OldMan chuckles. "Can't wait to find out what your strength is. It's not archery either. Maybe it's the gathering and sale of used weapons. Maybe you should open a shop to sell your findings. I'd go in as a partner someday."
The locked door clatters open as Tubard's axe makes contact. Mirna smiles at the group, "Thank you, kind sirs. We are so appreciative of your rescue. Do you know how to get out of this foul place?"
"We could escort them to the cave entrance as a group or we could split up and send a team to get them to freedom or we could send one person brave and tough person like Thallan to show them to the cave entrance while the rest of us continue forward. Thoughts?"
"I'll be your backup in case Glasstaff is still lurking. We'll be right back."
Once Jake and Thallan reach the entrance to the cave, he turns to the freed prisoners. "Follow this trail back to town. When you get there, go to the town keep and speak with Sildar. Tell him what happened to you, and let him know we are here dealing with Glasstaff. If he can dispatch a few men it would be helpful. Tell them to go to the Redbrands' hideout."
“Thank you again to all of you for freeing us. We are truly grateful for all you’ve done. And in answer to the other fellas question, we were blindfolded when we were brought to the manor, so unfortunately, we do not know any of its secrets or layout.”
Each party member gets 50 XP for defeating the ruffians and returning the Drendrar’s safely back to town.
Assuming it’s the party’s intention to press on through the double-doors, as you enter you see thick dust covering the flagstones of this somber hallway. The walls are decorated with faux columns every ten feet, and the double doors at the west end of the hall are sheathed in copper plate, now green with age. A relief carving of a mournful angel graces the doors.
Jake taps Galben on the shoulder. "Use your keen sight to find us a way through this hall. Better yet, seeing this has not been trod in a decade or more, find us an alternate path." Jake casts guidance on Galben to aid with his investigation.
Sorry I haven't had much time to post this week - been on vacation and in and out of Wifi/phone reception. I'm heading to France today for work so my ability to post updates will likely be restricted through next weekend. I'll try and post a couple of times this coming week, however. For now, onward...
Remembering what Droop told you, OldMan and Galben inspect the room. In the center of the room, they find a pit trap and you notice a thin ledge on either side of the trap that could allow the individual party members to safely cross with an Acrobatics check (10 or better). On a failed save, you fall 20 feet to the dirt floor of the pit, taking 2d6 bludgeoning damage and landing prone.
There does not appear any other way through the room - the only other door is on the other side of the trap. If the party wishes to press on, go ahead and roll and resolve your athletics check.
Regula, seeing the trap pointed out to him, nods in acknowledgement. "Let's give this a try and see how tough this is." He steps up to the ledge and gingerly scoots onto the ledge, balancing and safely making it to the other side (18 athletics check).
(Bearkiller looks at the group)
"Want me to take a shot at opening these cells?"
Jake nods is approval. "May Ilmater guide your hands in this endeavor" as he casts guidance.
(Bearkiller goes to the lock and tries for a minute with no success, Dex roll 3+1=4)
(Galben walks over to Bearkiller)
"Give me the tool, I'll try."
(Bearkiller hands him the tool)
(Galben use the tool to try and unlock Dex roll 6=3=9)
Reugla looks around at the group. "Anyone else good with thieves tools? Otherwise, we can see if Tubard is strong enough to knock these bars loose."
"We need to get moving here!" Tubard swings his great axe at the lock (14 to hit and if it does 10 points of damage)
(Galben gives the tool back to Bearkiller)
"Apparently this isn't my strength."
OldMan chuckles. "Can't wait to find out what your strength is. It's not archery either. Maybe it's the gathering and sale of used weapons. Maybe you should open a shop to sell your findings. I'd go in as a partner someday."
"Thanks big man. "
(Bearkiller)
"Do you know anything else about rooms down here or what is up in the mansion? You obviously didn't come in the same way we did."
"We could escort them to the cave entrance as a group or we could split up and send a team to get them to freedom or we could send one person brave and tough person like Thallan to show them to the cave entrance while the rest of us continue forward. Thoughts?"
(Thallan looks towards the group)
"I'll take this lot through the tunnel and outside and then return here."
"I'll be your backup in case Glasstaff is still lurking. We'll be right back."
Once Jake and Thallan reach the entrance to the cave, he turns to the freed prisoners. "Follow this trail back to town. When you get there, go to the town keep and speak with Sildar. Tell him what happened to you, and let him know we are here dealing with Glasstaff. If he can dispatch a few men it would be helpful. Tell them to go to the Redbrands' hideout."
“Thank you again to all of you for freeing us. We are truly grateful for all you’ve done. And in answer to the other fellas question, we were blindfolded when we were brought to the manor, so unfortunately, we do not know any of its secrets or layout.”
Each party member gets 50 XP for defeating the ruffians and returning the Drendrar’s safely back to town.
Assuming it’s the party’s intention to press on through the double-doors, as you enter you see thick dust covering the flagstones of this somber hallway. The walls are decorated with faux columns every ten feet, and the double doors at the west end of the hall are sheathed in copper plate, now green with age. A relief carving of a mournful angel graces the doors.
OldMan looks for traps and secret doors in the hallway. Perception check 4+6=10.
Jake taps Galben on the shoulder. "Use your keen sight to find us a way through this hall. Better yet, seeing this has not been trod in a decade or more, find us an alternate path." Jake casts guidance on Galben to aid with his investigation.
(Galben looks down the hallway trying to see if anything or anyone is down the hallway)
(Perception roll 12+4+2 (Guidance roll)= 18)
(Thallan Returns to the group)
Regula, seeing the trap pointed out to him, nods in acknowledgement. "Let's give this a try and see how tough this is." He steps up to the ledge and gingerly scoots onto the ledge, balancing and safely making it to the other side (18 athletics check).
(Galben slowly walks across the ledge with no issue Athletics: 13+0= 13)
(Thallan walks across the beam with it giving slightly because of his armor but makes it safe Athletics 14=6= 20)
(Bearkiller leaps across the ledge in three steps Athletics 18+7=25) "No problems here."