Drawing another arrow before taking aim at the second ghoul that enters, Perry strikes from a distance
Attack: 8 Damage: 7
Kensei Shot: 1
Kensei’s Shot - You can use a bonus action on your turn to make ranged attacks with a kensei weapon deal an extra 1d4 damage of the weapon’s type until the end of the current turn.
Dagon then plants himself firmly and grips his massive axe in both hands, raises the menacing weapon high above his head and attempts to bring it down in a crushing blow against his opponent.
The large room beyond is lit only by faintly glowing fungi, like most of the rooms you have encountered. There are two wooden doors to the east, fashioned of sturdy oak, a wooden door to the west, and an archway in the northmost wall. Barring the southern door you entered through, they are the only exits in the chamber. The room itself is bare save some purple lichen and a few loose pebbles.
"No, I d-d-don't have any treats for you. Now b-be quiet!" Humphry whispers loudly through his teeth. "Wait here" While his companions stay back towards the southern door, Humphry scuttles to the archway on the north wall as quietly as he can, and tries to see what lays beyond. Stealth 6 Perception 20
This post has potentially manipulated dice roll results.
Dagon enters the room tentatively, glancing askance at the strange glowing fungi with a suspicious glower. He keeps his greataxe at the ready as he moves toward the center of the room, looking around at the bare chamber with a puzzled countenance.
"I wonder why the south door did not open from inside here..." The marauder ponders aloud, "perhaps it was intended as a cell of some kind, or perhaps the stone-dwellers who built this place believed the ghouls capable of operating a door's opening mechanism." The half-orc shrugs to himself then watches as Humphry moves toward the northern archway to conduct his investigations.
Remembering how the gnome's keen ears had picked up the danger of the room with the multitude of voices, Dagon will then carefully make his way toward the pair of doors on the eastern wall. The hulking warrior picks his steps carefully, cautious of any irregularities on the floor, and he stops short of approaching too close to either door's threshold and certainly refrains from touching them in any way. He then leans forward slightly and turns an ear toward the doors, listening intently for any indication of sound coming from behind the barrier, and he begins sniffing aggressively again in his animalistic method for any hint of something that can not be identified as originating in his immediate surroundings.
Perception Check on 1st door on the eastern wall:15
Perception Check on 2nd door on the eastern wall:18
Humphry, the corridor takes a sharp turn and dead ends.
Dagon, both doors appear safe, and the southernmost door on the east wall is locked. A low bubbling sound emenates from the northernmost door, somewhat akin to the noise of a fountain.
Dagon backs away from the doors on the eastern wall and tells his companions about the strange sound he heard coming from behind the northernmost of the two doors.
"Almost like... bubbling, maybe? Something like a fountain, but I couldn't be sure." The half-orc grumbles uncertainly. He watches as Humphry continues checking out the room's other exits and figures they will wait to hear from their keen companion about his findings before deciding which direction to pursue.
The gnome overhears Dagon's words, "A fountain you s-say? A landmark w-w-would a-assist in helping us gain our barings. Proceed" Humphry motions to Dagon to go forth.
The half-orc nods in acknowledgement of the gnome's words and returns to the northernmost door on the eastern wall. He keeps his axe ready in the event that the sound turns out to be something unexpected, but never the less, the marauder reaches out and tries to open the door. If he finds it unlocked, he'll throw it open wide and take a step back from the doorway for a moment before cautiously moving to enter.
Kic watching Dagon walk towards the door will follow and again stand to the side where the door opens ready to pounce on any foe that make come through.
"Guess there was actually two..."
Drawing another arrow before taking aim at the second ghoul that enters, Perry strikes from a distance
Attack: 8 Damage: 7
Kensei Shot: 1
Kensei’s Shot - You can use a bonus action on your turn to make ranged attacks with a kensei weapon deal an extra 1d4 damage of the weapon’s type until the end of the current turn.
Perry's aim is off and the shot is wide.
Dagon!
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
The half-orc bellows a roar laced with virulent mockery as the abomination's claw attack misses him, opening the creature up for a counter attack.
Reaction; Riposte Attack: 13 Damage: 8 + Superiority Damage Die: 6
Dagon then plants himself firmly and grips his massive axe in both hands, raises the menacing weapon high above his head and attempts to bring it down in a crushing blow against his opponent.
Attack: 11 Damage: 15
The ghoul falls, minus a leg and an arm.
100 XP each!
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
As the living corpses finally succumb to the natural order, Humphry will scoot into the chamber they occupied and look around. Perception 17
The large room beyond is lit only by faintly glowing fungi, like most of the rooms you have encountered. There are two wooden doors to the east, fashioned of sturdy oak, a wooden door to the west, and an archway in the northmost wall. Barring the southern door you entered through, they are the only exits in the chamber. The room itself is bare save some purple lichen and a few loose pebbles.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
“Don’t spit on the glowing fungi Humphry” Kic says in bear form which comes out as “grrrm mooorumkph hurumphf”
"No, I d-d-don't have any treats for you. Now b-be quiet!" Humphry whispers loudly through his teeth. "Wait here" While his companions stay back towards the southern door, Humphry scuttles to the archway on the north wall as quietly as he can, and tries to see what lays beyond. Stealth 6 Perception 20
Dagon enters the room tentatively, glancing askance at the strange glowing fungi with a suspicious glower. He keeps his greataxe at the ready as he moves toward the center of the room, looking around at the bare chamber with a puzzled countenance.
"I wonder why the south door did not open from inside here..." The marauder ponders aloud, "perhaps it was intended as a cell of some kind, or perhaps the stone-dwellers who built this place believed the ghouls capable of operating a door's opening mechanism." The half-orc shrugs to himself then watches as Humphry moves toward the northern archway to conduct his investigations.
Remembering how the gnome's keen ears had picked up the danger of the room with the multitude of voices, Dagon will then carefully make his way toward the pair of doors on the eastern wall. The hulking warrior picks his steps carefully, cautious of any irregularities on the floor, and he stops short of approaching too close to either door's threshold and certainly refrains from touching them in any way. He then leans forward slightly and turns an ear toward the doors, listening intently for any indication of sound coming from behind the barrier, and he begins sniffing aggressively again in his animalistic method for any hint of something that can not be identified as originating in his immediate surroundings.
Perception Check on 1st door on the eastern wall: 15
Perception Check on 2nd door on the eastern wall: 18
Humphry, the corridor takes a sharp turn and dead ends.
Dagon, both doors appear safe, and the southernmost door on the east wall is locked. A low bubbling sound emenates from the northernmost door, somewhat akin to the noise of a fountain.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Not convinced, Humphry searches the walls and the floor at the dead end for any hidden latches that might reveal a secret door. Investigation 17
Kic will roam around the room in bear form and keep watch, smelling the air to see if anything was close by.
Perception: 11
Neither Humphry nor Kic find anything out of the ordinary.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Coming back into the chamber, Humphry noticed no one had checked out the western door, so he gets to work himself.
Investigation 16
Perception 13
The door is safe and the room beyond is silent.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Dagon backs away from the doors on the eastern wall and tells his companions about the strange sound he heard coming from behind the northernmost of the two doors.
"Almost like... bubbling, maybe? Something like a fountain, but I couldn't be sure." The half-orc grumbles uncertainly. He watches as Humphry continues checking out the room's other exits and figures they will wait to hear from their keen companion about his findings before deciding which direction to pursue.
The gnome overhears Dagon's words, "A fountain you s-say? A landmark w-w-would a-assist in helping us gain our barings. Proceed" Humphry motions to Dagon to go forth.
The half-orc nods in acknowledgement of the gnome's words and returns to the northernmost door on the eastern wall. He keeps his axe ready in the event that the sound turns out to be something unexpected, but never the less, the marauder reaches out and tries to open the door. If he finds it unlocked, he'll throw it open wide and take a step back from the doorway for a moment before cautiously moving to enter.
Kic watching Dagon walk towards the door will follow and again stand to the side where the door opens ready to pounce on any foe that make come through.
Humphry steals a quick peek into the room besides the rest of the party.