Rosa, being so careful now, will help anyone doing like a Perception or investigation check. (That gives them advantage right?). “This place looks empty, so it must be trapped.”
Grythek, as you proceed through the short hallway, you see that it appears to be a formerly well-to-do bedroom. Someone of clearly high station used to sleep here. It contains a large wood-framed bed with a rotted feather mattress, a wardrobe with doors ajar containing several old robes, a pair of iron candlesticks, and an open crate containing thirty torches and a leather sack with fifteen candles inside it. At the foot of the bed is a wooden footlocker.
“Ghosts, beasts, and now torches, candles, and robes?” asks Muirdan. “This has the stench of ritual on it, and not the kind of blessed Dumathoin, either.”
Unless the opened footlocker has already blown Grythek’s head off or otherwise changed circumstances, Muirdan would like to examine the robes and candles, to see if there might be any relationship to any religious or cultish practice.
As you poke through the footlocker, you see several things. There is a folded up cloak that seems to have weathered the test of time far better than any other cloth you've found thus far, a small wooden coffer, a gleaming silver chain shirt, a mess kit, a flask of an orangey-red liquid, a bullseye lantern, a set of metal lockpicks in a leather pack, and a yellow leather covered book.
Muirdan, the robes are tattered to almost ruin, though the candles are in good shape. Neither seems specifically religious or cultish. The candles are standard white wax.
Somehow relieved that the footlocker was just that, a footlocker, the ranger will touch the cloack, and trying to learn something of the history of the house or the owner or owners of the room he will take the book and open it to see if he can read the language it is written.
Tengen, the cloak in the chest does radiate a faint magical aura. Just as you get that feeling, however, Grythek picks up the yellow book. Before you can really crack it open to read it, however, the wall opposite the entrance and the wall opposite the footlocker (North and East walls, respectively) explode inward into the room. Pale white-gray creatures covered in tattered black robes shriek a dry wheezing shriek and lash out as the nearest creatures to them.
North Creature attack on Muirdan: 23 for 9 slashing damage. East Creature attack on Grythek: 6 for 10 slashing damage.
If the attack hits, DC10 Constitution save or be paralyzed for 1 minute. Saves can be repeated at the end of every turn of yours if you fail.
Anybody that starts a turn within 5 feet of either of the creatures must make a DC10 Constitution save or be poisoned until the start of your next turn. If you succeed, you are immune to this effect for 24 hours.
This post has potentially manipulated dice roll results.
Just as Tengen reachés out for the cloak she has to spring into action, without conscious thought she hurls a blast of eldritch force at the creature attacking the ranger trying to distract him. She then steps back a little to stay away from her new enemies.
This post has potentially manipulated dice roll results.
Rosa looks at them, not even surprised, and goes into the room, headed for the East Creature. He swings with his great sword , trying to kill it quickly.
Milamber once again forms a flame in his hand and lifts it up to point a the northern creature and with a "bang" fires his firebolt at the beast. Attack: 18 Damage: 2
Rollback Post to RevisionRollBack
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
This post has potentially manipulated dice roll results.
Muirdan CON save for the poison effect: 21. You resist the poison and are immune from here out.
Even as Muirdan resists the paralysis, it seems to affect his swing somewhat as it goes wide of the creature. Grythek, Rosa, and Tengen all land solid hits on the East creature! Milamber's blob of fire sails wide of the target, however.
The creatures attack again, though the east creature changes to Rosa, upset by the damage it's suffering.
North Creature attack on Muirdan: 12 for 7 slashing damage. East Creature attack on Rosa: 18 for 12 slashing damage.
If the attack hits, DC10 Constitution save or be paralyzed for 1 minute. Saves can be repeated at the end of every turn of yours if you fail.
Anybody that starts a turn within 5 feet of either of the creatures must make a DC10 Constitution save or be poisoned until the start of your next turn. If you succeed, you are immune to this effect for 24 hours.
Rosa, being so careful now, will help anyone doing like a Perception or investigation check. (That gives them advantage right?). “This place looks empty, so it must be trapped.”
(Yes, you can assist them with either one and give them advantage)
Leaving the door for later Grythek goes towards the archway and tries to see if the corridor follows that path.
He tries to ignore the suspended in the air chandeleir, but can't help to take a couple of worried looks at it as he crosses the room.
PbP Character: A few ;)
Grythek, as you proceed through the short hallway, you see that it appears to be a formerly well-to-do bedroom. Someone of clearly high station used to sleep here. It contains a large wood-framed bed with a rotted feather mattress, a wardrobe with doors ajar containing several old robes, a pair of iron candlesticks, and an open crate containing thirty torches and a leather sack with fifteen candles inside it. At the foot of the bed is a wooden footlocker.
Ongoing Map:
The ranger will check if the footlocker is locked.
(investigation: 7 if needed )
PbP Character: A few ;)
The footlocker appears to be unlocked.
I have a bad feeling about this XD
The ranger opens it, more out of curiosity than other thing.
"Why do you think this is still closed when the rest of the room seems ranshacked? " he asks to the others.
PbP Character: A few ;)
“Ghosts, beasts, and now torches, candles, and robes?” asks Muirdan. “This has the stench of ritual on it, and not the kind of blessed Dumathoin, either.”
Unless the opened footlocker has already blown Grythek’s head off or otherwise changed circumstances, Muirdan would like to examine the robes and candles, to see if there might be any relationship to any religious or cultish practice.
As you poke through the footlocker, you see several things. There is a folded up cloak that seems to have weathered the test of time far better than any other cloth you've found thus far, a small wooden coffer, a gleaming silver chain shirt, a mess kit, a flask of an orangey-red liquid, a bullseye lantern, a set of metal lockpicks in a leather pack, and a yellow leather covered book.
Muirdan, the robes are tattered to almost ruin, though the candles are in good shape. Neither seems specifically religious or cultish. The candles are standard white wax.
Tengen looks over the items from a little way away, with her eyes tuned to arcane resonance, trying to see if any of the items are magical in nature.
Uses Detect Magic
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
Somehow relieved that the footlocker was just that, a footlocker, the ranger will touch the cloack, and trying to learn something of the history of the house or the owner or owners of the room he will take the book and open it to see if he can read the language it is written.
PbP Character: A few ;)
Tengen, the cloak in the chest does radiate a faint magical aura. Just as you get that feeling, however, Grythek picks up the yellow book. Before you can really crack it open to read it, however, the wall opposite the entrance and the wall opposite the footlocker (North and East walls, respectively) explode inward into the room. Pale white-gray creatures covered in tattered black robes shriek a dry wheezing shriek and lash out as the nearest creatures to them.
North Creature attack on Muirdan: 23 for 9 slashing damage.
East Creature attack on Grythek: 6 for 10 slashing damage.
If the attack hits, DC10 Constitution save or be paralyzed for 1 minute. Saves can be repeated at the end of every turn of yours if you fail.
Anybody that starts a turn within 5 feet of either of the creatures must make a DC10 Constitution save or be poisoned until the start of your next turn. If you succeed, you are immune to this effect for 24 hours.
COMBAT! PCs are up!
Muirdan struggles against his muscles locking up: 14
Muirdan snarls at the creature who struck him, and returns a blow with his hammer: 11 Damage: 12
Just as Tengen reachés out for the cloak she has to spring into action, without conscious thought she hurls a blast of eldritch force at the creature attacking the ranger trying to distract him. She then steps back a little to stay away from her new enemies.
Casts Eldritch blast attack 18 for 10 force damage.
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
Jumping out of the way of the creature trying to attack him, the ranger coughs as he unsheathes his swords and attacks it.
“I ooficially hate this place!” He says to his friends as he attacks.
ST vs Poison 22
BA: Hunter’s Mark on the creature.
Attack: 10 Damage: 12.
PbP Character: A few ;)
Rosa looks at them, not even surprised, and goes into the room, headed for the East Creature. He swings with his great sword , trying to kill it quickly.
Attack 7 Damage 10
(Waiting for Milamber, then we'll proceed. :) )
Milamber once again forms a flame in his hand and lifts it up to point a the northern creature and with a "bang" fires his firebolt at the beast. Attack: 18 Damage: 2
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
Muirdan CON save for the poison effect: 21. You resist the poison and are immune from here out.
Even as Muirdan resists the paralysis, it seems to affect his swing somewhat as it goes wide of the creature. Grythek, Rosa, and Tengen all land solid hits on the East creature! Milamber's blob of fire sails wide of the target, however.
The creatures attack again, though the east creature changes to Rosa, upset by the damage it's suffering.
North Creature attack on Muirdan: 12 for 7 slashing damage.
East Creature attack on Rosa: 18 for 12 slashing damage.
If the attack hits, DC10 Constitution save or be paralyzed for 1 minute. Saves can be repeated at the end of every turn of yours if you fail.
Anybody that starts a turn within 5 feet of either of the creatures must make a DC10 Constitution save or be poisoned until the start of your next turn. If you succeed, you are immune to this effect for 24 hours.
COMBAT! PCs are up!