This post has potentially manipulated dice roll results.
HDP death save:
15
Another secret roll: 14
Just after Gruxx guarantees that the (green) dwarf zombie will not be returning to its feet (double tap!), the (yellow) zombie rises again and attacks (1=Glyn, 2=Gruxx: 1) the barbarian that just ended its comrade. (Attack: 8 Damage: 6) Gruxx knocks away the creature's attempt to hit him. The combined efforts of Glyn, Ian and Rock knock down and keep down the (yellow) zombie.
You're out of combat. (Good job! I was worried in the beginning.) HDP is unconscious.
Ian bends over, catching his breath. In the quiet moment that follows the fight, Ian finally sees HDP on the ground. He rushes over, and kneels over the body.
Glynquinal retrieves his dropped weapon. "I have a potion of healing," he offers. "We could give it to Herr Doktor to wake him, or we could give it to Gruxx to protect him." He looks at the others to get their opinion.
Glynquinal hands his potion of healing to Gruxx. (Roll 2d4+2, Gruxx)
Ian leads the group along the channel, and he soon finds himself entering a large cavern. A narrow ledge overlooks a surging, seething body of water. The rhythmic booming heard throughout the mines is much louder here. At regular intervals, a fresh surge of water funnels into this chamber from the north and slams against the wall just below the ledge, sending up a small spray. The echo suggests that this cave might be one arm of a much larger cavern to the northeast. Ian can see a rough-cut tunnel heading to the east, but the rest of the cave disappears into darkness at the edge of his darkvision.
Looking down at the water, you don't see anything off, but the constant movement and lack of light makes it impossible to see anything but the roiling surface. Heading east into the rough-hewn tunnel, you come to a staircase cut into the rock heading up and to the right.
This post has potentially manipulated dice roll results.
Ian will move up to the staircase, motioning everyone to be quiet. Ian will attempt to stealthily peek into the room, then back out and tell the others what he sees.
Up the stairs, Ian, you see a fairly large cavern with what appears to be a small building on one side (you walk up the stairs and are looking at a wall that isn't stone). You move a little to the right and can see around one corner of the building, and there is a door and then more building.
If there are any windows, Ian will peer through the windows. If no windows, Ian will listen at the door, then report back to the others with his findings.
Ian, you sneak up to the door. Getting a better look at it in doing so, you see that the door is scorched and cracked, and its iron hinges are partially melted. You pause, listening, but hear nothing on the other side.
Ian will attempt to open the door, if he thinks he can do it without making too much noise. If it seems obvious the semi-melted hinges are going to make lots of noise, he will return to his companions, and swim out into the water, seeing where the other edge is, and if it leads anywhere.
HDP death save:
15
Another secret roll: 14
Just after Gruxx guarantees that the (green) dwarf zombie will not be returning to its feet (double tap!), the (yellow) zombie rises again and attacks (1=Glyn, 2=Gruxx: 1) the barbarian that just ended its comrade. (Attack: 8 Damage: 6) Gruxx knocks away the creature's attempt to hit him. The combined efforts of Glyn, Ian and Rock knock down and keep down the (yellow) zombie.
You're out of combat. (Good job! I was worried in the beginning.) HDP is unconscious.
Ian bends over, catching his breath. In the quiet moment that follows the fight, Ian finally sees HDP on the ground. He rushes over, and kneels over the body.
Medicine check: 16
HDP is stabilized. If nothing else affects him, he will wake with 1 hp in 2 hours.
Ian asks Gruxx " Can you carry him? I am not strong, or else I would. We can drop him if we see danger. Lets keep moving".
Ian moves forward to the back of the room, opposite where they first came in, to see if there is a way out.
“I can do it but should continue instead of taking some rest. If someone breathes on me too hard I may fall over.
Gruxx will carefully lift HDP and place him on his shoulder.
Rock will carry him
Glynquinal retrieves his dropped weapon. "I have a potion of healing," he offers. "We could give it to Herr Doktor to wake him, or we could give it to Gruxx to protect him." He looks at the others to get their opinion.
Ian, there are five exits from the room:
The party entered at No. 5.
Ian suggests " Lets give the potion to Gruxx. Gotta keep him healthy."
Ian sets off following the way they came, going out exit 4. Moving slowly and carefully, looking for potential threats.
Glynquinal hands his potion of healing to Gruxx. (Roll 2d4+2, Gruxx)
Ian leads the group along the channel, and he soon finds himself entering a large cavern. A narrow ledge overlooks a surging, seething body of water. The rhythmic booming heard throughout the mines is much louder here. At regular intervals, a fresh surge of water funnels into this chamber from the north and slams against the wall just below the ledge, sending up a small spray. The echo suggests that this cave might be one arm of a much larger cavern to the northeast. Ian can see a rough-cut tunnel heading to the east, but the rest of the cave disappears into darkness at the edge of his darkvision.
Ian peers around the room, and looks into the water. Anything off about it?
Perception: 6
If all seems well, he will head off in the north east direction, moving quietly.
Looking down at the water, you don't see anything off, but the constant movement and lack of light makes it impossible to see anything but the roiling surface. Heading east into the rough-hewn tunnel, you come to a staircase cut into the rock heading up and to the right.
Gruxx drinsk the potion healing for 5.
"Ah.. That's better says Gruxx. Thank you. Let us proceed with caution."
Gruxx will follow Ian.
Ian will move up to the staircase, motioning everyone to be quiet. Ian will attempt to stealthily peek into the room, then back out and tell the others what he sees.
18 Stealth
Up the stairs, Ian, you see a fairly large cavern with what appears to be a small building on one side (you walk up the stairs and are looking at a wall that isn't stone). You move a little to the right and can see around one corner of the building, and there is a door and then more building.
If there are any windows, Ian will peer through the windows. If no windows, Ian will listen at the door, then report back to the others with his findings.
Ian, you sneak up to the door. Getting a better look at it in doing so, you see that the door is scorched and cracked, and its iron hinges are partially melted. You pause, listening, but hear nothing on the other side.
I'm back, everyone. What's next?
Ian will attempt to open the door, if he thinks he can do it without making too much noise. If it seems obvious the semi-melted hinges are going to make lots of noise, he will return to his companions, and swim out into the water, seeing where the other edge is, and if it leads anywhere.
Gruxx will follow Ian since no danger was found.