Yom please list any security enhancement you want to make and how long they would take with Ronin's assistance. Otherwise, I will assume everything is the same as the current map.
I am also assuming everyone is either in the area around the golden figurine or in the small room with a symbol carved into the wall. If you are somewhere else, please tell me.
Ronin says to the group coming from the small room, "Found the source of the smell, it coming from this wall here. I don't know what it is but I rather deal with this before we fight the those bugs again. Anyone have any ideas?"
(small cracks in the far wall when facing the small room)
Ronin says to the group coming from the small room, "Found the source of the smell, it coming from this wall here. I don't know what it is but I rather deal with this before we fight the those bugs again. Anyone have any ideas?"
It is a different smell. The one coming from outside (for those with at least a DC 15 perception... I'll give you DC 13 now that you know what to look for) is like a musk or bad cologne.
What Ronin noticed, through small cracks in the wall in your investigation, was humid air drafting in. These drafts close to the cracks in the wall had the combined scent of vegetation, moisture, soil, and decaying plants and wood.
Hunkering down in the lit room, Yom looks uneasily at the glowing statue… snake arms, old magic.. he didn’t like it.
Yom pulls out his Carpenters and Smiths tools from his magical bag along with basic building supplies (nails, rope, planks etc) co-opting Ronin’s help and Hakan’s help with his Mold Earth ability starts to shore up the entrance. Covering the bulk of the entrance with wood, Yom asks the others to help fill in the gaps.
Abrax smells Troglodyte outside the hallway entrance back to outside. Once you've smelled it, it is unmistakable. You know it is not so bad at this distance, but up close it is unbearable.
Other context:
Inside the hallway or small room, you have light. Outside, however, it is night. You will need to be able to see in the dark or supply your own light.
Abrax tells the others in as soft a voice as they are able to hear him
"Don't ask me how, but I think we are about to have some really terribly smelling company. If you have the ability to hold your breath, I highly recommend not inhaling the stench that might be coming and get ready for trouble"
Ronin sets ups in the main room towards the entrance. While he is oiling up his blades, he responds to Abrax, "Hmm... shit, hope there not explosive." and continues to set up his stuff for the night.
The tentacles writhe and pull out of sight as necrotic energy ripples through. You doubt they are gone. The loud rustling sounds, snaps, pops, and hisses would confirm your initial thought.
OOC
Yom please list any security enhancement you want to make and how long they would take with Ronin's assistance. Otherwise, I will assume everything is the same as the current map.
I am also assuming everyone is either in the area around the golden figurine or in the small room with a symbol carved into the wall. If you are somewhere else, please tell me.
Hakan
Perception 24
Nature 21
D&D since 1984
Hakan notices a pungent smell. It isn't strong, but it is distinct. You can't place it at this time. It is coming from outside.
The sun is currently setting.
Ronin says to the group coming from the small room, "Found the source of the smell, it coming from this wall here. I don't know what it is but I rather deal with this before we fight the those bugs again. Anyone have any ideas?"
(small cracks in the far wall when facing the small room)
It is a different smell. The one coming from outside (for those with at least a DC 15 perception... I'll give you DC 13 now that you know what to look for) is like a musk or bad cologne.
What Ronin noticed, through small cracks in the wall in your investigation, was humid air drafting in. These drafts close to the cracks in the wall had the combined scent of vegetation, moisture, soil, and decaying plants and wood.
Nature check- 18
Abrax will also help Yom as he can. Mending parts used so they are more usable, telekinesis to move things, and alarm to help warn the group
Abrax smells Troglodyte outside the hallway entrance back to outside. Once you've smelled it, it is unmistakable. You know it is not so bad at this distance, but up close it is unbearable.
Other context:
Inside the hallway or small room, you have light. Outside, however, it is night. You will need to be able to see in the dark or supply your own light.
Abrax tells the others in as soft a voice as they are able to hear him
"Don't ask me how, but I think we are about to have some really terribly smelling company. If you have the ability to hold your breath, I highly recommend not inhaling the stench that might be coming and get ready for trouble"
Ronin sets ups in the main room towards the entrance. While he is oiling up his blades, he responds to Abrax, "Hmm... shit, hope there not explosive." and continues to set up his stuff for the night.
There is a tapping at the front door.
What began as tapping turns into a grinding slither on the wood. Like iron thorns are scraping against the surface.
Hakan readies himself incase something comes in to attack.
Hold action - Toll the Dead
D&D since 1984
Something smashes against the door. It starts to buckle. A second hit splinters the wood and rips it from the hinges.
Green tentacles with black thorns dangle through the hole where the door used to be.
Please take your held actions and then roll:
Initiative
Hakan - Toll the Dead - WIS 14 Save or take 7 necrotic damage
D&D since 1984
Hakan Init: 13
D&D since 1984
Yom initiative: 12
Mysterious Tentacle Wisdom save: 7
The tentacles writhe and pull out of sight as necrotic energy ripples through. You doubt they are gone. The loud rustling sounds, snaps, pops, and hisses would confirm your initial thought.
Tentacle Initiative 13