During the rest, Carric sat in his elven trance for four hours, regenerating the energy in his body. After four hours, he opened his eyes slightly but continued to sit still, meditating and taking in the sounds and patterns of light, color, and shadow around him. After sitting in awareness for some time, he slowly unraveled his crossed legs and stood before stretching gently.
He gladly accepts the magical berry from Eerie and ate it very slowly, chewing it thoroughly and enjoying its unusual flavor. "Thank you so much,"he says to the druid.
He was pleased to be in motion a short time later, moving through the complex. As they arrived in the empty chamber, he pauses and scans the room.
(@Eerie: I always interpret 'Up to 10 berries' to mean caster's choice, so I'm happy for you to retcon 10 berries instead of 2. Also happy with the rations situation, you keep track of your berry supply and I'll assume that's all in hand)
This post has potentially manipulated dice roll results.
Notian Jumps up well rested and with a twinkle in his eyes says. "Hey Guys, what are waiting for! Lets get adventuring! I wanna see the big guys in action!"
"Those stains look odd to me, as if something was cleaned up maybe?" Eerie remarks looking cautiously about the room for any other indicators, then turns to the Kobold. "Meepo, what was this room used for previously?"
This post has potentially manipulated dice roll results.
13 wakes, already aware that Eerie has slept close and feels happy with the companionship. Not something he has really been used to in the past.
He follows Meepo, staying as alert as possible, refreshed after his rest. He is keen to find the goblins that took Meepo's dragon, but ultimately he wants to seek the Outcast to hopefully help quieten his troubled mind.
Once the party stops, he checks the area, but knows this is not his strong point. His strong point is at the end of his sword...
OOC: I’d like to be just behind the front two, close enough to touch one of them before we go into battle and cast heroism on whom ever looks likely to be taking damage.
OOC : Maybe last position for me as traps are not my specialty and the goblins seem to like those as evidenced in Meepo's room. I will also be away from the party's lighting to make best use of my Darkvision? I've taken a Long rest on my character sheet to reset my spells as well.
"Meepo, you mean they hide in here?" Eerie asks concerned. Looking about at the walls for holes or wear from rat traffic.
"Carric, maybe you should check that door too for traps? They did trap the other one?"
As you move through the door and into the next room, Notian’smagic lights dart ahead and spread out to illuminate the area ahead and around you. Dust and odd bits of stony debris and rubble lie scattered on the floor. An ornate fountain is built into the eastern wall. Though cracked and stained, the fountain’s overarching carving of a diving dragon retains its beauty. A relief-carved stone door stands on the western wall.
From the north you hear a creaking, clacking noise. As the lights spread out, you see the unsettling sight of two walking skeletons, rusted weapons and armour still adorning them.
Emotionless and without saying a word, they raise their weapons and advance…
(Roll initiative and declare actions, with dice rolls as appropriate)
Carric's eyes go wide at the sight of the animated skeletons. He has heard ghost stories of such beings, but never seen their like "in the flesh," so to speak. He hopes the band of adventurers can put these strange creatures out of their unnatural misery.
Drawing on this training, he slows his breathing and goes into fighting mode. He sends a quick, hard punch at the skeleton before him, then delivers a sweeping kick toward its legs.
Notian steady's himself and gets brings his bagpipes ready.
Initiative roll 11
He cast Heroism* on Foxford and touch's him before he goes past
*A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier (+3) at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
"Foxford your going to be a hero! You're going to be strong, and your going to be fast and your gonna have some extra life... Some extra life....."
Eerie moves into the room quickly stepping sideways towards the fountain to give room for 13 and scoops up some pebbles casting magic stone on them (as a bonus action) and looking for an opportunity to target one of the creatures with her sling (if she loses the +4 by using sling, she will throw as 60 ft sufficient range). If given the opportunity where there is no concern for striking another party mate, she will attack 5 Damage 4 Bludgeoning damage.
This post has potentially manipulated dice roll results.
Initiative: 19
"Stay behind me" Foxford tells the others as he see's the skeleton's approaching. He begins to ready his greataxe, but then thinks better of it, "Maul's better for crushing bones" he says softly but out loud as he switches weapons.
At Notian's spell Foxford visibly stands taller, "Thank you Notian, it is a good day to be brave!"
OOC: Foxford will use his Interception reaction if the Skeletons attack and hit a creature within 5 feet of him for a total of 5 reduction in the damage. On his turn he will swing his maul at a Skeleton within 5ft, preferring a target that is being attacked by others as well.
Maul Attack: 15 Damage: 5
Interception Text for Reference: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Skeleton 1 (left) advances, joints clacking in time to every step until it reaches Carricand takes a swing with its shortsword: Attack: 7 Damage: Unable to parse dice roll. piercing, although Foxford’sinterception skills allow him to deflect the blow away, reducing any damage by 7 points.
Skeleton 2 (right) is just behind its counterpart and acts on pure driven instinct. Focusing dead ahead (ahem), it advances on Foxfordand swings its rusty blade: Attack: 24 Damage: 8 piercing
Drawing back from intercepting the strike against Carric, Foxfordbrings his maul crashing down on the skull of skeleton 2, smashing it to pieces and showering bone fragments everywhere.
With Notian’sinspiring words ringing in his ears, Foxfordfeels emboldened and ready to march through a whole army of skeletons (+3HP).
Having held his attack to this point, Carricsuddenly strikes with two unarmed strikes against skeleton 1. The first is a swift strike to the midriff that bends the bony assailant at the waist with a cracked pelvis, then the follow-up leg sweep takes its legs off at the knees. The undead attacker falls clumsily and shatters, then is still.
Eeriestands, magic stones ready to launch, but no enemy remaining to attack.13has stood motionless the whole time, assessing the battle and waiting for a time to strike.
(Combat over, wow one round! 40XP for everyone – please update your character sheets. You are now free to explore the area)
Carric stands motionless for a moment, looking down at the jumble of bones on the ground. He once more makes a quick gesture with his right hand over the remains, as he did upon seeing the goblin corpses earlier. "Rest at last,"he whispers.
With that, he movees ahead into the area where the skeletons were spotted, scanning for signs of danger ... or anything else of import.
You advance to roughly where the skeletons were stood when you entered. There is a plain wooden door to your left/west, and ahead of you are six ajar doors - three on each side of the room. The far wall of the room is not visible with your 60ft of dark vision. Dust lies on the floor and the air smells musky.
@Everyone, OOC: (I misjudged Notian's Dancing Lights spell, each of the four motes only has a radius of 10ft. This will generally light the immediate area for the whole party, or a 40ft range in a narrow corridor, but those without darkvision may want to bear this in mind. Now that you are within the citadel, there is no light whatsoever unless I indicate so. Those with Darkvision (Eerie & Carric) are restricted to 60ft range of vision)
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During the rest, Carric sat in his elven trance for four hours, regenerating the energy in his body. After four hours, he opened his eyes slightly but continued to sit still, meditating and taking in the sounds and patterns of light, color, and shadow around him. After sitting in awareness for some time, he slowly unraveled his crossed legs and stood before stretching gently.
He gladly accepts the magical berry from Eerie and ate it very slowly, chewing it thoroughly and enjoying its unusual flavor. "Thank you so much," he says to the druid.
He was pleased to be in motion a short time later, moving through the complex. As they arrived in the empty chamber, he pauses and scans the room.
Perception 18
Investigation 16
(@Eerie: I always interpret 'Up to 10 berries' to mean caster's choice, so I'm happy for you to retcon 10 berries instead of 2. Also happy with the rations situation, you keep track of your berry supply and I'll assume that's all in hand)
@DM - thank you! Added to my inventory as custom to keep track of the remaining 8.
Notian Jumps up well rested and with a twinkle in his eyes says. "Hey Guys, what are waiting for! Lets get adventuring! I wanna see the big guys in action!"
Perception 11
Investigation 11
"Those stains look odd to me, as if something was cleaned up maybe?" Eerie remarks looking cautiously about the room for any other indicators, then turns to the Kobold. "Meepo, what was this room used for previously?"
13 wakes, already aware that Eerie has slept close and feels happy with the companionship. Not something he has really been used to in the past.
He follows Meepo, staying as alert as possible, refreshed after his rest. He is keen to find the goblins that took Meepo's dragon, but ultimately he wants to seek the Outcast to hopefully help quieten his troubled mind.
Once the party stops, he checks the area, but knows this is not his strong point. His strong point is at the end of his sword...
Perception - 13
Investigation - 0
Meepo looks around too, as if seeing the room for the first time. None of you see anything untoward.
"This is where rats go. Other side of door is where dangerous things are; sometimes goblins, sometimes...not goblins"
Turning the handle of the northern door and opening it a crack, he starts to head through before checking himself: "Someone big go first?"
(Please let me know general marching order from here and any actions you wish to take before entering the next room)
OOC: I think as before it may make sense for Carric to be a little bit out ahead, moving quietly, seeing what he can see and hear.
OOC: Foxford is happy to take position two in the marching order, leading the rest several feet back from Carric
OOC: I’d like to be just behind the front two, close enough to touch one of them before we go into battle and cast heroism on whom ever looks likely to be taking damage.
OOC : Maybe last position for me as traps are not my specialty and the goblins seem to like those as evidenced in Meepo's room. I will also be away from the party's lighting to make best use of my Darkvision? I've taken a Long rest on my character sheet to reset my spells as well.
"Meepo, you mean they hide in here?" Eerie asks concerned. Looking about at the walls for holes or wear from rat traffic.
"Carric, maybe you should check that door too for traps? They did trap the other one?"
As you move through the door and into the next room, Notian’s magic lights dart ahead and spread out to illuminate the area ahead and around you. Dust and odd bits of stony debris and rubble lie scattered on the floor. An ornate fountain is built into the eastern wall. Though cracked and stained, the fountain’s overarching carving of a diving dragon retains its beauty. A relief-carved stone door stands on the western wall.
From the north you hear a creaking, clacking noise. As the lights spread out, you see the unsettling sight of two walking skeletons, rusted weapons and armour still adorning them.
Emotionless and without saying a word, they raise their weapons and advance…
(Roll initiative and declare actions, with dice rolls as appropriate)
Skeleton initiative: 19
Map:
Carric's eyes go wide at the sight of the animated skeletons. He has heard ghost stories of such beings, but never seen their like "in the flesh," so to speak. He hopes the band of adventurers can put these strange creatures out of their unnatural misery.
Drawing on this training, he slows his breathing and goes into fighting mode. He sends a quick, hard punch at the skeleton before him, then delivers a sweeping kick toward its legs.
Initiative 7
Attack Action: Unarmed Strike Attack: Attack: 14 Damage: 6
Bonus Action: Martial Arts Unarmed Strike Attack: 17 Damage: 5
OOC: Attack skeleton on left presumably, all damage is bludgeoning!
Notian steady's himself and gets brings his bagpipes ready.
Initiative roll 11
He cast Heroism* on Foxford and touch's him before he goes past
*A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier (+3) at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
"Foxford your going to be a hero! You're going to be strong, and your going to be fast and your gonna have some extra life... Some extra life....."
Eerie moves into the room quickly stepping sideways towards the fountain to give room for 13 and scoops up some pebbles casting magic stone on them (as a bonus action) and looking for an opportunity to target one of the creatures with her sling (if she loses the +4 by using sling, she will throw as 60 ft sufficient range). If given the opportunity where there is no concern for striking another party mate, she will attack 5 Damage 4 Bludgeoning damage.
Initiative 7
Initiative: 19
"Stay behind me" Foxford tells the others as he see's the skeleton's approaching. He begins to ready his greataxe, but then thinks better of it, "Maul's better for crushing bones" he says softly but out loud as he switches weapons.
At Notian's spell Foxford visibly stands taller, "Thank you Notian, it is a good day to be brave!"
OOC: Foxford will use his Interception reaction if the Skeletons attack and hit a creature within 5 feet of him for a total of 5 reduction in the damage. On his turn he will swing his maul at a Skeleton within 5ft, preferring a target that is being attacked by others as well.
Maul Attack: 15 Damage: 5
Interception Text for Reference: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Initiative: Skeletons 19, Foxford 15, Notian 11, Carric 7/16, Eerie 7/11
Skeleton 1 (left) advances, joints clacking in time to every step until it reaches Carric and takes a swing with its shortsword: Attack: 7 Damage: Unable to parse dice roll. piercing, although Foxford’s interception skills allow him to deflect the blow away, reducing any damage by 7 points.
Skeleton 2 (right) is just behind its counterpart and acts on pure driven instinct. Focusing dead ahead (ahem), it advances on Foxford and swings its rusty blade: Attack: 24 Damage: 8 piercing
Drawing back from intercepting the strike against Carric, Foxford brings his maul crashing down on the skull of skeleton 2, smashing it to pieces and showering bone fragments everywhere.
With Notian’s inspiring words ringing in his ears, Foxford feels emboldened and ready to march through a whole army of skeletons (+3HP).
Having held his attack to this point, Carric suddenly strikes with two unarmed strikes against skeleton 1. The first is a swift strike to the midriff that bends the bony assailant at the waist with a cracked pelvis, then the follow-up leg sweep takes its legs off at the knees. The undead attacker falls clumsily and shatters, then is still.
Eerie stands, magic stones ready to launch, but no enemy remaining to attack. 13 has stood motionless the whole time, assessing the battle and waiting for a time to strike.
(Combat over, wow one round! 40XP for everyone – please update your character sheets. You are now free to explore the area)
Carric stands motionless for a moment, looking down at the jumble of bones on the ground. He once more makes a quick gesture with his right hand over the remains, as he did upon seeing the goblin corpses earlier. "Rest at last," he whispers.
With that, he movees ahead into the area where the skeletons were spotted, scanning for signs of danger ... or anything else of import.
Perception 18
Foxford holds a big meaty paw over where a thin line of blood was coming out of a wound on his arm. "Damn rotbones got me, one of you got a bandage?"
@Carric:
You advance to roughly where the skeletons were stood when you entered. There is a plain wooden door to your left/west, and ahead of you are six ajar doors - three on each side of the room. The far wall of the room is not visible with your 60ft of dark vision. Dust lies on the floor and the air smells musky.
@Everyone, OOC: (I misjudged Notian's Dancing Lights spell, each of the four motes only has a radius of 10ft. This will generally light the immediate area for the whole party, or a 40ft range in a narrow corridor, but those without darkvision may want to bear this in mind. Now that you are within the citadel, there is no light whatsoever unless I indicate so. Those with Darkvision (Eerie & Carric) are restricted to 60ft range of vision)