As the group approaches the entrance to the Wolves den, Valathar's heart swells with pity. "These poor beasts..." he whispers, almost inaudibly. "We must free them. Give me just a moment." he says, a little more vocally. He slinks into the room, arms outstretched, staff in hand. He chants quietly in a unknown language, then falls silent. Not a second later the group hears the low sound of wolf growling emanating from the room, but the wolfs aren't the source of the sound.
Valathar's cast Speak with Animals. "Please," he pleads with the wolves, "help us." Valathar pulls a strip of smoked meat from his pack for each of the beasts. Tossing one to each of them he then says "You don't deserve this life. Help us with these goblins, and you're free to go. No beast should be held captive like this. You deserve better lives. You deserve to sleep under the Moon. Let us pass at least, or help us, the choice is yours, but either way, you're free now."
Persuasion: 21 to convince the wolves to let us pass, or help us if they're so inclined.
Kor: While your familiar manages to scout ahead unmolested, you noticed something rather unfortunate about your connection with it. The further it gets away from you, the fuzzier the sense connection between you two gets. You managed to get a picture of at least one fuzzy looking green blob on the bridge overlooking the stream before the connection fizzled out and you returned to your body. (The find familiar spell rules says “While your familiar is within 100 feet of you, you can communicate with it telepathically.”)
Back to the wolf room: Mav, from a quick glance around the room, you notice the following: Lots and lots of bones, some (the ones out of the wolves chained reach) have putrid rotting meat clinging to them. Several flies have situated themselves all over the room and create a low buzzing noise that’s only noticable when you concentrate on it. It seems like this room also served as a Goblin dumping ground in addition to a wolf kennel. The only other thing of note in the room is a ruined furnace in the back, with a thick pile of ash sitting in the rather large inside. Kor from your previous scouting missions, you inform the group that the furnace should lead up to Klarg’s area, and from the looks of it, a medium sized humanoid could comfortably squeeze inside.
When the wolves first notice the groups presence, they let out low growls of warning, that were very obsecured by the sound of partying echoing all across the cave. When you threw the meat, they initially fought viciously over it, again, the sounds mostly muffled by the caves background noise, until the soft green glow of ancient sylvan magic connected Valathar with the three in a faint mist.
The largest wolf of the three opens its maw, and instead of a low whine, the four of you hear a dry, scratchy sounding female voice-
“We will not fight the goblins humans, our previous leader ‘He who leaves no prints’ showed us the futility in such an action. If you would agree to free us, we will instead show you treasures hidden in this room that you can use in your struggles. Regardless, we ask of one favor. The leader of the Goblin clan has taken the traitor ‘She who dances in the hunt’ as a pet. She was the one to sell the pack out many moons ago. We ask that subdue her if you can, without killing her. It is my duty as ‘He who leaves no prints’ mate to avenge our alpha. If you can do this, I will show you our greatest treasure, buried in the woods not far from here.”
"Of course. It would be my honor to help you in this." Valathar replies. Slowly, he approaches the pack of wolves, dropping to his knees, one by one, cuts the cords around their necks. "I'm so sorry you've been treated like this. If you'd like, wait within ear shot outside the cave, and when we return, I'll call. We'll have 'She who dances in the hunt' with us, waiting for you." Valathar stand, and steps back so the wolves may pass if they wish. "We didn't kill the goblins guarding the entrance of the cave. Tread quietly. Oh and one last thing before you go, have you seen a dwarf come through these caves recently, within the last day or so? He is our friend and was taken hostage by these goblins, but it seems he's no longer being held here."
“The one who smelled of Stone and Magic was taken away almost immediately, we have not learned his smell enough to track him. His companion, the one who smells of Steel and Wisdom has been trapped in this cave for many a moon, we hear his cries of help and pain when ‘He who plays with Venom’ is aroused.”
Once freed, the two other wolves immediately slink out of the room, heads hanging low, but the deceased Alpha’s mate stays and eyes you four with eyes as green as Emerald. She slowly picks up the skull of a rodent, and peels off the top section with her teeth. Inside is a perfectly preserved 4 leaf clover.
”You will also find something buried in the ash of the furnace. I will be anxiously awaiting your return by the source of the gunpowder I smell on you. Be cautious, the goblins may be unobservant as sleeping toads, but ‘She who dances in the Hunt’ most likely already knows you are here. I imagine since the room hasn’t been flooded with their kind, she thinks she can gain something from you. Do not trust her, she betrayed her pack, she will most likely betray her new caretakers, she would not hesitate to betray you if she feels she can gain a more advantageous position.”
"Your wisdom is truly appreciated." Valathar rumbles, bending down to accept the clover from the she-wolf. "Now go, be with your pack. Run in the woods. We'll avenge your mate." Valathar strokes the creature behind the ears. After the wolf leaves, Valathar strodes over to the mound of ash the beast mentioned. Using his staff, Valathar sifts though the pile, searching for anything hidden there.
This post has potentially manipulated dice roll results.
"I saw at least one goblin guarding the path up the river. He was on the bridge over looking the water, so I doubt we'd be able to sneak past without being noticed if we go that way. I'll send my familiar up this furnace to take a peek. Maybe we can climb up." He said dubiously looking at Val's large frame. With that he dismisses and re-manifests the spider next to him, instructing it on its task.
DM: Dismissing and re-summoning the familiar would technically take two actions from Kor if you're tracking things like that outside of combat.
Val, Mav, and Berrus: Sifting through the ash pile, you four search fruitlessly for several long minutes. All hope seemed to be lost since the She-Wolf gracefully stalked away from the room a long time ago when a low laugh erupts from Berrus. In his hands he clutches a fine golden ring, etched with several runes, and topped with a piece of brilliant amber, a unidentifiable, probably extinct, insect trapped inside. Val and Kor, you both can feel ambient magic coming from both the ring and the clover. Feel free to roll Arcane checks whenever you want. You can make as much arcane checks as you want, but failed checks require half a days rest before being attempted again.
Kor: Your spider climbs up the chimmeny. Again, it's rather large from the inside, and could probably fit even Valathar or Mav (one at a time of course) if need be. It's a thirty feet ascension, and at the top, a flimsy iron grate separates the opening of the furnace to the rest of the room. Several random crates of stolen supplies (you can tell they are stolen because they bear the symbol of the trading company that is stamped on several of the crates in your wagon) block the furnace from view from the rest of the room.
Klarg, and his two captains sit by the fire, drinking liquids from fancy crystalline goblets, and Klarg's pet wolf, 'She who dances with the hunt', sits by the fire, eyes locked directly in the direction of crates blocking the furnace, nostrils flaring, and what you approximate to be a lupin look of smug satisfaction, which you did not even know was possible until now.
This post has potentially manipulated dice roll results.
Walking up next to Berrus, Kor's grin his face splits ear-to-ear when he sees the ring and feels the magic emanating from it. Maybe this job will be worth it after all. Looking over the ring, he attempts to identify some of its magical properties.
Arcana: 7
Kor then tears his one-eyed gaze away from the ring and explains the results of the familiar's recon, adding, "Like the she-wolf said, it seems Klarg's pet wolf knows we're here, but hasn't acted against us. Besides the wolf, Klarg and his guards seem to be the only ones in the room, so I think the furnace is still our best bet to limit goblin casualties. The only sticking point is our order of movement. Who ever goes first will be in the room by themselves until the others join them and with a 30 foot climb, that could take a minute. If we sent our stealthiest member, i.e., yours truly, first if the goblins are alerted by the wolf or through other means, they'd be sitting ducks. If we send out most durable member, i.e. Berrus, first, it increases the likelihood they'll be detected right away and then the rest of us would be crawling out of the furnace into the fire, so to speak."
"I should still go first though, I'll set a piton near the top and drop a rope down, should make the climb a bit easier. If it seems like I've been detected, I 'll just stay in the furnace and come back down." Kor finishes after some thought.
This post has potentially manipulated dice roll results.
“That sounds like a fine plan Kor. I will follow up second, maybe I can get up there quicker, maybe not so much quieter though to help you. On a side note, may I take a look at the ring? Maybe I can help identify it?” Mav holds his hand out to hopefully inspect this mystical ring.
Arcane 12
Well that was a bust hahaha
Would Mav beagle to use some monk agility to get up there quicker so that Kor isn’t alone? I am proficient in acrobatics too. Obviously quicker means a little more noise though. But if we could get two bodies up there we could at least talk and distract while the others climb up?
This post has potentially manipulated dice roll results.
"Hm, an interesting find indeed. Hand it here, I think I might have an idea as to what it could be." Valathar holds out his hand, waiting for the ring. "I'm not a particularly strong climber, and as I'm sure you're aware by now, I'm not the most coordinated dragonborn. I could climb up with the help of rope, but not quicky, and certainly not quietly. It might be prudent for me to go last if we do decide to climb the chimney."
Arcana: 2 to identify the ring's magical properties
Whomp whomp. We better be saving these rolls for this fight coming up! haha
Despite all of your combined efforts, the mystery of the ring has actually taken a downwards swing. Not only are you all sick and tired of trying to glean the possible mystery of what it does, you find that Valathar own natural magical reserve seems to repel the magic in the ring.
I'm very sorry Valathar, but for now, all further attempts to examine or wear the ring will result in disadvantage on any checks regarding the ring, and one D4 of psychic damage if you wear it for any period longer then 5 minutes. Consider it as almost a magical allergy, your system seems to fight it's system without regard for your own well-being.
This post has potentially manipulated dice roll results.
Berrus shrugs and investigates the chimney some more looking for likely handholds etc
using stonecutting (history) : 14
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
This post has potentially manipulated dice roll results.
"Uegh" Valathar grunts after staring into the ring's amber setting. Twisting away from the ring, almost as if in pain, he drops the thing to the floor. "Get that thing away from me. It's surly cursed. That wolf must have been more loyal to her former masters than she let on. So be it. If we're going to do this, we should get started." Valathar remarked impatiently. He sidles up to the Berrus and the chimney, looking up along with his Dwarf companion.
After just a moment or two, not nearly long enough to actually notice anything in the dim light, Valathar turns away and starts shuffling his feet in the ash, mumbling to himself. It's then that he remembers the other gift presented by the wolf. Retrieving the clover from the pocket on his jerkin, Valathar inspects the little flower.
This post has potentially manipulated dice roll results.
Kor leans down and picks up the ring disappointed he couldn't figure it out, but never the one to waste a possible profit. "I may be able to find someone to Identify this once we get a settlement." He says to the others.
Sighing, he says, "I've never been much for climbing myself, but I'll give it a go. If I can't make it up I'll give the pitons and rope to Mav to set in place." With that he ducks into the furnace and begins his ascent.
Athletics: 10
Well damn, guessed I used all my good rolls getting in here. Walk it off, Kor!
This post has potentially manipulated dice roll results.
“That’s okay Kor, I can get us up there.” Mav grabs the rope and pitons from Kor. He eyes the furnace and checks out the inside. He scoots in and starts his ascent.
Acrobatics 8
Rollback Post to RevisionRollBack
Mavi Göz Mal - Half Orc Monk Level 1 Not Another Lost Mine of Phandelver
Drita - Aasimar Hexblade Warlock Lvl 3 Tomb of Annhilation
Beerus: Using your background with stoneworks of all kinds, you can easily spot nicks and crannies in the inner stone wall of the furnace that could make ideal hand and foot holds for those climbing. Your discovery grants a +5 bonus to your friends attempts climbing.
Val: While frustrated with the ring, you settle into something you feel more comfortable with. Nature, and sylvan magic, which the clover is emitting a healthy dose of. You idenitify the clover as continuously going through a minor time loop, going seconds back in time after a set interval, reverting its lifespan and freshness with each jump.
You determine that if someone were to crush the clover in their hands, they would revert once to a point seconds before the crushing, being able to redo either an ability/hit/damage check or save, or make an enemy reroll a ability/hit/damage check or save. You determine it would only work once however.
Kor: You manage to get to the top thanks to Berrus' advice, however a rather sooty hand slips when you try to push up onto the upper ledge of the chimney, and you fall all the way down to the bottom, your fall thankfully muffled by the ash pile you dropped into.
Please roll 2 D4 bludgining damage die, and your character and belongings are covered in ash for the foreseeable future.
Mav: Thank's to Berrus' advice, you scamper up to the point Val fell off of, and manage to climb all the way up to the room Klarg is in. You manage to find a good place to fasten the rope to, and silently try to get it down to your allies. Please roll a stealth check at advantage.
As the group approaches the entrance to the Wolves den, Valathar's heart swells with pity. "These poor beasts..." he whispers, almost inaudibly. "We must free them. Give me just a moment." he says, a little more vocally. He slinks into the room, arms outstretched, staff in hand. He chants quietly in a unknown language, then falls silent. Not a second later the group hears the low sound of wolf growling emanating from the room, but the wolfs aren't the source of the sound.
Valathar's cast Speak with Animals. "Please," he pleads with the wolves, "help us." Valathar pulls a strip of smoked meat from his pack for each of the beasts. Tossing one to each of them he then says "You don't deserve this life. Help us with these goblins, and you're free to go. No beast should be held captive like this. You deserve better lives. You deserve to sleep under the Moon. Let us pass at least, or help us, the choice is yours, but either way, you're free now."
Persuasion: 21 to convince the wolves to let us pass, or help us if they're so inclined.
Kor: While your familiar manages to scout ahead unmolested, you noticed something rather unfortunate about your connection with it. The further it gets away from you, the fuzzier the sense connection between you two gets. You managed to get a picture of at least one fuzzy looking green blob on the bridge overlooking the stream before the connection fizzled out and you returned to your body. (The find familiar spell rules says “While your familiar is within 100 feet of you, you can communicate with it telepathically.”)
Back to the wolf room: Mav, from a quick glance around the room, you notice the following: Lots and lots of bones, some (the ones out of the wolves chained reach) have putrid rotting meat clinging to them. Several flies have situated themselves all over the room and create a low buzzing noise that’s only noticable when you concentrate on it. It seems like this room also served as a Goblin dumping ground in addition to a wolf kennel. The only other thing of note in the room is a ruined furnace in the back, with a thick pile of ash sitting in the rather large inside. Kor from your previous scouting missions, you inform the group that the furnace should lead up to Klarg’s area, and from the looks of it, a medium sized humanoid could comfortably squeeze inside.
When the wolves first notice the groups presence, they let out low growls of warning, that were very obsecured by the sound of partying echoing all across the cave. When you threw the meat, they initially fought viciously over it, again, the sounds mostly muffled by the caves background noise, until the soft green glow of ancient sylvan magic connected Valathar with the three in a faint mist.
The largest wolf of the three opens its maw, and instead of a low whine, the four of you hear a dry, scratchy sounding female voice-
“We will not fight the goblins humans, our previous leader ‘He who leaves no prints’ showed us the futility in such an action. If you would agree to free us, we will instead show you treasures hidden in this room that you can use in your struggles. Regardless, we ask of one favor. The leader of the Goblin clan has taken the traitor ‘She who dances in the hunt’ as a pet. She was the one to sell the pack out many moons ago. We ask that subdue her if you can, without killing her. It is my duty as ‘He who leaves no prints’ mate to avenge our alpha. If you can do this, I will show you our greatest treasure, buried in the woods not far from here.”
"Of course. It would be my honor to help you in this." Valathar replies. Slowly, he approaches the pack of wolves, dropping to his knees, one by one, cuts the cords around their necks. "I'm so sorry you've been treated like this. If you'd like, wait within ear shot outside the cave, and when we return, I'll call. We'll have 'She who dances in the hunt' with us, waiting for you." Valathar stand, and steps back so the wolves may pass if they wish. "We didn't kill the goblins guarding the entrance of the cave. Tread quietly. Oh and one last thing before you go, have you seen a dwarf come through these caves recently, within the last day or so? He is our friend and was taken hostage by these goblins, but it seems he's no longer being held here."
The she wolf quietly ponders.
“The one who smelled of Stone and Magic was taken away almost immediately, we have not learned his smell enough to track him. His companion, the one who smells of Steel and Wisdom has been trapped in this cave for many a moon, we hear his cries of help and pain when ‘He who plays with Venom’ is aroused.”
Once freed, the two other wolves immediately slink out of the room, heads hanging low, but the deceased Alpha’s mate stays and eyes you four with eyes as green as Emerald. She slowly picks up the skull of a rodent, and peels off the top section with her teeth. Inside is a perfectly preserved 4 leaf clover.
”You will also find something buried in the ash of the furnace. I will be anxiously awaiting your return by the source of the gunpowder I smell on you. Be cautious, the goblins may be unobservant as sleeping toads, but ‘She who dances in the Hunt’ most likely already knows you are here. I imagine since the room hasn’t been flooded with their kind, she thinks she can gain something from you. Do not trust her, she betrayed her pack, she will most likely betray her new caretakers, she would not hesitate to betray you if she feels she can gain a more advantageous position.”
"Your wisdom is truly appreciated." Valathar rumbles, bending down to accept the clover from the she-wolf. "Now go, be with your pack. Run in the woods. We'll avenge your mate." Valathar strokes the creature behind the ears. After the wolf leaves, Valathar strodes over to the mound of ash the beast mentioned. Using his staff, Valathar sifts though the pile, searching for anything hidden there.
"I saw at least one goblin guarding the path up the river. He was on the bridge over looking the water, so I doubt we'd be able to sneak past without being noticed if we go that way. I'll send my familiar up this furnace to take a peek. Maybe we can climb up." He said dubiously looking at Val's large frame. With that he dismisses and re-manifests the spider next to him, instructing it on its task.
DM: Dismissing and re-summoning the familiar would technically take two actions from Kor if you're tracking things like that outside of combat.
Spider Stealth: 20
Kor Perception: 6
Mav searches through the ashes by the furnace for the item that the she-wolf was talking about.
Investigation 6
oh wait, val already did it. ooops... disregard my shitty investigating
Mavi Göz Mal - Half Orc Monk Level 1 Not Another Lost Mine of Phandelver
Drita - Aasimar Hexblade Warlock Lvl 3 Tomb of Annhilation
Iznik Sylnithas - Half Drow Blood Hunter Level 2 Precipice of Voids
Berrus also checks the ashes
Investigation 12
Since i am -1 that would be a nat 20!!
Laissez les bons temps rouler
Val, Mav, and Berrus: Sifting through the ash pile, you four search fruitlessly for several long minutes. All hope seemed to be lost since the She-Wolf gracefully stalked away from the room a long time ago when a low laugh erupts from Berrus. In his hands he clutches a fine golden ring, etched with several runes, and topped with a piece of brilliant amber, a unidentifiable, probably extinct, insect trapped inside. Val and Kor, you both can feel ambient magic coming from both the ring and the clover. Feel free to roll Arcane checks whenever you want. You can make as much arcane checks as you want, but failed checks require half a days rest before being attempted again.
Kor: Your spider climbs up the chimmeny. Again, it's rather large from the inside, and could probably fit even Valathar or Mav (one at a time of course) if need be. It's a thirty feet ascension, and at the top, a flimsy iron grate separates the opening of the furnace to the rest of the room. Several random crates of stolen supplies (you can tell they are stolen because they bear the symbol of the trading company that is stamped on several of the crates in your wagon) block the furnace from view from the rest of the room.
Klarg, and his two captains sit by the fire, drinking liquids from fancy crystalline goblets, and Klarg's pet wolf, 'She who dances with the hunt', sits by the fire, eyes locked directly in the direction of crates blocking the furnace, nostrils flaring, and what you approximate to be a lupin look of smug satisfaction, which you did not even know was possible until now.
Walking up next to Berrus, Kor's grin his face splits ear-to-ear when he sees the ring and feels the magic emanating from it. Maybe this job will be worth it after all. Looking over the ring, he attempts to identify some of its magical properties.
Arcana: 7
Kor then tears his one-eyed gaze away from the ring and explains the results of the familiar's recon, adding, "Like the she-wolf said, it seems Klarg's pet wolf knows we're here, but hasn't acted against us. Besides the wolf, Klarg and his guards seem to be the only ones in the room, so I think the furnace is still our best bet to limit goblin casualties. The only sticking point is our order of movement. Who ever goes first will be in the room by themselves until the others join them and with a 30 foot climb, that could take a minute. If we sent our stealthiest member, i.e., yours truly, first if the goblins are alerted by the wolf or through other means, they'd be sitting ducks. If we send out most durable member, i.e. Berrus, first, it increases the likelihood they'll be detected right away and then the rest of us would be crawling out of the furnace into the fire, so to speak."
"I should still go first though, I'll set a piton near the top and drop a rope down, should make the climb a bit easier. If it seems like I've been detected, I 'll just stay in the furnace and come back down." Kor finishes after some thought.
“That sounds like a fine plan Kor. I will follow up second, maybe I can get up there quicker, maybe not so much quieter though to help you. On a side note, may I take a look at the ring? Maybe I can help identify it?” Mav holds his hand out to hopefully inspect this mystical ring.
Arcane 12
Well that was a bust hahaha
Would Mav beagle to use some monk agility to get up there quicker so that Kor isn’t alone? I am proficient in acrobatics too. Obviously quicker means a little more noise though. But if we could get two bodies up there we could at least talk and distract while the others climb up?
Mavi Göz Mal - Half Orc Monk Level 1 Not Another Lost Mine of Phandelver
Drita - Aasimar Hexblade Warlock Lvl 3 Tomb of Annhilation
Iznik Sylnithas - Half Drow Blood Hunter Level 2 Precipice of Voids
"Hm, an interesting find indeed. Hand it here, I think I might have an idea as to what it could be." Valathar holds out his hand, waiting for the ring. "I'm not a particularly strong climber, and as I'm sure you're aware by now, I'm not the most coordinated dragonborn. I could climb up with the help of rope, but not quicky, and certainly not quietly. It might be prudent for me to go last if we do decide to climb the chimney."
Arcana: 2 to identify the ring's magical properties
Whomp whomp. We better be saving these rolls for this fight coming up! haha
sounds good Kor. i should either be second to give support if it all goes south or last since stealth generally isna my thing
Laissez les bons temps rouler
Despite all of your combined efforts, the mystery of the ring has actually taken a downwards swing. Not only are you all sick and tired of trying to glean the possible mystery of what it does, you find that Valathar own natural magical reserve seems to repel the magic in the ring.
I'm very sorry Valathar, but for now, all further attempts to examine or wear the ring will result in disadvantage on any checks regarding the ring, and one D4 of psychic damage if you wear it for any period longer then 5 minutes. Consider it as almost a magical allergy, your system seems to fight it's system without regard for your own well-being.
Berrus shrugs and investigates the chimney some more looking for likely handholds etc
using stonecutting (history) : 14
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Laissez les bons temps rouler
"Uegh" Valathar grunts after staring into the ring's amber setting. Twisting away from the ring, almost as if in pain, he drops the thing to the floor. "Get that thing away from me. It's surly cursed. That wolf must have been more loyal to her former masters than she let on. So be it. If we're going to do this, we should get started." Valathar remarked impatiently. He sidles up to the Berrus and the chimney, looking up along with his Dwarf companion.
After just a moment or two, not nearly long enough to actually notice anything in the dim light, Valathar turns away and starts shuffling his feet in the ash, mumbling to himself. It's then that he remembers the other gift presented by the wolf. Retrieving the clover from the pocket on his jerkin, Valathar inspects the little flower.
Nature: 17 to examine the clover.
Kor leans down and picks up the ring disappointed he couldn't figure it out, but never the one to waste a possible profit. "I may be able to find someone to Identify this once we get a settlement." He says to the others.
Sighing, he says, "I've never been much for climbing myself, but I'll give it a go. If I can't make it up I'll give the pitons and rope to Mav to set in place." With that he ducks into the furnace and begins his ascent.
Athletics: 10
Well damn, guessed I used all my good rolls getting in here. Walk it off, Kor!
“That’s okay Kor, I can get us up there.” Mav grabs the rope and pitons from Kor. He eyes the furnace and checks out the inside. He scoots in and starts his ascent.
Acrobatics 8
Mavi Göz Mal - Half Orc Monk Level 1 Not Another Lost Mine of Phandelver
Drita - Aasimar Hexblade Warlock Lvl 3 Tomb of Annhilation
Iznik Sylnithas - Half Drow Blood Hunter Level 2 Precipice of Voids
Beerus: Using your background with stoneworks of all kinds, you can easily spot nicks and crannies in the inner stone wall of the furnace that could make ideal hand and foot holds for those climbing. Your discovery grants a +5 bonus to your friends attempts climbing.
Val: While frustrated with the ring, you settle into something you feel more comfortable with. Nature, and sylvan magic, which the clover is emitting a healthy dose of. You idenitify the clover as continuously going through a minor time loop, going seconds back in time after a set interval, reverting its lifespan and freshness with each jump.
You determine that if someone were to crush the clover in their hands, they would revert once to a point seconds before the crushing, being able to redo either an ability/hit/damage check or save, or make an enemy reroll a ability/hit/damage check or save. You determine it would only work once however.
Kor: You manage to get to the top thanks to Berrus' advice, however a rather sooty hand slips when you try to push up onto the upper ledge of the chimney, and you fall all the way down to the bottom, your fall thankfully muffled by the ash pile you dropped into.
Please roll 2 D4 bludgining damage die, and your character and belongings are covered in ash for the foreseeable future.
Mav: Thank's to Berrus' advice, you scamper up to the point Val fell off of, and manage to climb all the way up to the room Klarg is in. You manage to find a good place to fasten the rope to, and silently try to get it down to your allies. Please roll a stealth check at advantage.
8 Bludgeoning Damage