This post has potentially manipulated dice roll results.
Otrov enters the room where Margret is, “Don’t worry Margy, I Brought them back. You can count on me! I’m super responsible!” She then heads south to inspect the door. Investigation - 4 If it doesn’t seem trapped, she’ll knock on the door - or throw a rock at it- and then back up a bit to see if anything growls or anything.
You don‘t find any traps and shortly after the stone hits the door, you hear a loud growl and a something hitting the door heavily. Dusk falling of the roof.
Otrov jumps slightly at the growl. Not taking her eyes of the door, she says "Hey guys, I think I found your wolves! Are they your friends? Should I let them out? I wonder if they can run on ball bearings..." Otrov will then back up slowly towards Margret [if she has any movement left, that is].
Margret gets Marco to follow the bugbear, telling him to keep out of its sight and come back once the goblinoid stops. If she doesn't find Gundrum here maybe she can gain some information on where they took him.
Meanwhile she continues north into the next room sword at ready
Zurzg watches Otrov like a hawk, waiting for any of her newly-procured shiny objects to fall out her pockets as she flips and twirls. Disappointed for this not to be the case, he trots up to the door and growls back at it.
In spite of taking down one, Nobody continues to hold the position and readies another shot for anything trying to escape out the place. At least, any goblin, anyhow.
Rollback Post to RevisionRollBack
Goyo - [Tortle]Druid/Warlock - Circle of Sea/Celestial (Libretalia)
Drozo - [Hobgoblin]Cleric - Blood Domain (Call of the Netherdeep)
(Margret, you get a mental call from Marco, a bugbear is leaving the main castle entrance and running into the forrest.
Also the door is open and you enter what looks like a barrack. A stone brazier full of coals glows in the middle of this small room. Four straw pallets are lined up along the east wall. The wall to the south has collapsed but repaired with a sturdy wooden replacement. A barred wooden door in that direction is still clear and a strong smell of animal comes from that direction. You look behind the curtain that hangs in the archway to the north. The next room looks like an antechamber of some sort. There is an open door on each side of the room, one leading east, the other west.)
"Otrov, leave that door alone, I need you over here to back me up"
She heads over to door 2 and checks it out to see if its open and or trapped
Doors 1 and 2 are open, and as you look inside 2, you see a chamber that has been set up as a crude living space, with thick furs thrown on the floor to serve as carpets, old trophies hanging on the walls, a large bed to the north, and a brazier of coals burning brightly. A round table with several chairs stands to the south near the door.
This post has potentially manipulated dice roll results.
Otrov follows Margret’s instructions, moving into the room and Running it over for clues of the dwarf, anything shiny, as well as checking the western door for traps and the like. Perception - 15 Investigation - 8
You search the room and under the „bed“ you find a loose tile that hides a bag. Inside you find 3 small red potions, 1 pale green potion, a scroll, 3 small gems, a map, 220 silver and 160 electrum pieces.
The door doesn‘t show any sights of being trapped, but it is locked.
Otrov whispers to herself with glee, Xanadu! She’ll take the bag and show the others. Otrov will glance at the map to see if she recognizes the location. She will join Margret near the now-unlocked door, Prick in hand and readied to shoot.
Otrov enters the room where Margret is, “Don’t worry Margy, I Brought them back. You can count on me! I’m super responsible!” She then heads south to inspect the door. Investigation - 4 If it doesn’t seem trapped, she’ll knock on the door - or throw a rock at it- and then back up a bit to see if anything growls or anything.
okay then, I’ll use Lucky!
Investigation again - 14
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
You don‘t find any traps and shortly after the stone hits the door, you hear a loud growl and a something hitting the door heavily. Dusk falling of the roof.
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Otrov jumps slightly at the growl. Not taking her eyes of the door, she says "Hey guys, I think I found your wolves! Are they your friends? Should I let them out? I wonder if they can run on ball bearings..." Otrov will then back up slowly towards Margret [if she has any movement left, that is].
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Margret gets Marco to follow the bugbear, telling him to keep out of its sight and come back once the goblinoid stops. If she doesn't find Gundrum here maybe she can gain some information on where they took him.
Meanwhile she continues north into the next room sword at ready
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Zurzg watches Otrov like a hawk, waiting for any of her newly-procured shiny objects to fall out her pockets as she flips and twirls. Disappointed for this not to be the case, he trots up to the door and growls back at it.
We are out of combat now, so feel free to go ahead.
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]In spite of taking down one, Nobody continues to hold the position and readies another shot for anything trying to escape out the place. At least, any goblin, anyhow.
Goyo - [Tortle]Druid/Warlock - Circle of Sea/Celestial (Libretalia)
Drozo - [Hobgoblin]Cleric - Blood Domain (Call of the Netherdeep)
Lothia - [Goliath]Warlock - ??? (Stormwreck Isle)
(Margret, you get a mental call from Marco, a bugbear is leaving the main castle entrance and running into the forrest.
Also the door is open and you enter what looks like a barrack. A stone brazier full of coals glows in the middle of this small room. Four straw pallets are lined up along the east wall. The wall to the south has collapsed but repaired with a sturdy wooden replacement. A barred wooden door in that direction is still clear and a strong smell of animal comes from that direction. You look behind the curtain that hangs in the archway to the north. The next room looks like an antechamber of some sort. There is an open door on each side of the room, one leading east, the other west.)
"Otrov, leave that door alone, I need you over here to back me up"
She heads over to door 2 and checks it out to see if its open and or trapped
Perception 5
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Otrov moves to Margret, offering help with door 2. She peers in or checks for traps, depending on whether the door is open or not.
Perception - 10
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Dain follows after Margret, his crossbow in hand.
Doors 1 and 2 are open, and as you look inside 2, you see a chamber that has been set up as a crude living space, with thick furs thrown on the floor to serve as carpets, old trophies hanging on the walls, a large bed to the north, and a brazier of coals burning brightly. A round table with several chairs stands to the south near the door.
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Margret looks around the room
"If you all will, look for clues. Maybe we will find something relating to the dwarf, Rockseeker and his location"
She also looks for secret doors and such
perception 3
Investigation 9
or maybe even bloody foot prints or any kind of tracks
7
(Yeash)
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
You don‘t see much, but there is a very visible regular door in the north west corner of the room.
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Check it for traps listens and if its unlocked she opens it
11
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Otrov follows Margret’s instructions, moving into the room and Running it over for clues of the dwarf, anything shiny, as well as checking the western door for traps and the like.
Perception - 15 Investigation - 8
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
You search the room and under the „bed“ you find a loose tile that hides a bag. Inside you find 3 small red potions, 1 pale green potion, a scroll, 3 small gems, a map, 220 silver and 160 electrum pieces.
The door doesn‘t show any sights of being trapped, but it is locked.
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Dain keeps watch from the door as the others check out the room.
She tries to unlock the door with her thieves tools
18
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
The lock is no match for your skill.
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Otrov whispers to herself with glee, Xanadu! She’ll take the bag and show the others. Otrov will glance at the map to see if she recognizes the location.
She will join Margret near the now-unlocked door, Prick in hand and readied to shoot.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons