Delve #5
Moderator: merias
Delve #5
You have a week off to recover and resupply, and return to the dungeon. Gruff the wolfhound sticks close to Salty and seems to have taken to the Hobbit.
Suspos has a sleep spell prepared, and also has magic missile memorized.
Where to?
Suspos has a sleep spell prepared, and also has magic missile memorized.
Where to?
Re: Delve #5
Continue to the next door south? Suggests Berthold.
Re: Delve #5
Humanoid voices door?
"Sounds good," agrees Holy Schmidt.
"Sounds good," agrees Holy Schmidt.
Holy Schmidt He swears by his pretty floral bonnet...
Cure Light Wounds -- 3/3
Hold Person — 1/1
Updated: 4/16/2024
Bind wounds for 1d3 after each combat
Cure Light Wounds -- 3/3
Hold Person — 1/1
Updated: 4/16/2024
Bind wounds for 1d3 after each combat
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- Posts: 467
- Joined: Sat Jun 18, 2022 10:59 am
Re: Delve #5
Cracking idea lads. If you don't mind looking after Osan, me 'nd Gruff 'll have a snoop up front
Re: Delve #5
You make your way down the southern corridor without incident. Salty scouts ahead with Gruff alongside him; when the duo gets close to the door, Gruff growls quietly. From beyond the door, Salty hears a bellowing yell in some language he does not understand, then a scream and all is quiet.
Actions?
Actions?
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- Posts: 467
- Joined: Sat Jun 18, 2022 10:59 am
Re: Delve #5
Salty checks over his crossbow, whispers at gruff to guard Osan the mule and steps back from the door.
Pop the door and drop some ... uh ... claws? he suggests.
Pop the door and drop some ... uh ... claws? he suggests.
Re: Delve #5
Berthold will step up. When the others nod their readiness, he will open the door leading the charge in.
Re: Delve #5
Schmidt follows the others in.
Holy Schmidt He swears by his pretty floral bonnet...
Cure Light Wounds -- 3/3
Hold Person — 1/1
Updated: 4/16/2024
Bind wounds for 1d3 after each combat
Cure Light Wounds -- 3/3
Hold Person — 1/1
Updated: 4/16/2024
Bind wounds for 1d3 after each combat
Re: Delve #5
Berthold opens the door easily (d6=1), hearing a loud grinding noise (like stone on stone) as he does so - not from the door, but from the far side of a room. The room room you see is lit by torches on the walls, and there are four Orcs and a large, one-eyed creature standing about 20' away, near a staircase down and an exit to the west.
One-eye is laughing, while the Orcs look scared, and as you barge in they all turn to look at you (d6=3 - they are not surprised, 2d6=5 negative reaction). One-eye yells "Kill them!" in common and the Orcs draw swords and charge, while One-eye stays and watches, readying a large axe.
DEX rolled on the spot for the Orcs - 3d6=13, for One-eye, 3d6=10. So Order of actions will be Cedric, Orcs simultaneous with Salty and Berthold, then Suspos simultaneous with One-eye, then Heimer and finally Schmidt.
For Suspos, I think I'll play him as follows - he'll generally stay out of the way, unless one of you calls for spell support or something else.
Actions?
Status:
One-eye is laughing, while the Orcs look scared, and as you barge in they all turn to look at you (d6=3 - they are not surprised, 2d6=5 negative reaction). One-eye yells "Kill them!" in common and the Orcs draw swords and charge, while One-eye stays and watches, readying a large axe.
DEX rolled on the spot for the Orcs - 3d6=13, for One-eye, 3d6=10. So Order of actions will be Cedric, Orcs simultaneous with Salty and Berthold, then Suspos simultaneous with One-eye, then Heimer and finally Schmidt.
For Suspos, I think I'll play him as follows - he'll generally stay out of the way, unless one of you calls for spell support or something else.
Actions?
Status:
Code: Select all
+-----------+---------+
|Name |HP |
+-----------+---------+
|Salty |5/5 |
+-----------+---------+
|Schmidt |14/14 |
+-----------+---------+
|Cedric |8/13 |
+-----------+---------+
|Berthold |12/13 |
+-----------+---------+
|Suspos |5/5 |
+-----------+---------+
|Heimer |6/6 |
+-----------+---------+
|Gruff |4/4 |
+-----------+---------+