On the steps of the mausoleum, the two bodies, seemingly savaged by some wild beast, lie in a pool of blood. One is a male dwarf, and the other is a female human. Each wears the remnants of a town sentinel’s tabard. Blood spatters cover the landing and the flagstones just inside the tomb’s doorway.
The doors of the mausoleum open to reveal a large stone room containing a stone table and several vaults built into the walls. Across the room you see a closed stone door. Blood is splattered and smeared on the table, walls and floor.
Jean is able to tell from the blood trail that the bodies were dragged out of the mausoleum, presumably by the wolves. The signs of battle reveal that the sentinels fought a battle inside the mausoleum. They did not fight the wolves but rather enemies using bows and bludgeoning weapons. A trail of blood leads back into the mausoleum all the way to the closed door in the rear. A set of keys rests in the lock.
Thurstan is able to validate the ranger’s findings. Dornal, the dwarf, was bludgeoned to death and Zeera, the human, was shot with arrows. The arrow shafts were broken off when the wolves dragged and began to eat the bodies.
What do you do next?
See the combat map for current positions.
Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Map Key:
Blue stars are the warrior and priest statues.
White ribbons are tombstones.
Green is grass.
Brown is the gravel path.
Gray is the mausoleum.
White rectangles are doors.
Gray rectangles are the table and vaults.
Thurstan Howl - responce to GM turn post #5
ReplyDeleteblat for 4, then CLW my wolf for 7+2(9),
then, if there's time, lay the bodies in a safe
place, and cover them, and say a few words over
them.
Move 1(20'max) - as needed
Attack - NA
Move 2 - NA
Use ability/item/skill - cleric training
Initiative roll -
Attack roll (s) -
Confirm potential crit - NA
Damage roll (s) -
Crit damage - NA
Rolls for saving throws/skill checks -
...10, 2, 18, 16, 4
SOP stuff:
AC = 20 (ff 19,tch 11)..Saves(F+5,R+1,W+5)
Weapon:trident,1hand,str+5,BAB+1(+6)
..........damage 1d8 plus str+5 (1d8+5)
CMB=BAB+1,str+5,siz+0=(+6)
channel,7/day,1d6 energy,heal/harm
...will ST 13 or flee 1d4+2 rnds
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T.H.Wolf - responce to -GM turn post #5
guard thurstan
Move 1(50'max) - as required
Attack -
Move 2 - NA
Initiative roll -
Attack roll (s) -
Confirm potential crit - NA
Damage roll (s) -
Crit damage - NA
Special damage -
Rolls for saving throws/skill checks -
...9, 2, 14, 1, 1
SOP stuff:
T.H.Wolf http://www.dandwiki.com/wiki/SRD:Wolf
AC = 14 (ff 12,tch 12)..Saves(F+5,R+5,W+1)
bite,str+1,BAB+1,feat+1(+3)
.....damage plus str+1 (1d6+1)
CMB=BAB+1,str+1,size+0=(+2)
Ability,imp trip +1+1+0+2(+4)
Blunderbuss: sucks wind for 4 rounds until he becomes unfatigued.
ReplyDeleteBanjo: Looks around the room for any runes or other such arcane frippery. Finding none, he waits for a meatshield to open the door.
Jean – Player Action Response - GM Turn Post #5
ReplyDeleteApproach the door and listen. Jean does not touch the door.
On behalf of Randy ...
ReplyDeleteTorvald kneels and says a brief prayer for the two sentinels. He closes their eyes and arranges their bodies so that they are more dignified. Then he looks to the rest of the group.
"Well comrads, shall we enter and engage whoever has done this foul deed or do we stand on the stair and admire the moonlight?"
If no one suggests any other course of action Torvald will enter the mausoleum warily.
thurstan – Player Action Response - GM Turn Post #5
ReplyDeleteafter everyones done hem-hawin' around i open the door.
Banjo casts and maintains a Detect Magic until we have an encounter or some other action requires his full attention.
ReplyDelete