Rastin is knocked back by the vicious attack, but steadies himself and prepares to counter.
(Strength saving throw 12)
(OOC: If we adopt the homebrew rule for poison, then both wolves would be poisoned and have disadvantage on their attacks until the poison effect is cleared. Although disadvantage wasn’t applied to the attack that landed on Rastin, I’m not proposing retroactive application as to avoid disrupting game flow. However, if the DM sees fit to provide some future offset in the form of an advantage for the party, that would seem fair.)
Rastin is knocked back by the vicious attack, but steadies himself and prepares to counter.
(Strength saving throw 12)
(OOC: If we adopt the homebrew rule for poison, then both wolves would be poisoned and have disadvantage on their attacks until the poison effect is cleared. Although disadvantage wasn’t applied to the attack that landed on Rastin, I’m not proposing retroactive application as to avoid disrupting game flow. However, if the DM sees fit to provide some future offset in the form of an advantage for the party, that would seem fair.)
(OOC: I like this home-brew rule. Since it is a new rule and home-brewed, I won't apply it retroactively but the wolves will have disadvantage. Let's see how the encounter plays out as you guys seem to have it handled with two wolves dead. If I make a mistake on a default 5E rule I'll adjust encounter. For this, being a "new" rule adopted after battle has commenced, I'll simply apply it prospectively. Good suggestion and research Mike aka Rastin. Updating map and will post in a bit).
Rollback Post to RevisionRollBack
Dungeon Master Private Game - Lost Mines of Phandelver.
This post has potentially manipulated dice roll results.
Adolmain had not expected to see this companion belch forth a fiery death upon these creatures and feels honor to be in the midst of such tenacious and skilled fighters even though all of us are so new to this still.It shows great promise for our future and god will be glorified by the deaths of the evil we accomplish as a team. With that there is but one beast left which is assaulting our compatriot and now must be dispatched with great vengeance.Adolmain moves to K9 and fires his crossbow, light Attack: 13 Damage: 5 if the beast is killed will continue moving to N10
Adolmain had not expected to see this companion belch forth a fiery death upon these creatures and feels honor to be in the midst of such tenacious and skilled fighters even though all of us are so new to this still. It shows great promise for our future and god will be glorified by the deaths of the evil we accomplish as a team. With that there is but one beast left which is assaulting our compatriot and now must be dispatched with great vengeance. Adolmain moves to K9 and fires his crossbow, light Attack: 13 Damage: 5 if the beast is killed will continue moving to N10
At close range the crossbow bolt from Adolmain hits the last surviving wolf, instantly killing it.
(Combat over. Each of you receive 35 EXP. You may now move, evaluate, search or whatever freely).
The party surveys the carnage. A light green mist emits from the poisoned wolves' bodies, which soon dissipates into the frigid and musty air. The room is now quiet, but for the sound of flowing water though the cave which likely hid the sounds of death and battle from others residing in the cave.
To the immediate east of the dead wolves is a mound of filth, garbage, half-eaten corpses and meat. The stench is strong. The party quickly surmises that the material within the pile was dropped down to the wolf lair from a chute or chimney of some sort, which they can see. You guess that this is how the wolves handlers feed the dogs, by discarding their victims so the wolves could have a tasty meal.
This post has potentially manipulated dice roll results.
Adolmain traces a angelic rune on Rastin and recites the angelic phrasing’s as a golden halo shimmers over his head casting cure wounds Cure: 10 Adolmain will the rest while the others search the room
This post has potentially manipulated dice roll results.
Solaris speaks in a whisper “I am honored to be fighting among you, being raised by Monks and never having ventured out of the monastery I knew not what to expect from outsiders.” Solaris will look through the room using investigation7
Rastin's bite wound miraculously begins to close after Adolmain's rune creates a warm light over Rastin's body. The group realizes their versatility, which increases their confidence. (OOC: Rastin at full health adjust character sheet accordingly please).
Solaris clumsily looks about the room, not noting anything of interest immediately. However, within the pile of the dead, he finds a sack with four gems:
Gem 1 - an opaque, mottled deep blue stone
Gem 2 - Torqoise
Gem 3 - Turquose
Gem 4 - a dark, black stone
Solaris also notices a rope next to a half eaten human. The human suffered a tremendous attack to its head by a mace or Morningstar of some sort, with a 5 inch deep bash wound to the side of his (or her) skull. Typically, a rope would be viewed as garbage. But this rope caught the eye of Solaris with its ancient runes transcribed on the silken cord. The rope appears to be 60 foot in length, and it emits a faint, barely visible glow. The party members know what this means - MAGIC!!
(OOC: Congrats gentlemen you found your first magical item. There are a few ways you can identify a magical item. 1) Using an identify, 2) taking a short rest to experiment with the magic item to figure out its properties, 3) an Arcana ability check (Intelligence), or 4) experimenting with the item with your actions (e.g., saying words)). Let me know how you will attempt to identify the magical properties of the rope. As for the gems, and intelligence check will help you identify the specific name of the gem and its value).
Adolmain and Autzen's team up to identify the gems and the rope. Autzen makes a beeline for the gems, studying their shape, color and opacity. He quickly determines that they have found 2 turquoise gems, an obsidian gem, and a azurite gem. He estimates the gems are worth about 10 GP each.
Adolmain inspects the rope. He instantly recalls some of his past readings on magical items, and he gasps when he realizes what he's found - a Rope of Climbing! How and why did such an uncommon and wondrous item make its way to this cave?! Adolmain and the party quickly put two and two together, looking at the rope, the chimney and the bash to the now dead owner of the rope. It becomes clear to all what happened here, and why the rope was equipped by the former owner.
Adolmain, with excitement, explains quietly to the group what the rope does and how it works.
(OOC: I'll assume you are checking the gems as well.
As for the Rope of Climbing, the specifics:
This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1- foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.)
Solaris has no care over who gets the rope. Solaris says”who gets the rope matters not to me, I believe that perhaps we divide the Stone’s equally. Does anyone wish to lay claim to the Rope or a particular stone? I personally like the azurite.”
Adolmain says “ I care not for the rope and would be fine with a turquoise. As far as going on into the cave I think our method should continued with Rastin,Solaris followed by Autzen then myself, unless anyone would like to do something different.”
”I would gladly carry and safeguard the role so we can all use it to serve our shared purpose until we finish our adventures together, whence we can decide who shall lay ultimate claim to this incredible item. I agree with the proposal to equally split to four gems and I care not which one I receive. Finally, I agree with Adolmain’s recommendation to proceed with our original plan to make our way through the caverns assuming our previous formation. Using the rope in this room seems risky at best given the outcome of the presumed most recent attempt to use it.”
This post has potentially manipulated dice roll results.
"If my memory serves me, I believe these stones may have some magical aiding properties themselves. I have no interest in such things, unless they can conjure up some coin. So, if we are divvying up the gems equally, I'll happily give 7GP to each man who doesn't want theirs. I have a reliable fence in town who can move these for me, for a nominal fee, of course.."
Autzen has spent many years working with corrupt caravan masters, seedy back-alley cutthroats, and various criminal organizations, he knows the worth of these gems... but 7GP is fair... enough.
"As for the rope.. as discussed earlier, to each go his needs, and I don't need a rope to climb." And with that, Autzen unfurls his black wings gives a few good pumps and is airborne.
"I dont know about you, but I need to know where this mound of rotting flesh fell from, and why he was up there" Autzen pulls his Morningstar from his hip and cautiously ascends.
The party gawks in awe as Autzen unfolds his wings (which temporarily interrupts their thoughts about receiving 7 GP from him when the gems are worth 10 GP each...).
Autzen ascends the narrow shaft, which measures approximately 30 feet and ends from an opening in the floor to a room adjacent and above the wolf den. Inside, his Darkvision eyes adjust as the room is lit with torches and lanterns. Autzen's eyes grow wide as he sees a gigantic Bugbear seated on a makeshift throne of sorts (located on the east side of the room about 40 feet away from Autzen's position).
The beast is massive, but equally massive is the Morningstar he has resting on his thighs as he barks at his two goblin lieutenants who are nearby. A javelin leans on his chair.
"Does Klarg need to teach you how to torture a human you pieces of rat dung!?" he barks, "Maybe Klarg the Tremendous should show you idiots how to torture by torturing you!! Klarg is angry! You don't want to see Klarg the Great angry do you?"
The two goblins look at the Bugbear named Klarg with a perplexed and resentful disdain. "Is it Klarg the Tremendous or Klarg the Great? Which is it master?" a goblin retorts.
"Klarg the Powerful not pleased with your insubordination. One more word and you'll be wolf food." Klarg says as he whistles for a wolf nearby who comes to his side, growling at the goblins. "Now now Ripper…" Klarg says while petting the massive wolf, "Dinner isn't ready yet but Klarg the Strong may feed you earlier than expected."
The Bugbear and goblins continue to argue, with Klarg repeatedly looking nervously at an entrance to the north that leads to his cave room. To the south of the room is an assortment of supplies, and what appears to be a chest of some sort. Autzen is partially hidden as there are two medium sized boulders in front of the fissure he arises from, and he hasn't been seen, apparently due to the arguing of the cave's inhabitants and clearly the group thinks any danger will come from the adjacent room to the north of Klarg's lair and not the chimney where the dead are typically disgarded.
(OOC: I will go to group text to explain some OOC matters).
After hearing what awaits them Adolmain doesn’t relish the idea of entering the room one by one on a rope magic or not. “I still feel the best plan is to proceed as we have even though they would be more apt to expect an attack from that entrance. I don’t relish being caught up there alone waiting for others to come in to aid in battle. We still have advantage in that we now know what we face!”
Solaris says “look Adolmain I think our best option for surprise is to go up that chute, they aren’t even watching it! It’s a freakin magic rope! That’s what you do!”
This post has potentially manipulated dice roll results.
Autzen has seen what awaits them and it's worse than what he had imagined. Having already descended back down into the death pit, the thought of now heading back up is... less than appealing.
"Before we engage, let me share what I've learned, once we get up there, it might just save our lives...."
Autzen has seen what awaits them and it's worse than what he had imagined. Having already descended back down into the death pit, the thought of now heading back up is... less than appealing.
"Before we engage, let me share what I've learned, once we get up there, it might just save our lives...."
(OOC: Will post or edit based on roll and DM insights)
Autzen is an observant mercenary. One needs to be to spot opportunity……..and gold. He makes a mental note about the body language and mannerism of the the creatures in Klarg's lair. Noticing the granular details of an enemy have helped save a life in Autzen's day, mainly his own.
First, it is apparent that the goblin henchman don't think so kindly of their "leader." The sarcasm and glower of the goblins suggest they might not give their lives for Klarg if cornered or faced with a tough choice. He also suspects they are about as hearty and able as the previous goblins they've fought.
Klarg, is a problem Autzen thinks. An enemy wielding a mace that large is formidable. Autzen guesses that Klarg is not the brightest bugbear out there, with his third person speech patterns and mixing up his name. He also seemed unusually attached to the wolf….
(OOC: Insight check passed on goblin and bugbear. You're guessing the goblins have about around 10 HP (+/- 2) and you correctly determine that Klarg's HP are in the mid to high 20s. Klarg's hide armor and shield makes you reasonably think his AC is between 15-18).
Rastin is knocked back by the vicious attack, but steadies himself and prepares to counter.
(Strength saving throw 12)
(OOC: If we adopt the homebrew rule for poison, then both wolves would be poisoned and have disadvantage on their attacks until the poison effect is cleared. Although disadvantage wasn’t applied to the attack that landed on Rastin, I’m not proposing retroactive application as to avoid disrupting game flow. However, if the DM sees fit to provide some future offset in the form of an advantage for the party, that would seem fair.)
(OOC: I like this home-brew rule. Since it is a new rule and home-brewed, I won't apply it retroactively but the wolves will have disadvantage. Let's see how the encounter plays out as you guys seem to have it handled with two wolves dead. If I make a mistake on a default 5E rule I'll adjust encounter. For this, being a "new" rule adopted after battle has commenced, I'll simply apply it prospectively. Good suggestion and research Mike aka Rastin. Updating map and will post in a bit).
Dungeon Master Private Game - Lost Mines of Phandelver.
Adolmain had not expected to see this companion belch forth a fiery death upon these creatures and feels honor to be in the midst of such tenacious and skilled fighters even though all of us are so new to this still. It shows great promise for our future and god will be glorified by the deaths of the evil we accomplish as a team. With that there is but one beast left which is assaulting our compatriot and now must be dispatched with great vengeance. Adolmain moves to K9 and fires his crossbow, light Attack: 13 Damage: 5 if the beast is killed will continue moving to N10
At close range the crossbow bolt from Adolmain hits the last surviving wolf, instantly killing it.
(Combat over. Each of you receive 35 EXP. You may now move, evaluate, search or whatever freely).
The party surveys the carnage. A light green mist emits from the poisoned wolves' bodies, which soon dissipates into the frigid and musty air. The room is now quiet, but for the sound of flowing water though the cave which likely hid the sounds of death and battle from others residing in the cave.
To the immediate east of the dead wolves is a mound of filth, garbage, half-eaten corpses and meat. The stench is strong. The party quickly surmises that the material within the pile was dropped down to the wolf lair from a chute or chimney of some sort, which they can see. You guess that this is how the wolves handlers feed the dogs, by discarding their victims so the wolves could have a tasty meal.
Dungeon Master Private Game - Lost Mines of Phandelver.
Adolmain traces a angelic rune on Rastin and recites the angelic phrasing’s as a golden halo shimmers over his head casting cure wounds Cure: 10 Adolmain will the rest while the others search the room
Solaris speaks in a whisper “I am honored to be fighting among you, being raised by Monks and never having ventured out of the monastery I knew not what to expect from outsiders.” Solaris will look through the room using investigation 7
Rastin's bite wound miraculously begins to close after Adolmain's rune creates a warm light over Rastin's body. The group realizes their versatility, which increases their confidence. (OOC: Rastin at full health adjust character sheet accordingly please).
Solaris clumsily looks about the room, not noting anything of interest immediately. However, within the pile of the dead, he finds a sack with four gems:
Gem 1 - an opaque, mottled deep blue stone
Gem 2 - Torqoise
Gem 3 - Turquose
Gem 4 - a dark, black stone
Solaris also notices a rope next to a half eaten human. The human suffered a tremendous attack to its head by a mace or Morningstar of some sort, with a 5 inch deep bash wound to the side of his (or her) skull. Typically, a rope would be viewed as garbage. But this rope caught the eye of Solaris with its ancient runes transcribed on the silken cord. The rope appears to be 60 foot in length, and it emits a faint, barely visible glow. The party members know what this means - MAGIC!!
(OOC: Congrats gentlemen you found your first magical item. There are a few ways you can identify a magical item. 1) Using an identify, 2) taking a short rest to experiment with the magic item to figure out its properties, 3) an Arcana ability check (Intelligence), or 4) experimenting with the item with your actions (e.g., saying words)). Let me know how you will attempt to identify the magical properties of the rope. As for the gems, and intelligence check will help you identify the specific name of the gem and its value).
Dungeon Master Private Game - Lost Mines of Phandelver.
Adolmain asks Autzen to help him figure out what this item does 20
Adolmain and Autzen's team up to identify the gems and the rope. Autzen makes a beeline for the gems, studying their shape, color and opacity. He quickly determines that they have found 2 turquoise gems, an obsidian gem, and a azurite gem. He estimates the gems are worth about 10 GP each.
Adolmain inspects the rope. He instantly recalls some of his past readings on magical items, and he gasps when he realizes what he's found - a Rope of Climbing! How and why did such an uncommon and wondrous item make its way to this cave?! Adolmain and the party quickly put two and two together, looking at the rope, the chimney and the bash to the now dead owner of the rope. It becomes clear to all what happened here, and why the rope was equipped by the former owner.
Adolmain, with excitement, explains quietly to the group what the rope does and how it works.
(OOC: I'll assume you are checking the gems as well.
As for the Rope of Climbing, the specifics:
This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1- foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.)
Dungeon Master Private Game - Lost Mines of Phandelver.
Solaris has no care over who gets the rope. Solaris says”who gets the rope matters not to me, I believe that perhaps we divide the Stone’s equally. Does anyone wish to lay claim to the Rope or a particular stone? I personally like the azurite.”
Adolmain says “ I care not for the rope and would be fine with a turquoise. As far as going on into the cave I think our method should continued with Rastin,Solaris followed by Autzen then myself, unless anyone would like to do something different.”
”I would gladly carry and safeguard the role so we can all use it to serve our shared purpose until we finish our adventures together, whence we can decide who shall lay ultimate claim to this incredible item. I agree with the proposal to equally split to four gems and I care not which one I receive. Finally, I agree with Adolmain’s recommendation to proceed with our original plan to make our way through the caverns assuming our previous formation. Using the rope in this room seems risky at best given the outcome of the presumed most recent attempt to use it.”
Rastin bows to his companion, Adolmain, and thanks him for the blessing of health.
"If my memory serves me, I believe these stones may have some magical aiding properties themselves. I have no interest in such things, unless they can conjure up some coin. So, if we are divvying up the gems equally, I'll happily give 7GP to each man who doesn't want theirs. I have a reliable fence in town who can move these for me, for a nominal fee, of course.."
Autzen has spent many years working with corrupt caravan masters, seedy back-alley cutthroats, and various criminal organizations, he knows the worth of these gems... but 7GP is fair... enough.
"As for the rope.. as discussed earlier, to each go his needs, and I don't need a rope to climb." And with that, Autzen unfurls his black wings gives a few good pumps and is airborne.
"I dont know about you, but I need to know where this mound of rotting flesh fell from, and why he was up there" Autzen pulls his Morningstar from his hip and cautiously ascends.
Investigation 20
(OOC: I'm not sure exactly where on the grid this ceiling hole is, but that's where I'm headed)
Autzen the Arid of House Knight
LVL 3 || Tiefling || Fighter
"You may beat me, but you will have to bleed to do it"
The party gawks in awe as Autzen unfolds his wings (which temporarily interrupts their thoughts about receiving 7 GP from him when the gems are worth 10 GP each...).
Autzen ascends the narrow shaft, which measures approximately 30 feet and ends from an opening in the floor to a room adjacent and above the wolf den. Inside, his Darkvision eyes adjust as the room is lit with torches and lanterns. Autzen's eyes grow wide as he sees a gigantic Bugbear seated on a makeshift throne of sorts (located on the east side of the room about 40 feet away from Autzen's position).
The beast is massive, but equally massive is the Morningstar he has resting on his thighs as he barks at his two goblin lieutenants who are nearby. A javelin leans on his chair.
"Does Klarg need to teach you how to torture a human you pieces of rat dung!?" he barks, "Maybe Klarg the Tremendous should show you idiots how to torture by torturing you!! Klarg is angry! You don't want to see Klarg the Great angry do you?"
The two goblins look at the Bugbear named Klarg with a perplexed and resentful disdain. "Is it Klarg the Tremendous or Klarg the Great? Which is it master?" a goblin retorts.
"Klarg the Powerful not pleased with your insubordination. One more word and you'll be wolf food." Klarg says as he whistles for a wolf nearby who comes to his side, growling at the goblins. "Now now Ripper…" Klarg says while petting the massive wolf, "Dinner isn't ready yet but Klarg the Strong may feed you earlier than expected."
The Bugbear and goblins continue to argue, with Klarg repeatedly looking nervously at an entrance to the north that leads to his cave room. To the south of the room is an assortment of supplies, and what appears to be a chest of some sort. Autzen is partially hidden as there are two medium sized boulders in front of the fissure he arises from, and he hasn't been seen, apparently due to the arguing of the cave's inhabitants and clearly the group thinks any danger will come from the adjacent room to the north of Klarg's lair and not the chimney where the dead are typically disgarded.
(OOC: I will go to group text to explain some OOC matters).
Dungeon Master Private Game - Lost Mines of Phandelver.
After hearing what awaits them Adolmain doesn’t relish the idea of entering the room one by one on a rope magic or not. “I still feel the best plan is to proceed as we have even though they would be more apt to expect an attack from that entrance. I don’t relish being caught up there alone waiting for others to come in to aid in battle. We still have advantage in that we now know what we face!”
Solaris says “look Adolmain I think our best option for surprise is to go up that chute, they aren’t even watching it! It’s a freakin magic rope! That’s what you do!”
Adolmain agrees though with some slight reluctance As long as he is not first or second one in.
Autzen has seen what awaits them and it's worse than what he had imagined. Having already descended back down into the death pit, the thought of now heading back up is... less than appealing.
"Before we engage, let me share what I've learned, once we get up there, it might just save our lives...."
Insight 6
(OOC: Will post or edit based on roll and DM insights)
Autzen the Arid of House Knight
LVL 3 || Tiefling || Fighter
"You may beat me, but you will have to bleed to do it"
Autzen is an observant mercenary. One needs to be to spot opportunity……..and gold. He makes a mental note about the body language and mannerism of the the creatures in Klarg's lair. Noticing the granular details of an enemy have helped save a life in Autzen's day, mainly his own.
First, it is apparent that the goblin henchman don't think so kindly of their "leader." The sarcasm and glower of the goblins suggest they might not give their lives for Klarg if cornered or faced with a tough choice. He also suspects they are about as hearty and able as the previous goblins they've fought.
Klarg, is a problem Autzen thinks. An enemy wielding a mace that large is formidable. Autzen guesses that Klarg is not the brightest bugbear out there, with his third person speech patterns and mixing up his name. He also seemed unusually attached to the wolf….
(OOC: Insight check passed on goblin and bugbear. You're guessing the goblins have about around 10 HP (+/- 2) and you correctly determine that Klarg's HP are in the mid to high 20s. Klarg's hide armor and shield makes you reasonably think his AC is between 15-18).
Dungeon Master Private Game - Lost Mines of Phandelver.