The entrance tunnel leads into a large cavern supported by a natural pillar of rock and containing three stalagmites. In the western part of the cave, behind the column of rock, are three bedrolls and a heap of ordinary supplies — sacks of flour, bags of salt, casks of salted meat, lanterns, flasks of lamp oil, pickaxes, shovels, and other gear. Amid the supplies, you see the body of a dwarf miner, dead for at least a week.
This post has potentially manipulated dice roll results.
(Tibern used his money plus the 75 from Halia to just get three Potions of Healing.)
Tibern will move in with Vandar, doing his best to sneak along with him. He will make his way over to the corpse and supplies. To be safe he will have his rapier at the ready.
This post has potentially manipulated dice roll results.
Lothar
The giant of a man tried to make his best impression of a rogue sneaking into the cave. His armor banged and clattered as he moved. With the sounds echoing through the cave, he merely turned to his companions. "Sorry."
Vandar looks at Lothar, but can only shake his head and laugh to himself at his big friend's bumbling attempts at stealth. He joins Tibern moving to inspect the body, then heads deeper into the cave, continuing to move as quietly as he can. (Should I keep rolling new stealth each time?)
The northeastern section of the cavern has collapsed, forming a ten-foot-wide, twenty-foot-deep pit. A sturdy hemp rope is tied off around a nearby stalagmite and dangles down the side of the pit, at the bottom of which is a rough-hewn tunnel heading northwest and east.
Open Pit. Climbing up or down the wall of the pit without a rope requires a successful DC 15 Strength (Athletics) check. A character who fails the check by 5 or more falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the bottom. The tunnel at the bottom of the pit leads northwest and east.
To save time go ahead and roll your own damage if you fall down that pit. (You can use the rope and avoid the rolls.)
I am assuming that you are all generally trying to move quietly and will just use a "passive stealth check" unless I think the situation requires more, in which case I will ask. If you expect I will ask for one you can just go ahead and roll it, but just for general exploration I dont think constant stealth checks are necessary.
Also don't forget this place is unlit Lothar will need a torch or guide to travel any further. (Or one of the hooded lanterns that I am sure would be included in the pile of mining supplies.)
Tibern's keen eye notices that the dead dwarf, despite decomposition, bares an undeniable resemblance to Gundren. This was likely one of Gundren's missing brothers. He also notices that the dead dwarves boots are very well made, the sort of item a dwarf might get enchanted.
Tibern will move to the boots and pull them off the dwarf if they look like they can fit. While he is not entirely thrilled to steal from a corpse of all things, he figures that if they can help them then it is better to use them.
Dwarf feet aren't all that different from taller humanoid feet. The only person in the group who couldn't wear them would be Silas, that is he could wear them but they would look very silly and be incredibly impractical. The boots are definitely enchanted but will require identification and must be attuned.
This post has potentially manipulated dice roll results.
Lothar
The man climbed down the rope easily enough, with his armor clanging around. Luckily, Silas had blessed it with a bit more sturdiness of a short time thereafter. Near blinded, he fired up a torch and threw it down into the pit below to help guide his way. As the others yielded to Lothar's guidance, he moved through the pit to the northern exit and attempted to climb back out. First, he threw the torch down the hallway a bit to give him some more light to see by.
With ease, he climbed out the pit and took another rope out of his pack. He found a way to secure it, and let the slack end descend into the pit for the others to climb out.
This post has potentially manipulated dice roll results.
(It's hard to tell on the map but the passages are level with the bottom of the pit, so no need to climb back out.)
Vandar takes a quick look down the east passage and sees only an empty tunnel proceeding in that direction. Then the party follows Lothars lead to the north.
This area consists of numerous intersecting passages. The ceilings here are only six feet high, and several of the passages end in partially excavated rock faces.
As Lothar steps into the passage he hears an unsettling squelching sound from the east end of the tunnel, he turns to see the light of the candle reflecting off the amorphous form of what could only be an Ochre Jelly attached to the roof of the tunnel.
Roll initiative, the rest of the party is behind or next to Lothar in the tunnel.
The entrance tunnel leads into a large cavern supported by a natural pillar of rock and containing three stalagmites. In the western part of the cave, behind the column of rock, are three bedrolls and a heap of ordinary supplies — sacks of flour, bags of salt, casks of salted meat, lanterns, flasks of lamp oil, pickaxes, shovels, and other gear. Amid the supplies, you see the body of a dwarf miner, dead for at least a week.
(Tibern used his money plus the 75 from Halia to just get three Potions of Healing.)
Tibern will move in with Vandar, doing his best to sneak along with him. He will make his way over to the corpse and supplies. To be safe he will have his rapier at the ready.
Stealth: 24
Perception: 20
Lothar
The giant of a man tried to make his best impression of a rogue sneaking into the cave. His armor banged and clattered as he moved. With the sounds echoing through the cave, he merely turned to his companions. "Sorry."
Stealth: 3
Vandar looks at Lothar, but can only shake his head and laugh to himself at his big friend's bumbling attempts at stealth. He joins Tibern moving to inspect the body, then heads deeper into the cave, continuing to move as quietly as he can. (Should I keep rolling new stealth each time?)
The northeastern section of the cavern has collapsed, forming a ten-foot-wide, twenty-foot-deep pit. A sturdy hemp rope is tied off around a nearby stalagmite and dangles down the side of the pit, at the bottom of which is a rough-hewn tunnel heading northwest and east.
Open Pit. Climbing up or down the wall of the pit without a rope requires a successful DC 15 Strength (Athletics) check. A character who fails the check by 5 or more falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the bottom. The tunnel at the bottom of the pit leads northwest and east.
To save time go ahead and roll your own damage if you fall down that pit. (You can use the rope and avoid the rolls.)
I am assuming that you are all generally trying to move quietly and will just use a "passive stealth check" unless I think the situation requires more, in which case I will ask. If you expect I will ask for one you can just go ahead and roll it, but just for general exploration I dont think constant stealth checks are necessary.
Also don't forget this place is unlit Lothar will need a torch or guide to travel any further. (Or one of the hooded lanterns that I am sure would be included in the pile of mining supplies.)
Tibern's keen eye notices that the dead dwarf, despite decomposition, bares an undeniable resemblance to Gundren. This was likely one of Gundren's missing brothers. He also notices that the dead dwarves boots are very well made, the sort of item a dwarf might get enchanted.
Tibern will move to the boots and pull them off the dwarf if they look like they can fit. While he is not entirely thrilled to steal from a corpse of all things, he figures that if they can help them then it is better to use them.
Dwarf feet aren't all that different from taller humanoid feet. The only person in the group who couldn't wear them would be Silas, that is he could wear them but they would look very silly and be incredibly impractical. The boots are definitely enchanted but will require identification and must be attuned.
Tibern will then pull out his pearl and cast Identify to learn more about the boots.
Tibern's spell reveals that these are boots of striding and springing.
Upon hearing lothar clang around, Silas will cast shield of faith on him. Get +2 to ac for 10 mins. And will then follow the others.
Tirbern will take them and out them in his pack until he has time to attune to them when they have more time.
With the rope in place you can all climb into to pit easily enough. Will you go North or East? And how would you like to proceed?
Tibern is going to go down either last or second to last, figuring that the more powerful close range fighters would be the best choice to go ahead.
Lothar
The man climbed down the rope easily enough, with his armor clanging around. Luckily, Silas had blessed it with a bit more sturdiness of a short time thereafter. Near blinded, he fired up a torch and threw it down into the pit below to help guide his way. As the others yielded to Lothar's guidance, he moved through the pit to the northern exit and attempted to climb back out. First, he threw the torch down the hallway a bit to give him some more light to see by.
With ease, he climbed out the pit and took another rope out of his pack. He found a way to secure it, and let the slack end descend into the pit for the others to climb out.
Athletics: 24
Silas wanting to be brave will be the next to climb down into the pit. Not wanting to injure himself he will use the rope.
Vandar follows Lothar down the rope, then peers in the two directions, seeing if anything in either direction catches his eye.
(It's hard to tell on the map but the passages are level with the bottom of the pit, so no need to climb back out.)
Vandar takes a quick look down the east passage and sees only an empty tunnel proceeding in that direction. Then the party follows Lothars lead to the north.
This area consists of numerous intersecting passages. The ceilings here are only six feet high, and several of the passages end in partially excavated rock faces.
As Lothar steps into the passage he hears an unsettling squelching sound from the east end of the tunnel, he turns to see the light of the candle reflecting off the amorphous form of what could only be an Ochre Jelly attached to the roof of the tunnel.
Roll initiative, the rest of the party is behind or next to Lothar in the tunnel.
Jelly initiative: 13
Vandar init9iative: 11
Tibern Inititiative: 14
Initiative 2