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Post by andrewwerdna on Feb 24, 2017 1:49:27 GMT -5
Jurlis searches through the mounds of clothes to figure out what kind of people they come from. Are they all human clothes? Do they seem like local styles? And of course he's checking for anything of value.
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Post by dungeonsnake on Feb 24, 2017 22:50:04 GMT -5
After we search the clothes and so forth, Ypres suggests we head West, away from the Goblins. He sees little point to fighting them, especially with a severely injured comrade. Perhaps if we work our way West, we might find our way back out of the dungeon again. But we must proceed cautiously.
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Post by kaptaincarbon on Feb 26, 2017 12:06:13 GMT -5
With hushed hand signals and whispered mummers the large nebulous group of adventures starts to walk away from the goblins who are marching down the south hall. The adventures know not which way they ran or how they got here but the cold and dampness is even more cold and damp than the first floor. Also the darkness is even more dark with the blackness crawling on their skin as they move towards the west. The flicker of light from Nadre's torch seems to be a knife in the black that hangs inches from the shuddering faces of brave adventurers.
The group comes to an intersection with a metal door to the south with a barred window on its face. To the north is a long passage that fades into the dead of darkness.
Torchlight: Nadre 1/6 (4 rounds left)
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Post by dungeonsnake on Feb 26, 2017 21:09:24 GMT -5
Ypres suggests that we head North, and quickly, before the Goblins see our torchlight. We might be able to force the iron gate to the South, but it would surely create a great racket which would call any nearby beasts down upon us.
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Post by andrewwerdna on Feb 28, 2017 2:44:31 GMT -5
Before we head north, Jurlis will try to look through the window on the door to see what's in there. "I wonder if this is where the 'prisoner' is kept..." he mutters quietly.
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Post by kaptaincarbon on Feb 28, 2017 10:03:33 GMT -5
Jurlis and Yrpes lead the group of shellshocked adventurers through the darkness. While Ypres is silently waving the group over, Jurlis inches towards the door and looks in. While everything is cast in gloom, the faint light of some openings in the ceiling cast glimmers of light from above. Inside are what looks like bodies. Lots of bodies. Some fresh while others now skeletons in rotting clothing. They all clutch weapons and wear rusted armor. Inside this chamber is the final resting place of adventurers and death hangs heavy in the air.
Torchlight: Nadre 1/6 (3 rounds left)
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Post by sonofblashyrkh on Feb 28, 2017 19:47:21 GMT -5
This room might be too much for us to handle at the moment. Its either a collection room for a fall trap, some kind of cell, or a monster lair. Lets keep going north.
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Post by kaptaincarbon on Mar 1, 2017 9:37:07 GMT -5
Your party travels north with Jurlis looking back at the door. Your torch starts to flicker and wane. You see the passage to the north cut to the east and very carefully you round the corner.
Wandering Monster Check (1-2 = Monster // 3-6 = Clear) wWF8DQTD1-6
Type: 1-10
1-4 RATS! Giant rats are greeting you as you round the corner. Their red eyes peer at you through the dying light. They shriek from the light and advance towards you.
Monster Initiative 1-6
Party Initiative 1-61-6·1-10·1-4·1-6·1-6
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Post by dungeonsnake on Mar 1, 2017 9:50:35 GMT -5
Do the rats attack first?
Ypres will charge the rats with his battleaxe! He feels newly emboldened and will swipe wildly at any rats that come within range of his moderately-sharp iron implement. If the rats are 1 HD or less, Ypres can now make 2 attacks against them per turn.
ATTACK 1 kP6Rcj7y1-20
DAMAGE 1 1d8+1
ATTACK 2 1-20
DAMAGE 2 1d8+1
1-20·1d8+1·1-20·1d8+1
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Post by sonofblashyrkh on Mar 1, 2017 10:08:06 GMT -5
Pretty sure Nadre should be able to do the same.
Attack 1:
x3hxHbf81d20 + 2 = 19
Damage 1:
1d8 + 1 = 8
Attack 2
1d20+2 = 6
Damage 2
1d8 + 1 = 81d20···
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Post by andrewwerdna on Mar 2, 2017 5:36:56 GMT -5
Jurlis will keep his distance and fire with his crossbow.
Attack:
Dm6pfkN9d20
Damage:
1d4+1d20·1d4+1
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Post by kaptaincarbon on Mar 2, 2017 9:28:58 GMT -5
Nadre with his new found strength attacks twice at the giant rats sending one of the striking against the wall. Its corpse falls dead with spams. The other one defiantly lunges at Nadre
4GV|sS8Y1-20
only biting the loose bits of clothing. What the light didn't show was the enormity of these things. About the size of large dogs, these things are enormous with diesease most certainly in their jaws. 1-20·1-20
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Post by kaptaincarbon on Mar 2, 2017 12:45:58 GMT -5
Ypres grads the rat by the scruff of the neck and swings it into the hewn stone wall. With a grunt, there is a crack and the giant rat falls limp. There is a wild look in Ypres' eyes as if his actions were ignored by the group. He points at the rats and curses their doom!
Torch: Nadre (1/6) (3 Rounds left)
+10 XP for Ypres, Nadre, and Jurlis!
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Post by dungeonsnake on Mar 2, 2017 18:32:20 GMT -5
"Thou art unfit for any place but Hell!" gabbles Ypres to the rats.
Let us proceed down the corridor, unless there is anything else of note in this section. Something tells Ypres there may be a stair up ahead... But we should advance cautiously, in our standard marching order, with a thief or a hireling out front with a pole.
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Post by sonofblashyrkh on Mar 3, 2017 10:58:22 GMT -5
Nadre likes Ypres's plan. He will stand guard in the back of the order
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