Moathouse
26 Goodmonth
3:46 PM
Round 0
“Dunna take tae long,” Emmyr told the scouts heading down the small tunnel.
As they explored, Emmyr went to the large double doors north of where the zombies came from. He pressed his ear to the door to listen, making sure nothing was going to be coming through there behind them.
Perception: 1D20 = [7] = 7
[sblock=Emmyr’s Rolls & Actions]
Move:
Action: Attack
Bonus Action:
Action Surge:
Reaction:
Object Interaction:
Conditions: Aid (8h; +5 max hp)
Inspiration:
[/sblock]
[sblock=Mini Stats]
Initiative: +1
Perception: 10
Speed: 25
AC: 16
HP: 28/28 (30/33) HD: 3/3d10+3
Second Wind (1/R): 1d10+3 hp
Action Surge (1/R)
[/sblock]
[sblock=Party Loot]
11 pp (Emmyr)
35 gp (Emmyr)
6 ep (Emmyr)
163 sp (Emmyr)
81 cp (Emmyr)
Blue quartz, 10 gp (Emmyr)
Music box: 20 gp (100 gp if repaired)(Templeton)
Cracked helm (1 gp scrap)(Templeton?)
Blue spinnel gemstone, 400 gp (Emmyr)
2 citrines, 50 gp each (Emmyr)
Gold chain, 200 gp (Emmyr)
[/sblock]
[sblock=Party]
Lady Rebekah - half elf bard charlatan noble
Gwylla - half elf wizard
Hexeiros - dragonborn fighter
Rana - feylock
Zanword - human fighter pirate
Aridhe - human moon druid
Templeton - human rogue ratcatcher
[/sblock]