Hit: 15 (2d10 + 4) bludgeoning damage, and the skeleton can push the target 5 feet away if the target is Huge or smaller.īlock The Path. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. The skeleton deals double damage to objects and structures. Languages understands Common and Giant but can't speak.Senses darkvision 60 ft., passive Perception 8.Condition Immunities exhaustion, poisoned.In addition, the hallway leading from this area to area 20 is blocked due to one of the many cave-ins caused by the orc assault.ĭivide 200 XP equally among the characters if the party makes it through the cavern unharmed. The rift dividing this cavern is difficult to traverse. Passage through the natural underwater tunnel to the northeast is blocked by thick metal bars, which are covered in fungus but show no signs of rust. TreasureĪ dwarf skeleton, partially crushed by the unhinged door, still grips a potion of vitality in its skeletal fingers. Moving a cart so it doesn't block the door requires an action, and all the carts must be moved to access the door. The debris consists of three carts of ore. Approximately 20 feet behind the skeleton is the west door to this room, which is barred by debris and can be opened from the other side with a successful DC 25 Strength check. It stirs if a creature comes within 5 feet of it, lashing out with its battering ram. The large skeleton in the middle of the room is an ogre battering ram skeleton. In its hands is a battering ram five feet long and over a foot across. In the middle of the room, surrounded by the broken and pulverized bones of half a dozen dwarves, kneels a monstrous skeleton. Cracks spiderweb along the wall from where the door contacts it, suggesting it was flung with great force. It is now leaning on the north wall (the one to your right). The door to this barracks has been ripped clean off its hinges.
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