As they're getting unshackled, Umbriel asks one of the dwarves "Was that salamander the only one in here? Have you seen any other creatures near here recently?"
Nyx deftly unlocks the shackles, while Ireniana and Lyngheid struggle to grasp and hit the other shackles...
Nyx is able to unlock all of the shackles in about a minute.
The dwarf responds to Umbriel: "Aye, it was. There's fire giants though." He points behind him. "Let me take you to the slave wheel, there's another group of slaves that need freeing."
Now that you've had a moment to look around, you see three pillars of black balast support the celiing. Gaps in the western and eastern walls allow a bucket chain to pass through the room, it's iron buckets dangling a few inches above the floor.
A tunnel leading west looks like it leads to another room, this is where the dwarf pointed to. Wooden barrels and crates are piled in the northeast corner of the room and in alcoves to the south.
Baeshra, still in snake form, gently bumps Umbriel with his head, then turns to stare at Droop for a moment, and then at the slaves and then back the way they came, then back at Umbriel with as quizical look as a snake can have.
Umbriel thinks for a moment, as he's not used to inferring what large snakes intend. Eventually, he says "I think Baeshra is suggesting that our trusty companion Droop here can escort you back to the surface, while we press on - if we run into fire giants up ahead, we don't want any of you hurt during the fray."
The dwarf shakes his head. "Me boy's held as a slave in there, so I'll be going to free him with or without you. If these buckets stay empty for too long, someone's going to come here looking, so what's it going to be?"
The dwarf nods and you follow him to the tunnel on the west. As you get closer to leaving this room, you can feel the heat coming from the tunnel. You get the sense that if you were to linger in the next room, you might suffer some heat effects.
You are also surprised to see that there is not a solid floor, rather a rusted iron grated walkway with huge square holes makes up a path clinging to the perimeter walls of a huge room that looks like it goes 50 feet below to the floor of a foundry which echoes with the sound of clanging metal, rattling chains, whooshing bellows and bubbling molten iron. The ceiling is still 40 feet above the iron grate walkway and cable towers support the bucket chain that runs near the walkway path.
The dwarf walks slowly ahead, you can tell his exhausting is reducing his speed. The 4" square gaps in the iron walkway are big enough to make you nervous, but not big enough to hinder your footing.
The heat washes over you as you step onto the iron grate walkway. Getting a good look at the room below you can see a huge stone trough far below filled with molten iron. Four fire giants pump huge bellows fanning four cone-shaped smelters carved out of black basalt. It is so noisy that the giants don't notice you.
Following the walkway, you see four ogres armed with 15 foot long hooked poles on the walkway above the gantry. They are using the poles to tip the buckets into the smelters below. A fat, young firegiant is overseeing them. From his height you can tell he is probably a teenager. When you arrive he is dangling a dwarf by his ankles over the southernmost smelter. You hear him growling to the dwarf: "Beg for you life, dwarf!" So far the dwarf is remaining silent.
The dwarves you are following shout and race towards the young firegiant, but their race is really a tired jog.
This post has potentially manipulated dice roll results.
Umbriel casts False Life on himself for 5 temporary hit points, and says "I don't think we'll be able to reach the dwarf before that fool drops him - but maybe I can knock a few of those ogres off the walkway - unless anyone has a better idea?"
This post has potentially manipulated dice roll results.
OK, the party gets near enough that the first Ogre turns and sees you. He shouts and alerts the other Ogres. The young Fire Giant dangling the dwarf hasn't noticed you yet.
The first Ogre starts to swing his long pike toward you.
Ogre Initiative: 18
Zaltember Initiative: 13.
Dwarf initiative: Unable to parse dice roll.
Droop initiatiave: 10
Dwarf Initiative: 6
Everyone roll initiative and take your first round turn.
(Baeshra has him grappled and restrained, so should be, yes.)
Correct!
OCC: OK one more attack roll due to advantage then. 20
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
Ireniana will fire of arrows at the Salamander creature as well
Attack: 27 Damage: 14
Attack: 23 Damage: 9
OOC: Probably useless to roll the fire damage.
I have an intelligence of six, I know what I'm doing.
It is!
Alright, the Eldritch Blasts, magic arrows and sneak attack are all enough to finish off the Salamander.
The dwarves that Umbriel saw begin to shuffle towards the mine tunnels, but their speed is restricted by ankle shackles.
What's the party do now?
"If someone can help them get in here faster, I can start working on unlocking those shackles."
OCC: Thieves Tools 23
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
Lyngheid had little other idea what to do so decided to use Lightbringer on the chains to try and shatter them.
Attack: 9 Damage: 8
Ireniana nods and runs to unshackle the dwarves one by one.
Strength - 12
I have an intelligence of six, I know what I'm doing.
As they're getting unshackled, Umbriel asks one of the dwarves "Was that salamander the only one in here? Have you seen any other creatures near here recently?"
Nyx deftly unlocks the shackles, while Ireniana and Lyngheid struggle to grasp and hit the other shackles...
Nyx is able to unlock all of the shackles in about a minute.
The dwarf responds to Umbriel: "Aye, it was. There's fire giants though." He points behind him. "Let me take you to the slave wheel, there's another group of slaves that need freeing."
Now that you've had a moment to look around, you see three pillars of black balast support the celiing. Gaps in the western and eastern walls allow a bucket chain to pass through the room, it's iron buckets dangling a few inches above the floor.
A tunnel leading west looks like it leads to another room, this is where the dwarf pointed to. Wooden barrels and crates are piled in the northeast corner of the room and in alcoves to the south.
(each square is 10 feet)
Baeshra, still in snake form, gently bumps Umbriel with his head, then turns to stare at Droop for a moment, and then at the slaves and then back the way they came, then back at Umbriel with as quizical look as a snake can have.
Umbriel thinks for a moment, as he's not used to inferring what large snakes intend. Eventually, he says "I think Baeshra is suggesting that our trusty companion Droop here can escort you back to the surface, while we press on - if we run into fire giants up ahead, we don't want any of you hurt during the fray."
The dwarf shakes his head. "Me boy's held as a slave in there, so I'll be going to free him with or without you. If these buckets stay empty for too long, someone's going to come here looking, so what's it going to be?"
" I've got no spare weapons for ye. But them ankle chains would be awful nasty to catch in the face."
" Lets move on quickly, dwarves in chains is not something that sits well with me."
The dwarf nods and you follow him to the tunnel on the west. As you get closer to leaving this room, you can feel the heat coming from the tunnel. You get the sense that if you were to linger in the next room, you might suffer some heat effects.
You are also surprised to see that there is not a solid floor, rather a rusted iron grated walkway with huge square holes makes up a path clinging to the perimeter walls of a huge room that looks like it goes 50 feet below to the floor of a foundry which echoes with the sound of clanging metal, rattling chains, whooshing bellows and bubbling molten iron. The ceiling is still 40 feet above the iron grate walkway and cable towers support the bucket chain that runs near the walkway path.
The dwarf walks slowly ahead, you can tell his exhausting is reducing his speed. The 4" square gaps in the iron walkway are big enough to make you nervous, but not big enough to hinder your footing.
Do you continue to follow the dwarves?
Following on.....
The heat washes over you as you step onto the iron grate walkway. Getting a good look at the room below you can see a huge stone trough far below filled with molten iron. Four fire giants pump huge bellows fanning four cone-shaped smelters carved out of black basalt. It is so noisy that the giants don't notice you.
Following the walkway, you see four ogres armed with 15 foot long hooked poles on the walkway above the gantry. They are using the poles to tip the buckets into the smelters below. A fat, young firegiant is overseeing them. From his height you can tell he is probably a teenager. When you arrive he is dangling a dwarf by his ankles over the southernmost smelter. You hear him growling to the dwarf: "Beg for you life, dwarf!" So far the dwarf is remaining silent.
The dwarves you are following shout and race towards the young firegiant, but their race is really a tired jog.
Umbriel casts False Life on himself for 5 temporary hit points, and says "I don't think we'll be able to reach the dwarf before that fool drops him - but maybe I can knock a few of those ogres off the walkway - unless anyone has a better idea?"
Lyngheid kept pace with the other dwarves and intoned a prayer.
Action: Beacon of Hope on everyone including the dwarves.
OK, the party gets near enough that the first Ogre turns and sees you. He shouts and alerts the other Ogres. The young Fire Giant dangling the dwarf hasn't noticed you yet.
The first Ogre starts to swing his long pike toward you.
Ogre Initiative: 18
Zaltember Initiative: 13.
Dwarf initiative: Unable to parse dice roll.
Droop initiatiave: 10
Dwarf Initiative: 6
Everyone roll initiative and take your first round turn.