Xanrym - Oliver will be shocked at your story about Misha and the cultists. Toska, will listen and her freckled face will darken. "I see. I had met Misha earlier today, and thought her a studious and ardent supporter of her god. I am currently on a mission from the Church of St. Cuthbert to visit different temples in Keoland and help where needed. Misha asked for all my earthly possessions today, and i gave her most of my wealth." She holds out her hand and only has a few copper pieces. "I see now that it was a mistake. Part of my job is also rooting out evil. So if you all plan to find out the cause of the evil in this village, I will help you. I do have some skills in the priestly arts that you may find useful." She does her chestnut hair in a ponytail and casts Light on her staff. "I will stay here and watch over the flock upstairs as you explore the basement, if you wish it." Her face is serious but seemingly friendly.
Oliver explains that most of his assets are in Hookhill, and that Derek and his men took the rest of his spending money.
When you search the other two prisoners, Bertram and Dogroot. They have two leather armour, and a scimitar. No coin as expected.
Also yes, bards and wizards would know that potions of poisons exist and that they look like healing potions.
Ok so i'll assume the plan is to go down into the basement through the kitchen, and leave Lldryk to look after the others. I'll just go to that in a couple hours if no one offers any objections.
Lldryk opts to stay with the others to make sure nothing funny goes on while the rest of you head down the stairwell in the kitchen. It ends in this dark and musty room with no windows. Many tables and chairs, some broken, are stacked against the south wall. Cobwebs cover much of the ceiling, filling in the spaces between the rafters. Two unlocked wooden doors flank the stairway, and the walls have many torch sockets arranged along them at neat intervals. But there are no torches in them currently, the only light in the room comes from that upstairs.
I should probably now get you're plan for lighting up this cellar.
Excellent, the room is lit up now and you can more clearly see what is behind the open doors. One room contains barrels and the other has drygoods and foodstocks. One package in the foodstocks room has been left open and the contents spilled on the floor.
Lldryk opts to stay with the others to make sure nothing funny goes on while the rest of you head down the stairwell in the kitchen.
(OOC: Yes, that works for me.)
Before they head down, Xanrym would like to gather up the ball bearings he spread in the common room, maybe with the help of Theldrin's mage hand.
Didn't we also plan to take the four potions from Derek's room so that we could sip them and see whether any of them would be useful?
Xanrym informs the others that he is tired and will save his energy (i.e., his one remaining spell slot) in case he needs to cast healing word during a fight. He'll have to rely on cantrips and weapon attacks if they encounter any more violent cultists in the cellar.
After sipping the poison, instead of suffering the full effect, you instead take 3 Poison Damage and must make a DC 17 Con Save to avoid being Poisoned
This might be another point where I should remind you to keep good track of your items. At this point it will be just to decide who takes each one. Eventually you may need to decide to nominate a 'quartermaster'. A person who is taking all the spare items and keeping track of them. This is also not a bad idea to do with coins.
(haha now we have the question of who sipped the poison potion, shall we roll for it... at least Xanrym and Theldrin?)
(LOL! 😆 Yeah, when I asked about the potions, I figured that we'd each try one, but it's fine. But since Xanrym was pushing it, I guess I'll have him take the risk here We'll see how much ongoing damage he takes if he ends up poisoned.)
After sipping the poison, instead of suffering the full effect, you instead take 3 Poison Damage and must make a DC 9 (<-- correction) Con Save to avoid being Poisoned
Xanrym tries the potions. When he gets to the last one, he at first identifies it as a healing potion. Then, as he puts the stopper back in the bottle and sets it down, he pauses and holds his stomach. Suddenly, he grimaces and corrects himself, gasping, "Poison! Ahh!" He sinks to his knees, nauseated, and breaks out into a sweat. His skin starts to prickle like pins-and-needles, but the sensation eventually passes.
Lldryk opts to stay with the others to make sure nothing funny goes on while the rest of you head down the stairwell in the kitchen. It ends in this dark and musty room with no windows. Many tables and chairs, some broken, are stacked against the south wall. Cobwebs cover much of the ceiling, filling in the spaces between the rafters. Two unlocked wooden doors flank the stairway, and the walls have many torch sockets arranged along them at neat intervals. But there are no torches in them currently, the only light in the room comes from that upstairs.
I should probably now get you're plan for lighting up this cellar.
This post has potentially manipulated dice roll results.
(OOC: @drumdigby - if you don't want to post a map as we go from room to room, it would be helpful if you'd mention the approximate size of the rooms. We'd probably search a large room together but leave a small "closet" to a single character.)
The first room is empty with empty sconces? If Theldrin's light reaches, Xanrym will start searching that initial room, watching out for any spiders larger than "normal" but checking for any signs that this space was used by the cultists.
Avery and Liarin - You both check the dry goods room and find a satchel that has been opened recently. It contains a green powder that, when mixed with water, coats a weapon and applies the poison condition. It functions the same as Drow Poison but it was clearly not made by Drow. The satchel also has 3 doses of Torpor, that incapacitates people when injested, and a Dagger . The wet goods room just contains beer and wine, pretty cheap stuff. There is a staircase in here that leads outside, which is how they load the barrels in here.
Theldrin and Xanrym - You don't find any animals larger than normal. But when you inspect the ground you notice a lot of footprints on the ground coming from and leading to the wall in the northeast corner of the room. When you look at the torch bracket in that corner, it seems cleaner than all the others, as though people have been touching it a lot.
Xanrym - Oliver will be shocked at your story about Misha and the cultists. Toska, will listen and her freckled face will darken. "I see. I had met Misha earlier today, and thought her a studious and ardent supporter of her god. I am currently on a mission from the Church of St. Cuthbert to visit different temples in Keoland and help where needed. Misha asked for all my earthly possessions today, and i gave her most of my wealth." She holds out her hand and only has a few copper pieces. "I see now that it was a mistake. Part of my job is also rooting out evil. So if you all plan to find out the cause of the evil in this village, I will help you. I do have some skills in the priestly arts that you may find useful." She does her chestnut hair in a ponytail and casts Light on her staff. "I will stay here and watch over the flock upstairs as you explore the basement, if you wish it." Her face is serious but seemingly friendly.
Oliver explains that most of his assets are in Hookhill, and that Derek and his men took the rest of his spending money.
When you search the other two prisoners, Bertram and Dogroot. They have two leather armour, and a scimitar. No coin as expected.
Also yes, bards and wizards would know that potions of poisons exist and that they look like healing potions.
Does Xanrym detect any hint that either one is lying / hiding something?
Insight 2
(OOC: LOL! 😆 Never mind. Xanrym needs to remember to keep Liarin around when he's talking to people.)
With all the lies and misdirection you've been experiencing lately, your general compass is off when trying to detect truth.
Ok so i'll assume the plan is to go down into the basement through the kitchen, and leave Lldryk to look after the others. I'll just go to that in a couple hours if no one offers any objections.
Lldryk opts to stay with the others to make sure nothing funny goes on while the rest of you head down the stairwell in the kitchen. It ends in this dark and musty room with no windows. Many tables and chairs, some broken, are stacked against the south wall. Cobwebs cover much of the ceiling, filling in the spaces between the rafters. Two unlocked wooden doors flank the stairway, and the walls have many torch sockets arranged along them at neat intervals. But there are no torches in them currently, the only light in the room comes from that upstairs.
I should probably now get you're plan for lighting up this cellar.
Unless anyone objects Theldrin will draw his dagger and cast Light upon it.
Excellent, the room is lit up now and you can more clearly see what is behind the open doors. One room contains barrels and the other has drygoods and foodstocks. One package in the foodstocks room has been left open and the contents spilled on the floor.
(OOC: Well, at least he tried!)
(OOC: Yes, that works for me.)
Before they head down, Xanrym would like to gather up the ball bearings he spread in the common room, maybe with the help of Theldrin's mage hand.
Didn't we also plan to take the four potions from Derek's room so that we could sip them and see whether any of them would be useful?
Xanrym informs the others that he is tired and will save his energy (i.e., his one remaining spell slot) in case he needs to cast healing word during a fight. He'll have to rely on cantrips and weapon attacks if they encounter any more violent cultists in the cellar.
Ok i didn't think you'd actually said you'd do that. The four potions are:
1 Potion of Healing
1 Potion of Gaseous Form
1 Potion of Climbing
1 Potion of Poison
After sipping the poison, instead of suffering the full effect, you instead take 3 Poison Damage and must make a DC 17 Con Save to avoid being Poisoned
This might be another point where I should remind you to keep good track of your items. At this point it will be just to decide who takes each one. Eventually you may need to decide to nominate a 'quartermaster'. A person who is taking all the spare items and keeping track of them. This is also not a bad idea to do with coins.
(haha now we have the question of who sipped the poison potion, shall we roll for it... at least Xanrym and Theldrin?)
(LOL! 😆 Yeah, when I asked about the potions, I figured that we'd each try one, but it's fine. But since Xanrym was pushing it, I guess I'll have him take the risk here We'll see how much ongoing damage he takes if he ends up poisoned.)
CON saving throw 9
Xanrym tries the potions. When he gets to the last one, he at first identifies it as a healing potion. Then, as he puts the stopper back in the bottle and sets it down, he pauses and holds his stomach. Suddenly, he grimaces and corrects himself, gasping, "Poison! Ahh!" He sinks to his knees, nauseated, and breaks out into a sweat. His skin starts to prickle like pins-and-needles, but the sensation eventually passes.
(Update: revised based on the corrected save DC.)
Avery will see if any of the food stuff or dry goods is salvageable for their rations, see what's in the barrels
Liarin lights a torch and starts searching the basement rooms, starting with the dry goods room. Investigation: 23.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
(OOC: @drumdigby - if you don't want to post a map as we go from room to room, it would be helpful if you'd mention the approximate size of the rooms. We'd probably search a large room together but leave a small "closet" to a single character.)
The first room is empty with empty sconces? If Theldrin's light reaches, Xanrym will start searching that initial room, watching out for any spiders larger than "normal" but checking for any signs that this space was used by the cultists.
Investigation 13
Theldrin keeps an eye out for anything that seems unusual for a storage cellar at an inn, while searching for secret doors.
Perception: 16
Investigation: 9
Avery and Liarin - You both check the dry goods room and find a satchel that has been opened recently. It contains a green powder that, when mixed with water, coats a weapon and applies the poison condition. It functions the same as Drow Poison but it was clearly not made by Drow. The satchel also has 3 doses of Torpor, that incapacitates people when injested, and a Dagger . The wet goods room just contains beer and wine, pretty cheap stuff. There is a staircase in here that leads outside, which is how they load the barrels in here.
Theldrin and Xanrym - You don't find any animals larger than normal. But when you inspect the ground you notice a lot of footprints on the ground coming from and leading to the wall in the northeast corner of the room. When you look at the torch bracket in that corner, it seems cleaner than all the others, as though people have been touching it a lot.