Rantel grabs the ring finger bone itself, wondering if the rich family would want it for the chance to resurrect the foolish young heir. He wraps it along with the signet ring in a rag. He suggests that they either stow or wear the cloak and armor, unsure if the family would know about them or want them back.
"Well, if we leave the way we came in then it might be best to put the armor just outside the hatch. Shouldn't be too hard to find this place again anyway, if we have to come back from the front." If no one else decides to take the armor she will leave it against the wall, rolling up the cloak and signet ring into her backpack for later.
Meepo excitedly points towards the north-northwest door, eager to get them moving to rescue his lost charge. Hogshead squares up against the door with Bree behind him, arrow cocked and ready to rock. Rantel, Jane and Zerexius all trail behind.
Meepo urges Hogshead forward to open the door.
SUMMARY AND ACTION
Oaken door with iron bands in front of you. Opens outward (away from you).
Anyone want to roll or prep anything before Hogshead opens the door?
As Hogshead opens the door, a bucket full of vile-smelling filth drops down from the doorway above, splattering him and Bree with the noxious fluid.
The door opens onto a 60-foot-long hallway, just wide enough for one person to walk down. The exit on the far side of the hallway has been barricaded, blocking everything from about waist height down. Two goblin archers pop their heads up at the sound of the falling bucket, arrows nocked and ready.
The floor is littered with caltrops along the entire 60-foot hallway length.
SUMMARY AND ACTION
Need Dex save from @Bree who has a chance of avoiding any effects from the liquid. DC 10 or poisoned for 1 minute.
Need Con save from @Hogshead against poison (think you have advantage) DC 10 or poisoned for 1 minute.
Moving through caltrops is no damage for half speed or a DC 15 Dex save or 1 point for every 5 feet you move and you are slowed by 10ft until you are healed at least 1pt. Clearing 5 feet of caltrops is one action.
@hogshead - smithing tools, tinkering tools or something like a mending spell could do it
Hoghead will try to fix his boot. 17
Hogshead takes the downtime to make surprisingly efficient repairs to his armored boot.
SUMMARY AND ACTION
Ok, I assume you all are headed towards the Goblins? Give me a marching/positioning order, please.
Room is 20 x 20. Entry is on the lower East side of the room. Exit is NNW side of the room. Single door, oak planks banded with iron.
Zerxius in ze middle
Laissez les bons temps rouler
Hoghead first
Jane will stick to the back of the group
When the others join her by the door, Bree takes up position right behind Hogshead.
Rantel grabs the ring finger bone itself, wondering if the rich family would want it for the chance to resurrect the foolish young heir. He wraps it along with the signet ring in a rag. He suggests that they either stow or wear the cloak and armor, unsure if the family would know about them or want them back.
Hes fine with a middle spot as they proceed.
"Well, if we leave the way we came in then it might be best to put the armor just outside the hatch. Shouldn't be too hard to find this place again anyway, if we have to come back from the front." If no one else decides to take the armor she will leave it against the wall, rolling up the cloak and signet ring into her backpack for later.
Zerxius scoffs a bit at the prospect of wearing armor
Laissez les bons temps rouler
Meepo excitedly points towards the north-northwest door, eager to get them moving to rescue his lost charge. Hogshead squares up against the door with Bree behind him, arrow cocked and ready to rock. Rantel, Jane and Zerexius all trail behind.
Meepo urges Hogshead forward to open the door.
SUMMARY AND ACTION
Oaken door with iron bands in front of you. Opens outward (away from you).
Anyone want to roll or prep anything before Hogshead opens the door?
Nope
Laissez les bons temps rouler
“Let’s go”. Hoghead opens the door and steps inside
Jane makes sure her shield is in place and grips her quarterstaff with her other hand, ready to head through the door.
As Hogshead opens the door, a bucket full of vile-smelling filth drops down from the doorway above, splattering him and Bree with the noxious fluid.
The door opens onto a 60-foot-long hallway, just wide enough for one person to walk down. The exit on the far side of the hallway has been barricaded, blocking everything from about waist height down. Two goblin archers pop their heads up at the sound of the falling bucket, arrows nocked and ready.
The floor is littered with caltrops along the entire 60-foot hallway length.
SUMMARY AND ACTION
Need Dex save from @Bree who has a chance of avoiding any effects from the liquid. DC 10 or poisoned for 1 minute.
Need Con save from @Hogshead against poison (think you have advantage) DC 10 or poisoned for 1 minute.
Moving through caltrops is no damage for half speed or a DC 15 Dex save or 1 point for every 5 feet you move and you are slowed by 10ft until you are healed at least 1pt. Clearing 5 feet of caltrops is one action.
Initiative from everyone, please
Initiative: 21
"What a nice smell you have discovered"
Laissez les bons temps rouler
Jane's initiative: 10
Dex save: 6
Initiative: 11
Using the Lucky Trait to reroll that saving throw:
Dex save: 23
Hoghead con save 15
Hoghead initiative 3
"Now I'm really angry. Those sonsabatches are gonna pay slowly."