As Tyris' arrow rips through the rags, the pile of rags desegregates into a unanimated pile of rags.
I am going to keep you in initiative until Oreus is stabilized or dead. I believe that Tyris has the last healing potion. He can dig it out of his pack as part of his turn and give it to Alben who hasn't gone yet. Or Alben can try to stabilize him, by himself. After Alben goes, I will roll the Death Save if he is not stabilized. Oreus is currently 2/1 on the side of death.
Stabilizing a Creature
The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.
You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.
A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours.
This post has potentially manipulated dice roll results.
Alben feeds the potion to Oreus, who wakes up revived.
Everyone gets 90 XP. Which is enough for everyone to level upon a Long rest.
Here is the description of the room again...
An acrid stench fills this chamber, which contains two large tables draped in cobwebs. Alchemical apparatus clutters one tabletop, while the other table has been flipped on its side, spilling its contents into the middle of the room. Amid the fragments of shattered glass lie some candles, some spent tindertwigs, various sundry utensils, and a pile of rags. A five-foot-wide tunnel in the west wall leads into darkness. Against the opposite wall stands a cabinet, its doors set with jagged shards of frosted glass. It looks like someone smashed though the glass to reach the contents within. Mounted to the ceiling is a web-shrouded wooden fan connected to some gears and a rope belt that crosses the ceiling and disappears into the north wall.
Shadow goes through the room looking for anything if interest.
Oreus joins him. Investigation 17
They find..
The upright table bears a Alchemist's Lab (it looks valuable), as well as the following items: five empty glass flasks, six flasks of powder, three flasks of hardened sludge (harmless), two flasks of Acid (vial), 20Tindertwig s, and a key for the U doors (After Oreus looks at it).
On the floor near where the "pile of rags" was first laying rests a Tanglefoot Bag.
Gentleman, i say we collect the items of value from this room and leave. Go sell them and use the money to buy some more potions. Get a good night sleep then return. I think more potions will be necessary as we continue our search of this place.
Rollback Post to RevisionRollBack
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Here is a list of shops is Cauldron listed by the map numbers.
7. Church of St. Cuthbert (not really a shop, but Jenya has told the group, you can get divine potions here for a discount)
12. Tygot's Old Things: Specializes in nonmagical art objects.
13. Maavu Imports: Here you can find anything from Foodstuffs, entertainment, alchemical and medical supplies, books, and possibly a few magic items. (If he's not there you can try 11. Naavu's Main Warehouse.
16. Garthun Imports: Carriers Alcohol, Tobacco, Exotic Sweets and Seafood.
17. Skie's Treasury: The adventurers wet dream Skie's Treasury carries all sorts of magical items.
23. Sure Foot Livery: Sure Foot Livery in the largest (and only) livestock and livestock accessory business in town.
24. Gurnezarn's Smithy: Custom made armor and weapons.
27. Weer's Elixirs:This cramped shop is the go-to place in town for alchemical items and potions.
30. Ghelve's Locks: The best locksmith in town.
35. Westkey's Map Emporium: he sells maps of all manner, including regional and local maps, and building maps
Shadow's attack seems to really hurt it as more rags lose animation.
Tyris continues launching arrows.
Attack: 23 Damage: 11
As Tyris' arrow rips through the rags, the pile of rags desegregates into a unanimated pile of rags.
I am going to keep you in initiative until Oreus is stabilized or dead. I believe that Tyris has the last healing potion. He can dig it out of his pack as part of his turn and give it to Alben who hasn't gone yet. Or Alben can try to stabilize him, by himself. After Alben goes, I will roll the Death Save if he is not stabilized. Oreus is currently 2/1 on the side of death.
Stabilizing a Creature
The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.
You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.
A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours.
Laladak tries to stabilize Oreus Medicine 18
I got alot a doods
You already went this turn. I will use this roll if he survives the Death Save, if Tyris and Alben aren't able to help.
Tutus digs his potion out and tosses it to Alben.
Alben uses the healing potion on Oreus, healing 7
Shadow searches the room
13 investigation
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Alben feeds the potion to Oreus, who wakes up revived.
Everyone gets 90 XP. Which is enough for everyone to level upon a Long rest.
Here is the description of the room again...
An acrid stench fills this chamber, which contains two large tables draped in cobwebs. Alchemical apparatus clutters one tabletop, while the other table has been flipped on its side, spilling its contents into the middle of the room. Amid the fragments of shattered glass lie some candles, some spent tindertwigs, various sundry utensils, and a pile of rags. A five-foot-wide tunnel in the west wall leads into darkness. Against the opposite wall stands a cabinet, its doors set with jagged shards of frosted glass. It looks like someone smashed though the glass to reach the contents within. Mounted to the ceiling is a web-shrouded wooden fan connected to some gears and a rope belt that crosses the ceiling and disappears into the north wall.
Shadow goes through the room looking for anything if interest.
Oreus joins him. Investigation 17
They find..
The upright table bears a Alchemist's Lab (it looks valuable), as well as the following items: five empty glass flasks, six flasks of powder, three flasks of hardened sludge (harmless), two flasks of Acid (vial), 20Tindertwig s, and a key for the U doors (After Oreus looks at it).
On the floor near where the "pile of rags" was first laying rests a Tanglefoot Bag.
The broken cabinet holds a few alchemical items of interest: 3 flasks of Alchemist's Fire (flask), 4 vials of Antitoxin, 2 Smokestick s, 8 Sunrod s, a Thunderstone, and a vial containing rwo applications of Universal Solvent.
Gentleman, i say we collect the items of value from this room and leave. Go sell them and use the money to buy some more potions. Get a good night sleep then return. I think more potions will be necessary as we continue our search of this place.
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
"That sounds well and good, but I dont think the kids have much time. However thinking back on that last fight, I dont think we have much choice."
I got alot a doods
"As much as I want to press on, we can not help anyone if we are dead."
Tyris nods. "We need rest. As Alben said, we're no use to the kids if we die trying."
Oreus argues with the party.
Here is a list of shops is Cauldron listed by the map numbers.
7. Church of St. Cuthbert (not really a shop, but Jenya has told the group, you can get divine potions here for a discount)
12. Tygot's Old Things: Specializes in nonmagical art objects.
13. Maavu Imports: Here you can find anything from Foodstuffs, entertainment, alchemical and medical supplies, books, and possibly a few magic items. (If he's not there you can try 11. Naavu's Main Warehouse.
16. Garthun Imports: Carriers Alcohol, Tobacco, Exotic Sweets and Seafood.
17. Skie's Treasury: The adventurers wet dream Skie's Treasury carries all sorts of magical items.
23. Sure Foot Livery: Sure Foot Livery in the largest (and only) livestock and livestock accessory business in town.
24. Gurnezarn's Smithy: Custom made armor and weapons.
27. Weer's Elixirs:This cramped shop is the go-to place in town for alchemical items and potions.
30. Ghelve's Locks: The best locksmith in town.
35. Westkey's Map Emporium: he sells maps of all manner, including regional and local maps, and building maps
38. Zanathor's Provisions: A general store.
You should discuss among yourselves whet you what to sell and which items if any you want to keep. And then let me know which shop you want to visit.
Laladak would love to sell what we got in exchange for some plate armor. I dont know what anyone else is thinking tho.
I got alot a doods
Oreus gives up arguing: finally he agrees with the others
Sorry, I meant to say "agree"
Welcome back
Discussions?