Episode 1
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Kray continued as he took out his bow. His tone suggested that he might as well be talking about getting drinks at a tavern. "Maeriks is too fucked up since that spear got intimate with him. Ivor, Thorn... Hinka's already making his way, but we need muscle on the other side. If you don't mind, we'd all appreciate it if one of you..." he considered the possibilities on the other side and the wisdom of it being a two man job, not to mention that Sorcha was the reason they were here, "or both of you join Miss Rhone here in an effort to open this damn door. Get through the hole, lift the bar. We get through." He took a casual glance around at the group. "Trying to keep the time spent and the dying on this endeavor to a minimum."
He looked at Rutcranna, voice low for her as he stepped closer. "And who is coming that's got your concern so high?"
We get in, close the door behind us, move on. Hopefully it happens that smoothly.
Rolls
Athletics check - (1d20+7)
(19) + 7 = 26
Finally Ivor is able to pull through, scuffed up and scraped a bit and covered in the dust of the old crumbling bricks and mortar. The room on the other side is completely dark except for a very small cloth burning that Hinka had placed on the floor. The light of the small flame projects out no more than 10', after which there is only a solid wall of darkness.
It seems oppressively, unusually dark.
Ivor climbs carefully down the other side more with a sense of feeling since the light does not illuminate enough to see handholds on the wall. He ends up sliding and skimming down the last stretch of height, landing on his feet but with a jarring jolt. Ivor draws his smaller weapons and backs up against the wall, taking a defense as the others come through. So far he cannot even see the details of the nearby door.
Rhone follows through in a dash, then Thorn follows suit. On the inside, Rhone stays high on the wall to help Thorn through, but calls down to Ivor. "A short walk forward there is a large cauldron. It has strange old peat rock that take fire. You can light it if you wish."
There is no way for Thorn to slide through with his great sword on his back. He has to take on some trouble of detaching it from the holster while hanging up at the small opening. He tries to hand it through the tunnel to Rhone on the other siide, who has some trouble pulling the heavy blade through, Hinka steps in to pull the weapon through, and then Thorn begins the scrapping drag through the high short tight tunnel.
Watching the hallway in both directions everyone peers out for enemies. The range of the torches, now that everyone has withdrawn and consolidated to the door is a smaller radius outward. Darkness reigns beyond. One torch was thrown to the ground down near the T-intersection at the end of the stretch of the leftward hall, with the hope of giving more visibility at the greater distance.
Shadows shuffle around at the edges of that distant torch's light. Then the torchlight glares on the dark forms of the lurking alligators that quickly charge past!
From the light beyond the far torch, screams and moans of madness echo through the halls, suddenly extremely close. In a burst of furious movement, a flood of other images leap through the far flame light and then snuff it out. The far light is now gone, only the tight radius of light near the door remains.
Everyone can hear but not yet see the attackers. The scrapes of alligator claws scratching on the floor, the pattering of bare feet slapping on the floor, and the muffled screams and battle cries.
Several of the women are openly screaming too now. Others set stance for battle.
From the edge of the light, they swarm in.
Alligators on the floor, Deep Ones plodding in behind, and alongside of them - shirtless men in deerskin pants and leather masks with no eye slits strapped tightly around their faces and heads. Protruding high from wounds on the top of these men's backs are sharp bone spine barbs. Armed with vicious blades and spears, they charge in with reckless abandon.
It is hard to see exactly how many opponents. 8+ are already in the range of the light.
Rolling opponent Initiative below. PCs follow suit and act if you win.
Looks like PCs means Bryn, Kray, Maeriks.
Thorn has option of seeing the development and jumping back down into the fray or continuing on. His mega-sword though is already passed through the tunnel and onto the other side. (Cool timing. Right, X?)
Rolls
Opponent Initiative - (1d10+1)
(3) + 1 = 4
Rolls
Initiative - (1d10)
(7) = 7
Rolls
Unbar the door (Athletics) - (1d20+8)
(6) + 8 = 14
Edit
He then points to one side and then the other, directing the shield maidens to form up a line, to the sides of the men.
Maeriks Mac Hannoc ✎

Vitals
Combat Proficiency Setting (+2 available): Attack Bonus +0 / AC +2
AC: 14 (+2 DEX + 2 proficiency)
HP: 19/37
Temp HP: 5
Initiative: +2
Status Effects: None
Death Saves: +0/-0
Hit Dice: 1/1 Druid, 1/3 Fighter
Weapons and Armor
Equipped
Armor: None
Both Hands: Spear-Glaive "Lotus Spear" / Attack Bonus: +5 (STR 4 + 0 proficiency + 1 weapon) / Damage: (1d8+4 STR + 1 weapon) / Heavy, versatile (d10 + reach), thrown (range 20/60), slashing
Lotus Spear

"Reave" War Club

Carried
Spear-Glaive "Lotus Spear" / Attack Bonus: +7 (STR 4 + 2 proficiency + 1 weapon) / Damage: (1d8+4 STR + 1 weapon) / Heavy, versatile (d10 + reach), thrown (range 20/60), slashing
Maul "Reave" / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (2d6+4) / Heavy, Two-handed, bludgeoning
Handaxe / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Light, thrown (range 20/60), slashing
Dagger / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard
Javelin x 3 / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Thrown (range 30/120), piercing
Tactics
Refresh rest times noted in parentheses
Action Surge: 0/1 (short rest)
Second Wind: 0/1 (short rest) (bonus)
Savage Attacker: 1/1 (turn)
Spell Casting
---Level 1 0/2 (long rest)
---AB: +6, Save DC 14
Barbaric Justice:
---Must be acting on specific tenets of the Barbaric Code of Honor
---Roll with advantage (STR, CON, Some WIS, Attack, Damage) 0/1 (day)
---Add additional damage die on critical hit
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +2
Constitution: +3
Intelligence: 0
Wisdom: +6
Charisma:-1
Feats
Savage Attacker: Once per turn, reroll damage dice and choose result to take
Great Weapon Fighting: Reroll 1s and 2s on damage dice
Improved Critical: Crit on 19 or 20
Gourmand: Detect poisoned food, prepare special meal on long rests
Skills
Brown text indicates proficiency
Acrobatics +2
Animal Handling +6
Arcana -2
Athletics +4
Deception -1
History -1
Insight +6
Intimidation -1
Investigation -2 (Passive 8)
Medicine +6
Nature +0
Perception +4 (Passive 14)
Performance -1
Persuasion -1
Religion -2
Sleight Of Hand +2
Stealth +2 (Passive 12)
Survival +6
Tool Proficiency
Cook’s utensils, Herbalism kit, Vehicles: Water
Languages
Dannein - Native
Rolls
Cast Cure Wounds on self - (1d8+4)
(7) + 4 = 11
AC set to +3, attack on gator. Narrative reflects crap rolls, but IIRC a 12 is a hit on a gator. Also, who exactly is on our front line? Just Kray and Bryn Maeriks? How many can we get up there? Kray would want Elva up there as well, to expose her to dying.
---Just to make sure I've got our tactical position right (see image below), the main group is holed up in this recessed short hallway leading to the throne room door, and the hole that Sorcha et al climbed through is above the door? Just making sure I've got it right and the group is in that short hall to make sure we can't be attacked from more than one direction; obviously we'd set up a front line within that throne room door hall where I wrote 'Main Group'.
Kray Mercon
link to main character sheet & group stats
Vitals
Combat Proficiency Setting (+3 available): Attack Bonus +0 / AC +3
AC: 18 (base 18) + (0-3 from set Combat Proficiency)
HP: 50/50
Status Effects: None
Death Saves: +0/-0
Initiative: +5
Hit Dice: 4/4 Fighter, 1/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Right Hand: Yatagan / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d8+5)
Left Hand: Falcata / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage (1d6+0 Left Handed)
Carried
Gaerimundi Knife / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Dagger / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Bow / Attack Bonus: (DEX 5+Archery 2) + (0-3 Combat Proficiency)
Quiver: Long Bow (15/15 arrows--recover? hit /miss / Damage: (1d8+5)
Tcho-Tcho Spear Guns: Javelins x3 -----They suffer -5 on Range ratings (both for normal and long range) when used above water. They gain a +5 on Range ratings (both for normal and long range) when used underwater.
When used underwater, they do not suffer Disadvantage if fired within 5'.
When used underwater, Critical Hits deliver an additional die of damage (though modifiers not added for a third time) and the victim's Movement Rate is reduced by 1/2 during its next turn.

Tactics
Refresh rest times noted in parentheses
Maneuvers: 3/4 (short rest)
---d8: Parry, Precision Attack, Rally
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Lucky: 1/3 (long rest)
Rage: 1/2 (long rest)
Fighting Style Archery: Ranged Attacks +2
Commitment to Contract: 0/2
---Allows a mercenary PC to choose to gain Advantage on an Attack Roll, Damage Roll, Ability Check, or Saving Throw of his choice, before or after a normal roll result is visible. 1/day at 1st level, 2/day at 5th level, 3/day at 10th level.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +8
Constitution: +6
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Ability Score Increase: DEX +2
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +4
Deception +6
History +0
Insight +0
Intimidation +6
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +8 (Passive 18)
Performance +3
Persuasion +6
Religion +0
Sleight Of Hand +5
Stealth +8 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate

Rolls
Yatagan - (1d20+5, 1d8+5)
1d20+5 : (7) + 5 = 12
1d8+5 : (1) + 5 = 6
Falcata - (1d20+5, 1d6)
1d20+5 : (1) + 5 = 6
1d6 : (5) = 5
---Just to make sure I've got our tactical position right (see image below), the main group is holed up in this recessed short hallway leading to the throne room door, and the hole that Sorcha et al climbed through is above the door? Just making sure I've got it right and the group is in that short hall to make sure we can't be attacked from more than one direction; obviously we'd set up a front line within that throne room door hall where I wrote 'Main Group'.[/color]
There is not as much of a side hallway that leads to the great double door to the throne room.
There is a slight indention or recess for the door threshold, maybe 6-8' max, but not a long hallway that can be used as a choke-point for 1 avenue defense. Instead, you are pretty much fighting along the length of a running hall, at a point of this slight indention for the door. Attacks could come from both ways.
At the moment, they are only coming from the left.
The high tunnel is offset slightly down the hall, about 6 - 7 meters from the threshold line of the door. So it's not exactly over the door but it is higher than the height of the door. It enters the other room high, and to the side of the door, same thing on opposite side in throne room.
Thorn has option of seeing the development and jumping back down into the fray or continuing on. His mega-sword though is already passed through the tunnel and onto the other side. (Cool timing. Right, X?)
Thorn barely hesitates before continuing through to the other side. Better chance with the door open and my blade in hand.
R1
Spear Attack against Deep One (DO1)
Rolls
Spear Attack against DO1 - (1d20+3)
(9) + 3 = 12
Damage - (1d6+1)
(1) + 1 = 2
Round 1
Gladius Attack against Glaakieou 1 (G1)
Laoise
Round 1
Shortbow Attack against G2
Casidhe
Round 1
Sling Attack against G2
Rolls
Boann gladius v. G1 - (1d20+3)
(19) + 3 = 22
damage - (1d6+1)
(2) + 1 = 3
Laoise shortbow v. G2 - (1d20+4)
(12) + 4 = 16
damage - (1d6+2)
(1) + 2 = 3
Casidhe sling v. G2 - (1d20+3)
(17) + 3 = 20
damage - (1d4+1)
(4) + 1 = 5