Each player is awarded 70 xp for defeating the Ruffians in the Common Room. Tubard opens the door and step into a hallway that leads back toward the crevasse. There is a closed door immediately in front of you; it does not appear to be locked.
OldMan sends his weasel through the cracked opened door and tells it telepathically to stay close to the wall. Depending how this goes down. If there is time OldMan uses his vision and hearing through the weasel to get an idea what is in the room. If the action starts right away as it has in the last rooms he does not do this action. Instead he is ready to burst into the room to attack.
(Galben standing behind Tubard in the hal takes a step to the right in the hallway towards the stairs to make room for others if an attack starts. He readys an attack if aggression is made.)
Jake waltzes through the door and up the steps back into toward the crevasse. He doesn't think the Ruffian's would have been smart enough to avoid their own traps on regularly used steps.
Tubard doesn't see anything in the room that would be a threat - there doesn't appear to be anyone in there. As the weasel enters, OldMan can tell that this room appears to be a wizard’s workshop. You weasel runs into a rat that scurries across the floor and takes refuge under a large worktable set up with alembics, retorts, distillation coils, and other alchemical devices, all of it stewing and bubbling away. Bookshelves are crowded with sheaves of parchment and strange-looking tomes.
OldMan tells everyone that the coast seems to be clear to enter the room but to be careful. A wizards workshop can have all sorts of unknown and unexpected dangers.
If we end up going in and don't get attacked right away, then OldMan checks for Arcana (14+6=20), History (11+6=17), Perception (7+6=13), and Religion (19+4=23) to see if he can figure out what things are used for and their worth etc.
Jake's ritual reveals a few things. He senses the magic emanating from the crevasse but he begins to notice a magical presence to the north. Galben's search does not reveal any hidden doors or anything interesting in the hallways. As Tubard, OldMan, and Regula enter the workshop, nothing happens. You see the rat staring at you all inquisitively from a corner of the room but that's it other than the descriptions already provided.
OldMan recognizes from his arcana check that Glasstaff is trying to master the art of brewing potions and concocting alchemical mixtures. The books and notes scattered around the room are basic texts on alchemy. The apparatus appears to be set up to brew potions of invisibility. OldMan also finds among the books a tome written in Dwarvish. The journal of an adventurer named Urmon, it describes the history of the Lost Mine of Phandelver and the Forge of Spells. In addition, Urmon records that a magic mace named Lightbringer was commissioned by priests of Lathander, the god of dawn, from the mages working with the gnomes and dwarves of the Phandelver’s Pact. The mace was lost when Wave Echo Cave and its mine vanished from history.
As Jake turns to leave to head toward the workshop, he suddenly sees a short, dark-bearded human male in robes emerging from the recesses of the crevasse cavern to the north. He wears a princely mantle of ermine and carries a beautiful glass staff and several scrolls that appear to have been hastily grabbed. As he enters the cavern on the opposite side of the crevasse, Glasstaff stops dead in his tracks, not expecting to see anyone in this room. He is surprised by Jake's presence, so if Jake would like to take an initial reaction, you can do so.
Jake, seeing Glasstaff (and deducing this is the wizard/leader of the Redbrands) shouts "Stop, you fiend!" and casts Guiding Bolt. 19+5 = 24 to hit, 10 radiant damage. Next attack on Glasstaff has advantage.
Jake then runs across the bridge, stopping just on the other side blocking Glasstaff's escape.
(Galben hears Jake yell and rushes to the top of the steps and takes one step to the right so he can see into the crevasse, looking for Jake, seeing him running across the bridge. Galben readys an attack if aggression is taken towards him or Jake, still unsure what is going on.)
"We should press the attack while we have the element of surprise. Thank you, Galben, for your healing touch. I will get you back if the need arises."
Tubard slowly and quietly opens the door to see what is in the next room (10+1=11 stealth check)
(Galben checks the door for traps. Investigation roll 11+0=11)
Tubard pulls out his great axe and slowly opens the door a sliver to see what is inside (8+1=9 stealth check)
OldMan sends his weasel through the cracked opened door and tells it telepathically to stay close to the wall. Depending how this goes down. If there is time OldMan uses his vision and hearing through the weasel to get an idea what is in the room. If the action starts right away as it has in the last rooms he does not do this action. Instead he is ready to burst into the room to attack.
(Galben standing behind Tubard in the hal takes a step to the right in the hallway towards the stairs to make room for others if an attack starts. He readys an attack if aggression is made.)
Jake waltzes through the door and up the steps back into toward the crevasse. He doesn't think the Ruffian's would have been smart enough to avoid their own traps on regularly used steps.
Jake takes a few minutes in the crevasse cavern to ritual cast detect magic. He thinks it may be useful coming up.
OldMan tells everyone that the coast seems to be clear to enter the room but to be careful. A wizards workshop can have all sorts of unknown and unexpected dangers.
(Bearkiller)
"I'm no help in there. I don't know anything about magical stuff. Yell if you need anything I'll keep watch in the common room."
(Galben)
"Same here Bearkiller. I'll keep an eye on this hallway then, while the spellcasters investigate."
If we end up going in and don't get attacked right away, then OldMan checks for Arcana (14+6=20), History (11+6=17), Perception (7+6=13), and Religion (19+4=23) to see if he can figure out what things are used for and their worth etc.
(Galben investigates the walls/stairs in the hallway for secret doors. Investigation roll: Natural 20+0= 20)
Tubard says "Enough waiting, let's just go in." He walks through the door to see if he sees anyone hiding.
Jake, seeing Glasstaff (and deducing this is the wizard/leader of the Redbrands) shouts "Stop, you fiend!" and casts Guiding Bolt. 19+5 = 24 to hit, 10 radiant damage. Next attack on Glasstaff has advantage.
Jake then runs across the bridge, stopping just on the other side blocking Glasstaff's escape.
(Galben hears Jake yell and rushes to the top of the steps and takes one step to the right so he can see into the crevasse, looking for Jake, seeing him running across the bridge. Galben readys an attack if aggression is taken towards him or Jake, still unsure what is going on.)
"Jake, what do you see?"
Jake glances to his left, then points to the north. "Glasstaff, drop what you are carrying! You are outnumbered!"