"This was the entrance when the mine was active. That room was the old guard room, that means this one opposite would have been the assayers' office. Probably wouldn't have been anyone in there during the battle." That said the dwarf eases the door open and peaks inside. "It's clear." He says before disappearing momentarily into the room. He returns carrying a heavy iron strongbox. "Sounds like theres quite a bit of coin in there, but the key is gone. If ye can get it open ye can consider it part of yer reward for saving me an helping me reclaim this mine."
The box is very heavy and you can't take it with you. This is a dwarven strongbox and is made to take some punishment (DC 20 strength). If anyone has thieves tools on them they can attempt to pick it (DC 20 dex).
Where would you like to go next? You can rest in the guard room if you need to.
Tibern casts his spell and a loud knocking sound emanates from the box before the lock springs open. Inside you find 600 cp, 180 sp, 90 ep, and 60 gp.
What will you do next? The room to the east is explored I just havent updayed the map yet. There are 3 paths you have not taken the southern most path, (thats the one you are closest to) the western most path, and the Northern one.
Might as well take the southern passage next since we're right here. Andt here's decent odds it'll meet up with where the northern passage was eventually.
Dense carpets of weird fungi cover large sections of the floor in this cavern. The growth includes puffballs a foot across, weird shelf fungus growing on stalagmites, and large stalks and caps a good five feet tall. Some of the puffballs glow with an eerie green phosphorescence.
You have plenty of time to take a short rest and there is still the safe room where you took a long rest before which you can easily return to.
You are all in the passage just outside the room with the fungus, the glowing fungus glows bright enough that this room is dimly lit even without Lothar's torch.
Vandar strikes out at the last skeleton in the room to try to put it down. Then (if it goes down) heads out towards the others.
Attack: 21 Damage: 7
Attack: 16 Damage: 6
(If first shot takes it down, attack one outside with the unarmed strike)
Vandar takes down the last skeleton in the room, then hits and distracts one of the two outside.
Tibern and Lothar are still up, just 2 skeletons one is injured.
Tibern will fire his crossbow one more time, hoping to take out the creature before he gets hurt again.
Crossbow: Attack: 11 Damage: 6
Tibern's bolt misses.
Just waiting on Lothar.
Nundro charges out of the room and attacks the injured skeleton.
Attack: 19 Damage: 9
The skeleton shatters under Nundro's morningstar.
One skeleton left.
Lothar swings again at the last remaining skeleton
Attack: 19 Damage: 7
Reroll the 1: 3
The skeleton takes a hit from Lothar and swings it's sword back at the man.
Attack: 14 Damage: 4
One good hit should put this guy down, you guys are up again.
Tibern will reload and fire his crossbow one more time.
Crossbow: Attack: 9 Damage: 8
Vandar charges the final skeleton to try to finish it off.
Attack: 17 Damage: 6
Attack: 12 Damage: 7
Vandar obliterates the final skeleton.
That is 113 xp each.
Map
Trying something new with the map let me know how that link works. You guys are at the yellow star.
What will you do next?
(Might as well check the door just to the east of the current room)
"Does anybody need healing before go farther" silas says.
"This was the entrance when the mine was active. That room was the old guard room, that means this one opposite would have been the assayers' office. Probably wouldn't have been anyone in there during the battle." That said the dwarf eases the door open and peaks inside. "It's clear." He says before disappearing momentarily into the room. He returns carrying a heavy iron strongbox. "Sounds like theres quite a bit of coin in there, but the key is gone. If ye can get it open ye can consider it part of yer reward for saving me an helping me reclaim this mine."
The box is very heavy and you can't take it with you. This is a dwarven strongbox and is made to take some punishment (DC 20 strength). If anyone has thieves tools on them they can attempt to pick it (DC 20 dex).
Where would you like to go next? You can rest in the guard room if you need to.
Tibern is going to go toward the chest and slap a hand on it before muttering a word as he cast Knock on it to see if that will open it up.
Tibern casts his spell and a loud knocking sound emanates from the box before the lock springs open. Inside you find 600 cp, 180 sp, 90 ep, and 60 gp.
What will you do next? The room to the east is explored I just havent updayed the map yet. There are 3 paths you have not taken the southern most path, (thats the one you are closest to) the western most path, and the Northern one.
Map
Might as well take the southern passage next since we're right here. Andt here's decent odds it'll meet up with where the northern passage was eventually.
Tibern will take what he can carry and then have the rest of them help carry it.
Lothar nods at the full chest. "I can hold quite a bit, if you want me to carry some of that," he said. "Also, I need some healing, Tibern."
About 11 HPs worth.
To the south!
Dense carpets of weird fungi cover large sections of the floor in this cavern. The growth includes puffballs a foot across, weird shelf fungus growing on stalagmites, and large stalks and caps a good five feet tall. Some of the puffballs glow with an eerie green phosphorescence.
Map
You have plenty of time to take a short rest and there is still the safe room where you took a long rest before which you can easily return to.
You are all in the passage just outside the room with the fungus, the glowing fungus glows bright enough that this room is dimly lit even without Lothar's torch.
"Maybe a short rest would be a good idea. This cleric is almost our all of his spells." Says silas.
"Sure. Wouldn't want our cleric to wear himself out."