In it's last breathes, the Trog is fighting like a caged animal, slipping past attacks and striking at Avery:
Bite Attack: 12 Damage: 3 Piercing and Avery makes a DC 12 Constitution saving throw. On a failure, he is Poisoned .
Claw Attack: 6 Damage: 5 Slashing.
The Shrieker goes on. Now that Avery has moved further into the tunnel to engage the last Trog, you can all fit in the elbow of the bend. So you all have line of site on the Trog.
Avery maintains his guard, though panting and looking at the damage the Trogs did to his armor. "I might need some time to bind these wounds before we move on, unless someone can heal me."
Avery maintains his guard, though panting and looking at the damage the Trogs did to his armor. "I might need some time to bind these wounds before we move on, unless someone can heal me."
Xanrym shouts up to the front, "Try a little farther so that the mushroom goes quiet! No reinforcements joined the troglodytes, so maybe they were the last guard over some prison cells or something." Xanrym figures that if there were a pack of troglodytes ahead, the ones they met would have retreated to draw the party into a trap. (Either that, or these troglodytes were the pawns sent out by their queen to give her time to prepare!)
While Xanrym is concentrating on heroism, they could make it another 120' down the tunnel. If something does attack, Xanrym can cast healing word. But it would be better if they could find a secure spot to take a rest. Nothing else has emerged from the tunnels ahead of them yet, and the shrieker will tell them if someone is approaching from the way they just came.
(OOC: I think that Avery is at 6/22 HP and Liarin is at 7/17 HP, but if we can get a short rest and spend HD for healing, Xanrym can use his Song of Rest feature to give a +1d6 boost to that healing.)
You see that both tunnels end in the same spot about 30ft ahead, perhaps the home of the Troglodytes The left tunnel is just mud and dirt, while the right tunnel has some rooms coming off it; prison cells by the look of it.
You see that both tunnels end in the same spot about 30ft ahead, perhaps the home of the Troglodytes
(OOC: Do you mean that both tunnels connect to a room 30ft ahead? How large is that room? And, more importantly, does the Shrieker stop making noise once we're in that room?)
Theldrin suggests investigating the potential prison cells as the next course of action, still keeping a nervous eye back towards the way the party came.
The room at the end of both tunnels is about 20ft in diameter, and is where the troglodytes have been feasting, you see lots of human and other bones and clothes in little piles.
In the cages you see more bodies. People have been locked in here and left to rot. It’s a very grim site. The smell of these Troglodytes have mixed with the smell of decay to make a deathly aroma.
In fact, everyone roll a DC 10 Con Save to stop of vomiting.
Xanrym was hoping that the party could rest in the chamber at the end of the tunnels. The Shrieker would give them an early warning if anything else came down into the tunnels, and it might be harder to get trapped in a room that has two exits. But when he enters the room, the foul stench hits him like a force. He tries breathing through his mouth as starts looking around at the gruesome sights of the troglodyte lair, but the combination of the sights and smells overwhelms him. Reeling slightly, he races for the western tunnel exit (i.e., the without the prison cells) and retches.
Coughing slightly, he agrees to follow Theldrin to investigate the prison cells just to escape the stench of the troglodyte lair. If Avery and Liarin want to investigate the troglodyte chamber, Xanrym will leave his lantern with them when he follows Theldrin out of the room.
Investigation11 of the prison cells, mostly just trying to determine who these poor, deceased prisoners were.
This post has potentially manipulated dice roll results.
(Short Rest?)
Assuming that they do not find any other threats or secret doors in any of these rooms, it sounds like the party is in a closed loop. The only way into this part of the dungeon is to descend the stairs and to pass the Shrieker. After they've searched the prison cells (and the troglodytes' lair), Xanrym proposes that they open one of the prison cells and rest there.
Xanrym says, "We could all use a rest." While he is still uninjured, he still looks a little peaked after getting sick in the troglodyte lair. He's eager to sit down and have a little snack to get the sick taste out of his mouth. "Let the noisy mushroom be our sentinel. The narrow tunnel prevents anyone from swarming us in force. Gods willing, the cultists upstairs just think that the troglodytes killed us, and no one will come down to check. While we rest, we can decide what to do next."
If the party agrees, and we get a short rest, then Xanrym uses Song of Rest while they bandage their wounds. He strums his lyre quietly and sings an ancient Elvish poem. It's a sort of ode to the beauty and peace in the elven homeland in the early days of Oerth. Even for those who don't speak Elvish, the song is soothing and leaves you feeling unusually refreshed.
(OOC: Anyone who spends HD for healing during the short rest gains an extra +1d6 healing. @drumdigby - the feature is unclear. Should each person who spends HD roll their own 1d6 bonus healing? Or should I roll it once for Xanyrm, and everyone applies the same +4 of healing? Heh. In this case, I guess everyone would rather roll it themselves! Edited to add: oops. That roll was original a +1. 😜)
Theldrin scowls as he looks around the prison cells, eventually replying to Xanrym and Liarin with a slight nod. "I see your point, it is indeed a strategic location. If we can stand it here and actually get some rest that is... worth a try I suppose."
The room at the end of both tunnels is about 20ft in diameter, and is where the troglodytes have been feasting, you see lots of human and other bones and clothes in little piles.
In the cages you see more bodies. People have been locked in here and left to rot. It’s a very grim site. The smell of these Troglodytes have mixed with the smell of decay to make a deathly aroma.
In fact, everyone roll a DC 10 Con Save to stop of vomiting.
The bodies in the cells seem to be travellers, perhaps those that the cult needed to dispose of. As for the short rest, yes you can take one, everyone just add the extra 4 hp from Xanryms song of rest.
The Shrieker doesn’t let out a yell while you all wait, so you’ll get the benefits from the full Short Rest.
Is there anything you’d like to discuss in this short time? Any stories from your past that this situation reminds you of? Any insight to your current situation you’d like to share? Think of this as a short campfire tale if you’d like to participate.
Theldrin leans back against the wall, lost in thought and seemingly dozing for a time. After a while he sighs and says to anyone who seems to be listening, "You know... before he uh, died unexpectedly I was training to be a Battle Mage at the Archmage Elrenstad's school in Ekbir." He shakes his head with a sad look, "All the training and war games, they don't prepare you for seeing something like this."
Avery Save: 25
Avery maintains his guard, though panting and looking at the damage the Trogs did to his armor. "I might need some time to bind these wounds before we move on, unless someone can heal me."
Xanrym shouts up to the front, "Try a little farther so that the mushroom goes quiet! No reinforcements joined the troglodytes, so maybe they were the last guard over some prison cells or something." Xanrym figures that if there were a pack of troglodytes ahead, the ones they met would have retreated to draw the party into a trap. (Either that, or these troglodytes were the pawns sent out by their queen to give her time to prepare!)
While Xanrym is concentrating on heroism, they could make it another 120' down the tunnel. If something does attack, Xanrym can cast healing word. But it would be better if they could find a secure spot to take a rest. Nothing else has emerged from the tunnels ahead of them yet, and the shrieker will tell them if someone is approaching from the way they just came.
(OOC: I think that Avery is at 6/22 HP and Liarin is at 7/17 HP, but if we can get a short rest and spend HD for healing, Xanrym can use his Song of Rest feature to give a +1d6 boost to that healing.)
You see that both tunnels end in the same spot about 30ft ahead, perhaps the home of the Troglodytes The left tunnel is just mud and dirt, while the right tunnel has some rooms coming off it; prison cells by the look of it.
(OOC: Do you mean that both tunnels connect to a room 30ft ahead? How large is that room? And, more importantly, does the Shrieker stop making noise once we're in that room?)
Theldrin suggests investigating the potential prison cells as the next course of action, still keeping a nervous eye back towards the way the party came.
The room at the end of both tunnels is about 20ft in diameter, and is where the troglodytes have been feasting, you see lots of human and other bones and clothes in little piles.
In the cages you see more bodies. People have been locked in here and left to rot. It’s a very grim site. The smell of these Troglodytes have mixed with the smell of decay to make a deathly aroma.
In fact, everyone roll a DC 10 Con Save to stop of vomiting.
20 con save rolled on sheet
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
Xanrym - CON Save 9
Theldrin CON Save: 14
Theldrin grimaces at the stench and grisly sight, turning his head and bracing himself before taking a closer look at the prison cells.
Investigation: 24
It’s hard to look at. Gruesome skeletons with flesh hanging off the bone cowered up in the corners of both cells
Xanrym was hoping that the party could rest in the chamber at the end of the tunnels. The Shrieker would give them an early warning if anything else came down into the tunnels, and it might be harder to get trapped in a room that has two exits. But when he enters the room, the foul stench hits him like a force. He tries breathing through his mouth as starts looking around at the gruesome sights of the troglodyte lair, but the combination of the sights and smells overwhelms him. Reeling slightly, he races for the western tunnel exit (i.e., the without the prison cells) and retches.
Coughing slightly, he agrees to follow Theldrin to investigate the prison cells just to escape the stench of the troglodyte lair. If Avery and Liarin want to investigate the troglodyte chamber, Xanrym will leave his lantern with them when he follows Theldrin out of the room.
Investigation 11 of the prison cells, mostly just trying to determine who these poor, deceased prisoners were.
(Short Rest?)
Assuming that they do not find any other threats or secret doors in any of these rooms, it sounds like the party is in a closed loop. The only way into this part of the dungeon is to descend the stairs and to pass the Shrieker. After they've searched the prison cells (and the troglodytes' lair), Xanrym proposes that they open one of the prison cells and rest there.
Xanrym says, "We could all use a rest." While he is still uninjured, he still looks a little peaked after getting sick in the troglodyte lair. He's eager to sit down and have a little snack to get the sick taste out of his mouth. "Let the noisy mushroom be our sentinel. The narrow tunnel prevents anyone from swarming us in force. Gods willing, the cultists upstairs just think that the troglodytes killed us, and no one will come down to check. While we rest, we can decide what to do next."
If the party agrees, and we get a short rest, then Xanrym uses Song of Rest while they bandage their wounds. He strums his lyre quietly and sings an ancient Elvish poem. It's a sort of ode to the beauty and peace in the elven homeland in the early days of Oerth. Even for those who don't speak Elvish, the song is soothing and leaves you feeling unusually refreshed.
(OOC: Anyone who spends HD for healing during the short rest gains an extra +1d6 healing.
@drumdigby - the feature is unclear. Should each person who spends HD roll their own 1d6 bonus healing? Or should I roll it once for Xanyrm, and everyone applies the same +4 of healing?
Heh. In this case, I guess everyone would rather roll it themselves! Edited to add: oops. That roll was original a +1. 😜)
"Let's clean out one of the cells and catch our breath."
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
Theldrin scowls as he looks around the prison cells, eventually replying to Xanrym and Liarin with a slight nod. "I see your point, it is indeed a strategic location. If we can stand it here and actually get some rest that is... worth a try I suppose."
Avery Save: 9-he throws up
Avery agrees about the location. "Defendable, one person can keep watch while the others rest. Everyone then can get rested."
The bodies in the cells seem to be travellers, perhaps those that the cult needed to dispose of. As for the short rest, yes you can take one, everyone just add the extra 4 hp from Xanryms song of rest.
The Shrieker doesn’t let out a yell while you all wait, so you’ll get the benefits from the full Short Rest.
Is there anything you’d like to discuss in this short time? Any stories from your past that this situation reminds you of? Any insight to your current situation you’d like to share? Think of this as a short campfire tale if you’d like to participate.
Theldrin leans back against the wall, lost in thought and seemingly dozing for a time. After a while he sighs and says to anyone who seems to be listening, "You know... before he uh, died unexpectedly I was training to be a Battle Mage at the Archmage Elrenstad's school in Ekbir." He shakes his head with a sad look, "All the training and war games, they don't prepare you for seeing something like this."