You find nothing on the cultist guards apart from the weapons they carry, nor is there anything much more interesting in any of the their rooms in area 8.
The rooms in area 14 are much nicer. Four soft chairs in the common room, a fire is burning, and even some Orlean wine and food. This would certainly be a good spot for a Short Rest. There are three other rooms coming off the common area. Two of which are open, one for a woman, and the other clearly slept in by two men. The third room is locked, however.
If you are taking a Short Rest in this area, i'll get you to roll a d6 for a random encounter. With a 1 indicating an encounter.
This would be a good place for a short rest if we agree
Xanrym agrees, but he''d want to make sure that there's no one in the third (locked) room first. He checks the door for traps first, but if it's simply locked, he'll attempt to pick the lock so that they can be sure that no one is hiding in there.
This post has potentially manipulated dice roll results.
Assuming that there's not much to resolve (Xanrym triggers a trap, a new foe behind the locked door, etc.), Xanrym suggests that take turns with one of the 5 of them watching the hallway to the south while they rest. That way, if anyone sees the dead guards and comes to tell the Naga's Teeth, the party will have a moment's warning.
Assuming that there's not much to resolve (Xanrym triggers a trap, a new foe behind the locked door, etc.), Xanrym suggests that take turns with one of the 5 of them watching the hallway to the south while they rest. That way, if anyone sees the dead guards and comes to tell the Naga's Teeth, the party will have a moment's warning.
Random encounter roll: 6
(OOC: As I said elsewhere, during the Long Rest, Xanrym performs a Song of Rest that grants an additional 1 HP of healing. He spends 2 HD of healing, recovering a total of 14 HP = 8 + 5 + 1. (in game log)
If Liarin can spare 2 Goodberries, that would get Xanrym back to Max HP at the end of the short rest.)
So you all settle into the rooms of the Naga's Teeth without incident for an hour, completing a Short Rest.
Xanrym successfully picks the lock to the final room. It is outfitted like the rest, very simply but comfortably. However, on the small desk is a small jade statue of the 'reptile god' herself, Explictica Defilus. Additionally, after some searching of the room you locate and pull out a small chest from under the bed.
So you all settle into the rooms of the Naga's Teeth without incident for an hour, completing a Short Rest.
At the end of the Short Rest, Xanrym again does a ritual casting of Comprehend Languages in case they encounter more draconic. He suggests that Theldrin use Detect Magic so that they can check for any magic items among the possessions of Blayze, Benn, and Jarvis (on their bodies or in their rooms).
Xanrym successfully picks the lock to the final room. It is outfitted like the rest, very simply but comfortably. However, on the small desk is a small jade statue of the 'reptile god' herself, Explictica Defilus. Additionally, after some searching of the room you locate and pull out a small chest from under the bed.
If Theldrin is using Detect Magic, Xanrym asks him to check the statue and the chest. "The jade idol looks valuable for the gemstone even if we can't find a buyer who fancies a statue of a naga," Xanrym says, "but let's just make sure that it isn't a magic means of communicating with Explictica Defilus before we pocket it."
Xanrym studies the chest carefully to see whether there's a lock and to check for any traps. Investigation: 22 (in game log)
Theldrin joins Avery, sitting near the fire as he relaxes with his spellbook. Occasionally taking a sip of wine and nibbling on a bit of hard cheese he finds, he soon drifts into a meditative state (Arcane Recovery: recover 2nd level spell slot).
Once the party is done resting he'll cast Detect Magic as a ritual and begin examining the area, starting with the jade statue.
No magic on the Naga's Teeth, no magic on the jade statue. However, you do find magic emanating from inside the small chest under the bed. However, Xanrym's investigation reveals that at least some of that magic is a Glyph of Warding . Set to go off if you open the chest.
Avery states, "Well now, why would there be a glyph of warding on the chest I wonder?"
Xanrym is careful not to disturb the chest further and says, "Well...if you put your valuables in a chest, Avery, you would probably lock it. Or maybe you'd even pay for a lock with some sort of trap, like a poison needle. But if you're a powerful spellcaster, a Glyph of Warding is harder to defeat than a lock."
There are three other rooms coming off the common area. Two of which are open, one for a woman, and the other clearly slept in by two men. The third room is locked, however.
Xanrym thinks for a moment and looks back to the door. He says, "I guess there must be four Naga's Teeth. There were two beds in one of the other bedrooms. I guess Ben and Jarvis shared that room, and Blayze used the other. So, this room is for another one of the cult's leaders, and from the glyph, they're probably a cleric who now worships the naga. If we're lucky, that cleric is out on a trip to Orlane or Hook Hill or something, but it's more likely that they're somewhere else in this dungeon. The question is how to open the chest without triggering the glyph. Or do we just have Theldrin open it with his Mage Hand from outside the room?" Xanrym isn't sure whether that would work. If the glyph just explodes, then opening the chest from outside the room may be safe, but perhaps it would damage the contents of the chest. And if it triggers a spell, then he's not sure whether using Mage Hand would prevent the spell from targeting Theldrin. Is only the original cleric allowed to open it? Or is there some password that they need to say first?
Theldrin frowns as he looks at the chest, and considers the best way to proceed. He rubs his beard as he tries to remember anything about the Glyph of Warding that he might have read.
You find nothing on the cultist guards apart from the weapons they carry, nor is there anything much more interesting in any of the their rooms in area 8.
The rooms in area 14 are much nicer. Four soft chairs in the common room, a fire is burning, and even some Orlean wine and food. This would certainly be a good spot for a Short Rest. There are three other rooms coming off the common area. Two of which are open, one for a woman, and the other clearly slept in by two men. The third room is locked, however.
If you are taking a Short Rest in this area, i'll get you to roll a d6 for a random encounter. With a 1 indicating an encounter.
This would be a good place for a short rest if we agree
(OOC: Don't forget, Avery will regain an extra 1 HP of healing from the rest from Xanrym's Song of Rest.)
Xanrym agrees, but he''d want to make sure that there's no one in the third (locked) room first. He checks the door for traps first, but if it's simply locked, he'll attempt to pick the lock so that they can be sure that no one is hiding in there.
Check for traps: Investigation 13
If he doesn't find any traps, he'll try to pick the lock: Thieves' Tools 22
Theldrin searches the common area and the adjacent rooms, including the one that's locked, assuming Xanrym is able to pick the lock.
Investigation: 14
He takes a moment to sample the Orlean wine, holding the glass up to the firelight to admire the hue before taking a drink.
Investigation: 14
Avery is going to make himself comfortable in one of the chairs by the fireplace.
Liarin shifts back to human and relaxes for a bit.
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.
Assuming that there's not much to resolve (Xanrym triggers a trap, a new foe behind the locked door, etc.), Xanrym suggests that take turns with one of the 5 of them watching the hallway to the south while they rest. That way, if anyone sees the dead guards and comes to tell the Naga's Teeth, the party will have a moment's warning.
Random encounter roll: 5
(OOC: As I said elsewhere, during the Long Rest, Xanrym performs a Song of Rest that grants an additional 1 HP of healing. He spends 2 HD of healing, recovering a total of 14 HP = 8 + 5 + 1. (in game log)
If Liarin can spare 2 Goodberries, that would get Xanrym back to Max HP at the end of the short rest.)
So you all settle into the rooms of the Naga's Teeth without incident for an hour, completing a Short Rest.
Xanrym successfully picks the lock to the final room. It is outfitted like the rest, very simply but comfortably. However, on the small desk is a small jade statue of the 'reptile god' herself, Explictica Defilus. Additionally, after some searching of the room you locate and pull out a small chest from under the bed.
At the end of the Short Rest, Xanrym again does a ritual casting of Comprehend Languages in case they encounter more draconic. He suggests that Theldrin use Detect Magic so that they can check for any magic items among the possessions of Blayze, Benn, and Jarvis (on their bodies or in their rooms).
If Theldrin is using Detect Magic, Xanrym asks him to check the statue and the chest. "The jade idol looks valuable for the gemstone even if we can't find a buyer who fancies a statue of a naga," Xanrym says, "but let's just make sure that it isn't a magic means of communicating with Explictica Defilus before we pocket it."
Xanrym studies the chest carefully to see whether there's a lock and to check for any traps. Investigation: 22 (in game log)
Theldrin joins Avery, sitting near the fire as he relaxes with his spellbook. Occasionally taking a sip of wine and nibbling on a bit of hard cheese he finds, he soon drifts into a meditative state (Arcane Recovery: recover 2nd level spell slot).
Once the party is done resting he'll cast Detect Magic as a ritual and begin examining the area, starting with the jade statue.
No magic on the Naga's Teeth, no magic on the jade statue. However, you do find magic emanating from inside the small chest under the bed. However, Xanrym's investigation reveals that at least some of that magic is a Glyph of Warding . Set to go off if you open the chest.
Avery states, "Well now, why would there be a glyph of warding on the chest I wonder?"
Xanrym is careful not to disturb the chest further and says, "Well...if you put your valuables in a chest, Avery, you would probably lock it. Or maybe you'd even pay for a lock with some sort of trap, like a poison needle. But if you're a powerful spellcaster, a Glyph of Warding is harder to defeat than a lock."
Xanrym thinks for a moment and looks back to the door. He says, "I guess there must be four Naga's Teeth. There were two beds in one of the other bedrooms. I guess Ben and Jarvis shared that room, and Blayze used the other. So, this room is for another one of the cult's leaders, and from the glyph, they're probably a cleric who now worships the naga. If we're lucky, that cleric is out on a trip to Orlane or Hook Hill or something, but it's more likely that they're somewhere else in this dungeon. The question is how to open the chest without triggering the glyph. Or do we just have Theldrin open it with his Mage Hand from outside the room?" Xanrym isn't sure whether that would work. If the glyph just explodes, then opening the chest from outside the room may be safe, but perhaps it would damage the contents of the chest. And if it triggers a spell, then he's not sure whether using Mage Hand would prevent the spell from targeting Theldrin. Is only the original cleric allowed to open it? Or is there some password that they need to say first?
Theldrin frowns as he looks at the chest, and considers the best way to proceed. He rubs his beard as he tries to remember anything about the Glyph of Warding that he might have read.
Arcana: 14
Arcana: 15
You know that the most common way to set up a Glyph like this is to inscribe it with a password. If you say the password, the Glyph will dissipate.
Liarin spares the goodberries.
Liarin: Against the Cult of the Reptile God
Adewild: Shadows and Light 2
Brother Thaddeus: Rime of the Frostmaiden.