Volneer says to the party, "I think I have the last one," and casts chill touch on Ghoul B, 24 to hit for 2 necrotic damage, and gets as close as he can to Ghoul B, (Basing himself if possible) and opening his arms, inviting the creature to try it's strength against him.
Calim takes a few effortful steps to the final Ghoul, making sure it is down and not getting back up. He cleaves into it with his hand axe.
Attack 8 (4+4...pretty embarrassing if it is already on the ground)
(if it is down already) Calim slouches down on his shield sucking in air. "That was good, friends." He throws the words behind him into the cavernous room. "We are playing to our strengths."
(if it is not down already) Calim hunches over behind his shield, readied for a last gasp from the fiend.
With a craftsman's precision, still far away from his target. Calim flips his hammer in a practiced fidget from his left hand to right and then, almost without thought, flings it at the ghoul at the other end of the room.
Light Hammer throwing attack 24 (20+4) Damage 5
Calim's eye carefully tracks the arc of the hammer, its hit and rebound...noting where to retrieve his trusty tradesman's tool. If you hadn't paid very close attention, you would have missed the entire movement. It was that effortless and smooth.
This post has potentially manipulated dice roll results.
Ghoul B: As Callim throws his light hammer, it cleaves the ghouls skull, certainly getting its attention. The ghoul, bloody and angry, charges callim. As it sprints on all fours like a beast, it only stands upright momentarily as it lunges in to dig its claws into the aged blacksmith.15 to hit. 9 slashing damage.
Dorn & Aria: Seeing the party has gone ahead of him, Dorn (followed by aria) will catch up to kneecap and claim, Standing just behind callim. Aria will stand next to kneecap and attack with her rapier.6 to hit. 7 damage
Note: On the map, the ghoul has moved to fixate himself above kneecap, and to the left of callim. Behind callim (to the right) is Dorn, and on the right of kneecap is Aria. Dorn has a 20 ft speed with armor on and couldn't make his way to the ghoul.
Aria makes a final blow to the last ghoul, piercing it through its mouth with the rapier. a quick look around can allow you to perceive that you are finally in the clear... with the bodies of monsters littering the ground, this room is only dimly lit with sconces on either side of a risen throne in the west side of the audience chamber, turned torture room. Bones and partial remains lie chained to the north wall, and a desk rests up against the south wall with all manner of torturers tools messily strewn across its surface. a long runner/rug leads across this room and up to the throne, however it is tattered, torn, and long since of any value.
That will be 850 XP for anyone that's counting. Extraordinary job on that encounter! remember Sabina Featherwound will be waiting back at westhaven so lets be mindful of finishing up and getting their character in the game!
Ducking out of the way of the onslaught from all sides, again taking refuge behind his shield, Calim turns from the stench of the dying fiend and attempts to rebound from it's rabid attack.
CON save 23 (19+4)
"Friends, just give me a second." Calim has too much pride to stagger. But, he walks very slowly to the throne at the center of the room. He is, in truth, inspecting it. But, he is also looking for a place to regain his breath.
INVESTIGATION 6 (4+2)
Heaving a bit more than he would like to show to his new friends, "Good work all. Let's take a look around this room a bit for clues to the nature of these cultists. Then, I will invite you all to our family shop. I have a bit of whiskey there that I save for special occasions, it should drive out some of the damp of this foul place."
throne at the center of the room, inspecting it. INVESTIGATION 6 (4+2)
This throne is sizable enough for a creature probably twice your size. its stone structure has been worn down where an individual would sit, creating sloped divets in the stone as if its been used for hundreds of years. above the headrest of the throne is an outline of a cross-like symbol, carved into the otherwise singular stone structure. on either side of the throne is two freestanding sconces lit and blazing, warming up your bones from this dark and damp underground temple.
The desk is covered with torturers tools stained in blood. a pool of which, runs off the table surface, landing on drawers underneath it which are partially open. pulling them reveals various adventurer effects, including the following:
investigating the remains tied to the north wall, you can probably determine that the items in the drawer were the belongings of the humans that suffered here. Their clothing isn't typical of what you may find from a resident of Westhaven...
Returning to callim, you notice his discovery. In fact... the stone Symbol looks like it could pop out of place from the throne with the right amount of leverage.
The desk is covered with torturers tools stained in blood. a pool of which, runs off the table surface, landing on drawers underneath it which are partially open. pulling them reveals various adventurer effects, including the following:
After Calim regains his calm, he pulls himself back to his feet, walks over to retrieve his trusty hammer. Turning back to that strange X, he deftly turns crowbar to hammer and, with several precise knocks and turns, traces the edges of the crowbar to find a spot where there is the best leverage to pop it out.
STRENGTH 10 (8+2) Not sure if you want to add my proficiency (+2) since they are Smith's Tools.
He attempts to dislodge the cross from its bearing.
Volneer says to the party, "I think I have the last one," and casts chill touch on Ghoul B, 24 to hit for 2 necrotic damage, and gets as close as he can to Ghoul B, (Basing himself if possible) and opening his arms, inviting the creature to try it's strength against him.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Calim takes a few effortful steps to the final Ghoul, making sure it is down and not getting back up. He cleaves into it with his hand axe.
Attack 8 (4+4...pretty embarrassing if it is already on the ground)
(if it is down already) Calim slouches down on his shield sucking in air. "That was good, friends." He throws the words behind him into the cavernous room. "We are playing to our strengths."
(if it is not down already) Calim hunches over behind his shield, readied for a last gasp from the fiend.
If it's prone, you would have advantage on your attack.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Here is the action that I missed before.
With a craftsman's precision, still far away from his target. Calim flips his hammer in a practiced fidget from his left hand to right and then, almost without thought, flings it at the ghoul at the other end of the room.
Light Hammer throwing attack 24 (20+4)
Damage 5
Calim's eye carefully tracks the arc of the hammer, its hit and rebound...noting where to retrieve his trusty tradesman's tool. If you hadn't paid very close attention, you would have missed the entire movement. It was that effortless and smooth.
Ghoul B: As Callim throws his light hammer, it cleaves the ghouls skull, certainly getting its attention. The ghoul, bloody and angry, charges callim. As it sprints on all fours like a beast, it only stands upright momentarily as it lunges in to dig its claws into the aged blacksmith. 15 to hit. 9 slashing damage.
Dorn & Aria: Seeing the party has gone ahead of him, Dorn (followed by aria) will catch up to kneecap and claim, Standing just behind callim. Aria will stand next to kneecap and attack with her rapier. 6 to hit. 7 damage
Note: On the map, the ghoul has moved to fixate himself above kneecap, and to the left of callim. Behind callim (to the right) is Dorn, and on the right of kneecap is Aria. Dorn has a 20 ft speed with armor on and couldn't make his way to the ghoul.
ROUND SUMMARY
INITIATIVE:
22- Ghoul B: attack on Callim, 6 damage
21- Dorn (And Aria):Move, Aria attack, miss!
10- Kneecap: attack, 4 damage
6- Volneer: Chill touch, 2 necrotic damage
1- Callim: Attack, miss! CON save DC10
Warhammer attack on Ghoul: 20, damage 4
Callim please remember a con save before declaring your action!
NEW ROUND:
INITIATIVE:
22- Ghoul B: claw attack on Kneecap, 5 to hit, 8
21- Dorn (And Aria):Dorn Rapier Attack, 3 damage. Aria Rapier attack 5 to hit, 4
10- Kneecap:
6- Volneer:
1- Callim:
Aria makes a final blow to the last ghoul, piercing it through its mouth with the rapier. a quick look around can allow you to perceive that you are finally in the clear... with the bodies of monsters littering the ground, this room is only dimly lit with sconces on either side of a risen throne in the west side of the audience chamber, turned torture room. Bones and partial remains lie chained to the north wall, and a desk rests up against the south wall with all manner of torturers tools messily strewn across its surface. a long runner/rug leads across this room and up to the throne, however it is tattered, torn, and long since of any value.
That will be 850 XP for anyone that's counting. Extraordinary job on that encounter! remember Sabina Featherwound will be waiting back at westhaven so lets be mindful of finishing up and getting their character in the game!
Searching the desk, ghouls, room, etc...
Perception – w/Guidance: 11
Ducking out of the way of the onslaught from all sides, again taking refuge behind his shield, Calim turns from the stench of the dying fiend and attempts to rebound from it's rabid attack.
CON save 23 (19+4)
"Friends, just give me a second." Calim has too much pride to stagger. But, he walks very slowly to the throne at the center of the room. He is, in truth, inspecting it. But, he is also looking for a place to regain his breath.
INVESTIGATION 6 (4+2)
Heaving a bit more than he would like to show to his new friends, "Good work all. Let's take a look around this room a bit for clues to the nature of these cultists. Then, I will invite you all to our family shop. I have a bit of whiskey there that I save for special occasions, it should drive out some of the damp of this foul place."
This throne is sizable enough for a creature probably twice your size. its stone structure has been worn down where an individual would sit, creating sloped divets in the stone as if its been used for hundreds of years. above the headrest of the throne is an outline of a cross-like symbol, carved into the otherwise singular stone structure. on either side of the throne is two freestanding sconces lit and blazing, warming up your bones from this dark and damp underground temple.
The desk is covered with torturers tools stained in blood. a pool of which, runs off the table surface, landing on drawers underneath it which are partially open. pulling them reveals various adventurer effects, including the following:
investigating the remains tied to the north wall, you can probably determine that the items in the drawer were the belongings of the humans that suffered here. Their clothing isn't typical of what you may find from a resident of Westhaven...
Returning to callim, you notice his discovery. In fact... the stone Symbol looks like it could pop out of place from the throne with the right amount of leverage.
The party has thoroughly searched the room.
4 gold each to Calim, Dorn, Kneecap and Volneer, 1 to Aria? (to make it easy)
Kneecap will grab the blood stained note for now, will pass on the rest if anyone wants anything.
Volneer will take the 3 backpacks and attempt to shove them into his backpack.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
After Calim regains his calm, he pulls himself back to his feet, walks over to retrieve his trusty hammer. Turning back to that strange X, he deftly turns crowbar to hammer and, with several precise knocks and turns, traces the edges of the crowbar to find a spot where there is the best leverage to pop it out.
STRENGTH 10 (8+2) Not sure if you want to add my proficiency (+2) since they are Smith's Tools.
He attempts to dislodge the cross from its bearing.
Seeing what Calim is up too, Kneecap will cast Guidance on Calim and offer his assistance (Help).
OOC: Calim roll another strength since I’m giving you advantage and add a 1d4 to whichever roll is higher.
Volneer sees what they're up to and says, "I would stand back if I were you," and casts catapult on the strange symbol in the rock.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Calim feels a surge of extra strength, as the party watches.
+3 to make it 13 or 15 (with the proficiency bonus). And, just in case that catapult is dangerous...DEX Saving Throw 15 (16-1)
You succeed, DC 14
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-