This post has potentially manipulated dice roll results.
Kroneker quickly looks around for any signs of the guard dogs he saw earlier, but what he finds instead is a big chandelier, just asking for him to jump to it. With a big grin on his face, Kroneker moves to do just that.
Acrobatics check: 11
Kroneker is clumsier than he would like in this case, but after a bit of a struggle he manages to find his footing with just enough time to turn around and take another shot at the Shield Ooze.
Crossbow attack (disadvantage because the Ooze is dodging): 15 Damage: 10
((If the Ooze is not in view yet, Kroneker will hold action to fire until it is.))
The ooze bounces as Kroneker fires at it, such that the bolt would have hit the shield, but instead finds its squishy flesh. (10 damage)
Shield Ooze rolls up behind the other ooze, issuing its burst of flames at Selthar and Badrizar. They don't seem even half as intense as the Black Ooze's fiery burst. (Selthar DEX- 19, saved for half; 5 fire damage; Badrizar DEX- 4: no save; 11 fire damage)
It then launches itself in an attack against the Black Ooze, impacting like a wooden clap. (attack vs Black Ooze: 14, 8 bludgeoning damage) There is no indication why it did this.
End round 2, Badrizar is up. Shield Ooze is almost defeated, Black Ooze still just heavily damaged.
Badrizar retreats into the great hall, leaving Selthar to hold his ground. (Badrizar CON to concentrate on Bless: 15, success)
Despite being attacked by Shield Ooze, the Black Ooze focuses on Selthar, rolling back and fourth a few times as if seeking an angle on the warforged. It hops twice, then launches suddenly at him. (attack vs Selthar @ disadvantage: 11, miss)
The flames on it flare up, threatening to burst again. The acid mist in the hall, residual from the ooze's bursts, starts to sting.
Kroneker's turn, then Shield Ooze. Middle of round 3. Shield Ooze is almost defeated, Black Ooze still just heavily damaged.
The moment the bolt hits, the Shield Ooze's flames vanish, slumping wide. Magic flickers in the air around it with it's slow fading dispersal, and the shield clatters face up on the floor.
End of round 3, Badrizar is up, then Selthar. Black Ooze still just heavily damaged. Reminder about the acid in the air and the Black Ooze's fire returning, and Badrizar has Bless on.
This post has potentially manipulated dice roll results.
Badrizar maintains his focus on the Bless rather than choosing to cast another spell. Doing something he rarely does, he steps forward, draws his dagger, and hurls it at the ooze. (Ranged dagger attack: 14 | 5 piercing damage, if successful)
The two dagger strikes defeat the ooze just before it releases it's burst, and the acid in the air vanishes with it. The shield and scorching are all the remain of the oozes. If there was a ward on the door, it was destroyed when the door shattered. The servant is undoubtedly dead. The noise caused by the battle hadn't been very loud, and no servants or guards yet come.
Presuming you go to loot...
In the room, several items are set in glass displays, more pictures on the walls. The thrum of magical energy can be faintly heard throughout the room, telling of years of the aura of these treasures. All of them are accessible by simple operation of a latch. All of you have the unshakable feeling that there are numerous people in the room watching, but as far as anyone can see, its just you three. There are no traps. You find the following.
A wand that appears to be several of different lengths twisted together, merging into a single wavy handle. The plaque reads: Wand of the Wishwood Dryad. 1 lb.
A sling-staff that appears to have a faint displacement effect to it, plaque reading Wind and Style. 4 lbs.
A winged spear made of adamantine, plaque reading Apocrypha. 6 lbs
A warhammer made dragon bone, plaque reading Brand of Sigil. 2 lbs
A whip made of thin green flexible metal, plaque readingLiving Link.5 lbs.
A crossbow bearing resemblance to a rifle without side limbs, and a chamber to load the bolt inside, plaque reading Sigerdrifa. 5 lbs
A choker with a long, thin box with a slow oscillating red light, plaque reading Consciousness. 0 lbs
A tome which vanishes as you look directly at it, plaque reading Arcane Diary of Ashtoreth. 5 lbs
The shield was in a case, which apparently was destroyed by the oozes. The plaque is missing. 6 lbs.
Each of these items are extremely potent. Merely carrying two causes strain in time, having an extra-dimensional space allows you to carry three. There are non-magical treasures as well, totaling 12 pounds and perhaps worth over two thousand gold.
This post has potentially manipulated dice roll results.
After the oozes are dead, Kroneker will sheathe his crossbow and jump back to the balcony (25) landing with as much grace as a goblin can possibly muster. He will then approach his comrades and use Cure Wounds on Badrizar (10 healing).
"Stupid slimes...now let's go see what's in that room, yes?" Kroneker says as he cautiously enters, expecting more trouble. Kroneker examines the displays, but none are of particular interest to him until he sees the crossbow.
"This is mine now!" Kroneker exclaims as he smashes the display (he's too excited to notice the latch) and begins studying the crossbow, trying to understand what it is and how to operate it.
This post has potentially manipulated dice roll results.
Selthar removes 2 potions of healing from his bag and drinks them quickly. 14 healing. He then moves over to the sling-staff. "I should be able to make use of this."Selthar also dons the choker. If it turns out to be more beneficial for Badrizar he will hand it over to him. Selthar will put the tome in his backpack as well if it does not appear beneficial to the party members.
"Kroneker, I believe you could carry another artifact. I can carry a third with my backpack. For now, I will carry the tome in it. We should make haste I do not think this was an accident. We may have to fight our way out of this manor."
Badrizar thanks Kroneker for the healing, and the dragonborn feels a bit of strength returning to his limbs. He admires the winged spear and the warhammer and says, "Doubtful I can make much use of either, but I can certainly carry them."
He then picks up the wand, studies it for a moment...(Arcana: 18...and remarks, "Fascinating."
"Indeed, Selthar. Let's make haste. But before we do..." Badrizar casts Cure Wounds on himself, gaining 4 hit points.
Sigerdrifa, the crossbow, is a long, metal frame of a weapon in Kroneker's hands. At the end on the bottom of the weapon, and just in front of the trigger, two disc chambers contain a coil, a series of pulleys setting a long cable along the length of the crossbow repeatedly within the frame and to the top of the weapon. An embossed Valkyrie on either side of the trigger-side chamber flies, pointing her sword toward the end of the weapon. It is winch operated as a light crossbow, (like the laser rifle in Fallout 4), deals 1d10 damage with a range of 125/500. It is undoubtedly magical, feeling it tingle in your fingers.
The whip, Living Link, makes a soft sound like a happy critter, clicking and whirring as the coil is moved. It doesn't seem to move on its own, and makes no sound when still. The green sheen on it shimmers as it moves, and you can feel your hair rise when it does. It's chain-like weight seems as though it is a difficult weapon to use, just as a normal whip would be.
Apocrypha possesses a very powerful aura. When grasping it, the sharp, wide tip glows golden for a moment, and the entire length of the weapon becomes a solid white in a wave that spreads from tip to end. The weapon exudes a feeling of urgency, one you must suppress from becoming part of you.
Brand of Sigil seems almost to be plainly as it appears when you pick it up, a dragon-bone warhammer, but it is assuredly possessing magic.
The wand feels warm, and mildly resists pointing as if it were a gyroscope. Despite appearing crudely fashioned, the wood looks alive. It is unique, like all the other weapons here, unheard of on your home world.
Wind and Style, the sling-staff, immediately makes your hands harmlessly warp in the illusion of the staff upon grabbing it. The operation of it seems simple enough, usable as a two handed sling for 1d8 damage with a range of 30/120. Holding it, you notice that you can pull the staff together and twist it, upon which it absorbs the sling into itself.
Upon strapping Consciousness, you feel an odd sensation sweep across your body, your hands instinctively moving away from the choker. Your joints stiffen in an erratic series of tensing muscles, at the same time feeling tiny jolts of pain and waves of pleasure. The moment passes quickly and you regain control of your body, and you speak, the voice your own but in a demeanor completely unlike yourself. It is monotone, each word spaced out evenly and each syllable given equal length, making it somewhat difficult to understand.
"You alright, Tin Man?" Kroneker asks as he attaches Sigerdrifa to his harness in place of his old crossbow. Kroneker will look at Badrizar when he's done. "Can you carry that? That old man served me well, and..." Kroneker will move close to the dragonborn and whisper "...having spare parts never hurts."
After that, Kroneker will wrap Living Link around his belt, below his sword sheathes, until he learns more about it.
"I think it's safe to say none of us expected so much fighting in just the first...30 minutes? or is it 40 now? Kroneker thinks it would be a good idea to take some rest, and learn how to use these bad boys and girls." Kroneker presents his Sigerdrifa to illustrate his point.
Kroneker will spend 1 hour of short rest trying out Sigerdrifa, shooting it at various random targets in various ways to see what happens (which would effectively mean attunment) and another hour whipping everything he can reach with Living Link (also attunement).
"I would not advise resting in a partly destroyed hallway and display room. We need to leave this estate and begin heading towards the laboratory. The oozes do not appear to be an accident. We should expect resistance leaving. We need to decide, quickly, if we will steal the horses in the stable or proceed on foot. I attempted to deal with them honestly and I believe they betrayed us. Their fate is no longer of any concern to me."
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Kroneker quickly looks around for any signs of the guard dogs he saw earlier, but what he finds instead is a big chandelier, just asking for him to jump to it. With a big grin on his face, Kroneker moves to do just that.
Acrobatics check: 11
Kroneker is clumsier than he would like in this case, but after a bit of a struggle he manages to find his footing with just enough time to turn around and take another shot at the Shield Ooze.
Crossbow attack (disadvantage because the Ooze is dodging): 15 Damage: 10
((If the Ooze is not in view yet, Kroneker will hold action to fire until it is.))
The ooze bounces as Kroneker fires at it, such that the bolt would have hit the shield, but instead finds its squishy flesh. (10 damage)
Shield Ooze rolls up behind the other ooze, issuing its burst of flames at Selthar and Badrizar. They don't seem even half as intense as the Black Ooze's fiery burst. (Selthar DEX- 19, saved for half; 5 fire damage; Badrizar DEX- 4: no save; 11 fire damage)
It then launches itself in an attack against the Black Ooze, impacting like a wooden clap. (attack vs Black Ooze: 14, 8 bludgeoning damage) There is no indication why it did this.
End round 2, Badrizar is up. Shield Ooze is almost defeated, Black Ooze still just heavily damaged.
Sethar after Badrizar.
Badrizar nearly slumps to the ground after being engulfed in flames. To give himself a chance to survive this battle, he elects to disengage.
Selthar is badly wounded but stands his ground after seeing the shield ooze attack the other ooze. Using his Action to Dodge he says "Take them out."
Badrizar retreats into the great hall, leaving Selthar to hold his ground. (Badrizar CON to concentrate on Bless: 15, success)
Despite being attacked by Shield Ooze, the Black Ooze focuses on Selthar, rolling back and fourth a few times as if seeking an angle on the warforged. It hops twice, then launches suddenly at him. (attack vs Selthar @ disadvantage: 11, miss)
The flames on it flare up, threatening to burst again. The acid mist in the hall, residual from the ooze's bursts, starts to sting.
Kroneker's turn, then Shield Ooze. Middle of round 3. Shield Ooze is almost defeated, Black Ooze still just heavily damaged.
"You guys just stay alive, Kroneker will take them out!" Kroneker shouts as he attack the Shield Ooze again.
Crossbow attack: 17 Damage: 7
Crossbow attack: 23 Damage: 10((Disregard the second one, I wanted to see if the dice system is back in business))
The moment the bolt hits, the Shield Ooze's flames vanish, slumping wide. Magic flickers in the air around it with it's slow fading dispersal, and the shield clatters face up on the floor.
End of round 3, Badrizar is up, then Selthar. Black Ooze still just heavily damaged. Reminder about the acid in the air and the Black Ooze's fire returning, and Badrizar has Bless on.
Badrizar maintains his focus on the Bless rather than choosing to cast another spell. Doing something he rarely does, he steps forward, draws his dagger, and hurls it at the ooze. (Ranged dagger attack: 14 | 5 piercing damage, if successful)
Taking advantage of Badrizar's daring Selthar swipes at the remaining ooze with his dagger.
Attack: 23 Damage: 14
The two dagger strikes defeat the ooze just before it releases it's burst, and the acid in the air vanishes with it. The shield and scorching are all the remain of the oozes. If there was a ward on the door, it was destroyed when the door shattered. The servant is undoubtedly dead. The noise caused by the battle hadn't been very loud, and no servants or guards yet come.
Presuming you go to loot...
In the room, several items are set in glass displays, more pictures on the walls. The thrum of magical energy can be faintly heard throughout the room, telling of years of the aura of these treasures. All of them are accessible by simple operation of a latch. All of you have the unshakable feeling that there are numerous people in the room watching, but as far as anyone can see, its just you three. There are no traps. You find the following.
Each of these items are extremely potent. Merely carrying two causes strain in time, having an extra-dimensional space allows you to carry three. There are non-magical treasures as well, totaling 12 pounds and perhaps worth over two thousand gold.
After the oozes are dead, Kroneker will sheathe his crossbow and jump back to the balcony (25) landing with as much grace as a goblin can possibly muster. He will then approach his comrades and use Cure Wounds on Badrizar (10 healing).
"Stupid slimes...now let's go see what's in that room, yes?" Kroneker says as he cautiously enters, expecting more trouble. Kroneker examines the displays, but none are of particular interest to him until he sees the crossbow.
"This is mine now!" Kroneker exclaims as he smashes the display (he's too excited to notice the latch) and begins studying the crossbow, trying to understand what it is and how to operate it.
Selthar removes 2 potions of healing from his bag and drinks them quickly. 14 healing. He then moves over to the sling-staff. "I should be able to make use of this." Selthar also dons the choker. If it turns out to be more beneficial for Badrizar he will hand it over to him. Selthar will put the tome in his backpack as well if it does not appear beneficial to the party members.
"Kroneker, I believe you could carry another artifact. I can carry a third with my backpack. For now, I will carry the tome in it. We should make haste I do not think this was an accident. We may have to fight our way out of this manor."
In response to Selthar's words, Kroneker smashes another display.
"This is mine now!" Kroneker exclaims as he begins studying the whip, trying to understand what it is and how to use it.
Badrizar thanks Kroneker for the healing, and the dragonborn feels a bit of strength returning to his limbs. He admires the winged spear and the warhammer and says, "Doubtful I can make much use of either, but I can certainly carry them."
He then picks up the wand, studies it for a moment...(Arcana: 18...and remarks, "Fascinating."
"Indeed, Selthar. Let's make haste. But before we do..." Badrizar casts Cure Wounds on himself, gaining 4 hit points.
Sigerdrifa, the crossbow, is a long, metal frame of a weapon in Kroneker's hands. At the end on the bottom of the weapon, and just in front of the trigger, two disc chambers contain a coil, a series of pulleys setting a long cable along the length of the crossbow repeatedly within the frame and to the top of the weapon. An embossed Valkyrie on either side of the trigger-side chamber flies, pointing her sword toward the end of the weapon. It is winch operated as a light crossbow, (like the laser rifle in Fallout 4), deals 1d10 damage with a range of 125/500. It is undoubtedly magical, feeling it tingle in your fingers.
The whip, Living Link, makes a soft sound like a happy critter, clicking and whirring as the coil is moved. It doesn't seem to move on its own, and makes no sound when still. The green sheen on it shimmers as it moves, and you can feel your hair rise when it does. It's chain-like weight seems as though it is a difficult weapon to use, just as a normal whip would be.
Apocrypha possesses a very powerful aura. When grasping it, the sharp, wide tip glows golden for a moment, and the entire length of the weapon becomes a solid white in a wave that spreads from tip to end. The weapon exudes a feeling of urgency, one you must suppress from becoming part of you.
Brand of Sigil seems almost to be plainly as it appears when you pick it up, a dragon-bone warhammer, but it is assuredly possessing magic.
The wand feels warm, and mildly resists pointing as if it were a gyroscope. Despite appearing crudely fashioned, the wood looks alive. It is unique, like all the other weapons here, unheard of on your home world.
Wind and Style, the sling-staff, immediately makes your hands harmlessly warp in the illusion of the staff upon grabbing it. The operation of it seems simple enough, usable as a two handed sling for 1d8 damage with a range of 30/120. Holding it, you notice that you can pull the staff together and twist it, upon which it absorbs the sling into itself.
Upon strapping Consciousness, you feel an odd sensation sweep across your body, your hands instinctively moving away from the choker. Your joints stiffen in an erratic series of tensing muscles, at the same time feeling tiny jolts of pain and waves of pleasure. The moment passes quickly and you regain control of your body, and you speak, the voice your own but in a demeanor completely unlike yourself. It is monotone, each word spaced out evenly and each syllable given equal length, making it somewhat difficult to understand.
"en-ti-ty-sel-thar-is-not-aw-are-I-am-un-auth-or-ized-to-aid-un-aw-are-sub-jects-please-read-in-struc-tion-man-u-al-be-fore-use-con-scious-ness-is-an-ex-ten-sion-of-a-mul-ti-di-men-sion-al-en-ti-ty-will-ing-ly-en-slave-ed-I-am-de-tect-ing-ex-tre-me-spa-ti-al-dis-tor-tion-on-your-cur-rent-wor-ld-use-r-may-ov-er-ride-res-tri-ct-ion-please-aff-irm-or-re-move"
Selthar regains control of his voice, with the unfamiliar faint taste of mint in his neck.
"You alright, Tin Man?" Kroneker asks as he attaches Sigerdrifa to his harness in place of his old crossbow. Kroneker will look at Badrizar when he's done. "Can you carry that? That old man served me well, and..." Kroneker will move close to the dragonborn and whisper "...having spare parts never hurts."
After that, Kroneker will wrap Living Link around his belt, below his sword sheathes, until he learns more about it.
"I think it's safe to say none of us expected so much fighting in just the first...30 minutes? or is it 40 now? Kroneker thinks it would be a good idea to take some rest, and learn how to use these bad boys and girls." Kroneker presents his Sigerdrifa to illustrate his point.
Selthar removes the choker and places it in a different pouch in his backpack away from the tome. "Yes. I am fine" He responds to Kroneker.
"A bit of rest would serve me well," responds Badrizar.
Kroneker will spend 1 hour of short rest trying out Sigerdrifa, shooting it at various random targets in various ways to see what happens (which would effectively mean attunment) and another hour whipping everything he can reach with Living Link (also attunement).
"I would not advise resting in a partly destroyed hallway and display room. We need to leave this estate and begin heading towards the laboratory. The oozes do not appear to be an accident. We should expect resistance leaving. We need to decide, quickly, if we will steal the horses in the stable or proceed on foot. I attempted to deal with them honestly and I believe they betrayed us. Their fate is no longer of any concern to me."