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MAS
navyik
6 posters
The grass is always Greenest....
MAS- Admin
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- Post n°351
Re: The grass is always Greenest....
We have LOS/LOF thru friendlies?
Chris- Posts : 9503
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- Post n°352
Re: The grass is always Greenest....
MAS wrote:We have LOS/LOF thru friendlies?
if you are asking for a spell, then see the following.
if you are asking if you can see that there are RATS!, then yes, you can catch a glimpse here and there
A spell does not need line of sight, unless it says so
All spells require an unobstructed path from caster to target.
Spells that say "that you can see" require the caster to be able to see the target, in addition to an unobstructed path.
If the spell does not say "that you can see" then there is no requirement for the caster to see the target. They still need the unobstructed path.
In this episode of the Official D&D Podcast, Jeremy Crawford specifically calls out a closed window (at about 34 mins) - and says it blocks casting.
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- Post n°353
Re: The grass is always Greenest....
quain will ready action: Cast cantrip, RAY OF FROST, condition, A clear unobstructed shot at the rats opens up/ other hostile target appears in LOF as per spell RAW.
Done.
Done.
Chris- Posts : 9503
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- Post n°354
Re: The grass is always Greenest....
Robyo- Posts : 3587
Join date : 2012-04-29
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- Post n°355
Re: The grass is always Greenest....
Clyde casts Sacred Flame on the rats attacking Gorlug.
Sacred Flame
cantrip evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous
Classes: Cleric
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
DEX Save DC 12.
damage Result of the throw of dice "1d8" : 5 radiant.
Clyde "Stonewall" Ungartheim
AC: 18 (w/out shield: 16)
HP: 10
HD: 1d8
Passive Perception: 12
Speed: 25'
Initiative: 0
Stealth: 0 (Disadvantage)
Spell Save DC: 12
Spell Attack: +4
SPELLS
Spell Slots Used 1/2, Bless, Cure Wounds
Prepared Spells: 1)Healing Word, 2)Guiding Bolt 3)Detect Magic
Bonus Spells: *Bless, *Cure Wounds
Cantrips: Sacred Flame, Guidance, Light
Sacred Flame
cantrip evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous
Classes: Cleric
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
DEX Save DC 12.
damage Result of the throw of dice "1d8" : 5 radiant.
Clyde "Stonewall" Ungartheim
AC: 18 (w/out shield: 16)
HP: 10
HD: 1d8
Passive Perception: 12
Speed: 25'
Initiative: 0
Stealth: 0 (Disadvantage)
Spell Save DC: 12
Spell Attack: +4
SPELLS
Spell Slots Used 1/2, Bless, Cure Wounds
Prepared Spells: 1)Healing Word, 2)Guiding Bolt 3)Detect Magic
Bonus Spells: *Bless, *Cure Wounds
Cantrips: Sacred Flame, Guidance, Light
Chris- Posts : 9503
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- Post n°356
Re: The grass is always Greenest....
Several of the Rats writhe in agony and slump over dead. It appears that you can kill parts of the swarm without entirely defeating it.
Titus is up!
Titus is up!
whit10- Posts : 6614
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- Post n°357
Re: The grass is always Greenest....
can a torch be 'flung' as a weapon and then also have a melee attack - Titus has sword and torch in hand...
navyik- Posts : 5033
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- Post n°358
Re: The grass is always Greenest....
Chris- Posts : 9503
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- Post n°359
Re: The grass is always Greenest....
whit10 wrote:can a torch be 'flung' as a weapon and then also have a melee attack - Titus has sword and torch in hand...
YES!
Follow normal rules for attacking with both off-hand and main hand, ie use a bonus action, etc.
Throwing your weapon - Under Improvised Weapons (PHB 148), there is direction for throwing melee weapons that don't have the ranged property.
If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
whit10- Posts : 6614
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- Post n°360
Re: The grass is always Greenest....
ok, so it looks like Titus can throw his torch at the swarm at the bottom of the map.
Torch fling:
Roll(1d20)+3:
15,+3
Total:18
Damage:
Roll(1d4)+0:
2,+0
Total:2
I don't see which modifier should be used if any (Str. or Dex.)
Then Titus will move forward and attempt to kill any other vermin.
attack with sword
Roll(1d20)+5:
10,+5
Total:15
If that hits:
Roll(1d8)+3:
7,+3
Total:10
Done for now; let me know if I messed anything up.
AC: 16
Armor: Breastplate and Dex.
HP: 12; -2
Initiative: +2
Saves - Con and Str. 4 and 5 respectively
Torch fling:
Roll(1d20)+3:
15,+3
Total:18
Damage:
Roll(1d4)+0:
2,+0
Total:2
I don't see which modifier should be used if any (Str. or Dex.)
Then Titus will move forward and attempt to kill any other vermin.
attack with sword
Roll(1d20)+5:
10,+5
Total:15
If that hits:
Roll(1d8)+3:
7,+3
Total:10
Done for now; let me know if I messed anything up.
AC: 16
Armor: Breastplate and Dex.
HP: 12; -2
Initiative: +2
Saves - Con and Str. 4 and 5 respectively
Chris- Posts : 9503
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- Post n°361
Re: The grass is always Greenest....
use DEX for the thrown weapon Attack roll
use DEX for the thrown weapon damage roll, only if you have a feat or feature that allows for it, otherwise, no DEX bonus (2 weapon fighting)
both attacks on the swarm that is occupying Gorlug's space?
use DEX for the thrown weapon damage roll, only if you have a feat or feature that allows for it, otherwise, no DEX bonus (2 weapon fighting)
both attacks on the swarm that is occupying Gorlug's space?
whit10- Posts : 6614
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- Post n°362
Re: The grass is always Greenest....
I should have asked about that....
can the attacks be done w/o hitting Gorlug?
That's the intent here
can the attacks be done w/o hitting Gorlug?
That's the intent here
Chris- Posts : 9503
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- Post n°363
Re: The grass is always Greenest....
whit10 wrote:I should have asked about that....
can the attacks be done w/o hitting Gorlug?
That's the intent here
they CAN be done without hitting Gorlug, it just depends on the Attack rolls
When a swarm occupies the space of another entity (PC, NPC, object, etc) the following rules apply:
the swarm gets +5 AC for cover
if the Attack roll hits the swarm, only the swarm takes damage (not the other entity)
if the Attack rolls misses the swarm, the same roll is then checked against the other entity in the same square. The other entity takes damage if the Attack roll would beat its AC, like a normal attack check.
Chris- Posts : 9503
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- Post n°364
Re: The grass is always Greenest....
whit10 wrote:ok, so it looks like Titus can throw his torch at the swarm at the bottom of the map.
Torch fling:
Roll(1d20)+3:
15,+3
Total:18
Damage:
Roll(1d4)+0:
2,+0
Total:2
I don't see which modifier should be used if any (Str. or Dex.)
Then Titus will move forward and attempt to kill any other vermin.
attack with sword
Roll(1d20)+5:
10,+5
Total:15
If that hits:
Roll(1d8)+3:
7,+3
Total:10
so using these attack rolls, we see the following results:
Swarm of Rats AC: 10 + 5 cover = 15
Torch fling 18 hits the Rats only, not Gorlug
sword 15 hits the Rats only, not Gorlug (just barely)
now, let's pretend the Rats had an AC of 16 instead....
Torch fling hits the Rats only, not Gorlug
sword would miss the Rats and we would see if a 15 hits Gorlug, which it would not anyways.
___________________________________________________________________________________
Titus throws the torch with great precision and knocks a couple Rats off Gorlug. He rushes up and manages to slice a few more without touching his new friend.
The swarm is injured but still up.
Chris- Posts : 9503
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- Post n°365
Re: The grass is always Greenest....
Gorlug flails about but can't connect with the Rats as they run all over him.
The Rats hungrily gnaw at both Moon and Gorlug!
They can't find a gap in Gorlug's armor.
They do find softer meats on Moon and he takes 4 piercing damage
The villagers are becoming unsettled seeing their champions being overrun.
They shuffle about (without actually changing squares) restlessly. Some start to look over their shoulders at the open gate behind them.
map is unchanged
Quain's spell disolves without being triggered.
Quain is up!
The Rats hungrily gnaw at both Moon and Gorlug!
They can't find a gap in Gorlug's armor.
They do find softer meats on Moon and he takes 4 piercing damage
The villagers are becoming unsettled seeing their champions being overrun.
They shuffle about (without actually changing squares) restlessly. Some start to look over their shoulders at the open gate behind them.
map is unchanged
Chris wrote:
Initiative
22 Moon
17 Gorlug
11 RATS! (on Moon -
RATS! (on Gorlug -7)
10 Quain
6 Clyde
7 Titus
Quain's spell disolves without being triggered.
Quain is up!
Last edited by Chris on Fri Aug 28, 2020 9:22 am; edited 1 time in total
jasongiglio- Posts : 85
Join date : 2020-05-19
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- Post n°366
Re: The grass is always Greenest....
Moon moves one space (adjacent to Gorlug), picks up torch, begins waving it at any and all RATS (even those in his space).Trying to ward them away from group if possible.
If he can, some kicks and stomps too.
If he can, some kicks and stomps too.
Chris- Posts : 9503
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- Post n°367
Re: The grass is always Greenest....
jasongiglio wrote:Moon moves one space (adjacent to Gorlug), picks up torch, begins waving it at any and all RATS (even those in his space).Trying to ward them away from group if possible.
If he can, some kicks and stomps too.
That is possible, but the Rats would get a free attack of opportunity on Moon as he moves out of their threat zone, which is the square they share with Moon currently.
Moon can kick, stomp, elbow, headbutt or bite (not recommended or tasty) the ones crawling all over him without moving, if he wants
jasongiglio- Posts : 85
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- Post n°368
Re: The grass is always Greenest....
Okay then, Moon growls at the rats in his space and proceeds to kick and stomp.
Kick attack
1d20 (19+5) = 24
Damage
1d2 (2) + 3 = 5 damage
STOMP!
1d20 (1 eek!) + 5 = 6
I think that an automatic failure, right? I slipped!
Kick attack
1d20 (19+5) = 24
Damage
1d2 (2) + 3 = 5 damage
STOMP!
1d20 (1 eek!) + 5 = 6
I think that an automatic failure, right? I slipped!
Chris- Posts : 9503
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- Post n°369
Re: The grass is always Greenest....
Moon punts one of the Rats across the sewer. It ping pongs off the wall before plopping into the sewage stream. He tries to stomp on another but it scurries under his foot and up his pant leg.
Nat 1 is an automatic miss, but nothing like a critical failure from older systems.
map is unchanged
Gorlug is up and also covered in Rats
Nat 1 is an automatic miss, but nothing like a critical failure from older systems.
map is unchanged
Gorlug is up and also covered in Rats
navyik- Posts : 5033
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- Post n°370
Re: The grass is always Greenest....
Gorlug Burguk
AC: 18
HP: 12
Hit Dice: 1d10
Speed: 30
Passive Perception: 11
Lay on hands 5
“Don’t worry about me, help the farmer!”
Gorlug hacks about wildly at rats.
Result of the throw of dice "1d20 +5" :
5 + 5 = 10
AC: 18
HP: 12
Hit Dice: 1d10
Speed: 30
Passive Perception: 11
Lay on hands 5
“Don’t worry about me, help the farmer!”
Gorlug hacks about wildly at rats.
Result of the throw of dice "1d20 +5" :
5 + 5 = 10
Chris- Posts : 9503
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- Post n°371
Re: The grass is always Greenest....
sorry for the delay!
Gorlug flails but can't seem to connect with any of the tiny moving targets
The rats scamper up Farmer Moon's baggy clothes. Claws scratch his skin but don't do any real damage.
1 rat manages to squirm in between 2 pieces of armor and takes a bite out of Gorlug for 2 piercing damage! nom nom
map is unchanged, just reposting since it has been a while
Quain is up
Gorlug flails but can't seem to connect with any of the tiny moving targets
The rats scamper up Farmer Moon's baggy clothes. Claws scratch his skin but don't do any real damage.
1 rat manages to squirm in between 2 pieces of armor and takes a bite out of Gorlug for 2 piercing damage! nom nom
map is unchanged, just reposting since it has been a while
Chris wrote:
Initiative
22 Moon
17 Gorlug
11 RATS! (on Moon -8 )
RATS! (on Gorlug -7)
10 Quain
6 Clyde
7 Titus
Quain is up
MAS- Admin
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- Post n°372
Re: The grass is always Greenest....
Quain holds the same action as last round, ICE BOLT if enemy (front or back) appears with clear LOF.
Chris- Posts : 9503
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- Post n°373
Re: The grass is always Greenest....
MAS wrote:Quain holds the same action as last round, ICE BOLT if enemy (front or back) appears with clear LOF.
ok
Clyde is up
Robyo- Posts : 3587
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- Post n°374
Re: The grass is always Greenest....
Clyde spams Sacred Flame, once again at the rats attacking Gorlug.
Sacred Flame
cantrip evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous
Classes: Cleric
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
DEX Save DC 12.
damage Result of the throw of dice "1d8" : 7 radiant.
Clyde "Stonewall" Ungartheim
AC: 18 (w/out shield: 16)
HP: 10
HD: 1d8
Passive Perception: 12
Speed: 25'
Initiative: 0
Stealth: 0 (Disadvantage)
Spell Save DC: 12
Spell Attack: +4
SPELLS
Spell Slots Used 1/2, Bless, Cure Wounds
Prepared Spells: 1)Healing Word, 2)Guiding Bolt 3)Detect Magic
Bonus Spells: *Bless, *Cure Wounds
Cantrips: Sacred Flame, Guidance, Light[/quote]
Sacred Flame
cantrip evocation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous
Classes: Cleric
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
DEX Save DC 12.
damage Result of the throw of dice "1d8" : 7 radiant.
Clyde "Stonewall" Ungartheim
AC: 18 (w/out shield: 16)
HP: 10
HD: 1d8
Passive Perception: 12
Speed: 25'
Initiative: 0
Stealth: 0 (Disadvantage)
Spell Save DC: 12
Spell Attack: +4
SPELLS
Spell Slots Used 1/2, Bless, Cure Wounds
Prepared Spells: 1)Healing Word, 2)Guiding Bolt 3)Detect Magic
Bonus Spells: *Bless, *Cure Wounds
Cantrips: Sacred Flame, Guidance, Light[/quote]
Chris- Posts : 9503
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- Post n°375
Re: The grass is always Greenest....
whit10- Posts : 6614
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- Post n°376
Re: The grass is always Greenest....
attacks at the same target as before with both weapons:
Sword is first, then warhammer
Roll(1d20)+5:
11,+5
Total:16
Roll(1d20)+5:
13,+5
Total:18
Damage if either hit:
Roll(1d8)+3:
3,+3
Total:6
and warhammer
Roll(1d8)+3:
7,+3
Total:10
done
AC: 16
Armor: Breastplate and Dex.
HP: 12; -2
Initiative: +2
Saves - Con and Str. 4 and 5 respectively
Sword is first, then warhammer
Roll(1d20)+5:
11,+5
Total:16
Roll(1d20)+5:
13,+5
Total:18
Damage if either hit:
Roll(1d8)+3:
3,+3
Total:6
and warhammer
Roll(1d8)+3:
7,+3
Total:10
done
AC: 16
Armor: Breastplate and Dex.
HP: 12; -2
Initiative: +2
Saves - Con and Str. 4 and 5 respectively
Chris- Posts : 9503
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- Post n°377
Re: The grass is always Greenest....
Titus smashes and chops up the remaining bits of the rat swarm on Gorlug.
Moon is up and still covered in vermin!
Moon is up and still covered in vermin!
jasongiglio- Posts : 85
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- Post n°378
Re: The grass is always Greenest....
Moon "staff smashes" rats around hime and "wall smashes" the rats on him against the wall near him.
- Staff smash:
d20(14)+5 = 19
Damage:
d8(7)+3= 10
- Wall smash:
d20(10)+5= 15
Damage:
d4(2)+3= 5
AC: 15
HP: 9(5)
HIT DICE: 1d8 +1
INITIATIVE: +3
SPEED: 30ft.
PROFICIENCY BONUS +2
- Staff smash:
d20(14)+5 = 19
Damage:
d8(7)+3= 10
- Wall smash:
d20(10)+5= 15
Damage:
d4(2)+3= 5
AC: 15
HP: 9(5)
HIT DICE: 1d8 +1
INITIATIVE: +3
SPEED: 30ft.
PROFICIENCY BONUS +2
Chris- Posts : 9503
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- Post n°379
Re: The grass is always Greenest....
Moon manages to give the last of the rats a shimmy and a shake. The few remaining rats are no longer a swarm of any threat. They scatter back into the sewers.
combat is over
Actions?
combat is over
Actions?
jasongiglio- Posts : 85
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- Post n°380
Re: The grass is always Greenest....
Moon decides to go in the corner he's near, peek/listen down the side tunnel:
- Perception check: d20(19)+4=23
He also wants to orient himself to direction of town:
- Survival d20(+4=12
Goes back to Titus and gang to report
- Perception check: d20(19)+4=23
He also wants to orient himself to direction of town:
- Survival d20(+4=12
Goes back to Titus and gang to report
Chris- Posts : 9503
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- Post n°381
Re: The grass is always Greenest....
jasongiglio- Posts : 85
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- Post n°382
Re: The grass is always Greenest....
Oops! Moon will scout ahead past the light spell.
navyik- Posts : 5033
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- Post n°383
Re: The grass is always Greenest....
Gorlug follows through to the edge of the light spell to keep an eye on moon with dark vision.
Robyo- Posts : 3587
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- Post n°384
Re: The grass is always Greenest....
"Feel free to pick up the lighted pebble," urges Clyde in a hushed tone.
Chris- Posts : 9503
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- Post n°385
Re: The grass is always Greenest....
About 100 ft past the area of the rat nests, Moon and Gorlug see a heavy iron-bound door. Moon swats away a thick patch of webs, but sees no spiders large enough to worry him. The tunnel is clear to the old door.
Actions?
Actions?
navyik- Posts : 5033
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- Post n°386
Re: The grass is always Greenest....
Gorlug shrugs and joins moon at the door, waving the group forward. “Should we knock?”
jasongiglio- Posts : 85
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- Post n°387
Re: The grass is always Greenest....
Moon puts his ear up to the door an listens...
Perception + 4 = 14
He will report anything he hears.
I he here's nothing, he will try to open it quitely...
Perception + 4 = 14
He will report anything he hears.
I he here's nothing, he will try to open it quitely...
Chris- Posts : 9503
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- Post n°388
Re: The grass is always Greenest....
Moon doesn't hear anything immediately behind the door. He picks up some feint vibrations from the Keep above with its town militia running about in heavy boots and a dragon roaring overhead.
Moon quitely tries to lift the latch, but it doesn't budge. He isn't sure if it is locked or just rusted shut from the disuse of time's effects.
Actions?
Moon quitely tries to lift the latch, but it doesn't budge. He isn't sure if it is locked or just rusted shut from the disuse of time's effects.
Actions?
navyik- Posts : 5033
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- Post n°389
Re: The grass is always Greenest....
Gorlug will give it a pull.
Chris- Posts : 9503
Join date : 2011-10-26
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Re: The grass is always Greenest....
navyik wrote:Gorlug will give it a pull.
It doesn't open given a casual tug.
Str\Ath check to force it open?
or other Actions?
navyik- Posts : 5033
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- Post n°391
Re: The grass is always Greenest....
Chris wrote:navyik wrote:Gorlug will give it a pull.
It doesn't open given a casual tug.
Str\Ath check to force it open?
or other Actions?
Result of the throw of dice "1d20 +5" :
14 + 5 = 19
Chris- Posts : 9503
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Re: The grass is always Greenest....
Gorlug is able to force the old door open. It was locked but both the door and the lock itself had rusted from disuse and age. From the light of Clyde's stone, the party can see a cellar full of barrels, crates and other supplies.
There is an angled set of stairs leading up to a trap door in the ceiling.
Actions?
There is an angled set of stairs leading up to a trap door in the ceiling.
Actions?
whit10- Posts : 6614
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Re: The grass is always Greenest....
might as well keep going... Moon can lead if we want to be quiet. Titus can lead if we don't care
Chris- Posts : 9503
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Re: The grass is always Greenest....
whit10 wrote:might as well keep going... Moon can lead if we want to be quiet. Titus can lead if we don't care
you want the guy dressed like a dragon cultist to lead the way into the village keep?
whit10- Posts : 6614
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Re: The grass is always Greenest....
uh...what now?
MAS- Admin
- Posts : 3602
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Re: The grass is always Greenest....
If we've arrived, the disguise is probably not needed.
"Anyone willing to sneak up and take a look around?"
"Anyone willing to sneak up and take a look around?"
jasongiglio- Posts : 85
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Re: The grass is always Greenest....
Moon thinks it might be best to discard the cultist garb. He says he can try and pop up.
Listens at trap door:
Perception: 10+4=14
If clear, pops opens:
Stealth: 11+5= 16
Looks around:
Perception: 17 + 4= 21
Listens at trap door:
Perception: 10+4=14
If clear, pops opens:
Stealth: 11+5= 16
Looks around:
Perception: 17 + 4= 21
Chris- Posts : 9503
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Re: The grass is always Greenest....
Moon sheds the disguise and quietly opens the trap door when it sounds like the coast is clear. Moon finds himself in an armory on what he guesses is the ground floor of the Keep. The room is empty, save for mostly empty racks where weapons should be kept. There are a 3 spears, 1 pole arm, and 1 warhammer on racks. An old barrel in the corner has 6 clubs.
He can hear the sound of battle from above. It sounds like the dragon is making another pass on the Keep. Lightning crackles and stone breaks!
There is a door.
Actions?
He can hear the sound of battle from above. It sounds like the dragon is making another pass on the Keep. Lightning crackles and stone breaks!
There is a door.
Actions?
jasongiglio- Posts : 85
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- Post n°399
Re: The grass is always Greenest....
Moon reports back coast is clear. Asks priestess if she’d like to leader villagers up?
navyik- Posts : 5033
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Re: The grass is always Greenest....
Gorlug grabs the poke arm and gestures to the villagers. “If you’ve a will to fight, arm yourselves.”