With everyone back on their feet Vuna circles round to the Ogre and swings her warhammer in at the brute quickly, all the while mentally commanding her spiritual weapon to swipe at it once more itself.
Vule's shot strikes the Ogre in the chest and it staggers for a moment, then falls. The rest of the group continues to hack on it's dead body for a bit in a frenzy of bloodlust. (Or, ya know, you simply posted your turns when he was already dead but you didn't know it :P)
Vule opens the door (the southern door in room 3) to reveal a large square room, over a hundred feet on a side. A well lies in the southeast corner, and several iron blobs are scattered throughout the room. From where he stands behind the door, two more exits from the room are visible, a bone portcullis near the center of the western wall and a bone door in the western side of the southern wall.
Now inside the room, you see a stone door in the north wall east of where you entered. An empty archway stands in the northern end of the east wall as well. Peeking around the corner, you can see a long hallway with a door on the left-hand side shortly before it dead-ends. Looking through the portcullis on the western side of the room, the hallway continues for a short distance then turns to the left.
This post has potentially manipulated dice roll results.
Vule will first check the bodies of the ogres. (Investigation 16 ) Once satisfied he will proceed to look at the well and iron blobs (Perception 6 ) ( ooc not sure if the 2nd roll should be investigation also, if so +1)
"I'm afraid I'm rather useless at healing, but we're making progress hang in there. Do we keep pressing south?"
Relaxing after the combat has ended Vuna's spectral longsword fades away gradually as does the shimmering force that she had conjured around herself. Taking the room in for a moment she watches as Kaladin moves to try the portcullis. She approaches him as he tries to heft it up and holds out her hand, placing it on his shoulder as she mutters "Let the Red Lady empower you." as she casts guidance on him.
(Sorry, was out of town over the weekend and been busy since I got back)
Sam and Kip both look into the well and see water shimmering a short ways down. Vule searches the corpses of the two ogres, but finds little besides their huge greatclubs, too heavy for him to lift and use effectively, and 18 gold coins. Kaladin moves to the portcullis and tries to lift it. His muscles shake with the strain against the heavy portcullis, unable to get it to lift off the ground, until Vuna walks over and lays a hand on his shoulder, casting a spell to give him to last bit of assistance he needs. Slowly he lifts the portcullis up, opening the way to the corridor beyond. Entering the corridor (I figure it's a safe bet that'd be next), Kaladin walks to where it turns sharply to the left, then continues a short ways further to where the tunnel forks in three directions. To his left, it continues about 10 feet, then turns sharply to the right. To his right, the tunnel dead ends after about 20 feet. Straight ahead, the tunnel continues for a short distance then ends, with an open archway in the right-hand wall, but he can't see where it leads from wher ehe stands.
Sam lowers the bucket into the well and raises it back up full of water. The rope is attached the well, but he's able to get enough slack to toss a bucket of water over one of the iron orbs. The orbs get wet.
Kaladin walks through the archway in the hall to enter a longer, more narrow room. The room is empty, but tapestries decorate all four walls, depicting various scenes of mayhem.
(Map showing the hallway and room kaladin and vule entered to make it easier to see where it's all at.)
Vule strolls through the new room, flipping back the tapestries to look behind them. As he moves the tapestry on the southern wall near the western side, he spots the outline of a small (compared to normal) door hidden behind the it, set up off of the ground several feet so the outline of the bottom wouldn't be visible below the tapestry. As tapestry lifts away further, a sigil painted on the door flashes with light (DC19 wisdom save or be incapacitated for 3 rounds, I'm going to just roll it for you to save time: 4), stunning Vule for a short time before he comes back to his senses.
With everyone back on their feet Vuna circles round to the Ogre and swings her warhammer in at the brute quickly, all the while mentally commanding her spiritual weapon to swipe at it once more itself.
Move: To N11
Action: Warhammer Attack: 18 Damage: 4
Bonus Action: Spiritual Weapon Attack: 16 Damage: Unable to parse dice roll.
Macketho way he as Kaladin gets back up. In his head, he hears are you good? You took quite a hit! Macketho then continues to swing at the Ogre!
Attack: 10 Damage: 4
Attack: 8 Damage: 5
Vule's shot strikes the Ogre in the chest and it staggers for a moment, then falls. The rest of the group continues to hack on it's dead body for a bit in a frenzy of bloodlust. (Or, ya know, you simply posted your turns when he was already dead but you didn't know it :P)
(Everyone gets 150 xp)
Updated map
Now inside the room, you see a stone door in the north wall east of where you entered. An empty archway stands in the northern end of the east wall as well. Peeking around the corner, you can see a long hallway with a door on the left-hand side shortly before it dead-ends. Looking through the portcullis on the western side of the room, the hallway continues for a short distance then turns to the left.
Sam looks in the well.
15 perception
also: who’s in need of healing?
Paladin - warforged - orange
(I’ve got one Hp, but anyone else is free to take the healing if they need it.)
(will post in a bit)
Vule will first check the bodies of the ogres. (Investigation 16 ) Once satisfied he will proceed to look at the well and iron blobs (Perception 6 ) ( ooc not sure if the 2nd roll should be investigation also, if so +1)
"I'm afraid I'm rather useless at healing, but we're making progress hang in there. Do we keep pressing south?"
Kaladin a little startled by Macketho's voice in my head, thinks back "well it felt like a Voidbringer hit me, but I am ok now thanks for asking".
Then I go over to the bone portcullis and try to open it Straight check 18
Relaxing after the combat has ended Vuna's spectral longsword fades away gradually as does the shimmering force that she had conjured around herself. Taking the room in for a moment she watches as Kaladin moves to try the portcullis. She approaches him as he tries to heft it up and holds out her hand, placing it on his shoulder as she mutters "Let the Red Lady empower you." as she casts guidance on him.
Addition to the ability check: 2
Kip goes over to check out the well 7
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Sam and Kip both look into the well and see water shimmering a short ways down. Vule searches the corpses of the two ogres, but finds little besides their huge greatclubs, too heavy for him to lift and use effectively, and 18 gold coins. Kaladin moves to the portcullis and tries to lift it. His muscles shake with the strain against the heavy portcullis, unable to get it to lift off the ground, until Vuna walks over and lays a hand on his shoulder, casting a spell to give him to last bit of assistance he needs. Slowly he lifts the portcullis up, opening the way to the corridor beyond. Entering the corridor (I figure it's a safe bet that'd be next), Kaladin walks to where it turns sharply to the left, then continues a short ways further to where the tunnel forks in three directions. To his left, it continues about 10 feet, then turns sharply to the right. To his right, the tunnel dead ends after about 20 feet. Straight ahead, the tunnel continues for a short distance then ends, with an open archway in the right-hand wall, but he can't see where it leads from wher ehe stands.
Is there a bucket for the well? If so, Sam will take it and splash some water at one of the iron blobs
Paladin - warforged - orange
Kaladin will wait until Sam is done with his experiment and then I will go through the archway.
Sam lowers the bucket into the well and raises it back up full of water. The rope is attached the well, but he's able to get enough slack to toss a bucket of water over one of the iron orbs. The orbs get wet.
Kaladin walks through the archway in the hall to enter a longer, more narrow room. The room is empty, but tapestries decorate all four walls, depicting various scenes of mayhem.
Vule will look behind the tapestry as he walks down the hall.
(Following kaladin to the new room and looking behind the tapestries?)
Yes
(Map showing the hallway and room kaladin and vule entered to make it easier to see where it's all at.)
Vule strolls through the new room, flipping back the tapestries to look behind them. As he moves the tapestry on the southern wall near the western side, he spots the outline of a small (compared to normal) door hidden behind the it, set up off of the ground several feet so the outline of the bottom wouldn't be visible below the tapestry. As tapestry lifts away further, a sigil painted on the door flashes with light (DC19 wisdom save or be incapacitated for 3 rounds, I'm going to just roll it for you to save time: 4), stunning Vule for a short time before he comes back to his senses.
Seeing Vule fall, Kaladin calls to the others and moves over to Vule and makes a Medicine Check 11 to determine if there us anything I can do to help.
Kip will follow into the hallway and do an arcana check to see if it still feels active 14
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City