Sim shoots another arrow, and this time she ensures it hits a spot the dwarf cannot protect. The arrow sinks deep, hitting something inside that turns Zemk's otherwise red blood a shade of dark greenish-brown. Zemk takes a knee and drops his shield. Staring Sim in the eye one last time, his face then hits the floor (Zemk - damage: 34 -> DEFEATED).
Mokiakia shocks Krentz one more time. This must be Mokiakia's first time ever casting this spell, as she is having difficulties producing anything other than a quick spark. Fortunately for her, that is all that was needed to force the tattooed man unconscious (Krentz - damage: 12 -> DEFEATED).
I search Zemk and Krentz for clues and valuables while also examining their features and clothing so that I can replicate their appearances if the need arises. Investigation: 18
I ask Renaer to help me move the furniture to narrow this entrance on AA60, I make a whole on the side of the little bell I stole earlier so it makes a different, deeper sound, and I set the bell to use us for alerting of anybody else that may be following us. I want to prevent fighting both sides and be caged in. Hence, I inform all my companions of my "fix".
After that, I move forward through the door that was blocked by the giant dwarf, door on X64. As I stand there, I wait for my companions to finish their searches.
Sim studies her opponents' garments and then reaches into their pockets. She finds a collective 6gp, but apart from that, only their weapons would be of any use.
Adrasteia recognizes that the number of eyes tattooed on Krentz's head match the exact number of spokes on the symbol of the Xanathar Guild (the one that sort of resembles a sun). She also spots some sort of goo near the bottom of the door the enemies were trying to barricade.
Mokiakia and Renaer set up a rudimentary alarm system facing the way the group came from. Once they are done, they approach the door that Adrasteia is examining. She informs them of this strange goo. The door is still closed for now, but not locked.
I pocket the gold for now, planning to share later when Renaer isn't around. He probably isn't excited by a couple gold pieces anyway, being a noble. I look warily at the goo. "Should one of you check to see if this has any magical properties? It looks disgusting."
Tending to Sim's request, Adrasteia examines the goo. She is not familiar with it, but suspects it to be some sort of excretion from a living creature.
This post has potentially manipulated dice roll results.
Since my companions are examining the goo, I run a nature check to identify the creature that may have expelled it and its properties: 19. I inform them of my findings, if any.
Then, I walk over to the other door to see if there is anything suspicious there too (Z64).
This post has potentially manipulated dice roll results.
I alert my companions to my lack of knowledge, but I suggest we be cautious around the goo. Does the goo seem to have any effect on the room itself? Is it acidic? Investigation? 19
Mokiakia arrives to help Adrasteia in her examination of the goo. The cleric notices that the goo is indeed very acidic, eating through the wooden door and corroding the metal bolts (this is plain to see, so there is no need to roll a skill check.). The sorcerer realizes something perhaps even more interesting. The bits of goo on this side of the door seem to be moving slightly, as if they themselves were the creature (as opposed to coming from a creature.)
The other door is another simple, wooden slab withe metal bolts, which is shut but not locked.
This post has potentially manipulated dice roll results.
Noticing the moving goo, I am disgusted and startled, so I cast Fire Bolt at it from the distance Attack: 22 Damage: 9. Then, I wait to see what happens, despite being tempted to take the other unlocked door, find a corner and potentially rest to recover some damage.
I start backing toward the other, goo-free door. "I don't think we want to investigate that goo any further...let's try this door, or go back and take the stairs."
Discretion is the better part of valor. I eye up my companions and suggest that we would be better off leaving the goo door alone. Let's try the other suspiciously inconspicuous door.
The group begins to back away from the goo. As Sim and Adrasteia agree not to mess with it, Mokiakia launches a Fire Bolt in her spite. It hits the goo, which then hisses in response and very quickly moves back into its room through the gap at the bottom of the door. You all that it reacted more out of surprise than due to the damage it took from the flame.
Opening the other door, you see a hallway leading south, and ending in a set of stairs going upwards. Before you can get to the stairs, you make note of another section of the hallway that clearly passes underneath a sewage tunnel, as indicated by the stinky puddles and drips coming from the ceiling. Light comes from beyond the stairs.
(Adrasteia's mace has a +5 modifier, so that attack roll come to a total of 14. Unfortunately, that is still a miss.)
Adrasteia tries to wack Zemk, but her swing is met with his blocking shield once again. Zemk retaliates by attacking Adrasteia with his war pick:
-> War pick (melee weapon attack) vs. Adrasteia: Attack: 7
Damage: 7 piercing. Adrasteia blocks the attack with her own shield.Its a shield duel!
(Sim is up next.)
I send another arrow at the dwarf while he's focused on my friend: 6, damage: 12
Sim shoots another arrow, and this time she ensures it hits a spot the dwarf cannot protect. The arrow sinks deep, hitting something inside that turns Zemk's otherwise red blood a shade of dark greenish-brown. Zemk takes a knee and drops his shield. Staring Sim in the eye one last time, his face then hits the floor (Zemk - damage: 34 -> DEFEATED).
END OF INITIATIVE ROUND 2
UPDATED MAP:
(Mokiakia is up next.)
This time I kept my concentration as I took no damage, so I use Witch Bolt's auto hit. 2
Mokiakia shocks Krentz one more time. This must be Mokiakia's first time ever casting this spell, as she is having difficulties producing anything other than a quick spark. Fortunately for her, that is all that was needed to force the tattooed man unconscious (Krentz - damage: 12 -> DEFEATED).
YOU ARE NOW OUT OF INITIATIVE. DO AS YOU WILL.
I search Zemk and Krentz for clues and valuables while also examining their features and clothing so that I can replicate their appearances if the need arises. Investigation: 18
I want to do a History check on the Hulk to see if I recognize anything else about the tattoos. 20
I also want to Investigate the door/entrance they were barricading to see if I can hear anything on the other side. 9
I ask Renaer to help me move the furniture to narrow this entrance on AA60, I make a whole on the side of the little bell I stole earlier so it makes a different, deeper sound, and I set the bell to use us for alerting of anybody else that may be following us. I want to prevent fighting both sides and be caged in. Hence, I inform all my companions of my "fix".
After that, I move forward through the door that was blocked by the giant dwarf, door on X64. As I stand there, I wait for my companions to finish their searches.
Sim studies her opponents' garments and then reaches into their pockets. She finds a collective 6gp, but apart from that, only their weapons would be of any use.
Adrasteia recognizes that the number of eyes tattooed on Krentz's head match the exact number of spokes on the symbol of the Xanathar Guild (the one that sort of resembles a sun). She also spots some sort of goo near the bottom of the door the enemies were trying to barricade.
Mokiakia and Renaer set up a rudimentary alarm system facing the way the group came from. Once they are done, they approach the door that Adrasteia is examining. She informs them of this strange goo. The door is still closed for now, but not locked.
I pocket the gold for now, planning to share later when Renaer isn't around. He probably isn't excited by a couple gold pieces anyway, being a noble. I look warily at the goo. "Should one of you check to see if this has any magical properties? It looks disgusting."
I get closer to the goo to smell it and examine it better. I want to do an Arcana check to see if it has any magical properties. 10
Tending to Sim's request, Adrasteia examines the goo. She is not familiar with it, but suspects it to be some sort of excretion from a living creature.
Since my companions are examining the goo, I run a nature check to identify the creature that may have expelled it and its properties: 19. I inform them of my findings, if any.
Then, I walk over to the other door to see if there is anything suspicious there too (Z64).
I alert my companions to my lack of knowledge, but I suggest we be cautious around the goo. Does the goo seem to have any effect on the room itself? Is it acidic? Investigation? 19
Mokiakia arrives to help Adrasteia in her examination of the goo. The cleric notices that the goo is indeed very acidic, eating through the wooden door and corroding the metal bolts (this is plain to see, so there is no need to roll a skill check.). The sorcerer realizes something perhaps even more interesting. The bits of goo on this side of the door seem to be moving slightly, as if they themselves were the creature (as opposed to coming from a creature.)
The other door is another simple, wooden slab withe metal bolts, which is shut but not locked.
Noticing the moving goo, I am disgusted and startled, so I cast Fire Bolt at it from the distance Attack: 22 Damage: 9. Then, I wait to see what happens, despite being tempted to take the other unlocked door, find a corner and potentially rest to recover some damage.
I start backing toward the other, goo-free door. "I don't think we want to investigate that goo any further...let's try this door, or go back and take the stairs."
Discretion is the better part of valor. I eye up my companions and suggest that we would be better off leaving the goo door alone. Let's try the other suspiciously inconspicuous door.
The group begins to back away from the goo. As Sim and Adrasteia agree not to mess with it, Mokiakia launches a Fire Bolt in her spite. It hits the goo, which then hisses in response and very quickly moves back into its room through the gap at the bottom of the door. You all that it reacted more out of surprise than due to the damage it took from the flame.
Opening the other door, you see a hallway leading south, and ending in a set of stairs going upwards. Before you can get to the stairs, you make note of another section of the hallway that clearly passes underneath a sewage tunnel, as indicated by the stinky puddles and drips coming from the ceiling. Light comes from beyond the stairs.
MAP UPDATE: