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Post by Verminaard on Jan 11, 2017 3:09:39 GMT -5
Calahas pauses, then nods. "Yes, good idea Jurlis. Let's do that instead."
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Post by kaptaincarbon on Jan 11, 2017 8:54:10 GMT -5
The party looks at their map and decides that the room to the east connected to these hallways. The group takes a little bit of time slowly walking back to the entrance room.
Check: DxSgwzRs1-6
Just as you round the corner to go north back to the entrance the party encounters wandering monsters!
Type: 1-10
You see 1-4 snakes writhing on the ground where you did not see them before they have blocked the passage way and are agitated. These are spitting cobras and they move to defend their territory. The sound of hissing mixes with the sound of buzzing just in the northern hallway.
Initiative:
Party: 1-6
Monsters: 1-6
With panicked hiss the first cobra lashes out at Juris while the second one slithers towards Calahas.
Attack Juris: 1-20
Attack Calahas: 1-20
Both adventurers manage to shake off the snakes and kick the snakes to the corner to the hallway. They still block your passage to the north. Right behind you is the tripwire and the bloodied hallway with streaks pointing towards the door with voices. 1-6·1-10·1-4·1-6·1-6·1-20·1-20
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Post by sonofblashyrkh on Jan 11, 2017 17:18:22 GMT -5
Nadre jumps forward to protect the less armored Calahas and swings at the snake attacking him with his longsword.
Attack BAONR40A1d20+1 = 4
damage 1d81d20·1d8
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Post by azullimao on Jan 11, 2017 18:01:23 GMT -5
Dockzer attacks one of the snakes with his longsword.
ATTACK yuHJlbQB1d20+1
DAMAGE 1d10+3 1d20·1d10+3
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Post by andrewwerdna on Jan 12, 2017 6:22:41 GMT -5
Using his axe, Jurlis attempts to chop the snake in chunks!
Attack J5MO|JlZ1-20 Damage 1-201-20·1-20
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Post by andrewwerdna on Jan 12, 2017 6:25:15 GMT -5
So as not to edit a post where dice are being rolled, I accidentally rolled a d20 for damage. It should be a d6, so here's the actual damage:
Damage
NAzMC6lq1-61-6
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Post by kaptaincarbon on Jan 12, 2017 9:28:49 GMT -5
The sound of swords clank across the stone floor as the party chases around the snakes with no avail. the torchlight flickers and slowly dies. In the blackness of dark hallways, Juris steadies his axe and as one of the cobras goes to strike his fellow adventurer, it falls on the middle of the snake sending two pieces writhing in the darkness. You hear a sickening thud as the death throes echo in the darkness.
The second cobra coils back against the wall and assesses the situation.
Morale Check (7 or greater and the snake will run off): Ib7CUWvK2d6
The cobra strikes at the largest companion.
Snake Attack: 1-20
Wildly shooting itself into the darkness missing Dockzer by a foot. 2d6·1-20
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Post by andrewwerdna on Jan 12, 2017 9:46:25 GMT -5
Jurlis immediately continues chopping at the next nearest snake.
Attack dtJvDr|C1-20
Damage 1-61-20·1-6
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Post by sonofblashyrkh on Jan 12, 2017 14:57:04 GMT -5
Nadre uses his dark vision to locate the last snake and assist Jurlis in the attack.
Attack
j0dadnKf1d20+1=13
Damage
1d81d20·1d8
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Post by dungeonsnake on Jan 12, 2017 23:02:38 GMT -5
Ypres Zo shrieks and sends a bolt flying from his crossbow at the remaining snake. ATTACK exbYKylZ1-20
DAMAGE 1-6 1-20·1-6
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Post by Verminaard on Jan 13, 2017 2:12:35 GMT -5
Calahas winces at the commotion as he sets his bullseye lantern on the floor, shining in the direction of the combat. "As quiet as possible, if you will, gentlemen?" He draws his bow and immediately turns to face down the hallway towards the noisy door, afraid that they may have attracted unwanted attention.
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Post by kaptaincarbon on Jan 13, 2017 9:50:32 GMT -5
Shrieking and crying rings out in the darkness as axes hit the ground and arrows go wildly up in the ceiling and clanks off stone. The last snake snaps its dead body on the ground as everyone begins stomping it for no good reason. Calahas winces and stares down at the hall waiting for the commotion to bring more fiends. After a long moment, Calahas relaxes his bow and scows at his noisy companions. The distant sound of idle buzzing from the bee room can be heard around the corner. It reminds you of fights lost but present no immediate threat.
Dockzer, Calahas, Juris, Ypres Zo, & Nadre: 20 XP Each!
(~) Lantern: 21 rounds left (2/6) Torch (Juris: 2 more Rounds)
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Post by dungeonsnake on Jan 13, 2017 10:13:06 GMT -5
Yprez Zo reloads his crossbow, and crams some snake meat in his pack for dinner later.
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Post by kaptaincarbon on Jan 13, 2017 21:08:05 GMT -5
The adventures travel on passing through the entrance chamber making note for more animal track trailing off to the west. The group comes to the eastern door which look well worn with use. The sound of snoring can be heard as you peer inside. An oily lantern slowly flickers in its case on an old oak table with ewLKq8KC1-4 goblins snoring away at an ornate table. In their grimy hands they clutch crude spears and on the table are greasy wine bottles from what you assume was a night of guard duty/drinking. Discolored patches on the wall seem to indicate that many paintings once hung there. To the west of the goblins is a heavy door as well as similar ones to the south and north. The sound of snoring is horrid and sends gross shivers down each of your spines.
(~) Calahas Lantern: 20 rounds left (2/6) Torch (Juris: 1 more round) 1-4
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Post by Verminaard on Jan 14, 2017 2:30:35 GMT -5
Calahas immediately snuffs his lantern and quietly draws his shortsword. "As I suspected -- goblins have made a nest here." He glances back at the group. "They're blackout drunk. If I can manage to get close to them while they're asleep, I'll make quick work of them. Don't move -- your armor will make noise. Stay here and be ready to spring into action." Calahas, sword in hand, treads lightly into the dimly lit room...
ACTIONS: Calahas is attempting to move silently to slay the goblins while they sleep. If he manages to get behind one of them in this round, he will quickly cup his hand over its mouth to muffle noise and draw his shortsword across its throat.
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