In the now-cramped southeast tower, claws and blades go back and forth. With a final screech, the owlbear falls onto the stone floor. Bolstered by his allies, Vasha managed to stand his ground against the large, dangerous monstrosity until dealing the final blow with his greatsword. Now that you have a moment to look around, you see that the upper floors of this tower have collapsed to create a hollow silo at least thirty feet high, and the upper reaches of the room are lost in shadows. Dust, rubble, and broken glass cover the floor, and old worktables and bookshelves lie strewn to the south.
When Nyli re-enters the castle, she notices that the east door of the north storage room is ajar. She sees part of a dark hallway beyond it. Chase, Dunkin, and Vasha, and Doldek see the other end of it through the curtain of the room they are in. All of you can hear heavy thuds and scraping sounds coming from deeper in.
OOC:
With this momentary break in the action—there are still quite a few monsters in the castle—you have reached level 3, congratulations!
Doldek is still in control of the air elemental.
I should have posted this after Vasha's last attack but I added up the damage incorrectly.
As the owlbear falls, Dunkin/Brown Bear feels druidic energy continuing to surge through him. Even in bear form he can sense Vasha's injuries and casts Cure Wounds (+15 hp) for his companion. Dunkin/Brown Bear then moves North and through the curtain. His eyes, ears, and nose are on full alert.
OOC:
The handbook says I always have Cure Wounds prepared. Does it count against a spell slot, or is it extra?
Perception check with advantage: 8+3 = 11, 11+3 = 14
Peeking through the door, Nyli sees a large brown bear sniffing around a door directly ahead of her; she and Dunkin can hear heavy thuds against that door from the other side. Both can easily deduce that someone is actively barricading the other side of the door. The door, like others you have seen in the castle, is made of wood reinforced with iron bands.
If anyone makes any noise in the northeast hallway. . .
. . .you hear a shout from the other side of the blocked door in Common, "What do you want?" It sounds like a hobgoblin's voice.
OOC:
A successful DC 16 Strength check is required to force open the door.
Dunkin/Brown Bear claws at the door but it’s sturdier than it looks (Strength check=9, fail). He hears what sounds like a hobgoblin shout, “what do you want” from the other side, and roars in frustration.
OOC:
Curious where I’m at time wise for my wild shape spell.
Doldek directs Chiro to explore the upper reaches of the southeast tower, he then follows Dunkin's bear form through the curtain. After the unsuccessful attempt to breach the door he makes an awkward, deliberate cough, "If I understand elementals correctly, our summoned ally could slip quite easily underneath the door to make short work of the barricade...and whoever made it. Or perhaps the voice on the other side can be convinced to open the door willingly."
Bear-Dunkin pushes against the door and gets it open just a crack before he is repelled. For a moment, Doldek, Chase, and anyone else in the hallway can see at least two hobgoblin guards pushing back against Dunkin, in addition to the round table and several chairs piled up against the other side of the door. They also see another person in the room, a large bugbear seated on a throne. He is hunched over, so a golden crown too small for his head points towards you.
The air elemental, as formless and turbulent as ever, having followed Doldek over, waits patiently for its next command.
Chase notices no enemies from behind. Neither door to the west opens and there is no movement outside of the castle as far as he can see. If any of the castle's other inhabitants are aware of your presence, they are likely waiting to see what happens next.
You all hear a hobgoblin voice for a second time, in Common and in between grunts of effort as it holds the door in place, "Why have you come here? What do you want?"
A short pause passes. A new voice comes from the other side of the door, deeper, louder, more confident. "Rockseeker is with me here, alive for the moment. Tell me, do any of mine own servants and retainers yet draw breath?"
A DC 15 Wisdom (Insight) check reveals:
His archaic grammar and phrasing contrast with his urgent and distressed tone; this new speaker is trying a little too hard to sound regal.
At the ridiculous and archaic language used by the speaker (Insight 21), Dunkin/Brown Bear growls in frustration. He decides to remain in bear form given the size of the hobgoblins and bugbear on the other side of the door.
After a short while, you hear same regal voice again from the other side of the door, "Begone, peasants! Leave this place and . . . the dwarf's all yours."
OOC:
Dunkin's previous insight roll is sufficient to tell him that the voice of King Groll sounds sincere, but contains condescension to and hatred of you. What King Groll is offering is likely only a short-term solution.
Alternatively: Once a skill check is rolled it normally represents the sum of the character's efforts, so Bear-Dunkin will not be able to force open the door without a change in strategy. For example, Dunkin and Chase can try to force open the door just enough to let Nyli through if that is your new plan. It would be a DC 16 Strength check made with advantage (by one player) if both Dunkin and Chase work together.
"I'll give it a try if it's our only option." Nyli pauses for a moment before turning to Doldek "Can your elemental get around the door? And if so could it open the door? Or move what's blocking it?"
Rollback Post to RevisionRollBack
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
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Nyli heads back into the tower, assuming that the fleeing goblins won't be coming back any time soon. She is now back where she started.
OOC: Move south, now 1 square to the right of her position on the map.
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Bolstered by Chases spell, Vasha manages to fight on.
Reckless Attack 21 for 10+2= 12 slashing
Chase prays for safety.
Action Dodge
In the now-cramped southeast tower, claws and blades go back and forth. With a final screech, the owlbear falls onto the stone floor. Bolstered by his allies, Vasha managed to stand his ground against the large, dangerous monstrosity until dealing the final blow with his greatsword. Now that you have a moment to look around, you see that the upper floors of this tower have collapsed to create a hollow silo at least thirty feet high, and the upper reaches of the room are lost in shadows. Dust, rubble, and broken glass cover the floor, and old worktables and bookshelves lie strewn to the south.
When Nyli re-enters the castle, she notices that the east door of the north storage room is ajar. She sees part of a dark hallway beyond it. Chase, Dunkin, and Vasha, and Doldek see the other end of it through the curtain of the room they are in. All of you can hear heavy thuds and scraping sounds coming from deeper in.
OOC:
With this momentary break in the action—there are still quite a few monsters in the castle—you have reached level 3, congratulations!
Doldek is still in control of the air elemental.
I should have posted this after Vasha's last attack but I added up the damage incorrectly.
As the owlbear falls, Dunkin/Brown Bear feels druidic energy continuing to surge through him. Even in bear form he can sense Vasha's injuries and casts Cure Wounds (+15 hp) for his companion. Dunkin/Brown Bear then moves North and through the curtain. His eyes, ears, and nose are on full alert.
OOC:
The handbook says I always have Cure Wounds prepared. Does it count against a spell slot, or is it extra?
Perception check with advantage: 8+3 = 11, 11+3 = 14
With the sounds of battle no longer ringing around, Nyli moves to the slightly open door and carefully opens it enough to peek inside.
Stealth 9
Perception 11
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Peeking through the door, Nyli sees a large brown bear sniffing around a door directly ahead of her; she and Dunkin can hear heavy thuds against that door from the other side. Both can easily deduce that someone is actively barricading the other side of the door. The door, like others you have seen in the castle, is made of wood reinforced with iron bands.
If anyone makes any noise in the northeast hallway. . .
. . .you hear a shout from the other side of the blocked door in Common, "What do you want?" It sounds like a hobgoblin's voice.
OOC:
A successful DC 16 Strength check is required to force open the door.
Map:
Dunkin/Brown Bear claws at the door but it’s sturdier than it looks (Strength check=9, fail). He hears what sounds like a hobgoblin shout, “what do you want” from the other side, and roars in frustration.
OOC:
Curious where I’m at time wise for my wild shape spell.
Doldek directs Chiro to explore the upper reaches of the southeast tower, he then follows Dunkin's bear form through the curtain. After the unsuccessful attempt to breach the door he makes an awkward, deliberate cough, "If I understand elementals correctly, our summoned ally could slip quite easily underneath the door to make short work of the barricade...and whoever made it. Or perhaps the voice on the other side can be convinced to open the door willingly."
Chase follows watching their backs for attackers.
perception 18
(specifically the drow who ran out or any random goblins lurking about.)
Bear-Dunkin pushes against the door and gets it open just a crack before he is repelled. For a moment, Doldek, Chase, and anyone else in the hallway can see at least two hobgoblin guards pushing back against Dunkin, in addition to the round table and several chairs piled up against the other side of the door. They also see another person in the room, a large bugbear seated on a throne. He is hunched over, so a golden crown too small for his head points towards you.
The air elemental, as formless and turbulent as ever, having followed Doldek over, waits patiently for its next command.
Chase notices no enemies from behind. Neither door to the west opens and there is no movement outside of the castle as far as he can see. If any of the castle's other inhabitants are aware of your presence, they are likely waiting to see what happens next.
You all hear a hobgoblin voice for a second time, in Common and in between grunts of effort as it holds the door in place, "Why have you come here? What do you want?"
Nyli waits at the back, she's not going to be much use if a bear can't open the door.
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
”We want the dwarf Rockseeker!” Chase is ready to turn over every stone surely he must be here somewhere.
A short pause passes. A new voice comes from the other side of the door, deeper, louder, more confident. "Rockseeker is with me here, alive for the moment. Tell me, do any of mine own servants and retainers yet draw breath?"
A DC 15 Wisdom (Insight) check reveals:
His archaic grammar and phrasing contrast with his urgent and distressed tone; this new speaker is trying a little too hard to sound regal.
Nyli whispers "Tell him they're alive but ran away, including the drow".
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
At the ridiculous and archaic language used by the speaker (Insight 21), Dunkin/Brown Bear growls in frustration. He decides to remain in bear form given the size of the hobgoblins and bugbear on the other side of the door.
Chase casts sanctuary on Nyli “If you can force or sneak your way in your near untouchable for a minute.”
After a short while, you hear same regal voice again from the other side of the door, "Begone, peasants! Leave this place and . . . the dwarf's all yours."
OOC:
Dunkin's previous insight roll is sufficient to tell him that the voice of King Groll sounds sincere, but contains condescension to and hatred of you. What King Groll is offering is likely only a short-term solution.
Alternatively: Once a skill check is rolled it normally represents the sum of the character's efforts, so Bear-Dunkin will not be able to force open the door without a change in strategy. For example, Dunkin and Chase can try to force open the door just enough to let Nyli through if that is your new plan. It would be a DC 16 Strength check made with advantage (by one player) if both Dunkin and Chase work together.
Map:
Chase gives guidance and help to bear-Dunkin…
"I'll give it a try if it's our only option." Nyli pauses for a moment before turning to Doldek "Can your elemental get around the door? And if so could it open the door? Or move what's blocking it?"
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue