Draskan looks up at the 6 abominations above, with a roar he outstretches his hands and casts Burning Hands. All must succeed a DC13 dex to take half damage
Two of the abominations catch a face full of fire while the third manages to only get lightly scorched. You hear the heavy thumping as those burnt creatures stagger backwards and head down the stair well to the southeast. The other three leap over the bannister and drop down amongst the wreckage, growing in size as they drop (they are now considered large creatures 10ft sq) so they take no damage from the fall. Argetlam pops into sight after separating the heads from the first of the burnt abominations running down the stairs to the southeast
Oh dear, I've really done it this time. Master, give me strength while I try to fix my mess.
Sheridan manifests the shroud and crown of his patron, gaining 15 temp hp. He runs into the middle of the abominations that jumped down and casts Arms of Hadar.
Str save DC17 for 1/2. Fail take 17 necro and can't make reactions this turn.
One of the affected becomes frightened of Sheridan.
Oriki plunges the short-sword up through the jaw of the nearest abomination and kills it, before he back pedals and ducks into room 2 and slips into the shadows there (28 on stealth roll)
The doors to the north of the room( from room 4 on the map) open and three witches appear, two fire rays of sickness at Sheridan, only one striking him and dealing 3 poison damage and must make a DC 12 Con Save or be poisoned. The third casts [Tooltip Not Found] on Draskan who must make a DC12 Wis save or fall prone and be incapacitated with uncontrollable laughter. Argetlam meanwhile takes on the abominations in the stairwell, burning through more spell slots to smite them. Killing the first but unable to get past the defences of the second
Draskan takes a deep breath, channeling his draconic energy to regain some health, before swinging wildly with his maul at the nearest abomination, he misses at first but deals a massive blow to its skull with the return
The abomination collapses inwards with sickening wetness, shrinking to its normal size as the magic the powered its enlargement dies with the creature. The remaonkng abomination in the main room lashes out wildly as the subject of its fear remains in eyesight, missing with both attacks at Draskan and the rushed javelin throw at Sheridan. The one squaring off against Argeltam fares no better, unable to beat his shield
The pressure wave of the spell ruptures the insides of the witches killing all of them as well as ripping the door off of its hinges and blows the windows out of the room behind them
Oriki silently curses at the predicament they're in, sticks his head around the corner and lets a crossbow bolt fly at the nearest abomination before slipping back into the room and hiding
The bolt streaks across the ruination of the dining area, streaking over Draskan’s shoulder pauldron and buries itself into the jugular of the dwarven abomination. The creature gurgles, clutching at the fletching as it collapses backwards shrinking to its original size in death. Argetlam smashes his longsword twice more into the faces of the final monstrosity, spending another spell slot to divine smite the creature, blasting it up the stairs in a burst of radiant energy.
Oriki looks over the carnage, giving Draskan a sideways look.
Well. That went surprisingly well. Shall we look around?
Without waiting for an answer, he walks back into the dining room and starts examining the table and the bodies, looking for items of interest or clues as to the topic of their conversation.
Oriki rummages around in the side room, finding a fully functioning dumbwaiter that one could possibly squeeze into, well not Draskan he’s huge, and somewhat upsettingly inside is the expertly dressed and butchered remains of several humanoids, on serving platters for the recently slain monsters. Sheridan finds numerous nicnaks in the pockets of the witches, used by hedge witches and con artists to bamboozle the uninitiated into thinking they had real power. This ground floor appears to be the main dining room for the residents of the château, although you haven’t seen any signs of segregation between the help and the owners at this point. Judging from the speed of the response to the falling chandelier you surmise that the workers rooms are likely on the next floor up, but who knows what the floor above that will hold
It's a bit beyond my skills I'm afraid. Maybe just have a look upstairs for now, eh?
Sheridan makes his way to the back staircase that Argetlam was holding, aiming to be more quiet this time, in the hope that it leads to a part of the next floor that might afford them some cover at the top of the stairs than the large sweeping one.
Passing by Argetlam who is taking a moment to clean his blade Sheridan and Oriki appear on the next floor up, able to gaze down at the ruination the caused below and spend a few moments checking the rooms on this level. They appear to have been the sleeping quarters for those who you dispatched in battle. In the rooms you find knickknacks and personal trinkets as well as about 50 gold in scattered coinage. Most interestingly though Oriki finds an ornate looking key, made of some kind of ivory. Returning to the stairwells you find the southern one blocked off by a newer wall stopping you from ascending higher, runic inscriptions on the walls glowing dully. The northern stairwell has a thick oaken door across it with a large looking reinforced lock on it. A cursory tug informs you that the door is locked
Draskan looks up at the 6 abominations above, with a roar he outstretches his hands and casts Burning Hands. All must succeed a DC13 dex to take half damage
Two of the abominations catch a face full of fire while the third manages to only get lightly scorched. You hear the heavy thumping as those burnt creatures stagger backwards and head down the stair well to the southeast. The other three leap over the bannister and drop down amongst the wreckage, growing in size as they drop (they are now considered large creatures 10ft sq) so they take no damage from the fall.
Argetlam pops into sight after separating the heads from the first of the burnt abominations running down the stairs to the southeast
Oh dear, I've really done it this time. Master, give me strength while I try to fix my mess.
Sheridan manifests the shroud and crown of his patron, gaining 15 temp hp. He runs into the middle of the abominations that jumped down and casts Arms of Hadar.
Str save DC17 for 1/2. Fail take 17 necro and can't make reactions this turn.
One of the affected becomes frightened of Sheridan.
One screams in fear and tears its way out of the arms (Success on spell fail on wis save) the other two are fully enveloped by the magical arms
Oriki plunges the short-sword up through the jaw of the nearest abomination and kills it, before he back pedals and ducks into room 2 and slips into the shadows there (28 on stealth roll)
The doors to the north of the room( from room 4 on the map) open and three witches appear, two fire rays of sickness at Sheridan, only one striking him and dealing 3 poison damage and must make a DC 12 Con Save or be poisoned. The third casts [Tooltip Not Found] on Draskan who must make a DC12 Wis save or fall prone and be incapacitated with uncontrollable laughter.
Argetlam meanwhile takes on the abominations in the stairwell, burning through more spell slots to smite them. Killing the first but unable to get past the defences of the second
Draskan takes a deep breath, channeling his draconic energy to regain some health, before swinging wildly with his maul at the nearest abomination, he misses at first but deals a massive blow to its skull with the return
The abomination collapses inwards with sickening wetness, shrinking to its normal size as the magic the powered its enlargement dies with the creature. The remaonkng abomination in the main room lashes out wildly as the subject of its fear remains in eyesight, missing with both attacks at Draskan and the rushed javelin throw at Sheridan. The one squaring off against Argeltam fares no better, unable to beat his shield
Sheridan aims for the middle of the three witches to hit them all and casts Shatter
Con 17 save for half dam
The pressure wave of the spell ruptures the insides of the witches killing all of them as well as ripping the door off of its hinges and blows the windows out of the room behind them
Oriki silently curses at the predicament they're in, sticks his head around the corner and lets a crossbow bolt fly at the nearest abomination before slipping back into the room and hiding
The bolt streaks across the ruination of the dining area, streaking over Draskan’s shoulder pauldron and buries itself into the jugular of the dwarven abomination. The creature gurgles, clutching at the fletching as it collapses backwards shrinking to its original size in death.
Argetlam smashes his longsword twice more into the faces of the final monstrosity, spending another spell slot to divine smite the creature, blasting it up the stairs in a burst of radiant energy.
Oriki looks over the carnage, giving Draskan a sideways look.
Well. That went surprisingly well. Shall we look around?
Without waiting for an answer, he walks back into the dining room and starts examining the table and the bodies, looking for items of interest or clues as to the topic of their conversation.
Sheridan looks around at the carnage and tries to wipe some of the wayward bits off foe off his ragged trousers. He gives the others a sheepish look.
Well, at least we know it's probably pretty safe down here now? Let's have a look around, no?
Oriki rummages around in the side room, finding a fully functioning dumbwaiter that one could possibly squeeze into, well not Draskan he’s huge, and somewhat upsettingly inside is the expertly dressed and butchered remains of several humanoids, on serving platters for the recently slain monsters.
Sheridan finds numerous nicnaks in the pockets of the witches, used by hedge witches and con artists to bamboozle the uninitiated into thinking they had real power. This ground floor appears to be the main dining room for the residents of the château, although you haven’t seen any signs of segregation between the help and the owners at this point. Judging from the speed of the response to the falling chandelier you surmise that the workers rooms are likely on the next floor up, but who knows what the floor above that will hold
Oriki cheerily starts slinging the body parts out of the dumb waiter before turning to the party.
Can any of you put something clever in here? It'd be good to distract whoever's left, or find out what's on the next floor up...
It's a bit beyond my skills I'm afraid. Maybe just have a look upstairs for now, eh?
Sheridan makes his way to the back staircase that Argetlam was holding, aiming to be more quiet this time, in the hope that it leads to a part of the next floor that might afford them some cover at the top of the stairs than the large sweeping one.
Oriki shrugs, stops emptying the lift, and follows Sheridan with a nod before creeping ahead of him to investigate the staircase.
Passing by Argetlam who is taking a moment to clean his blade Sheridan and Oriki appear on the next floor up, able to gaze down at the ruination the caused below and spend a few moments checking the rooms on this level. They appear to have been the sleeping quarters for those who you dispatched in battle. In the rooms you find knickknacks and personal trinkets as well as about 50 gold in scattered coinage. Most interestingly though Oriki finds an ornate looking key, made of some kind of ivory. Returning to the stairwells you find the southern one blocked off by a newer wall stopping you from ascending higher, runic inscriptions on the walls glowing dully. The northern stairwell has a thick oaken door across it with a large looking reinforced lock on it. A cursory tug informs you that the door is locked
Sheridan will transcribe the inscription and try to make sense of it.