(Hlin, Salamir, Garth, Belkaria, Javier, with Tark hobbling along at the end, trying to keep up with you and watching with curiosity)
You make your way back around to the guard room, then up to the chamber with the pool of water, once laughing goblins diving into the pool now dead on the ground beside the pool. Tark pauses when he sees them, but keeps following you, pointing out the way that you already know. The cavern where you originally found him lies to the west, but as you go north, it opens up into another chamber that is 20 x 20. In the northwest corner there is a door, it looks to have a rather rudimentary lock on it. Tark says “I wait for you here, I don’t want to go in there. Only one time have I seen it open and …” he shudders. “Nope. You can’t make me.” He sits down against the chamber wall and watches you, positioning his leg to where it is the most comfortable.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Tark says “I told you! Ghost or demon or something swooping and flying around!” You can’t get anything more, he just starts shaking his head vigorously.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Salamir wanders over to the door and checks to see if the door is locked, or trapped. If needed he will take out his lock picks and try to pick the lock, then step away allowing one of the others to actually open the door.
Salamir checks the door and the lock, there are no traps and this time he is easily able to open the lock. The door swings open toward you and your peer in, Hlin standing right beside you.
This cavern is 30 x 30 feet and it has a flat sandy floor, it is triangular shaped, you can’t really see what extends to the west and to the north. There is a passage on the western point, and an alcove on the northeast wall with a boulder to the right. There are several lamps on the walls, three to be exact, one on each wall, but they are not lit.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Belkaria shrugs, "Well, just in case you had anything else to say." she retorts to Tark.
When Salamir smoothly opens the door, she steps up, "Oh no, after me. I gotta see what this goblin is talking about!"and she follows Hlin in the room, not leaving her side as they look around the room.
Assuming you all move in, Hlin and Belkaria in the front, Salamir and Javier in the rear, and Garth to the side. Here’s what happens.
Suddenly the lanterns in the room begin flashing blue and green lights and a booming hideous voice says, “Die! Die now intruders, flee for your lives!” You see movement up and right. Floating out of an alcove above is a cloaked and hooded figure, faceless and dark. The Black cloak billows out but there aren’t any legs. Then two extraordinarily long skeleton arms reach out for you!
You hear Tark screech in the room behind you, peeking through. “I knew it!” he shouts.
I need all of you to make constitution saving throws. If it is less than 15, you are frightened for one turn. Rolling initiative shortly!
This post has potentially manipulated dice roll results.
(OOC: Posting now so as not to hold you up as about to turn in for the night and am high in initiative order this time)
Salamir takes an involuntary step backwards as the frightful creature swoops about, pointing his long skeletal arms at them.
He finds himself unable to advance, and so holds his ground as best he can, ready to protect himself with rapier and magic if it comes close.
”What is that thing!?”.
Action: Ready Attack:
Booming Blade with Rapier (Disadvantage): 11 Damage: 8 (piercing), Booming Blade Damage: 7 (thunder - if the target willingly moves 5 feet or more after being hit)
Garth, who had been keeping to the shadows while Hlin took the lead, feels the fear wash over him. A life working in the mines has taught him not to fear the flickering of shadows in darkness. For a moment he just studies the apparition, unsure exactly what it is, but trying to understand it's nature and to find its weaknesses.
Finally he raises his bow, loosing an arrow from the entrance before dropping it, drawing his sword and moving to stand next to Salamir.
Attack: 10 Damage: Unable to parse dice roll. (advantage asumed due to sneak?) If it hits, add 2 damage from Hunter's mark.
(Hlin, Salamir, Garth, Belkaria, Javier, with Tark hobbling along at the end, trying to keep up with you and watching with curiosity)
You make your way back around to the guard room, then up to the chamber with the pool of water, once laughing goblins diving into the pool now dead on the ground beside the pool. Tark pauses when he sees them, but keeps following you, pointing out the way that you already know. The cavern where you originally found him lies to the west, but as you go north, it opens up into another chamber that is 20 x 20. In the northwest corner there is a door, it looks to have a rather rudimentary lock on it. Tark says “I wait for you here, I don’t want to go in there. Only one time have I seen it open and …” he shudders. “Nope. You can’t make me.” He sits down against the chamber wall and watches you, positioning his leg to where it is the most comfortable.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Belkaria watches Tark curiously, "One time you have seen it open.. and? Please do elaborate."
Tark says “I told you! Ghost or demon or something swooping and flying around!” You can’t get anything more, he just starts shaking his head vigorously.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Salamir wanders over to the door and checks to see if the door is locked, or trapped. If needed he will take out his lock picks and try to pick the lock, then step away allowing one of the others to actually open the door.
Investigation: 17
Thieves Tools: 24
Salamir checks the door and the lock, there are no traps and this time he is easily able to open the lock. The door swings open toward you and your peer in, Hlin standing right beside you.
This cavern is 30 x 30 feet and it has a flat sandy floor, it is triangular shaped, you can’t really see what extends to the west and to the north. There is a passage on the western point, and an alcove on the northeast wall with a boulder to the right. There are several lamps on the walls, three to be exact, one on each wall, but they are not lit.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Are you proceeding in? Tell me what you are doing. (Happy 4th all!)
A wizard is never late, nor is he early, he arrives precisely when he means to.
Hlin walks in "No point standing here and lets see what's in here" She moves about the room looking for danger as hefts her shield.
Perception
24
Salamir draws his rapier and looks to the others to see who would enter after Hlin.
“After you”, he says to Garth with an exaggerated wave of his hand motioning the dwarf through the door.
He will follow after Garth enters.
Belkaria shrugs, "Well, just in case you had anything else to say." she retorts to Tark.
When Salamir smoothly opens the door, she steps up, "Oh no, after me. I gotta see what this goblin is talking about!" and she follows Hlin in the room, not leaving her side as they look around the room.
Assuming you all move in, Hlin and Belkaria in the front, Salamir and Javier in the rear, and Garth to the side. Here’s what happens.
Suddenly the lanterns in the room begin flashing blue and green lights and a booming hideous voice says, “Die! Die now intruders, flee for your lives!” You see movement up and right. Floating out of an alcove above is a cloaked and hooded figure, faceless and dark. The Black cloak billows out but there aren’t any legs. Then two extraordinarily long skeleton arms reach out for you!
You hear Tark screech in the room behind you, peeking through. “I knew it!” he shouts.
I need all of you to make constitution saving throws. If it is less than 15, you are frightened for one turn. Rolling initiative shortly!
A wizard is never late, nor is he early, he arrives precisely when he means to.
Initiative :
Hugr Draugur : 10
Hlin : 12
Belkaria : 19
Garth : 20
Salamir : 5
Javier : 17
A wizard is never late, nor is he early, he arrives precisely when he means to.
Salamir
Con Save: 4
Belkaria CON save 15
(OOC: Posting now so as not to hold you up as about to turn in for the night and am high in initiative order this time)
Salamir takes an involuntary step backwards as the frightful creature swoops about, pointing his long skeletal arms at them.
He finds himself unable to advance, and so holds his ground as best he can, ready to protect himself with rapier and magic if it comes close.
”What is that thing!?”.
Action: Ready Attack:
Booming Blade with Rapier (Disadvantage): 11 Damage: 8 (piercing), Booming Blade Damage: 7 (thunder - if the target willingly moves 5 feet or more after being hit)
Garth von save: 7
Initiative groups :
Group 1 : Garth, Salamir, Javier
Group 2 : Hlin, Belkaria
Group 3 : Hugr Draugur
After con saves have been made, Garth, Salamir, Javier you are up! I have your action Salamir.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Hlin
Con Save
9
Hlin runs out of the room for fear of her life.
Garth, who had been keeping to the shadows while Hlin took the lead, feels the fear wash over him. A life working in the mines has taught him not to fear the flickering of shadows in darkness. For a moment he just studies the apparition, unsure exactly what it is, but trying to understand it's nature and to find its weaknesses.
Finally he raises his bow, loosing an arrow from the entrance before dropping it, drawing his sword and moving to stand next to Salamir.
Attack: 10 Damage: Unable to parse dice roll. (advantage asumed due to sneak?)
If it hits, add 2 damage from Hunter's mark.
Drop bow, draw one sword
Move to Salamir's side.
(( @DM: Having now seen the creature, does Garth have any idea what it is? ))