While Salty plays his song searching the room for magic, Penumbra takes a moment to examine the doors. She kneels down in front of the locked door and examines the lock. "It's a good bet they are keeping something valuable in here, maybe even the people they have kidnapped. Whenever you guys are ready I'll try and open it up." Then she presses her ear against the door to see if she can hear anything on the other side.
Perception to listen at the door: 11
Dex check to pick the lock once everyone is ready: 14
(OOC: I'm not sure from the description if the lids of the coffins are open or not. I'm assuming they are?)
(If the lids are not open:)
"Friend Penumbra, will you check the coffins for any clues of traps? I think we should make sure there's nothing in the coffins before we move on."
(If the lids are open I'll check each coffin to verify there isn't anything of interest in them. Once complete I'm ready to move through the next door!)
The lids are closed, but easily opened. There are no traps or locks. The tombs contain mostly moldering bones and scraps of clothing, but amid the bones in each sarcophagus is a platinum signet ring (each worth 50 gp).
"Very good, everyone. Let's see what they have hiding behind locked door #1 shall we? Let's form up!" Rand moves to the door that Penumbra unlocked, and when everyone is in place, he will open it up, with sword ready. Before entering, Rand calls upon his divine energy for a blessing (spends 5 lay on hands points for 5 healing)
This post has potentially manipulated dice roll results.
This long room is partitioned into three areas, with iron bars walling off the north and south. Filthy straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks. A pair of disheveled human women are held in the cell to the south, while a human boy and what looks to be an adult male is confined to the north. All are dressed in plain gray tunics and have iron collars fitted around their necks.
A heap of discarded clothing is piled carelessly against the far wall.
Stealth: 12(vs. your Passive Perception to determine Redbrand surprise)
(I'm happy to... I'll go back and create a running list to keep in a spoiler as we go.)
As the door opens, Rand sees the red cloaks of the redbrands, and doesn't even bother with a parlay. He moves through the door, splitting the thugs, slashing at the blue redbrand as he goes. (Attack: 12 Damage: 14). He stops just past the redbrands, hopefully giving his companions enough room to work.
Previously Awarded: Potion of Healing – Rand Potion of Healing – Penumbra Potion of Healing - Bankur Scroll Augury - Bankur Talon, +1 long sword – Rand 50 gp each reward for clearing goblins - All 10 gp each reward for returning shipment - All Knucklebone Dice (One Charlatan’s die, one regular) - Penumbra
Tidbits:
Quilline pulls Rand aside while Carp is giving his directions and says, "If you truly be adventurers, then you should visit my old friend Reidoth the druid, since there’s not an inch of the land he doesn’t know. Reidoth recently set out for the ruins of a town called Thundertree, just west of the Neverwinter Wood. It's about fifty miles northwest of Phandalin, but I can give you directions so you can easily find the place, if you want."
Sildar: Of course, this means driving out those Cragmaw goblins, too. I will give you a 500 gp reward if you locate Cragmaw Castle and defeat or drive off the tribe’s chieftain.”
Sildar: “I also mean to find Iarno Albrek, a fellow member of the Lords’ Alliance,” he continues. “I questioned several locals today, only to learn that he disappeared while exploring the area around Tresendar Manor about two months ago, shortly after arriving in Phandalin. I ask you to investigate the manor and the surrounding area to find and bring back Iarno — or what’s left of him, if something killed him. Iarno is a short, dark-bearded human wizard in his thirties.
The three Rockseeker brothers (Gundren, Tharden, and Nundro) recently located an entrance to the long-lost Wave Echo Cave, site of the mines of the Phandelver’s Pact.
More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path. A powerful force of orcs reinforced by evil mercenary wizards attacked Wave Echo Cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost.
Klarg, the bugbear who leads this goblin band, had orders to waylay Gundren. Sildar heard from the goblins that the Black Spider sent word that the dwarf was to be brought to him. Sildar doesn’t know who or what the Black Spider is.
Gundren had a map showing the secret location of Wave Echo Cave, but the goblins took it when they captured him. Sildar believes that Klarg sent the map and the dwarf to the chief of the Cragmaws at a place called Cragmaw Castle. Sildar doesn’t know where that might be, but he suggests someone in Phandalin might know.
Sildar’s contact in Phandalin is a human wizard named Iarno Albrek. The wizard traveled to the town two months ago to establish order there. After the Lords’ Alliance received no word from Iarno, Sildar decided to investigate. Sildar tells you that he intends to continue on to Phandalin, since it’s the nearest settlement.
Rand steps through the door, not surprised by the ruffians on either side of the door, but unsuccessful in scoring any damage either. They swing at the paladin as he moves through them, their vicious blades striking in a staccato sound against his armor...
Blue Attack 1: 10 Damage: 9 : Blue Attack 2: 22 Damage: 8
Salty Joe's eyes flash with arcane energy as he yells at the yellow Rebrand , "Aye Yellow, you suck!"(Wis Save 13 or take 1 psychic damage and have disadvantage on next attack.)
With a shouted oath Bankur sprints through the door to help Rand. "Hold fast friend Rand, we are coming!" Bankur positions himself directly in front of one of the redbrands, who is busy stabbing Rand, and with a grunt of effort swings his mace at him.
Attack: 18 Damage: 5
Bankur then recovers from his swing at the bandit and turns his attention to Rand. A wave of white energy flows from his outstretched hand to envelop Rand and then quickly dissipates. "Ilmater, send us your blessing to ease this warriors sufferings."
(Casting Healing Word on Rand as my Bonus Action. 6)
(PS: Thanks for taking over the loot and rumor master roles Zercious!)
(DC13 Wis Save: 5. I'm also going to help you guys out and have Bankur and Penumbra attack the same target, thereby killing him and leaving only one ruffian!) Rand - you're up again!
Bankur and Penumbra combine their efforts to quickly bring down one of the redbrands, leaving just one more to take care of before you can rescue these poor, unfortunate souls in the cells!
(Poor Rand got clobbered for 14 points of damage, knocking him down from 17 to 3! (Unless I missed something that increased his AC above 16?) You healed him for 6, giving him 9. =)
Salty begins to play the ritual of detect magic
I got alot a doods
After ten minutes of playing, Salty Joe detects no new magical auras. Even the necromantic auras of the reanimated skeletons are rapidly fading.
Love God. Love Others. Any Questions?
While Salty plays his song searching the room for magic, Penumbra takes a moment to examine the doors. She kneels down in front of the locked door and examines the lock. "It's a good bet they are keeping something valuable in here, maybe even the people they have kidnapped. Whenever you guys are ready I'll try and open it up." Then she presses her ear against the door to see if she can hear anything on the other side.
Perception to listen at the door: 11
Dex check to pick the lock once everyone is ready: 14
(OOC: I'm not sure from the description if the lids of the coffins are open or not. I'm assuming they are?)
(If the lids are not open:)
"Friend Penumbra, will you check the coffins for any clues of traps? I think we should make sure there's nothing in the coffins before we move on."
(If the lids are open I'll check each coffin to verify there isn't anything of interest in them. Once complete I'm ready to move through the next door!)
"Good idea" Penumbra says as she moves away from the door and inspects the coffins one at a time starting with the female one.
Perception: 18
The lids are closed, but easily opened. There are no traps or locks. The tombs contain mostly moldering bones and scraps of clothing, but amid the bones in each sarcophagus is a platinum signet ring (each worth 50 gp).
Love God. Love Others. Any Questions?
(btw - who is keeping track of party loot?)
"Very good, everyone. Let's see what they have hiding behind locked door #1 shall we? Let's form up!" Rand moves to the door that Penumbra unlocked, and when everyone is in place, he will open it up, with sword ready. Before entering, Rand calls upon his divine energy for a blessing (spends 5 lay on hands points for 5 healing)
Rhanloi's Romp: Party Loot, Guild Vault, Adventure Notes
This long room is partitioned into three areas, with iron bars walling off the north and south. Filthy straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks. A pair of disheveled human women are held in the cell to the south, while a human boy and what looks to be an adult male is confined to the north. All are dressed in plain gray tunics and have iron collars fitted around their necks.
A heap of discarded clothing is piled carelessly against the far wall.
Stealth: 12 (vs. your Passive Perception to determine Redbrand surprise)
Bankur Init: 8
Penumbra Init: 4
Rand Init: 10
Salty Joe Init: 5
Redbrand Init: 19
(No surprise! And Rand goes first =)
Love God. Love Others. Any Questions?
(I don't think we decided. First and foremost, anyone want to be loot-guard?)
I got alot a doods
(I'm happy to... I'll go back and create a running list to keep in a spoiler as we go.)
As the door opens, Rand sees the red cloaks of the redbrands, and doesn't even bother with a parlay. He moves through the door, splitting the thugs, slashing at the blue redbrand as he goes. (Attack: 12 Damage: 14). He stops just past the redbrands, hopefully giving his companions enough room to work.
Party Loot:
Party Gold:
PP:
GP: 120
EP:
SP: 385
CP: 600
Jewelry:
3 platinum signet rings (50 gp ea)
5 malachite gems (15 gp ea)
3 gold teeth (1gp ea)
1 Jade frog statuette (40 gp).
Equipment:
2 short swords (20 gp, ea)
Previously Awarded:
Potion of Healing – Rand
Potion of Healing – Penumbra
Potion of Healing - Bankur
Scroll Augury - Bankur
Talon, +1 long sword – Rand
50 gp each reward for clearing goblins - All
10 gp each reward for returning shipment - All
Knucklebone Dice (One Charlatan’s die, one regular) - Penumbra
Tidbits:
Quilline pulls Rand aside while Carp is giving his directions and says, "If you truly be adventurers, then you should visit my old friend Reidoth the druid, since there’s not an inch of the land he doesn’t know. Reidoth recently set out for the ruins of a town called Thundertree, just west of the Neverwinter Wood. It's about fifty miles northwest of Phandalin, but I can give you directions so you can easily find the place, if you want."
Sildar: Of course, this means driving out those Cragmaw goblins, too. I will give you a 500 gp reward if you locate Cragmaw Castle and defeat or drive off the tribe’s chieftain.”
Sildar: “I also mean to find Iarno Albrek, a fellow member of the Lords’ Alliance,” he continues. “I questioned several locals today, only to learn that he disappeared while exploring the area around Tresendar Manor about two months ago, shortly after arriving in Phandalin. I ask you to investigate the manor and the surrounding area to find and bring back Iarno — or what’s left of him, if something killed him. Iarno is a short, dark-bearded human wizard in his thirties.
Rhanloi's Romp: Party Loot, Guild Vault, Adventure Notes
Rand (17/18) - Redbrands (Yel / Bl) - Bankur (17/17) - Salty Joe (17/17) - Penumbra (10/17)
Rand steps through the door, not surprised by the ruffians on either side of the door, but unsuccessful in scoring any damage either. They swing at the paladin as he moves through them, their vicious blades striking in a staccato sound against his armor...
Blue Attack 1: 10 Damage: 9 : Blue Attack 2: 22 Damage: 8
Yellow Attack 1: 22 Damage: 6 : Yellow Attack 2: 6 Damage: 5
Love God. Love Others. Any Questions?
Salty Joe's eyes flash with arcane energy as he yells at the yellow Rebrand , "Aye Yellow, you suck!" (Wis Save 13 or take 1 psychic damage and have disadvantage on next attack.)
I got alot a doods
With a shouted oath Bankur sprints through the door to help Rand. "Hold fast friend Rand, we are coming!" Bankur positions himself directly in front of one of the redbrands, who is busy stabbing Rand, and with a grunt of effort swings his mace at him.
Attack: 18 Damage: 5
Bankur then recovers from his swing at the bandit and turns his attention to Rand. A wave of white energy flows from his outstretched hand to envelop Rand and then quickly dissipates. "Ilmater, send us your blessing to ease this warriors sufferings."
(Casting Healing Word on Rand as my Bonus Action. 6)
(PS: Thanks for taking over the loot and rumor master roles Zercious!)
In a flurry of action Penumbra draws her rapier and steps into the room, once inside she strikes out at one of the Redbrands.
Attack on Yellow: Attack: 21 Damage: 11
Sneak attack damage: 1
Then as quickly as she entered she slips back out trough the door.
(Using cunning action to disengage before using her remaining move to retreat out of reach of the Redbrands.)
(The loot and rumor spoiler is a great idea, that should make things much easier to keep track of. Thanks.)
(DC13 Wis Save: 5. I'm also going to help you guys out and have Bankur and Penumbra attack the same target, thereby killing him and leaving only one ruffian!) Rand - you're up again!
Bankur and Penumbra combine their efforts to quickly bring down one of the redbrands, leaving just one more to take care of before you can rescue these poor, unfortunate souls in the cells!
Rand (9/18) - Redbrands (Yel -1 (disadv)/
Bl -17) - Bankur (17/17) - Salty Joe (17/17) - Penumbra (10/17)Love God. Love Others. Any Questions?
(That little mermaid reference is not lost on me)
I got alot a doods
(Rhan - I think you missed my healing on Rand. He should be at 15 HP now after my bonus action heal adding 6.)
"Friends! We should try to disable this man rather than kill him. He may have information we can use. Hit him with the flat of your blades!"
"I guess I will hit him with the flat of my wit? My magic is weird."
I got alot a doods
(Poor Rand got clobbered for 14 points of damage, knocking him down from 17 to 3! (Unless I missed something that increased his AC above 16?) You healed him for 6, giving him 9. =)
Love God. Love Others. Any Questions?
(Hmmm, I must be missing an attack then - I only see 2 attacks that hit Rand, Blue attack 1 (4 dam) and Yellow attack 2 (4 dam). )