Part 7: Return to the Moathouse Dungeon
"Torches for those with bad eyes."
"I myself came armed only with quarterstaff and dagger. Hardly weapons I would deem up to the task of battle, should we encounter another Ogre... But if I may be useful in keeping the darkness at bay for you... Well."
He shrugs and puts his hand out, as if the matter is settled, expecting someone to hand over a torch for him to carry.
"Usually Eltrezar is our torch bearer, and you have more than stick and knife, swing that fine axe at anything which threatens us below."
Gilly winks conspiratorially at Bors.
He puts his hands up in mock surrender and looks back at Maloria. "Very well, our wizard friend shall be our torchbearer and knife fighter. I shall remain at your services as you see fit, my lady."
"Come Kobort," he says, turning to his companion. "Let us be ready to slay any and all who challenge us with our mighty hand-axes! He reaches over and grabs Kobort's axe from his large, meaty hand, then draws a dagger from his belt. "Take care, mind you, not to put yourself between our wizard friend and any foes we happen upon, however... The man's daggers are even more dangerous than his magics!"
He begins tossing the two axes and the lighter dagger in a flourishing display of juggling, giving Eltrezar a wink.
"Well?" he says. "This basement isn't going to get any brighter when the sun sets up here. Let's have someone hand the wizard a light and see what there is to see, yes?" He hands the axe back to Kobort and waits.
Rolls
Secret Roll
Secret Roll
Hrmph! "Let us head down, now, before Bors gives his sword too many new names in our moment of respite."
Passing the corpses, the party turns north to the storage room, stepping over the stacked piles of Giant Rat corpses. You stand at the head of the staircase, looking down into the darkness below a moment, and then the group descends. Mal and Bors take the lead, followed by Turuko and Kobort next, and Gilly and Eltrezar take up the rear.
You descend and look around. Everything seems to be about the same as when you left yesterday. There's a zombie laying dead at the base of the stairs and some sort of ichar that was where one of the green slimes was slain. To the group's left the two doors that the party's thieves failed to open, remain as yet locked, and though it's difficult to determine for sure, it looks almost as if the broken furnishings and other debris has been restacked to conceal them, though only halfheartedly.

Rolls
Wandering Monster roll Moathouse Ruins
Secret Roll
"Master Eltrezar, surely I agree with removing the bodies, but for Boris and I to leave the rest of you while you batter a door is to invite ambush. We know there are more here, just not where or how many. I vote we stick together, at least until we look around eh?"
But untested newcomers, well… Gilly kept quiet and kept an eye on them as they moved about the room.
He nods at Kobort, and the big man draws the axe back and slams it into the door. A large gash tears out of the wood, but it only reveals that the door is indeed heavy, and the "BANG!" that resonates through the dungeon at the sound assures everyone that Turuko is correct about at least one thing: this is going to be noisy...

If you want to keep smashing we can speed this along and I'll just make Turuko's and Kobort's Damage rolls and tell you how many rounds of hitting it takes to break through, and we can have Bors start on the other door, and Turuko or Kobort can jump in when they finish their door?
Rolls
Kobort Damage roll - (1d6+3)
(5) + 3 = 8
Okay, so I messed this up sort of... The 1d6+3 is Kobort's rolls, the 1d6+1 is Turuko's rolls, and the 1d8+2 is a mistake because I was factoring in Bors's longsword Damage, not his handaxe. Tet me reroll those last 3 damage rolls for bors... "19" total...
After 3 rounds the northernmost door was destroyed enough that the party can enter the room and Kobort turns and helps Bors...
Rolls
Turuko Damage roll; Kobort Damage roll; Bors Damage roll - (1d6+3, 1d6+1)
1d6+3 : (6) + 3 = 9
1d6+1 : (4) + 1 = 5
Bors Damage roll - (1d8+2)
(2) + 2 = 4
Turuko Damage roll; Kobort Damage roll; Bors Damage roll - (1d6+3, 1d6+1, 1d8+2)
1d6+3 : (6) + 3 = 9
1d6+1 : (3) + 1 = 4
1d8+2 : (5) + 2 = 7
Turuko Damage roll; Kobort Damage roll; Bors Damage roll - (1d6+3, 1d6+1, 1d8+2)
1d6+3 : (6) + 3 = 9
1d6+1 : (6) + 1 = 7
1d8+2 : (4) + 2 = 6
Bors Damage rolls (3 rounds) - (1d6+2, 1d6+2, 1d6+2)
1d6+2 : (5) + 2 = 7
1d6+2 : (3) + 2 = 5
1d6+2 : (5) + 2 = 7
Kobort Damage roll; Bors Damage roll - (1d6+3, 1d6+2)
1d6+3 : (4) + 3 = 7
1d6+2 : (3) + 2 = 5
Kobort Damage roll; Bors Damage roll - (1d6+3, 1d6+2)
1d6+3 : (1) + 3 = 4
1d6+2 : (6) + 2 = 8
Kobort Damage roll; Bors Damage roll - (1d6+3, 1d6+2)
1d6+3 : (2) + 3 = 5
1d6+2 : (3) + 2 = 5
So intent on breaching as quickly as possible to reduce the duration of the racket they're making they strike fast and hard, and within about half a minute both doors have been reduced to enough scrap wood the party can easily reach inside and open either of the doors using the inside handles.
Listening for any sign of impending attack, everyone is as quiet as they can be, ears tuned to any anomalies in noise. Those who we're involved in chopping down the doors are trying to control their heavy breathing. The dungeon sounds silent. Perhaps nothing is coming after all. Or perhaps something in the darkness is preparing a silent ambush. Either way, one thing is certain: Any hopes of surprising anything in the depths of this dungeon are now surely gone. If there's anything down here creeping in the darkness among the adventurers, it's surely heard the commotion now.
Rolls
Random Encounter roll - (1d6)