While the rest of the party discusses where to rest, Nyx follows you around and helps you check out the place. Droop accompanies you and collects 3 of his arrows. Rosie Lights her staff and makes sure everyone can see while you investigate.
It only takes you about 10 minutes to piece it all together.
A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal are piled nearby, along with carts full of unrefined ore. The waterwheel sits in a ten-foot-wide channel cut into the floor of the room, but the channel is dry. Passages exit to the west, south, and east. The empty channel exits to the north and east.
This impressive chamber was the heart of the Wave Echo Cave mining operation. Here, the dwarves melted down their ore to refine ingots of silver, gold, and platinum. The dry channel is where the dwarves diverted a stream to power the waterwheel here. That in turn operated the bellows that fed the furnace.
You can follow the channel as it exits to the north or east, although the ceiling is only 5 feet high once it exits this chamber.
Due to the high Investigation roll, you also notice the fresh footprints exiting the tunnel to the north from the Zombie that was turned and you are surprised it hasn't come back yet.
Umbriel winces at his wounds, freshly healed though they are, and he says "yes, perhaps a long rest in the room of green flame would be of benefit. As long as we don't touch the armor in the corners, we should be able to bar the doors and be safe enough."
The group makes it's way back to the room with the Forge of Spells and tries to barricade the doors. Make an Athletics check with advantage() to see how well you all manage to barricade the doors.
" I say we head back to the rooms and seal ourselves in......at least for a while just to gather our thoughts.....or maybe head up river a little and find a spot there."
Baeshra sits down where he is, “Perhaps healing, perhaps sleep?”
Ireniana nods. "If you think this room is safe, we could rest. I could watch for trouble."
I have an intelligence of six, I know what I'm doing.
Umbriel would like to look around and see what the giant contraption is for.
Whistler is battered and so is Owlbear as he shares his strong firewater with his fluffy companion.
Whistler - Lost Mines of Phandelver [Lvl 8 Barbarian] | Cinta Yuliani Lestari - My Island Home [Lvl 3 Fighter] | Shalana - Allansia Wildlands [Lvl 4 Monk] | Roger Durant - Storm King's Thunder [Lvl 8 Monster Hunter] | Rotthran - The Waterdeep Heist [Lvl 5 Thief]
Baeshra shakes his head, "Not here, back in other room."
Make a Investigation check!
Nyx will Help Baeshra.
Yevna Galanodel - Wood Elf | Level 8 | Druid/Circle of Spores 6 - Ranger 2 - Ravnica
Nyx - Satyr | Level 9 | Rouge/Swashbuckler 5 - Bard/Collage of Lore 4 - Lost Mine of Phandelver/Storm King's Thunder
Assuming you are helping Umbriel in his Investigation check, Umbriel, make it with advantage()!
Investigation: 15
Boom!
While the rest of the party discusses where to rest, Nyx follows you around and helps you check out the place. Droop accompanies you and collects 3 of his arrows.
Rosie Lights her staff and makes sure everyone can see while you investigate.
It only takes you about 10 minutes to piece it all together.
A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal are piled nearby, along with carts full of unrefined ore. The waterwheel sits in a ten-foot-wide channel cut into the floor of the room, but the channel is dry. Passages exit to the west, south, and east. The empty channel exits to the north and east.
This impressive chamber was the heart of the Wave Echo Cave mining operation. Here, the dwarves melted down their ore to refine ingots of silver, gold, and platinum. The dry channel is where the dwarves diverted a stream to power the waterwheel here. That in turn operated the bellows that fed the furnace.
You can follow the channel as it exits to the north or east, although the ceiling is only 5 feet high once it exits this chamber.
Due to the high Investigation roll, you also notice the fresh footprints exiting the tunnel to the north from the Zombie that was turned and you are surprised it hasn't come back yet.
Lyngheid walks over to Whistler and friend and lays hands on both of them.
Cure Wounds:4 Owlbear
Cure Wounds:13 Whistler
Alright, where does the party go for a short rest? Or a Long rest?
((The hollows to the west and the north end of the cabin, do they lead anywhere?))
As the group seems uncertain as to the plan, Baeshra will move back towards the room with the green fire, healing himself on the way.
cure wounds 9
(Definitely inclined to a long rest, but a short might be doableish)
OOC: I'm good with either option. I think a couple of folks wanted a long rest.
I have an intelligence of six, I know what I'm doing.
Umbriel winces at his wounds, freshly healed though they are, and he says "yes, perhaps a long rest in the room of green flame would be of benefit. As long as we don't touch the armor in the corners, we should be able to bar the doors and be safe enough."
Yes, you can tell they are tunnels.
Below is the cave that you have explored so far.
The group makes it's way back to the room with the Forge of Spells and tries to barricade the doors. Make an Athletics check with advantage() to see how well you all manage to barricade the doors.
" I say we head back to the rooms and seal ourselves in......at least for a while just to gather our thoughts.....or maybe head up river a little and find a spot there."
Baeshra leads the way back to the gflame room, ”Better backwards than forwards.”
(I think I’ll let Ireniana make the roll.)