poison using his herbalism kit (what should I roll for this?).
(Also, what does the room we're in currently look like?)
There is a wooden door in the north wall and a door in the south wall. The room itself is essentially featureless, except for a few loose pebbles and dimly glowing lichen which illuminates your surroundings. An archway in the east wall indicates your companions' original point of entry.
"Zeuphis was the one you replaced. Guess our manager decided you'd be a better fit." Zeph looked at the two door. "While we're catching our breath, shall we decide on North or South here?"
(Throst, you may roll a d20 and add your proficiency bonus if you are proficient in your herbalism kit to create a poison. I warn you though, It'll take a good roll to make this work.)
Throst succeeds in distilling the following poison.
Pale Tincture (Ingested): A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become Poisoned. The Poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful Saving Throws, the effect ends and the creature can heal normally.
Trying the door in the north wall, Throst's luck fails him. A guillotine blade descends the ceiling with savage speed. Attack: 14 Damage: 4
The room beyond is large and illuminated by torches hung in brackets along the walls. In the flickering orange light two figures, a hobgoblin and hobgoblin captain, loom menacingly, weapons drawn.
Emerging from his hiding place, Zeph spoke up. "Not yet, I'm afraid. A pleasure to meet you, Throst. I am Zeph, the greatest gladiator that has ever been! And I do agree, a breather may be in order here." Finding a place to sit, Zeph looked Throst over. "So what can you do besides healing? I do enjoy having my wounds mended- in fact, I was never able to thank Zeuphis before you arrived." Zeph took a moment to scan the room for any other threats before settling down for a rest.
Perception: 8
[We just get the flat 200 XP, right? The damage XP is something we only get from players, correct? I'm just making sure.]
(Yep, damage XP comes from rival PC's)
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
"Besides healing? Hurting, I suppose. I am not well acquainted with violence, but life and death are two sides of the same coin."
Throst walks over and examines the three bodies of the undead. He rummages through the corpses for any sort of identifying material (unique rings, letters, symbols, etc.). Investigation: 16
(How many entrances are there into this room?)
"This is fine work. If you wish to rest, I will keep the watch. Who was Zeuphis, if I may ask?"
Garazar stares at the newcomer. Speaking into his mind he says, "Greetings Throst, I am Garazar." With that, Garazar strikes the ferule of his staff and emits a Light from it.
He turns to the other members of his group, looks at Zeph and, telepathically, asks, "Shall we rest for a short while?"
The zombies wear only tattered rags.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
"yes lets"
Seizing the opportunity, you take a brief respite to recover your strength. The bodies and assorted limbs of your enemies lie scattered about the room.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Over the short rest, Throst cuts a chunk of flesh from the Wight and attempts to distill it into a sort of poison using his herbalism kit (what should I roll for this?).
(Also, what does the room we're in currently look like?)
There is a wooden door in the north wall and a door in the south wall. The room itself is essentially featureless, except for a few loose pebbles and dimly glowing lichen which illuminates your surroundings. An archway in the east wall indicates your companions' original point of entry.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
"Zeuphis was the one you replaced. Guess our manager decided you'd be a better fit." Zeph looked at the two door. "While we're catching our breath, shall we decide on North or South here?"
Hit Die: 7 [Forgot to add this originally.]
"Perhaps the North? I truly have no preference either way"
(Are you planning on trying the north door?)
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
(Throst, you may roll a d20 and add your proficiency bonus if you are proficient in your herbalism kit to create a poison. I warn you though, It'll take a good roll to make this work.)
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
(I suppose we should, to try and get things going)
(Don't worry, I have the goddess of luck on my side) Medicine: 20
(YEET)
Throst succeeds in distilling the following poison.
Pale Tincture (Ingested): A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become Poisoned. The Poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful Saving Throws, the effect ends and the creature can heal normally.
Trying the door in the north wall, Throst's luck fails him. A guillotine blade descends the ceiling with savage speed. Attack: 14 Damage: 4
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
(Haha I have an AC of 18, also how many units of poison?)
(Just one)
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Throst will continue through the door, checking the door and whatever is beyond it for other traps. Investigation: 13
"Be wary! This area is trapped"
The room beyond is large and illuminated by torches hung in brackets along the walls. In the flickering orange light two figures, a hobgoblin and hobgoblin captain, loom menacingly, weapons drawn.
Hobgoblin Captain Initiative: 7
Hobgoblin Initiative: 13
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Throst Initiative: 11
"Uh, be wary! This area is trapped... with hobgoblins!"