Droop cowers, looking at Leek's feet while answering. Pointing at the door across from the secret door, Droop says, "Weapons locker." Pointing to the door down the hall, he says, "Prison that way." Pointing back through the secret door, towards the west, he says, "Master Glasstaff that way."
(Yeah. 3 rolls when facing an unknown door. 1 roll to check for traps. 1 roll to disarm traps, if required. 1 roll to unlock, if required. For the sake of expediency, the door is not trapped, but it is locked. So your 20 unlocks the door.)
Once Kitryn unlocks the door, she peeks into the next room. Racks of weapons line the walls of this chamber, including spears, swords, crossbows, and bolts. A dozen dirty red cloaks hang from hooks by the door.
(The weapon racks hold twelve spears, six shortswords, four longswords, six light crossbows, and eight quivers holding twenty crossbow bolts each.)
(Let me know when to proceed down the hallway to the next chamber, which I've already revealed in Roll20.)
Elila pushes her way in front, slightly irritated, and goes through the door. "We just defeated a Nothic, I think we can handle whatever is behind this door!"
Three large stone sarcophagi stand within this dusty crypt, and propped up against each sarcophagus is a human skeleton clad in bits of rusty mail. False columns along the walls are carved in the image of spreading oak trees. The double doors in the southeast corner are sheathed in tarnished copper plate.
As Elila steps into the room, the three skeletons rise to their feet and face her, waiting.
i claim 1 light crossbow and 40 bolts from the armoury.
upon exiting, noticing Elila,
"um.. my blades will not do well as bone breakers to smash these guardians. as they do not seem pressed to attack yet, might i suggest we withdraw a moment to collect ourselves." pull Elila back and close the door..
i suggest to the group, we may bluff our way by doning the red cloaks and walking to the north door.
"Droop, what do you know of these corpse guards?! and why did you not mention them prior!"
Droop looks pleadingly at Leek, "Master, Droop never go to jail alone. Skeletons always stay sitting on floor. Never seen skeletons stand!" Droop begins to sob and beg for his life.
"Droop. Where do these doors lead to? Which one leads to the jail? Does one lead to --insert name of main baddy cuz I forgets it--'s quarters?"
Droop cowers, looking at Leek's feet while answering. Pointing at the door across from the secret door, Droop says, "Weapons locker." Pointing to the door down the hall, he says, "Prison that way." Pointing back through the secret door, towards the west, he says, "Master Glasstaff that way."
I say weapons locker first, then prison to deal with the bugbear, then glasstaff
In general, you can save some time by pre-rolling for the following:
Note on picking locks or disarming traps:
Ok. Well I can give advantage. I have a +3 dex
And crap. Glastaff is in the door we didn't check...
I have both thieves tools and proficiency, I'll roll primary for that one.
guess i should actually roll: 8
(Yeah. 3 rolls when facing an unknown door. 1 roll to check for traps. 1 roll to disarm traps, if required. 1 roll to unlock, if required. For the sake of expediency, the door is not trapped, but it is locked. So your 20 unlocks the door.)
Once Kitryn unlocks the door, she peeks into the next room. Racks of weapons line the walls of this chamber, including spears, swords, crossbows, and bolts. A dozen dirty red cloaks hang from hooks by the door.
(The weapon racks hold twelve spears, six shortswords, four longswords, six light crossbows, and eight quivers holding twenty crossbow bolts each.)
(Let me know when to proceed down the hallway to the next chamber, which I've already revealed in Roll20.)
Kitryn will have to check for traps on that one too, no?
And because you are checking, I'll skip the unnecessary rolls (for this door). Kitryn makes her checks and it's not trapped, it's not locked.
Elila pushes her way in front, slightly irritated, and goes through the door. "We just defeated a Nothic, I think we can handle whatever is behind this door!"
Three large stone sarcophagi stand within this dusty crypt, and propped up against each sarcophagus is a human skeleton clad in bits of rusty mail. False columns along the walls are carved in the image of spreading oak trees. The double doors in the southeast corner are sheathed in tarnished copper plate.
As Elila steps into the room, the three skeletons rise to their feet and face her, waiting.
I'm not about to get boned if that's what y'all are thinking!!!
OOC: Update the map please. /whipped
OOC: updated the map. Placed Elila and Kitryn, but rest of you need to place yourselves or tell me where you want to be.
Elila backs out and shuts the door.
Kat moves into the hall, Rin goes in the room with Kyt and detects magic.
i claim 1 light crossbow and 40 bolts from the armoury.
upon exiting, noticing Elila,
"um.. my blades will not do well as bone breakers to smash these guardians. as they do not seem pressed to attack yet, might i suggest we withdraw a moment to collect ourselves." pull Elila back and close the door..
i suggest to the group, we may bluff our way by doning the red cloaks and walking to the north door.
"Droop, what do you know of these corpse guards?! and why did you not mention them prior!"
Droop looks pleadingly at Leek, "Master, Droop never go to jail alone. Skeletons always stay sitting on floor. Never seen skeletons stand!" Droop begins to sob and beg for his life.
Rindelk asks Droop, "Who would bring you to your cell Droop?"