Looking around the next corner, you see a set of impressive stone doors. Carved across the two of them is a mountain silhouetted against shining sun rays. Centered within the mountain is the carving of a gemstone.
HDP, fascinated by all things shiny, moves through the group to get closer to the doors, but Ian catches him with an outstretched arm.
"Herr Doctor, lets not lose our heads"
Ian, with Glynn's help, will investigate the room and the doors, looking for any traps. Ian will also listen at the doors, to see if he can hear anything on the other side.
This post has potentially manipulated dice roll results.
You haven't yet entered the room. You walked up the corridor, looked to the right into a secondary corridor that is only 10 feet deep (by 10 feet wide) before the doors.
Glynquinal investigation with Ian's help: 14
The rogues do not find any traps.
Ian's perception: 7
Ian puts his ear to the stone door, and all sound disappears. He leans back, looks at the doors, then moves over to place his ear directly over the crack between the two doors. He can hear a very slight movement of air between the two doors, but he doesn't hear anything else.
OK, so we'll turn that into a perception roll. Are you carrying a torch? Neither one of you has darkvision, so at least one of you needs to be carrying a torch.
Rock pulls on one of the the two doors to open it. The hinge makes only a slight noise, but as the dragonborn enters the dark room (looking through his goggles) and looking around, he shoulder checks the other door. His chainmail rattles loudly, and the sound echoes in the chamber ahead.
Rock sees a large open chamber — carved like the most recent hallways have been — instead of rough-hewn like the first caves and tunnels were. He immediately notices on the very edge of what he can see on the far end of the chamber a nine-foot-tall statue of a dwarf seated on a throne, a mighty stone warhammer across his lap. Next, he notices in the middle of the left wall a grouping of humanoids. A thin, clean-faced individual — most likely an elf — is seated behind some kind of table. Flanking them are two armed bugbears. Lastly, he realizes there are four huge spiders in each of the four corners of the room.
As Gruxx is illuminating his mace, the man sitting at the desk frowns and says, "It seems that I must deal with you myself. A pity it must end this way."
Combat begins!
Initiative: 48 — elf, Gruxx, bugbears & spiders, Rock
The elf stands, picks up a black staff leaning against the back of the table, and says a quick incantation. At once, the humanoid disappears from view. His disembodied voice yells, "Kill them!"
Gruxx, you're up! You're currently standing behind Rock just outside of the room, but I'll say you stepped forward before the elf disappeared, so you know he's in there and invisible. Because stepping through Rock is difficult terrain, there is a spider 25 feet from you in the SE corner, and another 30 feet from you in the SW corner. There is a bugbear 30 feet from you (the one on your end of the table) in a NW diagonal.
This post has potentially manipulated dice roll results.
Gruxx pushes by the stunned Rock and stomps toward the nearest bugbear. As he does so, he holds his amulet to the sky and yells, "Tempus, send your warriors!" A cloud immediately surrounds the human, but then the cloud fades, and what is left is a mass of tiny winged swords flitting around Gruxx. The blades, blazing with holy fire, immediately encounter the bugbear. (DC 14 WIS save: 9) The furry goblinoid is somehow able to avoid several of the spiritual blades.
The bugbear in melee with Gruxx swings its massive morningstar at the cleric. (Attack: 10 Damage: 17) Too sure in his own attack, Gruxx is surprised by the bugbear's counterattack, and he feels the bite of the weapon upon his shoulder.
The other bugbear, leery of Gruxx's spirit guardians, moves to stand in front of the statue, draws a javelin, and throws it at Gruxx. (Attack: 19 Damage: 5) This, Gruxx is able to knock away with his shield.
The spider in the NW corner moves up beside the bugbear and attempts to spray Gruxx with webbing. (9) The cleric is just able to stop it with his shield. The spider in the NE corner climbs the wall to the ceiling.
The spider in the SW corner moves 10 feet closer to Rock and attempts to spray the dragonborn. (16) The barbarian finds himself restrained by the foul creature's webbing!
The spider in the SE corner moves up to and attempts to bite the restrained Rock. (Attack: 17 Damage: 5) Unable to move away, Rock feels the bite of the spider on his neck and immediately feels a heat radiating up into his head and down into his arm and chest.
Rock, you're up! First, make a DC 11 CON save or take 6 poison damage (half on success). You cannot move since you are restrained. You can attempt a DC 12 STR save to break the webbing. If you rage first, you'll get advantage on that roll. The SE spider is in melee with you (to your right). The SW spider is 10 feet away to your left. Rock is about 20 feet to your NW, and the southern bugbear is in melee with him.
OK. Would you like to head around the left corner down the new south passage or go straight head to look down the newly spotted passage to the right?
Straight ahead and to the right. If nothing is there, backtrack to the left corner and down the new south passage.
Looking around the next corner, you see a set of impressive stone doors. Carved across the two of them is a mountain silhouetted against shining sun rays. Centered within the mountain is the carving of a gemstone.
HDP, fascinated by all things shiny, moves through the group to get closer to the doors, but Ian catches him with an outstretched arm.
"Herr Doctor, lets not lose our heads"
Ian, with Glynn's help, will investigate the room and the doors, looking for any traps. Ian will also listen at the doors, to see if he can hear anything on the other side.
OOC - I am having some crazy computer issues. Hopefully I will get them resolved without holding up the game.
You haven't yet entered the room. You walked up the corridor, looked to the right into a secondary corridor that is only 10 feet deep (by 10 feet wide) before the doors.
Glynquinal investigation with Ian's help: 14
The rogues do not find any traps.
Ian's perception: 7
Ian puts his ear to the stone door, and all sound disappears. He leans back, looks at the doors, then moves over to place his ear directly over the crack between the two doors. He can hear a very slight movement of air between the two doors, but he doesn't hear anything else.
What are we doing?
I guess that's up to you two that are left. You all are too close to the end to add anybody new.
Lead on then please.
You are standing outside of two large stone closed doors. Listening at the crack, you hear slight movement inside.
Gruxx points to his ear then points to Rock motioning for Rock to go through first.
Rock will slowly enter the room
Insight' 18
What are you trying to do/learn from your roll, Rock?
Trying to see what I am walking in to
OK, so we'll turn that into a perception roll. Are you carrying a torch? Neither one of you has darkvision, so at least one of you needs to be carrying a torch.
I have the night goggles
OOC: Ooo Cleric coming in handy already.
Gruxx will reach down and touch his mace casting Light on it.
Stealth: 4
Rock pulls on one of the the two doors to open it. The hinge makes only a slight noise, but as the dragonborn enters the dark room (looking through his goggles) and looking around, he shoulder checks the other door. His chainmail rattles loudly, and the sound echoes in the chamber ahead.
Rock sees a large open chamber — carved like the most recent hallways have been — instead of rough-hewn like the first caves and tunnels were. He immediately notices on the very edge of what he can see on the far end of the chamber a nine-foot-tall statue of a dwarf seated on a throne, a mighty stone warhammer across his lap. Next, he notices in the middle of the left wall a grouping of humanoids. A thin, clean-faced individual — most likely an elf — is seated behind some kind of table. Flanking them are two armed bugbears. Lastly, he realizes there are four huge spiders in each of the four corners of the room.
As Gruxx is illuminating his mace, the man sitting at the desk frowns and says, "It seems that I must deal with you myself. A pity it must end this way."
Combat begins!
Initiative: 48 — elf, Gruxx, bugbears & spiders, Rock
The elf stands, picks up a black staff leaning against the back of the table, and says a quick incantation. At once, the humanoid disappears from view. His disembodied voice yells, "Kill them!"
Gruxx, you're up! You're currently standing behind Rock just outside of the room, but I'll say you stepped forward before the elf disappeared, so you know he's in there and invisible. Because stepping through Rock is difficult terrain, there is a spider 25 feet from you in the SE corner, and another 30 feet from you in the SW corner. There is a bugbear 30 feet from you (the one on your end of the table) in a NW diagonal.
Gruxx will move 15 feet towards the bugbear.
Gruxx holds his Amulet to the sky.
"Tempus send your warriors!"
Gruxx will cast Spirit Guardians!
Gruxx designates Rock to be unaffected by the spell.
Every other creature within a 15 foot radius must succeed a Wisdom Save of 14 or take 14 radiant damage!
Gruxx pushes by the stunned Rock and stomps toward the nearest bugbear. As he does so, he holds his amulet to the sky and yells, "Tempus, send your warriors!" A cloud immediately surrounds the human, but then the cloud fades, and what is left is a mass of tiny winged swords flitting around Gruxx. The blades, blazing with holy fire, immediately encounter the bugbear. (DC 14 WIS save: 9) The furry goblinoid is somehow able to avoid several of the spiritual blades.
The bugbear in melee with Gruxx swings its massive morningstar at the cleric. (Attack: 10 Damage: 17) Too sure in his own attack, Gruxx is surprised by the bugbear's counterattack, and he feels the bite of the weapon upon his shoulder.
The other bugbear, leery of Gruxx's spirit guardians, moves to stand in front of the statue, draws a javelin, and throws it at Gruxx. (Attack: 19 Damage: 5) This, Gruxx is able to knock away with his shield.
The spider in the NW corner moves up beside the bugbear and attempts to spray Gruxx with webbing. (9) The cleric is just able to stop it with his shield. The spider in the NE corner climbs the wall to the ceiling.
The spider in the SW corner moves 10 feet closer to Rock and attempts to spray the dragonborn. (16) The barbarian finds himself restrained by the foul creature's webbing!
The spider in the SE corner moves up to and attempts to bite the restrained Rock. (Attack: 17 Damage: 5) Unable to move away, Rock feels the bite of the spider on his neck and immediately feels a heat radiating up into his head and down into his arm and chest.
Rock, you're up! First, make a DC 11 CON save or take 6 poison damage (half on success). You cannot move since you are restrained. You can attempt a DC 12 STR save to break the webbing. If you rage first, you'll get advantage on that roll. The SE spider is in melee with you (to your right). The SW spider is 10 feet away to your left. Rock is about 20 feet to your NW, and the southern bugbear is in melee with him.