"Who would you go with to the jail Droop? Were they wearing the red robes? We want to know if the skeletons will ignore us if we have the red robes on, like the baddies."
also noted that skeletons are vulnerable to bludgeoning, which i take means they take extra dmg ? but i don't see that they are resistant to slash/piercing? have i inferred that from some other game mechanic? ie we would do full value dmg IF we fought?
(Careful with metagaming. I'll rule that stories about fighting skeletons are common enough that all of you would know they are vulnerable to bludgeoning damage. But as far as you're concerned, they can still be killed with other weapons too.)
In agreement, you all return to the armory and don red cloaks. Elila returns to the chamber with the sarcophagii and much to her surprise, the skeletons are once again splayed out as if someone dumped them out of their coffins. This time, they do not rise or move in the slightest.
Are there two doors out of this room? Seems to be a north east and a double south east doors. Am I correct? If so, I will ask Droop where each leads.
Three doors, including the one you came from. Droop points to the north-east door and says, "Prison". When prompted about the south-east door, Droop says, "Droop never allowed. Hallway special, for intruders."
(To keep things moving, if you want to inspect the prison door before opening it, then make the 3 rolls: Investigation to see if it's trapped and/or locked. Thieves tools to disarm trap, if necessary. Thieves tools to unlock, if necessary. If you just want to open it, say so.)
Kitryn investigates the door and discovers it is benign. When she opens it, a scene of cruelty unfolds.
A large bugbear is near the far wall, holding a young girl in the air by an ankle. The girl appears be barely a teenager. The bugbear is currently digging a claw into a thigh causing trickles of blood to seep out. There are several such wounds on the young girl, who occasionally flinches in pain or sobs. Her head is near scarlet, evidence she has been held upside down for quite some time.
Inside the cells, a mother is weeping, begging for her daughter to be let go. Also in the cell is another young but grown woman, sitting in a corner knees tucked up. She has her head buried between her knees and is also weeping and occasionally mumbling, "No... no."
On the far wall is a large pile of discarded clothing. Much more clothing than the current residents of the prison could have been wearing.
The shoulders of ruffians can be seen on each side of the door. The bugbear and the ruffians are all laughing and enjoying themselves when the door opens. The bugbear growls at the interruption. The ruffian on the right (south) growls, "What is it?"
Droop looks aghast. "Droop no have cell! Please don't lock up Droop. Droop help. Droop do things!"
"Who would you go with to the jail Droop? Were they wearing the red robes? We want to know if the skeletons will ignore us if we have the red robes on, like the baddies."
Droop sobs at Leek's feet, "Droop always follow human with red. Droop never see skeletons stand. Droop don't know why skeletons stand."
"Ok. Then let's all try putting on red robes and see what happens?"
GM: Are there blunt weapons for Elila? Any results from Rin's detect magic?
Nothing from detect magic. I posted all the weapons already. No blunt weapons.
i say cloaks.
also noted that skeletons are vulnerable to bludgeoning, which i take means they take extra dmg ? but i don't see that they are resistant to slash/piercing? have i inferred that from some other game mechanic? ie we would do full value dmg IF we fought?
(Careful with metagaming. I'll rule that stories about fighting skeletons are common enough that all of you would know they are vulnerable to bludgeoning damage. But as far as you're concerned, they can still be killed with other weapons too.)
In agreement, you all return to the armory and don red cloaks. Elila returns to the chamber with the sarcophagii and much to her surprise, the skeletons are once again splayed out as if someone dumped them out of their coffins. This time, they do not rise or move in the slightest.
Are there two doors out of this room? Seems to be a north east and a double south east doors. Am I correct? If so, I will ask Droop where each leads.
Rindelk and Kat move behind Elila.
Rindelk sniffs out magic.
Three doors, including the one you came from. Droop points to the north-east door and says, "Prison". When prompted about the south-east door, Droop says, "Droop never allowed. Hallway special, for intruders."
(To keep things moving, if you want to inspect the prison door before opening it, then make the 3 rolls: Investigation to see if it's trapped and/or locked. Thieves tools to disarm trap, if necessary. Thieves tools to unlock, if necessary. If you just want to open it, say so.)
Ooooookay! So lets avoid the "special intruder door". I can assist any rolls.
busy week.
investigate. trap&lock
9
10
lockpick
16
Kitryn investigates the door and discovers it is benign. When she opens it, a scene of cruelty unfolds.
A large bugbear is near the far wall, holding a young girl in the air by an ankle. The girl appears be barely a teenager. The bugbear is currently digging a claw into a thigh causing trickles of blood to seep out. There are several such wounds on the young girl, who occasionally flinches in pain or sobs. Her head is near scarlet, evidence she has been held upside down for quite some time.
Inside the cells, a mother is weeping, begging for her daughter to be let go. Also in the cell is another young but grown woman, sitting in a corner knees tucked up. She has her head buried between her knees and is also weeping and occasionally mumbling, "No... no."
On the far wall is a large pile of discarded clothing. Much more clothing than the current residents of the prison could have been wearing.
The shoulders of ruffians can be seen on each side of the door. The bugbear and the ruffians are all laughing and enjoying themselves when the door opens. The bugbear growls at the interruption. The ruffian on the right (south) growls, "What is it?"
(What do you do?)
I'm assuming all those jail doors are locked.
So we try deception to get them to open the doors. I.E. Galstaff wants one of the women in his chambers. Attack when they open the doors?
Anyone good in deception?
I say if anything we try to lure them into this room and undress them so the skeletons stand up and maybe fight for us?
Maybe tell them we have a few new prisoners?
soooooooo how exactly are you planning on undressing them? A bit of wine and romantic music???
That being said though, GM, does my druid illusion spell allow me to change colours? Could I create an illusion where the enemy cloaks look blue?
Or if we do want them to open the door, we can take off the robes off one of us, walk in and say "New prisoner"