Torq and Aryn make quick work of the four bandits, shattering bones and lacerating with their weapons. Gaelin's spell slams into the werewolf and illuminates it in a white aura that Juliana and Alexandria exploit. Two two shapeshifters carve into the werewolf apart with their greataxe and greatsword until all that remains is a bloody piles of body parts. With the room now cleared you make your way down the south passage before coming to a large wood and iron door.
Investigation to check for traps, perception to see if you hear anything on the other side. Limited to 2 people per check or one person with advantage.
(poor Mucor... finally realizes it and rolls bad anyway. ; ) )
Aryn you find a wire that runs across the middle of the door through hidden inside a grooved design on the door. Looking over the ground and walls nearby you see a series of holes for about 5 feet and recognize it as a mechanical spike trap. Mucor puts his ear near the door, his horn prohibiting him from lying against it, but can't make out any sounds. Aryn cautions the group to back up to safety and pulls out her dagger. With a quick thwip of her wrist the dagger flies into the door and cuts the wire. Instantly 30 spears jut out of the floor and walls in an intricate lattice ensuring everything within 5ft of the door would be skewered. The spears retract and you hear a deep laugh as the door flies open to reveal a surprised bandit who suddenly goes quiet as horror creeps in.
Gaelin will move 10ft SE and lob a fireball in the middle of the room, then will move south 5ft and hug the wall so the others can pass by. (I think I can hit everyone but the SW bandit.)
This post has potentially manipulated dice roll results.
After Gaelin's fireball Torq will fly into the room, past the bandit if he's still alive, and head to the SE corner of the room 5 ft south of the southern werewolf before pointing his axe towards the four werewolves. He'll expend a charge to do a cone of lightning and use his bonus action to recklessly swipe at the nearest werewolf with his hammer.
A bead of red energy streaks over the bandit's shoulder and explodes behind him. A wave of heat rushes past you while Torq and Aryn charge forward into the room. Two bandit corpses lie on the ground while four werewolves snarl and bare their blood stained teeth. Torq points his axe as a spray of lightning arcs out hitting the four werewolves, two of which manage to dodge most of the arcs. As Aryn reaches the northwest werewolf Torq crushes the skull of the southeast werewolf and its body slumps to the ground. Aryn unleashes a combination of slashes and final stab through the chest that ends the northwest werewolf. Only the bandit in the southwest corner and two werewolves remain as Mucor and the weretwins act.
Mucor would move into the room, tossing a volly of spores towards the northern werewolf while pointing his staff towards the southern one. As the minotaur points his weapon, a swarm of spores would erupt and shoot towards the creature.
Bonus action con18 or take 13 half on success action Chill Touch Attack: 12 Damage: 10
Mucor's spore choke the life from the northern werewolf who clutches his throat and swipes errantly at Aryn as it collapses. Mucor then summons a ethereal hand that grabs the werewolf's throat and rips it from it body. Rather than blood, a cloud of icy cold air sprays out from the wound as the werewolf's lifeless body falls to the ground with a thud. The weretwins rush in and disembowel the last remaining bandit with a coordinated swipe of their weapons. You move to the southeast corner of the cavern and continue your descent before you are met by two bandits guarding another sturdy door. Despite their preparedness they both miss with their crossbows and you quickly dispatch them. You gingerly slide the door open to reveal two paths. One to the west and one to the south.
Which path will you choose? Perception check to see if you can hear anything.
You make your way down the southern passage that seems to descend well over 100 feet. As you make your way the air becomes more acrid and the smells of death and decay begin to creep into your nostrils. The path turns sharply to the west and opens into a large, dimly lit torture chamber filled with cages and stocks. The bodies inside the cages range from emaciated corpses to silent standing figures who shiver in fear. Hanging on each of the cages is a large iron lock. A few body parts lie on the ground and appear to be partially chewed on. You look around the room and find 4 females and 2 males still alive.
This post has potentially manipulated dice roll results.
"agreed" Aryn says telepathically.
Aryn will try to pick the locks of each. While she does she'll say, "Torq, Alexandria and Juliana, you three keep watch. Mucor and Gaelin you heal em when they get out."
After a little over a minute, Aryn is able to pick all of the locks while Gaelin heals each one as they come out. Some of them give their thanks while others are too exhausted to speak and have to be helped out of the cage.
"Have any of you been bitten?" Mucor would ask as they exit the cages. "We have ways to help you if you have..." He would add looking each one over as they are healed.
"Alexandria, Juliana and I could escort them out quickly if we carry them and leave them with the griffons and Valeera. They'd be much safer there but it would take a bit longer." Torq replies.
Two of the females look at one of the male prisoners who appears a bit worse for wear and point towards him. The man doesn't react to this, he just remains sitting silently on the floor, welcoming death.
(You would know it would take only about 2 minutes to transport the prisoners out and return to your current location if unimpeded.)
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Torq and Aryn make quick work of the four bandits, shattering bones and lacerating with their weapons. Gaelin's spell slams into the werewolf and illuminates it in a white aura that Juliana and Alexandria exploit. Two two shapeshifters carve into the werewolf apart with their greataxe and greatsword until all that remains is a bloody piles of body parts. With the room now cleared you make your way down the south passage before coming to a large wood and iron door.
Investigation to check for traps, perception to see if you hear anything on the other side. Limited to 2 people per check or one person with advantage.
Investigation: 19
Perception check!14
(OOC: I have been missing out! my shield I have been using for forever grants me advantage on perception checks!)
(poor Mucor... finally realizes it and rolls bad anyway. ; ) )
Aryn you find a wire that runs across the middle of the door through hidden inside a grooved design on the door. Looking over the ground and walls nearby you see a series of holes for about 5 feet and recognize it as a mechanical spike trap. Mucor puts his ear near the door, his horn prohibiting him from lying against it, but can't make out any sounds. Aryn cautions the group to back up to safety and pulls out her dagger. With a quick thwip of her wrist the dagger flies into the door and cuts the wire. Instantly 30 spears jut out of the floor and walls in an intricate lattice ensuring everything within 5ft of the door would be skewered. The spears retract and you hear a deep laugh as the door flies open to reveal a surprised bandit who suddenly goes quiet as horror creeps in.
Lightbringers!
Map:
Gaelin will move 10ft SE and lob a fireball in the middle of the room, then will move south 5ft and hug the wall so the others can pass by. (I think I can hit everyone but the SW bandit.)
Fireball: DC 18 Dex or take: 30 half on success.
After Gaelin's fireball Torq will fly into the room, past the bandit if he's still alive, and head to the SE corner of the room 5 ft south of the southern werewolf before pointing his axe towards the four werewolves. He'll expend a charge to do a cone of lightning and use his bonus action to recklessly swipe at the nearest werewolf with his hammer.
(Xtra, let me know when I need to renew rage.)
Aryn will wait for the smoke to clear then charge forward into the room, take a quick glance and move NE of the door to attack the NW werewolf.
Attack: (1) 15 (2) 29 (3) 12
Damage:(1) 9 6 (2) 5 7 3) 9 9
A bead of red energy streaks over the bandit's shoulder and explodes behind him. A wave of heat rushes past you while Torq and Aryn charge forward into the room. Two bandit corpses lie on the ground while four werewolves snarl and bare their blood stained teeth. Torq points his axe as a spray of lightning arcs out hitting the four werewolves, two of which manage to dodge most of the arcs. As Aryn reaches the northwest werewolf Torq crushes the skull of the southeast werewolf and its body slumps to the ground. Aryn unleashes a combination of slashes and final stab through the chest that ends the northwest werewolf. Only the bandit in the southwest corner and two werewolves remain as Mucor and the weretwins act.
Mucor!
Map:
Mucor would move into the room, tossing a volly of spores towards the northern werewolf while pointing his staff towards the southern one. As the minotaur points his weapon, a swarm of spores would erupt and shoot towards the creature.
Bonus action con18 or take 13 half on success
action Chill Touch Attack: 12 Damage: 10
Mucor's spore choke the life from the northern werewolf who clutches his throat and swipes errantly at Aryn as it collapses. Mucor then summons a ethereal hand that grabs the werewolf's throat and rips it from it body. Rather than blood, a cloud of icy cold air sprays out from the wound as the werewolf's lifeless body falls to the ground with a thud. The weretwins rush in and disembowel the last remaining bandit with a coordinated swipe of their weapons. You move to the southeast corner of the cavern and continue your descent before you are met by two bandits guarding another sturdy door. Despite their preparedness they both miss with their crossbows and you quickly dispatch them. You gingerly slide the door open to reveal two paths. One to the west and one to the south.
Which path will you choose? Perception check to see if you can hear anything.
mucor perception! 27
From the south you hear nothing... then a slight whimper... then silence again. From the west you hear snarls and the sound of heavy breathing.
"Snarls to the west, whimpers to the south. Let's see if somone needs help.. " Mucor would say with a snort before heading to the south
You make your way down the southern passage that seems to descend well over 100 feet. As you make your way the air becomes more acrid and the smells of death and decay begin to creep into your nostrils. The path turns sharply to the west and opens into a large, dimly lit torture chamber filled with cages and stocks. The bodies inside the cages range from emaciated corpses to silent standing figures who shiver in fear. Hanging on each of the cages is a large iron lock. A few body parts lie on the ground and appear to be partially chewed on. You look around the room and find 4 females and 2 males still alive.
map:
"agreed" Aryn says telepathically.
Aryn will try to pick the locks of each. While she does she'll say, "Torq, Alexandria and Juliana, you three keep watch. Mucor and Gaelin you heal em when they get out."
19 23 17 19 32 29
Gaelin will use 4 charges on his staff and 2 1st level spell slots to cast Cure Wounds on each of the prisoners, healing them each: 10.
"It may be safer for them to stay here. Unless we want to back track and lead them out before we continue." Gaelin says
After a little over a minute, Aryn is able to pick all of the locks while Gaelin heals each one as they come out. Some of them give their thanks while others are too exhausted to speak and have to be helped out of the cage.
(Torq your rage would have run out now. )
"Have any of you been bitten?" Mucor would ask as they exit the cages. "We have ways to help you if you have..." He would add looking each one over as they are healed.
"Alexandria, Juliana and I could escort them out quickly if we carry them and leave them with the griffons and Valeera. They'd be much safer there but it would take a bit longer." Torq replies.
Two of the females look at one of the male prisoners who appears a bit worse for wear and point towards him. The man doesn't react to this, he just remains sitting silently on the floor, welcoming death.
(You would know it would take only about 2 minutes to transport the prisoners out and return to your current location if unimpeded.)