Hreow, slightly uncomfortalbe by the toucing gesture from Gruenic quickly clears his throat while awkwardly straightening some of his clothing:
"Don't mention it. The little one said it was the quickest way to get rid of the ghost, and I knew I could get you back up. It was the easiest and most decisive action in the heat of battle. Anyone could, and would, have done the same"
Sila checks the double doors to the south; they are unlocked and do not appear trapped. The monk's internal compass tells them that these doors open into the large throne room where the party fought the duergar.
The corridor to the east is about 100 feet long and dotted with doors in its north and south walls. It looks like it opens up into a wide space at the end, but hard to tell from here.
Bree stands a bit flabbergasted by the enormous hit Hreow just did, mouth a bit open. When Gruenic and Hreow start talking she snaps out of it pushing her mouth closed with her hand: "Wow! That was amazing! How did you do that? It looked as if your weapon glowed there for a second..."
She then turns to Gruenic and says a bit sadly "Sorry you had to go through that, I should have known a way to get the ghost out of you without knocking you out. Luckily our new friend was decisive and fixed the little ghost problem."
While feeling a bit disappointed she couldn't help in a way she would've wanted, she soon recovers herself and is ready to move on. "So, I would guess we just continue on through this corridor, right?"
This post has potentially manipulated dice roll results.
Sila calls back to the others as she returns to the group, "The double doors are unlocked and untrapped from what I see. I think it goes back to the throne room where we fought our initial battle with the Duergar?"
Laying eyes on Gruenic again, "I'm sorry too, it all we knew to do and had no time to waste. Are you ok my friend?"
And directs her attention to the corridor after confirming his fitness for travel and moves forward cautiously down the hall checking floor and ceiling as she goes. (Ceiling - visual inspection, floor with a little pressure watching for traps.)
Gruenic looks up and meets his eyes with Bree and Sila, looking a little embarrassed by his show of emotion. “I’ve never seen anything like that before. You, you…” he points to Hreow, “you just arrived here. And saved me. I was wrongly thinking of Selune, I actually thought when I could not control my arms or legs and saw myself attacking you, Why have you forsaken me, my Lady? But you know?” He turns and looks at Hreow, “She didn’t. She must have sent you to us. I have never seen anything like the way you handled that awful spirit. It was if you Smited away the evil thing in one swing. Amazing. I have no words.”
He takes a deep breath, straightens his armor and gathers himself, saying “I’m fine my friends. I look forward to having some rest soon, but I don’t think we are in a safe spot yet. Lead on, I’m right behind you.” He holds his hand in front of his chest in a salute to Hreow and gives him a nod, then walks forward.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Again flabbergasted by these interactions Hreow stands stunned for a moment.. After grabbing himself together he speaks, a little to loud in an attempt to hid his confusion and embarresment:
"Yes, let us find a suitable place to rest, you all look beat up. Let me lead the way as much as possible. I am still unharmed and fit to protect you all"
Sila leads the way down the corridor, fully alert to danger but seeing nothing of concern as she moves. There are four doors to the north and three to the south (see map), but nothing can be heard form any of them.
The larger area at the end of the corridor looks like it is strewn with corpses.
This post has potentially manipulated dice roll results.
Garavant was clearly shaken at having to stab his comrade in arms, but glad that the newcomer put the ghost in its grave, so to speak. He appeared at a rare loss for words before hearing Gruenic speak. "Yes, friend, your arrival proved most timely," he adds.
Assuming the information about corpses ahead is shared, he creeps up to the opening. "Let me take a look ahead," he says, sheathing his rapier and pulling out his hand crossbow and quickly loading it.
With that, he creeps down the hall to see more of what's there.
Sila considers, "Yes. Garavant? Perhaps that would be wiser, so we don't have anything following on our flank?" Attempting to slow him before he moves too far down the hallway.
As Garavant and Sila advance carefully down the corridor, Bree listens at the second-left door and inspects them all as they pass.
Garavant reaches the room at the end; the corridor leads to a large open chamber. Three doors open into it, and a dark pool fills a low stone basin in its center. The chamber is littered with the remains of old warriors. Seven dwarf corpses lie where they fell a hundred years ago, surrounded by the remains of at least a dozen orc warriors. The dead have been stripped of their arms and armor; only a handful of broken weapons and shattered shields remain.
If nothing happened so far Bree will start opening doors to see what is behind. Given that the last door she opened revealed some skeletons she will be a little careful (though not too much)
This post has potentially manipulated dice roll results.
Gruenic looks into the pool. At first it seems like nothing but old, murky stale water. But as the cleric looks longer, he stills himself into a state of semi-meditation and focuses through the silt to see every detail that he can.
There, half-buried in the sludge at the bottom of the pool, a handle appears to be sticking out - a handle for a weapon?
Sila stands watch and scans the room but sees no sign of danger or anything of interest.
Bree starts opening doors in the corridor, clearing the entire north wall and finding nothing interesting in the rooms beyond. She moves to the south wall, starting with the easternmost door.
Within the first room, rows of empty weapon racks and a dozen or more armor stands indicate that this room was once an armory. Some debris litters the floor, but nothing of value is readily apparent at first. But then, to Bree's horror, the suits of armour begin to move. Four complete sets of plate mail jerk and twist towards her, reaching out to attack.
Hreow, slightly uncomfortalbe by the toucing gesture from Gruenic quickly clears his throat while awkwardly straightening some of his clothing:
"Don't mention it. The little one said it was the quickest way to get rid of the ghost, and I knew I could get you back up. It was the easiest and most decisive action in the heat of battle. Anyone could, and would, have done the same"
Sila checks the double doors to the south; they are unlocked and do not appear trapped. The monk's internal compass tells them that these doors open into the large throne room where the party fought the duergar.
The corridor to the east is about 100 feet long and dotted with doors in its north and south walls. It looks like it opens up into a wide space at the end, but hard to tell from here.
Bree stands a bit flabbergasted by the enormous hit Hreow just did, mouth a bit open. When Gruenic and Hreow start talking she snaps out of it pushing her mouth closed with her hand: "Wow! That was amazing! How did you do that? It looked as if your weapon glowed there for a second..."
She then turns to Gruenic and says a bit sadly "Sorry you had to go through that, I should have known a way to get the ghost out of you without knocking you out. Luckily our new friend was decisive and fixed the little ghost problem."
While feeling a bit disappointed she couldn't help in a way she would've wanted, she soon recovers herself and is ready to move on. "So, I would guess we just continue on through this corridor, right?"
Sila calls back to the others as she returns to the group, "The double doors are unlocked and untrapped from what I see. I think it goes back to the throne room where we fought our initial battle with the Duergar?"
Laying eyes on Gruenic again, "I'm sorry too, it all we knew to do and had no time to waste. Are you ok my friend?"
And directs her attention to the corridor after confirming his fitness for travel and moves forward cautiously down the hall checking floor and ceiling as she goes. (Ceiling - visual inspection, floor with a little pressure watching for traps.)
perception 19 PP 12 If should be investigation two less.
Gruenic looks up and meets his eyes with Bree and Sila, looking a little embarrassed by his show of emotion. “I’ve never seen anything like that before. You, you…” he points to Hreow, “you just arrived here. And saved me. I was wrongly thinking of Selune, I actually thought when I could not control my arms or legs and saw myself attacking you, Why have you forsaken me, my Lady? But you know?” He turns and looks at Hreow, “She didn’t. She must have sent you to us. I have never seen anything like the way you handled that awful spirit. It was if you Smited away the evil thing in one swing. Amazing. I have no words.”
He takes a deep breath, straightens his armor and gathers himself, saying “I’m fine my friends. I look forward to having some rest soon, but I don’t think we are in a safe spot yet. Lead on, I’m right behind you.” He holds his hand in front of his chest in a salute to Hreow and gives him a nod, then walks forward.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Again flabbergasted by these interactions Hreow stands stunned for a moment.. After grabbing himself together he speaks, a little to loud in an attempt to hid his confusion and embarresment:
"Yes, let us find a suitable place to rest, you all look beat up. Let me lead the way as much as possible. I am still unharmed and fit to protect you all"
Sila rubs at a shoulder injury as they walk, looking forward to another rest.
Sila leads the way down the corridor, fully alert to danger but seeing nothing of concern as she moves. There are four doors to the north and three to the south (see map), but nothing can be heard form any of them.
The larger area at the end of the corridor looks like it is strewn with corpses.
Garavant was clearly shaken at having to stab his comrade in arms, but glad that the newcomer put the ghost in its grave, so to speak. He appeared at a rare loss for words before hearing Gruenic speak. "Yes, friend, your arrival proved most timely," he adds.
Assuming the information about corpses ahead is shared, he creeps up to the opening. "Let me take a look ahead," he says, sheathing his rapier and pulling out his hand crossbow and quickly loading it.
With that, he creeps down the hall to see more of what's there.
Stealth 24
Perception 15
Sila slips aside for Garavant to move forward to investigate and eyes the corpses suspiciously for any movement. perception 9 pp 12
"With all this undead around, we never know what will get up to say hello. Go carefully." She whispers as he passes.
Bree follows behind the others, looking at each of the doors “shouldn’t we be looking what’s behind these? Who knows what we might find?!”
She starts listening at the second door on the left. Perception 19 (on game log)
Sila considers, "Yes. Garavant? Perhaps that would be wiser, so we don't have anything following on our flank?" Attempting to slow him before he moves too far down the hallway.
Presuming he's seen no immediate threat, Garavant slows and backs up toward the others.
Hreow follows his new compatriots down the hallway
"Let me know which door you want busted down and I'll lead the way"
As Garavant and Sila advance carefully down the corridor, Bree listens at the second-left door and inspects them all as they pass.
Garavant reaches the room at the end; the corridor leads to a large open chamber. Three doors open into it, and a dark pool fills a low stone basin in its center. The chamber is littered with the remains of old warriors. Seven dwarf corpses lie where they fell a hundred years ago, surrounded by the remains of at least a dozen orc warriors. The dead have been stripped of their arms and armor; only a handful of broken weapons and shattered shields remain.
Sila moves up and listens at the last left door along the hallway behind Garavant while still watching ahead towards the room. perception 9
Gruenic goes over to look in the pool, out of curiosity.
Perception : 16
A wizard is never late, nor is he early, he arrives precisely when he means to.
If nothing happened so far Bree will start opening doors to see what is behind. Given that the last door she opened revealed some skeletons she will be a little careful (though not too much)
Gruenic looks into the pool. At first it seems like nothing but old, murky stale water. But as the cleric looks longer, he stills himself into a state of semi-meditation and focuses through the silt to see every detail that he can.
There, half-buried in the sludge at the bottom of the pool, a handle appears to be sticking out - a handle for a weapon?
Sila stands watch and scans the room but sees no sign of danger or anything of interest.
Bree starts opening doors in the corridor, clearing the entire north wall and finding nothing interesting in the rooms beyond. She moves to the south wall, starting with the easternmost door.
Within the first room, rows of empty weapon racks and a dozen or more armor stands indicate that this room was once an armory. Some debris litters the floor, but nothing of value is readily apparent at first. But then, to Bree's horror, the suits of armour begin to move. Four complete sets of plate mail jerk and twist towards her, reaching out to attack.
(Roll initiative everyone!)
Animated armour initiative 12