(IC) Dog Days of Doom!

The Mystic Emporium

Benny
AC 14 (19 with shield spell used as a reaction)
Spell Save DC 13
HP/HP 14/17
Passive Perception (PP): 13
HD/HD; 2/2

Maximilian
AC 13
Magic Resistance. The sphinx has Advantage on saving throws against spells and other magical effects.
Resistances: Necrotic, Psychic, Radiant
HP/HP 6/24
Senses Darkvision 60 ft., Passive Perception 11
HD/HD; 1/7

Max jumps over the carcass of the fallen zombie and attacks the one still standing.

Benny takes a few seconds to survey the room.

OOC: Max: move to remaining zombie
Attack: 15
Damage: 5 slashing 9 radiant=14

Does Benny see anything radiating magic?
 

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The Mystic Emporium
Combat over, Deidre killed the last zombie
Deidre's magical attack snuffs the unlife out of the the zombie and Max whacks it an extra time for good measure.

For a moment, you hear scratching and moaning on the front door. Everyone waits. The zombies outside shuffle off - it looks like your little fight didn't alert anyone.1

You finally have a moment to take in your surroundings. Besides the door you just entered, there's another door leading out of this room. It's locked.2

The rug in the middle of this room has, bizarrely, been thrown aside and is partially on the bed and a heavy bookshelf/dresser has fallen on the floor where the rug once was, making it a bit annoying to walk around in this room.

It's obviously the private chambers of the person who owns this place - or maybe a room they use when working late or to rent out. There's a bed, a side table and the dresser. The room is full of personal effects: small nick knacks, some jewelry, art on the wall.3 There's almost nothing 'Mystic' about this particular room except for an incense holder and a half-burned stick of sandalwood.

You're also free to look more closely at the room you just came from and focus on trying to open the cabinet. You note there's a locked drawer, probably the cash drawer.
4

1. I rolled zombie perception to see if your combat raised the alertness level and it did not.
2. DC: 15 to unlock the door to the next room(assuming you have tools)
3. With a cursory glance, you can find 15gp worth of jewelry and 10gp worth of 'trinkets'(which are delicate). If you want to look for anything else specific, tell me where in the room you are looking and make a DC 15 investigation.
4. READ CAREFULLY
-Cash drawer DC 20 to open

-Display case:
  • DC 20 to unlock
  • To find origin of magical trap: DC: 13 Investigation (with advantage because Benny has detect magic up)
  • IF YOU FIND THE trap, it's a DC: 13 ARCANA to disable
there's no physical traps on it.

If you spend 10 minutes in the main store front collecting ingredients, you can make yourself a spell component pouch.

There are no spell components with any GP value in either of these rooms, that you can see.
 

Mystic Emporium
mystic.jpg



The Holy Hammer
Combat Round 2 over
Zombie 1 : HP: 0 ;AC 8
Zombie 2: HP: 5 ;AC 8
Carson: HP: 50; AC: 13

Stratus destroys the first zombie. He seemed to have been a mercenary of some kind, wearing light armour. It falls to the floor with a gurgle. Stratus tries to move past the other zombie - who looks like a worker here at the store - but the zombie is at the bottom of the stairs and he can't get by. 1
Havoc punches the zombie, disabling it. It looks like it could drop easily.2
Upstairs, the undead propriator, brings a heavy, armoured fist down on Caer and he's unable to get his shield up in time. Another hit like that could be the end....to die in a place dedicated to working metal would be a terrible thing.3

hammer.jpg


1. Stratus kills the zombie, but you can't flank, unfortunately.

2. Havoc attacks. I seem to be having better dice luck than you.
attack and damage: 1D20+3 = [13]+3 = 16
1D8+3 = [7]+3 = 10 zombie has 5hp

3. Speaking of Better luck...sorry Snarf
Zombie missed Havoc but Carson nails Caer
zombie; Carson: 1D20+3 = [4]+3 = 7
1D20+5 = [13]+5 = 18
Carson Damage: 1D8+3 = [7]+3 = 10

Side note, if you click on the link, the damage and attack bonus of Carson are wrong. in the link, Caer takes a point MORE damage than he was supposed to. I edited it here for the correct damage. 10 is the correct damage

Combat Round 2 over.

Start Combat round 3:
Zombie 1 : HP: 0 ;AC 8
Zombie 2: HP: 5 ;AC 8
Carson: HP: 50; AC: 13
 

Anson first checks on Dirdre. He's not a healer, but he ensures any bleeding is wrapped before continuing his examination of the room. "There," he assures her; "that'll hold for a bit. Be careful." Anson looks to the overturned shelves, lifting them up, to see (a) if there are scrolls or magical books that are easily taken for examination later, and (b) whether there is a trap door in the floor, that may have been why the rug was puled up and the shelves overturned.

If there is an obvious trap door, then he'll pursue that. If there are books etc., he'll bag'em. If there is no trap door, he will turn to the locked room. He is proficient with Thives' tools -- one of the skills he had picked up to pass the time since the break up -- and while he is no expert, he attempts to open the door.

OOC: 2024 rules on lockpicking are unclear. I believe it is meant to be an straight Dex check, in this case with proficiency in tools, which will be +5 for Anson. 1d20+5=10. However, the rule for "lock" under equipment seems to allow for a slight of hand check, which would then be with advantage (tool and skill). That doesn't help in this case (see roll), but iut would be good to know for future checks.
 


Mystic Emporium

With some effort, you lift the shelf and push it back against the wall. Picking up a few books and clothes, you immediately see a ring for a trap door in the floor.

Carefully opening the door, there is a very steep stairs - more of a ladder really - that leads down. It's dark in there but nobody noticed Max go invisible and slip into the small cellar. Benny hears his voice in his head,

"Survivors!"

Sure enough, there's an older woman pointing a wand at the opening and she's shielding a middle-aged woman and a child.
 

Anson Willoughby
AC 15
HP: 11/14
Passive Perception: 12
HD: 2/2
Heroic Insp: 1/1

As he peers down into the cellar, Anson puts up his hands, and smiles.

"Please believe me when I say that wand will do much more damage to the living than it would to the dead."

He pauses a second, before continuing. "My name is Anson Willoughby. Many have gathered at the Pudgy Pig. Perhaps we can guide you both there?"
 

Mystic Emporium

The woman lowers her wand. She's matronly, with grey hair tied up in a bun.

"Well, thank the gods. I thought the world went mad." She moves out towards the trap door and carefully looks out at the others then to the dead bodies on the floor.

"What is going on? First I'm helping a customer", she indicates to the two people still in the cellar, "then I noticed everyone outside just fall down. I heard screaming. Another of my customers ran outside to see what was going on and someone stood up off the ground and attacked him and then someone else came charged into the store and it set my glyph off. Well, all of a sudden more people started standing up and rushing in, fighting people. I grabbed the wand and the three of us went to the back to hide.

We heard someone walking around and a crash. I tried to open the door but realized there was something heavy on it. We would have been trapped down there for sure."


You know there's no way they will make it back to the Pudgy Pig unless you escort them all the way back. And it was not an easy feat getting here in the first place.
 

AC: 16
HP: 20/20
HD (1d10+2): 2/2
Passives. Perception: 11, Insight 13, Investigation: 10
Cloud’s Jaunt: 2/2
Divine Smite (w/o Slot): 1/1
Lay on Hands: 10/10
Spell Slots (L1): 1/1
Healer’s Kit: 5/10
Holy Water: 1/2

Stratus hacked the zombie on the stairs, bringing it down. Then he began to ascend, telling Havok, "There could be more up there. We should check on Caer."

OOC: Stratus hit AC15 for 5 damage. He'll go as far as he can up the stairs, see if he sees/hears anything.
 
Last edited:


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