Daemyar nods at Ithelion, face and posture relaxing, and appears to drop the matter. He then looks between their two options.
“Stay here.”
He will head down the tunnel a short ways just to see if there’s anything nearby to be alert to, then double back and try the door.
tunnel stealth 18 Perception 21
door traps check investigation (assuming help from Ithelion) 7
Alright, so Daemyar heads off north about 15 feet. You come to a small room, there is a closed door to your left. To your right is a caved in section of the wall - dirt, crumbled bricks and flagstones lay in a big pile. Nothing springs out at you. Looking north, you can see that the hallway continues for about 60 feet or so (the maximum of your vision). You notice another fountain at the very end, very similar to the one in the room you just left. Between you and this fountain is a hallway: a few metal-barred doors stick outwards into the hallway and you can tell by just stepping a few feet to your right or left that they resemble cells.
You come back to the room where your companions wait. As you and Ithelion walk towards the door, the air gets noticeably colder - frigid, even - enough to make your breath visible. If you touch the door, you note that it is icy cold. The door has carved depictions of skeletal dragons entwined with each other. You don't notice any traps on the door but both of you can see an inscription on the door. Daemyar, you are not aware of what it is but Ithelion, you can read this. It is also written in Draconic. It says, "Rebuke the dead, open the way."
Daemyar considers what he’s seen thus far and shakes his head. “Tunnel first. Then back here to the cold door. I suspect the tunnel has keys or clues to deal with this.”
Daemyar then heads towards the fountain, ready to deal with undead in the cells (pure and possibly incorrect intuition) and more magic from the fountain.
This post has potentially manipulated dice roll results.
Daemyar leads the way north, followed by Ithelion, Krom, Lorell, and Garnet. You pass the door to the west and the collapsed roof/wall to the east.
7
As you make it to the middle of the hallway, Daemyar calls silently for a stop, raising his fist. You all hear it: chittering and pitter patter of tiny feet - the telltale sign of what is to come: rats!
Three giant rats jump into the hallway but they are clumsy and do not surprise you - you think they were laying in wait for you! Luckily, you were able to sense them as they moved, despite not trying to be quiet yourselves. The rats' eyes glow a dull red. Their matted and tangled fur is patchy in places and there are some open wounds oozing pus on their bodies. They chitter and squawk as they advance towards you!
Roll initiative!
R1 - 3
R2 - 15
R3 - 7
**a note on the manipulated dice roll thingy - i rolled the wrong thing and then erased it. this is why it is saying this - just an FYI**
This post has potentially manipulated dice roll results.
Initiative
R1
Daemyar, R2
Krom, Garnet
Ithelion
Lorell, R3
Alright! R1 and R2snarl and close in on Daemyar, intent on munching on Hobgoblin meat. R1 jumps at Daemyar and bites: Attack:24Damage:7
R2 does the same, a flurry of fur, pus, and shrieking flying into the hobgoblin's chest: Attack: 17Damage: 4
*R1 crunches on Daemyar flesh, bypassing the billowing cloak and sinking its teeth into the hobgoblin's midsection. R2 launches itself at Deamyar's torso and scrambles up towards his face, scoring a few bites and scratches before being thrown down by the hobgoblin!
Daemyar is up but everyone feel free to post your action!
[the two rats are directly in front of you, the third is 20 feet away still]
If Ithelion can target at least two rats and not Daemyar, she will cast Sleep to allow us to focus on then one at a time, and hopefully avoid three rats attaching Daemyar.
Sleep: 20
(( If she can't target at least two, she won't cast))
@daemyar - Maybe it’s the blood loss but Daemyar’s swing cuts the air above R1 - a miss! @ithelion - of course you can! Originating 20 feet north of where Daemyar was will do just fine. R3 and R2 weave and sway before falling to the ground, asleep. R1 is unaffected.
(( Looking at the map, perhaps just swap with Krom, if he's willing, otherwise back into room we came from. So...one square SW, or failing that, 2 squares down, and 1 left or right, keeping sight of the rats))
This post has potentially manipulated dice roll results.
Krom will move up next to Daemyar placing a hand on him say, "May the fires from Moradin's Forge sear yer wounds and reinvigorate yer spirit." As he casts Cure Wounds on Daemyar, healing him for 9.
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
(we should make sure nothing can spring from that tunnel before we check the door)
( Or make surr nothing can spring from the door before we check the tunnel ;-) )
Daemyar nods at Ithelion, face and posture relaxing, and appears to drop the matter. He then looks between their two options.
“Stay here.”
He will head down the tunnel a short ways just to see if there’s anything nearby to be alert to, then double back and try the door.
tunnel stealth 21 Perception 17
door traps check investigation (assuming help from Ithelion) 8
Paladin - warforged - orange
Alright, so Daemyar heads off north about 15 feet. You come to a small room, there is a closed door to your left. To your right is a caved in section of the wall - dirt, crumbled bricks and flagstones lay in a big pile. Nothing springs out at you. Looking north, you can see that the hallway continues for about 60 feet or so (the maximum of your vision). You notice another fountain at the very end, very similar to the one in the room you just left. Between you and this fountain is a hallway: a few metal-barred doors stick outwards into the hallway and you can tell by just stepping a few feet to your right or left that they resemble cells.
You come back to the room where your companions wait. As you and Ithelion walk towards the door, the air gets noticeably colder - frigid, even - enough to make your breath visible. If you touch the door, you note that it is icy cold. The door has carved depictions of skeletal dragons entwined with each other. You don't notice any traps on the door but both of you can see an inscription on the door. Daemyar, you are not aware of what it is but Ithelion, you can read this. It is also written in Draconic. It says, "Rebuke the dead, open the way."
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
Daemyar considers what he’s seen thus far and shakes his head.
“Tunnel first. Then back here to the cold door. I suspect the tunnel has keys or clues to deal with this.”
Daemyar then heads towards the fountain, ready to deal with undead in the cells (pure and possibly incorrect intuition) and more magic from the fountain.
Paladin - warforged - orange
Ithelion nods, hurriedly gathers a couple of empty flasks into her backpack, then follows Daemyar.
Krom nods thinking about the cold door that was pointed out, "I'm fine with that."
Be excellent to each other, and roll for initiative dudes!
Daemyar leads the way north, followed by Ithelion, Krom, Lorell, and Garnet. You pass the door to the west and the collapsed roof/wall to the east.
7
As you make it to the middle of the hallway, Daemyar calls silently for a stop, raising his fist. You all hear it: chittering and pitter patter of tiny feet - the telltale sign of what is to come: rats!
Three giant rats jump into the hallway but they are clumsy and do not surprise you - you think they were laying in wait for you! Luckily, you were able to sense them as they moved, despite not trying to be quiet yourselves. The rats' eyes glow a dull red. Their matted and tangled fur is patchy in places and there are some open wounds oozing pus on their bodies. They chitter and squawk as they advance towards you!
Roll initiative!
R1 - 3
R2 - 15
R3 - 7
**a note on the manipulated dice roll thingy - i rolled the wrong thing and then erased it. this is why it is saying this - just an FYI**
Map (1 square = 5 feet)
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
Ithelion initiative: 7
(( re dice rolls, I think everyone knows the DM cheats ))
haha!
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
Daemyar initiative 16
(Smell his breath for pumpkin!)
Paladin - warforged - orange
Initiative: 6
There we go, back to my single digit rolls for combat
Krom's Initiative: 9
Well it isn't a zero this time, lol
Be excellent to each other, and roll for initiative dudes!
Initiative
R1
Daemyar, R2
Krom, Garnet
Ithelion
Lorell, R3
Alright! R1 and R2 snarl and close in on Daemyar, intent on munching on Hobgoblin meat. R1 jumps at Daemyar and bites: Attack: 24 Damage: 7
R2 does the same, a flurry of fur, pus, and shrieking flying into the hobgoblin's chest: Attack: 17 Damage: 4
*R1 crunches on Daemyar flesh, bypassing the billowing cloak and sinking its teeth into the hobgoblin's midsection. R2 launches itself at Deamyar's torso and scrambles up towards his face, scoring a few bites and scratches before being thrown down by the hobgoblin!
Daemyar is up but everyone feel free to post your action!
[the two rats are directly in front of you, the third is 20 feet away still]
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
Daemyar is bleeding quite a bit, but still swings his shortsword with gusto at R1 before disengaging and dropping back behind the others
Attack: 6 Damage: 5
Paladin - warforged - orange
If Ithelion can target at least two rats and not Daemyar, she will cast Sleep to allow us to focus on then one at a time, and hopefully avoid three rats attaching Daemyar.
Sleep: 20
(( If she can't target at least two, she won't cast))
She will the move back to allow garnet through.
@daemyar - Maybe it’s the blood loss but Daemyar’s swing cuts the air above R1 - a miss!
@ithelion - of course you can! Originating 20 feet north of where Daemyar was will do just fine. R3 and R2 weave and sway before falling to the ground, asleep. R1 is unaffected.
move back where?
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
(( Looking at the map, perhaps just swap with Krom, if he's willing, otherwise back into room we came from. So...one square SW, or failing that, 2 squares down, and 1 left or right, keeping sight of the rats))
Krom will move up next to Daemyar placing a hand on him say, "May the fires from Moradin's Forge sear yer wounds and reinvigorate yer spirit." As he casts Cure Wounds on Daemyar, healing him for 9.
Be excellent to each other, and roll for initiative dudes!
(I assume right between Krom and Garnet)
“You are a fine warrior, Krom.”
Paladin - warforged - orange