Into the Barrier Peaks
Be sure to read and follow the guidelines for our forums.

Rolls
Investigation - (1d20)
(3) = 3
The cave looks like it has an archway, but is sealed by metal as well. You can see no means of opening it.
Merryweather
From your vantage at camp, you can see nothing but rock above the top cave, which looks like it has a smaller opening than the lower. As a note, the height between the two cave portals looks to be around 100'.
You activate the magic of your cloak, and it immediately envelops you, adhering to you like a second skin. Your form begins to mutate with thick, coarse hairs creeping from your skin as it slowly turns a deep shade of brown and black. You become slightly hunched, and reach out to grasp the rocky hillside. A tacky ooze coats the hairy fibers now growing from you, and it easily adheres to the stone as you begin to nimbly climb. The entire process takes but a few moments, and in the end the party witnesses a humanoid-looking spider figure scramble up the hill easily to reach the entry of the upper cave.
The cave mouth is roughly 10 feet across and perhaps 10 feet deep, and the cave widens to about 30 feet at the rear. The back wall is made entirely of a strange, dark metal. The outline of an archway can be seen, but the 'door' is smooth and presents no openings. The archway is 20 feet wide and 10 feet tall.
"So apart from some malign power behind these doors that turns people into plant-mutatnts, we will also have to contend with many other creatures and monstrosities within." Plainly stated, Hraefn attested once again to the alien nature of this entire metal complex.
The camp area is flat, with thick, coarse grass forming a soft blanket over the rocky earth on which to pitch your tents. Elavain and the soldiers who accompanied you are swift and efficient, and soon a large campfire is blazing and food is being prepared. The day is late, with perhaps two hours of sunlight remaining, and the lowering temperature promises to make the night uncomfortable for the unprepared.
"Aye sir, we's been instructed t' stay guard as long as needed, or until six days of your lord and ladyships not returning." Elavain replies.
"As to goin' inside, no, we're merely t' watch the' camp, aid here as needed, forage, keep watch, etc.; not throw our lives t' th' wind."
No obvious means of opening the portal, nor do you see any obvious holes, openings, etc.
Even in the fading light and flickering orange of the campfire, you can see Elavain's face redden at the realization of what he had said. He stammers and mutters an apology, then walks off muttering about getting some fresh water and tending to his horse.
As promised, the setting of the sun brings cooler temperatures, and soon it is near-freezing. A wind blows down through the valley, and even keeping the fire stoked and roaring does little to stave off the cold temperatures. The tents are thick cloth, however, and at least you get a bit of protection from the winds. Aside for the low howl of the breezes ripping through the rocky hills, this land is void of anything that might resemble life. For those familiar with being outdoors, it is an odd thing not to hear the natural sound of nocturnal creatures moving through the dark.
The time goes quickly, however, and soon you find yourselves in solid slumber. The soldiers accompanying you take the watch, giving you a much needed reprieve of anything but relaxation, something you all put to good use. Alas, the night, too, passes quickly, for just as you seem to close your eyes, you hear shouting from outside your camp.
"Awake! Awake! Awake! Lords 'n' ladies, awake! Look to the cave!" comes a voice from one of your men-at-arms.
Taking a quick stock, you see that none appear injured or under assault. The sun has just begun to crack the eastern sky. Following the gaze of the others, you see that the metal valve blocking the smaller cave, high on the hill, appears to have opened.
Rolls
Perception - (1d20+7)
(3) + 7 = 10
Guidance - (1d4)
(3) = 3
It is more pre-dawn. It is perfectly acceptable to assume, if you deem it your normal routine, to have risen a bit earlier to study.
Rolls
Athletics (2 checks) - (1d20-1, 1d20-1)
1d20-1 : (15) - 1 = 14
1d20-1 : (12) - 1 = 11
Athletics (if rope, then adv) - (1d20-1, 1d20-1)
1d20-1 : (18) - 1 = 17
1d20-1 : (2) - 1 = 1
At the top of the hill, you see that the metal valve blocking the entrance has, indeed, slid away and revealed the inside of the cave. The entirety of the space is metal, including the floor which is made of of a strange metal grating. The space in the cave is roughly 20 feet wide and 10 feet deep. The far wall looks like it is a thin line running down the middle. The entry wall behind you looks slightly curved.
Securing the ropes together, you drive a few pitons into the stone and toss it over the side. A few minutes later, Hraefn scrambles over the top, followed shortly thereafter by Ilwyn.
Rolls
Ilwyn Atheletics - (1d20+6)
(16) + 6 = 22
Ilwyn Athletics Adv - (1d20+6)
(7) + 6 = 13
She drew her sword as she stepped to the fore of the party, peering into the darkness within, but not quite entering the caverns.
Rolls
Athletics - (1d20+3)
(11) + 3 = 14
Athletics (Advantage) - (1d20+3)
(4) + 3 = 7
Athletics - (1d20+3)
(13) + 3 = 16
Athletics (Advantage) - (1d20+3)
(15) + 3 = 18
Rolls
Perception - (1d20+7)
(6) + 7 = 13
Guidance - (1d4)
(3) = 3
The room is strange, unlike anything you have ever experienced before. Examining the area from outside the entry portal, you cannot seen anything that would indicate it is trapped or otherwise poses an obvious hazard.
Rolls
Bram Athletics Check - (1d20+1)
(8) + 1 = 9
Bram Athletics Check (Adv.) - (1d20+1)
(9) + 1 = 10
Bram Athletics Check - (1d20+1)
(4) + 1 = 5
Bram Athletics Check (Adv.) - (1d20+1)
(10) + 1 = 11
The far wall, upon examinations, appears to be much like the outer valve, though instead of one large door, is actually two doors as evidenced by a thin line vertically bisecting it right down the middle.

Rolls
What could this be for? - (1d12)
(4) = 4
Or this? - (1d6)
(2) = 2
Furrowing your brows, you continue the search, when suddenly the light coming from outside is extinguished. Whirling to see what foul magic turned out the sun, you are surprised to see the outer door has slid silently shut. Before you can react to this new puzzle, the floor seems to amplify the vibration you had been feeling and with a clang, the door before you parts, revealing the interior.
The hallway before you is wide, roughly 20' and opens into a large chamber ahead. That chamber has 20' wide hallways running off in each of the cardinal directions, but what is most intriguing is what dominates the center of the otherwise empty room. A mine shaft of some sort stands in the center. On the left and right can be seen what look like rungs of a ladder spaced about 8' apart. They are not set into the walls of the shaft, but are on some sort of a metallic track. The way op us sealed off by the roof, but the way down is open.
In addition to the mine shaft, you also see several normal-sized doors. But the doors are unlike anything you have seen before, being more like the portals that led you in here than a door with handles that you are accustomed to using. Each of these doors have a little panel on the right, and a small slot about 3-inches wide and 1-inch high.




He nods at Hraefn, "Aye, no sense in heading down there before knowing what's up here, though we won't get far until we can figure out how to make these doors work for us." Looking at Bram he asks, "Can you tell if we're being watched? Magically perhaps?"
Lastly, try to be specific in movement. 'I walk around to the right of the shaft'... 'I go to the left side of the corridor to look at the second door'... etc, so if I want to spring a deadly surprise on you, I will know exactly where you all are. :D
My apologies, I should have asked for this earlier so as to not waste time.
Rolls
Stealth - (1d20+11)
(9) + 11 = 20
You follow the others into the corridor, and as Merriweather and Etna pass through the doorway it suddenly slides shut, blocking the entryway. Caedwyn and Ilwyn take the front and move into the large room dominated by the mine shaft. The metal grating continues into the various corridors leading out of the chamber, and you can see doors line all of them.
It is extremely dark, and those without some form of light are now effectively blinded. As you take stock, you can hear sounds coming from somewhere within this strange place. Chattering, clangs, creaks and groans all mix into a faint ghostly serenade, but what is most interesting is the underlying humming or vibration that you can just feel in your feet. It is as if some energy is pulsating through the metal of the caverns.


Standing before it, Caedwyn sees no means of opening it.
Pace: Slow; Time-In-Caves: 1 minute
At the end of the hall, however, you come to something new. First of all, you see an actual doorway, no door, to the south, and more black doors in the northern turn. At the turn, however, you spot a strange creature. It is squat, bipedal and has two arms sticking stiffly from its sides. It appears to be wearing some suit of armor, as it is encased entirely in metal.
From the looks of it, it must have done battle recently for its breastplate is torn open, revealing strange strings and and wires inside. Scattered around the floor near it are what look to be some sort of tinkerers tools. You get within about 20 feet or so before you realize the creature is not moving. It's 'head' area has a strange tube-like beak protruding, making you think that it must have a weirdly shaped head for sure.
Pace: Slow
Time-in-Caves: 5 minutes

"A guard maybe? No, a work golem of some sort, looking at the tools in front of it. Unless something was trying to fix it." Hraefn looked all round, including above them, for any sign that some other creature had been here and destroyed this golem.
"Search? It may have a door key."
Rolls
Perception (of signs of prior battle) - (1d20+7)
(6) + 7 = 13
Looking around, you don’t see any signs of a battle. There is a lot of detritus lying about, as if the place was long uninhabited. As I said before, there are what appear to be tinkers tool lying about, but what catches your eye is the glint of something shiny inside the open breastplate.
Lastly, there is an open doorway on the right wall at the end of the corridor.
"Finally, an open door." He said to the others. "Shall we?"
Rolls
Sleight of Hand - (1d20+2)
(12) + 2 = 14
Guidance - (1d4)
(2) = 2
Carefully reaching your hand into the open breastplate, you move some of the (apparently) damaged metal, wires and ropes to see that there is a panel with 5 gems attached at the very back. Three of them look to be cracked and broken, but you tug on one of the undamaged stones and after a bit of work manage to extract it.
It is a small gem, blue in color, with its edges polished smooth. Your best estimation tells you that you could probably get 20 gold coins for it.
You step through the doorway, the light from Bram's staff partially illuminating an otherwise dark room. Inside you can see various bits of trash strewn about, mostly metal and cloth, although there are several broken pieces of some kind of strange, colored material. (Think plastic). There are no other exits that you can see, but the far wall is curved, similar to the shape of the outer wall in the entry cave. The dust and dirt is thick inside, and while there are scuff marks everywhere, it does not appear as if anyone resides in this place.
Ilwyn, as you join Caedwyn in the doorway, you can see that the corridor runs north for a ways. Like this hall, the north branch has several doors along its path, but near the end there looks to be yet another open doorway. Just at the limit of your sight you can see that the corridor again turns, this time to the right.
Pace: Slow
Time in caves: 10 minutes

Bram slides his pack from his shoulder and kneels on the ground. Leaning his staff on his right shoulder he reaches into a side pocket and brings out the disc that they had been given by the captain at the fort earlier.
You examine the disc and it appears to be about the same thickness so you check it against a door. While the thickness is correct, it is not as wide as the slot next to the door.
The coin is a flat white in color, with black markings where the lines are. Color-wise, it does not appear to match any door you have yet seen.
Caedwyn and Ilwyn
Passing by a pair of black doors along the way, again finding no means of entry, you come to the end of the corridor. Here there is another open doorway on the left, while the hall turns right and continues out of sight. Down this new turn you see yet more of the strange doors before the tunnel turns left at its end.
The open door leads into another ruined chamber of metal. Strange objects are strewn about as if someone was looking for something, or perhaps just entered into a violent rage and thrashed the entire place, but there does not appear to be anything of value inside. However, as Caedwyn peaks inside, his sharp eyes note something amidst the detritus of the room - bones. Inside, you can see two skeletal remains.
Pace: Slow
Time in caves: 15 minutes

Rolls
DM Random roll to keep players on their toes - (1d12, 1d6)
DM Random roll to keep players on their toes - (1d12, 1d6)
Rolls
Perception - (1d20+7)
(12) + 7 = 19
Rolls
Perception - (1d20+3)
(16) + 3 = 19
Inside the chamber, you search the debris and then the skeletal remains. From the looks of the bones, they are human-like, but smaller and thinner. The shape of their heads is more oval, leaving out the known elf races. These beings are strange, and their clothing is unlike anything you have ever encountered. Even through it is a smooth cloth-like material, is is more silky and shiny but also much more durable. Although it is torn to shreds, it does not look like the victims died of being ravaged by deadly beasts, but their clothing was torn after the fact.
The room itself is otherwise void of anything of interest.
Hraefn
You study the bones of the victims and see they they are shaped much like humans, only smaller. their bones appear to be a bit more frail than those of beings you are familiar with, and they have a distinctly yellow-green tint to them.
Pace: Slow
Time in caves: 20 minutes


You stop to examine the orange-colored door but find nothing odd or abnormal about it. As you turn to leave, however, you hear sound coming from the far side. It is very faint, almost imperceptible in the echoing noises ever-present in these weird caves, but you heard a distinct noise that sounded like a bell, gong and a squawking bird of some kind.
Pace: Slow
Time in caves: 25 minutes
Roll an investigation check
Rolls
Random DM Roll - (1d12)
(6) = 6
Random DM Roll - (1d6)
(3) = 3
Leading your group down the hallway, it ends in a door with a violet-colored panel. A quick investigation reveals nothing of interest, so you turn north. The hallway continues out of sight, but along the way you see yet another door on the right. In the distance, Bram's light reveals a 4-way intersection.More of the same, metal halls, same grated floor, and strange pipes and wires running the length of the ceiling. Trash and debris litter the place, strewn about as if someone were just kicking it around while they walk.
You continue to feel the strange vibration emanating from somewhere within the caves, and the noises remind you of times you walked in the deep forests of Geoff. Just passed the intersection, you can see another opening with no door.
Pace: Slow
Time in caves: 30 minutes

Rolls
stealth - (1d20+11)
(14) + 11 = 25
Rolls
Perception - (1d20+7)
(19) + 7 = 26
A split second later, the creature begins stomping the floor, waving its spear and screeching angrily in your direction. Inside, you hear an eruption of more calls just like the one emitting by the plant-thing, and you realize that there are more of the things in the room.


Rolls
Secret Roll
Secret Roll
Rolls
Initiative - (1d20+5)
(5) + 5 = 10
Advantage - (1d20+5)
(19) + 5 = 24
Rolls
Initiative - (1d20+2)
(17) + 2 = 19
Produce Flame (range attack) - (1d20+7)
(8) + 7 = 15
Produce Flame (damage) - (2d8)
(24) = 6
Rolls
Plant-things - (1d20+2)
(1) + 2 = 3
Plant-things 2 - (1d20+2)
(12) + 2 = 14
Dog-Plant-things - (1d20+1)
(20) + 1 = 21
Rolls
initiative - (1d20+10)
(4) + 10 = 14
attack - (1d20+10)
(4) + 10 = 14
advantage if i attack before they take an action - (1d20+10)
(2) + 10 = 12
damage - (1d6+7)
(2) + 7 = 9
sneak attack if i have advantage - (4d6)
(4332) = 12
I will charge at the plant thing closest to me, and hit it with my sword, as I do.
Rolls
Initiative - (1d20+2)
(12) + 2 = 14
Attack 1 - (1d20+7)
(17) + 7 = 24
Attack 2 - (1d20+7)
(4) + 7 = 11
Damage 1 - (2d6+4)
(13) + 4 = 8
Damage 2 - (2d6+4)
(53) + 4 = 12
Seeing others jumping into melee, Bram holds his spell until other enemies appear.
Rolls
Initiative - (1d20+7)
(6) + 7 = 13
Order
Etna - 24
Thorny - 21
Hraefn - 19
Vegepygmy Guard - 14
Caedwyn - 14
Merriweather - 14
Bram - 13
Vegepygmy - 03
Ilwyn - 01
I will utilize whatever action you posted for your first turn. Normal rounds will go:
1. Etna
2. Thornies (dog-things)
3. Hraefn
4. Vegepygmy leaders, Caedwyn, Merri, Bram
5. Vegepygmy warriors
6. Ilwyn
Since you are alone between enemies, Hraefn, you can go at the top of the round without having to wait for me. So after Ilwyn posts her actions, no need to wait for my thorny attacks (if there are any). I will be posting enemy attacks shortly.
Rolls
Thorny 4 Attack - (1d20+3)
(16) + 3 = 19
Thorny 4 Damage - (2d6+1)
(36) + 1 = 10
Thorny 5 Attack - (1d20+3)
(14) + 3 = 17
Thorny 5 Damage - (2d6+1)
(14) + 1 = 6
As they charge toward Caedwyn and Ilwyn, you hear more sounds coming from the east,a s more of these things are seen rushing down the hall. The two before you leap at the front line warriors and though you are well-versed in defensive tactics, the shear ferocity of the dog attacks catches you both off guard, as the abominations sink their rotted, thorny fangs into your arms.
From the doorway of the room, you can see that there are more creatures inside, but what type and how many cannot be determined. Regrouping, Hraefn immediately release the flames he has conjured as a light source, and it strikes the lone vegepygmy. The flames burst around it, as it drops the spear and tries to extinguish the growing flames. Thick grey smoke begins rising to the ceiling, as the creature burns as any green plant might when thrown on a bonfire.
Before it can succeed, an arrow streaks from above, as Merriweather, standing upside down on the ceiling, hunched and distorted to appear as a humanoid spider, strikes true with his bow and sends the creature reeling to the floor with an arrow between its eyes. Not to be outdone, Caedwyn manages to push back on the thorny in front of him and deals a solid blow to it.

Additionally, while I am showing the whole area, you currently only see what is in the hallways
Rolls
Magic Missile - (3d4+3)
(224) + 3 = 11
Bonus: Cast Hunter's Mark on #4
Main: Attack with Oathbow (two attacks on #4; split the second to something else if the first one kills it)
Notes: As will be Etna's usual, I'll include a 1d8 roll for Colossus Slayer: this only applies to a weapon attack hit on a target already below max HP, and only counts once per turn. The extra damage from Hunter's Mark is different; it applies to any weapon hit and can apply any number of times per turn. For the sake of simplicity I've included this spell's extra damage in the weapon damage — this will only apply if the attack hits the marked target (relevant if the second arrow hits something else). Finally, all attacks deal an extra 4 damage if these guys are monstrosities or dragons (I'm gonna assume it's more likely the former). Because I'm unsure about this one, I won't include this damage in any of the rolls.
Rolls
Oathbow Attack 1 - (1d20+5, 1d20+5)
1d20+5 : (7) + 5 = 12
1d20+5 : (6) + 5 = 11
Oathbow Attack 2 - (1d20+5, 1d20+5)
1d20+5 : (3) + 5 = 8
1d20+5 : (8) + 5 = 13
Oathbow Damage 1 - (1d8+1, 1d6+15)
1d8+1 : (3) + 1 = 4
1d6+15 : (1) + 15 = 16
Oathbow Damage 2 - (1d8+1, 1d6+15)
1d8+1 : (3) + 1 = 4
1d6+15 : (1) + 15 = 16
Colossus Slayer Damage - (1d8)
(8) = 8
All four blast into the beast, blowing away large chunks of rotted plant material in all directions, sending it careening back toward the doorway it had come from. Sickly green ocher splatter the wall and floor as the beast collapses. Incredibly, a moment later, you watch as the thorny vines it is made up of begin to twist and turn, renewing its broken form. With an audible snarl-like hiss, the beast gets its legs under it and begins to stand.
Your moods sour as you watch yet more of the humanoid plant creatures emerge from the nearby doorway as well as the eastern hall.
Up to you which one she attacks, but she'll attack the same one twice unless one attack downs it.
Wow. Both attacks ended up with exactly the same rolls. Spooky. That's two attacks for 11 Slashing damage and 6 Cold damage each.
Rolls
Greatsword Attack 1, Damage - (1d20+6, 2d6+3)
1d20+6 : (9) + 6 = 15
2d6+3 : (11) + 3 = 5
Greatsword Attack 2, Damage - (1d20+6, 2d6+3)
1d20+6 : (10) + 6 = 16
2d6+3 : (51) + 3 = 9
Frost Damage 1 - (1d8)
(6) = 6
Frost Damage 2 - (1d8)
(6) = 6
Savage Attacker (Attack 1) - (2d6+3)
(51) + 3 = 9
Great Weapon Fighting (Attack 2) - (1d6)
(3) = 3
Attack 1 Savage Attacker Reroll 1 - (1d6)
(3) = 3
Vegepygmy 1 Dash 60' to engage Ilwyn (bad idea)
Vegepygmy 2 Dash 60' to engage Ilwyn (another bad idea)
Vegepygmy 3 Dash 60'
Vegepygmy 4 Dash 60'
Vegepygmy 5 Move 25' Melee Caedwyn
Vegepygmy 6 Move 25' Melee Caedwyn
Vegepygmy 7 Move 25' Ranged Caedwyn
Vegepygmy 8 Move 25' Ranged Ilwyn
Vegepygmy 9 Move 25' Ranged Hraefn
Rolls
Vegepygmy 5 attack - (1d20+4)
(16) + 4 = 20
Vegepygmy 5 damage - (1d6+2)
(3) + 2 = 5
Vegepygmy 6 attack - (1d20+4)
(3) + 4 = 7
Vegepygmy 6 damage - (1d6+2)
(5) + 2 = 7
Vegepygmy 7 ranged attack - (1d20+4)
(3) + 4 = 7
Vegepygmy 7 damage - (1d4+2)
(3) + 2 = 5
Vegepygmy 8 ranged attack - (1d20+4)
(20) + 4 = 24
Vegepygmy 8 damage - (1d4+2)
(1) + 2 = 3
Vegepygmy 9 ranged attack - (1d20+4)
(16) + 4 = 20
Vegepygmy 9 damage - (1d4+2)
(1) + 2 = 3
Rolls
Attack 1 - (1d20+7)
(1) + 7 = 8
Attack 1 (Advantage) - (1d20+7)
(5) + 7 = 12
Attack 2 - (1d20+7)
(6) + 7 = 13
Damage 2 - (2d6+4)
(66) + 4 = 16
Under similar duress, Caedwyn suddenly finds himself swarmed upon by more of the beasts as well. Able to deflect one of the beasts, he is not so lucky against the second as the spear being held pierces his arm, causing a stinging pain in his off-hand. A third pygmy launches a wicked-looking stone that whizzes past Caedwyn's ear, and you can hear it clattering down the metal hallway behind you.
As the rest of you look on, more rocks begin to fling down the hallway as the creatures arrive, one of which catches Hraefn in the shoulder.

Vegepygmy #5 hits Caedwyn for 5 HP Piercing
Vegepygmy #8 hits Ilwyn for 6 HP bludgeoning
Vegepygmy #9 hits Hraefn for 3 HP bludgeoning
Vegepygmy #1 and #2 fall, but are reforming up, #3 and #4 moved up to take their place.
Hrafen, you can alter your action if you wish, seeing as some of the creatures have arrived at this end of the hallway.
Before it can resume its attack on Ilwyn, a series of magical streaks of energy light up the corridor as Bram releases the energy he had been holding at the ready.
All four blast into the beast, blowing away large chunks of rotted plant material in all directions, sending it careening back toward the doorway it had come from. Sickly green ocher splatter the wall and floor as the beast collapses. Incredibly, a moment later, you watch as the thorny vines it is made up of begin to twist and turn, renewing its broken form. With an audible snarl-like hiss, the beast gets its legs under it and begins to stand.
It should have been 3 bolts instead of 4, but the damage remains.
We have just finished the round, and we are waiting on Etna and Hraefn, should he choose to revamp his action. The vegepygmies came down the hall, so all that is down there are the 3 dog-creatures and a leader-type, so his original casting of moonbeam might not be what he desires to do anymore.
The druid considered the tactics. He thought of turning into an animal, but was unsure he could damage them permanently. "Bram, we need your mage fire, of any sort. We may need to fall back." He fired another ball of flame from his hands, to confirm his theory.
Rolls
Produce Flame attack - (1d20+7)
(16) + 7 = 23
Produce Flame damage - (2d8)
(11) = 2
Not trying to be difficult, just trying to manage my ADHD. :)
Rolls
Oathbow Attack 1 - (1d20+5)
(18) + 5 = 23
Oathbow Attack 2 - (1d20+5)
(3) + 5 = 8
Oathbow Damage 1 - (1d8+15, 1d6)
1d8+15 : (4) + 15 = 19
1d6 : (2) = 2
Oathbow Damage 2 - (1d8+15, 1d6)
1d8+15 : (2) + 15 = 17
1d6 : (1) = 1
Colossus Slayer - (1d8)
(2) = 2
Thorny 1 Move to behind 4
Thorny 2 Move to behind 2
Thorny 3 Move to behind 3
Thorny 4 Move 5' attack Ilwyn (Hunter's marked)
Thorny 5 Attack Caedwyn
Vegepygmy G1 Moves 30', Ranged attack on Ilwyn
Vegepygmy G2 5' move Ranged attack on Ilwyn
As it attacks the paladin, Hraefn releases another volley of flame, catching the beast just as it reaches her. Though it is not a solid hit, the beast hisses and recoils at the sting of fire loosed upon it. The pygmy leaders, which look taller and more stout than the rest, move to position themselves as well, and both loose a set of large stones from their slings, both aimed at the paladin leading the fight up front. Beset by a host of creatures, Ilwyn manages to come out nearly unscathed, but before she can respond another rock strikes a solid blow to her sword arm.
Caedwyn is not so lucky, as the dog beast once again savages his shield arm, ripping through the metal and padding with the fury of a demon. The stinging pain is enhanced by the look of the putrid green and yellow mucous flowing from the vile creatures mouth, slathering in a sickly foam down his arm.
The rest of the party can post their turns now. Ilwyn, note that any action you take will come after I resolve the pygmy turns.

Rolls
Thorny 4 Attack on Ilwyn - (1d20+3)
(9) + 3 = 12
Thorny 4 Damage - (2d6+1)
(65) + 1 = 12
Thorny 5 Attack on Caedwyn - (1d20+3)
(15) + 3 = 18
Thorny 5 Damage - (2d6+1)
(32) + 1 = 6
Vegepygmy Leader 1 Attack on Ilwyn - (1d20+4)
(17) + 4 = 21
Vegepygmy Leader 1 Damage - (1d6+2)
(3) + 2 = 5
Vegepygmy Leader 2 Attack on Ilwyn - (1d20+4)
(10) + 4 = 14
Vegepygmy Leader 2 Damage - (1d6+2)
(5) + 2 = 7
Rolls
Produce Flame attack - (1d20+7)
(2) + 7 = 9
Produce Flame damage - (2d8)
(57) = 12
*blink* OK, I give up.... :P
Rolls
Attack 1 - (1d20+7)
(3) + 7 = 10
Attack 1 (Advantage) - (1d20+7)
(7) + 7 = 14
Attack 2 - (1d20+7)
(2) + 7 = 9
Attack 3 - (1d20+7)
(7) + 7 = 14
Damage 1 - (2d6+4)
(51) + 4 = 10
Damage 2 - (2d6+4)
(23) + 4 = 9
Damage 3 - (2d6+4)
(62) + 4 = 12
Rolls
Fire ball damage (save halves) - (8d6)
(25122264) = 24
*blink* OK, I give up.... :P
Rolls
attack - (1d20+10)
(2) + 10 = 12
advantage - (1d20+10)
(18) + 10 = 28
sneak - (4d6)
(6632) = 17
damage - (1d6+7)
(5) + 7 = 12
So, if we were trying to use that logic, a fireball could be cast at the far end of the hall to the north, and it would come screaming toward you, only to flare out at the 4-way intersection and blast anything down that hallway as well. Possibly it could come south and catch the rest of you, and for game purposes party members would get advantage on their dex save, but it would still be pretty cool to watch... lucky for us, Bram has good control of his spell effects. :D

Rolls
Dexterity save (+3 more if paladin has aura) - (1d20+2)
(15) + 2 = 17
Danger Sense
You have advantage on Dexterity Saving Throws against effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.
Rolls
Dexterity - (1d20+2)
(9) + 2 = 11
Dexterity (Advantage) - (1d20+2)
(6) + 2 = 8
Rolls
Vegepygmy 1 Save - (1d20+2)
(1) + 2 = 3
Vegepygmy 2 Save - (1d20+2)
(5) + 2 = 7
Vegepygmy 3 Save - (1d20+2)
(11) + 2 = 13
Vegepygmy 4 Save - (1d20+2)
(8) + 2 = 10
Vegepygmy 5 Save - (1d20+2)
(2) + 2 = 4
Vegepygmy 6 Save - (1d20+2)
(8) + 2 = 10
Vegepygmy 7 Save - (1d20+2)
(16) + 2 = 18
Vegepygmy 8 Save - (1d20+2)
(19) + 2 = 21
Vegepygmy 9 Save - (1d20+2)
(6) + 2 = 8
Thorny 1 Dex Save - (1d20+1)
(17) + 1 = 18
Thorny 2 Dex Save - (1d20+1)
(7) + 1 = 8
Thorny 3 Dex Save - (1d20+1)
(18) + 1 = 19
Thorny 4 Dex Save - (1d20+1)
(17) + 1 = 18
Thorny 5 Dex Save - (1d20+1)
(6) + 1 = 7
Vegepygmy Leader 1 Dex Save - (1d20+2)
(6) + 2 = 8
Vegepygmy Leader 1 Dex Save - (1d20+2)
(3) + 2 = 5
Ilwyn reacts just in time, holding herself steady as she wills her aura to guard those around her. At first she is sure she was in time, but suddenly the searing heat of the magical flames scorch across her exposed flesh, eliciting an unwanted cry of pain as it does so. Beside her, Caedwyn fares no better as the flames singe hair and ignite loose clothing. The gods smile on Hraefn, however, as Ilwyn's aura shields him from the inferno.
In an instant the roaring flames wink from existence, leaving a horde of smoking bodies in its wake. Though devastating, the two leaders of the plant creatures and three of the dog things yet remain. The rest, however, lie in (apparently) dead heaps of burnt plant material.
Oh and as for hunter's mark, the moving the target is a bonus action on my turn, so for the moment nothing is marked.
Just reacting here for flavour! Will post attacks in the morning, since attacking with Ilwyn takes... Brain power. And something less fiddly than a phone.
Ignoring her own wounds as the flames die, she quickly asks: "Does anyone require healing? Caedwyn?" She looks across at her fellow fighter, seeing that he seems to have taken the brunt of attacks.
With regard to the spell area, if you want to get specific, everyone in the party would be engulfed by flames. It is a 20 RADIUS, meaning a full 40' across. The spot you chose to to center your fireball was 14 feet away. I elected to stop the the flames right about Bram, when in fact it would have blown past all of you both north and south.
As long as we have gamed, and as many games we've been in together, never have I blatantly ignored a character of yours, and I did not ignore you this time, either. This is why you guys are the players. You know your skills and abilities better than I do, so if I make a mistake, call me on it. I have no issue recanting on the damage.... As already stated, relax... we are in a game... shit happens... no more OOC in this thread. If you want to continue the discussion, we will move to the GENERAL thread.
Assume that any damage taken by the party is negated... but the flames were still friggan hot.... clothing, flamable material, etc... ignited
Rolls
Greatsword Attack 1, Damage - (1d20+6, 2d6+3)
1d20+6 : (7) + 6 = 13
2d6+3 : (63) + 3 = 12
Greatsword Attack 2, Damage - (1d20+6, 2d6+3)
1d20+6 : (15) + 6 = 21
2d6+3 : (43) + 3 = 10
Frost Damage 1 - (1d6)
(2) = 2
Frost Damage 2 - (1d6)
(5) = 5
Savage Attacker (Attack 2) - (2d6+3)
(63) + 3 = 12
Rolls
Produce Flame (attack and damage) - (1d20+7, 2d8)
1d20+7 : (20) + 7 = 27
2d8 : (48) = 12
Additional Crit damage - (2d8)
(26) = 8
Rolls
Attack 1 - (1d20+7)
(12) + 7 = 19
Attack 1 (Advantage) - (1d20+7)
(9) + 7 = 16
Attack 2 - (1d20+7)
(16) + 7 = 23
Attack 3 - (1d20+7)
(6) + 7 = 13
Damage 1 - (2d6+4)
(24) + 4 = 10
Damage 2 - (2d6+4)
(25) + 4 = 11
Damage 3 - (2d6+4)
(62) + 4 = 12
Rolls
Pygmy Leader #1 Sling Attack - (1d20+4)
(5) + 4 = 9
Thorny #1 Attack - (1d20+3)
(19) + 3 = 22
Thorny #2 Attack - (1d20+3)
(17) + 3 = 20
Thorny #3 Attack - (1d20+3)
(1) + 3 = 4
Pygmy Leader #2 Sling Attack - (1d20+4)
(3) + 4 = 7
Pygmy Leader #1 Damage - (1d6+2)
(4) + 2 = 6
Thorny #1 Damage - (2d6+1)
(44) + 1 = 9
Thorny #2 Damage - (2d6+1)
(51) + 1 = 7
Thorny #3 Damage - (2d6+1)
(21) + 1 = 4
Pygmy Leader #2 Damage - (1d6+2)
(5) + 2 = 7
Even though you see and anticipate their attacks, the canines are ferocious none-the-less, and Caedwyn finds it difficult to fend off two of them attacking together. The razor teeth once again find their way to the bare flesh and bone beneath protective padding, and you feel the sharp sting in both of your forearms and thigh as the hungry things bite you.
More fortunate, the dog attacking Ilwyn seems much more damaged and in its weakened state it cannot break through your defenses. Over the top of both of you, a sling stone passes by, narrowly missing. Similarly, a rock clatters near Hraefn just as you release your flame upon the pygmy standing in the smoldering refuse down the hall. With a screech and a hiss, the flame engulfs the thing, and it staggers for a moment before falling into the pile with the rest of its companions.
Retaliating, Caedwyn slashes down on the first canine in range, battering it with a trio of blows, two of which nearly cleave the thing in two. Falling, it lies still at your feet, the thick yellow-green ocher seeping around your boots. Almost in tandem, Ilwyn grimaces and lands a solid blow of her own on the dag before you. Your blade emanates a chilling cold as it cleaves through the creature, the vines and stems comprising its body turning first white then black as the cold kills the beast. It, too, falls limp to the floor, leaving but one dog and one pygmy remaining
Seeing what is transpiring, Ilwyn and Caedwyn can see the other pygmy leader rush to the east, turn the corner and disappear to the north.

Rolls
Oathbow Attack 1 - (1d20+5)
(10) + 5 = 15
Oathbow Attack 2 - (1d20+5)
(16) + 5 = 21
Oathbow Damage 1 - (1d8+15, 1d6)
1d8+15 : (3) + 15 = 18
1d6 : (4) = 4
Oathbow Damage 2 - (1d8+15, 1d6)
1d8+15 : (6) + 15 = 21
1d6 : (3) = 3
Colossus Slayer - (1d8)
(6) = 6
Rolls
attack - (1d20+10)
(8) + 10 = 18
damage - (1d8+5)
(5) + 5 = 10

Rolls
Random DM Roll - (1d12, 1d6)
1d12 : (3) = 3
1d6 : (5) = 5
The thorny is dashing away at full speed, so you would not be able to catch it with just your speed. However, Etna and Hraefn have actions before you, so depending on that outcome it might be slowed down.
Rolls
Produce Flame attack and damage - (1d20+7, 2d8)
1d20+7 : (12) + 7 = 19
2d8 : (16) = 7
Rolls
Oathbow Attack 1 - (1d20+10)
(12) + 10 = 22
Oathbow Damage 1 - (1d8+5, 1d6)
1d8+5 : (8) + 5 = 13
1d6 : (4) = 4
Oathbow Attack 2 - (1d20+10)
(8) + 10 = 18
Oathbow Damage 2 - (1d8+5, 1d6)
1d8+5 : (3) + 5 = 8
1d6 : (4) = 4
Colossus Slayer - (1d8)
(6) = 6
As the creature turns to run, you both launch your attacks. The arrows strike first, but as the beast falls, it erupts into a small campfire as the druid magic engulfs if.
Rolls
Perception - (1d20+7)
(4) + 7 = 11
Rolls
Perception - (1d20+1)
(7) + 1 = 8
Rolls
Perception - (1d20)
(18) = 18
As you take a quick stock of this new corridor leading north, you see open as well as colored doors line the hall. These doors are yellow and orange around the panels. Additionally, here it seems as if the ceiling holds a faint, steady glow intermixed with the flickering going on above. The area is definitely a bit brighter, and you can see all the way to the end of the corridor, where it opens into another large chamber dominated by a mine shaft.
Pace: Slow
Time in caves: 35 minutes



A slightly embarrassed Cædwyn returns from charging halfway up the corridor, the rage having left him for the moment. He's badly burnt and bleeding profusely. He nods and thanks Hraefn, taking a large handful of the berries. (Let's say 25) And just stuffs them all into his mouth at once. "Araff, mush befter.."
Rolls
Secret Roll
Rolls
Investigation (with Guidance) - (1d20+1, 1d4)
1d20+1 : (5) + 1 = 6
1d4 : (2) = 2
"They do seem a bit like guard dogs though. If there is someone here, controlling these creatures, they may have figured out how to open and close the doors. If so, these rooms could be like kennels. The, well let's call them controllers for lack of a better word. The controllers open a door someplace, monsters run into the hall, they close the door after they run out. We just encounter the monsters but we don't see where they come from, or who's controlling them. If I were to take these ruins of whatever they were, and turn them into a defensive structure, that's how I would do it at least. I think our best bet is to try to get through this place quickly and not worry about the doors for now. At least until we find a key."
You quickly return to the others, who are engaged with searching through the remains of the plant creatures. You can still hear it, though you are not sure if it is from the west or south.

Rolls
Investigation - (1d20)
(12) = 12
Rolls
Investigation - (1d20+4)
(4) + 4 = 8
Looking the device over, you find no slot, but you do recall that Bram previously was able to open a hidden latch that revealed a coin inside the glass device you had found. (I assume) You hand it to him for further examination.
Bram
You investigate the new device, looking at the strange metal and leaded glass forming its body, and begin tinkering with it in an effort to discover its nature. Suddenly, you are not sure how, the leaded pane begins to glow a bluish color. You can see outlines of the party in the device, and one of the outlines flickers red. A whirring sound follows, when suddenly a beam of light erupts from the glass, striking Etna full in the chest. The light flows around her, and you swear that you can see the outline of her skull for just the briefest moment as she is thrown backwards.
Rolls
Secret Roll
Secret Roll
Secret Roll
Then, back to Bram, "It seems it's some sort of weapon, a weird wand. Handy, if it doesn't kill us first," the druid said, poker-faced. He took the item back from Bram, and tried to recall which face of the leaded glass pane the blast came from. From there, he pointed it squarely at the empty length of a hallway, taken care to face it in the correct direction. Only one part of the item looked like a handle, and he placed his hand over that, and began to look for a button or dial to push or turn, starting with the knob at the end of the handle, but not before whispering words of insight and protection first.
Rolls
Investigation (with Guidance) - (1d20, 1d4)
1d20 : (17) = 17
1d4 : (4) = 4
You examine the device carefully, trying to re-create what Bram had done. You manage to get it facing the direction you saw the beam of light erupt from, but getting it to work proves to be more problematic. However, as you closely examine the back, you found a hidden latch that opens up to reveal a coin just like the one Bram found earlier. This one has a sundial on it as well, though the line on it is in the middle, as opposed to the very left.
Hraefn readied himself to follow the party as they proceeded, but continued to fiddle with the new equipment, looking for the means of activation, still taking care not to point it at anyone.
Rolls
Investigation (with Guidance) - (1d20, 1d4)
1d20 : (19) = 19
1d4 : (2) = 2
Carefully studying the new device, you again point it down the hallway. A tinker here, a tinker there, and you are soon able to open and close the coin holder quickly and easily. Shortly after, you manage to figure out just how to aim the device and how to target something. It takes a couple of shots, but you figure it out. A third try brings disappointment, however. Removing the coin, you see that it is all the way to the left. You deduce that each line on the sun dial appears to represent a single discharge of blue light from the leaded pane.
Final one, regarding bonuses to hit roll, is it a ranged attack using dex modifier, or spell attack using spell modifier, or hopefully, either, depending on who's using it? :)
Pace: Slow
Time in caves: 40 minutes

Rolls
Perception - (1d20+7)
(19) + 7 = 26
Guidance (on self) - (1d4)
(3) = 3
Moving back to the corner, looking down the hall to the south, you see what looks to be a pair of metallic golems. They are very different from the previous one you saw in that these are animated and look like twin cylinders with four arms extending from them. Two of the arms appear to be fluid and multi-jointed, while the other two look more utilitarian, stiff and with a pair of joints. One ends in a hand, the other a claw. You liken them to be like a pair of snake arms and a pair of normal arms, though all made of metal.
Each has a moving red light across its face plate and both also have a metallic protrusion coming off of its forehead. The pair are moving around the recent combat scene, sifting through the remains of the plant creatures with their utility arms. Every so often, a beam of white light emits from the front of their armor and passes over the entire scene.
Lastly, though they are sitting on the floor, when they move, you cannot tell if they are on wheels or they are actually floating a tiny bit off of the floor. While you watch, one of them turns in your direction, a beam of white light emitting in your direction.

Rolls
Stealth - (1d20+2)
(14) + 2 = 16
Rolls
Stealth - (1d20+5)
(6) + 5 = 11
As you watch, the golems turn about a few times, strange clicks, beeps and whistles coming from them as they do. Suddenly in unison, both begin moving north toward your position.
You step out into the hallway, and see the twin golems approaching you. As they approach, a pair of lights emit from them, sweeping back and forth over the hallway and your body. You feel no effects from the event, but you get the impression that they are using the light to 'check you out'. Both begin beeping and chirping, and at first you do not understand.
When they get closer, about 15 feet, you feel the helm grow warm around your head. The glyphs begin to light up, and a new one appears on the left hand side, something you can not physically see, but sense to the point of knowing what it looks like.
"Hold there. Explain your purpose here. Card, please." the golems alternate saying to you, as you find that you can now understand them. Their voices are deep, gravelly, and almost metallic sounding, but are exactly the same. They stop about 5' from you, and up close you note that they do, in fact, float an inch or so off of the floor.

"Please use familiar language." one of the golems squawks as you begin to talk. A second later, both golems say "Translated." and you continue your comments.
"Eigendrast. Unknown. Owen. Geoff. Unknown." the two metallic voices alternate in saying. Taking the papers from you, the golem on your left begins to 'look' it over, passing it before the moving red light on its face plate.
"Writing unknown. Please explain. Identify. Card please." they say, this time seeming to be a bit agitated. Their arms move and seem to almost twitch, if that were possible with creatures made of metal.
Roll Initiative
Rolls
Inititaive - (1d20+2)
(12) + 2 = 14
Rolls
Initiative - (1d20+5)
(14) + 5 = 19
Initiative (advantage for natural explorer) - (1d20+5)
(6) + 5 = 11
Oathbow Attack 1 - (1d20+5)
(2) + 5 = 7
Oathbow Attack 2 - (1d20+5)
(18) + 5 = 23
Oathbow Damage 1 - (1d8+15)
(8) + 15 = 23
Oathbow Damage 2 - (1d8+15)
(4) + 15 = 19
Colossus Slayer - (1d8)
(3) = 3
Rolls
Ranged attack on golem, damage - (1d20+5, 2d8)
1d20+5 : (17) + 5 = 22
2d8 : (66) = 12
Rolls
Initiative - (1d20+2)
(4) + 2 = 6
First attack, attacking recklessly, again giving opponents advantage with attacks against me.
Rolls
Attack 1 - (1d20+7)
(14) + 7 = 21
Attack 1 (Advantage) - (1d20+7)
(8) + 7 = 15
Attack 2 - (1d20+7)
(7) + 7 = 14
Damage 1 - (2d6+4)
(42) + 4 = 10
Damage 2 - (2d6+4)
(63) + 4 = 13
... And gets her foot caught in a gap in the floor, spending several seconds trying to dislodge it.
Rolls
Initiative - (1d20)
(2) = 2
Bram 22
Etna 19
Police Robot 1 18
Police Robot 2 18
Merriweather 15
Caedwyn 14
Hraefn 06
Ilwyn 02
Rolls
Golem 1 Attack 1 on Caedwyn - (1d20+8)
(19) + 8 = 27
Golem 1 Attack 2 on Caedwyn - (1d20+8)
(7) + 8 = 15
Likewise, Bram releases a ray of frigid air at the other golem and you see it encase the thing in frosty air. There appears to be some form of a protective shield about it, much like a magic user's spell, that prevents the energy from actually reaching the thing. The frost shatters a second later, falling away from it.
The golem to Caedwyn's right, the one struck by Etna's bow, squawks and beeps at the warrior. "Resistance is futile. You shall be taken for questioning. Resistance is futile. You shall be taken for questioning. Cease your actions."
As it does, its two tentacle arms lash out, striking Caedwyn in a pummeling motion. You manage to deflect one, but the second slams into you and begins to wrap you up. It's partner squawks as well, "Companions. Cease your hostilities. Resistance is futile. Cease your hostilities. Resistance shall result in incarceration and interrogation."
As you hear the unintelligible noise, a compartment opens up and a small orb comes flying through the air, landing near you all. It bursts into a cloud of smoke, encompassing the entire space around you.
Rolls
Sleep Save - (1d20+5)
(16) + 5 = 21
Rolls
Constitution - (1d20+9)
(3) + 9 = 12
Rolls
Bram CON Save - (1d20+5)
(17) + 5 = 22
Caedwyn CON Save - (1d20+7)
(11) + 7 = 18
Caedwyn Grapple check vs Golem - (2d20+4)
(1210) + 4 = 26
The golem arm begins to tighten around Caedwyn, but he is a bit too fast and strong, as he breaks free.
Rolls
Con save - (1d20+5)
(10) + 5 = 15
Oathbow Attack 1 - (1d20+5)
(7) + 5 = 12
Oathbow Attack 2 - (1d20+5)
(2) + 5 = 7
Oathbow Damage 1 - (1d8+15, 1d6)
1d8+15 : (5) + 15 = 20
1d6 : (2) = 2
Oathbow Damage 2 - (1d8+15, 1d6)
1d8+15 : (2) + 15 = 17
1d6 : (1) = 1
Colossus Slayer - (1d8)
(4) = 4
Merri, Caedwyn (who already went prior to vacay) and Ilwyn can take your actions. #Facepalm
Attack 2: 14 Slashing, 3 Frost
... Or it would have been if she'd actually hit anything.
Rolls
Greatsword Attack 1, Damage - (1d20+6, 2d6+3)
1d20+6 : (7) + 6 = 13
2d6+3 : (45) + 3 = 12
Greatsword Attack 2, Damage - (1d20+6, 2d6+3)
1d20+6 : (1) + 6 = 7
2d6+3 : (52) + 3 = 10
Frost Damage 1 - (1d6)
(4) = 4
Frost Damage 2 - (1d6)
(3) = 3
Great Weapon Fighting (Attack 2) - (1d6)
(6) = 6
Savage Attacker (Attack 1) - (2d6+3)
(14) + 3 = 8
Rolls
attack - (1d20+10)
(14) + 10 = 24
damage - (1d6+7)
(3) + 7 = 10
Caedwyn, aided by the distraction of an onrushing Ilwyn, wildly struggles and strikes at the golem gripping him. His blade crashes again and again on the thing and the salvo gives him just enough room to slip from the bindings of the tentacles looking to envelop him.

Rolls
Golem 1 Attack 1 on Caedwyn - (1d20+8)
(2) + 8 = 10
Golem 1 Damage 1 on Caedwyn - (2d6+1)
(55) + 1 = 11
Golem 1 Attack 2 on Caedwyn - (1d20+8)
(2) + 8 = 10
Golem 1 Damage 2 on Caedwyn - (2d6+1)
(43) + 1 = 8
Golem 2 Pressor Beam Against Ilwyn - (1d20+3)
(18) + 3 = 21
Rolls
Strength Save - (1d20+6)
(20) + 6 = 26
The front of the second golem lights up in a bright flash, as a thick, blue-white beam strikes Ilwyn fully. It feels as if a massive ram has slammed into her, and she manages to dig her heels into the grating on the floor and absorb the shock fully with her shoulder to avoid being thrown backward. She feels herself giving way, when suddenly the beam stops and the golem squawks at her as well.
Caedwyn hears it say "Continued aggression requires elevated force. Cease hostility. Intensive force required."
Rolls
attack - (1d20+10)
(2) + 10 = 12
damage - (1d6+7)
(5) + 7 = 12
Rolls
Attack 1 - (1d20+7)
(18) + 7 = 25
Attack 1 (advantage) - (1d20+7)
(8) + 7 = 15
Attack 2 - (1d20+7)
(12) + 7 = 19
Damage 1 - (2d6+4)
(56) + 4 = 15
Damage 2 - (2d6+4)
(65) + 4 = 15
Attack 1: 13 Slashing, 3 Frost
Attack 2: 13 Slashing, 1 Frost
Rolls
Greatsword Attack 1, Damage - (1d20+6, 2d6+3)
1d20+6 : (11) + 6 = 17
2d6+3 : (46) + 3 = 13
Greatsword Attack 2, Damage - (1d20+6, 2d6+3)
1d20+6 : (14) + 6 = 20
2d6+3 : (41) + 3 = 8
Frost Damage 1 - (1d6)
(3) = 3
Frost Damage 2 - (1d6)
(1) = 1
GWF Reroll (Attack 2) - (1d6)
(2) = 2
GWF Re-Reroll (Attack 2) - (1d6, RA)
(2) = 2
GWF Re-Re-Reroll (Attack 2) - (1d6, RA)
(65) = 11
Both of the front-line warriors slam their attacks into the metal golem attacking Caedwyn, and both appear to strike through the mystical shield, as one of the tentacle arms is nearly severed through while shards of metal fly off of its body armor. The golem hisses and squawks at the damage taken.
Caedwyn hears "Assistance. Assistance. Deadly force required. Cease and desist. Deadly force authorized. Assistance."
Rolls
Oathbow Attack 1 - (1d20+5)
(17) + 5 = 22
Oathbow Attack 2 - (1d20+5)
(4) + 5 = 9
Oathbow Damage 1 - (1d8+15, 1d6)
1d8+15 : (5) + 15 = 20
1d6 : (3) = 3
Oathbow Damage 2 - (1d8+15, 1d6)
1d8+15 : (6) + 15 = 21
1d6 : (6) = 6
Colossus Slayer - (1d8)
(1) = 1
Rolls
Golem 1 Attack on Caedwyn - (1d20+8)
(5) + 8 = 13
Golem 1 Attack on Etna - (1d20+8)
(12) + 8 = 20
Golem 2 Attack on Ilwyn - (1d20+8)
(1) + 8 = 9
Golem 2 Attack on Merriweather - (1d20+8)
(8) + 8 = 16
Golem 1 Attack 1 on Caedwyn (adv) - (1d20+8)
(9) + 8 = 17
From the tiny nozzle on the top of its face plate comes a beam of deep, red light that streaks across the chamber with an audible whirring noise. The lights strike Etna and Merriweather, burning right through armor and flesh as if they are butter.
Rolls
Golem 1 damage on Etna - (3d6)
(166) = 13
Golem 2 damage on Merri - (3d6)
(534) = 12
Rolls
Dex Save - (2d20+2)
(48) + 2 = 14
As the green energy flows over you, you feel a numbness spreading over your limbs. Within a few seconds, your entire body goes numb and you feel yourself pitching sideways as you collapse in a heap on the floor.
"Cease!" She bellows, both at her comrades and the machines. "We shall halt hostilities. Pray, do likewise, constructs!" She keeps her eyes trained on them and teeth gritted, praying for her parlay to work.
"We seek to talk with whoever is in charge of this place. Recognise it or not, you are a foreign element and what seems to be an escaped contaminant of yours is threatening the good people of the Duchy. The previous denizens of this place have shown immediate hostility to us, thus our reaction. If a diplomatic solution can be reached, then let it be so."
A second later golem two begins speaking, and Ilwyn hears a metallic version her own voice say "Disregard. Assistance not required. Subjects detained. Escort required. Interrogation shall commence. You are directed to accompany sentinels to local detention center."
The golems cease attacking. The first one shines a small blue light over the form of Caedwyn who begins to float off of the floor. The second moves toward the north, and when about 10 feet from Hraefn, does the same. The golems then move to the south, the two men in tow as they go.
"Are you capable of telling us who your master is?"
"Master?" queries one to the golems. "Ship Commandant #$%^jI#83" it says a name or title that apparently does not translate in anyway.

You finally make a final turn to the right, and are led to one of the plain, metallic doors. Without a sound, as the first golem approaches it slides open to reveal some sort of an office. You are led in, and there you find a third of the golems, a duplicate of the other two. A plain metallic door is on the south wall, while a door with a bright orange panel is on the north.
Golem 2 squawks for a second before Metallic Ilwyn says "You shall remain for questioning. Interrogation shall commence. Commandant has been requested. You shall remain here."
As its words end, the door in the north wall slides open to reveal what can only be described as a cell block. Six open rooms, each about 10' x 10'. The archways of the room openings are all lined with metallic rivets, giving the room entry a bit of decorative look. An orange panel is set on the wall sections between each room. In this area is yet another of the golems who greets you as the door opens.
"You shall remain here. Please seat and wait. Detention has been authorized. interrogation shall commence. Commandant has been requested."
As you all arrive, Caedwyn and Hraefn begin to slowly come around.
"Where are we? And what is our situation?" The druid stood himself up, but was wise enough to do so slowly, keeping his voice low. He surveyed the room for exits, items lying around which could be of use for or against them, and inspected the golems as closely as he could for strengths and weaknesses.
Rolls
Perception - (1d20+7)
(6) + 7 = 13
As soon as you are all in place, the fourth golem, the one that resides in this area, slides by and taps the orange panels between the rooms. There is a flicker of lightning along the metal rivets lining the archway of each room entry, followed by a humming noise.
"Commandant has been notified. Interrogation shall commence. Suspects detained. Commandant notified." it says, sliding out of the southern door, which closes behind it.

He'll start looking through the garbage pile, moving detritus about with the tip of his boot, fully expecting to kick over long forgotten bones.
Rolls
Investigation - (1d20-1)
(18) - 1 = 17
When they are shut in, Ilwyn stands with her arms folded and queries the construct. "Will we be speaking directly with your master or with you?"
You slowly move around, the life coming back to your limbs as you sift through the refuse. Inside, you make a gruesome discovering. A pair of rotted corpses, mostly bone now, most of their flesh long-since rotted away. They are humanoid, though the garb they wear is nothing like you have seen before. It's soft material glitters in places, and you see one has a strange symbol on it.
Ilwyn
"Commandant has been summoned. Interrogation shall commence." the departing golem replies, just before the metal door slides closed behind it.

Rolls
Perception - (1d20+7)
(9) + 7 = 16
Scanning around, you see no other exits besides the one you came through in the south door. However, your eyes spot a small opening covered by a small panel in the ceiling. You can feel a very faint breeze blowing through it. A ventilation pipe of some form, it seems.
Rolls
Stealth - (1d20+15)
(7) + 15 = 22
The golems leave you to yourselves, and as they depart you move quickly into action. You slip, apparently unnoticed, up into the vent. You find youself inside of a dark, 1-inch diameter pipe, that connects to a maze of piping in the ceiling.
Also, I don't intend to hold up the flow while everyone gets bored, so DM feel free to advance the narrative. After a full search, then I'll declare Hraefn's actions for searching further.
Edit: crappy rolls, but I can keep perceiving and investigating over and over right? Heh
Rolls
Perception - (1d20+7)
(8) + 7 = 15
Investigation - (1d20)
(2) = 2
You instantly shrink to the form of a small wasp and escape up into the ventilation pipe above your cell. Moving south, you see that the golems remain mostly in the main chamber, with one of them routinely (every few minutes) exiting through a door to the south. This door has a plain, metal panel that the golem presses, which causes the door to slide open.
There is another room to the south, this one void of golems but with incredibly strange and alien equipment (laptops) sitting atop a desk made of the same material you have seen broken and lying about the hallways. (i.e. plastic, aluminum, etc.). From this southern room, the golem approaches a red door to the east, where it produces a piece of red leaded glass, perhaps 1.5 inches wide by 3 inches long. It slides the glass into the slot of the door and the door slides open. The glass then falls into a small catch chute where the golem retrieves it and returns it to someplace inside its armor plating. What is in the room to the east cannot be seen, as the door closes and there is no vent leading in that direction. The golem is gone for perhaps 2-3 minutes before it returns through the same red door.
The process repeats itself with other golems going through the door as the previous golem returns.

Rolls
Perception - (1d20+7)
(14) + 7 = 21
Investigation - (1d20)
(2) = 2
The room appears much like an office, perhaps once belonging to someone who commanded the golems? Or a senior golem, if that were possible? The working of the door seems easy enough, though it would seem you need a colored glass key that matches the same color of the door panel (in this case, red). Plain, metal panels without color simply require you to touch the panel and the door opens.
Inside the red door is another, smaller (interior) hallway. At the north end is a red door, and in the middle and south are a pair of gray doors, and the south hallway ends in yet a third gray door. The golem slides slowly along until it reaches the north. It opens the red door, and stands there, apparently looking into the room beyond for a moment. The door slides closed, and the golem returns. While you do not get a chance to thoroughly examine the second room, it appears to be a storeroom of some kind, containing boxes and crates of all shapes and sizes.

The druid scanned the office one more time on the way back, to see if he missed anything. Perhaps a door card had been left lying around the office tables. Satisfied, he returned to the cell block, entered the empty cell that was meant for him, and resumed human form in order to communicate with the others.
"I'm afraid there is no commandant. I've seen the office. It's empty. The golems going in and out, they aren't going anywhere in particular." He related his entire experience as quietly and with as much detail as possible, and waited for the others' reactions.
Rolls
Stealth (to remain unobstrusive returning to the cell) - (1d20+15)
(14) + 15 = 29
Perception (for the office scan for door cards and other equipment) - (1d20+7)
(3) + 7 = 10
As Bram gets closer to the open entry of the cell he is in, the rivets lining the archway begin to flicker and hum. Suddenly, pale rays of light criss-cross the open space of the arch.
Rolls
Resting Healing - (1d12+4)
(3) + 4 = 7
Ring of Regeneration - (7d6)
(5423214) = 21
Whoops, that should actually be +2. Added it anyway instead of rerolling, bring me to 60/62 if my tracking is right.
Rolls
Short Rest HD - (1d10+1)
(7) + 1 = 8
Time in Caves: 2:00
Movement: Stopped
The weapon we have ran out of power. We need one of those little discs to recharge it.
Bram or myself can try to open whatever locks these cells with our magic. Or I can try to acquire one of those door keys. I've seen the golems use a red rectangular key to open doors, inserted into the slot we've observed before.
Straightening yourself up, you step back to the back of the cell, when the criss-crossing lights fade. As you run toward them, the beams reappear, and by the time you are at the opening they are nearly a solid wall of faded light. You run into the light-wall and are thrown backward, as if you had been struck by an invisible hammer. Your ears ring and you wind up flat on your back, but are none the worse for wear, as it does not appear to damage you.
Hraefn
You produce a flame, but the heat from it does not appear to harm the rivets.
Rolls
Perception + Guidance - (1d20+7, 1d4)
1d20+7 : (18) + 7 = 25
1d4 : (3) = 3
With the Sculpt Spell feat you possess, it is reasonable to assume that you could channel the spell in such a way as to avoid it bouncing around your cell. Or, you could focus Shocking Grasp in a similar way, to target a specific spot.
Rolls
Shocking Grasp Damage - (2d8)
(15) = 6
Rolls
Shocking Grasp Result - (1d100)
(29) = 29
Focusing your energy on one specific rivet, you release the lightning energy from your fingertips and shape it into what looks like a sharp, pointed stick. It hits the rivet directly, and there is a bright flash as the alien energy meshes with the arcane. Nothing seems to happen.
...until the light-bars that bar your way flicker and disappear from your cell, giving you freedom to leave the confined space.
The rivets are centered on the doorway, and so are similarly accessible from either side of the 'bars'.
You manage to spend the next five minutes working on the rivets of your companions, and are able to get everyone free but Sonja. There is a little cracking sound as each rivet you focus on pops, and the bars of light all flicker out.
Your actions appear to go unnoticed, as the golems have yet to return; however, you know they come by every so often on some sort of patrol of the cell block.
Rolls
Aldrusian attempt to free Caedwyn - (1d100)
(31) = 31
Aldrusian attempt to free Ilwyn - (1d100)
(66) = 66
Aldrusian attempt to free Hraefn - (1d100)
(90) = 90
Aldrusian attempt to free Sonja (new character replacing Etna Redbriar) - (1d100)
(2) = 2
Encounter check - (1d12)
(11) = 11
Rolls
Perception - (1d20+7)
(18) + 7 = 25
Slowly Sonja untangles her self from her bearskin cloak and carefully probes her head. The bump is the size of a small egg.
Where am I? How did we get here...WHY are we here?
She is a tall human, about 185 cm

How are we on gear and spellslots?
You have been tasked by the Duke of Geoff to investigate the abominations spewing forth from a series of strange, metal caves high in the Barrier Peaks. You and your comrades have entered, finding alien beings, metal walls and floors and inaccessible doors, all with weird, colored panels to their right.
You have found strange weapons, including one left by a horde of the creatures that attacked a fort at the base of the mountains. The devices all appear to be powered by weird sundials that have lines on them. Apparently the lines dictate how much power the device has, with the far right being fully powered, and the left empty.
You battled a small host of the plant-creatures along with some of their plant-dogs that were more the size of small bears than dogs, and were victorious. However, shortly after you were assaulted by a pair of metal golems that somehow learned your language (and Caedwyn theirs through the use of a magical helm you discovered). They overpowered you and you were then put into this cell block. There are bars of light blocking your exit, though Bram has managed to break everyone free... except you.








I. Don't. Like. Cages.
You cast the spell as you have 100 times before. You see the portal forming and go to step through, when the lighted bars become nearly solid. As you reach them, you feel a force like a hammer to your chest and you are thrown backwards. Whatever magic powers these bars, extends to the dimensional realms as well, and your spell fails.
That light thing must cover this entire cell as I could not step sideways (occ her description of Dimension Door)
You give it another go. He! I'm not going anywhere
Rolls
Skill: Acarna - (1d20+2)
(8) + 2 = 10
You are unsure exactly what may have happened, but it seems that the alien energy used to power these 'light' bars extends into the arcane dimensions as well, thus preventing you from passing.
It might take a day or two to get caught up, but hopefully with the new blood we will be able to progress normally. Sorry, all!
Rolls
Shocking grasp damage to rivets - (2d8)
(13) = 4
You move back to Sonja's cell and examine the rivets from this side again. You find a suitable button to focus your energies on and once again send tiny bolts of lightning energy from your fingertips. The metal rivet once again begins to glow a red hot and just when you can no longer hold the spell it pops, sending a tiny smattering of liquefied metal onto your robes, burning a little hole in it.
With a flicker, the beams of light barring Sonja's door wink out, leaving her free to exit.
I will post a new map and continue the game just as soon as I have all characters completed and everyone has given me their PC image for token generation. Thanks for being patient, all!




The tribesman is a large bearded man with long matted locks, who clearly takes little pride in appearance (by 'civilized' standards). His upper half is covered by a tunic of polar bear skins and fur, and his bottom half is covered by polar bear skin boots and a kilt embroidered with animal symbols of the polar bear, arctic fox and snowy owl - his tribe's totem animals.
Across his back is slung his menacing, enchanted greataxe, which he fondly refers to as 'Grimslash'. The powerful magic weapon is dwarven crafted, as is his magical belt, which were both given to him by a nearby clan of mountain dwarves as gratitude for his assistance in defeating a young white dragon.
Einar is as brutish as any barbarian, and has no grasp of etiquette whatsoever, but he is loyal and protective of his friends and would put himself in harms way to keep them safe without hesitation.
Personality Traits
I’m driven by a wanderlust that led me away from home.
I have a lesson for every situation, drawn from observing nature.
Ideals
Nature. The natural world is more important than all the constructs of civilization. (Neutral)
Bonds
My family, clan, or tribe is the most important thing in my life, even when they are far from me.
Flaws
I am slow to trust members of other races, tribes, and societies.
Grax is 3ft2 high. His normally flaxen hair and beard is dyed green to match his bright green eyes. With seemingly boundless energy, he seems unable to sit still. He is intensely inquisitive and curious. When told (and he frequenctly is) that curiousity killed the cat, Grax just gives his familiar a stroke and replies "I can just summon another" - his joke never fails to make him laugh.
Armed with hand crossbow, which he uses with some skill, Grax also uses a rapier when in close quarters. But his preference is to be at a distance, and in the shadows. Adept in arcane trickery, one of Grax's favorite passtimes is creating illusions, not least teasing his cat with illusionary mice.
Although Grax still deeply loves the forest and being with his kin, his restless energy has kept him moving, such that he's ended up in the Grand Duchy of Geoff. The strange goings-on of the barrier mountains are too much for his curiousity to ignore.
"Get ready. The golems sound like they'll be returning from patrol to check on us. We'll need new tactics to subdue them. Pretend we're in our cells, let one enter, and then focus our efforts?"
Gothred reveres Duke Owen III, and considers honor and sacrifice in service to something greater to be his highest aspirations. He can frequently be heard saying things like,
I carry the burden of his wrath and vengeance so that my lord might be the man of equanimity and temperance that his subjects need him to be.
Gothred is renowned for his enmity of giants and giantkin who he considers the ancestral enemies of the Grand Duchy which he loves and serves, and is likely to slay them where he finds them or die trying.
Bram was born in the Duchy of Urnst in a community that was almost exclusively pure Suloise. His parents never explained to him why all of their neighbors looked very similar to him or anything about their family's history. He never even noticed the lack of that knowledge. He was more interested in getting into trouble or, more often than not, finding ways to get out of it. Since his father was a diamond merchant they lived in a fairly large home near the center of Leukish. Mr. Sulman did his business out of the home so an office or store front was not a concern. But Bram roamed far from the estate on his adventures.
Because Leukish was one of the largest trading centers in the center of the Flaeness much of the outer reaches of the city were home to large warehouses. There came a day when 8 year old Bram was playing hide and seek with a couple of buddies in one of those warehouses. Through no fault of his (he didn't know if his buddies had anything to do with it) a fire started in the area in which they were playing. All three boys suffered burn injuries but the fire was soon put out even as the local fire fighters were arriving on scene. They were astounded that the fire which seemed to have been raging was suddenly nothing moments later.
Later, when the boys were questioned in a group by their fathers, the other two pointed to Bram when the question was asked about how the fire went out. When Bram questioned more closely he said he tried to wave his hands at the fire as he willed it to stop. That's how he got the burns on his hands that exist there to this day. The matter came to the Duke's attention who recommended that Bram be examined by the court's chief wizard. Within hours the man returned to the Duke and the boy's father and said he would like to keep the boy with him for a couple of weeks to better understand his qualities. A couple of weeks stretched into a couple of months until the Duke insisted that the results be made known. Not wanting to lose a promising student but also not wanting to anger his Duke, the man finally relented and stated that the boy should be sent to ------ Academy in Greyhawk to learn all he could about wizardry.
Or do we jump one of the golems when they get in?
"Cease escape attempt. Return to containment. Interrogation pending arrival of commandant. Cease escape attempt."
Pausing, it then says "Assistance required." and glides across the floor toward you.
Rolls
Golem Inititaive - (1d20+0)
(18) = 18
Bonus action - Rage
Move - D To Golem
Action - 2 Attacks using Reckless Attack (Advantage on attacks this turn and enemies have advantage to hit me) and Great Weapon Master (-5 to hit +10 damage)
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.
Rolls
Initiative with advantage (Feral instinct) - (1d20+1, 1d20+1)
1d20+1 : (10) + 1 = 11
1d20+1 : (19) + 1 = 20
Attack 1 with greataxe vs golem (reckless attack + GWM), damage - (1d20+5, 1d20+5, 1d12+19)
1d20+5 : (2) + 5 = 7
1d20+5 : (13) + 5 = 18
1d12+19 : (10) + 19 = 29
Attack 1 with greataxe vs golem (reckless attack + GWM), damage - (1d20+5, 1d20+5, 1d12+19)
1d20+5 : (19) + 5 = 24
1d20+5 : (18) + 5 = 23
1d12+19 : (4) + 19 = 23

Hraefn feels inspired
As a bonus action, a creature within 60 ft. that can hear you gains an inspiration die (1d8). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll, or, when an attack roll is made against the creature, it can use its reaction to roll the die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Rolls
Heat metal fire dammage - (2d8)
(43) = 7
Initiativ - (1d20+2)
(4) + 2 = 6
Oh, I play another game, where we roll initiative and our intented actions all in one. When all have contributed, the GM resolves the round, with hits and misses. It makes us less dependent on waiting for that one player always dragging his/hers feet
Rolls
Initiative - (1d20+2)
(19) + 2 = 21
Rolls
Heat Metal - (3d8)
(558) = 18
With a swoosh, a small nozzle on the end of a tiny arm that extends a few inches out sprays a white liquid over its form. The metal begins to cool momentarily, before the magic once again begins to heat it up.
Einar strides to the golem, swinging his massive axe down upon the creature. It strikes through the protective shielding of the golem and you see a flickering light around it wink out of existence and the axe bury into the metal of the golem itself. Again, the golem squawks in its native tongue as the barbarian deals severe damage to its exterior.
Before you can react, another nozzle appears in an opening on the golem and sprays a clear liquid at Einar.
Rolls
Golem Spray Attack - (1d20+8)
(13) + 8 = 21
Do we get any save bonus from Paladin Protection Aura?
Rolls
CON save (Advantage vs. poison - Belt of Dwarvenkind) - (1d20+8, 1d20+8)
1d20+8 : (16) + 8 = 24
1d20+8 : (6) + 8 = 14
DEX save (Advantage from Danger sense) - (1d20+1, 1d20+1)
1d20+1 : (3) + 1 = 4
1d20+1 : (3) + 1 = 4
Rolls
CON save (Advantage vs. poison - Belt of Dwarvenkind) - (1d20+2)
(12) + 2 = 14
CON save (Advantage vs. poison - Belt of Dwarvenkind) - (1d20+2)
(12) + 2 = 14
Rolls
CON save - (1d20)
(4) = 4
Gothred draws his blade and runs behind the golem to flank it!
Edit:
As Gothred's first attack expertly finds its mark, his blade flares with a divine radiance!
Rolls
Con save - (1d20+8)
(5) + 8 = 13
Longsword attack 1 - (1d20+7)
(20) + 7 = 27
Longsword attack 1 damage - (1d8+6)
(1) + 6 = 7
Longsword attack 1 hunter's mark - (1d6)
(6) = 6
Longsword attack 2 - (1d20+7)
(7) + 7 = 14
Longsword attack 2 damage - (1d8+6)
(3) + 6 = 9
Longsword attack 2 hunter's mark - (1d6)
(5) = 5
Longsword attack 1 damage crit - (1d8+6)
(3) + 6 = 9
Longsword attack 1 hunter's mark crit - (1d6)
(4) = 4
Longsword attack 1 level 2 smite - (3d8)
(438) = 15
Longsword attack 1 level 2 smite crit - (3d8)
(245) = 11
Longsword attack 2 advantage (flanked) - (1d20+7)
(19) + 7 = 26
Rolls
CON save - (1d20+9)
(16) + 9 = 25
Rolls
Bram CON Save - (1d20+5)
(8) + 5 = 13
Bram Bardic Inspiration - (1d8)
(8) = 8
Not so fortunate are Graxif, Gothred and Bram, who all succumb to the sleep-effect of the gas. Einar growls at the golem, teeth smiling in a snarl at having overcome the effects of its attack, only to be doused with a clear liquid. Your chest tightens, followed by your arms, legs and finally your face, which stays in a half-smile, half-snarl contorted mask as you find yourself paralyzed in place.
"Cease attempted escape. Return to containment. Interrogation pending arrival of commandant." the creature squawks out at the lone survivors, Hraefn and Sonja.
Rolls
Gothred - (1d6-1)
(6) - 1 = 5
Graxif - (1d6-1)
(6) - 1 = 5
Bram - (1d6-1)
(2) - 1 = 1
Rolls
Heat Metal (3rd level) - (3d8)
(482) = 14
Blaster Attack - (1d20+2)
(15) + 2 = 17
Blaster damage (3d6+2 radiant, 6d6 necrotic vs CON) - (3d6+2, 6d6)
3d6+2 : (331) + 2 = 9
6d6 : (524522) = 20
Not so fortunate is Graxif, who succumbs to the sleep-effect of the gas. Einar growls at the golem, teeth smiling in a snarl at having overcome the effects of its attack, only to be doused with a clear liquid. Your chest tightens, followed by your arms, legs and finally your face, which stays in a half-smile, half-snarl contorted mask as you find yourself paralyzed in place.
"Cease attempted escape. Return to containment. Interrogation pending arrival of commandant." the creature squawks out at the survivors, Hraefn, Gothred, Bram and Sonja.
Shaking off the effects, the Geoff paladin charges the golem, his long sword bursting into light as he strikes down on the thing. The first blow cleaves deeply into the metal, and he yanks the blade out to finish the job, but the lighting-fast tentacled arms of the alien creature manage to deflect the blow away.
Rolls
Inspiration die to save against sleep gas - (1d8)
(4) = 4
"Immediate assistance required! Immediate assistance required! Return to head quarters! Containment breach imminent! Cease hostile activities! return to containment pending inquiry!" it repeats loudly, over and over.
From one of the weird boxes on a nearby table, a red light begins to flash bright and dim in alternating waves. A buzzing sound accompanies it, and you realize that you have heard this sound before.
Current Status and Order
Hraefn HITS the golem for 10 HP necrotic.
Einar (Paralyzed)
Police Robot (Damaged)
Gothred
Graxif (Asleep)
Sonja
Bram
The liquid hits the paladin fully in the face, splattering down around your arms and legs and you immediately begin to feel the numbness cover you.
Rolls
Golem Attack on Gothred - (1d20+8)
(16) + 8 = 24
Concussion Grenade Damage - (1d8+2)
(6) + 2 = 8
Concussion Deafness Time - (1d4)
(3) = 3
Concussion Stunned Time - (1d4)
(1) = 1
Paralysis Spray Time - (2d6)
(41) = 5
Rolls
DEX Save at disadvantage - (1d20+6, 1d20+6)
1d20+6 : (12) + 6 = 18
1d20+6 : (4) + 6 = 10
Rolls
Dex save (disadvantage) - (1d20+1, 1d20+1)
1d20+1 : (19) + 1 = 20
1d20+1 : (20) + 1 = 21
Rolls
DEX save vs concussion - (1d20+3)
(2) + 3 = 5
DEX save vs paralysis - (1d20+5)
(16) + 5 = 21
Rolling Dex for concussion grenade.
Edit: Noooo, using my inspiration point for advantage. Rerolling!
Edit edit: Using Sonja's 1d8 bardic inspiration die to make the save. I rolled 13 so 1d8 puts the roll at 14+. Saved yes?
Rolls
Dex save - (1d20+5)
(1) + 5 = 6
Dex save reroll (inspiration point) - (1d20+5)
(8) + 5 = 13
Rolls
Dex save (If she is still close to the paladin, then +4) - (1d20+4)
(7) + 4 = 11
Rolls
Bram DEX Save (+3 from Gothred Aura) - (1d20+5)
(9) + 5 = 14
Shaken badly, Gothred still manages to avoid the golem's liquid spray, but it covers you to the point that you can feel the numbness and tingling setting in your entire body. While not paralyzed as Einar is, your body struggles to move, even through you are trying to will it to obey your mental commands. It is as if a wet blanket has wrapped itself around you, interfering with your muscles actions.
Hraefn - 4 HP thunder damage
Einar - 4 HP thunder damage
Gothred - 8 HP thunder damage, 3 turns deafened, 1 turn stunned, SLOWED by the paralysis spray (2 turns)
Graxif - 8 HP thunder damage, 3 turns deafened, 1 turn stunned (though this will wear off before the sleep does)
Sonja - 4 HP thunder damage
Bram - 4 HP thunder damage
HP - 99/101
Bear
While raging, you have resistance to all damage except psychic damage.
Rolls
Bonus Action: Heat Metal fire dammage - (2d8)
(22) = 4
Long sword attack - (1d20+6, 1d8+3)
1d20+6 : (7) + 6 = 13
1d8+3 : (6) + 3 = 9
Long sword attack - (1d20+6, 1d8+3)
1d20+6 : (19) + 6 = 25
1d8+3 : (1) + 3 = 4
Its other tentacle flails at the barbarian woman and before she can dodge its attack it plunges into her chest and out of her back, and Sonja drops to the floor dead.
From back in the cell block, Bram whispers a soft incantation, his fingers twisting and writing until a burst of green energy erupts from his finger tips. Four magical darts streak across the room, striking the golem fully in its exposed interior, causing a piercing shriek to emit from the beast. The sound fades almost instantly as grayish-black smoke begins to pour from its insides and the golem lies still.
Rolls
Bram Level 2 Magic Missile - (4d4+4)
(2322) + 4 = 13
No! These damnable abominations! Sonja did not deserve to perish in this cold, soulless place! If this commandant be real, then on my lord's honor I shall carve her vengeance upon my blade and plunge it through their black heart for setting these demons upon us.
Heads throbbing, mouths tasting like they are filled with fresh-spun cotton, you slowly come around to the grisly results of your battle with the golem. Most are unharmed, though Sonja lies dead, a large hole where her chest used to be, Gothred swearing an oath to whoever this commandant was.
Hraefn
He walks slowly over and drops to his knees beside his fallen comrade, and begins to gently stroke her hair from her brow. "Do we have no magic that might..." He doesn't finish, knowing the futility of his question.
Rolls
Investigation - (1d20)
(11) = 11
Guidance - (1d4)
(2) = 2
Carefully working through the interior of the fallen golem, you find anther of the small blue gems you found in the stationary golem when you first entered this alien place. Unfortunately, this one is cracked and broken as the weapons and magic apparently destroyed it. Ypu do find what you are looking for however, a small pane of colored glass, similar to the one Gothred found in his cell. This one, however, is not black; it is red.

You can hear the strange buzzing sound, cycling high and low in tone, continue to sound from somewhere outside of this jail, back in the metal hallways you were recently walking through. It is very similar to the sound you all heard when you first encountered the two golems and taken prisoner.
Inside of this 'command' room, you see weird metal boxes with black glass face plates showing weird symbols, and moving images that flash to different scenes, as if a magical play were going on inside. One of them has several lights along the side, one of which- the red- that is blinking on and off in sync with the buzzing.
Rolls
Investigation - (1d20+9)
(3) + 9 = 12
You don't find anything that might shed light on what the strange boxes or moving images are, nor do you find anything worthwhile in your quick search. One thing you do note, is that one of the doors has a plain metal panel, while the other has a red border.



Once we do that, let's head to the next room, which we can now open with this."
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Rolls
Dex save (Advantage+possible protection aura) - (1d20+1, 1d20+1)
1d20+1 : (12) + 1 = 13
1d20+1 : (12) + 1 = 13
Your ax easily bites through the weird metal bod, causing a shower of sparks to fly everywhere, including up the head of your ax, the shaft, and ultimately your hands, shocking you to the point where you nearly let go of your weapon. Yanking it free, you stumble back a few steps, making sure that your heart didn't stop from the flash of energy that hit you.
Although the box and its annoying red, flashing light are destroyed, the audible buzzing still can be heard.
Rolls
Lightning Damage - (4d6)
(3544) = 16
Hraefn made ready to open the red door to the next room once the rest had completed their actions.
Gothred stares intently where Hraefn indicates and touches the appropriate symbol to activate his helm.
Taking the card and duplicating the actions of the golem you witnessed, you slide the thin edge of the red pane into the slot to the right of the door. It gets sucked into the slot completely, and the door immediately slides open, the red pane getting deposited into a small catch below the slot.
On the other side of the open door lies another 20' x 30' office. A long metallic desk lies across the room, a wheeled chair sitting on its other side. More of the strange metal boxes sit on this desk as well, though all of them have dark screens. A large, metal wardrobe stands in the upper right corner, and a table with several trays lies along the far wall. As the last of you enter, the door slides closed behind you.
Another red door lies on the east wall of this room.

Rolls
Perception - (1d20+6)
(1) + 6 = 7
"After this, just one more area I'd like to show you. It looked to me like a more secure area attached to his office."
You look around, but do not find much, although the metal wardrobe appears to be locked. It has no lock that is known to you, but has a slot similar to the doors in this accursed place. There is a skeleton of a humanoid creature sitting in the chair. He wears a strange set of clothes made from an unknown material, and wears an insignia similar to the one found by Einar in his cell.


Rolls
Guidance - (1d4)
(2) = 2
Investigation - (1d20)
(4) = 4
Rolls
Investigation - (1d20+9)
(5) + 9 = 14
Recovering, albeit not fully, from the shock of such barbarous clothing, Grax addresses Hraefn "The slot for that cupboard looks like it used to be colored: orange... or red. It may be worth trying your glass pane on it"
"Now my favorite nicknack was...Wait!" says Grax, interrupting his own train of thought. "Perhaps one of you gentleman could dress in the commandant's clothes. We might deceive these golems into acting for us instead of against."
I would do it myself but I am... inappropriately sized...
With an audible click, the wardrobe doors fall slightly open. Inside, you see shelves along the left side, and a tall section to the right. It appears to be a storage locker of some sort. The right probably had clothes hanging, based on the hooked devices hanging on a metal bar across the top, but it is currently empty.
The shelf units, however, hold several... nicknacks....
First of all, along the first shelf are lined up 12, fist-size, oblong spheres. You instantly recognize them as the same things that exploded and filled the hallway with a gas that put some of you to sleep. These are about the size of a large apple or similar fruit, indented all around for grasping. They are smooth and featureless, except for 2 rivets - a large and a small one. Around the larger one are 3 markings in an unknown tongue.
On the second shelf are a pair of what could be potion bottles or flasks strapped to a number of tubes. The base of the bottle has a silvery lid with a knob in the center. The bottle flask is bound in black leather and silver. From the top of this, a broad metal band encircles a number of tubes. Out one end stick 3 large projecting tubes, while the other has but a single tube, with a small hole in its end. There is a fluted knob on the side with a line across its top. There are 2 markings above it - a small dot and big 0. Sitting next to the flasks are a pair of small, lacquered, wooden boxes, perhaps an inch and a half square. The bottles are identical to the one found by Einar in his cell.
Lastly, on the floor of the left side are what appear to be a pair of ceremonial masks of some kind. They are made of a leather-like material and have several straps attached. A silvery metal plate covers the area of the eyes, but this does not seem to impair vision from the inside of the mask. There are no openings for the mouth or nose, though the mask has been shaped to accommodate a nose and chin. At the base of the mask a cylindrical metal tube is attached and metal cords run from this tube up into the metal-framed mouth and nose region.



LMAO!!!!
Rolls
INT check (??) - (1d20)
(1) = 1
Before anyone has a chance to respond, his curiosity gets the better of him and Grax puts on the mask.
The inside of the mask is musty and dusty, causing you to sneeze loudly. Your vision is slightly impaired, as the face plate lenses are pretty thick, but otherwise you find that the thing is pretty nondescript. Pulling it off is easy as well.
From the room you just escaped, you can all hear the buzzing and squawking of golems.

The card gets drawn into the slot as with the other doors. There is a slight pause, and then the entire panel begins to flash a dull, angry red color. A buzzing sound accompanies the flashing, and the card remains held fast in the slot. From the commandant's room you hear the north door open, and a squawking golem enter!
Btw, since only Grax took the mask, and Einar 2 grenades, I mark Hraefn down as having taken the rest of the stuff, unless anyone else wants stuff.
Rolls
Initiative - (1d20+2)
(4) + 2 = 6
Rolls
Initiative with advantage (Feral instinct) - (1d20+1, 1d20+1)
1d20+1 : (20) + 1 = 21
1d20+1 : (11) + 1 = 12
Rolls
Initiative - (1d20+3)
(17) + 3 = 20
Rolls
Bram Initiative - (1d20+7)
(16) + 7 = 23
Gothred Initiative - (1d20+0)
(1) = 1
The metal guardian screeches, squawks and shudders as the electricity pours through it, sending out a massive shower of sparks and metal.
"The creature is calling for others to aid it!" yells Gothred as he pulls his sword from its scabbard.
Rolls
Golem DEX Save - (1d20+0)
(1) = 1
Bram Lightning Bolt Damage - (8d6)
(34243444) = 28
Move - To melee range of golem
Attack action - 2 attacks (Reckless attack/Great Weapon Mastery)
2/4 rages remaining
HP - 89/101
AC - 16
Rolls
Attack 1 with greataxe vs golem (advantage), damage - (1d20+5, 1d20+5, 1d12+19)
1d20+5 : (14) + 5 = 19
1d20+5 : (8) + 5 = 13
1d12+19 : (1) + 19 = 20
Attack 2 with greataxe vs golem (advantage), damage - (1d20+5, 1d20+5, 1d12+19)
1d20+5 : (18) + 5 = 23
1d20+5 : (16) + 5 = 21
1d12+19 : (8) + 19 = 27
Blood lust running through your veins, you assault the metal guardian with a primal force. Two massive blows shatter through the thing's metal casing, baring its metallic insides for all to see. The golem squawks again, its tentacled arms flailing.
Rolls
Attack with crossbow, damage - (1d20+6, 1d6+3)
1d20+6 : (19) + 6 = 25
1d6+3 : (3) + 3 = 6
Sneak attack damage - (4d6)
(5316) = 15
Almost as though you were expecting the golem to interrupt your mask exploration, you tumble sideways and come to your feet ready to fire. Your crossbow seems to appear as if by arcane ability and the bolt flies true into the face plate of the golem. Another shower of sparks fly off as the bolt lodges itself deeply into the mechanical construct, eliciting yet more squawks from it.
"It tells those of its kind that destruction is imminent! It calls for their aid in earnest! We must quickly dispatch it before they arrive!" calls out the warrior of Geoff, his helm translating what the golem is actually saying.
Rolls
Heat Metal - (2d8)
(17) = 8
You weave your arcane spell, releasing the energy on the golem. Though you see nothing at first, you watch as a bit of smoke begins to emanate from within the thing as the metallic interior starts glowing red.
Both of them strike true as the radiant light burns through Bram's defenses, boring holes right through his arm and shoulder!
Rolls
Golem Attack 1 on Bram - (1d20+8)
(12) + 8 = 20
Golem Attack 2 on Bram - (1d20+8)
(6) + 8 = 14
Golem Damage 1 to Bram - (3d6)
(635) = 14
Golem Damage 2 to Bram - (3d6)
(134) = 8
Rolls
Gothred Attack #1 - (1d20+7)
(10) + 7 = 17
Gothred Attack #2 - (1d20+7)
(16) + 7 = 23
Gothred Damage #1 - (1d10+4)
(8) + 4 = 12
Gothred Damage #2 - (1d10+4)
(2) + 4 = 6
However, from the north you all can hear yet more sounds.
Rolls
Bram Magic Missile Damage - (3d4+3)
(123) + 3 = 9
Rolls
Sleight of Hand - (1d20+2)
(14) + 2 = 16
Guidance - (1d4)
(3) = 3
Luckily, you manage to extract the red card from the golem's interior. It is slightly cracked along the edges, but seems complete.
Whilst speaking, Grax inspects the fallen mechanical miscreation for the presence of sundial coins.
Rolls
Investigation - (1d20+9)
(11) + 9 = 20
Searching around the golem, you find no sundials, but hidden within the confines of its outer shell, you find another pane of glass; this one is orange in color.

"Nothing left here for now, because we can't enter the gray doors. We can only enter the supply storeroom. If no one can think of anything they need there, then we can leave this office and prison area. Back out through the way we came in in the previous room."
So far, red opens red and orange, but doesn't open grey.
Before it can get 20 feet, you see a familiar streak of orange light cross from the south corridor to the golem. With an audible whoosh of air, the streak balloons into a brilliant, flaming ball of gas, the heat blasting across you as you stumble back into the jail command center. You hear the golem cackling and screeching, much as the one struck by Bram's fireball did earlier in your expedition.
Apparently, there is another party of adventurers in here with you, and they have their sights on the golem as well.
Rolls
Gothred Initiative - (1d20+0)
(15) = 15
Rolls
Initiative with advantage (Feral instinct) - (1d20+1, 1d20+1)
1d20+1 : (13) + 1 = 14
1d20+1 : (9) + 1 = 10
Rolls
Initiative - (1d20+2)
(17) + 2 = 19
You move out into the metal corridor, the grating beneath your feet causing a hollow rattling sound as you do. South you see a scorched golem whirring slowly away from you, toward some unseen foe in that direction.
Initiative Order
Graxif
Hraefn
Police Robot
Gothred
Einar
Kymael
Bram
Grax launches a firebolt at the metal malefactor.
Rolls
Fire bolt (ranged spell attack) - (1d20+6)
(15) + 6 = 21
Fire bolt (damage) - (2d10)
(69) = 15
The flaming-orange meta-bolt streaks through the smoky remnants of the fireball, striking the golem squarely in its back(?). Acting as if it barely felt the bolt strike, its head area swivels around and looks directly toward you. "Detainees located. Reinforcement required. Dispatch HQ. Urgent assistance required." the golem says in it's annoyingly monosyllabic voice.
Though it looks at you, it continues to move toward the unknown individuals down the corridor.
Rolls
Alien Blaster attack & damage - (1d20+2, 6d6)
1d20+2 : (1) + 2 = 3
6d6 : (412632) = 18
Rolls
Attack (with adv) - (1d20+2)
(3) + 2 = 5
Hraefn, confident in his ability to work the strange, alien weapon, hastily pulls it out and releases a blast of energy at the retreating golem. Off the mark, the wide beam of light races over the golem and directly at Kymael in the distance. Diving out of the way, a corner of the metal wall where Kymael once stood evaporates in a shower of sparks, narrowly missing you.
The golem appears unfazed, as a small port opens on it and a weird, potato-looking thing comes flying out of it. The potato lands next to Kymael and immediately clouds the area in a thick, grey smoke, eliciting a fit of coughing from the elf.
Rolls
Gothred Attack #1 - (1d20+7)
(13) + 7 = 20
Gothred Attack #2 - (1d20+7)
(12) + 7 = 19
Gothred Damage #1 - (1d10+4)
(3) + 4 = 7
Gothred Damage #2 - (1d10+4)
(5) + 4 = 9
Hunter's Mark Damage #1 - (1d6)
(5) = 5
Hunter's Mark Damage #2 - (1d6)
(5) = 5
Rolls
Attack 1 with greataxe vs golem (advantage), damage - (1d20+5, 1d20+5, 1d12+17)
1d20+5 : (9) + 5 = 14
1d20+5 : (17) + 5 = 22
1d12+17 : (7) + 17 = 24
Attack 2 with greataxe vs golem (advantage), damage - (1d20+5, 1d20+5, 1d12+17)
1d20+5 : (6) + 5 = 11
1d20+5 : (8) + 5 = 13
1d12+17 : (6) + 17 = 23
Before you can react and hold your breath, the exploding gas fills your nostrils. Things around you go fuzzy, and you stagger into the open as the world begins to spin. The golem continues to approach, but you see those you were following assaulting the thing.
...and just like that, your world goes dark.
YOur blade crashes onto the metal plating covering the golem, and a chunk of metal flies off, ripping open and revealing its innards. The thing hisses and squeals, spinning around to face you and Gothred. behind it, you see what looks like an elf staggering from the fumes, collapsing to the floor.
Rolls
Golem DEX Save DC15 - (1d20+0)
(17) = 17
Lightning Damage - (8d6)
(12613543) = 25
Rolls
Attack with crossbow - (1d20+6)
(16) + 6 = 22
Crossbow damage - (1d6+3)
(3) + 3 = 6
Sneak attack damage - (4d6)
(2265) = 15
Rolls
Alien Blaster attack & damage - (1d20+2, 6d6)
1d20+2 : (19) + 2 = 21
6d6 : (333631) = 19
This time you manage to focus the beam directly at the golem, and with a whoosh, the energy catches the thing fully. Its metal armor is nearly vaporized as it explodes into a shower of spark and flame. Its voice goes silent, and the quiet of the aftermath is nearly as unnerving as its incessant squawking.
The strange buzzing continues, however, so whatever caused it appears not to be this golem.
"If someone wants to try to pry open the golem's heart, we should be able to find another coloured key card to open doors. They seem to have either red or orange ones buried withing them."
You pull through the exposed innards of the destroyed golem, and manage to find a red pane of glass inside. However, it is shattered, with half of it literally missing, an apparent victim of a well-placed blast of energy.
Graxif and Romani
You inspect the fallen elf, and from the looks of it he appears in fair shape. As Romani works his healing magic, the elf begins to stir, his eyes blinking open.
Kymael
The smell of wind through the lush forests of your homeland, and the squawking and bleating of a wild animals slowly give way to the smell of sulfur, metal and sweat, as your eyes blink op;en and you awaken. Leaning over you is a human man sporting a glaive and armor, with a wide-eyed gnome sporting leather armor. Both eye you with curiosity as you raise your head and gather in the sight of a destroyed metal golem nearby. Digging through the remains of the creature is a powerful looking man with a with, bejeweled belt and a wicked looking axe.
Nearby as well are another pair of humans, one wearing a crude hide armor, sporting a shield as well as a curious stone whirring about his head and another wearing normal travelers clothes and leaning on a heavy quarterstaff.
As you all look around, noting the flickering and flashing lights above as well as the annoyingly continuous buzzing of an alarm of some kind, you hear clapping coming from down the eastern tunnel. Turning to look, you see a disheveled Halfling in bright clothing sporting a rather sharp-looking black cap with earflaps. An owl is perched on his shoulder. It kind of looks like the owl is wearing a scarf and fedora.
That was awesome! How did you do that? Is that thing made of metal? I think this whole place is made of metal. Are you the guys sent by the king? I wonder what it's like to be the king of a whole country. Did you know that in some countries, everyone only has one spoon, and that's your spoon for your entire life, and if you lose it, you starve to death unless someone in your family wills you their spoon? I bet if you're a king, you're probably a spoon millionaire.
My name's Gavin, but everyone calls me Lucky. Does anyone know what's making that buzzing sound? It's giving me an awful headache.
"We are indeed sent here by the his highness the grand duke, who, as it happens is not impoverished with regard to spoons. How was it that you came to be in this place?"


He accepts the hand of the one named Romani and stands, still feeling uncharacteristically unbalanced. "Ky-" He coughs as his dry throat and mouth fail him. "Kymael Brithanos. Glad indeed to meet you all. I hope I didn't singe any of you as I was aiming at that thing. I saw you taken and resolved to follow. But my intention was to rescue, not to be rescued. Still, my gratitude is just as great to be healthy than to no longer be alone wandering these blasted halls."
Curious to see what is on the other side of one of the myriad of doors he's walked by, Kymael follows the group seeking the relative safety found away from the hallway. He smiles warmly at Hraefn offer. Recognizing the goodberries, he is grateful that Rillifane Rallathil has sent another servant of nature to this strange cold place. "Thank you, but I am merely unsteady not injured. I only need a few moments and will be fine."
Rolls
Perception - (1d20+6)
(15) + 6 = 21

Rolls
Perception check - (1d20+8)
(16) + 8 = 24
Stepping up to the black door, you see that it has no handles. To the right of the door, however, you see one of the familiar panels, this one with a black background. There is a thin slot in the panel, perhaps a couple of inches wide.

"If we don't need to rest, let's press on. But do open this black door, just to test my observations." The druid made a small smile.
The black card gets pulled from your fingers and into the slot as you insert it, and then drops into a catch below. With a silent whoosh of air, the door slides open to reveal a small apartment-like space. Similar to the open room nearby, this place is filled with broken and busted furnishings and strange wall hangings. One of the things looks to be a bed of some sort, another a couch and yet another a bookcase made of strange material.
Unlike the L-shaped room, however, in this space you find skeletal remains. The person looks humanoid, through smaller, perhaps even elf-like; though the skull is much different than an elf. The skeleton still wears clothing, which is of a shiny silver material the likes of which you have never encountered.

Rolls
Perception (searching room) - (1d20+3)
(2) + 3 = 5
Rolls
Perception for searching through the bookcase - (1d20+8)
(4) + 8 = 12
A quick check across the hall, Hraefn notes that the door panel has a distinct grey color.
Rolls
Perception - (1d20+7)
(15) + 7 = 22
Makes sense on the helm. The joys of retcon.
Rolls
Perception check - (1d20+6)
(13) + 6 = 19
Rolls
Investigation (with adv?) (with Guidance) - (1d20, 1d20, 1d4)
1d20 : (2) = 2
1d20 : (1) = 1
1d4 : (1) = 1
Adding for the benefit of their newfound friends: "Fire is their weakness"
Rolls
Investigation - (1d20+8)
(17) + 8 = 25
Adding for the benefit of their newfound friends: "Fire is their weakness"
Rolls
Stealth Check - (1d20+3)
(6) + 3 = 9
Perception Check - (1d20+8)
(20) + 8 = 28
True to your namesake, you luckily manage to avoid setting off the first of the apple-sized devices Hraefn handed to you. By depressing the button fully, you activate it, though it nearly went off in your hand. You got the trigger to reset, and so now know how that works, but seeing if you can delay its detonation will take some more work.

Rolls
Bram Initiative - (1d20+7)
(7) + 7 = 14
Rolls
Lucky initiative - (1d20+3)
(3) + 3 = 6
Dr. Whoo initiative - (1d20+1)
(11) + 1 = 12
Rolls
Initiative with advantage (Feral instinct) - (1d20+1, 1d20+1)
1d20+1 : (9) + 1 = 10
1d20+1 : (18) + 1 = 19
Einar is up!
Einar 19
Bram 14
Whoo 12
Vegepygmy 11
Kymael 10
Graxif 09
Lucky 06
Hraefn 05
Thorny 05
Romani 03
Rolls
Vegepygmy Initiative - (1d20+2)
(9) + 2 = 11
Thorny Initiative - (1d20+1)
(4) + 1 = 5
Vegepygmy Perception - (1d20+4)
(13) + 4 = 17
Rolls
Stealth - (1d20+1)
(3) + 1 = 4
So again, Einar, Go!

Delayed bonus action -> Rage -> Reckless attack with Great Weapon Mastery on the first target that gets within melee range.
If the first attack kills, of course, I'd like to redirect my next attack at a new target if possible.
1/4 rages remaining
HP: 89/101
AC: 16
Rage: Resistance to all damage except psychic damage
Enemies attack Einar with advantage on their turn because of Reckless attack
Rolls
Attack 1 with greataxe vs plant creature (advantage), damage - (1d20+5, 1d20+5, 1d12+19)
1d20+5 : (15) + 5 = 20
1d20+5 : (7) + 5 = 12
1d12+19 : (10) + 19 = 29
Attack 2 with greataxe vs plant creature (advantage), damage - (1d20+5, 1d20+5, 1d12+19)
1d20+5 : (6) + 5 = 11
1d20+5 : (15) + 5 = 20
1d12+19 : (10) + 19 = 29
Miraculously, both Einar and Kymael are spared the hellish fury as Bram's mastery of the arcane enables him to shield his friends from injury.
Rolls
Bram Fireball at 4th Level - (9d6)
(155223314) = 26
Rolls
Vegepygmy - (1d20+2)
(19) + 2 = 21
Vegepygmy Guard - (1d20+2)
(10) + 2 = 12
Thorny - (1d20+1)
(19) + 1 = 20
With a roar of blood lust, Einar's great axe swept once, twice, both blows carving the plant-canines in half. The others had already scattered to the south, disappearing into the myriad of twisting corridors.

You pass by several black-colored doors and come to the turn north, where you see yet more metal corridor. The metal gratings beneath your feet click and creek softly as you walk, and though the annoying buzz is gone you can still feel a faint thrumming all around you. It is as if you are inside some great dormant machine that has a faint heartbeat that cannot be heard, but rather barely felt.
To the north you see that your hallway stretches out of your field of view, but another large branch heads east up ahead.

You pass by several doors, a few black and the others yellow, but when you pass by the wise, eastern hallway branch you come to something fairly new. Though you may have seen them in other hallways, for the first time you come to doors that have no color on them, merely a greyish, metal panel. You find three of them; right where the main hall turns left (west) there are a pair of them. One is a normal door, the other appears to be much wider. There is another tot he west, on the north side of the corridor.
Movement: Normal
Time in Caverns: 2:30

For example, if you see a hall with 5 black doors, and you are going that way, I will assume (unless you say otherwise) that you will search them all, in which case someone would need to roll 5 checks. I hope that made sense.
Are there not a load of black doors at the south end of the corridor we're on?
Rolls
Room 1 - (1d20+8, 1d20+8)
1d20+8 : (8) + 8 = 16
1d20+8 : (19) + 8 = 27
Room 2 - (1d20+8, 1d20+8)
1d20+8 : (20) + 8 = 28
1d20+8 : (13) + 8 = 21
Room 3 - (1d20+8, 1d20+8)
1d20+8 : (1) + 8 = 9
1d20+8 : (11) + 8 = 19
Room 4 - (1d20+8, 1d20+8)
1d20+8 : (11) + 8 = 19
1d20+8 : (3) + 8 = 11
Room 5 - (1d20+8, 1d20+8)
1d20+8 : (19) + 8 = 27
1d20+8 : (8) + 8 = 16
Lucky rummages through the black-door rooms as the party moves slowly along the corridor. Most of the stuff everywhere is busted, broken, molded and uninteresting, though there are a few of the slim, humanoid-like skeletons in and among the refuse. One skeleton, however, seems to be different than the rest.
In the second room, a skeleton wearing an old-style leather armor is found, and from the looks of the piercings in the armor and the bite marks on the bones, the poor fellow (or lady) was either stabbed to death and then eaten, or eaten while alive and bleeding out. What is most curious, however, is a small journal tucked in the waistband. While the writings have long since run and blended together, some of the later pages look intact!
Additionally, in the last, L-shaped room you find some ornate jewelry still on the wrist and neck of one of the skeletons. While the jewels are obvious, the styling and settings are completely foreign to anything you have ever seen.
Rolls
Room 1 - (1d6)
(4) = 4
Room 2 - (1d6)
(1) = 1
Room 3 - (1d6)
(3) = 3
The first door slides open at the pressing of the colorless panel. Inside, you see what was once a very posh and comfortable room, now nothing but a ruinous representation of its former life. There are torn easy chairs, small tables broken and overturned, broken metallic crates with glass fronts and lined with buttons and knobs, rubble and ashes from fires, bones and skulls, and some few personal items in the deep folds of lounge furniture lost during what looked to be a chaotic time in the past of these strange caverns.
The north door opens into what can only be described as a barracks mess hall. Numerous tables and benches line the place, at one time straight and ordered, now fallen into more ruin and destruction the rest of the complex has shown. Skeletal remains are everywhere, though most seem to be broken and scattered, though a few are more in-tact.
At the far side of the room you can see a large open doorway leading into what might be some form of kitchen area? Though it looks to be nothing like any kitchen you have ever seen, if this entry hall is, indeed, a mess hall, then that room would logically be where the food is prepared.
Everything which was possibly useful and not bolted down looks to have been removed from these areas. However, there are still many strange metal boxes with various knobs, colored glass fronts, trays made of weird, horn-like material stacked in some places, and strewn about and broken in others.
There is a lot of open counter space in there. Along one wall is a bench with a number of metal boxes resting on it. Each box has a dark colored glass door in the front of it and arranged beside these are a number of square metal plates (buttons?). On top of each box is a short, black cylinder.

Rolls
Investigation (with Guidance) - (1d20+1, 1d4)
1d20+1 : (7) + 1 = 8
1d4 : (3) = 3
You search through the refuse slowly, poking, prodding, looking for anything out of the ordinary. In the kitchen area, you pull open one of the glass-doored boxes, and inside you find rotted, molding food of some kind. It is so old and rotten, in fact, that the fungus inside literally spills out onto the counter.
The second one, however, lights up as you step in front of it! Strange symbols and pictures of weird foods begin to flash in the glass panel. A soft, feminine voice begins to emit from somewhere inside the wardrobe. The entire sequence lasts for perhaps 20 seconds before pausing and starting over.
Rolls
Investigation - (1d20+8)
(3) + 8 = 11
Grax starts pressing buttons.
Rolls
Investigation - (1d20+9)
(13) + 9 = 22
You begin pushing buttons, but before you can push the second one, the device begins humming. The female voice speaks again, and a picture of one of the rectangular, compartmentalized plates appears. The various compartments are filled with what looks to be pudding, plant life and a strange, gray matter in the main area.
Rolls
Survival - (1d20+4)
(9) + 4 = 13
Rolls
Survival - (1d20+4)
(13) + 4 = 17
The food looks normal enough. The meat has a greyish tint, as if it were not real meat, but perhaps some magical creation? The vegetables and greens look normal, though what you think may be a carrot is purple, not green. Likewise, the other items are identifiable, just not the right texture or color.
Rolls
Con Save - (1d20+5)
(5) + 5 = 10
D100 - (1d100)
(7) = 7
The food tastes moderately bland, though its texture is less of meat and more of a firm porridge. At first you manage to ignore the nastiness of it, but less than a minute later your stomach begins to churn. Nausea and vertigo overtake you and with a forceful blast the contents of your stomach come rushing back up, spraying the nearby counters and floor with the remnants of your last meals. You barely miss Graxif with your vomiting, but even afterwards you feel weak and sweaty.
Rolls
Poisonous Food Damage - (2d8)
(61) = 7
So far they'd found living quarters, a dining hall, security headquarters, a prison block, the commandant's office, and supplies storage. None of which controlled the dungeon, nor were the cause of the outbreak. The rooms the plant-men came from were also ordinary. Perhaps they had yet to find some evil wizard's laboratory, with an experiment gone wrong, or some divine or infernal magic gone awry in some cloister. Hraefn made a mental note to look for such.
"Shall we move?"
The room itself, unlike the rest of the place is brightly lit by numerous glowing orbs lining the top of the walls right at the ceiling level. While the place looks void of anything alive, there are a couple of skeletons lying near the tables. While both of the skeletons wear remnants of clothing, one of them has the look of a military uniform, with braid and colorful attachments looking like small medals of some kind.

Rolls
Investigation (with Guidance) - (1d20+1, 1d4)
1d20+1 : (9) + 1 = 10
1d4 : (1) = 1
Rolls
Investigation - (1d20+9)
(15) + 9 = 24
You find that the drawers by the tables are all locked, but there does not appear to be any sort of lock mechanism. The boxes, while strange, are uninteresting, though there are several buttons embedded in the tables themselves, right in front of the box. The strip of material running between the two wheels looks to be flexible. You can manually turn a wheel and wind up the thin material, and then turn the other wheel to wind it back up.

I rolled my init just in case. Let me know when ready for actions. As usual mine will be: bonus action -> Rage -> 2 x attacks Reckless with Great Weapon Mastery adjustments to one target.
Rolls
Initiative with advantage (Feral instinct) - (1d20+1, 1d20+1)
1d20+1 : (17) + 1 = 18
1d20+1 : (19) + 1 = 20
Stealth - (1d20+4)
(11) + 4 = 15
Rolls
Golem Perception Check - (1d20)
(14) = 14
Golem Initiative - (1d20)
(15) = 15
Stealth with Disadvantage
Rolls
Initiative - (1d20)
(9) = 9
1d20
(2) = 2
Stealth - (1d20)
(10) = 10
1d20
(10) = 10
Rolls
Initiative - (1d20+7)
(12) + 7 = 19
Stealth - (1d20+2)
(1) + 2 = 3
Rolls
Initiative - (1d20+3)
(8) + 3 = 11
Stealth - (1d20+9)
(3) + 9 = 12
Rolls
Initiative - (1d20+2)
(18) + 2 = 20
Stealth (with Guidance) - (1d20+5, 1d4)
1d20+5 : (14) + 5 = 19
1d4 : (1) = 1
Almost in perfect unison, the three golems turn in your direction, their red eyes flashing back and forth along their face plates. One of them calls out the now-familiar, metallic voice "Citizens halt. Investigation required. Escaped detainees in the area. Disperse to your domiciles. Commandant has been notified" it says as it begins moving your way.
Here is what I have for initiative and your current AC/HP:
Initiative
Hraefn 20 AC17 62/66
Einar 20 AC16 89/101
Bram 19 AC14 24/50
Gavin 18 AC15 38/38
Police Robot 1 15
Police Robot 2 15
Police Robot 3 15
Graxif 11 AC14 43/51
Romani 09 AC17 61/68
Rolls
Wolves' Initiative - (1d20+2)
(20) + 2 = 22
Wolves Attack (with adv), and damage - (1d20+2, 1d20+2, 2d4+2)
1d20+2 : (11) + 2 = 13
1d20+2 : (16) + 2 = 18
2d4+2 : (13) + 2 = 6
Rolls
Perception, Investigation - (1d20, 1d20+4)
1d20 : (18) = 18
1d20+4 : (9) + 4 = 13
The far golems twist and turn around as the wolves arrive and attack. Both begin squawking in the unintelligible language only understood by Romani. The wolves launch themselves at the metal menaces, but seem to be repelled by the protective magical shield surrounding them.
1/4 Rages remaining.
Rolls
Attack 1 with greataxe vs golem (advantage), damage - (1d20+5, 1d20+5, 1d12+19)
1d20+5 : (13) + 5 = 18
1d20+5 : (16) + 5 = 21
1d12+19 : (1) + 19 = 20
Attack 2 with greataxe vs golem (advantage), damage - (1d20+5, 1d20+5, 1d12+19)
1d20+5 : (20) + 5 = 25
1d20+5 : (13) + 5 = 18
1d12+19 : (7) + 19 = 26
Crit damage - (1d12)
(9) = 9
Rushing the third golem, your blade sweeps down onto the metallic form. Your blade strikes the invisible shield that seems to cover the thing, and a shower of sparks and flame accompany your heavy blow. The golem shrieks in response, its tentacled arms extending outward to enclose you as your second blow lands. This time, there is now shield, as you drive your sword into the actual metal, a large chunk falling away as you do.
Movement: out of cover, and down, following his allies. L, D, D, D, D, D, cast spell.
Action: Cast shatter at lvl4, DC 15 Con save, inorganic creatures have disadvantage on the save. Using sculpt spell to carve out up to five PCs and/or wolves; he's trying to minimize casualties on our side as much as possible, prioritizing PCs and then wolves.
I don’t think Bram can hit all three golems, so he’ll hit the two closest ones.
Do you want me to reroll damage and saves, Ket?
Rolls
Fireball damage - (9d6)
(141213635) = 26
Golem saves (vs DC15 Dex) - (1d20, 1d20, 1d20)
1d20 : (3) = 3
1d20 : (7) = 7
1d20 : (18) = 18
Hypothetical shatter spell damage - (5d8)
(35528) = 23
Rolls
Initiative - (1d20+1)
(5) + 1 = 6
Rolls
Golem 1 CON Save (Disadvantage) - (2d20)
(510) = 15
Golem 2 CON Save (Disadvantage) - (2d20)
(57) = 12
Golem 3 CON Save (Disadvantage) - (2d20)
(199) = 28
With a flourish of your hand and an accompanying phrase of power, you release the energy into the metallic golems being beset by the wolves and Einar. Try as you might, you can only shield five of them from harm, but fortunately the raging, muscle bound barbarian is one.
An ear-piercing noise erupts from the center of combat and the golems are visibly affected as they twist, turn and screech in hideous unison. Cracks erupt into their armor plating as they seek retribution on whatever is near.

Action: Hold action - Casting Shocking Grasp through his familiar - assuming the metal golem counts as metal armor; it can't take reactions if hit
Reaction: The spell goes off as soon as the Doctor touches metal golem 1.
On the Doctor's turn: He'll fly 45' to get next to Einar. When he touches the golem, Lucky's Shocking Grasp goes off, and the Doctor flies 15' back toward lucky (no opportunity attacks on flying owls!).
Rolls
Shocking Grasp - (1d20+5, 1d20+5, 2d8)
1d20+5 : (19) + 5 = 24
1d20+5 : (17) + 5 = 22
2d8 : (67) = 13
Rolls
Wolf 5 CON Save - (1d20+1)
(8) + 1 = 9
Wolf 6 CON Save - (1d20+1)
(7) + 1 = 8
Wolf 7 CON Save - (1d20+1)
(15) + 1 = 16
Wolf 8 CON Save - (1d20+1)
(2) + 1 = 3
Dr. Whoo swoops in on the metal creature in front of Einar as it still reels from the shattering magic cast upon it by Bram. Dipping sideways, his wing just grazing the thing, there is a loud crack like thunder as the static energy contained within the owl bursts out into the golem. Another blaring shriek echoes down the hallway as Whoo escapes out of the golem's tentacled reach.
As you all watch, four of the wolves conjured by Hraefn wink out of existence, their tenuous thread to this plane shattered by Bram's magic.
You can feel, more than hear, the sonic boom that is Bram's Shatter spell, and the reaction by the golems is glorious to you. Huge cracks appear in the monstrosities' armor plating, giving you hope that you can, indeed, bust through the outer shells to get to their softer interior.
Your joy is short-lived, however, as the golem before you recovers from the triple attacks he has just been hit with. The halfling's owl flits away, scorching the golem in front of you with some form of lightning, but as it does you see a small nozzle appear in the front of the golem. A hissing sound can be heard, and some sort of spray washes over you, immediately causing numbness all over!
Rolls
Paralysis Attack (Advantage) - (2d20+8)
(1014) + 8 = 32
As they approach, the first launches the now-familiar potato-like projectile, while the other opens a panel in the front of its armor, revealing a proboscis of some sort. As it does, the potato lands, erupting into a ball of the familiar, noxious fumes.
Rolls
DEX save (advantage from Danger Sense) - (1d20+1, 1d20+1)
1d20+1 : (12) + 1 = 13
1d20+1 : (14) + 1 = 15
Rolls
Constitution Save - (1d20)
(20) = 20
Rolls
1D20+5
(6) + 5 = 11
Hraefn is still wearing his mask, so he's presumably immune to the sleep gas?
Rolls
Wolves AOO attack - (1d20+4, 1d20+4, 1d20+4, 1d20+4)
1d20+4 : (9) + 4 = 13
1d20+4 : (12) + 4 = 16
1d20+4 : (17) + 4 = 21
1d20+4 : (4) + 4 = 8
Wolves AOO attack (adv) - (1d20+4, 1d20+4, 1d20+4, 1d20+4)
1d20+4 : (13) + 4 = 17
1d20+4 : (9) + 4 = 13
1d20+4 : (12) + 4 = 16
1d20+4 : (19) + 4 = 23
Damage - (2d4+2, 2d4+2, 2d4+2, 2d4+2)
2d4+2 : (41) + 2 = 7
2d4+2 : (41) + 2 = 7
2d4+2 : (14) + 2 = 7
2d4+2 : (11) + 2 = 4
Rolls
Con Save (should add paladin aura bonus?) - (1d20+2)
(13) + 2 = 15
Bram coughs, sneezes and nearly vomits from partially inhaling the foul mixture, but manages to remain erect. Lucky, however, seems to enjoy the smell, breathing in deeply and blowing smoke-rings back at the approaching golems. Graxif and Hraefn are relieved to know that the weird, leather masks they sport allow them to breath freely.
Interestingly enough, inside the masks, while you can look out, you see the glass become partially covered in opaque, moving shapes, letters and words, as if some magic script was being written on the inside of the mask for you alone to see.
Graxif and Hraefn, think HUD display inside of a combat helmet
Rolls
Einar Paralysis Turns - (2d4)
(21) = 3

Rolls
Attack with crossbow, damage - (1d20+6, 1d6+3)
1d20+6 : (14) + 6 = 20
1d6+3 : (4) + 3 = 7
Hopefully by Friday things will settle out for me, and I will get caught up.
You move toward the corner, peering around to take your best shot. As you do, through the smokey haze of the exploding potato you see that both Einar and Romani have collapsed under the horrid golem attacks. Not deterred, however, you release your bolt and it finds its mark, passing through the mystical barrier surrounding the thing and burying itself in an area where the golem's outer armor is shredded, exposing its interior.

Rolls
Con Save - (1d20+2)
(1) + 2 = 3
Rolls
Alien Blaster attack & damage - (1d20+2, 6d6)
1d20+2 : (5) + 2 = 7
6d6 : (363646) = 28
Taking quick aim, you watch as the the two perpendicular lines visible in the leaded window seem to converge on the golem moving toward the party. You press the button, but at the same time the golem shifts sideways, as if he knew exactly where you were aiming. The bright flash goes wide of the mark, striking a nearby wall and taking a small chunk of metal with it.
OOC. Or so I hope.
Movement: (cast spell), R, R.
Action: cast shatter at Lvl2 (save vs DC15 CON save or take 3d8 damage) (sculpting to avoid allies, if necessary)
Rolling damage and CON saves at disadvantage.
Rolls
Shatter damage - (3d8)
(821) = 11
Golem #2 saves (vs CON DC 15) - (1d20, 1d20)
1d20 : (2) = 2
1d20 : (15) = 15
Golem #3 saves (vs CON DC 15) - (1d20, 1d20)
1d20 : (13) = 13
1d20 : (9) = 9
The metal golems shriek and squawk as the concussion reverberates all around them, bits of metal bursting from their heavy exterior armor. When the echoes fade, the pair continue their glide toward the group, while the third remains engaged with the wolves.
Rolls
Attack - (1d20+4, 1d20+4, 1d20+4, 1d20+4)
1d20+4 : (14) + 4 = 18
1d20+4 : (4) + 4 = 8
1d20+4 : (15) + 4 = 19
1d20+4 : (10) + 4 = 14
Attack (adv from Pack Tactics) - (1d20+4, 1d20+4, 1d20+4, 1d20+4)
1d20+4 : (9) + 4 = 13
1d20+4 : (19) + 4 = 23
1d20+4 : (12) + 4 = 16
1d20+4 : (20) + 4 = 24
Damage - (2d4+2, 2d4+2, 2d4+2, 2d4+2)
2d4+2 : (11) + 2 = 4
2d4+2 : (23) + 2 = 7
2d4+2 : (24) + 2 = 8
2d4+2 : (23) + 2 = 7
Rolls
Shocking Grasp - (1d20+5, 1d20+5, 2d8)
1d20+5 : (3) + 5 = 8
1d20+5 : (1) + 5 = 6
2d8 : (44) = 8
The wolves leap at the whirling golem, ripping at its exposed interior and armor like a... well, a pack of wolves. The thing manages to swat them away, but not before inflicting more damage on the thing. Meanwhile, Dr. Whoo swoops in, but just before he can strike the lead golem lashes out with one of its tentacled arms, deflecting the airborne menage just as it was delivering the electrical payload, spoiling the attack and forcing Whoo to retreat.

Rolls
Golem 1 Attack 1 Wolf 5 - (1d20+8)
(2) + 8 = 10
Golem 1 Attack 2 Wolf 6 - (1d20+8)
(11) + 8 = 19
Golem 1 Damage 1 Wolf 5 - (3d6)
(256) = 13
Golem 1 Damage 2 Wolf 6 - (3d6)
(112) = 4
Golem 2 Attack Hraefn - (1d20+3)
(19) + 3 = 22
Golem 3 Attack Lucky - (1d20+3)
(13) + 3 = 16
Golem 3 Damage Lucky - (2d4)
(21) = 3
Two of the golems quickly glide across the metal flooring, their squawks and beeps continuing to echo off of the walls around you all. The third remains and lashes out with its tentacled arms, grasping two of the wolves and slamming them into the surrounding walls. The first yelps in pain a split second before it disappears in a puff of arcane and fur, its magical life snuffed from it. The second manages to survive, scrambling to its feet and snarling at the golem before it.
Arriving at the corner by which you hide, both golems act almost simultaneously in their attacks. The first unleashes a powerful blue light that strikes into Hraefn like a hammer, and he feels himself being pushed back and lifted at the same time. Lucky, meanwhile, finds himself under siege much like Einar, as a thick liquid sprays over him.
Also, Lucky rolls a 15 (Portent!).
Ducking low and rolling away, you feel the thick spray settle over you, though not quite as fully as it could have been. Regardless, you feel the tingling sensation begin in your legs and work its way up until you are completely paralyzed!
Rolls
STR check DC22 - (1d20-1)
(7) - 1 = 6
Rolls
DC 14 CON save - (1d20+8)
(3) + 8 = 11
Advantage if poison - (1d20+8)
(9) + 8 = 17
Rolls
Graxif Firebolt - (1d20+6)
(7) + 6 = 13
Graxif Firebolt Damage - (2d10)
(43) = 7
The arcane energy swirls around you, morphing your body and turning you into one of the most feared beasts in the south lands- the Tyrannosaurus Rex. As the energy flows into you, you begin to grow in size, until you completely fill the corner of the hallway your remaining party members stand.
Standing nearly 15' tall, you actually have to stoop slightly to avoid banging your head into the overhead piping and wires, and your weight blossoms into an incredible 10,000 lbs. The golem struggles momentarily before its telekinetic beam fails and you drop to the floor.
Seeing your transformation, the golem swiftly backs up several feet to avoid you, squawking loudly as it does.
Rolls
Attack - (1d20+4, 1d20+4, 1d20+4, 1d20+4)
1d20+4 : (16) + 4 = 20
1d20+4 : (9) + 4 = 13
1d20+4 : (8) + 4 = 12
1d20+4 : (18) + 4 = 22
Attack adv (Pack Tactics) - (1d20+4, 1d20+4, 1d20+4, 1d20+4)
1d20+4 : (6) + 4 = 10
1d20+4 : (13) + 4 = 17
1d20+4 : (4) + 4 = 8
1d20+4 : (16) + 4 = 20
Damage - (2d4+2, 2d4+2, 2d4+2, 2d4+2)
2d4+2 : (22) + 2 = 6
2d4+2 : (11) + 2 = 4
2d4+2 : (23) + 2 = 7
2d4+2 : (44) + 2 = 10
Three of the wolves manage to tea more of the metal covering from the golem, sparks of energy bursting from its wounded interior making it look like a tiny lightning storm raging within.
Move: cast spell, move 30ft to the right.
Spell Shatter at level 2, 3d8 damage DC 15 Con save at disadvantage.
Rolls coming up.
Crappy damage... sorry folks, Bram has pretty much exhausted his options.
Rolls
Shatter damage - (3d8)
(151) = 7
Golem 1 save vs DC 15 Con - (1d20, 1d20)
1d20 : (10) = 10
1d20 : (16) = 16
Golem 2 save vs DC 15 Con - (1d20, 1d20)
1d20 : (19) = 19
1d20 : (12) = 12
The loud clang reverberates up and down the metallic hallway, again sending the golems into a small tizzy as cracks and splinters appear all along their outer armor.
Rolls
Constitution Save - (1d20)
(6) = 6