Hogshead makes a running leap, forgetting his hands are full of loot, and falls flat on his face.
Hogshead is Prone so half movement to get back on your feet and difficult terrain up means you don’t have enough movement to get up on the walkway (need 30ff of movement to get up)
Zerxius sees the badly wounded Bree and Helps her by tossing her up towards the Armorwd Figure (give me an athletic attempt with adv if you yell and enlist the Armored Figure)
Rantel easily leaps and then clambers up onto the walkway, clearing the cavern floor and standing next to the Armored Figure.
Up close and standing still for the first time, you see the armor is made of a dense, rough dark metal - the likes of which you haven’t seen before. The interlocking plates are supported with small pistons and interlocking gears at the joints and at seemingly random intervals across the armor.
The gauntlets hum and crackle with barely contained energy and the boots glow a faint arcane blue from the soles.
‘At least one of ya fools managed to make it up, the rest of ya are gonna be spider food if ya’s don’t move it!’
Rantel drops to his belly and holds an arm down to grab onto anyone trying to make it up. His eyes dart to the last body still unsearched but he stays put, making sure the book and dagger are still with him, absentmindedly. He does tell the armored figure his name and asks them if they have one as well.
This post has potentially manipulated dice roll results.
Jane runs over to Bree, quickly taking in the bite and feeling for a pulse, then she prays to Chaunteaand uses the last of her spiritual strength to give her some healing. "There's no time to lose, we gotta get up and out right away. Why don't you climb up to Rantel there?" Setting the example, Bree grips the handle of the torch in her mouth and starts climbing, pausing to extend her quarterstaff up to Rantel when she gets close enough, then moving away from the edge to let others climb up.
Actions: Move to Bree, BA Healing word for 9 hp, Dash action up to the top of the walkway Acrobatics: 5 (Forgot to make the acrobatics check with advantage, 17 )
Leaving the rogue behind, the monk dances lightly up the vertical surface of the cavern, neatly landing on the very edge of the broken walkway.
Jane's healing energy flows through the halflings broken body, reinvigorating the rogue for whatever comes next.
The cleric leaps to get up onto the walkway, nearly falling back to the cavern floor until her fingers close around the tortle's extended quarterstaff, giving her just the advantage she needed to pull herself up and over the edge of the crumbling stone walkway.
Drax and Bree are up.
Hogshead, Drax, and Bree are still on the cavern floor.
One unexplored corpse remains near the broken walkway (you all have barely avoided stepping on it)
Loud crashing noises continue from the West as if something large was dislodged by something larger....
Bree easily clears the lip of the raised walkway, scrambling back past the cluster of her comrades but stopping just short of the spike trap inside the tunnel.
This post has potentially manipulated dice roll results.
Drax grabs the haversack and pulls it on his back before sprinting back towards the walkway, his dwarven legs working overtime he joins his brethren still on the cavern floor.
A loud crash can be heard from the Western darkness as a massive spider leg pushes through, crashing down into the rapidly decaying corpse of the Giant Spider you all encountered in the Well Mouth. This new monster appears larger, its leg thicker and coated in hardened scales of some sort. As you watch, a second leg emerges from the darkness, pulling an extended fang encrusted head with it. This creature is massive, dwarfing the decaying corpse and completely filling the Western side of the cavern.
As its maw emerges it emits a terrifying screech and lobs a stream of greenish-black fluid at the two dwarves still on the cavern floor.
Even as it appears, the Armored Figure leaps into the air and fires off two bolts of arcane energy at the monster hoping to draw it's attention away from the rest of you.
DC 13 Dex checks from Hogshead and Drax or 2 poison damage and a Con 12 Save against being poisoned (you both have Advantage as Dwarves) Large monster to the West One body still unexamined by the walkway on the cavern floor Hogshead and Drax still on the cavern floor. DC 10 Athletics/Acrobatics to get up. Advantage available if anyone [Tooltip Not Found] Rest of the party is on the raised walkway or just inside the tunnel entrance. DC 10 Intel or Investigation to remember how to avoid the spike trap.
Hogshead | Rantel | Zerxius | Drax | Jane | Bree all up
Hoghead is momentarily stupefied by the size of the spider-like atrocity. He is shaken loose from it when he feels the poisonous spray hit him and he manages to resist its further effects
Con save 20
Hoghead will use his dash action to get up to the walkway. Athletic check if needed 12
This post has potentially manipulated dice roll results.
Rantel trusts the others to help Drax get up, and turns his attention to the spike trap, waving the torch to get closer to illuminate it. If the lever's still wedged, he just reminds the group to avoid the darker stones, stick to the lighter stones, and begins to lead the way. If the torch isn't available, or it seems like the bonfire down in the cavern isn't helping much, he'll recast the bonfire at the mouth of the passage, such that a large spider would have to go through it to get into the spike passage, and the party still has the ability to get around it to enter the passage.
Rantel takes the torch from the cleric's grasp and moves into the mouth of the tunnel, quickly finding the trap triggers and rendering them safe by deftly jamming the haft of the torch into the trigger mechanism.
Drax looks over his shoulder just as the black bile splatters off Hogshead, just barely avoiding the sticky spray before grabbing Zerexius' hand and vaulting up and onto the platform above. Sparing a moment to examine the last body on the cavern floor, Drax spots a large opaque orb next to the rotting corpse and a shockingly well-preserved coil of rope in the corpse's hand. The objects appear to be have fallen after the body, with the rope pile mostly on top of the carcass and the orb just out of arm's reach. The dwarf scoops them both up and shoves them in his new backpack, hardly noticing any change in the weight of his handy new haversack.
Dex Check 11 Con Save 6 Athletics Check 25
SUMMARY AND ACTION
The first 80 feet of the tunnel are trap free and the last trap is a pit that is clearly visible. Running leap clears it for anyone with 10ft or more of movement - DC 10 Athletics or Acrobatics check to clear if you want to try something fancy.
Rantel, I'm going to leave your bonfire where it is for now, but you'll have another round to move it before the Massive Spider can get closer.
Everyone is off the cavern floor, The Armored Figure is still floating just above and to the West blasting off firebolts at the creature that don't appear to have hurt it very much at all.
Hogshead | Rantel | Zerxius | Drax| Jane | Bree are up
Nat 1 on Hoghead’s athletics check.
Don’t know if that ends the turn or if he can use his dash action to climb up still.
Hogshead makes a running leap, forgetting his hands are full of loot, and falls flat on his face.
Hogshead is Prone so half movement to get back on your feet and difficult terrain up means you don’t have enough movement to get up on the walkway (need 30ff of movement to get up)
Zerxius sees the badly wounded Bree and Helps her by tossing her up towards the Armorwd Figure (give me an athletic attempt with adv if you yell and enlist the Armored Figure)
Yelling up to armoured guy...."catch"
Athletics w/advantage: 8
Laissez les bons temps rouler
Rantel grabs the book and the dagger and moves to the others. He stows the book and dagger in his pack and pouch, and then tries climbing up.
Athletics: 16
Rantel easily leaps and then clambers up onto the walkway, clearing the cavern floor and standing next to the Armored Figure.
Up close and standing still for the first time, you see the armor is made of a dense, rough dark metal - the likes of which you haven’t seen before. The interlocking plates are supported with small pistons and interlocking gears at the joints and at seemingly random intervals across the armor.
The gauntlets hum and crackle with barely contained energy and the boots glow a faint arcane blue from the soles.
‘At least one of ya fools managed to make it up, the rest of ya are gonna be spider food if ya’s don’t move it!’
Rantel drops to his belly and holds an arm down to grab onto anyone trying to make it up. His eyes dart to the last body still unsearched but he stays put, making sure the book and dagger are still with him, absentmindedly. He does tell the armored figure his name and asks them if they have one as well.
To Bree. "Sorry"
Then he attempts to climb
Acrobatics: 17
Laissez les bons temps rouler
Bree's limp body falls to the cavern floor, the spider's bite having drained the last bit of life from her tiny frame.
Jane and Drax are up - Bree is unconscious and at the base of the walkway
Jane runs over to Bree, quickly taking in the bite and feeling for a pulse, then she prays to Chaunteaand uses the last of her spiritual strength to give her some healing. "There's no time to lose, we gotta get up and out right away. Why don't you climb up to Rantel there?" Setting the example, Bree grips the handle of the torch in her mouth and starts climbing, pausing to extend her quarterstaff up to Rantel when she gets close enough, then moving away from the edge to let others climb up.
Actions: Move to Bree, BA Healing word for 9 hp, Dash action up to the top of the walkway Acrobatics: 5 (Forgot to make the acrobatics check with advantage, 17 )
Leaving the rogue behind, the monk dances lightly up the vertical surface of the cavern, neatly landing on the very edge of the broken walkway.
Jane's healing energy flows through the halflings broken body, reinvigorating the rogue for whatever comes next.
The cleric leaps to get up onto the walkway, nearly falling back to the cavern floor until her fingers close around the tortle's extended quarterstaff, giving her just the advantage she needed to pull herself up and over the edge of the crumbling stone walkway.
Drax and Bree are up.
Hogshead, Drax, and Bree are still on the cavern floor.
One unexplored corpse remains near the broken walkway (you all have barely avoided stepping on it)
Loud crashing noises continue from the West as if something large was dislodged by something larger....
Bree gasps and her eyes fly open once more.
"Thank you," she says as she scrambles back to her feet.
Seeing the others already on the walkway, she leaps up in an attempt to join everyone.
Acrobatics: 23
(Also forgot advantage ><)
Bree easily clears the lip of the raised walkway, scrambling back past the cluster of her comrades but stopping just short of the spike trap inside the tunnel.
Drax grabs the haversack and pulls it on his back before sprinting back towards the walkway, his dwarven legs working overtime he joins his brethren still on the cavern floor.
A loud crash can be heard from the Western darkness as a massive spider leg pushes through, crashing down into the rapidly decaying corpse of the Giant Spider you all encountered in the Well Mouth. This new monster appears larger, its leg thicker and coated in hardened scales of some sort. As you watch, a second leg emerges from the darkness, pulling an extended fang encrusted head with it. This creature is massive, dwarfing the decaying corpse and completely filling the Western side of the cavern.
As its maw emerges it emits a terrifying screech and lobs a stream of greenish-black fluid at the two dwarves still on the cavern floor.
Even as it appears, the Armored Figure leaps into the air and fires off two bolts of arcane energy at the monster hoping to draw it's attention away from the rest of you.
Attack 1: 13 Damage: 17
Attack 2: 22 Damage: 10
Move: Fly 15 feet north/northwest
SUMMARY AND ACTION
DC 13 Dex checks from Hogshead and Drax or 2 poison damage and a Con 12 Save against being poisoned (you both have Advantage as Dwarves)
Large monster to the West
One body still unexamined by the walkway on the cavern floor
Hogshead and Drax still on the cavern floor. DC 10 Athletics/Acrobatics to get up. Advantage available if anyone [Tooltip Not Found]
Rest of the party is on the raised walkway or just inside the tunnel entrance.
DC 10 Intel or Investigation to remember how to avoid the spike trap.
Hogshead | Rantel | Zerxius | Drax | Jane | Bree all up
Zerxius will assist the dwarves getting off the cavern floor
Laissez les bons temps rouler
Dex save 5
Hoghead is momentarily stupefied by the size of the spider-like atrocity. He is shaken loose from it when he feels the poisonous spray hit him and he manages to resist its further effects
Con save 20
Hoghead will use his dash action to get up to the walkway. Athletic check if needed 12
“There’s big trouble coming. RUN!”
Hogshead manages to clear the edge of the walkway with this attempt, pulling himself up and over and onto the crumbling stone surface.
The noxious spray gets in his nose and mouth, but his hearty dwarven constitution shrugs off any further effects.
Rantel trusts the others to help Drax get up, and turns his attention to the spike trap, waving the torch to get closer to illuminate it. If the lever's still wedged, he just reminds the group to avoid the darker stones, stick to the lighter stones, and begins to lead the way. If the torch isn't available, or it seems like the bonfire down in the cavern isn't helping much, he'll recast the bonfire at the mouth of the passage, such that a large spider would have to go through it to get into the spike passage, and the party still has the ability to get around it to enter the passage.
Investigation: 15
Dexterity: 10
Rantel takes the torch from the cleric's grasp and moves into the mouth of the tunnel, quickly finding the trap triggers and rendering them safe by deftly jamming the haft of the torch into the trigger mechanism.
Drax looks over his shoulder just as the black bile splatters off Hogshead, just barely avoiding the sticky spray before grabbing Zerexius' hand and vaulting up and onto the platform above. Sparing a moment to examine the last body on the cavern floor, Drax spots a large opaque orb next to the rotting corpse and a shockingly well-preserved coil of rope in the corpse's hand. The objects appear to be have fallen after the body, with the rope pile mostly on top of the carcass and the orb just out of arm's reach. The dwarf scoops them both up and shoves them in his new backpack, hardly noticing any change in the weight of his handy new haversack.
Dex Check 11 Con Save 6 Athletics Check 25
SUMMARY AND ACTION
The first 80 feet of the tunnel are trap free and the last trap is a pit that is clearly visible. Running leap clears it for anyone with 10ft or more of movement - DC 10 Athletics or Acrobatics check to clear if you want to try something fancy.
Rantel, I'm going to leave your bonfire where it is for now, but you'll have another round to move it before the Massive Spider can get closer.
Everyone is off the cavern floor, The Armored Figure is still floating just above and to the West blasting off firebolts at the creature that don't appear to have hurt it very much at all.
Hogshead | Rantel | Zerxius | Drax| Jane | Bree are upInvestigation: 2
Bree dashes down the tunnel. She stops about thirty feet from the pit and glances back to see how the others are doing.