D&D 5E (IC) Fitz's Folly

FitzTheRuke

Legend
Carefully stepping on the moss-covered mosaic, Harb, Immogen, and Dellrak investigated the inner chamber. Harb eyed the statues of the archers warily while Imogen looked at the mossy mosaic. She noticed a patch of the moss growing in a ridged pattern that made her feel that it might be obscuring some important detail of the mosaic's overall picture.

Meanwhile, Dellrak investigated the walls and was easily convinced that the ways into the rooms behind the hallway's arrow-slits (the ones with the large serpent statues) were secretly behind two of the archer-statues at the south-west and south-east sides of the main chamber, and could be relatively easily shoved aside.
 

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gargoyleking

Adventurer
Harb moved cautiously into the room and headed towards the nearest statue on the left. Looking at it he hoped to tell if there was any indication the statue could move. Scratch marks on the stone or cracks near the joints perhaps.
 

FitzTheRuke

Legend
Harb could see no method by which the statues should be able to move or to fire their arrows (the quivers themselves were encased in stone, and the bows, if they had ever been strung, had long lost their strings to decay). However, he noticed that one of the nearby statue's faces was crumbled and peering closely with his torchlight, he saw the hint of dried flesh and bone beneath the crumbled stone.

These were not statues. In fact, they were mummified human remains encased in dry, hardened clay.
 

gargoyleking

Adventurer
Even Harb, used to death shuddered at the realization. Still, he moved cautiously, makingnhis way to the place they presumed to expect to find a way into the rooms behind the arrow slits and searched for a door or other way in.
 

Neurotic

I plan on living forever. Or die trying.
Myrral enters fretfully, his ears laid back, half-snarl forming and his movements slow. He moves in half-crouch as if expecting something to crush him in a moment.

When nothing happens for several minutes as the group explores he relaxes a bit, but still occasionally looks up at the unfamiliar solid ceiling.

"You know, I'm aware of the concept of stone houses and solid shelters. But actually to be in one...how can you people stand it for days at a time? No air, no light...this is...I know it is a ruin, but there are not enough openings for this to be fresh regardless of the inhabitants."

He looks around some more as his natural curiosity pulls him after the group
"There are advantages, no fire will harm this, no storm can blast it...but still. In case of an attack, you can exit only through fixed holes in the walls, you cannot make your own and surprise enemies. And if you're human, you don't see anything without artifical light. Strange."
 

KahlessNestor

Adventurer
Omu/Moah’s temple ruins
Afternoon
Round 0

“We can get t’ the rooms behind,” Dellrak noted, finding the statues. He put his shoulder to the statue on the southwest side and pushed, attempting to move it to get to the room behind.

Athletics: 1D20+7 = [6]+7 = 13

“Ain’t nothin’ like stone f’r defense,” Dellrak told Myrrul. “A guild door is a choke point. Ye c’n ‘old off an army. Or these arrow slits,” he pointed out. “Guid, solid stone.”

OOC: 9 goodberries available.


OOC: Death Curse: You now must spend Hit Dice to regain HP in a Long Rest (as well as a Short one) and you only regain 1 HD at the end of a Long Rest. Additionally, Short Rests take 2 Hours. Everything else about resting follows the usual book-rules.


Kasqa: 17/17 HD 3/3
Move:
Action:
Save:
Move:
Free Object Interaction:
Action:
Bonus Action: Planar Warrior
Reaction: Opportunity Attack
Conditions:
Concentration:
Inspiration:

Dellrak Character Sheet
Initiative: +1
Perception: +4
Speed: 25
AC: 15
HP: 49/49 HD: 5/5d10+2

Bolts: 18
Bolts used: 1
Arrows: 19
Arrows used:

Detect Portal (1/R): Within 1 mile
Planar Warrior: As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Primeval Awareness (action and spell slot): For one minute per level of spell slot, detect within 1 mile (6 in favored terrain) aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Spells
1) 4/4 Protection from Evil/Good (Horizon Walker), Jump, Goodberry, Longstrider
2) 2/2 Misty Step (Horizon Walker, BA), Healing Spirit


Rodrigo Di Castalone - male human fighter
Miss Imogen - female samurai, party member, Zhentarim
Chrysagon - male aasimar paladin, Order of the Gauntlet, Kelemvor
Harb - male human monk
Myrral - Tabaxi bard?
Qawasha (NPC) - Chultan druid
Kupalue (Weed, NPC) - vegepygmy
Hu’plo (NPC) Chultan
Kasqa (NPC) - Chultan warrior
 


Neurotic

I plan on living forever. Or die trying.
Omu/Moah’s temple ruins
Afternoon
Round 0
“Ain’t nothin’ like stone f’r defense,” Dellrak told Myrrul. “A guild door is a choke point. Ye c’n ‘old off an army. Or these arrow slits,” he pointed out. “Guid, solid stone.”

"But...but...they are choke points for you too. You cannot get out, you cannot surprise the enemy or remove yourself from the overwhelming attack. And you cannot get the cubs out to run into the jungle."

The bard remains near the door, trying to understand this strange idea that being closed in is better than being free to hide somewhere outside. With organized warfare essentially unknown among the tribes this might take some time.
 

KahlessNestor

Adventurer
Omu/Moah’s temple ruins
Afternoon
Round 0

“Aye, but ye c’n lock doon an’ hunker in,” Dellrak said. “A guid stone wall will last a guid long while keepin’ th’enemy oot. An’ if yuir smart, ye build in secret ways oot, jus’ in case,” the dwarven ranger told Myrrul. “A guid strong’old allows a small number o’ forces t’ control a larger area, ‘cause there’s a safe place t’ retreat tae.”

OOC: 9 goodberries available.


OOC: Death Curse: You now must spend Hit Dice to regain HP in a Long Rest (as well as a Short one) and you only regain 1 HD at the end of a Long Rest. Additionally, Short Rests take 2 Hours. Everything else about resting follows the usual book-rules.


Kasqa: 17/17 HD 3/3
Move:
Action:
Save:
Move:
Free Object Interaction:
Action:
Bonus Action: Planar Warrior
Reaction: Opportunity Attack
Conditions:
Concentration:
Inspiration:

Dellrak Character Sheet
Initiative: +1
Perception: +4
Speed: 25
AC: 15
HP: 49/49 HD: 5/5d10+2

Bolts: 18
Bolts used: 1
Arrows: 19
Arrows used:

Detect Portal (1/R): Within 1 mile
Planar Warrior: As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.
Primeval Awareness (action and spell slot): For one minute per level of spell slot, detect within 1 mile (6 in favored terrain) aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Spells
1) 4/4 Protection from Evil/Good (Horizon Walker), Jump, Goodberry, Longstrider
2) 2/2 Misty Step (Horizon Walker, BA), Healing Spirit


Rodrigo Di Castalone - male human fighter
Miss Imogen - female samurai, party member, Zhentarim
Chrysagon - male aasimar paladin, Order of the Gauntlet, Kelemvor
Harb - male human monk
Myrral - Tabaxi bard?
Qawasha (NPC) - Chultan druid
Kupalue (Weed, NPC) - vegepygmy
Hu’plo (NPC) Chultan
Kasqa (NPC) - Chultan warrior
 

FitzTheRuke

Legend
Dellrak spoke as he shoved the 'statue' out of the way of a secret door. Some of the hard stone-looking clay that encased the mummified body crumbled off as it moved, scattering across the floor. Miss Imogen had been inspecting the mosaic (having noticed that there was perhaps, some of the ancient Chultan cuneiform writing there, obscured by the brown moss. As clay chips scattered across the mosaic, the image shifted from one of a serpent fighting a monkey, to the serpent opening its jaws and swallowing the monkey. As that image shifted, the exit hallway's floor crumbled away revealing a long deep trough with slime-covered spikes at the bottom.

Worse still, the popping crumbling noise of the shifting and falling rock did not stop, as the 'statues' began to move, reaching in to formerly-stone pouches and stringing their bows, as the stone crumbled from their quivers, revealing surprisingly preserved arrows. The now-animate mummified bodies moved quickly, but they still possessed no lower half - they were stuck in place attached to the walls of the Serpent's Shrine.

GM: Encounter: The Sticks vs Archers at the Shrine of Mao in Omu
View attachment 121253
Locations:
(BGs) Archer1 (Q17); A2 (O17); A3 (O14); A4 (O12); A5 (O10); A6 (R10);
A7 (U10); A8 (X10); A9 (X12); A10 (X14); A11 (X17); A12 (V17);
(PCs) Dellrak (W17); Imogen (V14); Harb (Q13); Myrral (S17); Rodrigo (T24);
(NPCs) Braapp (W29); Grrol (P27); Weed (T36); Ukee (O36)
(General Features) Visibility: Inside "Darkness" (Harb has a torch); Outside "Bright Light"
Terrain: "Spiked Pit" (S18-T23) (Rodrigo has a rope)
Name * AC * HP * Hit Dice * PasPrc * Spells * (Notes)
(PCs)
Dellrak AC15 HP 49/49 (Res Psn) HD 5/5 PP15* SS 4/4 2/2
Harb AC15 HP 33/33 HD 5/5 PP14 KI 4/4
Imogen AC17 HP 38/38 THP 0/5 HD 4/4 PP12 SS 2/2 FS 3/3
Myrral AC14 HP 34/34 HD 5/5 PP17* SS 4/4 3/3 2/2 Ins 3/3
Rodrigo AC18* HP 44/44 HD 5/5 PP15 SD 4/4
(NPCs)
Braapp AC14 HP 33/33 HD 6/6 PP13*
Grrol AC14 HP 33/33 HD 6/6 PP13*
Kupalue (Weed) AC13 HP 9/9 HD 2/2 PP12*
Ukee AC12 HP 3/3 HD 1/1 PP13
Name * Damage Taken * (Notes)
Archer1
0; A2 0; A3 0; A4 0; A5 0; A6 0;
A7 0; A8 0; A9 0; A10 0; A11 0; A12 0;
Begin Round One
 

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